#################################
# The Infantry Technology Group #
#################################

technology = {
	id = 1
	category = infantry
	name = TECH_INFANTRY_NAME #Localized name
	desc = TECH_INFANTRY_DESC #Localized description
	
	level = { # 1 - Basic Infantry Weapons
		id = 1000
		name = TECH_LEVEL_INF_1_NAME 
		desc = TECH_LEVEL_INF_1_DESC 
		
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Smokeless Gunpowder
			id = 1001
			name = TECH_APP_INF_1_1_NAME
			desc = TECH_APP_INF_1_1_DESC
			
			required = { 4104 }
			chance = 90
			cost = 6
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = cavalry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = militia value = 1 }
				command = { type = river_attack which = cavalry value = 150 }           #
				command = { type = river_attack which = infantry value = 150 }		#
				command = { type = river_attack which = motorized value = 150 }		# Put in to relieve the river crossing penalty 
				command = { type = river_attack which = marine value = 150 }		#
				command = { type = river_attack which = paratrooper value = 150 }	#
			}
		}
		application = { # Breech-Loading Rifle
			id = 1002
			name = TECH_APP_INF_1_2_NAME
			desc = TECH_APP_INF_1_2_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Early Machinegun
			id = 1003
			name = TECH_APP_INF_1_3_NAME
			desc = TECH_APP_INF_1_3_DESC
			
			required = { 1002 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = anti_air value = 1 }
			}
		}
		application = { # Divisional Telegraph System
			id = 1004
			name = TECH_APP_INF_1_4_NAME
			desc = TECH_APP_INF_1_4_DESC
			
			required = { 3002 11002 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_def_eff value = 5 }
				command = { type = max_organization which = anti_tank value = 1 }
			}
		}
		application = { # Corps Telegraph System
			id = 1005
			name = TECH_APP_INF_1_5_NAME
			desc = TECH_APP_INF_1_5_DESC
			
			required = { 3002 11004 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = surprise which = land value = 10 }
			}
		}
		application = { # Army Telegraph System
			id = 1006
			name = TECH_APP_INF_1_6_NAME
			desc = TECH_APP_INF_1_6_DESC
			
			required = { 3002 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}
		application = { # Modern Bayonet
			id = 1007
			name = TECH_APP_INF_1_7_NAME
			desc = TECH_APP_INF_1_7_DESC
			
			required = { }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
	} # Level 1
	
	level = { # 2 - Modern Infantry Weapons
		id = 1100
		name = TECH_LEVEL_INF_2_NAME 
		desc = TECH_LEVEL_INF_2_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Bolt-Action Rifle
			id = 1101
			name = TECH_APP_INF_2_1_NAME
			desc = TECH_APP_INF_2_1_DESC
			
			required = { 1002 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = militia value = 1 }
			}
		}
		application = { # Field Fortification
			id = 1102
			name = TECH_APP_INF_2_2_NAME
			desc = TECH_APP_INF_2_2_DESC
			
			required = { }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = marine value = 1 }
			}
		}
		application = { # Modern Machinegun
			id = 1103
			name = TECH_APP_INF_2_3_NAME
			desc = TECH_APP_INF_2_3_DESC
			
			required = { 1003 1101 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = ground_defense which = cavalry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = supply_consumption which = cavalry when = now value = 0.1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = ground_defense which = anti_air value = 1 }
			}
		}
		application = { # Modern Grenade
			id = 1104
			name = TECH_APP_INF_2_4_NAME
			desc = TECH_APP_INF_2_4_DESC
			
			required = { }
			chance = 90
			cost = 6
			time = 80
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = militia value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
			}
		}
		application = { # Modern Mine
			id = 1105
			name = TECH_APP_INF_2_5_NAME
			desc = TECH_APP_INF_2_5_DESC
			
			required = { }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = ground_defense which = engineer value = 1 }
			}
		}
		application = { # Alpinist Equipment
			id = 1106
			name = TECH_APP_INF_2_6_NAME
			desc = TECH_APP_INF_2_6_DESC
			
			required = { }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { }
			}
		}
	} # Level 2

	level = { # 3 - Basic Signals System
		id = 1200
		name = TECH_LEVEL_INF_3_NAME 
		desc = TECH_LEVEL_INF_3_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Divisional Telephone System
			id = 1201
			name = TECH_APP_INF_3_1_NAME
			desc = TECH_APP_INF_3_1_DESC
			
			required = { 1004 3105 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = ground_def_eff value = 5 }
				command = { type = max_organization which = anti_tank value = 1 }
			}
		}
		application = { # Corps Telephone System
			id = 1202
			name = TECH_APP_INF_3_2_NAME
			desc = TECH_APP_INF_3_2_DESC
			
			required = { 1005 3105 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = surprise which = land value = 10 }
			}
		}
		application = { # Army Telephone System
			id = 1203
			name = TECH_APP_INF_3_3_NAME
			desc = TECH_APP_INF_3_3_DESC
			
			required = { 1006 3105 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}
		application = { # Military Railroad Units
			id = 1204
			name = TECH_APP_INF_3_4_NAME
			desc = TECH_APP_INF_3_4_DESC
			
			required = { }
			chance = 90
			cost = 6
			time = 100
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = supply_consumption which = bergsjaeger when = now value = -0.1 }
				command = { type = supply_consumption which = cavalry when = now value = -0.1 }
				command = { type = supply_consumption which = infantry when = now value = -0.1 }
				command = { type = supply_consumption which = marine when = now value = -0.1 }
				command = { type = supply_consumption which = motorized when = now value = -0.1 }
				command = { type = supply_consumption which = militia when = now value = -0.1 }
			}
		}
		application = { # Basic Signal Interception Units
			id = 1205
			name = TECH_APP_INF_3_5_NAME
			desc = TECH_APP_INF_3_5_DESC
			
			required = { 3201 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = intelligence which = us value = 10 }
			}
		}
		application = { # Bicycle Messengers
			id = 1206
			name = TECH_APP_INF_3_6_NAME
			desc = TECH_APP_INF_3_6_DESC
			
			required = { }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = ground_def_eff value = 2 }
				command = { type = max_organization which = bergsjaeger when = now value = 2 }
				command = { type = max_organization which = infantry when = now value = 2 }
				command = { type = max_organization which = marine when = now value = 2 }
				command = { type = max_organization which = militia when = now value = 1 }
				command = { type = max_organization which = paratrooper when = now value = 2 }
				command = { type = max_organization which = motorized when = now value = 2 }
			}
		}
	} # Level 3
	
	level = { # 4 - Defensive Innovations
		id = 1300
		name = TECH_LEVEL_INF_4_NAME 
		desc = TECH_LEVEL_INF_4_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Rifle Grenade
			id = 1301
			name = TECH_APP_INF_4_1_NAME
			desc = TECH_APP_INF_4_1_DESC
			
			required = { 1101 1104 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
			}
		}
		application = { # Sustained Fire Machinegun
			id = 1302
			name = TECH_APP_INF_4_2_NAME
			desc = TECH_APP_INF_4_2_DESC
			
			required = { 1103 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
				command = { type = ground_defense which = anti_air value = 1 }
				command = { type = soft_attack which = anti_air value = 1 }
			}
		}
		application = { # Barbed Wire Defense
			id = 1303
			name = TECH_APP_INF_4_3_NAME
			desc = TECH_APP_INF_4_3_DESC
			
			required = { 1102 1103 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = ground_defense which = bergsjaeger value = 2 }
				command = { type = ground_defense which = infantry value = 2 }
				command = { type = ground_defense which = marine value = 2 }
				command = { type = ground_defense which = motorized value = 3 }
				command = { type = ground_defense which = paratrooper value = 2 }
			}
		}
		application = { # Light Mortar
			id = 1304
			name = TECH_APP_INF_4_4_NAME
			desc = TECH_APP_INF_4_4_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = ground_defense which = anti_air value = 1 }
				command = { type = max_organization which = anti_air value = 1 }
			}
		}
		application = { # Blockhouses
			id = 1305
			name = TECH_APP_INF_4_5_NAME
			desc = TECH_APP_INF_4_5_DESC
			
			required = { 1102 1202 4302 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = ground_def_eff value = 5 }
				command = { type = ground_defense which = infantry value = 2 }
				command = { type = ground_defense which = motorized value = 2 }
			}
		}
		application = { # Tunneling Units
			id = 1306
			name = TECH_APP_INF_4_6_NAME
			desc = TECH_APP_INF_4_6_DESC
			
			required = { 1105 4302 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = soft_attack which = engineer value = 1 }
				command = { type = hard_attack which = engineer value = 1 }
			}
		}
		application = { # Camouflage Clothing
			id = 1307
			name = TECH_APP_INF_4_7_NAME
			desc = TECH_APP_INF_4_7_DESC
			
			required = { }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_def_eff value = 2 }
			}
		}
		application = { # Trench Raiding Equipment
			id = 1308
			name = TECH_APP_INF_4_8_NAME
			desc = TECH_APP_INF_4_8_DESC
			
			required = { 1007 }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = intelligence which = us value = 2 }
			}
		}
	} # Level 4
	
	level = { # 5 - Modern Army Innovations
		id = 1400
		name = TECH_LEVEL_INF_5_NAME 
		desc = TECH_LEVEL_INF_5_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Canned Food and Water Distillation
			id = 1401
			name = TECH_APP_INF_5_1_NAME
			desc = TECH_APP_INF_5_1_DESC
			
			required = { 4106 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = desert_attack which = bergsjaeger value = 20 }
				command = { type = desert_attack which = cavalry value = 20 }
				command = { type = desert_attack which = infantry value = 20 }
				command = { type = desert_attack which = motorized value = 20 }
				command = { type = desert_attack which = marine value = 20 }
				command = { type = desert_attack which = militia value = 20 }
				command = { type = desert_attack which = paratrooper value = 30 }
				command = { type = desert_defense which = bergsjaeger value = 20 }
				command = { type = desert_defense which = cavalry value = 20 }
				command = { type = desert_defense which = infantry value = 20 }
				command = { type = desert_defense which = motorized value = 20 }
				command = { type = desert_defense which = marine value = 20 }
				command = { type = desert_defense which = militia value = 20 }
				command = { type = desert_defense which = paratrooper value = 30 }
				command = { type = jungle_attack which = bergsjaeger value = 20 }
				command = { type = jungle_attack which = cavalry value = 20 }
				command = { type = jungle_attack which = infantry value = 20 }
				command = { type = jungle_attack which = motorized value = 20 }
				command = { type = jungle_attack which = marine value = 20 }
				command = { type = jungle_attack which = militia value = 20 }
				command = { type = jungle_attack which = paratrooper value = 30 }
				command = { type = jungle_defense which = bergsjaeger value = 20 }
				command = { type = jungle_defense which = cavalry value = 20 }
				command = { type = jungle_defense which = infantry value = 20 }
				command = { type = jungle_defense which = motorized value = 20 }
				command = { type = jungle_defense which = marine value = 20 }
				command = { type = jungle_defense which = militia value = 20 }
				command = { type = jungle_defense which = paratrooper value = 30 }
			}
		}
		application = { # Machinegun Air-Cooling System
			id = 1402
			name = TECH_APP_INF_5_2_NAME
			desc = TECH_APP_INF_5_2_DESC
			
			required = { 1103 }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Light Machinegun
			id = 1403
			name = TECH_APP_INF_5_3_NAME
			desc = TECH_APP_INF_5_3_DESC
			
			required = { 1402 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = max_organization which = anti_air value = 1 }
			}
		}
		application = { # Medium Mortar
			id = 1404
			name = TECH_APP_INF_5_4_NAME
			desc = TECH_APP_INF_5_4_DESC
			
			required = { 1304 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
				command = { type = ground_defense which = anti_air value = 1 }
			}
		}
		application = { # Steel Helmet
			id = 1405
			name = TECH_APP_INF_5_5_NAME
			desc = TECH_APP_INF_5_5_DESC
			
			required = { 4203 }
			chance = 90
			cost = 6
			time = 100
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = cavalry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = militia value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
			}
		}
		application = { # Modern Depot System
			id = 1406
			name = TECH_APP_INF_5_6_NAME
			desc = TECH_APP_INF_5_6_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = supply_consumption which = bergsjaeger when = now value = -0.2 }
				command = { type = supply_consumption which = cavalry when = now value = -0.2 }
				command = { type = supply_consumption which = infantry when = now value = -0.2 }
				command = { type = supply_consumption which = marine when = now value = -0.2 }
				command = { type = supply_consumption which = motorized when = now value = -0.2 }
				command = { type = supply_consumption which = militia when = now value = -0.2 }
				command = { type = supply_consumption which = paratrooper when = now value = -0.2 }
			}
		}
		application = { # Modern Trench System
			id = 1407
			name = TECH_APP_INF_5_7_NAME
			desc = TECH_APP_INF_5_7_DESC
			
			required = { 1303 1305 3105 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = motorized value = 2 }
			}
		}
	} # Level 5
	
	level = { # 6 - Anti-Tank Innovations
		id = 1500
		name = TECH_LEVEL_INF_6_NAME 
		desc = TECH_LEVEL_INF_6_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Anti-Tank Mine
			id = 1501
			name = TECH_APP_INF_6_1_NAME
			desc = TECH_APP_INF_6_1_DESC
			
			required = { 1105 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = hard_attack which = engineer value = 1 }
			}
		}
		application = { # Armor-Piercing Ammunition
			id = 1502
			name = TECH_APP_INF_6_2_NAME
			desc = TECH_APP_INF_6_2_DESC
			
			required = { 4205 }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Anti-Tank Rifle
			id = 1503
			name = TECH_APP_INF_6_3_NAME
			desc = TECH_APP_INF_6_3_DESC
			
			required = { 1002 1502 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = hard_attack which = bergsjaeger value = 1 }
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = hard_attack which = marine value = 1 }
				command = { type = ground_defense which = anti_air value = 1 }
			}
		}
		application = { # Portable Pontoon Bridge
			id = 1504
			name = TECH_APP_INF_6_4_NAME
			desc = TECH_APP_INF_6_4_DESC
			
			required = { }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = river_attack which = bergsjaeger value = 10 }
				command = { type = river_attack which = cavalry value = 15 }
				command = { type = river_attack which = infantry value = 15 }
				command = { type = river_attack which = motorized value = 15 }
				command = { type = river_attack which = marine value = 10 }
				command = { type = river_attack which = paratrooper value = 10 }
			}
		}
		application = { # Modern Hand-to-Hand Training
			id = 1505
			name = TECH_APP_INF_6_5_NAME
			desc = TECH_APP_INF_6_5_DESC
			
			required = { 1308 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = militia value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
			}
		}
	} # Level 6

	level = { # 7 - Advanced Signals System
		id = 1600
		name = TECH_LEVEL_INF_7_NAME 
		desc = TECH_LEVEL_INF_7_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Divisional Wireless System
			id = 1601
			name = TECH_APP_INF_7_1_NAME
			desc = TECH_APP_INF_7_1_DESC
			
			required = { 1201 3403 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_def_eff value = 5 }
				command = { type = max_organization which = anti_tank value = 2 }
			}
		}
		application = { # Corps Wireless System
			id = 1602
			name = TECH_APP_INF_7_2_NAME
			desc = TECH_APP_INF_7_2_DESC
			
			required = { 1202 3402 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = surprise which = land value = 10 }
			}
		}
		application = { # Army Wireless System
			id = 1603
			name = TECH_APP_INF_7_3_NAME
			desc = TECH_APP_INF_7_3_DESC
			
			required = { 1203 3402 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}
		application = { # Advanced Signal Interception Units
			id = 1604
			name = TECH_APP_INF_7_4_NAME
			desc = TECH_APP_INF_7_4_DESC
			
			required = { 1205 3501 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = intelligence which = us value = 10 }
			}
		}
		application = { # Tactical Aerial Photography
			id = 1605
			name = TECH_APP_INF_7_5_NAME
			desc = TECH_APP_INF_7_5_DESC
			
			required = { 10102 12001 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = intelligence which = us value = 5 }
				command = { type = army_detection which = us value = 5 }
			}
		}
	} # Level 7
	
	level = { # 8 - Assault Improvements
		id = 1700
		name = TECH_LEVEL_INF_8_NAME 
		desc = TECH_LEVEL_INF_8_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Flamethrower
			id = 1701
			name = TECH_APP_INF_8_1_NAME
			desc = TECH_APP_INF_8_1_DESC
			
			required = { 4003 4103 11203 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = soft_attack which = engineer value = 1 }
			}
		}
		application = { # Stormtrooper Units
			id = 1702
			name = TECH_APP_INF_8_2_NAME
			desc = TECH_APP_INF_8_2_DESC
			
			required = { 1403 1405 1701 11402 }
			chance = 90
			cost = 8
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = motorized value = 2 }
				command = { type = new_model which = motorized value = 1 }
			}
		}
		application = { # Submachinegun
			id = 1703
			name = TECH_APP_INF_8_3_NAME
			desc = TECH_APP_INF_8_3_DESC
			
			required = { 1403 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 1 }
			}
		}
		application = { # Specialized Assault Gear
			id = 1704
			name = TECH_APP_INF_8_4_NAME
			desc = TECH_APP_INF_8_4_DESC
			
			required = { 1403 1405 1701 1703 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = engineer value = 2 }
			}
		}
	} # Level 8
	
	level = { # 9 - Advanced Army Innovations
		id = 1800
		name = TECH_LEVEL_INF_9_NAME 
		desc = TECH_LEVEL_INF_9_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90
		
		application = { # Specialized Army Recon Units
			id = 1801
			name = TECH_APP_INF_9_1_NAME
			desc = TECH_APP_INF_9_1_DESC
			
			required = { 3607 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}
		application = { # Medical Station
			id = 1802
			name = TECH_APP_INF_9_2_NAME
			desc = TECH_APP_INF_9_2_DESC
			
			required = { 4101 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = cavalry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = militia value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
			}
		}
	} # Level 9

	level = { # 10 - Extra
		number = 10
		id = 1900
		name = TECH_LEVEL_INF_10_NAME 
		desc = TECH_LEVEL_INF_10_DESC 
				
		cost = 0
		time = 1
		neg_offset = 45
		pos_offset = 90
		
	} # Level 10

	level = { # 11 - Extra
		number = 11
		id = 1940
		name = TECH_LEVEL_INF_11_NAME 
		desc = TECH_LEVEL_INF_11_DESC 
				
		cost = 0
		time = 1
		neg_offset = 45
		pos_offset = 90
		
	} # Level 11

	level = { # 12 - Extra
		number = 12
		id = 1970
		name = TECH_LEVEL_INF_12_NAME 
		desc = TECH_LEVEL_INF_12_DESC 
				
		cost = 0
		time = 1
		neg_offset = 45
		pos_offset = 90
		
	} # Level 12
}