sub_units = {
	YZ_engineer = {
		picture = GFX_unit_YZ_engineer_icon_medium
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
			flame
		}
		
		group = support
		
		categories = {
			category_front_line
			category_support_battalions
			category_army
			category_recon
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 15
		max_organisation = 25
		default_morale = 0.4
		manpower = 450
		training_time = 300

		#Misc Abilities
		weight = 0.3
		supply_consumption = 0.01
		
		entrenchment = 4
		
		battalion_mult = {
			category = category_all_infantry
			entrenchment = 0.3
			add = yes
		}
		battalion_mult = {
			category = category_all_armor
			entrenchment = 0.1
			breakthrough = 0.1
			supply_consumption_factor = -0.02
			fuel_consumption_factor = -0.05
			add = yes
		}

				
		defense = 0.5
		breakthrough = 0.75

		soft_attack = -0.5

		own_equipment_fuel_consumption_mult = 0.0

		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 20
			support_equipment = 60
			motorized_equipment = 50
		}

		can_be_parachuted = yes		#是否空降

		supply_consumption_factor = -0.1
		fuel_consumption_factor = -0.05

		plains = {
			movement = 0.2
			attack = 0.35
			defence = 0.3
		}
		
		forest = {	#森林
			defence = 0.2
			movement = 0.15
			attack = 0.1
		}

		hills = {	#丘陵
			defence = 0.25
			movement = 0.15
			attack = 0.25
		}

		jungle = {	#丛林
			defence = 0.2
			movement = 0.1
			attack = 0.2
		}

		marsh = {	#沼泽
			defence = 0.2
			movement = 0.2
			attack = 0.1
		}

		fort = {	#堡垒
			attack = 0.40
			defence = 0.20
		}

		river = {
			defence = 0.20
			movement = 0.25
			attack = 0.15
		}

		amphibious = {
			attack = 0.30
		}
		
		snow = {
			movement = 0.4
			attack = 0.1
			defence = 0.3
		}

		mud = {
			movement = 0.35
		}

		#same_support_type = engineer
	}
}
