# upgrades = {
	
	##Cruiser
	# cruiser_vls_upgrade = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# cruiser_asw_upgrade = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# cruiser_cm_upgrade = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	# cruiser_radar_upgrade = {
		# max_level = 5
		# cost = naval 
		# fire_range = 0.075
		# surface_detection = 0.075
	# }
	# cruiser_stealth_upgrade = {
		# max_level = 5
		# cost = naval 
		# surface_visibility = 0.075
	# }
	# cruiser_engine_upgrade = {
		# max_level = 5
		# cost = naval 
		# naval_speed = 0.075
		# naval_range = 0.075
	# }
	
	##destroyer
	# destroyer_vls_upgrade = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# destroyer_asw_upgrade = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# destroyer_cm_upgrade = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	# destroyer_radar_upgrade = {
		# max_level = 5
		# cost = naval 
		# fire_range = 0.075
		# surface_detection = 0.075
	# }
	# destroyer_stealth_upgrade = {
		# max_level = 5
		# cost = naval 
		# surface_visibility = 0.075
	# }
	# destroyer_engine_upgrade = {
		# max_level = 5
		# cost = naval 
		# naval_speed = 0.075
		# naval_range = 0.075
	# }
	
	##frigate
	# frigate_vls_upgrade = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# frigate_asw_upgrade = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# frigate_cm_upgrade = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	# frigate_radar_upgrade = {
		# max_level = 5
		# cost = naval 
		# fire_range = 0.075
		# surface_detection = 0.075
	# }
	# frigate_stealth_upgrade = {
		# max_level = 5
		# cost = naval 
		# surface_visibility = 0.075
	# }
	# frigate_engine_upgrade = {
		# max_level = 5
		# cost = naval 
		# naval_speed = 0.075
		# naval_range = 0.075
	# }
	# frigate_ground_support = {
		# max_level = 5
		# cost = naval 
		# naval_speed = 0.075
		# naval_range = 0.075
	# }
	
	##corvette
	# corvette_vls_upgrade = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# corvette_asw_upgrade = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# corvette_cm_upgrade = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	# corvette_radar_upgrade = {
		# max_level = 5
		# cost = naval 
		# fire_range = 0.075
		# surface_detection = 0.075
	# }
	# corvette_stealth_upgrade = {
		# max_level = 5
		# cost = naval 
		# surface_visibility = 0.075
	# }
	# corvette_engine_upgrade = {
		# max_level = 5
		# cost = naval 
		# naval_speed = 0.075
		# naval_range = 0.075
	# }
	# corvette_ground_support = {
		# max_level = 5
		# cost = naval 
		# naval_speed = 0.075
		# naval_range = 0.075
	# }
	
	##Nuclear Carrier
	# N_CV_AA_upgrade = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# N_CV_displacement_upgrade = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# N_CV_CM_upgrade = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	
	##Carrier
	# CV_AA_upgrade = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# CV_displacement_upgrade = {
		# max_level = 5
		# cost = naval 
		# carrier_size = 0.05
		
	# }
	# CV_CM_upgrade = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	
	##LHA Carrier
	# LHA_AA_upgrade = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# LHA_displacement_upgrade = {
		# max_level = 5
		# cost = naval 
		# carrier_size = 0.05
		
	# }
	# LHA_CM_upgrade = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	
	##LPD Carrier
	# LPD_AA_upgrade = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# LPD_displacement_upgrade = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# LPD_CM_upgrade = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	
	##Nuclear Att Submarine
	# att_sub_displacement = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# att_sub_sonar = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# att_sub_stealth = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	
	##Diesel Att Submarine
	# D_att_sub_displacement = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# D_att_sub_sonar = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# D_att_sub_stealth = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	
	##SSGN Dsiplacement
	# SSGN_displacement = {
		# max_level = 5
		# cost = naval				# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		# ap_attack = 0.075
		# attack = 0.075
		# anti_air_attack = 0.075
	# }
	# SSGN_sonar = {
		# max_level = 5
		# cost = naval 
		# sub_attack = 0.075
		# sub_detection = 0.075
		
	# }
	# SSGN_stealth = {
		# max_level = 5
		# cost = naval 
		# evasion = 0.075
		# armor_value = 0.075
		
	# }
	
	##############################################
	# ship_anti_air_upgrade = {
		# max_level = 5	
		# cost = naval 
		# anti_air_attack = 0.05
		# naval_speed = -0.01
	# }
	# ship_ASW_upgrade = {
		# max_level = 5	
		# cost = naval 
		# sub_detection = 0.04
		# sub_attack = 0.04
		# torpedo_attack = -0.01
	# }
	# sub_torpedo_upgrade = {
		# max_level = 5	
		# cost = naval 
		# torpedo_attack = 0.04
		# naval_speed = -0.02
	# }
	# sub_stealth_upgrade = {
		# max_level = 5	
		# cost = naval 
		# sub_visibility = -0.05
		# naval_speed = -0.02
	# }
	# sub_engine_upgrade = {
		# max_level = 5	
		# cost = naval 
		# naval_speed = 0.05
		# naval_range = 0.05
		# evasion = 0.03
		# reliability = -0.005
		# sub_visibility = 0.05
	# }	
	# ship_deckspace_upgrade = {
		# max_level = 5	
		# cost = naval 
		# carrier_size = 0.075
		# armor_value = -0.05
	# }	
	# carrier_armor_upgrade = {
		# max_level = 5
		# cost = naval 
		# armor_value = 0.10
		# carrier_size = -0.04
	# }
# }