Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_italy_council_deposes_duce.1
Constructs: is_triggered_only, has_completed_focus, limit, every_country, has_country_flag, set_country_flag, random_character, is_country_leader
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_council_deposes_duce.1
	title = BBA_italy_council_deposes_duce.1.t
	desc = BBA_italy_council_deposes_duce.1.desc
	picture = GFX_report_event_generic_italian_fascists
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = ITA_deposed_leader_flag
					}
				}
				set_country_flag = ITA_deposed_leader_flag
				random_character = {
					limit = {
						is_country_leader = yes
					}
					set_variable = {
						ITA.ITA_var_deposed_leader = THIS
					}
				}
			}
		}
	}
	option = {
		name = BBA_italy_council_deposes_duce.1.a
		if = {
			limit = {
				OR = {
					has_completed_focus = ITA_christian_democracy ITA_democratic_king
				}
			}
			ITA_grand_council = {
				set_character_name = ITA_grand_council_alt
				if = {
					limit = {
						NOT = {
							has_ideology_group = democratic
						}
					}
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = conservatism
							expire = 1965.1.1
							 = .1
							traits = {
								the_grand_council
							}
						}
					}
				}
				else = {
					promote_character = yes
				}
			}
		}
		else_if = {
			limit = {
				has_completed_focus = ITA_monarchia_d_italia
			}
			ITA_grand_council = {
				set_character_name = ITA_grand_council_alt
				if = {
					limit = {
						NOT = {
							has_ideology_group = neutrality
						}
					}
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = oligarchism
							expire = 1965.1.1
							 = .1
							traits = {
								the_grand_council
							}
						}
					}
				}
				else = {
					promote_character = yes
				}
			}
		}
		else = {
			ITA_grand_council = {
				promote_character = yes
			}
		}
		hidden_effect = {
			every_country = {
				news_event = {
					id = bba_news.109
					hours = 2
				}
			}
		}
	}
}
### Entity: Character
Component: FRI_andre_homberg
Source: game
File: common/characters/FRI.txt

Code:
FRI_andre_homberg = {
	name = FRI_andre_homberg
	portraits = {
		army = {
			small = gfx/interface/ideas/FRI/idea_minister_indochina_andre_homberg.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRI_andre_homberg
		allowed = {
			original_tag = FRI
		}
		traits = {
			banking_magnate
		}
	}
}
### Entity: Character
Component: YUN_cheng_peng
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_cheng_peng = {
	name = YUN_cheng_peng
	portraits = {
		civilian = {
			large = GFX_portrait_YUN_cheng_peng
		}
	}
	country_leader = {
		ideology = anarchist_communism
		expire = 1951.1.1.12
		id = -1
	}
}
### Entity: Event
Component: poland.84
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.84
	title = poland.84.t
	desc = poland.84.d
	picture = GFX_report_event_poland_france3
	is_triggered_only = yes
	option = {
		name = poland.84.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 2
				strength_ratio = {
					tag = GER
					ratio = < 0.9
				}
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_secure_north_africa
Constructs: has_completed_focus, limit, add_political_power, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_secure_north_africa = {
	name = secure_north_africa_goal_name
	description = secure_north_africa_goal_desc
	group = FOCUS_FILTER_ANNEXATION
	category = medium_term
	visible = {
		OR = {
			FROM = {
				original_tag = ITA
			}
			any_allied_country = {
				original_tag = ITA
			}
		}
	}
	available = {
		OR = {
			FROM = {
				has_completed_focus = ITA_italian_irredentism
			}
			any_allied_country = {
				has_completed_focus = ITA_italian_irredentism
			}
		}
	}
	completed = {
		AND = {
			446 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			448 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			116 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		OR = {
			118 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			183 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			182 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 500
		custom_effect_tooltip = generic_skip_one_line_tt INFLUENCE_TOP_TWO
		every_faction_member = {
			limit = {
				faction_influence_rank = < 3
			}
			add_faction_initiative = 1
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_secure_north_africa
					}
				}
				add_political_power = 100
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			is_historical_focus_on = yes
		}
	}
}
### Entity: Scripted Effect
Component: bba_get_heavy_fighter_USA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_heavy_fighter_USA_effect = {
	if = {
		limit = {
			USA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_basic_export_heavy_fighter_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = FM-2
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = GFX_USA_heavy_fighter1_medium
				}
				set_country_flag = USA_basic_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = USA
			amount = heavy_fighter_buy_amount
			variant_name = FM-2
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_improved_export_heavy_fighter_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = FM-1
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_2x
						fixed_auxiliary_weapon_slot_2 = empty
						fixed_auxiliary_weapon_slot_3 = empty
						engine_type_slot = engine_3_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = GFX_USA_medium_plane_3_medium
				}
				set_country_flag = USA_improved_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = USA
			amount = heavy_fighter_buy_amount
			variant_name = FM-1
		}
	} {
		limit = {
			USA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_advanced_export_heavy_fighter_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = P-61
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						fixe
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_the_will_of_the_people_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_the_will_of_the_people_focus
	icon = GFX_goal_ARG_coa_democratic
	prerequisite = {
		focus = ARG_infamous_decade
	}
	mutually_exclusive = {
		focus = ARG_argentinas_destiny
	}
	x = 59
	y = 1
	cost = 5
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_ideas = arg_the_will_of_the_people
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_seek_industrial_investments
Constructs: shared_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, random_owned_controlled_state
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_seek_industrial_investments
	icon = GFX_focus_generic_national_security
	prerequisite = {
		focus = KMT_china_at_the_mercy_of_our_overlord
	}
	available = {

	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
	relative_position_id = KMT_china_at_the_mercy_of_our_overlord
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_dues_to_our_overlord5
			add_idea = KMT_dues_to_our_overlord6
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ADemocracy.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Democracy.png &#8206;(66 × 68 pixels, file size: 11 KB, MIME type: image/png)
### Entity: National Focus
Tree: lit_focus
Component: LIT_red_estonia
Constructs: prerequisite, owns_state, completion_reward, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_red_estonia
	icon = GFX_goal_generic_attack_estonia
	relative_position_id = LIT_spread_the_revolution
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_spread_the_revolution
	}
	ai_will_do = {
		factor = 1
	}
	bypass = {
		owns_state = 812 13 813 191 811
	}
	completion_reward = {
		add_state_claim = 812 13 813 191 811
		create_wargoal = {
			type = annex_everything
			target = EST
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_promote_harmony_of_the_five_races
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, is_ally_with, add_popularity
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_promote_harmony_of_the_five_races
	icon = GFX_goal_MAN_beyond_baikal
	available = {
		is_ally_with = JAP
	}
	prerequisite = {
		focus = MEN_servants_of_the_empire
	}
	relative_position_id = MEN_servants_of_the_empire
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = -35
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_ideas = MEN_harmony_of_the_five_races
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: Trigger Reference
Construct: num_of_supply_nodes
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_supply_nodes

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check amount of supply nodes
```
### Entity: AI Strategy
Component: default_add_faction_facility
Source: game
File: common/ai_strategy/default.txt

Code:
default_add_faction_facility = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = spent_faction_initiative_priority
		id = program
		value = 5
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_technology_integration
Constructs: prerequisite, completion_reward, is_ally_with, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_technology_integration
	icon = GFX_focus_ARG_fascist_researchers
	relative_position_id = AUS_integrate_economy
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_integrate_economy
	}
	available = {
		is_ally_with = GER
	}
	cost = 5
	completion_reward = {
		add_to_tech_sharing_group = german_research
		GER = {
			add_to_tech_sharing_group = german_research
		}
	}
}
### Entity: Event
Component: kmt.95
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.95
	title = kmt.95.t
	desc = kmt.95.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.95.a
		create_wargoal = {
			target = SIK
			type = puppet_wargoal_focus
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_guerilla_tactics_drills
Constructs: prerequisite, completion_reward, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_guerilla_tactics_drills
	icon = GFX_focus_prc_infiltration
	x = 0
	y = 1
	prerequisite = {
		focus = COG_military_service_for_citizenship
	}
	relative_position_id = COG_military_service_for_citizenship
	cost = 10
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		custom_effect_tooltip = modify_COG_COG_armee_nationale_congolaise_modifier_tt
		add_to_variable = {
			COG_armee_nationale_congolaise_modifier_cas_damage_reduction = 0.05
			tooltip = cas_damage_reduction_tt
		} {
			COG_armee_nationale_congolaise_modifier_dig_in_speed_factor = 0.05
			tooltip = dig_in_speed_factor_tt
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_division_cuirassee
Constructs: division_template, prerequisite, limit, completion_reward, has_tech, cancel_if_invalid, has_dlc, create_unit
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_division_cuirassee
	icon = GFX_focus_generic_army_tanks2
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_heavy_armor_focus
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_heavy_armor_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			AND = {
				has_tech = basic_heavy_tank basic_medium_tank
			} {
				has_tech = basic_heavy_tank_chassis basic_medium_tank_chassis
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		division_template = {
			name = Division Cuirassée
			division_names_group = FRA_ARM_01
			regiments = {
				medium_armor = {
					x = 0
					y = 0
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
				heavy_armor = {
					x = 0
					y = 1
				}
				motorized = {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
			support = {
				recon = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
				engineer = {
					x = 0
					y = 2
				}
			}
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			capital_scope = {
				create_unit = {
					division = name = "1re Division Cuirassée" division_template = "Division Cuirassée" start_experience_factor = 0.7 force_equipment_variants = { heavy_tank_chassis_0 = { creator = "FRA" version_name = "Char B1"} }
					owner = ROOT
				} {
					division = name = "2me Division Cuirassée" division_template = "Division Cuirassée" start_experience_factor = 0.7 force_equipment_variants = { heavy_tank_chassis_0 = { creator = "FRA" version_name = "Char B1"} }
					owner = ROOT
				}
			}
		}
		else = {
			capital_scope = {
				create_unit = {
					division = name = "1re Division Cuirassée" division_template = "Division Cuirassée" start_experience_factor = 0.7
					owner = ROOT
				} {
					division = name = "2me Division Cuirassée" division_template = "Division Cuirassée" start_experience_factor = 0.7
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Event
Component: CZE.448
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.448
	title = CZE.448.t
	desc = CZE.448.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.448.a
		ai_chance = {
			factor = 1
		}
		FROM = {
			country_event = {
				id = CZE.449
			}
		}
		custom_effect_tooltip = new_diplomacy
		add_opinion_modifier = {
			target = CZE
			modifier = CZE_friendship_with_USSR
		}
		reverse_add_opinion_modifier = {
			target = CZE
			modifier = CZE_friendship_with_USSR
		}
		effect_tooltip = {
			CZE = {
				add_ideas = CZE_help_from_sov
			}
		}
	} {
		name = CZE.448.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = CZE.450
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_improve_national_infra
Constructs: prerequisite, limit, completion_reward, every_state, add_building_construction, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_improve_national_infra
	icon = GFX_goal_generic_road
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			date = > 1937.1.1
		}
	}
	prerequisite = {
		focus = AFG_begin_westernization
	}
	relative_position_id = AFG_begin_westernization
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 1011 1008 415 267 1010
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline AFG_improve_national_infra_tt r56_newline
		add_to_variable = {
			AFG_production_speed_buildings_factor = 0.05
		}
		add_tech_bonus = {
			name = AFG_improve_national_infra
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = motorized_equipment construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_restore_bermontians
Constructs: division_template, prerequisite, limit, has_government, completion_reward, is_subject, add_field_marshal_role, random_owned_controlled_state
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_restore_bermontians
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = POL_cossack_king
	}
	relative_position_id = POL_cossack_king
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		is_subject = no
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		show_unit_leaders_tooltip = POL_rudinger_von_der_goltz
		add_field_marshal_role = {
			character = POL_pavel_bermondt_avalov
			traits = {
				cavalry_officer trait_reckless
			}
			skill = 3
			attack_skill = 4
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 4
			legacy_id = -1
		}
		division_template = {
			name = Oddział im. Bermonta
			priority = 2
			division_names_group = POL_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
		} {
			name = Kozacy Bermontowie
			priority = 2
			division_names_group = POL_INF_01
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				91
			}
			create_unit = {
				division = name = "1 Oddział im. Bermonta" division_template = "Oddział im. Bermonta" start_experience_factor = 1.0
				owner = POL
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				95
			}
			create_unit = {
				division = name = "2 Oddział im. Bermonta" division_template = "Oddział im. Bermonta" start_experience_factor = 1.0
				owner = POL
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				94
			}
			create_unit = {
				division = name = "1 Kozacy Bermontowie" division_template = "Kozacy Bermontowie" start_experience_factor = 1.0
				owner = POL
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_
# ... (truncated)
### Entity: Event
Component: AAT_norway_rikstanken.6
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, set_technology, add_political_power, has_any_tanks, add_tech_bonus
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_rikstanken.6
	title = AAT_norway_rikstanken.6.t
	desc = AAT_norway_rikstanken.6.desc
	picture = GFX_report_event_generic_factory
	trigger = {
		hidden_trigger = {
			NOR_tank_seller_still_exists = yes
		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_rikstanken.6.a
		ai_chance = {
			base = 10
		}
		trigger = {
			has_any_tanks = yes
		}
		ROOT = {
			add_tech_bonus = {
				name = AAT_rikstanken_program_tech_bonus
				bonus = 0.25
				uses = 2
				category = armor
			}
			add_political_power = 50
		}
		FROM = {
			effect_tooltip = {
				add_tech_bonus = {
					name = AAT_rikstanken_program_tech_bonus
					bonus = 1.5
					uses = 3
					category = armor
				}
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = NOR_bought_tanks_from_us
				}
			}
			country_event = {
				id = AAT_norway_rikstanken.10
				hours = 5
				random_hours = 5
			}
			if = {
				limit = {
					OR = {
						AND = {
							has_DLC = No Step Back
							NOT = {
								has_tech = gwtank_chassis
							}
						} {
							NOT = {
								has_DLC = No Step Back
							} {
								has_tech = gwtank
							}
						}
					}
				}
				if = {
					limit = {
						has_DLC = No Step Back
					}
					set_technology = {
						gwtank_chassis = 1
						popup = yes
					}
				}
				else = {
					set_technology = {
						gwtank = 1
						popup = yes
					}
				}
			}
		}
	} {
		name = AAT_norway_rikstanken.6.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = AAT_norway_rikstanken.12
				days = 1
				random_days = 2
			}
		}
	}
}
### Entity: Unit Template
Component: BLR_BLR_01
Source: game
File: common/units/names_divisions/BLR_names_divisions.txt

Code:
BLR_BLR_01 = {
	name = Armored Divisions
	for_countries = {
		BLR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dya Belaruskaya Tankavaya Div.
	ordered = {
		1 = {
			%dya Belaruskaya Tankavaya Div.
		}
		2 = {
			%dya Belaruskaya Tankavaya Div.
		}
		3 = {
			%dya Belaruskaya Tankavaya Div.
		}
		4 = {
			%dya Belaruskaya Tankavaya Div.
		}
		5 = {
			%dya Belaruskaya Tankavaya Div.
		}
		6 = {
			%dya Belaruskaya Tankavaya Div.
		}
		7 = {
			%dya Belaruskaya Tankavaya Div.
		}
		8 = {
			%dya Belaruskaya Tankavaya Div.
		}
		9 = {
			%dya Belaruskaya Tankavaya Div.
		}
		10 = {
			%dya Belaruskaya Tankavaya Div.
		}
	}
}