sub_units = {
	ATRI_artillery_support = {
		abbreviation = "atriART"
		sprite = artillery
		map_icon_category = infantry
		priority = 1198
		ai_priority = 100
		active = no
		special_forces = yes
		affects_speed = no
		
		type = {
			infantry
			artillery
		}

		group = support
		
		categories = {
			category_army
			category_line_artillery
			category_artillery

		}

		combat_width = 0
		can_be_parachuted = yes
		manpower = 800
		#Offensive Abilities
		soft_attack = 0.25
		hard_attack = 0.2
		need = {
			artillery_equipment = 36
			motorized_equipment = 45
			support_equipment = 10
			ATRI_artillery_equipment = 72
		}
		essential = {
			artillery_equipment
			ATRI_artillery_equipment
			
		}
		max_strength = 50
		max_organisation = 50
		default_morale = 1
		training_time = 50
		weight = 0.3
		supply_consumption = 0.1
		suppression = 10

		defense = 3.5
		breakthrough = 4
		soft_attack = 5
		hard_attack = 5.5

		battalion_mult = {
			category = category_front_line
			breakthrough = 4
		}
		battalion_mult = {
			category = category_all_infantry
			breakthrough = 3
		}
		battalion_mult = {
			category = category_all_armor
			breakthrough = 5
		}
		#Line artillery bonuses
		# soft_attack = 0.25
		plains = {
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}
		
		forest = {	#森林
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		hills = {	#丘陵
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		jungle = {	#丛林
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		marsh = {	#沼泽
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		fort = {	#堡垒
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		urban = {	
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		river = {
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		amphibious = {
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}
		
		snow = {
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		mud = {
			movement = 0.5
			attack = 1.5
			breakthrough = 1
			defence = 1.5
		}

		can_be_parachuted = yes
		
	}

	
}
