Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: 2nd Independent Division
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 2nd Independent Division
	location = 12077
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = GDC_zhang_rugui
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_backtrack_on_reforms
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_backtrack_on_reforms
	icon = GFX_focus_renounce_the_treaty_of_trianon
	x = -2
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_abolish_the_regency
	}
	relative_position_id = AFG_abolish_the_regency
	mutually_exclusive = {
		focus = AFG_continute_nadir_shahs_reforms
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_ideas = AFG_backtrack_on_reforms_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_CAS_effort
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_CAS_effort
	icon = GFX_focus_generic_tank_air_support
	prerequisite = {
		focus = DNZ_aviation_effort_2
	}
	relative_position_id = DNZ_aviation_effort_2
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = DNZ_CAS_effort
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = medium_air
			} {
				name = DNZ_CAS_effort
				technology = aa_cannon_2
				bonus = 1
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: r56_raj.111
Constructs: is_triggered_only, add_stability, add_popularity, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.111
	title = r56_raj.111.t
	desc = r56_raj.111.d
	picture = GFX_report_event_picture_RAJ_Indian_Brigade
	is_triggered_only = yes
	option = {
		name = r56_raj.111.a
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		set_country_flag = War_Powers_Act_failed interface_disable
	}
}
### Entity: Scripted Trigger
Component: is_chinese_warlord_tooltip
Constructs: is_chinese_warlord_tooltip, is_chinese_warlord_tt, is_chinese_warlord
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
is_chinese_warlord_tooltip = {
	custom_trigger_tooltip = {
		tooltip = is_chinese_warlord_tt
		is_chinese_warlord = yes
	}
}
### Entity: Event
Component: r56_kill_stalin.3
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56_kill_stalin.3
	title = r56_kill_stalin.3.t
	desc = r56_kill_stalin.3.desc
	picture = GFX_stalin_dead
	major = yes
	is_triggered_only = yes
	option = {
		name = r56_kill_stalin.3.a
	}
}
### Entity: Decision
Component: PER_anti_gulf_decisions_cat
Source: game
File: common/decisions/categories/PER_decision_categories.txt

Code:
PER_anti_gulf_decisions_cat = {
	icon = GFX_decision_category_power_struggle
	priority = 10
	picture = GFX_decision_cat_picture_generic_border_conflicts
	visible_when_empty = no
	allowed = {

	}
}
### Entity: Scripted Effect
Component: BUL_zveno_medium_loyalty_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_zveno_medium_loyalty_decrease_effect = {
	custom_effect_tooltip = BUL_zveno_tt BUL_medium_loyalty_decrease_tt
	add_to_variable = {
		BUL_zveno_loyalty = BUL_faction_medium_decrease
	}
	clamp_variable = {
		var = BUL_zveno_loyalty
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: r56_CYP_aetk
Constructs: research_bonus
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_aetk = {
	name = r56_CYP_aetk
	picture = generic_radio_concern
	allowed = {
		original_tag = CYP
	}
	traits = {
		telephone_company
	}
	modifier = {

	}
	research_bonus = {
		electronics = 0.05
		radar_tech = 0.1
	}
}
### Entity: Event
Component: congo_independence_struggle.19
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.19
	title = congo_independence_struggle.19.t
	desc = congo_independence_struggle.19.d
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.19.a
		ai_chance = {
			base = 90
		}
		add_war_support = 0.01
		FROM = {
			country_event = {
				id = congo_independence_struggle.20
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.19.b
		ai_chance = {
			base = 10
		}
		add_stability = 0.02
		add_political_power = -100
		FROM = {
			country_event = {
				id = congo_independence_struggle.21
				days = 7
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_small_naval_faction_loss
Constructs: limit, check_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_small_naval_faction_loss = {
	if = {
		limit = {
			check_variable = {
				JAP_naval_faction_influence_level = > JAP_minimum_faction_level
			}
		}
		if = {
			limit = {
				JAP_naval_faction_is_tier_4 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = > JAP_tier_4_top_limit_check
					}
				}
				custom_effect_tooltip = JAP_small_naval_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_naval_faction_loss_tt
				JAP_naval_faction_goes_down_from_tier_4_to_tier_3 = yes
			}
		}
		else_if = {
			limit = {
				JAP_naval_faction_is_tier_3 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = > JAP_tier_3_to_tier_2_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_naval_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_naval_faction_loss_tt
				JAP_naval_faction_goes_down_from_tier_3_to_tier_2 = yes
			}
		} {
			limit = {
				JAP_naval_faction_is_tier_2 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = > JAP_tier_2_to_tier_1_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_naval_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_naval_faction_loss_tt
				JAP_naval_faction_goes_down_from_tier_2_to_tier_1 = yes
			}
		}
		else = {
			custom_effect_tooltip = JAP_small_naval_faction_loss_tt
		}
		subtract_from_variable = {
			JAP_naval_faction_influence_level = JAP_small_influence_point
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/KHI_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = KHI
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Order of Battle
Component: 1st Independent Brigade
Constructs: division_template
Source: game
File: history/units/SHX_1936_sea.txt

Code:
division = {
	name = 1st Independent Brigade
	location = 7158
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = SHX_du_chunyi
	}
}
### Entity: Character
Component: SIA_phraya_preechacholayudha
Source: game
File: common/characters/SIA.txt

Code:
SIA_phraya_preechacholayudha = {
	advisor = {
		slot = high_command
		idea_token = SIA_phraya_preechacholayudha
		ledger = navy
		allowed = {
			original_tag = SIA
		}
		traits = {
			navy_submarine_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Phraya Preechacholayudha
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_formally_recognize_the_kimbanguist_church
Constructs: prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_formally_recognize_the_kimbanguist_church
	icon = GFX_focus_COG_recognize_the_kimbanguist_church
	x = 6
	y = 3
	prerequisite = {
		focus = COG_governor_general_pierre_ryckmans COG_found_the_congolese_national_movement COG_national_committee_for_liberation
	}
	relative_position_id = COG_governor_general_pierre_ryckmans
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 5
	bypass = {

	}
	available = {

	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = COG_simon_kimbangu
	}
}
### Entity: Character
Component: POL_edward_osobka_morawski
Constructs: has_completed_focus, limit, has_government
Source: game
File: common/characters/POL.txt

Code:
POL_edward_osobka_morawski = {
	name = POL_edward_osobka_morawski
	portraits = {
		army = {
			small = GFX_idea_POL_edward_osobka_morawski
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_edward_osobka_morawski
		allowed = {
			OR = {
				original_tag = POL SWE
			}
		}
		available = {
			OR = {
				AND = {
					if = {
						limit = {
							has_DLC = No Step Back
						}
						has_completed_focus = POL_a_leftist_sejm
					} {
						limit = {
							NOT = {
								has_DLC = No Step Back
							}
						}
						has_government = communism
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			patriotic_socialist
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				NOT = {
					has_government = communism
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: AUS_dont_ally_germany
Constructs: has_government, has_dlc, is_in_faction_with
Source: game
File: common/ai_strategy/AUS.txt

Code:
AUS_dont_ally_germany = {
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	enable = {
		AUS_is_historical_ai = yes
	}
	abort = {
		GER = {
			OR = {
				NOT = {
					has_government = fascism
				}
				is_in_faction_with = AUS
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = GER
		value = -1000
	}
}
### Entity: Character
Component: JUNO_mapuche_economist
Constructs: neutrality_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_mapuche_economist = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.2
	neutrality_drift = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: ADR_co_prince_council
Source: game
File: common/characters/ADR.txt

Code:
ADR_co_prince_council = {
	name = ADR_co_prince_council
	portraits = {
		civilian = {
			large = GFX_Portrait_ADR_co_prince_council
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Name List
Component: GLC
Source: game
File: common/names/00_names.txt

Code:
GLC = {
	male = {
		names = {
			Agostiño Alberto Aldán Alexandro Alfonso Álvaro Amaro Ánxel Anxelo Antonio Antón Anxo Arturo Benancio Benedito Benigno Bento Benxamín Bernal Brais Breixo Bruno Calisto Cándido Carlos Claudio Cristovo Dámaso David Diego Domingos Eduardo Eloy Emilio Ernesto Estevo Federico Félix Fernando Francisco Gabriel Gaspar Gonzalo Iago José José Antonio José Luis Jose María Juan Leopoldo Lourenzo Luis Manuel Marcelo Mariano Mario Mario Eduardo Mateu Melchor Miguel Nicolás Pablo Pascoal Pedro Rafael Ramón Ricardo Salvador Santiago Sebastián Segundo Sidro Tomé Uxío Valeriano Vicenzo Vítor Xacinto Xacobo Xaime Xerardo Xeromé Xesús Xián Xoán Xoaquín Xoel Xosé Xurxo Xusto
		}
	}
	female = {
		names = {
			Aleixa Alexandra Amaranta Ana Ana María Araceli Belén Benedita Blanca Camila Candelaria Cándida Caridade Carmen Consuelo Cristina Delfina Dores Eduarda Einés Esperanza Felipa Fidelia Froilana Graciela Herminia Icía Isabel Irea Irene Isadora Isabella Jimena Justa Justina Luciana Lucrecia Madalena Margarida María María del Carmen Mariña Mercedes Natividade Noemí Nohemi Olaia Páscoa Piedade Rebeca Remedios Rocío Sofía Teodora Teófila Tereixa Úrsula Uxía Valentina Valeria Vicenta Vitoria Xacinta Xema Xiana Ximena Xoana Xosefa Xuana Xulia
		}
	}
	surnames = {
		Abad Acosta Acuña Aguilar Alonso Alvarado Álvarez Alvarín Arias Asensio Aznar Bermúdez Blanco Blázquez Bravo Caballero Cabrera Calvo Campos Cano Castillo Castro Cervera Cevallos Cortés Delgado Díaz Domínguez Duarte Durán Espinosa Estévez Expósito Falcón Fariña Fornos Feijóo Fernández Ferrer Franco Fuentes Gallego García Garrido Gómez González Gutiérrez Hermida Herrera Herrero Hevia Iglesias Lara Laranxeiro Liño Liñares López Márquez Marín Martínez Martiñeira Méndez Montes Medela Molina Moreno Muiña Muñoz Nemiña Nieto Núñez Ortega Otero Ouso Pardo Pazos Peña Pereira Pérez Prieto Ramírez Ramos Rey Ribas Rico Rivas Rivera Robles Rodríguez Romero Ruíz Salgado Sánchez Sierra Suárez Suengas Torres Urtaza Valeiro Vidal VilaVillar
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_protect_bornholm
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_protect_bornholm
	icon = GFX_focus_DEN_protect_bornholm
	prerequisite = {
		focus = DEN_danske_stalvalsevaerket DEN_strengthen_military_industries
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_reorient_production_lines
	x = 1
	y = 2
	cost = 10
	bypass = {

	}
	available = {
		910 = {
			is_fully_controlled_by = ROOT
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				910 = {
					is_fully_controlled_by = ROOT
				}
			}
			910 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 1
					province = 6361
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = DEN_military_projects_state_modifier
				}
			}
		}
	}
}
### Entity: Character
Component: LIE_martin_hilti
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/LIE.txt

Code:
LIE_martin_hilti = {
	name = Martin Hilti
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_martin_hilti
		allowed = {
			original_tag = LIE
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = LIE_in_times_of_crisis LIE_establish_a_regency_council
				}
			}
		}
		available = {
			has_government = fascism
			has_completed_focus = LIE_alliance_with_the_industrialists
		}
		traits = {
			the_foreign_connection
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: BEL_fernand_verstraete
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_fernand_verstraete = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_fernand_verstraete
		portraits = {
			army = {
				large = GFX_portrait_BEL_fernand_verstraete
				small = GFX_portrait_BEL_fernand_verstraete_small
			}
		}
		corps_commander = {
			traits = {

			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 2
		}
		advisor = {
			slot = high_command
			idea_token = BEL_fernand_verstraete
			ledger = army
			allowed = {
				original_tag = BEL
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_the_quebec_red_army
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_the_quebec_red_army
	icon = GFX_goal_generic_peasant_army
	prerequisite = {
		focus = QUE_revolutionary_patriotism
	}
	relative_position_id = QUE_communist_uprising
	x = 2
	y = 3
	cost = 5
	mutually_exclusive = {
		focus = QUE_communial_defense
	}
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_communist_patriots
			add_idea = QUE_organised_red_army
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_democratic_research_slot
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_research_slot, has_dlc, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_democratic_research_slot
	icon = GFX_focus_research
	x = -1
	y = 1
	relative_position_id = JAP_taiheyo_belt
	prerequisite = {
		focus = JAP_taiheyo_belt
	} {
		focus = JAP_reform_the_education_system
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			JAP_add_or_modify_civilian_cabinet = yes
			add_to_variable = {
				JAP_civilian_cabinet_military_industrial_organization_research_bonus = 0.1
				tooltip = military_industrial_organization_research_bonus_tt
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_defeat_of_anti_communists
Constructs: limit, has_government, add_political_power, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_defeat_of_anti_communists = {
	name = defeat_of_anti_communists_goal_name
	description = defeat_of_anti_communists_goal_desc
	group = FOCUS_FILTER_CONSOLIDATION
	category = long_term
	visible = {
		collection_size = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						OR = {
							has_government = fascism democratic
						}
					}
				}
				name = FACTION
			}
			value = < 1
		}
	}
	available = {

	}
	completed = {
		collection_size = {
			input = {
				input = collection:anti_communist_controlled_states_my_continent
				name = COLLECTION_STATES_MY_CONTINENT_CONTROLLED_DEMOCRATIC_FASCIST
			}
			value = < 1
		}
	}
	complete_effect = {
		add_faction_power_projection = 500
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt ALL_FACTION_MEMBERS
		add_faction_initiative = 1
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_defeat_of_anti_communists
					}
				}
				add_popularity = {
					ideology = communism
					popularity = 0.2
				}
				add_political_power = 100
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			any_enemy_country = {
				has_government = fascism
			}
		}
	}
}
### Entity: State History
Component: 906
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/906-Socotra.txt

Code:
state = {
	id = 906
	name = STATE_906
	manpower = 21303
	state_category = small_island
	history = {
		owner = ENG
		buildings = {
			infrastructure = 1
			8000 = {
				naval_base = 1
			}
		}
		add_core_of = YEM
		add_claim_by = SOM
	}
	provinces = {
		8000
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: r56i_idea_suppress_talks
Source: game
File: common/ideas/r56i_ideas_decisions.txt

Code:
r56i_idea_suppress_talks = {
	picture = r56i_idea_riots_talks
	modifier = {
		political_power_factor = -0.05
		repair_speed_arms_factory_factor = -0.05
		repair_speed_industrial_complex_factor = -0.05
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_deal_with_opposition
Constructs: prerequisite, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_deal_with_opposition
	icon = GFX_goal_generic_censorship
	prerequisite = {
		focus = QUE_all_power_to_the_leader
	}
	relative_position_id = QUE_storm_the_parliament
	x = -2
	y = 2
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		country_event = quebec.25
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: improving_our_army_category
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_government, has_war_with, has_country_flag, is_major, fire_only_once
Source: game
File: common/decisions/TOA_shared_decisions.txt

Code:
improving_our_army_category = {
	JUNO_specialize_in_infantry_tanks = {
		priority = 10
		icon = GFX_decision_generic_tank
		ai_will_do = {
			base = 80
		}
		allowed = {
			OR = {
				original_tag = URG PAR BOL BRA ARG CHL
			}
		}
		available = {
			has_completed_focus = SMB_tank_warfare
			NOT = {
				has_country_flag = JUNO_already_specialized_in_tanks_dummy
			}
		}
		custom_cost_trigger = {
			command_power = > 39
		}
		custom_cost_text = decision_cost_CP_40
		visible = {
			has_completed_focus = SMB_tank_warfare
			NOT = {
				has_country_flag = JUNO_already_specialized_in_tanks
			}
		}
		days_remove = 35
		complete_effect = {
			hidden_effect = {
				add_command_power = -40
				set_country_flag = JUNO_already_specialized_in_tanks_dummy
			}
		}
		remove_effect = {
			IF = {
				limit = {
					original_tag = CHL
				}
				custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
				add_to_variable = {
					JUNO_army_modifier_army_armor_defence_factor = 0.05
					tooltip = army_armor_defence_factor_tt
				} {
					JUNO_army_modifier_army_org_factor = 0.04
					tooltip = army_org_factor_tt
				}
			}
			ELSE_IF = {
				limit = {
					original_tag = BRA
				}
				custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
				add_to_variable = {
					JUNO_army_modifier_army_armor_defence_factor = 0.05
					tooltip = army_armor_defence_factor_tt
				} {
					JUNO_army_modifier_army_org_factor = 0.04
					tooltip = army_org_factor_tt
				}
			} {
				limit = {
					original_tag = ARG
				}
				custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
				add_to_variable = {
					JUNO_army_modifier_army_armor_defence_factor = 0.05
					tooltip = army_armor_defence_factor_tt
				} {
					JUNO_army_modifier_army_org_factor = 0.04
					tooltip = army_org_factor_tt
				}
			} {
				limit = {
					original_tag = PAR
				}
				custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
				add_to_variable = {
					JUNO_army_modifier_army_armor_defence_factor = 0.05
					tooltip = army_armor_defence_factor_tt
				} {
					JUNO_army_modifier_army_org_factor = 0.04
					tooltip = army_org_factor_tt
				}
			} {
				limit = {
					original_tag = URG
				}
				custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
				add_to_variable = {
					JUNO_army_modifier_army_armor_defence_factor = 0.05
					tooltip = army_armor_defence_factor_tt
				} {
					JUNO_army_modi
# ... (truncated)