sub_units = {
	infantry = {
		abbreviation = "INF"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 600
		ai_priority = 200
		active = no

		type = {
			infantry
		}

		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 60
		default_morale = 0.3
		manpower = 500

		#Misc Abilities
		training_time = 90
		suppression = 1.5
		weight = 0.5
		
		supply_consumption = 0.06
	
		need = {
			swords = 500
		}
	}

	shield = {
		abbreviation = "SHD"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 600
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_light_infantry
			category_front_line
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 30
		max_organisation = 65
		default_morale = 0.7
		manpower = 500

		#Misc Abilities
		training_time = 120
		suppression = 1.8
		weight = 0.6
		
		supply_consumption = 0.05
	
		need = {
			shields = 400
			swords = 200
		}
	}

	halberdiers = {
		abbreviation = "HAL"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 600
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_heavy_infantry
			category_front_line
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 55
		default_morale = 0.3
		manpower = 450

		#Misc Abilities
		training_time = 95
		suppression = 1.6
		weight = 0.55
		
		supply_consumption = 0.06
	
		need = {
			halberds = 400
		
		}
	}

	pikeman = {
		abbreviation = "PIK"
		sprite = infantry
		map_icon_category = infantry

		priority = 600
		ai_priority = 200
		active = no

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_heavy_infantry
			category_front_line
			category_all_infantry
			category_army
		}

		combat_width = 2

		#Size Definitions
		max_strength = 25
		max_organisation = 60
		default_morale = 0.3
		manpower = 480

		#Misc Abilities
		training_time = 90
		suppression = 1.5
		weight = 0.5

		supply_consumption = 0.06

		need = {
			pikes = 400
		}
	}

	axeman = {
		abbreviation = "AXM"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 600
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_heavy_infantry
			category_front_line
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 55
		default_morale = 0.28
		manpower = 450

		#Misc Abilities
		training_time = 80
		suppression = 1.4
		weight = 0.5
		
		supply_consumption = 0.06
	
		need = {
			axes = 360
		}
	}
	
	mountaineers = {
		abbreviation = "MTN"
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		mountaineers = yes

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_mountaineers
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		
		supply_consumption = 0.05
		breakthrough = 0.3
	
		need = {
			infantry_equipment = 140
		}

		hills = {
			attack = 0.2
			defence = 0.05
			movement = 0.1
		}
		mountain = {
			attack = 0.35
			defence = 0.1
			movement = 0.2
		}
	}
	
	fake_intel_unit = {
		sprite = infantry
		map_icon_category = infantry
		
		priority = 0
		ai_priority = 0
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 1
		
		#Size Definitions
		max_strength = 1
		max_organisation = 100
		default_morale = 0.3
		manpower = 0

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		
		supply_consumption = 0.0
	
		need = {
			infantry_equipment = 1
		}
	}

	penal_battalion = {
		abbreviation = "PEN"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 400 #600
		ai_priority = 150 #200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 15 #25 (HP)
		max_organisation = 70 #60 -> Lower HP but higher Org: They should keep fighting longer
		default_morale = 0.4 #0.3 (Recovery) -> Easy to get more punishees
		manpower = 850 #1000 -> Usually no more than 850

		#Misc Abilities
		training_time = 50 #90 -> Already trained
		suppression = 0.5 #1.5 -> Not for suppression roles
		weight = 0.5
		
		supply_consumption = 0.05 #0.07 -> Don't need that much supply, and they have lower HP
	
		need = {
			infantry_equipment = 85 #100 -> Same ratio as regular Infantry			
		}
	}

	irregular_infantry = {
		abbreviation = "IRR"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 400
		ai_priority = 150
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 30 # reg inf 25
		max_organisation = 45 # reg inf 60
		default_morale = 0.2 #  reg inf 0.3
		manpower = 1000

		#Misc Abilities
		training_time = 30 # was 75  # reg inf 90
		suppression = 1.5 # reg inf 1.5
		weight = 0.5
		
		supply_consumption = 0.04 # reg inf  0.06

		# generally not as drilled in modern warfare as regular troops 
		soft_attack = -0.05
		# breakthrough = -0.1  
		defense = -0.15 # was -0.25 

		# Terrain bonuses
		# Attack bonuses higher as they thought defending was dishonourable
		hills = {
			attack = 0.15 # was 0.1 
			defence = 0.05
		}
		forest = {
			attack = 0.15 # was 0.1 
			defence = 0.05
		}
		mountain = {
			attack = 0.15 # was 0.1 
			defence = 0.05
		}
		desert = {
			attack = 0.25 # was 0.1 
			defence = 0.10	
		}
		
		
		need = {
			infantry_equipment = 80 # was 100 
		}
	}
}