# UNIT TYPES DEFINITION FILE
########
# ARMY/NAVY/AIR COMPARISONS STATISTIC PAGES
# eyr = {
#	land = HeaderStringID1 # 1st column on Army page
#	land = HeaderStringID2 # 2nd column on Army page
#	[...list the rest of the land columns you want here]
#	navy = HeaderStringID3 # 1st column on Naval page
#	navy = HeaderStringID4 # 2nd column on Naval page
#	[...list the rest of the naval columns you want here]
#	air  = HeaderStringID5 # 1st column on Air page
#	air  = HeaderStringID6 # 2nd column on Air page
#	[...list the rest of the air columns you want here]
# }
########
# FORMAT
#
# UnitTypeName = { 						# Replace UnitTypeName with one of the predefined unit types. 
#	### REQUIRED PARAMETERS ###
#	type		= RealUnitType			# Defines the real unit type (infantry, cavalry etc.)
#	name		= UnitNameID			# Full unit name string (NAME_INFANTRY, NAME_CAVALRY etc.)
#	short_name	= ShortUnitNameID		# Short unit name string (SNAME_INFANTRY, SNAME_CAVALRY etc.)
#	desc		= LongDescriptionID		# Long unit description string (LDESC_INFANTRY, LDESC_CAVALRY etc.)
#	short_desc	= ShortDescriptionID	# Short unit description string (SDESC_INFANTRY, SDESC_CAVALRY etc.)
#	eyr			= Number				# Defines the group to which this unit type belongs on army/navy/air statistics page
#	sprite		= SpriteTypeName		# Replace SpriteTypeName with one of predefined sprite name types
#	transmute	= UnitTypeName			# Used by production AI. Defines what unit to build if the current one is not available ATM. 
#	gfx_prio	= Number				# Used to define which image to use on counter and sprite for mixed units 
#	value		= X.X(Number)			# Unit military value. Used in military power and other calculations.
#	list_prio	= X(Number)				# Priority in lists (tech overview and production pages).
#										# Units are sorted by groups (land/air/naval).
#										# -1 - do not list that type, 0+ - priority in lists (lowest first)
#	### OPTIONAL PARAMETERS ###
#	ui_prio		= Number				# Sort priority for divisions in unit UI(highest first)
#	RealUnitType= yes					# Sets this UnitType as default RealUnitType. There can be only one definition for every RealUnitType. 
#										# 	Used by production AI (militia, infantry), rebels (militia, infantry) 
#										#	and aliens (infantry, armor, strategic_bomber, interceptor, destroyer, carrier)
#										#	By default (when not specified) the first "type = RealUnitType" will be set.
#	production	= yes/no(default)		# Defines if this unit type is allowed(yes) or not(no) for production by default. 
#										#	When set to [no] (or not defined) the unit type must be unlocked by tech or event for every country.
# }
#
########
# The UnitTypeName is predefined (130 types in total) and must be used in this order:
#	infantry, cavalry, motorized, mechanized, light_armor, armor, garrison, hq, paratrooper, marine, 
#	bergsjaeger, cas, multi_role, interceptor, strategic_bomber, tactical_bomber, naval_bomber, 
#	transport_plane, battleship, light_cruiser, heavy_cruiser, battlecruiser, destroyer, carrier, 
#	submarine, transport, flying_bomb, flying_rocket, militia, escort_carrier, nuclear_submarine,
#	light_carrier, rocket_interceptor, 
#	d_rsv_33, d_rsv_34, d_rsv_35, d_rsv_36, d_rsv_37, d_rsv_38, d_rsv_39, d_rsv_40,
#	d_01, d_02, d_03, d_04, d_05, d_06, d_07, d_08, d_09, d_10, d_11, d_12, d_13, d_14, d_15, d_16, 
#	d_17, d_18, d_19, d_20, d_21, d_22, d_23, d_24, d_25, d_26, d_27, d_28, d_29, d_30, d_31, d_32,
#	d_33, d_34, d_35, d_36, d_37, d_38, d_39, d_40, d_41, d_42, d_43, d_44, d_45, d_46, d_47, d_48,
#	d_49, d_50, d_51, d_52, d_53, d_54, d_55, d_56, d_57, d_58, d_59, d_60, d_61, d_62, d_63, d_64,
#	d_65, d_66, d_67, d_68, d_69, d_70, d_71, d_72, d_73, d_74, d_75, d_76, d_77, d_78, d_79, d_80,
#	d_81, d_82, d_83, d_84, d_85, d_86, d_87, d_88, d_89, d_90, d_91, d_92, d_93, d_94, d_95, d_96,
#	d_97, d_98, d_99
# There should be only one instance of each UnitTypeName!!!
########
# The RealUnitType is predefined and can be one of those:
#	infantry, cavalry, motorized, mechanized, light_armor, armor, garrison, hq, paratrooper,
#	marine, bergsjaeger, cas, multi_role, interceptor, strategic_bomber, tactical_bomber,
#	naval_bomber, transport_plane, battleship, light_cruiser, heavy_cruiser, battlecruiser,
#	destroyer, carrier, submarine, transport, flying_bomb, flying_rocket, militia, escort_carrier,
#	nuclear_submarine
########
# The SpriteTypeName is predefined and can be one of those:
#	infantry, cavalry, motorized, mechanized, l_panzer, panzer, paratrooper, marine, 
#	bergsjaeger, fighter, escort, interceptor, bomber, tactical, cas, naval, transportplane, 
#	battleship, battlecruiser, heavy_cruiser, light_cruiser, destroyer, carrier, submarine, 
#	transport, militia, garrison, hq, flying_bomb, rocket, nuclear_submarine, escort_carrier,
#	light_carrier, rocket_interceptor, 
#	d_rsv_33, d_rsv_34, d_rsv_35, d_rsv_36, d_rsv_37, d_rsv_38, d_rsv_39, d_rsv_40,
#	d_01, d_02, d_03, d_04, d_05, d_06, d_07, d_08, d_09, d_10, d_11, d_12, d_13, d_14, d_15, d_16, 
#	d_17, d_18, d_19, d_20, d_21, d_22, d_23, d_24, d_25, d_26, d_27, d_28, d_29, d_30, d_31, d_32,
#	d_33, d_34, d_35, d_36, d_37, d_38, d_39, d_40, d_41, d_42, d_43, d_44, d_45, d_46, d_47, d_48,
#	d_49, d_50, d_51, d_52, d_53, d_54, d_55, d_56, d_57, d_58, d_59, d_60, d_61, d_62, d_63, d_64,
#	d_65, d_66, d_67, d_68, d_69, d_70, d_71, d_72, d_73, d_74, d_75, d_76, d_77, d_78, d_79, d_80,
#	d_81, d_82, d_83, d_84, d_85, d_86, d_87, d_88, d_89, d_90, d_91, d_92, d_93, d_94, d_95, d_96,
#	d_97, d_98, d_99
#
########
# NOTES:
#	1. It is possible to redefine the type of named unit types (like cavalry = { type = infantry }).
#	2. No gaps (like defining d_02 without defining d_01) in UnitTypeName are allowed!
#	3. On add or remove of unit type, gfx\map\hoi_counter_strip.bmp must be updated to match the number of currently defined unit types.
#	4. On add or remove of unit type, modifiers.csv file must be updated to match the number of currently defined unit types.
########

eyr = {
	army = EYR_INF	#1
	army = EYR_CAV	#2
	army = EYR_MOT	#3
	army = EYR_MEC	#4
	army = EYR_LARM	#5
	army = EYR_ARM	#6
	army = EYR_PAR	#7
	army = EYR_MAR	#8
	army = EYR_BER	#9
	army = EYR_GAR	#10
	army = EYR_HQ	#11
	army = EYR_MIL	#12
	navy = EYR_CAR	#1
	navy = EYR_ECAR	#2
	navy = EYR_BAT	#3
	navy = EYR_BCRU #4
	navy = EYR_HCRU #5
	navy = EYR_LCRU #6
	navy = EYR_DES	#7
	navy = EYR_SUB	#8
	navy = EYR_NSUB	#9
	navy = EYR_TRA	#10
	air  = EYR_MUL	#1
	air  = EYR_INT	#2
	air  = EYR_CAS	#3
	air  = EYR_STR	#4
	air  = EYR_TAC	#5
	air  = EYR_NAV	#6
	air  = EYR_TPL	#7
	air  = EYR_FBO	#8
	air  = EYR_ROC	#9
}

infantry = {
	#ID			0
	type		= infantry
	name		= NAME_INFANTRY
	short_name	= SNAME_INFANTRY
	desc		= LDESC_INFANTRY
	short_desc	= SDESC_INFANTRY
	eyr			= 1
	sprite		= infantry
	transmute	= garrison
	gfx_prio	= 2
	infantry	= yes	
	value		= 1.0
	list_prio	= 0
	ui_prio		= 0
}

garrison = {
	#ID			9
	type		= garrison
	name		= NAME_GARRISON
	short_name	= SNAME_GARRISON
	desc		= LDESC_GARRISON
	short_desc	= SDESC_GARRISON
	eyr			= 10
	sprite		= garrison
	transmute	= militia
	gfx_prio	= 1
	value		= 0.5
	list_prio	= 1
	ui_prio		= 9	
}

militia = {
	#ID			11
	type		= militia
	name		= NAME_MILITIA
	short_name	= SNAME_MILITIA
	desc		= LDESC_MILITIA
	short_desc	= SDESC_MILITIA
	eyr			= 12
	sprite		= militia
	transmute	= militia
	gfx_prio	= 0
	militia		= yes	
	value		= 0.2
	production	= yes
	list_prio	= 2
	ui_prio		= 11	
}

bergsjaeger = {
	#ID			8
	type		= bergsjaeger
	name		= NAME_BERGSJAEGER
	short_name	= SNAME_BERGSJAEGER
	desc		= LDESC_BERGSJAEGER
	short_desc	= SDESC_BERGSJAEGER
	eyr			= 9
	sprite		= bergsjaeger
	transmute	= infantry
	gfx_prio	= 3
	value		= 1.5
	list_prio	= 3
	ui_prio		= 8
}

marine = {
	#ID			7
	type		= marine
	name		= NAME_MARINE
	short_name	= SNAME_MARINE
	desc		= LDESC_MARINE
	short_desc	= SDESC_MARINE
	eyr			= 8
	sprite		= marine
	transmute	= infantry
	gfx_prio	= 4
	value		= 1.5
	list_prio	= 4
	ui_prio		= 7
}


paratrooper = {
	#ID			6
	type		= paratrooper
	name		= NAME_PARATROOPER
	short_name	= SNAME_PARATROOPER
	desc		= LDESC_PARATROOPER
	short_desc	= SDESC_PARATROOPER
	eyr			= 7
	sprite		= paratrooper
	transmute	= infantry
	gfx_prio	= 5
	value		= 1.5
	list_prio	= 5
	ui_prio		= 6
}

cavalry = {
	#ID			1
	type		= cavalry
	name		= NAME_CAVALRY
	short_name	= SNAME_CAVALRY
	desc		= LDESC_CAVALRY
	short_desc	= SDESC_CAVALRY
	eyr			= 2
	sprite		= cavalry
	transmute	= motorized
	gfx_prio	= 6
	value		= 0.8
	list_prio	= 6
	ui_prio		= 1
}

motorized = {
	#ID			2
	type		= motorized
	name		= NAME_MOTORIZED
	short_name	= SNAME_MOTORIZED
	desc		= LDESC_MOTORIZED
	short_desc	= SDESC_MOTORIZED
	eyr			= 3
	sprite		= motorized
	transmute	= infantry
	gfx_prio	= 7
	value		= 1.3
	list_prio	= 7
	ui_prio		= 2
}

mechanized = {
	#ID			3
	type		= mechanized
	name		= NAME_MECHANIZED
	short_name	= SNAME_MECHANIZED
	desc		= LDESC_MECHANIZED
	short_desc	= SDESC_MECHANIZED
	eyr			= 4
	sprite		= mechanized
	transmute	= motorized
	gfx_prio	= 8
	value		= 1.7
	list_prio	= 8
	ui_prio		= 3
}

light_armor = {
	#ID			4
	type		= light_armor
	name		= NAME_LIGHT_ARMOR
	short_name	= SNAME_LIGHT_ARMOR
	desc		= LDESC_LIGHT_ARMOR
	short_desc	= SDESC_LIGHT_ARMOR
	eyr			= 5
	sprite		= l_panzer
	transmute	= mechanized
	gfx_prio	= 9
	value		= 1.5
	list_prio	= 9
	ui_prio		= 4
}

armor = {
	#ID			5
	type		= armor
	name		= NAME_ARMOR
	short_name	= SNAME_ARMOR
	desc		= LDESC_ARMOR
	short_desc	= SDESC_ARMOR
	eyr			= 6
	sprite		= panzer
	transmute	= light_armor
	gfx_prio	= 10
	armor		= yes	
	value		= 3.0
	list_prio	= 10
	ui_prio		= 5
}

hq = {
	#ID			10
	type		= hq
	name		= NAME_HQ
	short_name	= SNAME_HQ
	desc		= LDESC_HQ
	short_desc	= SDESC_HQ
	eyr			= 11
	sprite		= hq
	transmute	= garrison
	gfx_prio	= 11
	value		= 1.0
	list_prio	= 11
	ui_prio		= 10	
}


multi_role = {
	#ID			12
	type		= multi_role
	name		= NAME_MULTI_ROLE
	short_name	= SNAME_MULTI_ROLE
	desc		= LDESC_MULTI_ROLE
	short_desc	= SDESC_MULTI_ROLE
	eyr			= 1
	sprite		= fighter
	transmute	= interceptor
	gfx_prio	= 3
	value		= 1.0
	list_prio	= 12
	ui_prio		= 1
}

interceptor = {
	#ID			13
	type		= interceptor
	name		= NAME_INTERCEPTOR
	short_name	= SNAME_INTERCEPTOR
	desc		= LDESC_INTERCEPTOR
	short_desc	= SDESC_INTERCEPTOR
	eyr			= 2
	sprite		= interceptor
	transmute	= infantry
	gfx_prio	= 2
	interceptor	= yes	
	value		= 1.0
	list_prio	= 13
	ui_prio		= 1
}

tactical_bomber = {
	#ID			15
	type		= tactical_bomber
	name		= NAME_TACTICAL_BOMBER
	short_name	= SNAME_TACTICAL_BOMBER
	desc		= LDESC_TACTICAL_BOMBER
	short_desc	= SDESC_TACTICAL_BOMBER
	eyr			= 5
	sprite		= tactical
	transmute	= multi_role
	gfx_prio	= 5
	value		= 2.0
	list_prio	= 14
	ui_prio		= 1
}

strategic_bomber = {
	#ID			14
	type		= strategic_bomber
	name		= NAME_STRATEGIC_BOMBER
	short_name	= SNAME_STRATEGIC_BOMBER
	desc		= LDESC_STRATEGIC_BOMBER
	short_desc	= SDESC_STRATEGIC_BOMBER
	eyr			= 4
	sprite		= bomber
	transmute	= tactical_bomber
	gfx_prio	= 7
	strategic_bomber = yes	
	value		= 2.0
	list_prio	= 15
	ui_prio		= 1
}

cas = {
	#ID			17
	type		= cas
	name		= NAME_CAS
	short_name	= SNAME_CAS
	desc		= LDESC_CAS
	short_desc	= SDESC_CAS
	eyr			= 3
	sprite		= cas
	transmute	= tactical_bomber
	gfx_prio	= 4
	value		= 1.5
	list_prio	= 16
	ui_prio		= 1
}

naval_bomber = {
	#ID			16
	type		= naval_bomber
	name		= NAME_NAVAL_BOMBER
	short_name	= SNAME_NAVAL_BOMBER
	desc		= LDESC_NAVAL_BOMBER
	short_desc	= SDESC_NAVAL_BOMBER
	eyr			= 6
	sprite		= naval
	transmute	= tactical_bomber
	gfx_prio	= 6
	value		= 1.5
	list_prio	= 17
	ui_prio		= 1
}

transport_plane = {
	#ID			18
	type		= transport_plane
	name		= NAME_TRANSPORT_PLANE
	short_name	= SNAME_TRANSPORT_PLANE
	desc		= LDESC_TRANSPORT_PLANE
	short_desc	= SDESC_TRANSPORT_PLANE
	eyr			= 7
	sprite		= transportplane
	transmute	= infantry
	gfx_prio	= 8
	value		= 0.01
	list_prio	= 18
	ui_prio		= 1
}

flying_bomb = {
	#ID			19
	type		= flying_bomb
	name		= NAME_FLYING_BOMB
	short_name	= SNAME_FLYING_BOMB
	desc		= LDESC_FLYING_BOMB
	short_desc	= SDESC_FLYING_BOMB
	eyr			= 8
	sprite		= rocket
	transmute	= strategic_bomber
	gfx_prio	= 0
	value		= 0.5
	list_prio	= 19
	ui_prio		= 1
}

flying_rocket = {
	#ID			20
	type		= flying_rocket
	name		= NAME_FLYING_ROCKET
	short_name	= SNAME_FLYING_ROCKET
	desc		= LDESC_FLYING_ROCKET
	short_desc	= SDESC_FLYING_ROCKET
	eyr			= 9
	sprite		= rocket
	transmute	= flying_bomb
	gfx_prio	= 1
	value		= 0.5
	list_prio	= 20
	ui_prio		= 1
}

carrier = {
	#ID			26
	type		= destroyer #carrier
	name		= NAME_CARRIER
	short_name	= SNAME_CARRIER
	desc		= LDESC_CARRIER
	short_desc	= SDESC_CARRIER
	eyr			= 1
	sprite		= carrier
	transmute	= transport
	gfx_prio	= 9
#	carrier		= yes
	value		= 4.0
	list_prio	= 21
	ui_prio		= 8
}

escort_carrier = {
	#ID			27
	type		= destroyer #battleship
	name		= NAME_ESCORT_CARRIER
	short_name	= SNAME_ESCORT_CARRIER
	desc		= LDESC_ESCORT_CARRIER
	short_desc	= SDESC_ESCORT_CARRIER
	eyr			= 2
	sprite		= escort_carrier
	transmute	= carrier
	gfx_prio	= 7
	value		= 3.0
	list_prio	= 22
	ui_prio		= 6
}

battleship = {
	#ID			21
	type		= destroyer #battleship
	name		= NAME_BATTLESHIP
	short_name	= SNAME_BATTLESHIP
	desc		= LDESC_BATTLESHIP
	short_desc	= SDESC_BATTLESHIP
	eyr			= 3
	sprite		= battleship
	transmute	= battlecruiser
	gfx_prio	= 8
	value		= 5.0
	list_prio	= 23
	ui_prio		= 7
}

battlecruiser = {
	#ID			24
	type		= destroyer #battleship
	name		= NAME_BATTLECRUISER
	short_name	= SNAME_BATTLECRUISER
	desc		= LDESC_BATTLECRUISER
	short_desc	= SDESC_BATTLECRUISER
	eyr			= 4
	sprite		= battlecruiser
	transmute	= heavy_cruiser
	gfx_prio	= 6
	value		= 4.0
	list_prio	= 24
	ui_prio		= 6	
}


heavy_cruiser = {
	#ID			23
	type		= destroyer #battleship
	name		= NAME_HEAVY_CRUISER
	short_name	= SNAME_HEAVY_CRUISER
	desc		= LDESC_HEAVY_CRUISER
	short_desc	= SDESC_HEAVY_CRUISER
	eyr			= 5
	sprite		= heavy_cruiser
	transmute	= light_cruiser
	gfx_prio	= 5
	value		= 3.0
	list_prio	= 25
	ui_prio		= 5
}

light_cruiser = {
	#ID			22
	type		= destroyer #destroyer
	name		= NAME_LIGHT_CRUISER
	short_name	= SNAME_LIGHT_CRUISER
	desc		= LDESC_LIGHT_CRUISER
	short_desc	= SDESC_LIGHT_CRUISER
	eyr			= 6
	sprite		= light_cruiser
	transmute	= destroyer
	gfx_prio	= 4
	value		= 2.0
	list_prio	= 26
	ui_prio		= 4	
}

destroyer = {
	#ID			25
	type		= destroyer
	name		= NAME_DESTROYER
	short_name	= SNAME_DESTROYER
	desc		= LDESC_DESTROYER
	short_desc	= SDESC_DESTROYER
	eyr			= 7
	sprite		= destroyer
	transmute	= submarine
	gfx_prio	= 3
	destroyer	= yes
	value		= 1.0
	list_prio	= 27
	ui_prio		= 3
}

submarine = {
	#ID			28
	type		= destroyer #submarine
	name		= NAME_SUBMARINE
	short_name	= SNAME_SUBMARINE
	desc		= LDESC_SUBMARINE
	short_desc	= SDESC_SUBMARINE
	eyr			= 8
	sprite		= submarine
	transmute	= transport
	gfx_prio	= 1
	value		= 1.0
	list_prio	= 28
	ui_prio		= 2
}

nuclear_submarine = {
	#ID			29
	type		= nuclear_submarine
	name		= NAME_NUCLEAR_SUBMARINE
	short_name	= SNAME_NUCLEAR_SUBMARINE
	desc		= LDESC_NUCLEAR_SUBMARINE
	short_desc	= SDESC_NUCLEAR_SUBMARINE
	eyr			= 9
	sprite		= nuclear_submarine
	transmute	= submarine
	gfx_prio	= 2
	value		= 1.0
	list_prio	= 29
	ui_prio		= 7
}

transport = {
	#ID			30
	type		= transport
	name		= NAME_TRANSPORT
	short_name	= SNAME_TRANSPORT
	desc		= LDESC_TRANSPORT
	short_desc	= SDESC_TRANSPORT
	eyr			= 10
	sprite		= transport
	transmute	= infantry
	gfx_prio	= 0
	transport	= yes
	value		= 0.01
	production	= yes
	list_prio	= 30
	ui_prio		= 1
}
