pm_irregular_infantry = {
	texture = "gfx/interface/icons/production_method_icons/irregular_infantry.dds"
	is_default = yes
	building_modifiers = {
		workforce_scaled = {
		}

		level_scaled = {
			building_employment_soldiers_add = 970
			building_employment_officers_add = 30
			building_training_rate_add = 20
		}

		throughput_scaled = {
			unit_offense_add = 10
			unit_defense_add = 15
		}

		unscaled = {
			unit_morale_loss_add = 15
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 1
		}
	}
}

pm_line_infantry = {
	texture = "gfx/interface/icons/production_method_icons/line_infantry.dds"
	is_default = yes
	unlocking_technologies = {
		line_infantry
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_small_arms_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 950
			building_employment_officers_add = 50
			building_training_rate_add = 20
		}

		throughput_scaled = {
			unit_offense_add = 20
			unit_defense_add = 30
		}

		unscaled = {
			unit_morale_loss_add = 10
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 3
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_skirmish_infantry = {
	texture = "gfx/interface/icons/production_method_icons/skirmish_infantry.dds"
	unlocking_technologies = {
		general_staff
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 1
			building_input_small_arms_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 900
			building_employment_officers_add = 100
			building_training_rate_add = 30
		}

		throughput_scaled = {
			unit_offense_add = 30
			unit_defense_add = 35
		}

		unscaled = {
			unit_morale_loss_add = 10
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 5
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_trench_infantry = {
	texture = "gfx/interface/icons/production_method_icons/trench_infantry.dds"
	unlocking_technologies = {
		trench_works
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 2
			building_input_small_arms_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 850
			building_employment_officers_add = 150
			building_training_rate_add = 40
		}

		throughput_scaled = {
			
			unit_offense_add = 40
			unit_defense_add = 60
		}

		unscaled = {
			unit_morale_loss_add = 8
			unit_provinces_captured_mult = -0.25
			unit_provinces_lost_mult = -0.25
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 7
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_squad_infantry = {
	texture = "gfx/interface/icons/production_method_icons/squad_infantry.dds"
	unlocking_technologies = {
		nco_training
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 2
			building_input_small_arms_add = 1
			building_input_radios_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 800
			building_employment_officers_add = 200
			building_training_rate_add = 40
		}

		throughput_scaled = {
			unit_offense_add = 55
			unit_defense_add = 65
		}
		
		unscaled = {
			unit_morale_loss_add = 6
			unit_provinces_lost_mult = -0.25
		}		
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 9
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_mechanized_infantry = {
	texture = "gfx/interface/icons/production_method_icons/armored_division.dds"
	unlocking_technologies = {
		mobile_armor
	}
	disallowing_laws = {
		law_peasant_levies
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_small_arms_add = 1
			building_input_ammunition_add = 3
			building_input_tanks_add = 1
			building_input_oil_add = 1
			building_input_radios_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 750
			building_employment_officers_add = 250
			building_training_rate_add = 30
		}

		throughput_scaled = {
			unit_offense_add = 75
			unit_defense_add = 75
		}

		unscaled = {
			unit_morale_loss_add = 4
			unit_provinces_captured_mult = 0.25
			unit_devastation_mult = 0.15
			# should add Battle Condition chance
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 11
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_no_artillery = {
	texture = "gfx/interface/icons/production_method_icons/no_artillery.dds"
}

pm_cannon_artillery = {
	texture = "gfx/interface/icons/production_method_icons/cannon_artillery.dds"

	unlocking_technologies = {
		artillery
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 0.5
		}

		throughput_scaled = {
			unit_offense_add = 10
			unit_defense_add = 10
		}

		unscaled = {
			unit_morale_damage_mult = 0.1
			unit_kill_rate_add = 0.1
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 1
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_mobile_artillery = {
	texture = "gfx/interface/icons/production_method_icons/mobile_artillery.dds"

	unlocking_technologies = {
		napoleonic_warfare
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 15
			unit_defense_add = 15
		}

		unscaled = {
			unit_morale_damage_mult = 0.15
			unit_kill_rate_add = 0.1
			unit_provinces_captured_mult = 0.1
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 3
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_shrapnel_artillery = {
	texture = "gfx/interface/icons/production_method_icons/shrapnel_artillery.dds"

	unlocking_technologies = {
		breech_loading_artillery
	}
	disallowing_laws = {
		law_peasant_levies
	}		

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 1
			building_input_ammunition_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 30
			unit_defense_add = 30
		}

		unscaled = {
			unit_morale_damage_mult = 0.2
			unit_kill_rate_add = 0.3
			unit_devastation_mult = 0.25
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 5
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_siege_artillery = {
	texture = "gfx/interface/icons/production_method_icons/siege_artillery.dds"

	unlocking_technologies = {
		wargaming
	}
	disallowing_laws = {
		law_peasant_levies
	}	

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 2
			building_input_ammunition_add = 2
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = 30
		}

		unscaled = {
			unit_morale_damage_mult = 0.4
			unit_kill_rate_add = 0.25
			unit_devastation_mult = 0.5
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 7
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_cavalry_scouts = {
	texture = "gfx/interface/icons/production_method_icons/cavalry.dds"
}

pm_bicycle_messengers = {
	texture = "gfx/interface/icons/production_method_icons/bicycle_messengers.dds"

	unlocking_technologies = {
		vulcanization
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_tools_add = 1
			building_input_rubber_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 5
		}

		unscaled = {
			unit_provinces_captured_mult = 0.2
			# should add Battle Condition chance
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 1
		}
	}	
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_motorized_recon = {
	texture = "gfx/interface/icons/production_method_icons/motorised_logistics.dds"

	unlocking_technologies = {
		combustion_engine
	}
	disallowing_laws = {
		law_peasant_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_automobiles_add = 1
			building_input_oil_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 10
			unit_defense_add = 5
		}

		unscaled = {
			unit_provinces_captured_mult = 0.3
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 3
		}
	}	
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_aerial_recon = {
	texture = "gfx/interface/icons/production_method_icons/aerial_recon.dds"
	unlocking_technologies = {
		military_aviation
	}
	disallowing_laws = {
		law_peasant_levies
	}	

	building_modifiers = {
		workforce_scaled = {
			building_input_aeroplanes_add = 1
			building_input_oil_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 15
			unit_defense_add = 10
		}

		unscaled = {
			unit_provinces_captured_mult = 0.5
			# should add Battle Condition chance
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 5
		}
	}	
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_no_specialists = {
	texture = "gfx/interface/icons/production_method_icons/no_specialists.dds"
		disallowing_laws = {
		law_banner_levies
	}	
}

pm_machine_gunners = {
	texture = "gfx/interface/icons/production_method_icons/machine_gunners.dds"
	unlocking_technologies = {
		automatic_machine_guns
	}
			disallowing_laws = {
		law_banner_levies
	}	
	building_modifiers = {
		workforce_scaled = {
			building_input_small_arms_add = 1
			building_input_ammunition_add = 1
		}
		throughput_scaled = {
			unit_defense_add = 25
		}

		unscaled = {
			unit_morale_damage_mult = 0.1
			unit_kill_rate_add = 0.1
			unit_provinces_lost_mult = -0.25
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 3
		}
	}	
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_infiltrators = {
	texture = "gfx/interface/icons/production_method_icons/infiltrators.dds"
	unlocking_technologies = {
		stormtroopers
	}
	disallowing_laws = {
		law_peasant_levies law_banner_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_radios_add = 1
			building_input_explosives_add = 1
		}
		throughput_scaled = {
			unit_offense_add = 15
		}

		unscaled = {
			unit_provinces_captured_mult = 0.25
			# should add Battle Condition chance
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 3
		}
	}	
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_flamethrower_company = {
	texture = "gfx/interface/icons/production_method_icons/flamethrower_company.dds"
	unlocking_technologies = {
		flamethrowers
	}
	disallowing_laws = {
		law_peasant_levies law_banner_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_small_arms_add = 1
			building_input_oil_add = 1
		}
		throughput_scaled = {
			unit_offense_add = 20
		}

		unscaled = {
			unit_morale_damage_mult = 0.15
			unit_kill_rate_add = 0.2
			unit_devastation_mult = 0.15
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 4
		}
	}	
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_chemical_weapons_specialists = {
	texture = "gfx/interface/icons/production_method_icons/chemical_weapons_specialists.dds"
	unlocking_technologies = {
		chemical_warfare
	}
	disallowing_laws = {
		law_peasant_levies law_banner_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 1
			building_input_oil_add = 1
		}
		throughput_scaled = {
			unit_offense_add = 50
		}

		unscaled = {
			unit_morale_damage_mult = 0.5
			unit_kill_rate_add = 0.5
			unit_devastation_mult = 1.0
			unit_provinces_captured_mult = -0.5
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 6
		}
	}	
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_irregular_infantry_conscription = {
	texture = "gfx/interface/icons/production_method_icons/irregular_infantry.dds"
	is_default = yes
	building_modifiers = {
		workforce_scaled = {
		}

		level_scaled = {
			building_employment_soldiers_add = 970
			building_employment_officers_add = 30
			building_training_rate_add = 20
		}

		throughput_scaled = {
			unit_offense_add = 10
			unit_defense_add = 15
		}

		unscaled = {
			unit_morale_loss_add = 20
		}
	}
}

pm_line_infantry_conscription = {
	texture = "gfx/interface/icons/production_method_icons/line_infantry.dds"
	is_default = yes
	unlocking_technologies = {
		line_infantry
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_small_arms_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 950
			building_employment_officers_add = 50
			building_training_rate_add = 20
		}

		throughput_scaled = {
			unit_offense_add = 20
			unit_defense_add = 30
		}

		unscaled = {
			unit_morale_loss_add = 15
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_skirmish_infantry_conscription = {
	texture = "gfx/interface/icons/production_method_icons/skirmish_infantry.dds"
	unlocking_technologies = {
		general_staff
	}
	disallowing_laws = {
		law_peasant_levies
	}	
	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 1
			building_input_small_arms_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 900
			building_employment_officers_add = 100
			building_training_rate_add = 30
		}

		throughput_scaled = {
			unit_offense_add = 30
			unit_defense_add = 35
		}
		
		unscaled = {
			unit_morale_loss_add = 15
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_trench_infantry_conscription = {
	texture = "gfx/interface/icons/production_method_icons/trench_infantry.dds"
	unlocking_technologies = {
		trench_works
	}
	disallowing_laws = {
		law_peasant_levies
	}	
	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 2
			building_input_small_arms_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 850
			building_employment_officers_add = 150
			building_training_rate_add = 40
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = 60
		}

		unscaled = {
			unit_morale_loss_add = 10
			unit_provinces_captured_mult = -0.25
			unit_provinces_lost_mult = -0.25
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_squad_infantry_conscription = {
	texture = "gfx/interface/icons/production_method_icons/squad_infantry.dds"
	unlocking_technologies = {
		nco_training
	}
	disallowing_laws = {
		law_peasant_levies
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 2
			building_input_small_arms_add = 1
			building_input_radios_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 800
			building_employment_officers_add = 200
			building_training_rate_add = 40
		}

		throughput_scaled = {
			unit_offense_add = 55
			unit_defense_add = 60
		}

		unscaled = {
			unit_morale_loss_add = 8
			unit_provinces_lost_mult = -0.25
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_mechanized_infantry_conscription = {
	texture = "gfx/interface/icons/production_method_icons/armored_division.dds"
	unlocking_technologies = {
		mobile_armor
	}
	disallowing_laws = {
		law_peasant_levies
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_small_arms_add = 1
			building_input_ammunition_add = 3
			building_input_tanks_add = 1
			building_input_oil_add = 1
			building_input_radios_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 750
			building_employment_officers_add = 250
			building_training_rate_add = 30
		}

		throughput_scaled = {
			unit_offense_add = 75
			unit_defense_add = 75
		}

		unscaled = {
			unit_morale_loss_add = 6
			unit_devastation_mult = 0.15
			# should add Battle Condition chance
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_no_artillery_conscription = {
	texture = "gfx/interface/icons/production_method_icons/no_artillery.dds"
}

pm_cannon_artillery_conscription = {
	texture = "gfx/interface/icons/production_method_icons/cannon_artillery.dds"

	unlocking_technologies = {
		artillery
	}
	disallowing_laws = {
		law_peasant_levies
	}
	
	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 0.5
		}

		throughput_scaled = {
			unit_offense_add = 10
			unit_defense_add = 10
		}

		unscaled = {
			unit_morale_damage_mult = 0.1
			unit_kill_rate_add = 0.1
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_mobile_artillery_conscription = {
	texture = "gfx/interface/icons/production_method_icons/mobile_artillery.dds"

	unlocking_technologies = {
		napoleonic_warfare
	}
	disallowing_laws = {
		law_peasant_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 15
			unit_defense_add = 15
		}

		unscaled = {
			unit_morale_damage_mult = 0.15
			unit_kill_rate_add = 0.1
			unit_provinces_captured_mult = 0.1
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_shrapnel_artillery_conscription = {
	texture = "gfx/interface/icons/production_method_icons/shrapnel_artillery.dds"

	unlocking_technologies = {
		breech_loading_artillery
	}
	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 1
			building_input_ammunition_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 30
			unit_defense_add = 30
		}

		unscaled = {
			unit_morale_damage_mult = 0.2
			unit_kill_rate_add = 0.3
			unit_devastation_mult = 0.25
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_siege_artillery_conscription = {
	texture = "gfx/interface/icons/production_method_icons/siege_artillery.dds"

	unlocking_technologies = {
		wargaming
	}
	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 2
			building_input_ammunition_add = 2
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = 30
		}

		unscaled = {
			unit_morale_damage_mult = 0.4
			unit_kill_rate_add = 0.25
			unit_devastation_mult = 0.5
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_cavalry_scouts_conscription = {
	texture = "gfx/interface/icons/production_method_icons/cavalry.dds"
}

pm_bicycle_messengers_conscription = {
	texture = "gfx/interface/icons/production_method_icons/bicycle_messengers.dds"

	unlocking_technologies = {
		vulcanization
	}
	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_tools_add = 1
			building_input_rubber_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 5
		}

		unscaled = {
			unit_provinces_captured_mult = 0.1
			# should add Battle Condition chance
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_motorized_recon_conscription = {
	texture = "gfx/interface/icons/production_method_icons/motorised_logistics.dds"

	unlocking_technologies = {
		combustion_engine
	}
	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_automobiles_add = 1
			building_input_oil_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 10
			unit_defense_add = 5
		}

		unscaled = {
			unit_provinces_captured_mult = 0.15
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_aerial_recon_conscription = {
	texture = "gfx/interface/icons/production_method_icons/aerial_recon.dds"
	unlocking_technologies = {
		military_aviation
	}
	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
	}	

	building_modifiers = {
		workforce_scaled = {
			building_input_aeroplanes_add = 1
			building_input_oil_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 15
			unit_defense_add = 10
		}

		unscaled = {
			unit_provinces_captured_mult = 0.25
			# should add Battle Condition chance
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_no_specialists_conscription = {
	texture = "gfx/interface/icons/production_method_icons/no_specialists.dds"
				disallowing_laws = {
		law_banner_levies
	}	
}

pm_machine_gunners_conscription = {
	texture = "gfx/interface/icons/production_method_icons/machine_gunners.dds"
	unlocking_technologies = {
		automatic_machine_guns
	}
	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
		law_banner_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_small_arms_add = 1
			building_input_ammunition_add = 1
		}
		throughput_scaled = {
			unit_defense_add = 25
		}

		unscaled = {
			unit_morale_damage_mult = 0.1
			unit_kill_rate_add = 0.1
			unit_provinces_lost_mult = -0.25
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_infiltrators_conscription = {
	texture = "gfx/interface/icons/production_method_icons/infiltrators.dds"
	unlocking_technologies = {
		stormtroopers
	}
	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
		law_banner_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_radios_add = 1
			building_input_explosives_add = 1
		}
		throughput_scaled = {
			unit_offense_add = 15
		}

		unscaled = {
			unit_provinces_captured_mult = 0.25
			# should add Battle Condition chance
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_flamethrower_company_conscription = {
	texture = "gfx/interface/icons/production_method_icons/flamethrower_company.dds"
	unlocking_technologies = {
		flamethrowers
	}
	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
		law_banner_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_small_arms_add = 1
			building_input_oil_add = 1
		}
		throughput_scaled = {
			unit_offense_add = 20
		}

		unscaled = {
			unit_morale_damage_mult = 0.15
			unit_kill_rate_add = 0.2
			unit_devastation_mult = 0.15
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_chemical_weapons_specialists_conscription = {
	texture = "gfx/interface/icons/production_method_icons/chemical_weapons_specialists.dds"
	unlocking_technologies = {
		chemical_warfare
	}
	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
		law_banner_levies
	}	
	
	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 1
			building_input_oil_add = 1
		}
		throughput_scaled = {
			unit_offense_add = 50
		}

		unscaled = {
			unit_morale_damage_mult = 0.5
			unit_kill_rate_add = 0.5
			unit_devastation_mult = 1.0
			unit_provinces_captured_mult = -0.5
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

####

pm_wound_dressing = {
	texture = "gfx/interface/icons/production_method_icons/wound_dressing.dds"

	building_modifiers = {
		unscaled = {
			unit_recovery_rate_add = 0.25
		}
	}
}

pm_first_aid = {
	texture = "gfx/interface/icons/production_method_icons/first_aid.dds"
	unlocking_technologies = {
		triage
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_liquor_add = 2
			building_input_fabric_add = 1
		}

		unscaled = {
			unit_morale_loss_mult = -0.25
			unit_recovery_rate_add = 0.50
		}
	}
}

pm_field_hospitals = {
	texture = "gfx/interface/icons/production_method_icons/field_hospitals.dds"
	unlocking_technologies = {
		modern_nursing
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_liquor_add = 2
			building_input_opium_add = 2
			building_input_fabric_add = 1
			building_input_tools_add = 1
		}

		unscaled = {
			unit_morale_loss_mult = -0.5
			unit_recovery_rate_add = 0.75
		}
	}
}

pm_man_o_wars = {
	texture = "gfx/interface/icons/production_method_icons/man_o_wars.dds"

	building_modifiers = {
		workforce_scaled = {
			building_input_manowars_add = 2
		}

		level_scaled = {
			building_employment_soldiers_add = 900
			building_employment_officers_add = 100
		}

		throughput_scaled = {
			unit_offense_add = 20
			unit_defense_add = 20
		}

		unscaled = {
			unit_morale_loss_add = 25
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 10
			country_max_declared_interests_add = 0.1
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_ironclads = {
	texture = "gfx/interface/icons/production_method_icons/ironclads.dds"
	unlocking_technologies = {
		ironclad_tech
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_ironclads_add = 2
			building_input_ammunition_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 900
			building_employment_officers_add = 100
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = 40
		}

		unscaled = {
			unit_morale_loss_add = 20
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 20
			country_max_declared_interests_add = 0.125
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_monitors = {
	texture = "gfx/interface/icons/production_method_icons/monitors.dds"

	pollution_generation = 2

	unlocking_technologies = {
		monitor_tech
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_ironclads_add = 3
			building_input_ammunition_add = 2
		}

		level_scaled = {
			building_employment_soldiers_add = 900
			building_employment_officers_add = 100
		}

		throughput_scaled = {
			unit_offense_add = 50
			unit_defense_add = 50
		}

		unscaled = {
			unit_morale_loss_add = 15
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 25
			country_max_declared_interests_add = 0.15
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_dreadnoughts = {
	texture = "gfx/interface/icons/production_method_icons/dreadnoughts.dds"

	pollution_generation = 3

	unlocking_technologies = {
		dreadnought
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_ironclads_add = 4
			building_input_ammunition_add = 4
			building_input_radios_add = 1
		}

		level_scaled = {
			building_employment_soldiers_add = 900
			building_employment_officers_add = 100
		}

		throughput_scaled = {
			unit_offense_add = 80
			unit_defense_add = 80
		}

		unscaled = {
			unit_morale_loss_add = 8
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 40
			country_max_declared_interests_add = 0.175
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_battleships = {
	texture = "gfx/interface/icons/production_method_icons/battleships.dds"

	pollution_generation = 3

	unlocking_technologies = {
		battleship_tech
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_ironclads_add = 5
			building_input_ammunition_add = 6
			building_input_radios_add = 2
		}

		level_scaled = {
			building_employment_soldiers_add = 900
			building_employment_officers_add = 100
		}

		throughput_scaled = {
			unit_offense_add = 100
			unit_defense_add = 100
		}

		unscaled = {
			unit_morale_loss_add = 5
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 50
			country_max_declared_interests_add = 0.2
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_commerce_raider = {
	texture = "gfx/interface/icons/production_method_icons/commerce_raiders.dds"
	building_modifiers = {
		workforce_scaled = {
			# input goods
		}

		level_scaled = {
		}

		throughput_scaled = {
		}

		unscaled = {
		}
	}
}

pm_torpedo_boat = {
	texture = "gfx/interface/icons/production_method_icons/torpedo_boats.dds"
	unlocking_technologies = {
		self_propelled_torpedoes
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_ammunition_add = 2
		}

		level_scaled = {
		}

		throughput_scaled = {
			unit_offense_add = 20
			unit_defense_add = -10
		}

		unscaled = {
			unit_convoy_raiding_mult = 0.25
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_submarine = {
	texture = "gfx/interface/icons/production_method_icons/submarine.dds"
	unlocking_technologies = {
		submarine
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_ironclads_add = 1
			building_input_ammunition_add = 1
		}

		level_scaled = {
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = -20
		}

		unscaled = {
			building_training_rate_add = -5
			unit_convoy_raiding_mult = 0.5
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_frigates = {
	texture = "gfx/interface/icons/production_method_icons/frigates.dds"
	building_modifiers = {
		workforce_scaled = {
			# input goods
		}

		level_scaled = {
		}

		throughput_scaled = {
		}

		unscaled = {
		}
	}
}

pm_destroyers = {
	texture = "gfx/interface/icons/production_method_icons/destroyers.dds"
	unlocking_technologies = {
		destroyer
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_ironclads_add = 2
			building_input_ammunition_add = 2
		}

		level_scaled = {
		}

		throughput_scaled = {
			unit_offense_add = 10
			unit_defense_add = 20
		}

		unscaled = {
			unit_morale_loss_mult = -0.1
#			todo: unit_convoy_defence_mult = 0.25
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_carriers = {
	texture = "gfx/interface/icons/production_method_icons/carriers.dds"

	pollution_generation = 3

	unlocking_technologies = {
		carrier_tech
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_ironclads_add = 2
			building_input_ammunition_add = 2
			building_input_aeroplanes_add = 2
			building_input_radios_add = 2
		}

		level_scaled = {
		}

		throughput_scaled = {
			unit_offense_add = 30
			unit_defense_add = 40
		}

		unscaled = {
			building_training_rate_add = -10
			unit_morale_loss_mult = -0.25
#			todo: unit_convoy_defence_mult = 0.25
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 20
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_no_naval_theory = {
	texture = "gfx/interface/icons/production_method_icons/no_naval_theory.dds"
	building_modifiers = {
		level_scaled = {
			building_training_rate_add = 3
		}
	}
}

pm_power_of_the_purse = {
	texture = "gfx/interface/icons/production_method_icons/power_of_the_purse.dds"
	unlocking_technologies = {
		power_of_the_purse
	}
	building_modifiers = {
		level_scaled = {
			building_training_rate_add = 3.5
			building_employment_soldiers_add = -25
			building_employment_officers_add = 25
		}

		throughput_scaled = {
			unit_offense_add = 5
			unit_defense_add = 5
		}

		unscaled = {
			unit_morale_loss_mult = -0.1
			unit_morale_damage_mult = 0.1
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_jeune_ecole = {
	texture = "gfx/interface/icons/production_method_icons/jeune_ecole.dds"
	unlocking_technologies = {
		jeune_ecole
	}
	building_modifiers = {
		level_scaled = {
			building_training_rate_add = 4
			building_employment_soldiers_add = -50
			building_employment_officers_add = 50
		}

		throughput_scaled = {
			unit_offense_add = 10
			unit_defense_add = 10
		}

		unscaled = {
			unit_morale_loss_mult = -0.2
			unit_morale_damage_mult = 0.2
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_sea_lane_strategies = {
	texture = "gfx/interface/icons/production_method_icons/mahanian_thought.dds"
	unlocking_technologies = {
		sea_lane_strategies
	}
	building_modifiers = {
		level_scaled = {
			building_training_rate_add = 4.5
			building_employment_soldiers_add = -75
			building_employment_officers_add = 75
		}

		throughput_scaled = {
			unit_offense_add = 15
			unit_defense_add = 15
		}

		unscaled = {
			unit_morale_loss_mult = -0.3
			unit_morale_damage_mult = 0.3
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_battlefleet_tactics = {
	texture = "gfx/interface/icons/production_method_icons/battlefleet_tactics.dds"
	unlocking_technologies = {
		battlefleet_tactics
	}
	building_modifiers = {
		level_scaled = {
			building_training_rate_add = 5
			building_employment_soldiers_add = -100
			building_employment_officers_add = 100
		}

		throughput_scaled = {
			unit_offense_add = 20
			unit_defense_add = 20
		}

		unscaled = {
			unit_morale_loss_mult = -0.4
			unit_morale_damage_mult = 0.4
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}
