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

sub_units = {

	magical_infantry = {
		sprite = infantry
		map_icon_category = infantry

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_heavy_infantry
			category_magical
		}

		combat_width = 2

		#Size Definitions
		max_strength = 25
		max_organisation = 60
		default_morale = 0.3
		manpower = 1000
		training_time = 120

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5

		air_attack = -1
		ap_attack = -1

		supply_consumption = 0.07

		need = {
			magical_equipment = 100
		}
	}

	pegasi = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}

		combat_width = 2

		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		maximum_speed = 0.6
		training_time = 130
		suppression = 1.2
		weight = 0.5

		supply_consumption = 0.08
		breakthrough = 0.4
		defense = -0.2

		can_be_parachuted = yes

		need = {
			infantry_equipment = 140
		}

		forest = {
			attack = -0.05
		}
		jungle = {
			attack = -0.1
		}
		hills = {
			attack = 0.1
			movement = 0.1
		}
		mountain = {
			attack = 0.1
			movement = 0.2
		}
	}

	unicorn_company = {
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no

		can_be_parachuted = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_magical
		}


		combat_width = 0

		#Size Definitions
		max_strength = 1
		max_organisation = 30
		default_morale = 0.3
		manpower = 200
		training_time = 200

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.04
		can_be_parachuted = yes

		# Important Ability
		breakthrough = 2

		defense = -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		essential = {
			support_equipment
		}

		need = {
			support_equipment = 15
			infantry_equipment = 15
		}

	}

	jager = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes

		priority = 601
		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 = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		maximum_speed = 0.3
		recon = 0.2
		training_time = 125
		suppression = 1
		weight = 0.4

		supply_consumption = 0.04
		breakthrough = 0.1
		defense = -0.1
		soft_attack = -0.05
		hard_attack = -0.10

		need = {
			infantry_equipment = 140
		}

		marsh = {
			attack = 0.1
			movement = 0.1
		}
		jungle = {
			attack = 0.1
			defence = 0.1
			movement = 0.1
		}
		forest = {
			attack = 0.20
			defence = 0.2
		}
		urban = {
			attack = 0.1
		}
		fort = {
			attack = -0.05
		}
	}

	infiltrator_company = {
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		special_forces = yes

		can_be_parachuted = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_magical
		}


		combat_width = 0

		#Size Definitions
		max_strength = 5
		max_organisation = 35
		default_morale = 0.5
		manpower = 400
		training_time = 160

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.03
		can_be_parachuted = yes

		# Important Ability
		breakthrough = 0.4
		recon = 1
		suppression_factor = 0.05


		defense = -0.5
		soft_attack = -0.4
		hard_attack = -0.4

		essential = {
			support_equipment
		}

		need = {
			support_equipment = 10
			infantry_equipment = 50
		}

		urban = {
			attack = 0.1
			movement = 0.1
		}

		fort = {
			attack = 0.1
		}

	}
}
