
#####################

###  ##  #  # # #  ## 
 #  #  # ## # # # #   
 #  #### # ## ##   #  
 #  #  # #  # # #   # 
 #  #  # #  # # # ## 

 #################### 

FIN_valtion_panssaritehdas_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_FIN_valtion_panssaritehdas
 	allowed = {	
 		always = no
 	}

	tree_header_text = {
		text = mio_header_light_tank_department
		x = 0.1
	}

	tree_header_text = {
		text = mio_header_medium_tank_department
		x = 4
	}

	tree_header_text = {
		text = mio_header_production_department
		x = 8.5
	}

	remove_trait = { generic_mio_trait_heavy_tank_improvements generic_mio_trait_heavy_tank_specialization }

	override_trait = {
		token = generic_mio_trait_modular_construction

		position = { x=3 y=1 }
		relative_position_id = generic_mio_trait_medium_tank_improvements
	}

	override_trait = {
		token = generic_mio_trait_light_tank_specialization

		position = { x=-1 y=3 }
		relative_position_id = generic_mio_trait_modular_construction
		mutually_exclusive= { generic_mio_trait_medium_tank_specialization }
	}
	
	override_trait = {
		token = generic_mio_trait_medium_tank_specialization

		position = { x=1 y=3 }
		relative_position_id = generic_mio_trait_modular_construction
		mutually_exclusive= { generic_mio_trait_light_tank_specialization }
	}

	add_trait = { 
		token = FIN_mio_trait_salvaged_and_retooled
		name = FIN_mio_trait_salvaged_and_retooled
		icon = GFX_generic_mio_department_icon_tank_general_materials
		special_trait_background = yes

		position = { x=8 y=0 }
		
		available = {
			owner = {
				has_completed_focus = FIN_salvaged_and_retooled
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_resource_need_factor = -0.1
		}
	}

	add_trait = { 
		token = FIN_mio_trait_wartsila_engine_production
		name = FIN_mio_trait_wartsila_engine_production
		icon = GFX_generic_mio_department_icon_tank_general_line_efficiency
		special_trait_background = yes

		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_modular_construction
		
		any_parent = { generic_mio_trait_modular_construction }
		
		available = {
			owner = {
				has_completed_focus = FIN_wartsila_engine_production
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	}

	add_trait = { 
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_department_icon_tank_general_production
		special_trait_background = yes

		position = { x=1 y=0 }
		relative_position_id = FIN_mio_trait_salvaged_and_retooled
		
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}


#####################

 ## #  # ### ###   ## 
#   #  #  #  #  # #   
 #  ####  #  ###   #  
  # #  #  #  #      # 
##  #  # ### #    ##  
 
#####################

FIN_crichton_vulcan_organization = { #Coastal Defense Ships & Subs
	include = generic_raider_ship_organization
	icon = GFX_idea_FIN_crichton_vulcan
 	allowed = {	
 		always = no
 	}

	tree_header_text = {
		text = mio_header_long_range_focus
		x = 2
	}

	tree_header_text = {
		text = mio_header_high_speed_focus
		x = 8
	}

	override_trait = {
		token = generic_mio_trait_long_range_raiding

		position = { x=2 y=0 }
	}

	add_trait = { 
		token = FIN_mio_trait_andros_engines
		name = FIN_mio_trait_andros_engines
		icon = GFX_generic_mio_department_icon_ship_general_engine
		special_trait_background = yes

		position = { x=2 y=1 }
		relative_position_id = generic_mio_trait_long_range_raiding

		any_parent = { generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding }
		
		available = {
			owner = {
				has_completed_focus = FIN_acquire_andros_dockyards
			}
		}

		equipment_bonus = {
			naval_range = 0.05
			naval_speed = 0.05
			fuel_consumption = -0.05
		}
	}

	add_trait = { 
		token = FIN_mio_trait_wartsila_engine_production
		name = FIN_mio_trait_wartsila_engine_production
		icon = GFX_generic_mio_department_icon_ship_general_production
		special_trait_background = yes

		position = { x=-2 y=1 }
		relative_position_id = generic_mio_trait_high_speed_raiding

		any_parent = { generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding }
		
		available = {
			owner = {
				has_completed_focus = FIN_wartsila_engine_production
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	}

	add_trait = { 
		token = FIN_mio_trait_rapid_raiders
		name = FIN_mio_trait_rapid_raiders
		icon = GFX_generic_mio_department_icon_ship_general_offense
		special_trait_background = yes

		position = { x=-2 y=0 }
		relative_position_id = generic_mio_trait_long_range_raiding
		
		mutually_exclusive = { FIN_mio_trait_deep_sea_raiders }

		available = {
			owner = {
				has_completed_focus = FIN_rapid_raiders
			}
		}

		limit_to_equipment_type = { screen_ship }

		equipment_bonus = {
			naval_speed = 0.05
			lg_attack = 0.05
			surface_detection = 0.05
			sub_detection = 0.05
		}
	}

	add_trait = { 
		token = FIN_mio_trait_deep_sea_raiders
		name = FIN_mio_trait_deep_sea_raiders
		icon = GFX_generic_mio_department_icon_ship_submarine_survivability
		special_trait_background = yes

		position = { x=1 y=0 }
		relative_position_id = FIN_mio_trait_rapid_raiders

		mutually_exclusive = { FIN_mio_trait_rapid_raiders }
		
		available = {
			owner = {
				has_completed_focus = FIN_deep_sea_raiders
			}
		}

		limit_to_equipment_type = { submarine }

		equipment_bonus = {
			naval_speed = 0.05
			surface_detection = 0.05
			sub_visibility = -0.05
			torpedo_attack = 0.05
		}
	}

	add_trait = { 
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_department_icon_ship_general_production
		special_trait_background = yes

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_high_speed_raiding
		
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}


###########################

###  #    ##  #  # ###  ## 
#  # #   #  # ## # #   #   
###  #   #### # ## ##   #  
#    #   #  # #  # #     # 
#    ### #  # #  # ### ##  

###########################

FIN_valtion_lentokonetehdas_organization = { #Light Aircraft
	include = generic_general_aircraft_organization
	icon = GFX_idea_FIN_valtion_lentokonetehdas
 	allowed = {	
 		always = no
 	}

	tree_header_text = {
		text = mio_header_fighter_aircraft
		x = 1
	}

	tree_header_text = {
		text = mio_header_bomber_aircraft
		x = 4
	}

	tree_header_text = {
		text = mio_header_naval_aircraft
		x = 7
	}

	tree_header_text = {
		text = mio_header_production
		x = 9
	}

	add_trait = { 
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_department_icon_plane_general_production
		special_trait_background = yes

		position = { x=5 y=0 }
		relative_position_id = generic_mio_trait_conservative_designs
		
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
		}
	}

		add_trait = { 
		token = FIN_mio_trait_wartsila_engine_production
		name = FIN_mio_trait_wartsila_engine_production
		icon = GFX_generic_mio_department_icon_plane_general_line_efficiency
		special_trait_background = yes

		position = { x=5 y=1 }
		relative_position_id = generic_mio_trait_conservative_designs
		
		any_parent = { generic_mio_trait_conservative_designs }
		
		available = {
			owner = {
				has_completed_focus = FIN_wartsila_engine_production
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	}
}

################################### 

#   #  ##  ### ### ###  ### ### #   
## ## #  #  #  #   #  #  #  #   #   
# # # ####  #  ##  ###   #  ##  #   
#   # #  #  #  #   #  #  #  #   #   
#   # #  #  #  ### #  # ### ### ### 


###################################

##########################
### INFANTRY EQUIPMENT ###
##########################

FIN_valtion_kivaaritehdas_organization = { #Infantry Equipment
	include = generic_infantry_equipment_organization
	icon = GFX_idea_FIN_valtion_kivaaritehdas
 	allowed = {	
 		always = no
 	}

	tree_header_text = {
		text = mio_header_systems
		x = 1
	}

	tree_header_text = {
		text = mio_header_weapons
		x = 5.5
	}

	tree_header_text = {
		text = mio_header_production
		x = 8.5
	}

	override_trait = {
		token = generic_mio_trait_reinforced_stocks

		position = { x=3 y=0 }
		relative_position_id = generic_mio_trait_drum_pattern_sights
	}

	override_trait = {
		token = generic_mio_trait_bolt_action

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_reinforced_stocks
	}

	override_trait = {
		token = generic_mio_trait_rubber_cushioned_buttpad

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_heavy_anti_armor_ammunition
	}

	override_trait = {
		token = generic_mio_trait_anti_vechicle_land_mines

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_vehicle_mounted_capabilities
	}

	add_trait = { 
		token = FIN_mio_trait_salvaged_and_retooled
		name = FIN_mio_trait_salvaged_and_retooled
		icon = GFX_generic_mio_department_icon_infantry_materials
		special_trait_background = yes

		position = { x=8 y=0 }
		
		available = {
			owner = {
				has_completed_focus = FIN_salvaged_and_retooled
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_resource_need_factor = -0.1
		}
	}

	add_trait = { 
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_department_icon_infantry_production
		special_trait_background = yes

		position = { x=1 y=0 }
		relative_position_id = FIN_mio_trait_salvaged_and_retooled
		
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
		}
	}

	add_trait = { 
		token = FIN_mio_trait_oy_tikkakoski
		name = FIN_mio_trait_oy_tikkakoski
		icon = GFX_generic_mio_department_icon_infantry_line_efficiency
		special_trait_background = yes

		position = { x=0 y=1 }
		relative_position_id = FIN_mio_trait_salvaged_and_retooled

		any_parent = { generic_mio_trait_heavy_anti_armor_ammunition }
		
		available = {
			owner = {
				has_completed_focus = FIN_integrate_oy_tikkakoski
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.1
		}
	}
}


#########################
####### ARTILLERY #######
#########################

FIN_valtion_tykkitehdas_organization = { #AT (Artillery)
	include = generic_artillery_organization
	icon = GFX_idea_FIN_valtion_tykkitehdas
 	allowed = {	
 		always = no
 	}
	tree_header_text = {
		text = mio_header_operational_department
		x = 1
	}

	tree_header_text = {
		text = mio_header_design_department
		x = 5
	}

	tree_header_text = {
		text = mio_header_production_department
		x = 8.5
	}

	override_trait = {
		token = generic_mio_trait_rapid_fire

		position = { x=3 y=0 }
	}

	add_trait = { 
		token = FIN_mio_trait_salvaged_and_retooled
		name = FIN_mio_trait_salvaged_and_retooled
		icon = GFX_generic_mio_trait_icon_resources
		special_trait_background = yes

		position = { x=8 y=0 }
		
		available = {
			owner = {
				has_completed_focus = FIN_salvaged_and_retooled
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_resource_need_factor = -0.1
		}
	}

	add_trait = { 
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes

		position = { x=1 y=0 }
		relative_position_id = FIN_mio_trait_salvaged_and_retooled
		
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}



#########################
####### MOTORIZED #######
#########################

FIN_sisu_auto_organization = { #Motorized
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_FIN_sisu_auto
 	allowed = {	
 		always = no
 	}

	tree_header_text = {
		text = mio_header_motorized
		x = 1
	}

	tree_header_text = {
		text = mio_header_mechanized
		x = 6
	}

	tree_header_text = {
		text = mio_header_production
		x = 8.5
	}

	override_trait = {
		token = generic_mio_trait_steel_cargo_bed

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_composite_cargo_bed
	}

	override_trait = {
		token = generic_mio_trait_high_powered_engine

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_attached_wood_gas_generator
	}

	override_trait = {
		token = generic_mio_trait_medium_machinegun_mounts

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_steel_cargo_bed
	}

	override_trait = {
		token = generic_mio_trait_advanced_artillery_racks

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_armored_pulpit_mount
	}

	override_trait = {
		token = generic_mio_trait_heavy_machinegun_mount

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_advanced_artillery_racks
	}

	override_trait = {
		token = generic_mio_trait_open_chassi

		position = { x=3 y=0 }
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
	}
	
	override_trait = {
		token = generic_mio_trait_land_mine_racks

		mutually_exclusive = { FIN_mio_trait_repurposed_equipment }
	}

	add_trait = { 
		token = FIN_mio_trait_wartsila_engine_production
		name = FIN_mio_trait_wartsila_engine_production
		icon = GFX_generic_mio_department_icon_motorized_mechanized_line_efficiency
		special_trait_background = yes

		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_composite_cargo_bed
		
		any_parent = { generic_mio_trait_composite_cargo_bed generic_mio_trait_steel_cargo_bed }
		
		available = {
			owner = {
				has_completed_focus = FIN_wartsila_engine_production
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	}

	add_trait = { 
		token = FIN_mio_trait_recycled_materials
		name = FIN_mio_trait_recycled_materials
		icon = GFX_generic_mio_department_icon_motorized_materials
		special_trait_background = yes

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
				
		available = {
			owner = {
				has_completed_focus = FIN_tire_factory_at_nokia
			}
		}

		limit_to_equipment_type = { motorized_equipment }

		production_bonus = {
			production_capacity_factor = 0.05
			production_resource_need_factor = -0.1
		}
	}

	add_trait = { 
		token = FIN_mio_trait_yhteissisus_modern_premises
		name = FIN_mio_trait_yhteissisus_modern_premises
		icon = GFX_generic_mio_department_icon_motorized_technology
		special_trait_background = yes

		position = { x=0 y=1 }
		relative_position_id = FIN_mio_trait_recycled_materials

		all_parents = { FIN_mio_trait_recycled_materials }
	
		available = {
			owner = {
				has_completed_focus = FIN_contract_with_yhteissisu
			}
		}

		limit_to_equipment_type = { motorized_equipment }

		production_bonus = {
			production_efficiency_gain_factor = 0.05
			production_efficiency_cap_factor = 0.1
		}
	}

	add_trait = { 
		token = FIN_mio_trait_repurposed_equipment
		name = FIN_mio_trait_repurposed_equipment
		icon = GFX_generic_mio_department_icon_motorized_line_efficiency
		special_trait_background = yes

		position = { x=0 y=4 }
		relative_position_id = FIN_mio_trait_salvaged_and_retooled

		all_parents = { FIN_mio_trait_salvaged_and_retooled generic_mio_trait_bulletproof_panels }

		mutually_exclusive = { generic_mio_trait_land_mine_racks }
	
		available = {
			owner = {
				custom_trigger_tooltip = {
					tooltip = FIN_mio_trait_repurposed_equipment_trigger_tt
					has_tech = mechanised_infantry3
				}
				has_completed_focus = FIN_salvaged_and_retooled
			}
		}

		limit_to_equipment_type = { motorized_equipment }

		production_bonus = {
			production_efficiency_gain_factor = 0.1
		}
	}

	add_trait = { 
		token = FIN_mio_trait_salvaged_and_retooled
		name = FIN_mio_trait_salvaged_and_retooled
		icon = GFX_generic_mio_department_icon_motorized_mechanized_materials
		special_trait_background = yes

		position = { x=8 y=0 }
		
		available = {
			owner = {
				has_completed_focus = FIN_salvaged_and_retooled
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
			production_resource_need_factor = -0.1
		}
	}

	add_trait = { 
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_department_icon_motorized_mechanized_production
		special_trait_background = yes

		position = { x=1 y=0 }
		relative_position_id = FIN_mio_trait_salvaged_and_retooled
		
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}

		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}





##       ####  ######  ########     #######  ########     ######  ########    ###    ########  ######
##        ##  ##    ##    ##       ##     ## ##          ##    ##    ##      ## ##      ##    ##    ##
##        ##  ##          ##       ##     ## ##          ##          ##     ##   ##     ##    ##
##        ##   ######     ##       ##     ## ######       ######     ##    ##     ##    ##     ######
##        ##        ##    ##       ##     ## ##                ##    ##    #########    ##          ##
##        ##  ##    ##    ##       ##     ## ##          ##    ##    ##    ##     ##    ##    ##    ##
######## ####  ######     ##        #######  ##           ######     ##    ##     ##    ##     ######


### EQUIPMENT STATS ###


###  ##  #  # # #  ## 
 #  #  # ## # # # #   
 #  #### # ## ##   #  
 #  #  # #  # # #   # 
 #  #  # #  # # # ##  

#maximum_speed
#reliability
#defense
#breakthrough
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic
#fuel_consumption
#hardness
#armor_value
#build_cost_ic
#entrenchment - only if you have DLC NSB  and module dozer_blade
#fuel_capacity - only if you have DLC NSB  and module expanded_fuel_tank



 ## #  # ### ###   ## 
#   #  #  #  #  # #   
 #  ####  #  ###   #  
  # #  #  #  #      # 
##  #  # ### #    ##  

#lg_armor_piercing (requires modules)
#lg_attack (requires modules)
#hg_armor_piercing (requires modules)
#hg_attack (requires modules)
#torpedo_attack (requires modules)
#sub_attack (requires modules)
#anti_air_attack (requires modules)
#armor_value (requires modules)
#surface_detection 
#sub_detection (requires modules)
#sub_visibility (sub only)
#surface_visibility (surface only)
#naval_speed 
#reliability
#naval_range
#max_strength
#fuel_consumption
#build_cost_ic
#manpower
#naval_supremacy_factor
#naval_torpedo_enemy_critical_chance_factor (if you have modules adding it)
#naval_torpedo_damage_reduction_factor (if you have modules adding it)
#carrier_size (this will get very bad for you I promise, equipment modifiers are a mistake)
#mines_sweeping (only MTG and with modules)
#mines_planting (only with MTG and modules)
#naval_torpedo_hit_chance_factor (requires modules)
#naval_light_gun_hit_chance_factor (requires modules)
#naval_heavy_gun_hit_chance_factor (requires modules)



###  #    ##  #  # ###  ## 
#  # #   #  # ## # #   #   
###  #   #### # ## ##   #  
#    #   #  # #  # #     # 
#    ### #  # #  # ### ##  

#air_superiority
#reliability
#naval_strike_attack
#naval_strike_targetting
#manpower
#fuel_consumption
#build_cost_ic
#resources
#thrust - only if you have BBA DLC
#weight - only if you have BBA DLC
#maximum_speed
#air_range
#air_agility
#air_attack
#air_defence
#surface_detection
#sub_detection
#air_ground_attack
#air_bombing
#mines_planting - if you have MtG and BBA
#mines_sweeping - if you have MtG and BBA
#night_penalty - only if you have BBA DLC (you need to have module because base value is 0 - radio navigation



#   #  ##  ### ### ###  ### ### #   
## ## #  #  #  #   #  #  #  #   #   
# # # ####  #  ##  ###   #  ##  #   
#   # #  #  #  #   #  #  #  #   #   
#   # #  #  #  ### #  # ### ### ### 

##############################
##### INFANTRY EQUIPMENT #####
##############################
#reliability
#maximum_speed
#defense
#breakthrough
#hardness - it is in the script, but the value is set to 0 (in the game, the UI doesn't show this value)
#armor_value - it is in the script, but the value is set to 0 (in the game, the UI doesn't show this value)
#soft_attack
#hard_attack
#ap_attack
#air_attack - it is in the script but the value is set to 0 (in the game, the UI doesn't show this value)
#build_cost_ic

##############################
##### SUPPORT EQUIPMENT ######
##############################
#reliability
#build_cost_ic


#############################
#### ARTILLERY EQUIPMENT ####
#############################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic

############################
#### ANTI-AIR EQUIPMENT ####
############################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic

#############################
#### ANTI-TANK EQUIPMENT ####
#############################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic

####################################
#### ROCKET ARTILLERY EQUIPMENT ####
####################################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic


##############################
#### MOTORIZED EQUIPMENT #####
##############################
#maximum_speed
#reliability
#hardness
#breakthrough
#build_cost_ic
#fuel_consumption

####################################
#### MOTORIZED ROCKET EQUIPMENT ####
####################################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic (edited)

###############################
#### MECHANIZED EQUIPMENT #####
###############################
#maximum_speed
#reliability
#defense
#breakthrough
#hardness
#armor_value
#ap_attack
#air_attack
#build_cost_ic
#fuel_consumption

#########################################
#### AMPHIBIOUS MECHANIZED EQUIPMENT ####
#########################################
#maximum_speed
#reliability
#defense
#breakthrough
#hardness
#armor_value
#ap_attack
#air_attack
#build_cost_ic
#fuel_consumption


################################
#### ARMORED CAR EQUIPMENT #####
################################
#maximum_speed
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic
#fuel_consumption


##########################
#### TRAIN EQUIPMENT #####
##########################
#armor_value
#build_cost_ic
#air_attack

################################
#### RAILWAY GUN EQUIPMENT #####
################################
#reliability
#maximum_speed
#railway_gun_attack
#build_cost_ic


### PRODUCTION MODIFIERS ###
#production_cost_factor
#production_capacity_factor
#production_efficiency_cap_factor
#production_efficiency_gain_factor
#production_resource_need_factor
#production_resource_penalty_factor
#production_conversion_speed_factor

### ORGANIZATION MODIFIERS ###
#military_industrial_organization_research_bonus
#military_industrial_organization_design_team_assign_cost
#military_industrial_organization_design_team_change_cost
#military_industrial_organization_industrial_manufacturer_assign_cost
#military_industrial_organization_task_capacity
#military_industrial_organization_size_up_requirement
#military_industrial_organization_funds_gain