#################################
# The Infantry Technology Group #
# CORE 0.8 - High GD Mod
#################################

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 = CTECN_1000
		desc = TECH_LEVEL_INF_1_DESC 
		
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Basic Rifle
			id = 1201
			name = CTECN_1201
			desc = CTECD_1201
			
			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 }
				command = { type = ground_defense which = militia value = 1 }
			}
		}
		application = { # Basic Machine Gun
			id = 1975
			name = CTECN_1975
			desc = CTECD_1975
			
			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 }
				command = { type = ground_defense which = militia value = 1 }
			}
		}
		application = { # Basic Light Machine Gun
			id = 1003
			name = CTECN_1003
			desc = CTECD_1003
			
			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 = CTECN_1002
			desc = CTECD_1002
			
			required = { 11001 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = urban_attack which = infantry value = 2 }
				command = { type = urban_attack which = motorized value = 2 }
				command = { type = urban_attack which = mechanized value = 2 }
				command = { type = urban_attack which = marine value = 2 }
			}
		}
		application = { # Basic Land Mines
			id = 1204
			name = CTECN_1204
			desc = CTECD_1204
			
			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 = CTECN_1004
			desc = CTECD_1004
			
			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 }
				command = { type = urban_attack which = infantry value = 1 }
				command = { type = urban_attack which = motorized value = 1 }
				command = { type = urban_attack which = mechanized value = 1 }
				command = { type = urban_attack which = marine value = 1 }
			}
		}
		application = { # Basic Rifle Grenades
			id = 1001
			name = CTECN_1001
			desc = CTECD_1001

			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 }
			}
		}

# Slider: Standing Army vs. Drafted Army

		application = { # Slider: Standing Army 1 (Locked)
			id = 1011
			name = "Standing Army 1"
			desc = "Unlocked by Event"
			
			required = { 1011 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider: Standing Army 2 (Locked)
			id = 1012
			name = "Standing Army 2"
			desc = "Unlocked by Event"
			
			required = { 1012 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider: Standing Army 3 (Locked)
			id = 1013
			name = "Standing Army 3"
			desc = "Unlocked by Event"
			
			required = { 1013 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider: Standing Army 4 (Locked)
			id = 1014
			name = "Standing Army 4"
			desc = "Unlocked by Event"
			
			required = { 1014 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider: Standing Army 5 (Locked)
			id = 1015
			name = "Standing Army 5"
			desc = "Unlocked by Event"
			
			required = { 1015 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Drafted Army 1 (Locked)
			id = 1016
			name = "Drafted Army 1"
			desc = "Unlocked by Event"
			
			required = { 1016 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Drafted Army 2 (Locked)
			id = 1017
			name = "Drafted Army 2"
			desc = "Unlocked by Event"
			
			required = { 1017 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Drafted Army 3 (Locked)
			id = 1018
			name = "Drafted Army 3"
			desc = "Unlocked by Event"
			
			required = { 1018 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Drafted Army 4 (Locked)
			id = 1019
			name = "Drafted Army 4"
			desc = "Unlocked by Event"
			
			required = { 1019 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Drafted Army 5 (Locked)
			id = 1020
			name = "Drafted Army 5"
			desc = "Unlocked by Event"
			
			required = { 1020 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

	} # 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 = 10 }
				command = { type = desert_defense which = infantry value = 10 }
				command = { type = desert_attack which = motorized value = 10 }
				command = { type = desert_defense which = motorized value = 10 }
				command = { type = desert_attack which = bergsjaeger value = 10 }
				command = { type = desert_defense which = bergsjaeger value = 10 }
				command = { type = desert_attack which = paratrooper value = 10 }
				command = { type = desert_defense which = paratrooper value = 10 }
				command = { type = desert_attack which = marine value = 10 }
				command = { type = desert_defense which = marine value = 10 }
			}
		}
		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 = 20 }
				command = { type = jungle_defense which = infantry value = 20 }
				command = { type = jungle_attack which = motorized value = 20 }
				command = { type = jungle_defense which = motorized value = 20 }
				command = { type = jungle_attack which = bergsjaeger value = 20 }
				command = { type = jungle_defense which = bergsjaeger value = 20 }
				command = { type = jungle_attack which = paratrooper value = 20 }
				command = { type = jungle_defense which = paratrooper value = 20 }
				command = { type = jungle_attack which = marine value = 20 }
				command = { type = jungle_defense which = marine value = 20 }
			}
		}
		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 = 20 }
				command = { type = hill_defense which = infantry value = 20 }
				command = { type = hill_attack which = motorized value = 20 }
				command = { type = hill_defense which = motorized value = 20 }
				command = { type = hill_attack which = bergsjaeger value = 20 }
				command = { type = hill_defense which = bergsjaeger value = 20 }
				command = { type = hill_attack which = paratrooper value = 20 }
				command = { type = hill_defense which = paratrooper value = 20 }
				command = { type = hill_attack which = marine value = 20 }
				command = { type = hill_defense which = marine value = 20 }

				command = { type = mountain_attack which = infantry value = 20 }
				command = { type = mountain_defense which = infantry value = 20 }
				command = { type = mountain_attack which = motorized value = 20 }
				command = { type = mountain_defense which = motorized value = 20 }
				command = { type = mountain_attack which = bergsjaeger value = 20 }
				command = { type = mountain_defense which = bergsjaeger value = 20 }
				command = { type = mountain_attack which = paratrooper value = 20 }
				command = { type = mountain_defense which = paratrooper value = 20 }
				command = { type = mountain_attack which = marine value = 20 }
				command = { type = mountain_defense which = marine value = 20 }
			}
		}
	} # Level 2
	
	level = { # 3 - Improved Infantry Weapons and Battlefield C3I
		id = 1200
		name = CTECN_1200
		desc = TECH_LEVEL_INF_3_DESC 
				
		cost = 10
		time = 360
		neg_offset = 45
		pos_offset = 90
		
		application = { # Improved Rifle Tests
			id = 1209
			name = CTECN_1209
			desc = CTECD_1209
			
			required = { 1201 1601 }
			chance = 90
			cost = 8
			time = 180
			neg_offset = 20
			pos_offset = 40

			effects = {	}
		}
		application = { # Improved Light Machine Gun
			id = 1210
			name = CTECN_1210
			desc = CTECD_1210
			
			required = { 1003 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40

			effects = {
				command = { type = deactivate which = 1976 }
				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 General Purpose Machine Gun - Alternative to Impr. LMG
			id = 1976
			name = CTECN_1976
			desc = CTECD_1976

			required = { 1003 1601 11101 }
			chance = 90
			cost = 10
			time = 100			
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				#TODO: Calibrate this
				command = { type = deactivate which = 1210 }
				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 }
				command = { type = urban_attack which = infantry value = 1 }
				command = { type = urban_attack which = motorized value = 1 }
				command = { type = urban_attack which = mechanized value = 1 }
				command = { type = urban_attack which = marine value = 1 }
			}
		}

		application = { # Basic Submachinegun
			id = 1401
			name = TECH_APP_INF_5_1_NAME
			desc = TECH_APP_INF_5_1_DESC
			
			required = { 1201 1003 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 }
				command = { type = urban_attack which = infantry value = 1 }
				command = { type = urban_attack which = motorized value = 1 }
				command = { type = urban_attack which = mechanized value = 1 }
				command = { type = urban_attack which = marine value = 1 }
			}
		}
		application = { # Improved Flamethrowers
			id = 1202
			name = CTECN_1202
			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 = urban_attack which = infantry value = 2 }
				command = { type = urban_attack which = motorized value = 2 }
				command = { type = urban_attack which = mechanized value = 2 }
				command = { type = urban_attack which = marine value = 2 }
			}
		}
		application = { # Anti-Tank Rifle
			id = 1203
			name = TECH_APP_INF_3_3_NAME
			desc = CTECD_1203
			
			required = { 1003 1001 11100 }
			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 = CTECN_1211
			desc = CTECD_1211
			
			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 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = ground_defense which = cavalry value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = ground_defense which = mechanized value = 1 }
				command = { type = ground_defense which = bergsjaeger value = 1 }
				command = { type = ground_defense which = marine value = 1 }
				command = { type = ground_defense which = paratrooper value = 1 }
			}
		}
		application = { # Medium Mortar (81mm+)
			id = 1301
			name = CTECN_1301
			desc = CTECD_1301
			
			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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 1003 11100 }
			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 }
				command = { type = desert_attack which = infantry value = 5 }
				command = { type = desert_defense which = infantry value = 5 }
				command = { type = desert_attack which = motorized value = 5 }
				command = { type = desert_defense which = motorized value = 5 }
				command = { type = desert_attack which = bergsjaeger value = 5 }
				command = { type = desert_defense which = bergsjaeger value = 5 }
				command = { type = desert_attack which = paratrooper value = 5 }
				command = { type = desert_defense which = paratrooper value = 5 }
				command = { type = desert_attack which = marine value = 5 }
				command = { type = desert_defense which = marine value = 5 }
				command = { type = jungle_attack which = infantry value = 10 }
				command = { type = jungle_defense which = infantry value = 10 }
				command = { type = jungle_attack which = motorized value = 10 }
				command = { type = jungle_defense which = motorized value = 10 }
				command = { type = jungle_attack which = bergsjaeger value = 10 }
				command = { type = jungle_defense which = bergsjaeger value = 10 }
				command = { type = jungle_attack which = paratrooper value = 10 }
				command = { type = jungle_defense which = paratrooper value = 10 }
				command = { type = jungle_attack which = marine value = 10 }
				command = { type = jungle_defense which = marine value = 10 }
			}
		}
		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 = 2 }
				command = { type = ground_defense which = marine when = now value = 2 }
				command = { type = ground_defense which = paratrooper when = now value = 2 }
				command = { type = max_organization which = infantry when = now value = 2 }
				command = { type = max_organization which = cavalry when = now value = 2 }
				command = { type = max_organization which = motorized when = now value = 2 }
				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 = 2 }
				command = { type = ground_defense which = cavalry when = now value = 2 }
				command = { type = ground_defense which = motorized when = now value = 2 }
				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 = 2 }
				command = { type = max_organization which = marine when = now value = 2 }
				command = { type = max_organization which = paratrooper when = now value = 2 }
			}
		}
		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 = CTECN_1409
			desc = CTECD_1409
			
			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 = 2 }
				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 = 2 }
				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 = 2 }
				command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
				command = { type = deactivate which = 1702 }
			}
		}
		application = { # Advanced Carbine
			id = 1410
			name = CTECN_1410
			desc = CTECD_1410
			
			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 = 2 }
				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 = 2 }
				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 = 2 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = deactivate which = 1702 }
			}
		}

		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 = CTECD_1403
			
			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 = CTECN_1974
			desc = CTECD_1974
			
			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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 5 }
				command = { type = river_attack which = paratrooper value = 5 }
				command = { type = river_attack which = infantry value = 5 }
				command = { type = river_attack which = bergsjaeger value = 5 }
				command = { type = river_attack which = motorized value = 5 } # -10
				command = { type = river_attack which = mechanized value = 5 } # -10
				command = { type = river_attack which = armor value = 5 } # -10
				command = { type = river_attack which = marine value = 5 } # -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 = ground_defense which = infantry when = now value = 2 }
				command = { type = ground_defense which = motorized when = now value = 2 }
				command = { type = ground_defense which = mechanized when = now value = 1 }
				command = { type = ground_defense which = engineer when = now value = 1 }
				command = { type = ground_defense which = marine when = now value = 2 }
				command = { type = ground_defense which = paratrooper when = now value = 2 }
				command = { type = ground_defense which = engineer when = now value = 2 }
			}
		}
		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
			}
		}
	} # 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 = -0.1 }
				command = { type = supply_consumption which = marine when = now value = -0.1 }
				command = { type = supply_consumption which = paratrooper when = now value = -0.1 }
				command = { type = supply_consumption which = bergsjaeger when = now value = -0.1 }
			}
		}
		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 = {
				command = { type = supply_consumption which = motorized 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 }
				command = { type = fuel_consumption which = motorized when = now value = -0.1 }
				command = { type = fuel_consumption which = mechanized when = now value = -0.1 }
				command = { type = fuel_consumption which = armor when = now value = -0.1 }
			}
		}
		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 = CTECD_1405
			
			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 = urban_attack which = marine when = now value = 2 }
				command = { type = urban_attack which = paratrooper value = 2 }
				command = { type = urban_attack which = infantry value = 2 }
				command = { type = urban_attack which = bergsjaeger value = 2 }
				command = { type = urban_attack which = motorized value = 2 }
				command = { type = urban_attack which = mechanized value = 2 }
				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 = urban_attack which = marine when = now value = 2 }
				command = { type = urban_attack which = paratrooper value = 2 }
				command = { type = urban_attack which = infantry value = 2 }
				command = { type = urban_attack which = bergsjaeger value = 2 }
				command = { type = urban_attack which = motorized value = 2 }
				command = { type = urban_attack which = mechanized value = 2 }
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry value = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				command = { type = supply_consumption which = paratrooper when = now value = 0.1 }
				command = { type = deactivate which = 1409 }
				command = { type = deactivate which = 1410 }
			}
		}
		application = { # Impr. General Purpose Machine Gun
			id = 1977
			name = CTECN_1977
			desc = CTECD_1977
			required = { 11400 4405 }
			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 = 3 }
				command = { type = soft_attack which = motorized when = now value = 1 }
				command = { type = ground_defense which = motorized when = now value = 3 }
				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 = 3 }
				command = { type = soft_attack which = paratrooper when = now value = 1 }
				command = { type = ground_defense which = paratrooper when = now value = 3 }
				command = { type = soft_attack which = bergsjaeger when = now value = 1 }
				command = { type = ground_defense which = bergsjaeger when = now value = 3 }
				command = { type = soft_attack which = marine when = now value = 1 }
				command = { type = ground_defense which = marine when = now value = 3 }
			}
		}
		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 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_move which = infantry value = 10 }
				command = { type = night_move which = motorized value = 10 }
				command = { type = night_move which = mechanized value = 10 }
				command = { type = night_move which = marine value = 10 }
				command = { type = night_move which = bergsjaeger value = 10 }
				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 = urban_attack which = marine when = now value = 2 }
				command = { type = urban_attack which = paratrooper value = 2 }
				command = { type = urban_attack which = infantry value = 2 }
				command = { type = urban_attack which = bergsjaeger value = 2 }
				command = { type = urban_attack which = motorized value = 2 }
				command = { type = urban_attack which = mechanized value = 2 }
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry value = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = 2 }
				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 = urban_defense which = marine when = now value = 2 }
				command = { type = urban_defense which = paratrooper value = 2 }
				command = { type = urban_defense which = infantry value = 2 }
				command = { type = urban_defense which = bergsjaeger value = 2 }
				command = { type = urban_defense which = motorized value = 2 }
				command = { type = urban_defense which = mechanized value = 2 }
				command = { type = ground_defense which = infantry value = 3 }
				command = { type = ground_defense which = motorized value = 3 }
				command = { type = ground_defense which = mechanized value = 3 }
				command = { type = ground_defense which = paratrooper value = 3 }
				command = { type = ground_defense which = bergsjaeger value = 3 }
				command = { type = ground_defense which = marine value = 3 }
				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 = CTECN_1944
			desc = CTECD_1944
			
			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
}