# Military Industrial Organization (MIO) database
#
# MIOs are replacement for design companies.
# They give research bonuses, but most importantly they give bonuses to equipments (quality and production).
#
# 1 MIO is composed of 1 tree of unlockable traits.
# The list of equipment a MIO can match is set in the MIO.
# Then the equipment stat & production stat for the bonus is set in the traits.
# The bonus is the combinaison of the two - e.g. soft attack for infantry equipment.
# 
# Trait can also unlock modifier for the MIO itself - in that case the equipment type does not matter.
#
# See "game/common/defines/00_graphics.lua" for configuration of coloring of lines in the trait trees
# (for example, "TRAIT_LINE_ASSIGNED_COLOR").
#
# Example with all possible parts:
# my_MIO_token = {
#	name = loc_key # optional
#	# if name provided, use TAG_loc_key if it exists. if not use loc_key (where TAG is the tag of the MIO owner)
#	# if localization key TAG_my_MIO_token exists, use it 
#	# else use loc key my_MIO_token
#	# loc key may use scripted loc, scope will be set with this MIO
#
#	icon = GFX_key # optional
#	# if icon provided, use GFX_key
#	# if gfx key GFX_TAG_my_MIO_token exists, use it (where TAG is the tag of the MIO owner)
#	# if gfx key GFX_my_MIO_token exists, use it
#	# else use GFX_idea_unknown
#
#	background = GFX_key # optional
#	# gfx key of the background image for the Details window
#	# if not specified, one of standard backgrounds will be used based on supported equipment types
#
#	allowed = { ... } # mandatory
#   # country scope
#   # allowed is evaluated when starting the game for all countries (even the ones that don't exist yet)
#   # if trigger returns true, an instance of this MIO is created for this country
#
#	visible = { ... } # optional, default is always = yes
#   # current MIO scope - FROM = country
#   # visible is evaluated when displaying the MIO UIs
#   # if trigger returns false, then the MIO is not visible for the player
#
#	available = { ... } # optional, default is always = yes
#   # current MIO scope - FROM = country
#   # available is evaluated when displaying the MIO UIs
#   # if trigger returns false, then the MIO is visible but disabled and greyed-out
#
#   # for AI and script, a MIO is considered enabled if it is both visible and available
#
#   equipment_type = { equipment_type_token1 }
#	# Equipment archetypes & categories used to match the MIO with variants
#	# cf. script enum script_enum_equipment_bonus_type for possible values
#	# This also works with equipment groups that can be found in game/common/equipment_groups
#
# 	research_categories = { infantry_weapons }
#	# Research categories used to match the MIO with technlogies
#	# Must match categories in game/common/technologies files
#
#	on_design_team_assigned_to_tech = { ... }
#	on_design_team_assigned_to_variant = { ... }
#	on_industrial_manufacturer_assigned = { ... }
#	on_tech_research_cancelled = { ... }
#	on_tech_research_completed = { ... }
#	on_industrial_manufacturer_unassigned = { ... }
#	# optional on-action effects - executed with current MIO scope and FROM = country
#
#   research_bonus = 0.2 # optional, default is define DESIGN_TEAM_RESEARCH_BONUS
#   task_capacity = 3 # optional, default is define DEFAULT_INITIAL_TASK_CAPACITY
#
#
#	ai_will_do = {
#		...
#	}
#   # current MIO scope - FROM = country
#	# AI weight modifier for this organization - optional
#	# For documentation, see examples of ai_will_do throughout the content
#
#	# Flavor texts are displayed above the trait tree.
#	# They are typically here to describe a column of traits - there is only room for 1 line!
#	# You can have several flavor texts - repeat the tree_flavor_text block
#	# use x to choose where to put the text on the horizontal axis.
#	# x should be the horizontal coordinate of the cell where the center of the text will be.
#	# For the text to be aligned with a point between 2 cells, use a decimal number. (e.g. x = 1.2)
#	tree_header_text = {
#		text = my_flavor_text_loc_key
#		x = 1
#	}
#
#	# In addition to the traits in trees, MIO can have an initial trait.
#	# This one is unlocked from the start, and the bonuses applies directly.
#	initial_trait = {
#		# Only the following parameters are relevant for initial traits - all optional
#		# See Trait parameters below for more details.
#		name = my_loc_key # token initial_trait will be used for default name
#		limit_to_equipment_type = { ... }
#		equipment_bonus = { ... }
#		production_bonus = { ... }
#		organization_modifier = { ... }
#	}
#
#	# Add traits to the tree
#   # you can add as many as needed by repeating the trait block
#	trait = {
#		token = upgrade_1 # mandatory
#		name = loc_key # optional
#		# if name provided, use TAG_loc_key if it exists. if not use loc_key (where TAG is the tag of the MIO owner)
#		# if localization key TAG_my_MIO_token_upgrade_1 exists, use it 
#		# else use loc key my_MIO_token_upgrade_1
#
#		icon = GFX_key # optional
#		# if icon provided, use GFX_key
#		# if gfx key GFX_TAG_my_MIO_token_upgrade_1 exists, use it (where TAG is the tag of the MIO owner)
#		# if gfx key GFX_my_MIO_token_upgrade_1 exists, use it
#		# else use GFX_idea_unknown
#
#		special_trait_background  = yes # optional - default no
#		# if yes, trait background will be golden to indicate an interesting trait
#
#		# if your trait is not the first in the tree, it needs at least one parent specified
#       # with parent or any_parent
#		parent = {
#           traits = { parent traits }
#           num_parents_needed = X # The number of parents that needs to be unlocked, default 1
#       }
#       any_parent = { parent traits } # Short hand for "parent = { traits = { parent traits } num_parents_needed = 1 }"
#       all_parents = { parent traits} # Short hand for "parent = { traits = { parent traits } num_parents_needed = N }" where N is the number of parent traits
#
#		# The trait can be mutually exclusive with another (or more)
#		# Note that the other trait should also have the mutually_exclusive parameter set
#		mutually_exclusive= { upgrade4 }
#
#		visible = { ... } # optional, default is always = yes
#   	# current MIO scope - FROM = country
#   	# visible is evaluated when displaying the MIO UIs
#   	# if trigger returns false, then the trait is not visible for the player
#
#		available = { ... } # optional, default is always = yes
#   	# current MIO scope - FROM = country
#   	# available is evaluated when displaying the MIO UIs
#   	# if trigger returns false, then the trait is visible but disabled and greyed-out
#
#   	# for AI and script, a trait is considered enabled if it is both visible and available
#
#		on_complete = { ... } # optional
#		# current MIO scope - FROM = country
#		# Effects that will be executed when the trait is completed (aka unlocked)
#
#		limit_to_equipment_type = { ... } # Optional
#		# By default, the bonuses in traits are applied to the equipment types at MIO level
#		# But you can restrict them to equipment type contained in the ones at MIO level
#		# eg. if MIO has list of equipment archetypes { light_armor medium_tank }, you may limit to archetype { light_tank }
#		# eg. if MIO has equipment category { armor }, you may limit to archetypes { light_tank medium_tank }
#		# This also works with equipment groups that can be found in game/common/equipment_groups
#
#       # Defines the bonus given when the trait is unlocked, and the MIO is assigned to an equipment variant
#		# cf. script enum script_enum_equipment_stat for possible values
#		equipment_bonus = {
#			reliability = 0.2
#			soft_attack = 0.1 # accepts as many stats as needed
#		}
#       # Defines the bonus given when the trait is unlocked, and the MIO is assigned to a production line
#		# cf. script enum script_enum_production_stat for possible values
#		production_bonus = {
#			production_cost_factor = -0.1
#			production_capacity_factor = 0.1 # accepts as many stats as needed
#		}
#
#		# Defines modifiers that will apply on the Organization the trait is part of.
#		# Only use modifiers relevant for MIOs - full list below.
#		organization_modifier = {
#			military_industrial_organization_research_bonus = 0.1
#			military_industrial_organization_design_team_assign_cost = -0.33
#			military_industrial_organization_design_team_change_cost = -0.5
#			military_industrial_organization_industrial_manufacturer_assign_cost = -0.66
#			military_industrial_organization_task_capacity = 2
#			military_industrial_organization_size_up_requirement = -0.2
#			military_industrial_organization_funds_gain = 0.5
#		}
#
#		# Defines where the trait will be positioned in the tree grid (in the MIO Details UI)
#       # x=0 y=0 is the top left position
#       # Careful to not reuse twice the same position in the same tree
#		position = { x=1 y=0 }
#		# by default position is the absolute coordinate in the tree grid.
#		# if relative_position_id is provided, it becomes a delta applied to the input trait position
#		relative_position_id = trait_token
#
#		# AI weight modifier for this trait
#		# For documentation, see examples of ai_will_do throughout the content
#		# Warning : if the trait is part of a central tree, the trait's ai_will_do will override the central tree's!
#		ai_will_do = {
#			...
#		}
#	 }
# }
#
# Another example where we build a new MIO by reusing an existing one
# my_quick_unoriginal_MIO = {
#	include = my_MIO_token
#	# By default, every part of the my_MIO_token will be reused.
#	# But you may override any part
#	allowed = { ... }
#	icon = another_GFX_key
#	research_bonus = 0.3
#
#	# In order to override with default/empty value, put parameter name in delete_included_values
#	# All parameters are eligible except the trait ones (see below)
#	delete_included_values = { name on_design_team_assigned_to_variant initial_trait ... }
#
#	# For the initial trait
#	# Usual trait API - just fill parts you want to override - the rest will keep the original values
#	initial_trait = {
#		icon = another_trait_GFX_key
#	}
#
#	# Same for the traits that are copied into the including MIO as they are.
#	# Use the following specific parameters to modify them.
#	add_trait = { ... } # add a trait to the included tree - usual trait API
#	remove_trait = { trait_token }
#	override_trait = {
#		token = trait_token # must match a trait in included MIO
#		# Usual trait API - just fill parts you want to override - the rest will keep the original values
#		equipment_bonus = { ... }
#		is_available = { ... }
#		# In order to override with default/empty value, put parameter name in delete_included_values
#		# All parameters are eligible
#		delete_included_values = { equipment_bonus relative_position_id ...  }
#   }
#	# !Warning! if included and including MIO are in 2 seperate files, you will need to "save" the 2 files to hot-reload the result.
# }
# NB: there are no load order constriction when using include. The included MIO just needs to exists somewhere in the organizations directory.




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#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



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

#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)



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

#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 navigatio



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


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