# 
# The Industry Technology Group
#

#
#	
#	
#	

technology = {
	id = 4
	category = industry
	name = TECH_INDUSTRY_NAME #Localized name
	desc = TECH_INDUSTRY_DESC #Localized description
	
	level = { # 1 - Hydrogenation
		id = 4000
		name = TECH_LEVEL_INDUSTRY_1_NAME 
		desc = TECH_LEVEL_INDUSTRY_1_DESC 
		
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100

		application = { # AI "root" tech
			id = 4002
			name = CTECN_4002
			desc = CTECD_4002
			
			required = { }
			chance = 90
			cost = 1
			time = 9000
			neg_offset = 45
			pos_offset = 90
			
			effects = {
			# command = { type = industrial_multiplier which = coal_to_oil value = 0.4 } # For further considearation...
			# command = { type = industrial_multiplier which = oil_to_rubber value = 0.4 } # For further considearation...
			command = { type = research_cost which = application value = -20 } # to allow AI more balanced R&D
			command = { type = research_cost which = theoretical value = -20 } # same thing...
			command = { type = range which = submarine when = now value = 100000 }
			command = { type = range which = transports when = now value = 100000 }
			command = { type = range which = destroyer when = now value = 100000 }
			command = { type = range which = cruiser when = now value = 100000 }
			command = { type = range which = battleship when = now value = 100000 }
			command = { type = range which = carrier when = now value = 100000 }
			command = { type = speed which = artillery when = now value = 1 }  # to allow better AI maneuvering

# Modifiers section

			command = { type = shore_attack which = infantry value = 10 }
			command = { type = shore_attack which = motorized value = 10 }
			command = { type = shore_attack which = bergsjaeger value = 10 }
			command = { type = shore_attack which = paratrooper value = 10 }
			command = { type = shore_attack which = marine value = 10 }
			command = { type = shore_attack which = cavalry value = 10 }
			command = { type = shore_attack which = armor value = 10 }
			command = { type = shore_attack which = mechanized value = 10 }
			command = { type = shore_attack which = militia value = 10 }

			command = { type = night_attack which = infantry value = -500 }
			command = { type = night_defense which = infantry value = -500 }
			command = { type = night_attack which = motorized value = -500 }
			command = { type = night_defense which = motorized value = -500 }
			command = { type = night_attack which = bergsjaeger value = -500 }
			command = { type = night_defense which = bergsjaeger value = -500 }
			command = { type = night_attack which = paratrooper value = -500 }
			command = { type = night_defense which = paratrooper value = -500 }
			command = { type = night_attack which = marine value = -500 }
			command = { type = night_defense which = marine value = -500 }
			command = { type = night_attack which = cavalry value = -500 }
			command = { type = night_defense which = cavalry value = -500 }
			command = { type = night_attack which = armor value = -500 }
			command = { type = night_defense which = armor value = -500 }
			command = { type = night_attack which = mechanized value = -500 }
			command = { type = night_defense which = mechanized value = -500 }
			command = { type = night_attack which = militia value = -500 }
			command = { type = night_defense which = militia value = -500 }

			command = { type = urban_attack which = motorized value = 5 }
			command = { type = urban_attack which = armor value = 15 }
			command = { type = urban_attack which = mechanized value = 10 }
			command = { type = urban_attack which = militia value = 10 }
			command = { type = urban_defense which = militia value = 30 }

# Adjustment - tanks/moto were too weak there

			command = { type = mountain_attack which = motorized value = 5 }
			command = { type = mountain_attack which = armor value = 20 }
			command = { type = mountain_attack which = mechanized value = 15 }

			command = { type = mountain_defense which = motorized value = 1 }
			command = { type = mountain_defense which = armor value = 1 }
			command = { type = mountain_defense which = mechanized value = 1 }

			command = { type = mountain_attack which = infantry value = 1 }
			command = { type = mountain_defense which = infantry value = 1 }
			command = { type = mountain_attack which = bergsjaeger value = 1 }
			command = { type = mountain_defense which = bergsjaeger value = 1 }
			command = { type = mountain_attack which = paratrooper value = 1 }
			command = { type = mountain_defense which = paratrooper value = 1 }
			command = { type = mountain_attack which = marine value = 1 }
			command = { type = mountain_defense which = marine value = 1 }
			command = { type = mountain_attack which = cavalry value = 1 }
			command = { type = mountain_defense which = cavalry value = 1 }
			command = { type = mountain_attack which = militia value = 1 }
			command = { type = mountain_defense which = militia value = 1 }

# Antibug section

			command = { type = desert_attack which = motorized value = 1 }
			command = { type = desert_attack which = armor value = 1 }
			command = { type = desert_attack which = mechanized value = 1 }

			command = { type = desert_defense which = motorized value = 1 }
			command = { type = desert_defense which = armor value = 1 }
			command = { type = desert_defense which = mechanized value = 1 }

			command = { type = desert_attack which = infantry value = 1 }
			command = { type = desert_defense which = infantry value = 1 }
			command = { type = desert_attack which = bergsjaeger value = 1 }
			command = { type = desert_defense which = bergsjaeger value = 1 }
			command = { type = desert_attack which = paratrooper value = 1 }
			command = { type = desert_defense which = paratrooper value = 1 }
			command = { type = desert_attack which = marine value = 1 }
			command = { type = desert_defense which = marine value = 1 }
			command = { type = desert_attack which = cavalry value = 1 }
			command = { type = desert_defense which = cavalry value = 1 }
			command = { type = desert_attack which = militia value = 1 }
			command = { type = desert_defense which = militia value = 1 }

			command = { type = hill_attack which = motorized value = 1 }
			command = { type = hill_attack which = armor value = 1 }
			command = { type = hill_attack which = mechanized value = 1 }

			command = { type = hill_defense which = motorized value = 1 }
			command = { type = hill_defense which = armor value = 1 }
			command = { type = hill_defense which = mechanized value = 1 }

			command = { type = hill_attack which = infantry value = 1 }
			command = { type = hill_defense which = infantry value = 1 }
			command = { type = hill_attack which = bergsjaeger value = 1 }
			command = { type = hill_defense which = bergsjaeger value = 1 }
			command = { type = hill_attack which = paratrooper value = 1 }
			command = { type = hill_defense which = paratrooper value = 1 }
			command = { type = hill_attack which = marine value = 1 }
			command = { type = hill_defense which = marine value = 1 }
			command = { type = hill_attack which = cavalry value = 1 }
			command = { type = hill_defense which = cavalry value = 1 }
			command = { type = hill_attack which = militia value = 1 }
			command = { type = hill_defense which = militia value = 1 }

# Deactivation section
			
			command = { type = deactivate which = 4003 } # Locker tech
			command = { type = deactivate which = 4004 } # HARD C.O.R.E.
			command = { type = deactivate which = 9203 } # Paratroppers
			command = { type = deactivate which = 1101 } # Paratrooper Warfare Equipment
									# Paratrooper Sub-techs/Issue for USSR only
			command = { type = deactivate which = 9204 } # Airborne Assault
			command = { type = deactivate which = 9201 } # Basic Glider (Infantry)
			command = { type = deactivate which = 10105 } # 2-engined fighters
			command = { type = deactivate which = 10107 } # MR fighters
			command = { type = deactivate which = 9109 } # Basic Transport Planes
			command = { type = deactivate which = 11511 } # Partisan attacks (negative)
			command = { type = deactivate which = 2902 } #Super Heavy Tanks
			command = { type = deactivate which = 2903 }
			command = { type = deactivate which = 2904 }
			command = { type = deactivate which = 2941 }
			command = { type = deactivate which = 2942 }
			command = { type = deactivate which = 2985 } #Infantry Support Tank Battalion
			command = { type = deactivate which = 2993 }
			
			command = { type = deactivate which = 13417 } #Kamikaze
			command = { type = deactivate which = 6307 } #Forced Draft Boilers/No effect on anything
			command = { type = deactivate which = 9511 } #Improved Air Transport
			command = { type = deactivate which = 5215 } #Submarine Launched Aircraft (can't research Aircraft Carrying SUB)
			}
		}

		application = { # Human Player Technology Tech Tree
			id = 4003
			name = CTECN_4003
			desc = CTECD_4003
			
			required = { }
			chance = 90
			cost = 1
			time = 9000
			neg_offset = 45
			pos_offset = 90
			
			effects = {


# Modifiers section

			command = { type = river_attack which = infantry value = -7 }
			command = { type = river_attack which = motorized value = -10 }
			command = { type = river_attack which = bergsjaeger value = -7 }
			command = { type = river_attack which = paratrooper value = -7 }
			command = { type = river_attack which = marine value = -5 }
			command = { type = river_attack which = cavalry value = -7 }
			command = { type = river_attack which = armor value = -15 }
			command = { type = river_attack which = mechanized value = -15 }
			command = { type = river_attack which = militia value = -10 }


			command = { type = night_attack which = infantry value = -500 }
			command = { type = night_defense which = infantry value = -500 }
			command = { type = night_attack which = motorized value = -500 }
			command = { type = night_defense which = motorized value = -500 }
			command = { type = night_attack which = bergsjaeger value = -500 }
			command = { type = night_defense which = bergsjaeger value = -500 }
			command = { type = night_attack which = paratrooper value = -500 }
			command = { type = night_defense which = paratrooper value = -500 }
			command = { type = night_attack which = marine value = -500 }
			command = { type = night_defense which = marine value = -500 }
			command = { type = night_attack which = cavalry value = -500 }
			command = { type = night_defense which = cavalry value = -500 }
			command = { type = night_attack which = armor value = -500 }
			command = { type = night_defense which = armor value = -500 }
			command = { type = night_attack which = mechanized value = -500 }
			command = { type = night_defense which = mechanized value = -500 }
			command = { type = night_attack which = militia value = -500 }
			command = { type = night_defense which = militia value = -500 }


			command = { type = urban_attack which = motorized value = 5 }
			command = { type = urban_attack which = armor value = 15 }
			command = { type = urban_attack which = mechanized value = 10 }
			command = { type = urban_attack which = militia value = 10 }
			command = { type = urban_defense which = militia value = 30 }

# Adjustment - tanks/moto were too weak there

			command = { type = mountain_attack which = motorized value = 5 }
			command = { type = mountain_attack which = armor value = 20 }
			command = { type = mountain_attack which = mechanized value = 15 }


			command = { type = mountain_defense which = motorized value = 1 }
			command = { type = mountain_defense which = armor value = 1 }
			command = { type = mountain_defense which = mechanized value = 1 }

			command = { type = mountain_attack which = infantry value = 1 }
			command = { type = mountain_defense which = infantry value = 1 }
			command = { type = mountain_attack which = bergsjaeger value = 1 }
			command = { type = mountain_defense which = bergsjaeger value = 1 }
			command = { type = mountain_attack which = paratrooper value = 1 }
			command = { type = mountain_defense which = paratrooper value = 1 }
			command = { type = mountain_attack which = marine value = 1 }
			command = { type = mountain_defense which = marine value = 1 }
			command = { type = mountain_attack which = cavalry value = 1 }
			command = { type = mountain_defense which = cavalry value = 1 }
			command = { type = mountain_attack which = militia value = 1 }
			command = { type = mountain_defense which = militia value = 1 }

# Antibug section

			command = { type = desert_attack which = motorized value = 1 }
			command = { type = desert_attack which = armor value = 1 }
			command = { type = desert_attack which = mechanized value = 1 }

			command = { type = desert_defense which = motorized value = 1 }
			command = { type = desert_defense which = armor value = 1 }
			command = { type = desert_defense which = mechanized value = 1 }

			command = { type = desert_attack which = infantry value = 1 }
			command = { type = desert_defense which = infantry value = 1 }
			command = { type = desert_attack which = bergsjaeger value = 1 }
			command = { type = desert_defense which = bergsjaeger value = 1 }
			command = { type = desert_attack which = paratrooper value = 1 }
			command = { type = desert_defense which = paratrooper value = 1 }
			command = { type = desert_attack which = marine value = 1 }
			command = { type = desert_defense which = marine value = 1 }
			command = { type = desert_attack which = cavalry value = 1 }
			command = { type = desert_defense which = cavalry value = 1 }
			command = { type = desert_attack which = militia value = 1 }
			command = { type = desert_defense which = militia value = 1 }

			command = { type = hill_attack which = motorized value = 1 }
			command = { type = hill_attack which = armor value = 1 }
			command = { type = hill_attack which = mechanized value = 1 }

			command = { type = hill_defense which = motorized value = 1 }
			command = { type = hill_defense which = armor value = 1 }
			command = { type = hill_defense which = mechanized value = 1 }

			command = { type = hill_attack which = infantry value = 1 }
			command = { type = hill_defense which = infantry value = 1 }
			command = { type = hill_attack which = bergsjaeger value = 1 }
			command = { type = hill_defense which = bergsjaeger value = 1 }
			command = { type = hill_attack which = paratrooper value = 1 }
			command = { type = hill_defense which = paratrooper value = 1 }
			command = { type = hill_attack which = marine value = 1 }
			command = { type = hill_defense which = marine value = 1 }
			command = { type = hill_attack which = cavalry value = 1 }
			command = { type = hill_defense which = cavalry value = 1 }
			command = { type = hill_attack which = militia value = 1 }
			command = { type = hill_defense which = militia value = 1 }


# Deactivation

			command = { type = deactivate which = 4002 } # "root" tech
			command = { type = deactivate which = 4004 } # HARD C.O.R.E.
			command = { type = deactivate which = 11512 } # GPW
			command = { type = build_cost which = transports value = 3 } 
			command = { type = build_cost which = submarine value = 1 } 
			command = { type = build_cost which = destroyer value = 1 } 
			}
		}


		application = { # HARD C.O.R.E. tech
			id = 4004
			name = CTECN_4004
			desc = CTECD_4004
			
			required = { }
			chance = 90
			cost = 1
			time = 9000
			neg_offset = 45
			pos_offset = 90
			
			effects = {


			command = { type = research_cost which = application value = 20 } 
			command = { type = research_cost which = theoretical value = 20 }

			command = { type = industrial_modifier which = supplies value = -5 } 
	
			command = { type = build_cost which = armor value = 3 } 
			command = { type = build_cost which = motorized value = 2 } 
			command = { type = build_cost which = mechanized value = 3 } 
			command = { type = build_cost which = infantry value = 1 } 
			command = { type = build_cost which = cavalry value = 1 } 
			command = { type = build_cost which = paratrooper value = 2 } 
			command = { type = build_cost which = marine value = 2 } 
			command = { type = build_cost which = bergsjaeger value = 2 }

			command = { type = build_cost which = fighter value = 1 } 
			command = { type = build_cost which = torpedo_plane value = 1 }	
			command = { type = build_cost which = tactical_bomber value = 2 } 	
	 		command = { type = build_cost which = dive_bomber value = 2 } 
			command = { type = build_cost which = naval_bomber value = 2 } 	
			command = { type = build_cost which = strategic_bomber value = 2 }


# Modifiers section

			command = { type = river_attack which = infantry value = -7 }
			command = { type = river_attack which = motorized value = -10 }
			command = { type = river_attack which = bergsjaeger value = -7 }
			command = { type = river_attack which = paratrooper value = -7 }
			command = { type = river_attack which = marine value = -5 }
			command = { type = river_attack which = cavalry value = -7 }
			command = { type = river_attack which = armor value = -15 }
			command = { type = river_attack which = mechanized value = -15 }
			command = { type = river_attack which = militia value = -10 }


			command = { type = night_attack which = infantry value = -500 }
			command = { type = night_defense which = infantry value = -500 }
			command = { type = night_attack which = motorized value = -500 }
			command = { type = night_defense which = motorized value = -500 }
			command = { type = night_attack which = bergsjaeger value = -500 }
			command = { type = night_defense which = bergsjaeger value = -500 }
			command = { type = night_attack which = paratrooper value = -500 }
			command = { type = night_defense which = paratrooper value = -500 }
			command = { type = night_attack which = marine value = -500 }
			command = { type = night_defense which = marine value = -500 }
			command = { type = night_attack which = cavalry value = -500 }
			command = { type = night_defense which = cavalry value = -500 }
			command = { type = night_attack which = armor value = -500 }
			command = { type = night_defense which = armor value = -500 }
			command = { type = night_attack which = mechanized value = -500 }
			command = { type = night_defense which = mechanized value = -500 }
			command = { type = night_attack which = militia value = -500 }
			command = { type = night_defense which = militia value = -500 }


			command = { type = urban_attack which = motorized value = 5 }
			command = { type = urban_attack which = armor value = 15 }
			command = { type = urban_attack which = mechanized value = 10 }
			command = { type = urban_attack which = militia value = 10 }
			command = { type = urban_defense which = militia value = 30 }

# Adjustment - tanks/moto were too weak there

			command = { type = mountain_attack which = motorized value = 5 }
			command = { type = mountain_attack which = armor value = 20 }
			command = { type = mountain_attack which = mechanized value = 15 }

			command = { type = mountain_defense which = motorized value = 1 }
			command = { type = mountain_defense which = armor value = 1 }
			command = { type = mountain_defense which = mechanized value = 1 }

			command = { type = mountain_attack which = infantry value = 1 }
			command = { type = mountain_defense which = infantry value = 1 }
			command = { type = mountain_attack which = bergsjaeger value = 1 }
			command = { type = mountain_defense which = bergsjaeger value = 1 }
			command = { type = mountain_attack which = paratrooper value = 1 }
			command = { type = mountain_defense which = paratrooper value = 1 }
			command = { type = mountain_attack which = marine value = 1 }
			command = { type = mountain_defense which = marine value = 1 }
			command = { type = mountain_attack which = cavalry value = 1 }
			command = { type = mountain_defense which = cavalry value = 1 }
			command = { type = mountain_attack which = militia value = 1 }
			command = { type = mountain_defense which = militia value = 1 }

# Antibug section

			command = { type = desert_attack which = motorized value = 1 }
			command = { type = desert_attack which = armor value = 1 }
			command = { type = desert_attack which = mechanized value = 1 }

			command = { type = desert_defense which = motorized value = 1 }
			command = { type = desert_defense which = armor value = 1 }
			command = { type = desert_defense which = mechanized value = 1 }

			command = { type = desert_attack which = infantry value = 1 }
			command = { type = desert_defense which = infantry value = 1 }
			command = { type = desert_attack which = bergsjaeger value = 1 }
			command = { type = desert_defense which = bergsjaeger value = 1 }
			command = { type = desert_attack which = paratrooper value = 1 }
			command = { type = desert_defense which = paratrooper value = 1 }
			command = { type = desert_attack which = marine value = 1 }
			command = { type = desert_defense which = marine value = 1 }
			command = { type = desert_attack which = cavalry value = 1 }
			command = { type = desert_defense which = cavalry value = 1 }
			command = { type = desert_attack which = militia value = 1 }
			command = { type = desert_defense which = militia value = 1 }

			command = { type = hill_attack which = motorized value = 1 }
			command = { type = hill_attack which = armor value = 1 }
			command = { type = hill_attack which = mechanized value = 1 }

			command = { type = hill_defense which = motorized value = 1 }
			command = { type = hill_defense which = armor value = 1 }
			command = { type = hill_defense which = mechanized value = 1 }

			command = { type = hill_attack which = infantry value = 1 }
			command = { type = hill_defense which = infantry value = 1 }
			command = { type = hill_attack which = bergsjaeger value = 1 }
			command = { type = hill_defense which = bergsjaeger value = 1 }
			command = { type = hill_attack which = paratrooper value = 1 }
			command = { type = hill_defense which = paratrooper value = 1 }
			command = { type = hill_attack which = marine value = 1 }
			command = { type = hill_defense which = marine value = 1 }
			command = { type = hill_attack which = cavalry value = 1 }
			command = { type = hill_defense which = cavalry value = 1 }
			command = { type = hill_attack which = militia value = 1 }
			command = { type = hill_defense which = militia value = 1 }


# Deactivation

			command = { type = deactivate which = 4002 } # "root" tech
			command = { type = deactivate which = 11512 } # GPW
			command = { type = deactivate which = 4003 } # Locker tech

			}
		}
		
		application = { # Basic Synthetic Oil Plants
			id = 4001
			name = TECH_APP_INDUSTRY_1_1_NAME
			desc = TECH_APP_INDUSTRY_1_1_DESC
			
			required = { }
			chance = 90
			cost = 16
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = industrial_multiplier which = coal_to_oil value = 0.25 }
				command = { type = industrial_multiplier which = oil_to_rubber value = 0.25 }
				command = { type = deactivate which = 4974 }
			}
		}
		application = { # Agrarian Economy - economy balancing for 1-21 IC minors
			id = 4974
			name = CTECN_4974
			desc = CTECD_4974
			
			required = {  }
			chance = 90
			cost = 1
			time = 8000
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_multiplier which = oil_to_rubber value = 2.0 } 
				command = { type = industrial_multiplier which = coal_to_oil value = 2.0 } 
				command = { type = industrial_modifier which = supplies value = 50 }
				command = { type = deactivate which = 4001 }
				command = { type = deactivate which = 4301 }
				command = { type = deactivate which = 4302 }
				command = { type = deactivate which = 4303 }
				command = { type = deactivate which = 4601 }
				command = { type = deactivate which = 4701 }
				command = { type = deactivate which = 4941 }
				command = { type = deactivate which = 4973 }
			}
		}

# Slider: Free Market vs. Central Planning 

		application = { # Slider: Free Market 1 (Locked)
			id = 4011
			name = "Free Market 1"
			desc = "Unlocked by Event"
			
			required = { 4011 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider: Free Market 2 (Locked)
			id = 4012
			name = "Free Market 2"
			desc = "Unlocked by Event"
			
			required = { 4012 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider: Free Market 3 (Locked)
			id = 4013
			name = "Free Market 3"
			desc = "Unlocked by Event"
			
			required = { 4013 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider: Free Market 4 (Locked)
			id = 4014
			name = "Free Market 4"
			desc = "Unlocked by Event"
			
			required = { 4014 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider: Free Market 5 (Locked)
			id = 4015
			name = "Free Market 5"
			desc = "Unlocked by Event"
			
			required = { 4015 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Central Planning 1 (Locked)
			id = 4016
			name = "Central Planning 1"
			desc = "Unlocked by Event"
			
			required = { 4016 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Central Planning 2 (Locked)
			id = 4017
			name = "Central Planning 2"
			desc = "Unlocked by Event"
			
			required = { 4017 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Central Planning 3 (Locked)
			id = 4018
			name = "Central Planning 3"
			desc = "Unlocked by Event"
			
			required = { 4018 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Central Planning 4 (Locked)
			id = 4019
			name = "Central Planning 4"
			desc = "Unlocked by Event"
			
			required = { 4019 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

		application = { # Slider Setting: Central Planning 5 (Locked)
			id = 4020
			name = "Central Planning 5"
			desc = "Unlocked by Event"
			
			required = { 4020 }
			chance = 90
			cost = 1
			time = 15
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = {  }
			}
		}

	} # Level 1
	
	level = { # 2 - Plastics
		id = 4100
		name = TECH_LEVEL_INDUSTRY_2_NAME 
		desc = TECH_LEVEL_INDUSTRY_2_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Early Synthetic Materials
			id = 4101
			name = TECH_APP_INDUSTRY_2_1_NAME
			desc = TECH_APP_INDUSTRY_2_1_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Caoutchouc
			id = 4102
			name = TECH_APP_INDUSTRY_2_2_NAME
			desc = TECH_APP_INDUSTRY_2_2_DESC
			
			required = { 4101 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = total value = 1 }
			}
		}
		application = { # Semi-modern Chemistry
			id = 4103
			name = CTECN_4103
			desc = CTECD_4103
			
			required = { }
			chance = 90
			cost = 4
			time = 100
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				
				command = { }
                                
			}
		}
             	application = { # Industrial Pasteurization
			id = 4104
			name = CTECN_4104
			desc = CTECD_4104

			required = { 4103 }
			chance = 90
			cost = 5
			time = 100
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				
				command = { type = supply_consumption which = infantry when = now value = -0.15 }
				command = { type = supply_consumption which = motorized when = now value = -0.15 }
				command = { type = supply_consumption which = mechanized when = now value = -0.15 }
				command = { type = supply_consumption which = armor when = now value = -0.15 }
				command = { type = supply_consumption which = cavalry when = now value = -0.15 }
				command = { type = supply_consumption which = marine when = now value = -0.15 }
				command = { type = supply_consumption which = paratrooper when = now value = -0.15 }
				command = { type = supply_consumption which = bergsjaeger when = now value = -0.15 }
			
			}
		}
	} # Level 2
	
	level = { # 3 - Catalytic Cracking
		id = 4200
		name = TECH_LEVEL_INDUSTRY_3_NAME 
		desc = TECH_LEVEL_INDUSTRY_3_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Catalytic Cracking Plants
			id = 4201
			name = TECH_APP_INDUSTRY_3_1_NAME
			desc = TECH_APP_INDUSTRY_3_1_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = supplies value = 10 }
			}
		}
		application = { # Basic Synthetic Materials
			id = 4202
			name = TECH_APP_INDUSTRY_3_2_NAME
			desc = TECH_APP_INDUSTRY_3_2_DESC
			
			required = { 4101 4201 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Vinyl Acetates
			id = 4203
			name = TECH_APP_INDUSTRY_3_3_NAME
			desc = TECH_APP_INDUSTRY_3_3_DESC
			
			required = { 4202 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = total value = 1 }
			}
		}
		application = { # Polyethylene
			id = 4204
			name = TECH_APP_INDUSTRY_3_4_NAME
			desc = TECH_APP_INDUSTRY_3_4_DESC
			
			required = { 4202 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		
	} # Level 3
	
	level = { # 4 - Polymerisation
		id = 4300
		name = TECH_LEVEL_INDUSTRY_4_NAME 
		desc = TECH_LEVEL_INDUSTRY_4_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Butadiene Processing Plants
			id = 4301
			name = TECH_APP_INDUSTRY_4_1_NAME
			desc = TECH_APP_INDUSTRY_4_1_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Styrene Processing Plants
			id = 4302
			name = TECH_APP_INDUSTRY_4_2_NAME
			desc = TECH_APP_INDUSTRY_4_2_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Synthetic Rubber Plants
			id = 4303
			name = TECH_APP_INDUSTRY_4_3_NAME
			desc = TECH_APP_INDUSTRY_4_3_DESC
			
			required = { 4301 4302 }
			chance = 90
			cost = 16
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = industrial_multiplier which = oil_to_rubber value = 0.5 }
			}
		}
	} # Level 4
	
	level = { # 5 - Assembly Mass Production
		id = 4400
		name = TECH_LEVEL_INDUSTRY_5_NAME 
		desc = TECH_LEVEL_INDUSTRY_5_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Vehicle Assembly Construction Process
			id = 4401
			name = TECH_APP_INDUSTRY_5_1_NAME
			desc = TECH_APP_INDUSTRY_5_1_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = build_cost which = armor when = now value = -1 } # balance change
				# command = { type = build_cost which = motorized when = now value = -1 }
				command = { type = build_time which = motorized when = now value = -12 }
				# command = { type = build_cost which = mechanized when = now value = -1 }
				command = { type = build_time which = mechanized when = now value = -10 }
				command = { type = build_time which = armor when = now value = -30 }
			}
		}
		application = { # Ship Assembly Construction Process
			id = 4402
			name = TECH_APP_INDUSTRY_5_2_NAME
			desc = TECH_APP_INDUSTRY_5_2_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = build_cost which = battleship when = now value = -1 }
				command = { type = build_cost which = cruiser when = now value = -1 }
				# command = { type = build_cost which = destroyer when = now value = -1 }
				# command = { type = build_cost which = submarine when = now value = -1 }
				command = { type = build_cost which = carrier when = now value = -2 }
				command = { type = build_time which = battleship when = now value = -90 }
				command = { type = build_time which = cruiser when = now value = -30 }
				command = { type = build_time which = destroyer when = now value = -15 }
				command = { type = build_time which = submarine when = now value = -35 }
				command = { type = build_time which = carrier when = now value = -90 }
				command = { type = build_time which = transports when = now value = -15 }
			}
		}
		application = { # Aircraft Assembly Construction Process
			id = 4403
			name = TECH_APP_INDUSTRY_5_3_NAME
			desc = TECH_APP_INDUSTRY_5_3_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				# command = { type = build_cost which = fighter when = now value = -1 }
				command = { type = build_cost which = strategic_bomber when = now value = -1 } # balance change
				# command = { type = build_cost which = tactical_bomber when = now value = -1 }
				# command = { type = build_cost which = torpedo_plane when = now value = -1 }
				command = { type = build_cost which = transport_plane when = now value = -2 }
				# command = { type = build_cost which = naval_bomber when = now value = -1 }
				# command = { type = build_cost which = dive_bomber when = now value = -1 }
				command = { type = build_time which = fighter when = now value = -30 }
				command = { type = build_time which = strategic_bomber when = now value = -30 }
				command = { type = build_time which = tactical_bomber when = now value = -30 }
				command = { type = build_time which = torpedo_plane when = now value = -30 }
				command = { type = build_time which = transport_plane when = now value = -30 }
				command = { type = build_time which = naval_bomber when = now value = -30 }
				command = { type = build_time which = dive_bomber when = now value = -30 }
			}
		}
		application = { # Rocket Assembly Construction Process
			id = 4404
			name = TECH_APP_INDUSTRY_5_4_NAME
			desc = TECH_APP_INDUSTRY_5_4_DESC
			
			required = { 7500 }  # Flying Bomb Development 
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = build_cost which = flying_rocket when = now value = -1 }
				command = { type = build_time which = flying_rocket when = now value = -15 }
				command = { type = build_cost which = flying_bomb when = now value = -1 }
				command = { type = build_time which = flying_bomb when = now value = -15 }
			}
		}
		application = { # Small Arms Assembly Construction Process
			id = 4405
			name = CTECN_4405
			desc = CTECD_4405
			
			required = { }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = build_time which = infantry when = now value = -10 }
				command = { type = build_time which = cavalry when = now value = -10 }
				command = { type = build_time which = bergsjaeger when = now value = -10 }
				command = { type = build_time which = marine when = now value = -15 }
				# command = { type = build_cost which = paratrooper when = now value = -1 }
				command = { type = build_time which = paratrooper when = now value = -10 }
				command = { type = build_time which = motorized when = now value = -8 }
				command = { type = build_time which = mechanized when = now value = -5 }
			}
		}
		application = { # Total War Tech
			id = 4005
			name = CTECN_4005
			desc = CTECD_4005
			
			required = { 4401 4403 4405 4005 } #Self-trigger added so that can only get via event
			chance = 90
			cost = 1
			time = 9000
			neg_offset = 45
			pos_offset = 90
			
			effects = {

			command = { type = industrial_modifier which = supplies value = 3 } 
	
			command = { type = build_time which = armor 		value = -20 } 
			command = { type = build_time which = motorized 	value = -15 } 
			command = { type = build_time which = mechanized 	value = -15 } 
			command = { type = build_time which = infantry 		value = 1 } 
			command = { type = build_time which = cavalry 		value = 1 } 
			command = { type = build_time which = paratrooper 	value = 2 } 
			command = { type = build_time which = marine 		value = 2 } 
			command = { type = build_time which = bergsjaeger 	value = 2 }

			command = { type = build_time which = fighter 		value = -15 } 
			command = { type = build_time which = torpedo_plane 	value = -10 }	
			command = { type = build_time which = tactical_bomber 	value = -20 } 	
	 		command = { type = build_time which = dive_bomber 	value = -15 } 
			command = { type = build_time which = naval_bomber 	value = -20 } 	
			command = { type = build_time which = strategic_bomber 	value = -20 }

			command = { type = max_organization which = motorized 	when = on_upgrade value = -2 }
			command = { type = max_organization which = mechanized 	when = on_upgrade value = -2 }
			command = { type = max_organization which = armor 	when = on_upgrade value = -2 }

			}
		}
	} # Level 5
	
	level = { # 6 - Improved Plastics
		id = 4500
		name = TECH_LEVEL_INDUSTRY_6_NAME 
		desc = TECH_LEVEL_INDUSTRY_6_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Improved Synthetic Materials
			id = 4501
			name = TECH_APP_INDUSTRY_6_1_NAME
			desc = TECH_APP_INDUSTRY_6_1_DESC
			
			required = { 4202 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Nylon
			id = 4502
			name = TECH_APP_INDUSTRY_6_2_NAME
			desc = TECH_APP_INDUSTRY_6_2_DESC
			
			required = { 4501 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Polyurethane
			id = 4503
			name = TECH_APP_INDUSTRY_6_3_NAME
			desc = TECH_APP_INDUSTRY_6_3_DESC
			
			required = { 4501 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = total value = 5 }
			}
		}
	} # Level 6
	
	level = { # 7 - Hydroforming
		id = 4600
		name = TECH_LEVEL_INDUSTRY_7_NAME 
		desc = TECH_LEVEL_INDUSTRY_7_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Improved Synthetic Oil Plants
			id = 4601
			name = TECH_APP_INDUSTRY_7_1_NAME
			desc = TECH_APP_INDUSTRY_7_1_DESC
			
			required = { 4001 }
			chance = 90
			cost = 16
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = industrial_multiplier which = coal_to_oil value = 0.5 }
			}
		}
	} # Level 7
	
	level = { # 8 - Catalytic Polymerisation
		id = 4700
		name = TECH_LEVEL_INDUSTRY_8_NAME 
		desc = TECH_LEVEL_INDUSTRY_8_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Improved Synthetic Rubber Plants
			id = 4701
			name = TECH_APP_INDUSTRY_8_1_NAME
			desc = TECH_APP_INDUSTRY_8_1_DESC
			
			required = { 4303 }
			chance = 90
			cost = 16
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = industrial_multiplier which = oil_to_rubber value = 0.75 }
			}
		}
	} # Level 8
	
	level = { # 9 - Modular Assembly Construction
		id = 4800
		name = TECH_LEVEL_INDUSTRY_9_NAME 
		desc = TECH_LEVEL_INDUSTRY_9_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100


		application = { # Quality Control - new
			id = 4803
			name = CTECN_4803
			desc = CTECD_4803
			
			required = { }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}

		application = { # Advanced Welding Techniques
			id = 4801
			name = TECH_APP_INDUSTRY_9_1_NAME
			desc = TECH_APP_INDUSTRY_9_1_DESC
			
			required = { 4803 } # Quality Control added
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}

		application = { # Modular Assembly Ship Production
			id = 4802
			name = TECH_APP_INDUSTRY_9_2_NAME
			desc = TECH_APP_INDUSTRY_9_2_DESC
			
			required = { 4402 4801 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = build_cost which = transports when = now value = -1 }
				command = { type = build_time which = transports when = now value = -30 }
			}
		}
	} # Level 9
	
	level = { # 10 - Fluid Catalytic Cracking
		id = 4900
		name = TECH_LEVEL_INDUSTRY_10_NAME 
		desc = TECH_LEVEL_INDUSTRY_10_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Fluid Catalytic Cracking Plants
			id = 4901
			name = TECH_APP_INDUSTRY_10_1_NAME
			desc = TECH_APP_INDUSTRY_10_1_DESC
			
			required = { 4201 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = supplies value = 10 }
			}
		}
		application = { # Advanced Synthetic Materials
			id = 4902
			name = TECH_APP_INDUSTRY_10_2_NAME
			desc = TECH_APP_INDUSTRY_10_2_DESC
			
			required = { 4501 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Teflon
			id = 4903
			name = TECH_APP_INDUSTRY_10_3_NAME
			desc = TECH_APP_INDUSTRY_10_3_DESC
			
			required = { 4902 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Silicone
			id = 4904
			name = TECH_APP_INDUSTRY_10_4_NAME
			desc = TECH_APP_INDUSTRY_10_4_DESC
			
			required = { 4902 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
	} # Level 10
	
	level = { # 11 - Iso-Octane and Alkylate Process
		id = 4940
		name = TECH_LEVEL_INDUSTRY_11_NAME 
		desc = TECH_LEVEL_INDUSTRY_11_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Advanced Synthetic Oil Plants
			id = 4941
			name = TECH_APP_INDUSTRY_11_1_NAME
			desc = TECH_APP_INDUSTRY_11_1_DESC
			
			required = { 4601 }
			chance = 90
			cost = 16
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = industrial_multiplier which = coal_to_oil value = 0.9 } # from 1
			}
		}
	} # Level 11
	
	level = { # 12 - Cold Polymerisation
		id = 4970
		name = TECH_LEVEL_INDUSTRY_12_NAME 
		desc = TECH_LEVEL_INDUSTRY_12_DESC 
				
		cost = 12
		time = 360
		neg_offset = 50
		pos_offset = 100
		
		application = { # Very Advanced Synthetic Materials
			id = 4971
			name = TECH_APP_INDUSTRY_12_1_NAME
			desc = TECH_APP_INDUSTRY_12_1_DESC
			
			required = { 4902 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Polypropylene
			id = 4972
			name = TECH_APP_INDUSTRY_12_2_NAME
			desc = TECH_APP_INDUSTRY_12_2_DESC
			
			required = { 4971 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = total value = 15 }
			}
		}
		application = { # Advanced Synthetic Rubber Plants
			id = 4973
			name = TECH_APP_INDUSTRY_12_3_NAME
			desc = TECH_APP_INDUSTRY_12_3_DESC
			
			required = { 4701 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_multiplier which = oil_to_rubber value = 0.9 } # from 1
			}
		}

	} # Level 12
}