technology =
{ id          = 6
  category    = land_doctrines
  name        = TECH_LD_NAME # Localized name
  desc        = TECH_LD_DESC # Localized description


  # Η͏d
  application =
  { id        = 6010
    name      = TECH_APP_LD_1_NAME
    desc      = TECH_APP_LD_1_DESC
    position  = { x = 90 y = 5 }
    year      = 1936
    # pPʁF
    component = { id = 6011 name = TECH_CMP_LD_1_1_NAME type = infantry_focus difficulty = 8 }
    # ˌP
    component = { id = 6012 name = TECH_CMP_LD_1_2_NAME type = training difficulty = 8 }
    # ˊEˌ
    component = { id = 6013 name = TECH_CMP_LD_1_3_NAME type = training difficulty = 8 }
    # PƐ_bB
    component = { id = 6014 name = TECH_CMP_LD_1_4_NAME type = training difficulty = 8 }
    # AŗLΗ͎x
    component = { id = 6015 name = TECH_CMP_LD_1_5_NAME type = training difficulty = 8 }
    required  = { }
    effects =
    { command = { type = deactivate which = 6210 }

command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 60 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 70 }

command = { trigger = { flag = DR } type = max_organization which = land value = 20 }
command = { trigger = { flag = DR } type = morale which = land value = 20 }
    }
  }

  # DΗ
  application =
  { id        = 6020
    name      = TECH_APP_LD_2_NAME
    desc      = TECH_APP_LD_2_DESC
    position  = { x = 10 y = 30 }
    year      = 1936
    # K͉Η͎x
    component = { id = 6021 name = TECH_CMP_LD_2_1_NAME type = infantry_focus difficulty = 4 }
    # ˌ̑Oi
    component = { id = 6022 name = TECH_CMP_LD_2_2_NAME type = small_unit_tactics difficulty = 4 }
    # pPʁF
    component = { id = 6023 name = TECH_CMP_LD_2_3_NAME type = centralized_execution difficulty = 4 }
    # ԐړIΗ͎xd
    component = { id = 6024 name = TECH_CMP_LD_2_4_NAME type = technical_efficiency difficulty = 4 }
    # EFXg|CgZP
    component = { id = 6025 name = TECH_CMP_LD_2_5_NAME type = training difficulty = 4 }
    required  = { 6010 }
    effects =
    { command = { type = deactivate which = 6030 }
    }
  }

  # xp
  application =
  { id        = 6040
    name      = TECH_APP_LD_4_NAME
    desc      = TECH_APP_LD_4_DESC
    position  = { x = 10 y = 50 }
    year      = 1936
    # K͉Η͎x
    component = { id = 6041 name = TECH_CMP_LD_4_1_NAME type = infantry_focus difficulty = 4 }
    # ړGƒxp
    component = { id = 6042 name = TECH_CMP_LD_4_2_NAME type = small_unit_tactics difficulty = 4 }
    # ڕWd
    component = { id = 6043 name = TECH_CMP_LD_4_3_NAME type = centralized_execution difficulty = 4 }
    # {^ˌw
    component = { id = 6044 name = TECH_CMP_LD_4_4_NAME type = technical_efficiency difficulty = 4 }
    # 퓬ɂ鉺m̌I哱
    component = { id = 6045 name = TECH_CMP_LD_4_5_NAME type = training difficulty = 4 }
    required  = { 6020 }
    effects =
    { 
command = { type = breakthrough value = 10 }
command = { type = ambush value = 10 }
command = { type = encirclement value = 10 }
command = { type = assault value = 10 }
command = { type = counterattack value = 10 }
command = { type = tactical_withdrawal value = 10 }
command = { type = delay value = 10 }
    }
  }

  # @h
  application =
  { id        = 6050
    name      = TECH_APP_LD_5_NAME
    desc      = TECH_APP_LD_5_DESC
    position  = { x = 10 y = 70 }
    year      = 1937
    # vZςݎˌf[^
    component = { id = 6051 name = TECH_CMP_LD_5_1_NAME type = combined_arms_focus difficulty = 8 }
    # ړGƕ
    component = { id = 6052 name = TECH_CMP_LD_5_2_NAME type = small_unit_tactics difficulty = 8 }
    # n搧d
    component = { id = 6053 name = TECH_CMP_LD_5_3_NAME type = decentralized_execution difficulty = 8 }
    # ǌ^ˌw
    component = { id = 6054 name = TECH_CMP_LD_5_4_NAME type = technical_efficiency difficulty = 8 }
    # pPʁF
    component = { id = 6055 name = TECH_CMP_LD_5_5_NAME type = training difficulty = 8 }
    required  = { 6040 }
    effects =
    {
command = { type = hq_supply_eff value = 2.5 }

command = { type = breakthrough value = 1.25 }
command = { type = ambush value = 1.25 }
command = { type = encirclement value = 1.25 }
command = { type = assault value = 1.25 }
command = { type = counterattack value = 1.25 }
command = { type = tactical_withdrawal value = 1.25 }
command = { type = delay value = 1.25 }

    }
  }

  # X^hIt
  application =
  { id        = 6060
    name      = TECH_APP_LD_6_NAME
    desc      = TECH_APP_LD_6_DESC
    position  = { x = 10 y = 90 }
    year      = 1938
    # K͉Η͎x
    component = { id = 6061 name = TECH_CMP_LD_6_1_NAME type = infantry_focus difficulty = 8 }
    # ړGƕ
    component = { id = 6062 name = TECH_CMP_LD_6_2_NAME type = small_unit_tactics difficulty = 8 }
    # ڕWd
    component = { id = 6063 name = TECH_CMP_LD_6_3_NAME type = centralized_execution difficulty = 8 }
    # {I󗤋
    component = { id = 6064 name = TECH_CMP_LD_6_4_NAME type = technical_efficiency difficulty = 8 }
    # ˌd
    component = { id = 6065 name = TECH_CMP_LD_6_5_NAME type = training difficulty = 8 }
    required  = { 6050 }
    effects =
    {
command = { type = hq_supply_eff value = 1 }

command = { trigger = { flag = DR } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR } type = morale which = land value = 10 }

command = { type = breakthrough value = 0.5 }
command = { type = ambush value = 0.5 }
command = { type = encirclement value = 0.5 }
command = { type = assault value = 0.5 }
command = { type = counterattack value = 0.5 }
command = { type = tactical_withdrawal value = 0.5 }
command = { type = delay value = 0.5 }
    }
  }

  # x
  application =
  { id        = 6070
    name      = TECH_APP_LD_7_NAME
    desc      = TECH_APP_LD_7_DESC
    position  = { x = 10 y = 110 }
    year      = 1939
    # K͉Η͎x
    component = { id = 6071 name = TECH_CMP_LD_7_1_NAME type = infantry_focus difficulty = 8 }
    # ړGƌ
    component = { id = 6072 name = TECH_CMP_LD_7_2_NAME type = small_unit_tactics difficulty = 8 }
    # n搧d
    component = { id = 6073 name = TECH_CMP_LD_7_3_NAME type = decentralized_execution difficulty = 8 }
    # ǌ^ˌw
    component = { id = 6074 name = TECH_CMP_LD_7_4_NAME type = technical_efficiency difficulty = 8 }
    # {I󗤋
    component = { id = 6075 name = TECH_CMP_LD_7_5_NAME type = training difficulty = 8 }
    required  = { 6060 }
    effects =
    {
command = { type = hq_supply_eff value = 1 }

command = { trigger = { flag = DR } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR } type = morale which = land value = 10 }

command = { type = breakthrough value = 0.5 }
command = { type = ambush value = 0.5 }
command = { type = encirclement value = 0.5 }
command = { type = assault value = 0.5 }
command = { type = counterattack value = 0.5 }
command = { type = tactical_withdrawal value = 0.5 }
command = { type = delay value = 0.5 }
    }
  }

  # AK͂̐퓬
  application =
  { id        = 6080
    name      = TECH_APP_LD_8_NAME
    desc      = TECH_APP_LD_8_DESC
    position  = { x = 10 y = 130 }
    year      = 1940
    # pPʁF
    component = { id = 6081 name = TECH_CMP_LD_8_1_NAME type = infantry_focus difficulty = 8 }
    # ŗLΗ͎x
    component = { id = 6082 name = TECH_CMP_LD_8_2_NAME type = small_unit_tactics difficulty = 8 }
    # m̎哱d
    component = { id = 6083 name = TECH_CMP_LD_8_3_NAME type = decentralized_execution difficulty = 8 }
    # W^ˌwߏ
    component = { id = 6084 name = TECH_CMP_LD_8_4_NAME type = technical_efficiency difficulty = 8 }
    # ł̎ˌƉ^Ƃ̘Ag
    component = { id = 6085 name = TECH_CMP_LD_8_5_NAME type = training difficulty = 8 }
    required  = { 6070 }
    effects =
    {
command = { type = hq_supply_eff value = 1 }

command = { trigger = { flag = DR } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR } type = morale which = land value = 10 }

command = { type = breakthrough value = 0.5 }
command = { type = ambush value = 0.5 }
command = { type = encirclement value = 0.5 }
command = { type = assault value = 0.5 }
command = { type = counterattack value = 0.5 }
command = { type = tactical_withdrawal value = 0.5 }
command = { type = delay value = 0.5 }

command = { type = new_model which = hq value = 2 }
command = { type = scrap_model which = hq value = 1 }
    }
  }

  # ȘAh
  application =
  { id        = 6090
    name      = TECH_APP_LD_9_NAME
    desc      = TECH_APP_LD_9_DESC
    position  = { x = 10 y = 150 }
    year      = 1941
    # ԎwڕWCC
    component = { id = 6091 name = TECH_CMP_LD_9_1_NAME type = combined_arms_focus difficulty = 8 }
    # ˌƉ^
    component = { id = 6092 name = TECH_CMP_LD_9_2_NAME type = small_unit_tactics difficulty = 8 }
    # pPʁF
    component = { id = 6093 name = TECH_CMP_LD_9_3_NAME type = decentralized_execution difficulty = 8 }
    # W^󗤘Ag
    component = { id = 6094 name = TECH_CMP_LD_9_4_NAME type = technical_efficiency difficulty = 8 }
    # 
    component = { id = 6095 name = TECH_CMP_LD_9_5_NAME type = training difficulty = 8 }
    required  = { 6080 }
    effects =
    {
command = { type = hq_supply_eff value = 1 }

command = { trigger = { flag = DR } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR } type = morale which = land value = 10 }

command = { type = breakthrough value = 0.5 }
command = { type = ambush value = 0.5 }
command = { type = encirclement value = 0.5 }
command = { type = assault value = 0.5 }
command = { type = counterattack value = 0.5 }
command = { type = tactical_withdrawal value = 0.5 }
command = { type = delay value = 0.5 }
    }
  }

  # @BU
  application =
  { id        = 6100
    name      = TECH_APP_LD_10_NAME
    desc      = TECH_APP_LD_10_DESC
    position  = { x = 10 y = 170 }
    year      = 1942
    # ΖCpߐڐM
    component = { id = 6101 name = TECH_CMP_LD_10_1_NAME type = combined_arms_focus difficulty = 8 }
    # pPʁF
    component = { id = 6102 name = TECH_CMP_LD_10_2_NAME type = small_unit_tactics difficulty = 8 }
    # /@_
    component = { id = 6103 name = TECH_CMP_LD_10_3_NAME type = decentralized_execution difficulty = 8 }
    # W^󗤘Ag
    component = { id = 6104 name = TECH_CMP_LD_10_4_NAME type = technical_efficiency difficulty = 8 }
    # xȕp
    component = { id = 6105 name = TECH_CMP_LD_10_5_NAME type = training difficulty = 8 }
    required  = { 6090 }
    effects =
    {
command = { type = hq_supply_eff value = 1 }

command = { trigger = { flag = DR } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR } type = morale which = land value = 10 }

command = { type = breakthrough value = 0.5 }
command = { type = ambush value = 0.5 }
command = { type = encirclement value = 0.5 }
command = { type = assault value = 0.5 }
command = { type = counterattack value = 0.5 }
command = { type = tactical_withdrawal value = 0.5 }
command = { type = delay value = 0.5 }
    }
  }

  # GAhog
  application =
  { id        = 14050
    name      = TECH_APP_LD_105_NAME
    desc      = TECH_APP_LD_105_DESC
    position  = { x = 10 y = 190 }
    year      = 1943
    # wRv^[
    component = { id = 14051 name = TECH_CMP_LD_105_1_NAME type = aeronautics difficulty = 8 }
    # c[@
    component = { id = 14052 name = TECH_CMP_LD_105_2_NAME type = training difficulty = 8 }
    # U^ʐMVXe
    component = { id = 14053 name = TECH_CMP_LD_105_3_NAME type = electronics difficulty = 8 }
    # ̎哮
    component = { id = 14054 name = TECH_CMP_LD_105_4_NAME type = individual_courage difficulty = 8 }
    # eϑ
    component = { id = 14055 name = TECH_CMP_LD_105_5_NAME type = training difficulty = 8 }
    required  = { 6100 }
    effects =
    {
command = { type = hq_supply_eff value = 2.5 }

command = { type = breakthrough value = 1.25 }
command = { type = ambush value = 1.25 }
command = { type = encirclement value = 1.25 }
command = { type = assault value = 1.25 }
command = { type = counterattack value = 1.25 }
command = { type = tactical_withdrawal value = 1.25 }
command = { type = delay value = 1.25 }


command = { type = new_model which = hq value = 3 }
command = { type = scrap_model which = hq value = 2 }
    }
  }



  # K͐퓬v
  application =
  { id        = 6030
    name      = TECH_APP_LD_3_NAME
    desc      = TECH_APP_LD_3_DESC
    position  = { x = 160 y = 40 }
    year      = 1936
    # K͉Η͎x
    component = { id = 6031 name = TECH_CMP_LD_3_1_NAME type = infantry_focus difficulty = 8 }
    # ˌ̑Oi
    component = { id = 6032 name = TECH_CMP_LD_3_2_NAME type = large_unit_tactics difficulty = 8 }
    # Qdɂv旧
    component = { id = 6033 name = TECH_CMP_LD_3_3_NAME type = centralized_execution difficulty = 8 }
    # Uvl
    component = { id = 6034 name = TECH_CMP_LD_3_4_NAME type = individual_courage difficulty = 8 }
    # Thn[XgZP
    component = { id = 6035 name = TECH_CMP_LD_3_5_NAME type = training difficulty = 8 }
    required  = { 6010 }
    effects =
    { command = { type = deactivate which = 6020 }

command = { type = breakthrough value = 10 }
command = { type = ambush value = 10 }
command = { type = encirclement value = 10 }
command = { type = assault value = 10 }
command = { type = counterattack value = 10 }
command = { type = tactical_withdrawal value = 10 }
command = { type = delay value = 10 }
    }
  }


  # ՗}
  application =
  { id        = 6150
    name      = TECH_APP_LD_15_NAME
    desc      = TECH_APP_LD_15_DESC
    position  = { x = 160 y = 90 }
    year      = 1937
    # ̗vǉɏd_
    component = { id = 6151 name = TECH_CMP_LD_15_1_NAME type = infantry_focus difficulty = 8 }
    # I\
    component = { id = 6152 name = TECH_CMP_LD_15_2_NAME type = large_unit_tactics difficulty = 8 }
    # K͕ɂ锽
    component = { id = 6153 name = TECH_CMP_LD_15_3_NAME type = centralized_execution difficulty = 8 }
    # Œ莮C
    component = { id = 6154 name = TECH_CMP_LD_15_4_NAME type = individual_courage difficulty = 8 }
    # pPʁF
    component = { id = 6155 name = TECH_CMP_LD_15_5_NAME type = training difficulty = 8 }
    required  = { 6030 }
    effects =
    { command = { type = deactivate which = 6160 }
      command = { type = deactivate which = 6170 }

command = { trigger = { not = { flag = DR } } type = plain_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } } type = hill_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } } type = forest_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } } type = desert_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } } type = mountain_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } } type = jungle_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } } type = swamp_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } } type = urban_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = -2.5 }

command = { trigger = { flag = DR } type = trickleback_mod value = 37.5 }
command = { trigger = { flag = DR } type = repair_mod value = 30 }
command = { trigger = { flag = DR } type = morale which = land value = 100 }

command = { type = tactical_withdrawal value = 5 }
command = { type = delay value = 5 }
    }
  }

  # P˔j
  application =
  { id        = 6180
    name      = TECH_APP_LD_18_NAME
    desc      = TECH_APP_LD_18_DESC
    position  = { x = 160 y = 110 }
    year      = 1938
    # C
    component = { id = 6181 name = TECH_CMP_LD_18_1_NAME type = infantry_focus difficulty = 8 }
    # Z\
    component = { id = 6182 name = TECH_CMP_LD_18_2_NAME type = large_unit_tactics difficulty = 8 }
    # S
    component = { id = 6183 name = TECH_CMP_LD_18_3_NAME type = centralized_execution difficulty = 8 }
    # py@֏e
    component = { id = 6184 name = TECH_CMP_LD_18_4_NAME type = individual_courage difficulty = 8 }
    # K
    component = { id = 6185 name = TECH_CMP_LD_18_5_NAME type = training difficulty = 8 }
    required  = { 6150 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = plain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } } type = hill_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } } type = forest_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } } type = desert_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } } type = mountain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } } type = jungle_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } } type = swamp_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } } type = urban_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = -1 }

command = { trigger = { flag = DR } type = trickleback_mod value = 15 }
command = { trigger = { flag = DR } type = repair_mod value = 12 }
command = { trigger = { flag = DR } type = morale which = land value = 35 }

command = { type = tactical_withdrawal value = 2 }
command = { type = delay value = 2 }
    }
  }


  # ZP
  application =
  { id        = 6160
    name      = TECH_APP_LD_16_NAME
    desc      = TECH_APP_LD_16_DESC
    position  = { x = 160 y = 150 }
    year      = 1937
    # ԍU
    component = { id = 6161 name = TECH_CMP_LD_16_1_NAME type = infantry_focus difficulty = 8 }
    # 퓬U
    component = { id = 6162 name = TECH_CMP_LD_16_2_NAME type = large_unit_tactics difficulty = 8 }
    # QdFn`]
    component = { id = 6163 name = TECH_CMP_LD_16_3_NAME type = centralized_execution difficulty = 8 }
    # d
    component = { id = 6164 name = TECH_CMP_LD_16_4_NAME type = individual_courage difficulty = 8 }
    # K̖͂ԍUP
    component = { id = 6165 name = TECH_CMP_LD_16_5_NAME type = training difficulty = 8 }
    required  = { 6030 }
    effects =
    { command = { type = deactivate which = 6150 }
      command = { type = deactivate which = 6170 }

command = { trigger = { not = { flag = DR } } type = speed which = infantry value = 0.5 }
command = { trigger = { not = { flag = DR } } type = speed which = garrison value = 0.5 }
command = { trigger = { not = { flag = DR } } type = speed which = militia value = 0.5 }
command = { trigger = { not = { flag = DR } } type = speed which = bergsjaeger value = 0.5 }
command = { trigger = { not = { flag = DR } } type = speed which = marine value = 0.5 }
command = { trigger = { not = { flag = DR } } type = speed which = paratrooper value = 0.5 }
command = { trigger = { not = { flag = DR } } type = speed which = cavalry value = 0.75 }
command = { trigger = { not = { flag = DR } } type = speed which = motorized value = 0.75 }
command = { trigger = { not = { flag = DR } } type = speed which = mechanized value = 0.75 }
command = { trigger = { not = { flag = DR } } type = speed which = light_armor value = 0.75 }
command = { trigger = { not = { flag = DR } } type = speed which = armor value = 0.75 }
command = { trigger = { not = { flag = DR } } type = speed which = hq value = 0.75 }

command = { trigger = { flag = DR } type = night_attack which = infantry value = 15 }
command = { trigger = { flag = DR } type = night_attack which = garrison value = 15 }
command = { trigger = { flag = DR } type = night_attack which = militia value = 15 }
command = { trigger = { flag = DR } type = night_attack which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = night_attack which = marine value = 15 }
command = { trigger = { flag = DR } type = night_attack which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = night_defense which = infantry value = 15 }
command = { trigger = { flag = DR } type = night_defense which = garrison value = 15 }
command = { trigger = { flag = DR } type = night_defense which = militia value = 15 }
command = { trigger = { flag = DR } type = night_defense which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = night_defense which = marine value = 15 }
command = { trigger = { flag = DR } type = night_defense which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = mountain_attack which = infantry value = 15 }
command = { trigger = { flag = DR } type = mountain_attack which = garrison value = 15 }
command = { trigger = { flag = DR } type = mountain_attack which = militia value = 15 }
command = { trigger = { flag = DR } type = mountain_attack which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = mountain_attack which = marine value = 15 }
command = { trigger = { flag = DR } type = mountain_attack which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = mountain_defense which = infantry value = 15 }
command = { trigger = { flag = DR } type = mountain_defense which = garrison value = 15 }
command = { trigger = { flag = DR } type = mountain_defense which = militia value = 15 }
command = { trigger = { flag = DR } type = mountain_defense which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = mountain_defense which = marine value = 15 }
command = { trigger = { flag = DR } type = mountain_defense which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = mountain_move which = infantry value = 15 }
command = { trigger = { flag = DR } type = mountain_move which = garrison value = 15 }
command = { trigger = { flag = DR } type = mountain_move which = militia value = 15 }
command = { trigger = { flag = DR } type = mountain_move which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = mountain_move which = marine value = 15 }
command = { trigger = { flag = DR } type = mountain_move which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = swamp_attack which = infantry value = 15 }
command = { trigger = { flag = DR } type = swamp_attack which = garrison value = 15 }
command = { trigger = { flag = DR } type = swamp_attack which = militia value = 15 }
command = { trigger = { flag = DR } type = swamp_attack which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = swamp_attack which = marine value = 15 }
command = { trigger = { flag = DR } type = swamp_attack which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = swamp_defense which = infantry value = 15 }
command = { trigger = { flag = DR } type = swamp_defense which = garrison value = 15 }
command = { trigger = { flag = DR } type = swamp_defense which = militia value = 15 }
command = { trigger = { flag = DR } type = swamp_defense which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = swamp_defense which = marine value = 15 }
command = { trigger = { flag = DR } type = swamp_defense which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = swamp_move which = infantry value = 15 }
command = { trigger = { flag = DR } type = swamp_move which = garrison value = 15 }
command = { trigger = { flag = DR } type = swamp_move which = militia value = 15 }
command = { trigger = { flag = DR } type = swamp_move which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = swamp_move which = marine value = 15 }
command = { trigger = { flag = DR } type = swamp_move which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = jungle_attack which = infantry value = 15 }
command = { trigger = { flag = DR } type = jungle_attack which = garrison value = 15 }
command = { trigger = { flag = DR } type = jungle_attack which = militia value = 15 }
command = { trigger = { flag = DR } type = jungle_attack which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = jungle_attack which = marine value = 15 }
command = { trigger = { flag = DR } type = jungle_attack which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = jungle_defense which = infantry value = 15 }
command = { trigger = { flag = DR } type = jungle_defense which = garrison value = 15 }
command = { trigger = { flag = DR } type = jungle_defense which = militia value = 15 }
command = { trigger = { flag = DR } type = jungle_defense which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = jungle_defense which = marine value = 15 }
command = { trigger = { flag = DR } type = jungle_defense which = paratrooper value = 15 }
command = { trigger = { flag = DR } type = jungle_move which = infantry value = 15 }
command = { trigger = { flag = DR } type = jungle_move which = garrison value = 15 }
command = { trigger = { flag = DR } type = jungle_move which = militia value = 15 }
command = { trigger = { flag = DR } type = jungle_move which = bergsjaeger value = 15 }
command = { trigger = { flag = DR } type = jungle_move which = marine value = 15 }
command = { trigger = { flag = DR } type = jungle_move which = paratrooper value = 15 }

command = { type = ambush value = 5 }
    }
  }

  # c[Z
  application =
  { id        = 6190
    name      = TECH_APP_LD_19_NAME
    desc      = TECH_APP_LD_19_DESC
    position  = { x = 160 y = 170 }
    year      = 1938
    # 
    component = { id = 6191 name = TECH_CMP_LD_19_1_NAME type = infantry_focus difficulty = 8 }
    # Ɨ퓬
    component = { id = 6192 name = TECH_CMP_LD_19_2_NAME type = small_unit_tactics difficulty = 8 }
    # ړwߕ
    component = { id = 6193 name = TECH_CMP_LD_19_3_NAME type = decentralized_execution difficulty = 8 }
    # EE邩̎vl
    component = { id = 6194 name = TECH_CMP_LD_19_4_NAME type = individual_courage difficulty = 8 }
    # ˌp
    component = { id = 6195 name = TECH_CMP_LD_19_5_NAME type = training difficulty = 8 }
    required  = { 6160 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = speed which = infantry value = 0.2 }
command = { trigger = { not = { flag = DR } } type = speed which = garrison value = 0.2 }
command = { trigger = { not = { flag = DR } } type = speed which = militia value = 0.2 }
command = { trigger = { not = { flag = DR } } type = speed which = bergsjaeger value = 0.2 }
command = { trigger = { not = { flag = DR } } type = speed which = marine value = 0.2 }
command = { trigger = { not = { flag = DR } } type = speed which = paratrooper value = 0.2 }
command = { trigger = { not = { flag = DR } } type = speed which = cavalry value = 0.3 }
command = { trigger = { not = { flag = DR } } type = speed which = motorized value = 0.3 }
command = { trigger = { not = { flag = DR } } type = speed which = mechanized value = 0.3 }
command = { trigger = { not = { flag = DR } } type = speed which = light_armor value = 0.3 }
command = { trigger = { not = { flag = DR } } type = speed which = armor value = 0.3 }
command = { trigger = { not = { flag = DR } } type = speed which = hq value = 0.3 }

command = { trigger = { flag = DR } type = night_attack which = infantry value = 6 }
command = { trigger = { flag = DR } type = night_attack which = garrison value = 6 }
command = { trigger = { flag = DR } type = night_attack which = militia value = 6 }
command = { trigger = { flag = DR } type = night_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = night_attack which = marine value = 6 }
command = { trigger = { flag = DR } type = night_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = night_defense which = infantry value = 6 }
command = { trigger = { flag = DR } type = night_defense which = garrison value = 6 }
command = { trigger = { flag = DR } type = night_defense which = militia value = 6 }
command = { trigger = { flag = DR } type = night_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = night_defense which = marine value = 6 }
command = { trigger = { flag = DR } type = night_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = mountain_attack which = infantry value = 6 }
command = { trigger = { flag = DR } type = mountain_attack which = garrison value = 6 }
command = { trigger = { flag = DR } type = mountain_attack which = militia value = 6 }
command = { trigger = { flag = DR } type = mountain_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = mountain_attack which = marine value = 6 }
command = { trigger = { flag = DR } type = mountain_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = mountain_defense which = infantry value = 6 }
command = { trigger = { flag = DR } type = mountain_defense which = garrison value = 6 }
command = { trigger = { flag = DR } type = mountain_defense which = militia value = 6 }
command = { trigger = { flag = DR } type = mountain_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = mountain_defense which = marine value = 6 }
command = { trigger = { flag = DR } type = mountain_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = mountain_move which = infantry value = 6 }
command = { trigger = { flag = DR } type = mountain_move which = garrison value = 6 }
command = { trigger = { flag = DR } type = mountain_move which = militia value = 6 }
command = { trigger = { flag = DR } type = mountain_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = mountain_move which = marine value = 6 }
command = { trigger = { flag = DR } type = mountain_move which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = swamp_attack which = infantry value = 6 }
command = { trigger = { flag = DR } type = swamp_attack which = garrison value = 6 }
command = { trigger = { flag = DR } type = swamp_attack which = militia value = 6 }
command = { trigger = { flag = DR } type = swamp_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = swamp_attack which = marine value = 6 }
command = { trigger = { flag = DR } type = swamp_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = swamp_defense which = infantry value = 6 }
command = { trigger = { flag = DR } type = swamp_defense which = garrison value = 6 }
command = { trigger = { flag = DR } type = swamp_defense which = militia value = 6 }
command = { trigger = { flag = DR } type = swamp_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = swamp_defense which = marine value = 6 }
command = { trigger = { flag = DR } type = swamp_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = swamp_move which = infantry value = 6 }
command = { trigger = { flag = DR } type = swamp_move which = garrison value = 6 }
command = { trigger = { flag = DR } type = swamp_move which = militia value = 6 }
command = { trigger = { flag = DR } type = swamp_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = swamp_move which = marine value = 6 }
command = { trigger = { flag = DR } type = swamp_move which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = jungle_attack which = infantry value = 6 }
command = { trigger = { flag = DR } type = jungle_attack which = garrison value = 6 }
command = { trigger = { flag = DR } type = jungle_attack which = militia value = 6 }
command = { trigger = { flag = DR } type = jungle_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = jungle_attack which = marine value = 6 }
command = { trigger = { flag = DR } type = jungle_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = jungle_defense which = infantry value = 6 }
command = { trigger = { flag = DR } type = jungle_defense which = garrison value = 6 }
command = { trigger = { flag = DR } type = jungle_defense which = militia value = 6 }
command = { trigger = { flag = DR } type = jungle_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = jungle_defense which = marine value = 6 }
command = { trigger = { flag = DR } type = jungle_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = jungle_move which = infantry value = 6 }
command = { trigger = { flag = DR } type = jungle_move which = garrison value = 6 }
command = { trigger = { flag = DR } type = jungle_move which = militia value = 6 }
command = { trigger = { flag = DR } type = jungle_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR } type = jungle_move which = marine value = 6 }
command = { trigger = { flag = DR } type = jungle_move which = paratrooper value = 6 }
command = { trigger = { flag = DR } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR } type = morale which = land value = 10 }

command = { type = ambush value = 2 }
    }
  }


  # iKI퐋s
  application =
  { id        = 6170
    name      = TECH_APP_LD_17_NAME
    desc      = TECH_APP_LD_17_DESC
    position  = { x = 160 y = 210 }
    year      = 1937
    # ꑮC
    component = { id = 6171 name = TECH_CMP_LD_17_1_NAME type = infantry_focus difficulty = 8 }
    # ꑮqx
    component = { id = 6172 name = TECH_CMP_LD_17_2_NAME type = large_unit_tactics difficulty = 8 }
    # ڕWmۂ̌
    component = { id = 6173 name = TECH_CMP_LD_17_3_NAME type = centralized_execution difficulty = 8 }
    # K
    component = { id = 6174 name = TECH_CMP_LD_17_4_NAME type = technical_efficiency difficulty = 8 }
    # pPʁF
    component = { id = 6175 name = TECH_CMP_LD_17_5_NAME type = training difficulty = 8 }
    required  = { 6030 }
    effects =
    { command = { type = deactivate which = 6150 }
      command = { type = deactivate which = 6160 }

command = { type = mountain_attack which = land value = 10 }
command = { type = jungle_attack which = land value = 10 }
command = { type = swamp_attack which = land value = 10 }
command = { type = urban_attack which = land value = 10 }
command = { type = river_attack which = land value = 20 }
command = { type = shore_attack which = land value = 30 }
command = { type = fort_attack which = land value = 24 }
command = { type = task_efficiency which = airborne_assault value = 0.5 }

command = { type = encirclement value = 5 }
    }
  }

  # ݉^p
  application =
  { id        = 6200
    name      = TECH_APP_LD_20_NAME
    desc      = TECH_APP_LD_20_DESC
    position  = { x = 160 y = 230 }
    year      = 1938
    # ȘA
    component = { id = 6201 name = TECH_CMP_LD_20_1_NAME type = combined_arms_focus difficulty = 8 }
    # @
    component = { id = 6202 name = TECH_CMP_LD_20_2_NAME type = small_unit_tactics difficulty = 8 }
    # Oiiߕ
    component = { id = 6203 name = TECH_CMP_LD_20_3_NAME type = centralized_execution difficulty = 8 }
    # ˌw
    component = { id = 6204 name = TECH_CMP_LD_20_4_NAME type = technical_efficiency difficulty = 8 }
    # pPʁF
    component = { id = 6205 name = TECH_CMP_LD_20_5_NAME type = training difficulty = 8 }
    required  = { 6170 }
    effects =
    {
command = { type = mountain_attack which = land value = 4 }
command = { type = jungle_attack which = land value = 4 }
command = { type = swamp_attack which = land value = 4 }
command = { type = urban_attack which = land value = 4 }
command = { type = river_attack which = land value = 6 }
command = { type = shore_attack which = land value = 7 }
command = { type = fort_attack which = land value = 8 }
command = { type = task_efficiency which = airborne_assault value = 0.2 }

command = { trigger = { flag = DR } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR } type = morale which = land value = 10 }

command = { type = encirclement value = 2 }
    }
  }


  # K͋P
  application =
  { id        = 6110
    name      = TECH_APP_LD_11_NAME
    desc      = TECH_APP_LD_11_DESC
    position  = { x = 160 y = 270 }
    year      = 1939
    # ̖ڕWOI
    component = { id = 6111 name = TECH_CMP_LD_11_1_NAME type = infantry_focus difficulty = 8 }
    # WU
    component = { id = 6112 name = TECH_CMP_LD_11_2_NAME type = large_unit_tactics difficulty = 8 }
    # \\ɂƂÂ푈s
    component = { id = 6113 name = TECH_CMP_LD_11_3_NAME type = centralized_execution difficulty = 8 }
    # 폟vl
    component = { id = 6114 name = TECH_CMP_LD_11_4_NAME type = individual_courage difficulty = 8 }
    # 퓬ɂ鉺m̌I哱
    component = { id = 6115 name = TECH_CMP_LD_11_5_NAME type = training difficulty = 8 }
    required  = {  }
    or_required = { 6180 6190 6200 }
    effects =
    { 
command = { trigger = { not = { flag = DR } technology = 6150 } type = plain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = hill_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = forest_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = desert_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = mountain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = jungle_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = swamp_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = urban_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = max_organization which = land value = -1 }

command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = infantry value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = garrison value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = militia value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = bergsjaeger value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = marine value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = paratrooper value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = cavalry value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = motorized value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = mechanized value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = light_armor value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = armor value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = hq value = 0.3 }

command = { trigger = { technology = 6170 } type = mountain_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = jungle_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = swamp_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = urban_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = river_attack which = land value = 6 }
command = { trigger = { technology = 6170 } type = shore_attack which = land value = 7 }
command = { trigger = { technology = 6170 } type = fort_attack which = land value = 8 }
command = { trigger = { technology = 6170 } type = task_efficiency which = airborne_assault value = 0.2 }


command = { trigger = { flag = DR technology = 6150 } type = trickleback_mod value = 15 }
command = { trigger = { flag = DR technology = 6150 } type = repair_mod value = 12 }
command = { trigger = { flag = DR technology = 6150 } type = morale which = land value = 35 }

command = { trigger = { flag = DR technology = 6160 } type = night_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR technology = 6160 } type = morale which = land value = 10 }

command = { trigger = { flag = DR technology = 6170 } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR technology = 6170 } type = morale which = land value = 10 }


command = { trigger = { technology = 6150 } type = tactical_withdrawal value = 2 }
command = { trigger = { technology = 6150 } type = delay value = 2 }

command = { trigger = { technology = 6160 } type = ambush value = 2 }

command = { trigger = { technology = 6170 } type = encirclement value = 2 }
    }
}

  # ͍
  application =
  { id        = 6120
    name      = TECH_APP_LD_12_NAME
    desc      = TECH_APP_LD_12_DESC
    position  = { x = 160 y = 290 }
    year      = 1940
    # tcŗLC
    component = { id = 6121 name = TECH_CMP_LD_12_1_NAME type = infantry_focus difficulty = 8 }
    # v͍\zZp
    component = { id = 6122 name = TECH_CMP_LD_12_2_NAME type = large_unit_tactics difficulty = 8 }
    # iȊKgD
    component = { id = 6123 name = TECH_CMP_LD_12_3_NAME type = centralized_execution difficulty = 8 }
    # Ύ̐_
    component = { id = 6124 name = TECH_CMP_LD_12_4_NAME type = individual_courage difficulty = 8 }
    # @֏egˌ
    component = { id = 6125 name = TECH_CMP_LD_12_5_NAME type = training difficulty = 8 }
    required  = { 6110 }
    effects =
    {
command = { trigger = { not = { flag = DR } technology = 6150 } type = plain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = hill_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = forest_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = desert_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = mountain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = jungle_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = swamp_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = urban_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = max_organization which = land value = -1 }

command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = infantry value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = garrison value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = militia value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = bergsjaeger value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = marine value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = paratrooper value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = cavalry value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = motorized value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = mechanized value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = light_armor value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = armor value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = hq value = 0.3 }

command = { trigger = { technology = 6170 } type = mountain_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = jungle_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = swamp_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = urban_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = river_attack which = land value = 6 }
command = { trigger = { technology = 6170 } type = shore_attack which = land value = 7 }
command = { trigger = { technology = 6170 } type = fort_attack which = land value = 8 }
command = { trigger = { technology = 6170 } type = task_efficiency which = airborne_assault value = 0.2 }


command = { trigger = { flag = DR technology = 6150 } type = trickleback_mod value = 15 }
command = { trigger = { flag = DR technology = 6150 } type = repair_mod value = 12 }
command = { trigger = { flag = DR technology = 6150 } type = morale which = land value = 35 }

command = { trigger = { flag = DR technology = 6160 } type = night_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR technology = 6160 } type = morale which = land value = 10 }

command = { trigger = { flag = DR technology = 6170 } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR technology = 6170 } type = morale which = land value = 10 }


command = { trigger = { technology = 6150 } type = tactical_withdrawal value = 2 }
command = { trigger = { technology = 6150 } type = delay value = 2 }

command = { trigger = { technology = 6160 } type = ambush value = 2 }

command = { trigger = { technology = 6170 } type = encirclement value = 2 }


command = { type = new_model which = hq value = 2 }
command = { type = scrap_model which = hq value = 1 }
    }
}

  # hqv掖O
  application =
  { id        = 6130
    name      = TECH_APP_LD_13_NAME
    desc      = TECH_APP_LD_13_DESC
    position  = { x = 160 y = 310 }
    year      = 1941
    # d
    component = { id = 6131 name = TECH_CMP_LD_13_1_NAME type = infantry_focus difficulty = 8 }
    # dȂ荇n
    component = { id = 6132 name = TECH_CMP_LD_13_2_NAME type = large_unit_tactics difficulty = 8 }
    # hq_vl
    component = { id = 6133 name = TECH_CMP_LD_13_3_NAME type = centralized_execution difficulty = 8 }
    # gl
    component = { id = 6134 name = TECH_CMP_LD_13_4_NAME type = individual_courage difficulty = 8 }
    # Ǐ\
    component = { id = 6135 name = TECH_CMP_LD_13_5_NAME type = training difficulty = 8 }
    required  = { 6120 }
    effects =
    {
command = { trigger = { not = { flag = DR } technology = 6150 } type = plain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = hill_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = forest_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = desert_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = mountain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = jungle_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = swamp_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = urban_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = max_organization which = land value = -1 }

command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = infantry value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = garrison value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = militia value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = bergsjaeger value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = marine value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = paratrooper value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = cavalry value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = motorized value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = mechanized value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = light_armor value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = armor value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = hq value = 0.3 }

command = { trigger = { technology = 6170 } type = mountain_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = jungle_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = swamp_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = urban_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = river_attack which = land value = 6 }
command = { trigger = { technology = 6170 } type = shore_attack which = land value = 7 }
command = { trigger = { technology = 6170 } type = fort_attack which = land value = 8 }
command = { trigger = { technology = 6170 } type = task_efficiency which = airborne_assault value = 0.2 }


command = { trigger = { flag = DR technology = 6150 } type = trickleback_mod value = 15 }
command = { trigger = { flag = DR technology = 6150 } type = repair_mod value = 12 }
command = { trigger = { flag = DR technology = 6150 } type = morale which = land value = 35 }

command = { trigger = { flag = DR technology = 6160 } type = night_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR technology = 6160 } type = morale which = land value = 10 }

command = { trigger = { flag = DR technology = 6170 } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR technology = 6170 } type = morale which = land value = 10 }


command = { trigger = { technology = 6150 } type = tactical_withdrawal value = 2 }
command = { trigger = { technology = 6150 } type = delay value = 2 }

command = { trigger = { technology = 6160 } type = ambush value = 2 }

command = { trigger = { technology = 6170 } type = encirclement value = 2 }
    }
}

  # 헧
  application =
  { id        = 6140
    name      = TECH_APP_LD_14_NAME
    desc      = TECH_APP_LD_14_DESC
    position  = { x = 160 y = 330 }
    year      = 1942
    # Ctc
    component = { id = 6141 name = TECH_CMP_LD_14_1_NAME type = infantry_focus difficulty = 8 }
    # U
    component = { id = 6142 name = TECH_CMP_LD_14_2_NAME type = large_unit_tactics difficulty = 8 }
    # xȎQd{v
    component = { id = 6143 name = TECH_CMP_LD_14_3_NAME type = centralized_execution difficulty = 8 }
    # WΊǐ
    component = { id = 6144 name = TECH_CMP_LD_14_4_NAME type = individual_courage difficulty = 8 }
    # pPʁF
    component = { id = 6145 name = TECH_CMP_LD_14_5_NAME type = training difficulty = 8 }
    required  = { 6130 }
    effects =
    {
command = { trigger = { not = { flag = DR } technology = 6150 } type = plain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = hill_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = forest_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = desert_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = mountain_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = jungle_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = swamp_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = urban_defense which = land value = 2 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = max_organization which = land value = -1 }

command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = infantry value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = garrison value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = militia value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = bergsjaeger value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = marine value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = paratrooper value = 0.2 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = cavalry value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = motorized value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = mechanized value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = light_armor value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = armor value = 0.3 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = hq value = 0.3 }

command = { trigger = { technology = 6170 } type = mountain_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = jungle_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = swamp_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = urban_attack which = land value = 4 }
command = { trigger = { technology = 6170 } type = river_attack which = land value = 6 }
command = { trigger = { technology = 6170 } type = shore_attack which = land value = 7 }
command = { trigger = { technology = 6170 } type = fort_attack which = land value = 8 }
command = { trigger = { technology = 6170 } type = task_efficiency which = airborne_assault value = 0.2 }


command = { trigger = { flag = DR technology = 6150 } type = trickleback_mod value = 15 }
command = { trigger = { flag = DR technology = 6150 } type = repair_mod value = 12 }
command = { trigger = { flag = DR technology = 6150 } type = morale which = land value = 35 }

command = { trigger = { flag = DR technology = 6160 } type = night_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = infantry value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = garrison value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = militia value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = bergsjaeger value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = marine value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = paratrooper value = 6 }
command = { trigger = { flag = DR technology = 6160 } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR technology = 6160 } type = morale which = land value = 10 }

command = { trigger = { flag = DR technology = 6170 } type = max_organization which = land value = 8 }
command = { trigger = { flag = DR technology = 6170 } type = morale which = land value = 10 }


command = { trigger = { technology = 6150 } type = tactical_withdrawal value = 2 }
command = { trigger = { technology = 6150 } type = delay value = 2 }

command = { trigger = { technology = 6160 } type = ambush value = 2 }

command = { trigger = { technology = 6170 } type = encirclement value = 2 }
    }
}

  # Wˌ
  application =
  { id        = 14070
    name      = TECH_APP_LD_107_NAME
    desc      = TECH_APP_LD_107_DESC
    position  = { x = 160 y = 350 }
    year      = 1943
    # ͂̓
    component = { id = 14071 name = TECH_CMP_LD_107_1_NAME type = combined_arms_focus difficulty = 8 }
    # Ww`
    component = { id = 14072 name = TECH_CMP_LD_107_2_NAME type = infantry_focus difficulty = 8 }
    # w̏W
    component = { id = 14073 name = TECH_CMP_LD_107_3_NAME type = centralized_execution difficulty = 8 }
    # Weˌ
    component = { id = 14074 name = TECH_CMP_LD_107_4_NAME type = artillery difficulty = 8 }
    # WˌP
    component = { id = 14075 name = TECH_CMP_LD_107_5_NAME type = training difficulty = 8 }
    required  = { 6140 }
    effects =
    {
command = { trigger = { not = { flag = DR } technology = 6150 } type = plain_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = hill_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = forest_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = desert_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = mountain_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = jungle_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = swamp_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = urban_defense which = land value = 5 }
command = { trigger = { not = { flag = DR } technology = 6150 } type = max_organization which = land value = -2.5 }

command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = infantry value = 0.5 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = garrison value = 0.5 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = militia value = 0.5 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = bergsjaeger value = 0.5 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = marine value = 0.5 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = paratrooper value = 0.5 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = cavalry value = 0.75 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = motorized value = 0.75 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = mechanized value = 0.75 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = light_armor value = 0.75 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = armor value = 0.75 }
command = { trigger = { not = { flag = DR } technology = 6160 } type = speed which = hq value = 0.75 }

command = { trigger = { technology = 6170 } type = mountain_attack which = land value = 10 }
command = { trigger = { technology = 6170 } type = jungle_attack which = land value = 10 }
command = { trigger = { technology = 6170 } type = swamp_attack which = land value = 10 }
command = { trigger = { technology = 6170 } type = urban_attack which = land value = 10 }
command = { trigger = { technology = 6170 } type = river_attack which = land value = 20 }
command = { trigger = { technology = 6170 } type = shore_attack which = land value = 30 }
command = { trigger = { technology = 6170 } type = fort_attack which = land value = 24 }
command = { trigger = { technology = 6170 } type = task_efficiency which = airborne_assault value = 0.5 }


command = { trigger = { flag = DR technology = 6150 } type = trickleback_mod value = 37.5 }
command = { trigger = { flag = DR technology = 6150 } type = repair_mod value = 30 }
command = { trigger = { flag = DR technology = 6150 } type = morale which = land value = 100 }

command = { trigger = { flag = DR technology = 6160 } type = night_attack which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_attack which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = night_defense which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_attack which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_defense which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = mountain_move which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_attack which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_defense which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = swamp_move which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_attack which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_defense which = paratrooper value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = infantry value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = garrison value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = militia value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = bergsjaeger value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = marine value = 15 }
command = { trigger = { flag = DR technology = 6160 } type = jungle_move which = paratrooper value = 15 }


command = { trigger = { technology = 6150 } type = tactical_withdrawal value = 5 }
command = { trigger = { technology = 6150 } type = delay value = 5 }

command = { trigger = { technology = 6160 } type = ambush value = 5 }

command = { trigger = { technology = 6170 } type = encirclement value = 5 }


command = { type = new_model which = hq value = 3 }
command = { type = scrap_model which = hq value = 2 }
    }
  }



  # @d
  application =
  { id        = 6210
    name      = TECH_APP_LD_21_NAME
    desc      = TECH_APP_LD_21_DESC
    position  = { x = 370 y = 5 }
    year      = 1936
    # ԉɂ@
    component = { id = 6211 name = TECH_CMP_LD_21_1_NAME type = combined_arms_focus difficulty = 8 }
    # {IZp
    component = { id = 6212 name = TECH_CMP_LD_21_2_NAME type = training difficulty = 8 }
    # }Pp
    component = { id = 6213 name = TECH_CMP_LD_21_3_NAME type = training difficulty = 8 }
    # m̐ӔC
    component = { id = 6214 name = TECH_CMP_LD_21_4_NAME type = training difficulty = 8 }
    # @P
    component = { id = 6215 name = TECH_CMP_LD_21_5_NAME type = training difficulty = 8 }
    required  = { }
    effects =
    { command = { type = deactivate which = 6010 }

command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 60 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 70 }

command = { trigger = { flag = DR } type = max_organization which = land value = 20 }
command = { trigger = { flag = DR } type = morale which = land value = 20 }
    }
  }


  # N
  application =
  { id        = 6220
    name      = TECH_APP_LD_22_NAME
    desc      = TECH_APP_LD_22_DESC
    position  = { x = 295 y = 30 }
    year      = 1936
    # P
    component = { id = 6221 name = TECH_CMP_LD_22_1_NAME type = combined_arms_focus difficulty = 4 }
    # p@
    component = { id = 6222 name = TECH_CMP_LD_22_2_NAME type = small_unit_tactics difficulty = 4 }
    # pPʁF
    component = { id = 6223 name = TECH_CMP_LD_22_3_NAME type = decentralized_execution difficulty = 4 }
    # UJnւ̐Z
    component = { id = 6224 name = TECH_CMP_LD_22_4_NAME type = technical_efficiency difficulty = 4 }
    # o[gEecSSmwZZP
    component = { id = 6225 name = TECH_CMP_LD_22_5_NAME type = training difficulty = 4 }
    required  = { 6210 }
    effects =
    { command = { type = deactivate which = 6300 }
    }
  }

  # xp
  application =
  { id        = 6230
    name      = TECH_APP_LD_23_NAME
    desc      = TECH_APP_LD_23_DESC
    position  = { x = 295 y = 50 }
    year      = 1936
    # @IWJ
    component = { id = 6231 name = TECH_CMP_LD_23_1_NAME type = combined_arms_focus difficulty = 8 }
    # Ǐ\
    component = { id = 6232 name = TECH_CMP_LD_23_2_NAME type = small_unit_tactics difficulty = 8 }
    # Ζʐw`d
    component = { id = 6233 name = TECH_CMP_LD_23_3_NAME type = decentralized_execution difficulty = 8 }
    # ̖CڕWOI
    component = { id = 6234 name = TECH_CMP_LD_23_4_NAME type = technical_efficiency difficulty = 8 }
    # m̎哱d
    component = { id = 6235 name = TECH_CMP_LD_23_5_NAME type = training difficulty = 8 }
    required  = { 6220 }
    effects =
    {
command = { type = breakthrough value = 10 }
command = { type = ambush value = 10 }
command = { type = encirclement value = 10 }
command = { type = assault value = 10 }
command = { type = counterattack value = 10 }
command = { type = tactical_withdrawal value = 10 }
command = { type = delay value = 10 }
    }
  }

  # e͓Ih
  application =
  { id        = 6240
    name      = TECH_APP_LD_24_NAME
    desc      = TECH_APP_LD_24_DESC
    position  = { x = 295 y = 70 }
    year      = 1937
    # @\
    component = { id = 6241 name = TECH_CMP_LD_24_1_NAME type = combined_arms_focus difficulty = 8 }
    # ǒnI
    component = { id = 6242 name = TECH_CMP_LD_24_2_NAME type = small_unit_tactics difficulty = 8 }
    # nw
    component = { id = 6243 name = TECH_CMP_LD_24_3_NAME type = decentralized_execution difficulty = 8 }
    # WQn
    component = { id = 6244 name = TECH_CMP_LD_24_4_NAME type = technical_efficiency difficulty = 8 }
    # ΐԐp
    component = { id = 6245 name = TECH_CMP_LD_24_5_NAME type = training difficulty = 8 }
    required  = { 6230 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = plain_attack which = land value = 10 }
command = { trigger = { not = { flag = DR } } type = forest_attack which = land value = 7.5 }
command = { trigger = { not = { flag = DR } } type = hill_attack which = land value = 7.5 }
command = { trigger = { not = { flag = DR } } type = desert_attack which = land value = 7.5 }

command = { trigger = { flag = DR } type = ground_def_eff when = 1 value = 0.0625 }
command = { trigger = { flag = DR } type = task_efficiency which = interdiction value = 0.375 }
command = { trigger = { flag = DR } type = repair_mod value = -25 }

command = { type = breakthrough value = 5 }
    }
  }

  # dSU
  application =
  { id        = 6250
    name      = TECH_APP_LD_25_NAME
    desc      = TECH_APP_LD_25_DESC
    position  = { x = 295 y = 90 }
    year      = 1938
    # CUzu
    component = { id = 6251 name = TECH_CMP_LD_25_1_NAME type = combined_arms_focus difficulty = 4 }
    # Oq@
    component = { id = 6252 name = TECH_CMP_LD_25_2_NAME type = small_unit_tactics difficulty = 4 }
    # pPʁF
    component = { id = 6253 name = TECH_CMP_LD_25_3_NAME type = decentralized_execution difficulty = 4 }
    # n
    component = { id = 6254 name = TECH_CMP_LD_25_4_NAME type = technical_efficiency difficulty = 4 }
    # py@֏e
    component = { id = 6255 name = TECH_CMP_LD_25_5_NAME type = training difficulty = 4 }
    required  = { 6240 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = plain_attack which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = forest_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = hill_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = desert_attack which = land value = 3 }

command = { trigger = { flag = DR } type = ground_def_eff when = 1 value = 0.025 }
command = { trigger = { flag = DR } type = task_efficiency which = interdiction value = 0.15 }
command = { trigger = { flag = DR } type = repair_mod value = -10 }

command = { type = breakthrough value = 2 }
    }
  }

  # d
  application =
  { id        = 6260
    name      = TECH_APP_LD_26_NAME
    desc      = TECH_APP_LD_26_DESC
    position  = { x = 295 y = 110 }
    year      = 1939
    # ȘȀWI
    component = { id = 6261 name = TECH_CMP_LD_26_1_NAME type = combined_arms_focus difficulty = 8 }
    # З͒@
    component = { id = 6262 name = TECH_CMP_LD_26_2_NAME type = small_unit_tactics difficulty = 8 }
    # ̓Ɨw
    component = { id = 6263 name = TECH_CMP_LD_26_3_NAME type = decentralized_execution difficulty = 8 }
    # Oiqǐ
    component = { id = 6264 name = TECH_CMP_LD_26_4_NAME type = technical_efficiency difficulty = 8 }
    # Ƒb̍xȘAg
    component = { id = 6265 name = TECH_CMP_LD_26_5_NAME type = training difficulty = 8 }
    required  = { 6250 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = plain_attack which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = forest_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = hill_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = desert_attack which = land value = 3 }

command = { trigger = { flag = DR } type = ground_def_eff when = 1 value = 0.025 }
command = { trigger = { flag = DR } type = task_efficiency which = interdiction value = 0.15 }
command = { trigger = { flag = DR } type = repair_mod value = -10 }

command = { type = breakthrough value = 2 }
    }
  }

  # JvOby
  application =
  { id        = 6270
    name      = TECH_APP_LD_27_NAME
    desc      = TECH_APP_LD_27_DESC
    position  = { x = 295 y = 130 }
    year      = 1940
    # x
    component = { id = 6271 name = TECH_CMP_LD_27_1_NAME type = combined_arms_focus difficulty = 8 }
    # @p
    component = { id = 6272 name = TECH_CMP_LD_27_2_NAME type = small_unit_tactics difficulty = 8 }
    # xt
    component = { id = 6273 name = TECH_CMP_LD_27_3_NAME type = decentralized_execution difficulty = 8 }
    # Ȋ퓬
    component = { id = 6274 name = TECH_CMP_LD_27_4_NAME type = technical_efficiency difficulty = 8 }
    # Ԑ퓬p
    component = { id = 6275 name = TECH_CMP_LD_27_5_NAME type = training difficulty = 8 }
    required  = { 6260 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = plain_attack which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = forest_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = hill_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = desert_attack which = land value = 3 }

command = { trigger = { flag = DR } type = ground_def_eff when = 1 value = 0.025 }
command = { trigger = { flag = DR } type = task_efficiency which = interdiction value = 0.15 }
command = { trigger = { flag = DR } type = repair_mod value = -10 }

command = { type = breakthrough value = 2 }


command = { type = new_model which = hq value = 2 }
command = { type = scrap_model which = hq value = 1 }
    }
  }

  # ً}@
  application =
  { id        = 6280
    name      = TECH_APP_LD_28_NAME
    desc      = TECH_APP_LD_28_DESC
    position  = { x = 295 y = 150 }
    year      = 1941
    # I퓬vl
    component = { id = 6281 name = TECH_CMP_LD_28_1_NAME type = combined_arms_focus difficulty = 8 }
    # _퓬`
    component = { id = 6282 name = TECH_CMP_LD_28_2_NAME type = small_unit_tactics difficulty = 8 }
    # sR`̍U
    component = { id = 6283 name = TECH_CMP_LD_28_3_NAME type = decentralized_execution difficulty = 8 }
    # W^wEEʐM\
    component = { id = 6284 name = TECH_CMP_LD_28_4_NAME type = technical_efficiency difficulty = 8 }
    # qWJ
    component = { id = 6285 name = TECH_CMP_LD_28_5_NAME type = training difficulty = 8 }
    required  = { 6270 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = plain_attack which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = forest_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = hill_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = desert_attack which = land value = 3 }

command = { trigger = { flag = DR } type = ground_def_eff when = 1 value = 0.025 }
command = { trigger = { flag = DR } type = task_efficiency which = interdiction value = 0.15 }
command = { trigger = { flag = DR } type = repair_mod value = -10 }

command = { type = breakthrough value = 2 }
    }
  }

  # Niߕ
  application =
  { id        = 6290
    name      = TECH_APP_LD_29_NAME
    desc      = TECH_APP_LD_29_DESC
    position  = { x = 295 y = 170 }
    year      = 1942
    # c[@d
    component = { id = 6291 name = TECH_CMP_LD_29_1_NAME type = combined_arms_focus difficulty = 8 }
    # xȎqK
    component = { id = 6292 name = TECH_CMP_LD_29_2_NAME type = small_unit_tactics difficulty = 8 }
    # S
    component = { id = 6293 name = TECH_CMP_LD_29_3_NAME type = decentralized_execution difficulty = 8 }
    # Ghd
    component = { id = 6294 name = TECH_CMP_LD_29_4_NAME type = technical_efficiency difficulty = 8 }
    # 
    component = { id = 6295 name = TECH_CMP_LD_29_5_NAME type = training difficulty = 8 }
    required  = { 6280 }
    effects =
    {

command = { trigger = { not = { flag = DR } } type = plain_attack which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = forest_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = hill_attack which = land value = 3 }
command = { trigger = { not = { flag = DR } } type = desert_attack which = land value = 3 }

command = { trigger = { flag = DR } type = ground_def_eff when = 1 value = 0.025 }
command = { trigger = { flag = DR } type = task_efficiency which = interdiction value = 0.15 }
command = { trigger = { flag = DR } type = repair_mod value = -10 }

command = { type = breakthrough value = 2 }
    }
  }

  # ߑd
  application =
  { id        = 14100
    name      = TECH_APP_LD_110_NAME
    desc      = TECH_APP_LD_110_DESC
    position  = { x = 295 y = 190 }
    year      = 1943
    # /@_
    component = { id = 14101 name = TECH_CMP_LD_10_3_NAME type = combined_arms_focus difficulty = 8 }
    # U
    component = { id = 14102 name = TECH_CMP_LD_37_3_NAME type = centralized_execution difficulty = 8 }
    # c[@
    component = { id = 14103 name = TECH_CMP_LD_105_2_NAME type = training difficulty = 8 }
    # U^ʐMVXe
    component = { id = 14104 name = TECH_CMP_LD_105_3_NAME type = electronics difficulty = 8 }
    # W^󗤘Ag
    component = { id = 14105 name = TECH_CMP_LD_9_4_NAME type = technical_efficiency difficulty = 8 }
    required  = { 6290 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = plain_attack which = land value = 10 }
command = { trigger = { not = { flag = DR } } type = forest_attack which = land value = 7.5 }
command = { trigger = { not = { flag = DR } } type = hill_attack which = land value = 7.5 }
command = { trigger = { not = { flag = DR } } type = desert_attack which = land value = 7.5 }

command = { trigger = { flag = DR } type = ground_def_eff when = 1 value = 0.0625 }
command = { trigger = { flag = DR } type = task_efficiency which = interdiction value = 0.375 }
command = { trigger = { flag = DR } type = repair_mod value = -25 }

command = { type = breakthrough value = 5 }


command = { type = new_model which = hq value = 3 }
command = { type = scrap_model which = hq value = 2 }
    }
  }



  # lCp
  application =
  { id        = 6300
    name      = TECH_APP_LD_30_NAME
    desc      = TECH_APP_LD_30_DESC
    position  = { x = 440 y = 30 }
    year      = 1936
    # K͉Η͎x
    component = { id = 6301 name = TECH_CMP_LD_30_1_NAME type = infantry_focus difficulty = 4 }
    # ˌ̑Oi
    component = { id = 6302 name = TECH_CMP_LD_30_2_NAME type = large_unit_tactics difficulty = 4 }
    # Qdɂv旧
    component = { id = 6303 name = TECH_CMP_LD_30_3_NAME type = centralized_execution difficulty = 4 }
    # j~
    component = { id = 6304 name = TECH_CMP_LD_30_4_NAME type = individual_courage difficulty = 4 }
    # t[RAJf~[ZP
    component = { id = 6305 name = TECH_CMP_LD_30_5_NAME type = training difficulty = 4 }
    required  = { 6210 }
    effects =
    { command = { type = deactivate which = 6220 }
    }
  }

  # L
  application =
  { id        = 6310
    name      = TECH_APP_LD_31_NAME
    desc      = TECH_APP_LD_31_DESC
    position  = { x = 440 y = 50 }
    year      = 1936
    # Ctc
    component = { id = 6311 name = TECH_CMP_LD_31_1_NAME type = infantry_focus difficulty = 4 }
    # L͈͍U
    component = { id = 6312 name = TECH_CMP_LD_31_2_NAME type = large_unit_tactics difficulty = 4 }
    # pPʁF
    component = { id = 6313 name = TECH_CMP_LD_31_3_NAME type = centralized_execution difficulty = 4 }
    # j~
    component = { id = 6314 name = TECH_CMP_LD_31_4_NAME type = individual_courage difficulty = 4 }
    # m̎哱}
    component = { id = 6315 name = TECH_CMP_LD_31_5_NAME type = training difficulty = 4 }
    required  = { 6300 }
    effects =
    {
command = { type = breakthrough value = 10 }
command = { type = ambush value = 10 }
command = { type = encirclement value = 10 }
command = { type = assault value = 10 }
command = { type = counterattack value = 10 }
command = { type = tactical_withdrawal value = 10 }
command = { type = delay value = 10 }
    }
  }

  # ǒnhq
  application =
  { id        = 6320
    name      = TECH_APP_LD_32_NAME
    desc      = TECH_APP_LD_32_DESC
    position  = { x = 440 y = 70 }
    year      = 1937
    # CWc
    component = { id = 6321 name = TECH_CMP_LD_32_1_NAME type = infantry_focus difficulty = 8 }
    # Sʖhq
    component = { id = 6322 name = TECH_CMP_LD_32_2_NAME type = large_unit_tactics difficulty = 8 }
    # ڍׂȕwv
    component = { id = 6323 name = TECH_CMP_LD_32_3_NAME type = centralized_execution difficulty = 8 }
    # AѐӔC̐_
    component = { id = 6324 name = TECH_CMP_LD_32_4_NAME type = individual_courage difficulty = 8 }
    # @֏e
    component = { id = 6325 name = TECH_CMP_LD_32_5_NAME type = training difficulty = 8 }
    required  = { 6310 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 15 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 40 }

command = { trigger = { flag = DR } type = max_organization which = land value = 62.5 }
command = { trigger = { flag = DR } type = morale which = land value = 20 }

command = { type = assault value = 5 }
command = { type = counterattack value = 5 }
    }
  }

  # c[
  application =
  { id        = 6330
    name      = TECH_APP_LD_33_NAME
    desc      = TECH_APP_LD_33_DESC
    position  = { x = 440 y = 90 }
    year      = 1938
    # @BOi
    component = { id = 6331 name = TECH_CMP_LD_33_1_NAME type = combined_arms_focus difficulty = 8 }
    # Ȋw
    component = { id = 6332 name = TECH_CMP_LD_33_2_NAME type = large_unit_tactics difficulty = 8 }
    # Oiiߕ
    component = { id = 6333 name = TECH_CMP_LD_33_3_NAME type = centralized_execution difficulty = 8 }
    # @
    component = { id = 6334 name = TECH_CMP_LD_33_4_NAME type = individual_courage difficulty = 8 }
    # pPʁF
    component = { id = 6335 name = TECH_CMP_LD_33_5_NAME type = training difficulty = 8 }
    required  = { 6320 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 16 }

command = { trigger = { flag = DR } type = max_organization which = land value = 20 }
command = { trigger = { flag = DR } type = morale which = land value = 8 }

command = { type = assault value = 2 }
command = { type = counterattack value = 2 }
    }
  }

  # c[h
  application =
  { id        = 6340
    name      = TECH_APP_LD_34_NAME
    desc      = TECH_APP_LD_34_DESC
    position  = { x = 440 y = 110 }
    year      = 1939
    # ˌ
    component = { id = 6341 name = TECH_CMP_LD_34_1_NAME type = combined_arms_focus difficulty = 8 }
    # OΐԖCwn
    component = { id = 6342 name = TECH_CMP_LD_34_2_NAME type = large_unit_tactics difficulty = 8 }
    # R\
    component = { id = 6343 name = TECH_CMP_LD_34_3_NAME type = centralized_execution difficulty = 8 }
    # wn
    component = { id = 6344 name = TECH_CMP_LD_34_4_NAME type = individual_courage difficulty = 8 }
    # K͐w`[
    component = { id = 6345 name = TECH_CMP_LD_34_5_NAME type = training difficulty = 8 }
    required  = { 6330 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 16 }

command = { trigger = { flag = DR } type = max_organization which = land value = 20 }
command = { trigger = { flag = DR } type = morale which = land value = 8 }

command = { type = assault value = 2 }
command = { type = counterattack value = 2 }
    }
  }

  # K͐w`
  application =
  { id        = 6350
    name      = TECH_APP_LD_35_NAME
    desc      = TECH_APP_LD_35_DESC
    position  = { x = 440 y = 130 }
    year      = 1940
    # I\
    component = { id = 6351 name = TECH_CMP_LD_35_1_NAME type = combined_arms_focus difficulty = 8 }
    # U
    component = { id = 6352 name = TECH_CMP_LD_35_2_NAME type = large_unit_tactics difficulty = 8 }
    # ړwߕ
    component = { id = 6353 name = TECH_CMP_LD_35_3_NAME type = centralized_execution difficulty = 8 }
    # Β@
    component = { id = 6354 name = TECH_CMP_LD_35_4_NAME type = individual_courage difficulty = 8 }
    # ŗLԑ
    component = { id = 6355 name = TECH_CMP_LD_35_5_NAME type = training difficulty = 8 }
    required  = { 6340 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 16 }

command = { trigger = { flag = DR } type = max_organization which = land value = 20 }
command = { trigger = { flag = DR } type = morale which = land value = 8 }

command = { type = assault value = 2 }
command = { type = counterattack value = 2 }


command = { type = new_model which = hq value = 2 }
command = { type = scrap_model which = hq value = 1 }
    }
  }

  # ˔jD
  application =
  { id        = 6360
    name      = TECH_APP_LD_36_NAME
    desc      = TECH_APP_LD_36_DESC
    position  = { x = 440 y = 150 }
    year      = 1941
    # c[UɂGS
    component = { id = 6361 name = TECH_CMP_LD_36_1_NAME type = combined_arms_focus difficulty = 8 }
    # j~D
    component = { id = 6362 name = TECH_CMP_LD_36_2_NAME type = large_unit_tactics difficulty = 8 }
    # G͕]Qd
    component = { id = 6363 name = TECH_CMP_LD_36_3_NAME type = centralized_execution difficulty = 8 }
    # iȑ`Ag
    component = { id = 6364 name = TECH_CMP_LD_36_4_NAME type = individual_courage difficulty = 8 }
    # v
    component = { id = 6365 name = TECH_CMP_LD_36_5_NAME type = training difficulty = 8 }
    required  = { 6350 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 16 }

command = { trigger = { flag = DR } type = max_organization which = land value = 20 }
command = { trigger = { flag = DR } type = morale which = land value = 8 }

command = { type = assault value = 2 }
command = { type = counterattack value = 2 }
    }
  }

  # @U
  application =
  { id        = 6370
    name      = TECH_APP_LD_37_NAME
    desc      = TECH_APP_LD_37_DESC
    position  = { x = 440 y = 170 }
    year      = 1942
    # 󒆋@ȘA`
    component = { id = 6371 name = TECH_CMP_LD_37_1_NAME type = combined_arms_focus difficulty = 8 }
    # c[ZP
    component = { id = 6372 name = TECH_CMP_LD_37_2_NAME type = large_unit_tactics difficulty = 8 }
    # U
    component = { id = 6373 name = TECH_CMP_LD_37_3_NAME type = centralized_execution difficulty = 8 }
    # Β@啪
    component = { id = 6374 name = TECH_CMP_LD_37_4_NAME type = individual_courage difficulty = 8 }
    # [UJn
    component = { id = 6375 name = TECH_CMP_LD_37_5_NAME type = training difficulty = 8 }
    required  = { 6360 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 6 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 16 }

command = { trigger = { flag = DR } type = max_organization which = land value = 20 }
command = { trigger = { flag = DR } type = morale which = land value = 8 }

command = { type = assault value = 2 }
command = { type = counterattack value = 2 }
    }
  }

  # @BgU
  application =
  { id        = 14060
    name      = TECH_APP_LD_106_NAME
    desc      = TECH_APP_LD_106_DESC
    position  = { x = 440 y = 190 }
    year      = 1943
    # xł̎哱
    component = { id = 14061 name = TECH_CMP_LD_106_1_NAME type = individual_courage difficulty = 8 }
    # @b`w`
    component = { id = 14062 name = TECH_CMP_LD_106_2_NAME type = large_unit_tactics difficulty = 8 }
    # S@B⋋̐
    component = { id = 14063 name = TECH_CMP_LD_106_3_NAME type = training difficulty = 8 }
    # W^ʐMVXe
    component = { id = 14064 name = TECH_CMP_LD_106_4_NAME type = individual_courage difficulty = 8 }
    # @BȘAP
    component = { id = 14065 name = TECH_CMP_LD_106_5_NAME type = training difficulty = 8 }
    required  = { 6370 }
    effects =
    {
command = { trigger = { not = { flag = DR } } type = max_organization which = land value = 15 }
command = { trigger = { not = { flag = DR } } type = morale which = land value = 40 }

command = { trigger = { flag = DR } type = max_organization which = land value = 62.5 }
command = { trigger = { flag = DR } type = morale which = land value = 20 }

command = { type = assault value = 5 }
command = { type = counterattack value = 5 }


command = { type = new_model which = hq value = 3 }
command = { type = scrap_model which = hq value = 2 }
    }
  }

  # Q
  application =
  { id        = 14080
    name      = TECH_APP_LD_108_NAME
    desc      = TECH_APP_LD_108_DESC
    position  = { x = 440 y = 350 }
    year      = 1936
    # p - 
    component = { id = 14081 name = TECH_CMP_LD_108_1_NAME type = infantry_focus difficulty = 8 }
    # 񊈓ђʐM
    component = { id = 14082 name = TECH_CMP_LD_108_2_NAME type = individual_courage difficulty = 8 }
    # ꌂEp
    component = { id = 14083 name = TECH_CMP_LD_108_3_NAME type = small_unit_tactics difficulty = 8 }
    # S
    component = { id = 14084 name = TECH_CMP_LD_108_4_NAME type = training difficulty = 8 }
    # 퓬
    component = { id = 14085 name = TECH_CMP_LD_108_5_NAME type = decentralized_execution difficulty = 8 }
    required  = { }
    effects =
    {
command = { type = max_organization which = land value = -5 }
command = { type = max_organization which = militia value = 15 }

command = { type = speed which = militia value = 1 }

command = { type = ambush value = 10 }
command = { type = encirclement value = 10 }
    }
  }

  # ˌ
  application =
  { id        = 14090
    name      = TECH_APP_LD_109_NAME
    desc      = TECH_APP_LD_109_DESC
    position  = { x = 440 y = 370 }
    year      = 1936
    # Ǐhq
    component = { id = 14091 name = TECH_CMP_LD_109_1_NAME type = decentralized_execution difficulty = 8 }
    # 搧
    component = { id = 14092 name = TECH_CMP_LD_109_2_NAME type = small_unit_tactics difficulty = 8 }
    # g
    component = { id = 14093 name = TECH_CMP_LD_109_3_NAME type = centralized_execution difficulty = 8 }
    # yhq
    component = { id = 14094 name = TECH_CMP_LD_109_4_NAME type = individual_courage difficulty = 8 }
    # OnK
    component = { id = 14095 name = TECH_CMP_LD_109_5_NAME type = training difficulty = 8 }
    required  = { }
    effects =
    {
command = { type = morale which = land value = -15 }
command = { type = morale which = militia value = 45 }

command = { type = soft_attack which = militia value = 2 }
command = { type = hard_attack which = militia value = 2 }

command = { type = assault value = 10 }
command = { type = counterattack value = 10 }
    }
  }

  # ^a@
  application =
  { id        = 14000
    name      = TECH_APP_LD_100_NAME
    desc      = TECH_APP_LD_100_DESC
    position  = { x = 10 y = 315 }
    year      = 1936
    # 
    component = { id = 14001 name = TECH_CMP_LD_100_1_NAME type = centralized_execution difficulty = 8 }
    # 
    component = { id = 14002 name = TECH_CMP_LD_100_2_NAME type = training difficulty = 8 }
    # ~앺pLbg
    component = { id = 14003 name = TECH_CMP_LD_100_3_NAME type = combined_arms_focus difficulty = 8 }
    # 퓬
    component = { id = 14004 name = TECH_CMP_LD_100_4_NAME type = individual_courage difficulty = 8 }
    # ^~}
    component = { id = 14005 name = TECH_CMP_LD_100_5_NAME type = mechanics difficulty = 8 }
    required  = { }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
  # ^a@
  application =
  { id        = 14010
    name      = TECH_APP_LD_101_NAME
    desc      = TECH_APP_LD_101_DESC
    position  = { x = 10 y = 335 }
    year      = 1938
    # a
    component = { id = 14011 name = TECH_CMP_LD_101_1_NAME type = centralized_execution difficulty = 8 }
    # ʎÃpbN
    component = { id = 14012 name = TECH_CMP_LD_101_2_NAME type = infantry_focus difficulty = 8 }
    # Ó
    component = { id = 14013 name = TECH_CMP_LD_101_3_NAME type = small_unit_tactics difficulty = 8 }
    # ۊ
    component = { id = 14014 name = TECH_CMP_LD_101_4_NAME type = technical_efficiency difficulty = 8 }
    # ^gA[W
    component = { id = 14015 name = TECH_CMP_LD_101_5_NAME type = training difficulty = 8 }
    required  = { 14000 }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
  # {^a@
  application =
  { id        = 14020
    name      = TECH_APP_LD_102_NAME
    desc      = TECH_APP_LD_102_DESC
    position  = { x = 10 y = 355 }
    year      = 1941
    # {^a
    component = { id = 14021 name = TECH_CMP_LD_102_1_NAME type = centralized_execution difficulty = 8 }
    # ~쏊
    component = { id = 14022 name = TECH_CMP_LD_102_2_NAME type = large_unit_tactics difficulty = 8 }
    # Tt@
    component = { id = 14023 name = TECH_CMP_LD_102_3_NAME type = chemistry difficulty = 8 }
    # ǌ^~}
    component = { id = 14024 name = TECH_CMP_LD_102_4_NAME type = mechanics difficulty = 8 }
    # W^gA[W
    component = { id = 14025 name = TECH_CMP_LD_102_5_NAME type = training difficulty = 8 }
    required  = { 14010 }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
  # ǌ^a@
  application =
  { id        = 14030
    name      = TECH_APP_LD_103_NAME
    desc      = TECH_APP_LD_103_DESC
    position  = { x = 10 y = 375 }
    year      = 1943
    # a@
    component = { id = 14031 name = TECH_CMP_LD_103_1_NAME type = centralized_execution difficulty = 8 }
    # OȎp
    component = { id = 14032 name = TECH_CMP_LD_103_2_NAME type = large_unit_tactics difficulty = 8 }
    # ǌ^i
    component = { id = 14033 name = TECH_CMP_LD_103_3_NAME type = chemistry difficulty = 8 }
    # OVXe
    component = { id = 14034 name = TECH_CMP_LD_103_4_NAME type = small_unit_tactics difficulty = 8 }
    # 퓬OȈ
    component = { id = 14035 name = TECH_CMP_LD_103_5_NAME type = training difficulty = 8 }
    required  = { 14020 }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
  # W^a@
  application =
  { id        = 14040
    name      = TECH_APP_LD_104_NAME
    desc      = TECH_APP_LD_104_DESC
    position  = { x = 10 y = 395 }
    year      = 1945
    # wRv^[
    component = { id = 14041 name = TECH_CMP_LD_104_1_NAME type = aeronautics difficulty = 8 }
    # ړa@
    component = { id = 14042 name = TECH_CMP_LD_104_2_NAME type = large_unit_tactics difficulty = 8 }
    # W^i
    component = { id = 14043 name = TECH_CMP_LD_104_3_NAME type = chemistry difficulty = 8 }
    # wɂ
    component = { id = 14044 name = TECH_CMP_LD_104_4_NAME type = electronics difficulty = 8 }
    # ~앺P
    component = { id = 14045 name = TECH_CMP_LD_104_5_NAME type = training difficulty = 8 }
    required  = { 14030 }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
}