Does the 'type' in the files for equipment actually do anything?
TLDR: National ideas can apply bonuses based on the equipment's
type
, so they probably wanted to get rid of unintended bonus usages. This seems to be a repetitive error for the devs, as there are a bunch of other equipment files with type infantry being commented out.
It does. It is not consistently a type though (or a category, as it is internally called) because it can have
multiple values (i.e. fighters have
type = { fighter interceptor }
) with only some of them being mutually exclusive. Or anti-tank, with this brilliant developer comment:
Code:
type = {
anti_tank
infantry #adding infantry type
}
In some cases it is used like a capability set. For example, an air wing can only fly air superiority missions if one of its equipment "types" is
fighter
. For ships, the carrier/capital/screen capability determines their placement in battles. There don't seem to be any equivalent mechanics for land equipment.
Ideas (advisors, national spirits etc.) can apply bonuses to equipment types. For example POL_anti_blitz_tactics reduces production cost for equipment with
type = { motorized }
and
type = { mechanized }
(EDIT: wrong, see below)
Equipment needs to have at least one
type
of armor, motorized, mechanized, and/or infantry to be recognized as land equipment at all. This is used for things like
generatingspending army XP and categorizing production lines.