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

technology = {
	id = 1
	category = infantry
	name = TECH_INFANTRY_NAME #Localized name
	desc = TECH_INFANTRY_DESC #Localized description
	
	level = { # 1 - Great War Infantry Weapons
		id = 1000
		name = "Great War Infantry Weapons"
		desc = TECH_LEVEL_INF_1_DESC 
		
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Basic Rifle
			id = 1201
			name = "Basic Rifle"
			desc = "This rifle was the standard weapon of the infantryman and his primary armament. These weapons were highly accurate bolt action and were extremely useful defensive weapons yet were less effective on assaults. Historically this was the British Lee Enfield, German Mauser K98 and Russian Mosin-Nagant"
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = ground_defense which = infantry value = 2 }
				command = { type = ground_defense which = cavalry value = 2 }
				command = { type = ground_defense which = motorized value = 2 }
				command = { type = ground_defense which = mechanized value = 2 }
				command = { type = ground_defense which = bergsjaeger value = 2 }
				command = { type = ground_defense which = marine value = 2 }
			}
		}
		application = { # Basic Machine Gun
			id = 1975
			name = "Basic Machine Gun"
			desc = "The .30 Caliber (7.62mm+) heavy machine gun remained essentially unchanged from its World War I origins, with only minor changes made to increase reliability, accuracy, and reduce weight. Historically this was the British Vickers .303 and French Hotchkiss"
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = infantry when = now value = 2 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = ground_defense which = motorized when = now value = 2 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = ground_defense which = mechanized when = now value = 2 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = ground_defense which = cavalry when = now value = 2 }
				command = { type = supply_consumption which = cavalry when = now value = 0.1 }
				command = { type = ground_defense which = bergsjaeger when = now value = 2 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = ground_defense which = marine when = now value = 2 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
			}
		}
		application = { # Basic Light Machine Gun
			id = 1003
			name = "Basic Light Machine Gun"
			desc = "The Light Machine Gun was first developed during the Great War as a portable Machine Gun capable of supporting trench assaults. Historically these were the British Lewis, American Browning Automatic Rifle and French Chauchat"
			
			required = { 1975 1201 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 1 }
			}
		}
		application = { # Basic Flamethrowers
			id = 1002
			name = "Basic Flamethrowers"
			desc = "The Great War Flamethrower needed a crew to handle by combat engineers to root out the enemy from a cellar or a bunker"
			
			required = { 11001 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
#				command = { type = fort_attack which = infantry value = 2 }
#				command = { type = fort_attack which = motorized value = 2 }
#				command = { type = fort_attack which = mechanized value = 2 }
#				command = { type = fort_attack which = engineer value = 2 }
#				command = { type = fort_attack which = marine value = 2 }
				command = { type = ground_defense which = infantry when = now value = 0.5 }
				command = { type = ground_defense which = motorized when = now value = 0.5 }
				command = { type = ground_defense which = mechanized when = now value = 0.5 }
				command = { type = ground_defense which = engineer when = now value = 0.5 }
				command = { type = ground_defense which = marine when = now value = 0.5 }
			}
		}
		application = { # Basic Land Mines
			id = 1204
			name = "Basic Land Mines"
			desc = "The land mine was excessively used during the Great War were dangerous and cumbersome to adapt. This new generation of mines will effectively and quickly be put into use by the infantry and with great defensive value."
			
			required = { 11001 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = ground_defense which = infantry value = 2 }
				command = { type = ground_defense which = cavalry value = 2 }
				command = { type = ground_defense which = motorized value = 2 }
				command = { type = ground_defense which = mechanized value = 2 }
				command = { type = ground_defense which = bergsjaeger value = 2 }
				command = { type = ground_defense which = marine value = 2 }
				command = { type = ground_defense which = paratrooper value = 2 }
				command = { type = ground_defense which = engineer value = 2 }
			}
		}
		application = { # Basic Grenades
			id = 1004
			name = "Basic Grenades"
			desc = "The Grenade was developed during the Great War as a portable explosive weapon capable of fleshing out troops in underground bunkers and pillboxes"
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 1 }
			}
		}
		application = { # Basic Rifle Grenades
			id = 1001
			name = "Basic Rifle Grenades"
			desc = "The Rifle Grenade was first developed during the Great War but was refined during the interwar period which gave infantry increased range and increased utility"


			required = { 1201 1004 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 1 }
			}
		}
	} # Level 1
	
	level = { # 2 - Special Warfare Equipment
		id = 1100
		name = TECH_LEVEL_INF_2_NAME 
		desc = TECH_LEVEL_INF_2_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Paratrooper Warfare Equipment
			id = 1101
			name = TECH_APP_INF_2_1_NAME
			desc = TECH_APP_INF_2_1_DESC
			
			required = { 4502 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = soft_attack which = paratrooper when = now value = 2 }
				command = { type = paradrop_attack which = paratrooper when = now value = 25 }
			}
		}
		application = { # Commando Warfare Equipment
			id = 1102
			name = TECH_APP_INF_2_2_NAME
			desc = TECH_APP_INF_2_2_DESC
			
			required = { 4502 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = soft_attack which = paratrooper when = now value = 1 }
				command = { type = soft_attack which = bergsjaeger when = now value = 1 }
				command = { type = soft_attack which = marine when = now value = 1 }
			}
		}
		application = { # Amphibious Warfare Equipment
			id = 1103
			name = TECH_APP_INF_2_3_NAME
			desc = TECH_APP_INF_2_3_DESC
			
			required = { 4502 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = shore_attack which = infantry when = now value = 10 }
				command = { type = river_attack which = infantry when = now value = 4 }
				command = { type = shore_attack which = bergsjaeger when = now value = 10 }
				command = { type = river_attack which = bergsjaeger when = now value = 4 }
				command = { type = shore_attack which = motorized when = now value = 10 }
				command = { type = river_attack which = motorized when = now value = 4 }
				command = { type = shore_attack which = mechanized when = now value = 10 }
				command = { type = river_attack which = mechanized when = now value = 4 }
				command = { type = shore_attack which = marine when = now value = 10 }
				command = { type = river_attack which = marine when = now value = 4 }
			}
		}
		application = { # Arctic Warfare Equipment
			id = 1104
			name = TECH_APP_INF_2_4_NAME
			desc = TECH_APP_INF_2_4_DESC
			
			required = { 4502 11004 11505 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = frozen_attack which = infantry value = 15 }
				command = { type = frozen_defense which = infantry value = 15 }
				command = { type = frozen_attack which = motorized value = 15 }
				command = { type = frozen_defense which = motorized value = 15 }
				command = { type = frozen_attack which = bergsjaeger value = 15 }
				command = { type = frozen_defense which = bergsjaeger value = 15 }
				command = { type = frozen_attack which = paratrooper value = 15 }
				command = { type = frozen_defense which = paratrooper value = 15 }
				
				command = { type = snow_attack which = infantry value = 15 }
				command = { type = snow_defense which = infantry value = 15 }
				command = { type = snow_attack which = motorized value = 15 }
				command = { type = snow_defense which = motorized value = 15 }
				command = { type = snow_attack which = bergsjaeger value = 15 }
				command = { type = snow_defense which = bergsjaeger value = 15 }
				command = { type = snow_attack which = paratrooper value = 15 }
				command = { type = snow_defense which = paratrooper value = 15 }
				
				command = { type = blizzard_attack which = infantry value = 15 }
				command = { type = blizzard_defense which = infantry value = 15 }
				command = { type = blizzard_attack which = motorized value = 15 }
				command = { type = blizzard_defense which = motorized value = 15 }
				command = { type = blizzard_attack which = bergsjaeger value = 15 }
				command = { type = blizzard_defense which = bergsjaeger value = 15 }
				command = { type = blizzard_attack which = paratrooper value = 15 }
				command = { type = blizzard_defense which = paratrooper value = 15 }
				
				command = { type = frozen_move which = mechanized value = 10 }
				command = { type = frozen_move which = motorized value = 10 }
				command = { type = frozen_move which = armor value = 10 }
				command = { type = snow_move which = mechanized value = 10 }
				command = { type = snow_move which = motorized value = 10 }
				command = { type = snow_move which = armor value = 10 }
				command = { type = blizzard_move which = mechanized value = 10 }
				command = { type = blizzard_move which = motorized value = 10 }
				command = { type = blizzard_move which = armor value = 10 }
			}
		}
		application = { # Desert Warfare Equipment
			id = 1105
			name = TECH_APP_INF_2_5_NAME
			desc = TECH_APP_INF_2_5_DESC
			
			required = { 4502 11004 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = desert_attack which = infantry value = 25 }
				command = { type = desert_defense which = infantry value = 25 }
				command = { type = desert_attack which = motorized value = 25 }
				command = { type = desert_defense which = motorized value = 25 }
				command = { type = desert_attack which = bergsjaeger value = 25 }
				command = { type = desert_defense which = bergsjaeger value = 25 }
				command = { type = desert_attack which = paratrooper value = 25 }
				command = { type = desert_defense which = paratrooper value = 25 }
				command = { type = desert_attack which = marine value = 25 }
				command = { type = desert_defense which = marine value = 25 }
			}
		}
		application = { # Jungle Warfare Equipment
			id = 1106
			name = TECH_APP_INF_2_6_NAME
			desc = TECH_APP_INF_2_6_DESC
			
			required = { 4502 11004 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = jungle_attack which = infantry value = 30 }
				command = { type = jungle_defense which = infantry value = 30 }
				command = { type = jungle_attack which = motorized value = 30 }
				command = { type = jungle_defense which = motorized value = 30 }
				command = { type = jungle_attack which = bergsjaeger value = 30 }
				command = { type = jungle_defense which = bergsjaeger value = 30 }
				command = { type = jungle_attack which = paratrooper value = 30 }
				command = { type = jungle_defense which = paratrooper value = 30 }
				command = { type = jungle_attack which = marine value = 30 }
				command = { type = jungle_defense which = marine value = 30 }
			}
		}
		application = { # Mountain Warfare Equipment
			id = 1107
			name = TECH_APP_INF_2_7_NAME
			desc = TECH_APP_INF_2_7_DESC
			
			required = { 4502 11004 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = hill_attack which = infantry value = 30 }
				command = { type = hill_defense which = infantry value = 30 }
				command = { type = hill_attack which = motorized value = 30 }
				command = { type = hill_defense which = motorized value = 30 }
				command = { type = hill_attack which = bergsjaeger value = 30 }
				command = { type = hill_defense which = bergsjaeger value = 30 }
				command = { type = hill_attack which = paratrooper value = 30 }
				command = { type = hill_defense which = paratrooper value = 30 }
				command = { type = hill_attack which = marine value = 30 }
				command = { type = hill_defense which = marine value = 30 }

				command = { type = mountain_attack which = infantry value = 30 }
				command = { type = mountain_defense which = infantry value = 30 }
				command = { type = mountain_attack which = motorized value = 30 }
				command = { type = mountain_defense which = motorized value = 30 }
				command = { type = mountain_attack which = bergsjaeger value = 30 }
				command = { type = mountain_defense which = bergsjaeger value = 30 }
				command = { type = mountain_attack which = paratrooper value = 30 }
				command = { type = mountain_defense which = paratrooper value = 30 }
				command = { type = mountain_attack which = marine value = 30 }
				command = { type = mountain_defense which = marine value = 30 }
			}
		}
	} # Level 2
	
	level = { # 3 - Improved Infantry Weapons and Battlefield C3I
		id = 1200
		name = "Interwar Infantry Weapons and Battlefield C3I"
		desc = TECH_LEVEL_INF_3_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Improved Rifle Tests
			id = 1209
			name = "Improved Rifle Tests"
			desc = "The interwar period saw substantial theoretical development of the Rifle. Many semi-automatic prototypes were developed, yet were too primitive and expensive for mass production but formed a basis for later semi-automatic rifles. Historically this was the Belgian Modele 49"
			
			required = { 1201 1601 }
			chance = 90
			cost = 8
			time = 180
			neg_offset = 20
			pos_offset = 40

			effects = {	}
		}
		application = { # Improved Light Machine Gun
			id = 1210
			name = "Improved Light Machine Gun"
			desc = "The Improved Light Machine Gun was as a development of the Great War Light Machine guns. They were more reliable and lighter and thereby better suited for modern motorized warfare than their Great War contemporaries. Historically these were the Czechoslovakian ZB30, British Bren, German MG-42 and French Chatellerault FM24/29"
			
			required = { 1003 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = supply_consumption which = cavalry when = now value = 0.1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
			}
		}
		application = { # Basic Submachinegun
			id = 1401
			name = TECH_APP_INF_5_1_NAME
			desc = TECH_APP_INF_5_1_DESC
			
			required = { 1201 1210 11103 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 2 }
				command = { type = ground_defense which = armor value = 1 }
			}
		}
		application = { # Improved Flamethrowers
			id = 1202
			name = "Improved Flamethrowers"
			desc = TECH_APP_INF_3_2_DESC
			
			required = { 1002 11101 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
#				command = { type = fort_attack which = infantry value = 5 }
#				command = { type = fort_attack which = motorized value = 5 }
#				command = { type = fort_attack which = mechanized value = 5 }
#				command = { type = fort_attack which = engineer value = 5 }
#				command = { type = fort_attack which = marine value = 5 }
				command = { type = ground_defense which = infantry when = now value = 0.5 }
				command = { type = ground_defense which = motorized when = now value = 0.5 }
				command = { type = ground_defense which = mechanized when = now value = 0.5 }
				command = { type = ground_defense which = engineer when = now value = 0.5 }
				command = { type = ground_defense which = marine when = now value = 0.5 }
			}
		}
		application = { # Anti-Tank Rifle
			id = 1203
			name = TECH_APP_INF_3_3_NAME
			desc = "This weapon was designed to kill tanks but was only capable of penetrating lightly armoured tankettes and scout cars. It was relatively light and easy to keep hidden so it was able to get within kill ranges easier than Anti-Tank Guns. Historically this was the British Boyes and German Panzerbuchse 39"
			
			required = { 1210 1001 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = hard_attack which = cavalry value = 1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = hard_attack which = paratrooper value = 1 }
				command = { type = hard_attack which = bergsjaeger value = 1 }
				command = { type = hard_attack which = marine value = 1 }
			}
		}
		application = { # Light Mortar (50mm+)
			id = 1211
			name = "Light Mortar (50mm+)"
			desc = "The 50mm+ Light Mortar allowed a small infantry sub-unit to carry its own organic indirect fire support replacing the rifle grenade. This could prove decisive in a sub-unit battle. Historically, this was the German 5cm Leichte Granatwerfer 36."
			
			required = { 1001 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 1 }
			}
		}
		application = { # Medium Mortar (81mm+)
			id = 1301
			name = "Medium Mortar (81mm+)"
			desc = "The 81mm+ Medium Mortar allowed an infantry unit to have access to longer-ranged, more powerful organic fire support than with the lighter 50mm+ Light Mortars. Historically, this was the German 8cm Granatwerfer 34, the American M1 81mm mortar, the British 3.4inch mortar, and the Japanese Type 97 81mm mortar."
			
			required = { 1211 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry when = now value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = ground_defense which = cavalry when = now value = 1 }
				command = { type = supply_consumption which = cavalry when = now value = 0.1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = ground_defense which = motorized when = now value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = ground_defense which = mechanized when = now value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = ground_defense which = bergsjaeger when = now value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = ground_defense which = marine when = now value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = ground_defense which = paratrooper when = now value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
			}
		}
		application = { # Standardized Ammunition
			id = 1601
			name = TECH_APP_INF_7_1_NAME
			desc = TECH_APP_INF_7_1_DESC
			
			required = { 1201 1210 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				# TODO: Calibrate this
				command = { type = supply_consumption which = infantry when = now value = -0.3 }
				command = { type = supply_consumption which = cavalry when = now value = -0.3 }
				command = { type = supply_consumption which = motorized when = now value = -0.3 }
				command = { type = supply_consumption which = mechanized when = now value = -0.3 }
				command = { type = supply_consumption which = armor when = now value = -0.3 }
				command = { type = supply_consumption which = marine when = now value = -0.3 }
				command = { type = supply_consumption which = paratrooper when = now value = -0.3 }
				command = { type = supply_consumption which = bergsjaeger when = now value = -0.3 }
			}
		}
		application = { # Basic Divisional Signal Command System
			id = 1205
			name = TECH_APP_INF_3_5_NAME
			desc = TECH_APP_INF_3_5_DESC
			
			required = { 3005 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = ground_def_eff value = -2 } # Decreases *enemy* change of stopping a hit
			}
		}
		application = { # Basic Corps Signal Command System
			id = 1206
			name = TECH_APP_INF_3_6_NAME
			desc = TECH_APP_INF_3_6_DESC
			
			required = { 3006 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = surprise which = land value = 10 }
				command = { type = army_detection which = us value = 5 }
			}
		}
		application = { # Basic Army Signal Command System
			id = 1207
			name = TECH_APP_INF_3_7_NAME
			desc = TECH_APP_INF_3_7_DESC
			
			required = { 3007 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}
		application = { # Army Long-Range Recon Battalion
			id = 1208
			name = TECH_APP_INF_3_8_NAME
			desc = TECH_APP_INF_3_8_DESC
			
			required = { 11102 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = us value = 5 }
			}
		}
	} # Level 3
	
	level = { # 4 - Combat Medical Service
		id = 1300
		name = TECH_LEVEL_INF_4_NAME 
		desc = TECH_LEVEL_INF_4_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Penicillin, DDT and Mepacrine
			id = 1302
			name = TECH_APP_INF_4_2_NAME
			desc = TECH_APP_INF_4_2_DESC
			
			required = { }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = max_organization which = bergsjaeger when = now value = 1 }
				command = { type = max_organization which = marine when = now value = 1 }
				command = { type = max_organization which = paratrooper when = now value = 1 }
			}
		}
		application = { # Blood Transfusions
			id = 1303
			name = TECH_APP_INF_4_3_NAME
			desc = TECH_APP_INF_4_3_DESC
			
			required = { }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_defense which = bergsjaeger when = now value = 1 }
				command = { type = ground_defense which = marine when = now value = 1 }
				command = { type = ground_defense which = paratrooper when = now value = 1 }
				command = { type = max_organization which = infantry when = now value = 1 }
				command = { type = max_organization which = cavalry when = now value = 1 }
				command = { type = max_organization which = motorized when = now value = 1 }
				command = { type = max_organization which = armor when = now value = 1 }
				command = { type = max_organization which = mechanized when = now value = 1 }
			}
		}
		application = { # Front-Line Medical Station
			id = 1304
			name = TECH_APP_INF_4_4_NAME
			desc = TECH_APP_INF_4_4_DESC
			
			required = { 1302 1303 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_defense which = infantry when = now value = 1 }
				command = { type = ground_defense which = cavalry when = now value = 1 }
				command = { type = ground_defense which = motorized when = now value = 1 }
				command = { type = ground_defense which = armor when = now value = 1 }
				command = { type = ground_defense which = mechanized when = now value = 1 }
				command = { type = max_organization which = bergsjaeger when = now value = 1 }
				command = { type = max_organization which = marine when = now value = 1 }
				command = { type = max_organization which = paratrooper when = now value = 1 }
			}
		}
		application = { # Bulldozer
			id = 1305
			name = TECH_APP_INF_4_5_NAME
			desc = TECH_APP_INF_4_5_DESC
			
			required = { 2314 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = hard_attack which = engineer when = now value = 1 }
				command = { type = ground_defense which = engineer when = now value = 2 }
			}
		}
	} # Level 4
	
	level = { # 5 - Improved Infantry Weapons
		id = 1400
		name = TECH_LEVEL_INF_5_NAME 
		desc = TECH_LEVEL_INF_5_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Advanced Rifle
			id = 1409
			name = "Advanced Rifle"
			desc = "The semi-automatic rifle was developed in the interwar era and refined for mass production once the war began. These weapons were as accurate as bolt action rifles but were more valueable on assaults. Historically this was the American M1 Garand"
			
			required = { 1209 4803 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = ground_defense which = mechanized value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = deactivate which = 1702 }
			}
		}
		application = { # Advanced Carbine
			id = 1410
			name = "Advanced Carbine"
			desc = "The semi-automatic carbine was developed in the interwar era and refined for mass production once the war began. These weapons were as accurate as bolt action carbine rifles but were more valueable on assaults. Historically this was the American M1A1"
			
			required = { 1209 4803 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = ground_defense which = cavalry value = 1 }
				command = { type = supply_consumption which = cavalry when = now value = 0.1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = deactivate which = 1702 }
			}
		}
#		application = { # Basic General Purpose Machine Gun
#			id = 1976
#			name = "Basic GPMG"
#			desc = "The new General-Purpose Machine Gun, or GPMG, was of 7.62mm+ caliber and was air-cooled, unlike the older water-cooled heavy machine guns of the past. It could be changed from a light machine gun in support of an infantry squad to a heavy machine gun in the fire support role by simply mounting it onto a tripod. Historically, this was the German MG-34."

#			required = { 1210 }
#			chance = 90
#			cost = 8
#			time = 90
#			neg_offset = 20
#			pos_offset = 40
			
#			effects = {
#				command = { type = soft_attack which = infantry when = now value = 1 }
#				command = { type = ground_defense which = infantry when = now value = 1 }
#				command = { type = soft_attack which = motorized when = now value = 1 }
#				command = { type = ground_defense which = motorized when = now value = 1 }
#				command = { type = soft_attack which = mechanized when = now value = 1 }
#				command = { type = ground_defense which = mechanized when = now value = 1 }
#				command = { type = soft_attack which = cavalry when = now value = 1 }
#				command = { type = ground_defense which = cavalry when = now value = 1 }
#				command = { type = soft_attack which = paratrooper when = now value = 1 }
#				command = { type = ground_defense which = paratrooper when = now value = 1 }
#				command = { type = soft_attack which = bergsjaeger when = now value = 1 }
#				command = { type = ground_defense which = bergsjaeger when = now value = 1 }
#				command = { type = soft_attack which = marine when = now value = 1 }
#				command = { type = ground_defense which = marine when = now value = 1 }
#			}
#		}
		application = { # Basic AT Magnetic Mines
			id = 1402
			name = TECH_APP_INF_5_2_NAME
			desc = TECH_APP_INF_5_2_DESC
			
			required = { 1004 1204 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = hard_attack which = cavalry value = 1 }
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = hard_attack which = paratrooper value = 1 }
				command = { type = hard_attack which = bergsjaeger value = 1 }
				command = { type = hard_attack which = marine value = 1 }
			}
		}
		application = { # Basic Tube-launched Rocket
			id = 1403
			name = TECH_APP_INF_5_3_NAME
			desc = "The first tube-launched anti-tank rockets introduced the shaped-charge (or HEAT) concept, which allowed a lightweight warhead to blast through incredible thicknesses of armor. These new weapons were a dramatic increase in the anti-tank firepower of the infantryman. No longer would he have to run from oncoming panzers, but he could blunt them and even stop them dead in their tracks now. Historically, this was the American Bazooka."
			
			required = { 1203 2884 7001 7002 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = hard_attack which = cavalry value = 1 }
				command = { type = supply_consumption which = cavalry when = now value = 0.1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = hard_attack which = paratrooper value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = hard_attack which = bergsjaeger value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = hard_attack which = marine value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
			}
		}
		application = { # Heavy Mortar (120mm+)
			id = 1974
			name = "Heavy Mortar (120mm+)"
			desc = "The 120mm+ Heavy Mortar allowed infantry units to carry an even heavier punch than was possible with the older 81mm Mortars. Historically, the Russians were the first to come out with a 120mm mortar, the M-1938 120mm. Shortly after Operation Barbarossa, the Germans pressed captured Russian Mortars into service, and eventually produced a carbon copy of the M1938, the 12cm Granatwerfer 42."
			
			required = { 1301 14263 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry when = now value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = ground_defense which = motorized when = now value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = ground_defense which = cavalry when = now value = 1 }
				command = { type = supply_consumption which = cavalry when = now value = 0.1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = ground_defense which = paratrooper when = now value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = ground_defense which = bergsjaeger when = now value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = ground_defense which = marine when = now value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
			}
		}
		application = { # Portable Military Bridge
			id = 1406
			name = TECH_APP_INF_5_6_NAME
			desc = TECH_APP_INF_5_6_DESC
			
			required = { }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = river_attack which = marine when = now value = 3 }
				command = { type = river_attack which = paratrooper value = 3 }
				command = { type = river_attack which = infantry value = 3 }
				command = { type = river_attack which = bergsjaeger value = 3 }
				command = { type = river_attack which = motorized value = 3 } # -10
				command = { type = river_attack which = mechanized value = 3 } # -10
				command = { type = river_attack which = armor value = 3 } # -10
				command = { type = river_attack which = marine value = 3 } # -10
			}
		}
		application = { # Mine-Clearing Equipment
			id = 1407
			name = TECH_APP_INF_5_7_NAME
			desc = TECH_APP_INF_5_7_DESC
			
			required = { }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
#				command = { type = fort_attack which = infantry value = 5 }
#				command = { type = fort_attack which = motorized value = 5 }
#				command = { type = fort_attack which = mechanized value = 5 }
#				command = { type = fort_attack which = armor value = 5 }
#				command = { type = fort_attack which = paratrooper value = 5 }
#				command = { type = fort_attack which = bergsjaeger value = 5 }
#				command = { type = fort_attack which = marine value = 5 }
#				command = { type = fort_attack which = engineer value = 5 }
				command = { type = ground_defense which = infantry when = now value = 0.5 }
				command = { type = ground_defense which = motorized when = now value = 0.5 }
				command = { type = ground_defense which = mechanized when = now value = 0.5 }
				command = { type = ground_defense which = engineer when = now value = 0.5 }
				command = { type = ground_defense which = marine when = now value = 0.5 }
				command = { type = ground_defense which = armor when = now value = 0.5 }
				command = { type = ground_defense which = paratrooper when = now value = 0.5 }
				command = { type = ground_defense which = engineer when = now value = 0.5 }
			}
		}
		application = { # Amphibious Crossing Equipment
			id = 1408
			name = TECH_APP_INF_5_8_NAME
			desc = TECH_APP_INF_5_8_DESC
			
			required = { }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = river_attack which = marine when = now value = 3 }
				command = { type = river_attack which = paratrooper value = 3 }
				command = { type = river_attack which = infantry value = 3 }
				command = { type = river_attack which = bergsjaeger value = 3 }
				command = { type = river_attack which = motorized value = 3 } # -10
				command = { type = river_attack which = mechanized value = 3 } # -10
				command = { type = river_attack which = armor value = 3 } # -10
				command = { type = river_attack which = marine value = 3 } # -10
			}
		}
	} # Level 5
	
	level = { # 6 - Improved Battlefield C3I
		id = 1500
		name = TECH_LEVEL_INF_6_NAME 
		desc = TECH_LEVEL_INF_6_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Improved Divisional Signal Command System
			id = 1501
			name = TECH_APP_INF_6_1_NAME
			desc = TECH_APP_INF_6_1_DESC
			
			required = { 1205 3204 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_def_eff value = -2 } # Reduces enemy GD effectiveness
			}
		}
		application = { # Improved Corps Signal Command System
			id = 1502
			name = TECH_APP_INF_6_2_NAME
			desc = TECH_APP_INF_6_2_DESC
			
			required = { 1206 3205 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = surprise which = land value = 10 }
				command = { type = army_detection which = us value = 5 }
			}
		}
		application = { # Improved Army Signal Command System
			id = 1503
			name = TECH_APP_INF_6_3_NAME
			desc = TECH_APP_INF_6_3_DESC
			
			required = { 1207 3206 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}
		application = { # Basic Signal Interception and Jamming Units
			id = 1504
			name = TECH_APP_INF_6_4_NAME
			desc = TECH_APP_INF_6_4_DESC
			
			required = { 3202 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = them value = -10 }
			}
		}
		application = { # Corps LR Recon Battalion
			id = 1505
			name = TECH_APP_INF_6_5_NAME
			desc = TECH_APP_INF_6_5_DESC
			
			required = { 1207 11303 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = us value = 5 }
			}
		}
		application = { # Improved Tube-launched Rocket
			id = 1404
			name = TECH_APP_INF_5_4_NAME
			desc = TECH_APP_INF_5_4_DESC
			
			required = { 1403 11300 2886 } # Land doctrine added
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = hard_attack which = paratrooper value = 1 }
				command = { type = hard_attack which = bergsjaeger value = 1 }
				command = { type = hard_attack which = marine value = 1 }
			}
		}
	} # Level 6
	
	level = { # 7 - Improved Logistics
		id = 1600
		name = TECH_LEVEL_INF_7_NAME 
		desc = TECH_LEVEL_INF_7_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		

		application = { # Standardized Cargo Spaces
			id = 1602
			name = TECH_APP_INF_7_2_NAME
			desc = TECH_APP_INF_7_2_DESC
			
			required = { 11305 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				# TODO: Calibrate this
				command = { type = supply_consumption which = infantry when = now value = -0.1 }
				command = { type = supply_consumption which = motorized when = now value = -0.2 }
				command = { type = supply_consumption which = mechanized when = now value = -0.2 }
				command = { type = supply_consumption which = armor when = now value = -0.2 }
				command = { type = supply_consumption which = cavalry when = now value = -0.2 }
				command = { type = supply_consumption which = marine when = now value = -0.2 }
				command = { type = supply_consumption which = paratrooper when = now value = -0.2 }
				command = { type = supply_consumption which = bergsjaeger when = now value = -0.2 }
			}
		}
		application = { # Refuel and Ammo Teams
			id = 1603
			name = TECH_APP_INF_7_3_NAME
			desc = TECH_APP_INF_7_3_DESC
			
			required = { 1601 1602 11306 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				# TODO: Calibrate this
				command = { type = supply_consumption which = motorized when = now value = -0.2 }
				command = { type = supply_consumption which = mechanized when = now value = -0.2 }
				command = { type = supply_consumption which = armor when = now value = -0.2 }
				command = { type = fuel_consumption which = motorized when = now value = -0.2 }
				command = { type = fuel_consumption which = mechanized when = now value = -0.2 }
				command = { type = fuel_consumption which = armor when = now value = -0.2 }
			}
		}
		application = { # Tank Transportation Trucks
			id = 1604
			name = TECH_APP_INF_7_4_NAME
			desc = TECH_APP_INF_7_4_DESC
			
			required = { 2314 11306 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				# TODO: Calibrate this
				command = { type = supply_consumption which = mechanized when = now value = -0.2 }
				command = { type = supply_consumption which = armor when = now value = -0.2 }
			}
		}
		application = { # Advanced Tube-launched Rocket
			id = 1405
			name = TECH_APP_INF_5_5_NAME
			desc = "An advanced single-shot tube-launched rocket that was very effective against armoured targets. It was very easy to use and was lightweight enough that it could be worn on the soldier's back. It was inexpensive to produce, easy to train with, and was ideal for untrained militia."
			
			required = { 1404 2885 11400 } # Late war added
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = hard_attack which = paratrooper value = 1 }
				command = { type = hard_attack which = bergsjaeger value = 1 }
				command = { type = hard_attack which = marine value = 1 }
				command = { type = hard_attack which = militia value = 1.5 }
			}
		}
	} # Level 7
	
	level = { # 8 - Advanced Infantry Weapons
		number = 8
		id = 1700
		name = TECH_LEVEL_INF_8_NAME 
		desc = TECH_LEVEL_INF_8_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Improved Submachinegun
			id = 1701
			name = TECH_APP_INF_8_1_NAME
			desc = TECH_APP_INF_8_1_DESC
			
			required = { 1401 1601 11307 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = soft_attack which = militia value = 1 }
				command = { type = ground_defense which = armor value = 1 }
			}
		}
		application = { # Basic Assault Rifle
			id = 1702
			name = TECH_APP_INF_8_2_NAME
			desc = TECH_APP_INF_8_2_DESC
			
			required = { 1701 11400 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = ground_defense which = mechanized value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = deactivate which = 1409 }
				command = { type = deactivate which = 1410 }
			}
		}
		application = { # General Purpose Machine Gun
			id = 1977
			name = "General Purpose Machine Gun"
			desc = "The new General-Purpose Machine Gun, or GPMG, was was air-cooled, unlike the older water-cooled heavy machine guns of the past. It could be changed from a light machine gun in support of an infantry squad to a heavy machine gun in the fire support role by simply mounting it onto a tripod. Historically, this was the German MG-42 and American 0.5inch M2 Browning."
			required = { 1210 11400 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = infantry when = now value = 1 }
				command = { type = ground_defense which = infantry when = now value = 2 }
				command = { type = soft_attack which = motorized when = now value = 1 }
				command = { type = ground_defense which = motorized when = now value = 2 }
				command = { type = soft_attack which = mechanized when = now value = 1 }
				command = { type = ground_defense which = mechanized when = now value = 2 }
				command = { type = soft_attack which = cavalry when = now value = 1 }
				command = { type = ground_defense which = cavalry when = now value = 2 }
				command = { type = soft_attack which = paratrooper when = now value = 1 }
				command = { type = ground_defense which = paratrooper when = now value = 2 }
				command = { type = soft_attack which = bergsjaeger when = now value = 1 }
				command = { type = ground_defense which = bergsjaeger when = now value = 2 }
				command = { type = soft_attack which = marine when = now value = 1 }
				command = { type = ground_defense which = marine when = now value = 2 }
			}
		}
		application = { # AT Recoilless Rocket Launcher
			id = 1703
			name = TECH_APP_INF_8_3_NAME
			desc = TECH_APP_INF_8_3_DESC
			
			required = { 1405 11400 14982 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = hard_attack which = cavalry value = 1 }
				command = { type = supply_consumption which = cavalry when = now value = 0.1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = hard_attack which = paratrooper value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = hard_attack which = bergsjaeger value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = hard_attack which = marine value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
			}
		}
		application = { # Wire-guided AT-Missile
			id = 1704
			name = TECH_APP_INF_8_4_NAME
			desc = TECH_APP_INF_8_4_DESC
			
			required = { 2887 7003 7301 7401 7402 7403 7302 11400 3400 }
			chance = 90
			cost = 10
			time = 180
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = hard_attack which = paratrooper value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = hard_attack which = bergsjaeger value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = hard_attack which = marine value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
				command = { type = hard_attack which = anti_tank when = now value = 2 }
				command = { type = supply_consumption which = anti_tank when = now value = 0.2 }
			}
		}
		application = { # Improved AT Magnetic Mine
			id = 1705
			name = TECH_APP_INF_8_5_NAME
			desc = TECH_APP_INF_8_5_DESC
			
			required = { 1402 11300 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = ground_defense which = mechanized value = 1 }
				command = { type = hard_attack which = engineer value = 1 }
				command = { type = ground_defense which = engineer value = 1 }
			}
		}
	} # Level 8
	
	level = { # 9 - Advanced Battlefield C3I
		id = 1800
		name = TECH_LEVEL_INF_9_NAME 
		desc = TECH_LEVEL_INF_9_DESC
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Near-Infrared Scope
			id = 1801
			name = TECH_APP_INF_9_1_NAME
			desc = TECH_APP_INF_9_1_DESC
			
			required = { 3701 11400 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = night_attack which = infantry value = 10 }
				command = { type = night_defense which = infantry value = 15 }
				command = { type = night_move which = infantry value = 10 }
				command = { type = night_attack which = motorized value = 10 }
				command = { type = night_defense which = motorized value = 15 }
				command = { type = night_move which = motorized value = 10 }
				command = { type = night_attack which = mechanized value = 10 }
				command = { type = night_defense which = mechanized value = 15 }
				command = { type = night_move which = mechanized value = 10 }
				command = { type = night_attack which = marine value = 15 }
				command = { type = night_defense which = marine value = 15 }
				command = { type = night_move which = marine value = 10 }
				command = { type = night_attack which = bergsjaeger value = 10 }
				command = { type = night_defense which = bergsjaeger value = 15 }
				command = { type = night_move which = bergsjaeger value = 10 }
				command = { type = night_attack which = paratrooper value = 10 }
				command = { type = night_defense which = paratrooper value = 15 }
				command = { type = night_move which = paratrooper value = 10 }
			}
		}
		application = { # Advanced Divisional Signal Command System
			id = 1802
			name = TECH_APP_INF_9_2_NAME
			desc = TECH_APP_INF_9_2_DESC
			
			required = { 3404 1501 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_def_eff value = -2 } # Reduces enemy GD eff
			}
		}
		application = { # Advanced Corps Signal Command System
			id = 1803
			name = TECH_APP_INF_9_3_NAME
			desc = TECH_APP_INF_9_3_DESC
			
			required = { 1502 3405 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = surprise which = land value = 10 }
				command = { type = army_detection which = us value = 5 }
			}
		}
		application = { # Advanced Army Signal Command System
			id = 1804
			name = TECH_APP_INF_9_4_NAME
			desc = TECH_APP_INF_9_4_DESC
			
			required = { 1503 3406 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}
		application = { # Improved Signal Interception and Jamming Units
			id = 1805
			name = TECH_APP_INF_9_5_NAME
			desc = TECH_APP_INF_9_5_DESC
			
			required = { 1504 3501 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = them value = -10 }
			}
		}
		application = { # Divisional LR Recon Battalion
			id = 1806
			name = TECH_APP_INF_9_6_NAME
			desc = TECH_APP_INF_9_6_DESC
			
			required = { 1505 11502 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}
	} # Level 9
	
	level = { # 10 - Advanced Logistics
		number = 10
		id = 1900
		name = TECH_LEVEL_INF_10_NAME 
		desc = TECH_LEVEL_INF_10_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Tracked Ammunition Carriers
			id = 1901
			name = TECH_APP_INF_10_1_NAME
			desc = TECH_APP_INF_10_1_DESC
			
			required = { 11306 2314 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				# TODO: Calibrate this
				command = { type = supply_consumption which = mechanized when = now value = -0.1 }
				command = { type = supply_consumption which = armor when = now value = -0.1 }
			}
		}
		application = { # Tracked Fuel Carriers
			id = 1902
			name = TECH_APP_INF_10_2_NAME
			desc = TECH_APP_INF_10_2_DESC
			
			required = { 11306 2314 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				# TODO: Calibrate this
				command = { type = fuel_consumption which = mechanized when = now value = -0.1 }
				command = { type = fuel_consumption which = armor when = now value = -0.1 }
			}
		}
		application = { # Tracked Refuel and Ammunition Team
			id = 1903
			name = TECH_APP_INF_10_3_NAME
			desc = TECH_APP_INF_10_3_DESC
			
			required = { 1901 1902 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				# TODO: Calibrate this
				command = { type = fuel_consumption which = mechanized when = now value = -0.1 }
				command = { type = fuel_consumption which = armor when = now value = -0.1 }
				command = { type = supply_consumption which = mechanized when = now value = -0.1 }
				command = { type = supply_consumption which = armor when = now value = -0.1 }
			}
		}
	} # Level 10
	
	level = { # 11 - Semi-Modern Infantry Weapons
		number = 11
		id = 1940
		name = TECH_LEVEL_INF_11_NAME 
		desc = TECH_LEVEL_INF_11_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Improved Assault Rifle
			id = 1941
			name = TECH_APP_INF_11_1_NAME
			desc = TECH_APP_INF_11_1_DESC
			
			required = { 1701 11400 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = soft_attack which = mechanized value = 1 }
				command = { type = ground_defense which = mechanized value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = soft_attack which = bergsjaeger value = 1 }
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = soft_attack which = marine value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
				command = { type = soft_attack which = paratrooper value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
			}
		}
		application = { # Personal Body Armor
			id = 1942
			name = TECH_APP_INF_11_2_NAME
			desc = TECH_APP_INF_11_2_DESC
			
			required = { 4902 11400 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = paratrooper value = 3 }
				command = { type = ground_defense which = marine value = 3 }
				command = { type = ground_defense which = bergsjaeger value = 3 }
			}
		}
		application = { # Directed Blast-effect Mines
			id = 1943
			name = TECH_APP_INF_11_3_NAME
			desc = TECH_APP_INF_11_3_DESC
			
			required = { 1705 11400 2887 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = infantry value = 2 }
				command = { type = ground_defense which = motorized value = 2 }
				command = { type = ground_defense which = mechanized value = 2 }
				command = { type = ground_defense which = paratrooper value = 2 }
				command = { type = ground_defense which = bergsjaeger value = 2 }
				command = { type = ground_defense which = marine value = 2 }
				command = { type = ground_defense which = militia when = now value = 1 }
				command = { type = ground_defense which = engineer value = 2 }
			}
		}
		application = { # Improved Wire-guided AT-Missile
			id = 1944
			name = "Improved Wire-Guided ATGM"
			desc = "Improvements in guidance and manufacturing methods allowed the guided anti-tank missile to achieve its true potential against all hard targets.  Apart from cost, the only major drawback is the time to target which can allow an enemy tank to fire back and disable or suppress the guide if the launch flash is detected."
			
			required = { 1704 3940 4803 }  # Wire Guided ATGM, Transistor,  Quality control methods
			chance = 90
			cost = 10
			time = 180
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = hard_attack which = infantry value = 1 }
				command = { type = supply_consumption which = infantry when = now value = 0.1 }
				command = { type = hard_attack which = motorized value = 1 }
				command = { type = supply_consumption which = motorized when = now value = 0.1 }
				command = { type = hard_attack which = mechanized value = 1 }
				command = { type = supply_consumption which = mechanized when = now value = 0.1 }
				command = { type = hard_attack which = paratrooper value = 1 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = hard_attack which = marine value = 1 }
				command = { type = supply_consumption which = marine when = now value = 0.1 }
				command = { type = hard_attack which = anti_tank when = now value = 2 }
				command = { type = supply_consumption which = anti_tank when = now value = 0.2 }
			}
		}
	} # Level 11
	
	level = { # 12 - Semi-Modern Battlefield C3I
		number = 12
		id = 1970
		name = TECH_LEVEL_INF_12_NAME 
		desc = TECH_LEVEL_INF_12_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Advanced Signal Interception and Jamming Units
			id = 1971
			name = TECH_APP_INF_12_1_NAME
			desc = TECH_APP_INF_12_1_DESC
			
			required = { 1805 3702 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = them value = -10 }
			}
		}		
		application = { # Forward Observer Ground Bomber Directing
			id = 1972
			name = TECH_APP_INF_12_2_NAME
			desc = TECH_APP_INF_12_2_DESC
			
			required = { 3406 9602 9802 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = tactical_attack which = fighter when = now value = 1 }
				command = { type = tactical_attack which = tactical_bomber when = now value = 1 }
				command = { type = tactical_attack which = strategic_bomber when = now value = 1 }
			}
		}		
		application = { # Helicopter Command System
			id = 1973
			name = TECH_APP_INF_12_3_NAME
			desc = TECH_APP_INF_12_3_DESC
			
			required = { 10974 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = army_detection which = us value = 10 }
			}
		}		
	} # Level 12
}