# 
# The Industry Technology Group
#
# AI "root" tech (first tech - ID 4002) modified by bestmajor (test for CORE FIXITPACK / v.0.92)
#
# oil consumption reduced for most oil consuming units, convoy defence increased by 5%, 1% jungle 
# attack/defense added for AI units (2% for AI marines) 
#
#
	

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 = -30 } # to allow AI more balanced R&D
			command = { type = research_cost which = theoretical value = -30 } # same thing...
			command = { type = range which = submarine when = now value = 1000 }
			command = { type = range which = transports when = now value = 2000 } # range of TPs doubled
			command = { type = range which = destroyer when = now value = 1000 }
			command = { type = range which = cruiser when = now value = 1000 }
			command = { type = range which = battleship when = now value = 1000 }
			command = { type = range which = carrier when = now value = 1000 }

# 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 }

#
#
#
# bestmajors ai tweak - START
#
# fuel consumption section (to avoid map modding)
#
#


			command = { type = fuel_consumption which = mechanized when = now value = -1.2 }
			command = { type = fuel_consumption which = armor when = now value = -2 }
			command = { type = fuel_consumption which = motorized when = now value = -1.1 }

			command = { type = fuel_consumption which = fighter when = now value = -0.9 }
			command = { type = fuel_consumption which = tactical_bomber when = now value = -0.9 }
			command = { type = fuel_consumption which = strategic_bomber when = now value = -1.5 }
			command = { type = fuel_consumption which = naval_bomber when = now value = -1.2 }
			command = { type = fuel_consumption which = dive_bomber when = now value = -0.7 }
			command = { type = fuel_consumption which = torpedo_plane when = now value = -0.5 }

			command = { type = fuel_consumption which = destroyer when = now value = -0.9 }

#
# bestmajors jungle war 1% each, marines get 2 (intended bonus for USA, JAP marines)
#

			command = { type = jungle_attack which = marine value = 2 }
			command = { type = jungle_defense which = marine value = 2 }
			command = { type = jungle_attack which = infantry value = 1 }
			command = { type = jungle_defense which = infantry value = 1 }
			command = { type = jungle_attack which = motorized value = 1 }
			command = { type = jungle_defense which = motorized value = 1 }
			command = { type = jungle_attack which = bergsjaeger value = 1 }
			command = { type = jungle_defense which = bergsjaeger value = 1 }
			command = { type = jungle_attack which = paratrooper value = 1 }
			command = { type = jungle_defense which = paratrooper value = 1 }

#
# bestmajors convoy defense for AI
#
# NOTE: AI is never sending ship "on convoy mission" !
#
#

			command = { type = convoy_def_eff value = 6 }
			command = { type = AA_batteries value = 3 } # new

#
# - END - of bestmajors AI-only tech addon
#
#

# 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 = 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)
			}
		}


		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 = 55 }
				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 }
			}
		}

	} # 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 = 20
			time = 180
			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 = 20
			time = 180
			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 // Transport plane section modded by bm
			id = 4403
			name = TECH_APP_INDUSTRY_5_3_NAME
			desc = TECH_APP_INDUSTRY_5_3_DESC
			
			required = { }
			chance = 90
			cost = 20
			time = 180
			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 = transport_plane when = now value = -15 }
				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 = 20
			time = 180
			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 // paratrooper bonus halved by bm
			id = 4405
			name = CTECN_4405
			desc = CTECD_4405
			
			required = { }
			chance = 90
			cost = 20
			time = 180
			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 = paratrooper when = now value = -5 }
				command = { type = build_time which = motorized when = now value = -8 }
				command = { type = build_time which = mechanized when = now value = -5 }
			}
		}

	application = { # Systemized Worker Training
			id = 4406
			name = CTECN_4406
			desc = CTECD_4406
			
			required = { }
			chance = 90
			cost = 10
			time = 180
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = total value = 3 }
				}
		}
	application = { # Improved metallurgy
			id = 4407
			name = CTECN_4407 # Improved Metallurgy
			desc = CTECD_4407 # As the complexity and weight of armaments and vehicles increased new industrial methods had to be found to work metal with higher precision and quality.  Without such improvement tank turrets turned too slowly (KV-2), armor-piercing shot shattered on contact (early war Russian tank ammo) and artillery tubes had to be exchanged after just one hundred shots were fired (Italian battleship guns).
			
			required = { }
			chance = 90
			cost = 10
			time = 180
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = supplies value = 2 }
				}
		}


			application = { # Total War tech   tweaked by bestmajor
			id = 4005
			name = CTECN_4005
			desc = CTECD_4005
			
			required = { 4401 4403 4405 11513 }
			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 / tweaked by bm
			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 }
				command = { type = industrial_modifier which = total value = 3 }
				command = { type = industrial_modifier which = supplies value = 2 }
			}
		}
	} # 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 / tweaked by bm
			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 / tweaked by bm
			id = 4803
			name = CTECN_4803
			desc = CTECD_4803
			
			required = { }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				# command = { type = industrial_modifier which = total value = 3 } 
				command = { type = industrial_modifier which = total value = 2 } 
				command = { type = industrial_modifier which = supplies value = 1 }
			}
		}

		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 }
			}
		}
	application = { # Non-traditional labor pools / tweaked by bm ("full industrial mob" in game)
			id = 4804
			name = CTECN_4804
			desc = CTECD_4804
			
			required = { 4406 4803 }
			chance = 90
			cost = 5
			time = 180
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				# command = { type = industrial_modifier which = total value = 4 }
				command = { type = industrial_modifier which = total value = 3 }
				command = { type = industrial_modifier which = supplies value = 1 }
				command = { type = manpowerpool value = 30 } # Base amount for small to medium economies
				}
		}
	application = { # Advanced metallurgy
			id = 4805
			name = CTECN_4805 # Advanced Metallurgy
			desc = CTECD_4805 # High performance turbojet engines, lightweight ship superstructures, rocket fuel pumps and nuclear engineering all required new materials and higher standards of manufacturing.
			
			required = { 4407 }
			chance = 90
			cost = 12
			time = 180
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = supplies value = 2 }
				}
		}

	} # 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 / tweaked by bm
			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 = 0.95 } # from 1
			}
		}
		application = { 
			id = 4942
			name = CTECN_4942
			desc = CTECD_4942
			
			required = { 4803 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
	application = { # Semi-Modern metallurgy
			id = 4943
			name = CTECN_4943 # Semi-Modern Metallurgy
			desc = CTECD_4943 # Semi-conductor manufacturing, jet engines, nuclear power plants and other advanced technology required unprecedented precision and quality in the materials used.  
			
			required = { 4805 }
			chance = 90
			cost = 20
			time = 180
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = industrial_modifier which = supplies value = 2 }
				}
		
		}
	} # 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 / tweaked by bm
			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 }
				command = { type = industrial_modifier which = total value = 13 }
				command = { type = industrial_modifier which = supplies value = 2 }
			}
		}
		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
			}
		}
		application = { 
			id = 4975
			name = CTECN_4975
			desc = CTECD_4975
			
			required = { 4942 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { 
			id = 4976
			name = CTECN_4976
			desc = CTECD_4976
			
			required = { 4975 }
			chance = 90
			cost = 12
			time = 210
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}

	} # Level 12
}