# options for map_icon_category:
# For land units: infantry,armored,other
# For sea units: ship,transport,uboat

sub_units = {

	yzc_infantry = {
		abbreviation = "YZCINF"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 600
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		#can_exfiltrate_from_coast = yes #Can this subunit board convoys from a non-port location. 
		#Intended for use with special forces marine templates; all non-support subunits in the division must have this flag set to yes
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		can_be_parachuted = yes
		combat_width = 2
		
		#Size Definitions
		max_strength = 40
		max_organisation = 80
		default_morale = 0.6
		manpower = 1200

		#Offensive Abilities
		soft_attack = 0.25
		hard_attack = 0.15

		#Misc Abilities
		training_time = 60
		suppression = 10
		weight = 0.3
		
		supply_consumption = 0.02
		
		need = {
			infantry_equipment = 140
			artillery_equipment = 12
			#medium_tank_chassis = 12
			support_equipment = 15
			motorized_equipment = 10
		}

		plains = {
			movement = 0.1
		}
	}

	yzc_mechanized = {
		abbreviation = "YZCMEC"
		sprite = mechanized
		map_icon_category = infantry

		priority = 610
		ai_priority = 200
		active = no

		type = {
			mechanized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_vehicle_infantry
			category_mobile_and_mobile_combat_sup
		}

		combat_width = 3

		#Offensive Abilities
		soft_attack = 0.15
		hard_attack = 0.1
		
		#Size Definitions
		max_strength = 50
		max_organisation = 70
		default_morale = 0.6
		manpower = 1600

		#Misc Abilities
		training_time = 100
		suppression = 15
		weight = 0.5
		
		supply_consumption = 0.12
		
		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			infantry_equipment
			mechanized_equipment
		}

		# this is what moves us and sets speed
		transport = mechanized_equipment

		need = {
			mechanized_equipment = 50
			infantry_equipment = 160
			support_equipment = 15
			motorized_equipment = 15
			medium_tank_chassis = 16
		}

		plains = {
			movement = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.05
		}
		river = {
			attack = 0.1
		}
		amphibious = {
			attack = 0.05
		}
		fort = {
			attack = 0.15
		}

		#hardness = 0.2 moving these buffs to unit stats
	}
	
	yzc_modern_mechanized = {
		abbreviation = "YZCMMEC"
		sprite = mechanized
		map_icon_category = infantry

		priority = 610
		ai_priority = 200
		active = no

		type = {
			mechanized
			armor
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_vehicle_infantry
			category_mobile_and_mobile_combat_sup
		}

		combat_width = 3

		#Offensive Abilities
		soft_attack = 0.15
		hard_attack = 0.1
		
		#Size Definitions
		max_strength = 60
		max_organisation = 90
		default_morale = 0.6
		manpower = 1600

		#Misc Abilities
		training_time = 100
		suppression = 15
		weight = 0.5
		
		supply_consumption = 0.12
		
		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			infantry_equipment
			mechanized_equipment
			modern_tank_chassis


		}

		# this is what moves us and sets speed
		transport = mechanized_equipment

		need = {
			mechanized_equipment = 50
			infantry_equipment = 160
			support_equipment = 15
			motorized_equipment = 15
			modern_tank_chassis = 12
		}

		plains = {
			movement = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.05
		}
		river = {
			attack = 0.1
		}
		amphibious = {
			attack = 0.05
		}
		fort = {
			attack = 0.15
		}

		#hardness = 0.2 moving these buffs to unit stats
	}

}