Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: generic_infantry_tank_organization
Constructs: equipment_bonus, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_infantry_tank_organization = {
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		always = no
	}
	equipment_type = {
		armor
	}
	research_categories = {
		mio_cat_tech_all_armor_and_modules
	}
	tree_header_text = {
		text = mio_header_engine_and_suspension
		x = 1
	} {
		text = mio_header_armament
		x = 3
	} {
		text = mio_header_production
		x = 6
	} {
		text = mio_header_armor
		x = 9
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_tanks_designer
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			armor_value = 0.05
			maximum_speed = -0.05
		}
	}
	trait = {
		token = generic_mio_trait_single_engine
		name = generic_mio_trait_single_engine
		icon = GFX_generic_mio_trait_icon_breakthrough
		position = {
			x = 0
			y = 0
		}
		mutually_exclusive = {
			generic_mio_trait_dual_engine_redundancy
		}
		equipment_bonus = {
			breakthrough = 0.05
		}
	} {
		token = generic_mio_trait_dual_engine_redundancy
		name = generic_mio_trait_dual_engine_redundancy
		icon = GFX_generic_mio_trait_icon_reliability
		position = {
			x = 2
			y = 0
		}
		mutually_exclusive = {
			generic_mio_trait_single_engine
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = generic_mio_trait_interleaved_track_wheels
		name = generic_mio_trait_interleaved_track_wheels
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_single_engine
		any_parent = {
			generic_mio_trait_single_engine generic_mio_trait_dual_engine_redundancy
		}
		mutually_exclusive = {
			generic_mio_trait_overlapped_track_wheels
		}
		equipment_bonus = {
			maximum_speed = 0.05
		}
	} {
		token = generic_mio_trait_overlapped_track_wheels
		name = generic_mio_trait_overlapped_track_wheels
		icon = GFX_generic_mio_trait_icon_defense
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_dual_engine_redundancy
		any_parent = {
			generic_mio_trait_single_engine generic_mio_trait_dual_engine_redundancy
		}
		mutually_exclusive = {
			generic_mio_trait_interleaved_track_wheels
		}
		equipment_bonus = {
			defense = 0.05
		}
	} {
		token = generic_mio_trait_battle_tank_specifications
		name = generic_mio_trait_battle_tank_specifications
		icon = GFX_generic_mio_department_icon_tank_general_armor
		position = {
			x = 6
			y = 0
		}
		equipment_bonus = {
			armor_
# ... (truncated)
### Entity: Unit Template
Component: LIT_MAR_01
Source: game
File: common/units/names_divisions/LIT_names_divisions.txt

Code:
LIT_MAR_01 = {
	name = Marine Division
	for_countries = {
		LIT
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %s. Juras Peizazas Divizija
	ordered = {
		1 = {
			%s. Juras Peizazas Divizija
		}
		2 = {
			%s. Juras Peizazas Divizija
		}
		3 = {
			%s. Juras Peizazas Divizija
		}
		4 = {
			%s. Juras Peizazas Divizija
		}
		5 = {
			%s. Juras Peizazas Divizija
		}
		6 = {
			%s. Juras Peizazas Divizija
		}
		7 = {
			%s. Juras Peizazas Divizija
		}
		8 = {
			%s. Juras Peizazas Divizija
		}
		9 = {
			%s. Juras Peizazas Divizija
		}
		10 = {
			%s. Juras Peizazas Divizija
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_the_transcaucasian_accords
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_the_transcaucasian_accords
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = ARM_mend_the_split
	}
	relative_position_id = ARM_mend_the_split
	mutually_exclusive = {
		focus = ARM_join_the_allies
	}
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = democratic
		is_subject = no
		is_in_faction = no
		any_country = {
			OR = {
				tag = GEO AZR ABK
			}
			NOT = {
				has_war_with = ROOT
				is_subject = yes
				is_in_faction = yes
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_faction_from_template = {
			template = faction_template_regional
			name = ARM_transcaucasian_accords_faction
			icon = GFX_faction_logo_generic_13
		}
		every_other_country = {
			limit = {
				OR = {
					tag = GEO AZR ABK
				}
				NOT = {
					has_war_with = ROOT
					is_subject = yes
					is_in_faction = yes
				}
			}
			country_event = {
				id = generic.5
				hours = 6
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: GER_air_innovations_2_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_air_innovations_2_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_bonus
	modifier = {
		new_battlefield_support_mastery_gain_factor = 0.1
	}
	research_bonus = {
		jet_technology = 0.1
	}
}
### Entity: Character
Component: XSM_li_shiqun
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_li_shiqun = {
	name = XSM_li_shiqun
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_li_shiqun
		allowed = {
			original_tag = XSM
		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Idea
Component: WAF_halil_nergutti
Source: game
File: common/ideas/catism.txt

Code:
WAF_halil_nergutti = {
	ledger = navy
	allowed = {
		original_tag = WAF
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SAF_event.1
Constructs: limit, add_ideas, has_government, add_war_support, add_stability, fire_only_once, add_political_power, is_in_faction_with
Source: game
File: events/SAF_events.txt

Code:
country_event = {
	id = SAF_event.1
	title = SAF_event.1.t
	desc = SAF_event.1.desc
	picture = GFX_report_event_saf_soldiers
	fire_only_once = yes
	trigger = {
		is_in_faction_with = ENG
		has_war_together_with = ENG
		has_government = neutrality
		has_country_leader = {
			ruling_only = yes
			character = SAF_j_b_m_hertzog
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = SAF_event.1.a
		add_political_power = -20
		add_stability = -0.05
		add_war_support = 0.05
		retire_country_leader = yes
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.35
		} {
			ideology = fascism
			popularity = 0.05
		}
		set_country_flag = SAF_jan_smuts_general_cflg
		show_unit_leaders_tooltip = SAF_jan_smuts
		if = {
			limit = {
				ROOT = {
					is_subject_of = ENG
				}
			}
			add_ideas = SAF_ossewabrandwag_sabotages
		}
	}
}
### Entity: Scripted Effect
Component: NOR_remove_50_convoys
Constructs: add_equipment_to_stockpile
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_remove_50_convoys = {
	hidden_effect = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -50
			producer = NOR
		}
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_test_failure_3
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, add_breakthrough_progress, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_test_failure_3 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_test_failure_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_test_failure
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.high
					set_project_flag = sp_land_generic_reward_test_failure_flag
				}
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_land
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_land
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: FRA_DE_HISTORICAL
Source: game
File: common/units/names_ships/FRA_ship_names.txt

Code:
FRA_DE_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_LIGHT_DDS
	for_countries = {
		FRA
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = %d Légère Contre-Torpilleur
	unique = {
		Le Hardi Fleuret Epée Casque Lansquenet Mameluk Le Corsaire Le Filibustier L'Intrépide Le Téméraire L'Aventurier L'Opiniâtre La Melpomène La Pomone La Flore L'Iphigénie La Bayonnaise La Cordelière L'Incomprise La Poursuivante Bombarde Branlebas Bouclier Baliste Le Fier L'Agile L'Entreprenant Le Farouche L'Alsacien Le Corse Le Breton Le Tunisien Le Normand Le Parisien Le Provençal Le Saintongeais Le Niçois Le Savoyard La Bastiase La Malouine La Dieppoise La Paimpolaise L'Arquebuse L'Hallebarde Sabre Poignard Tromblon Javeline Aconit Alysse Commandant d'Estienne d'Orves Commandant Detroyat Commandant Drogou Lobelia Mimose Renoncule Roselys L'Adroit Basque Bordelais Boulonnais Brestois Forbin Frondeur L'Alcyon La Palme La Railleuse Le Fortuné Le Mars Le Foudroyant Fougueux Bourrasque Cyclone Orage Sirocco Tramontane Mistral Ouragan Simoun Tempête Tornade Trombe Typhon Amiens Calais Craonne Epernay Liévin Lunéville Montdement Montmirail Arras Dunkerque Reims Verdun Baccarat Béthune Bapaume Bar-le-Duc Belfort Coucy Epinal Lassigny Les Eparges Nancy Péronne Remiremont Revigny Tahure Toul Vauquois Vimy Vitry-le-François
	}
}
### Entity: Scripted Effect
Component: EAI_armor_intel_startup_targets
Constructs: limit, set_variable
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_armor_intel_startup_targets = {
	if = {
		limit = {
			OR = {
				tag = GER SOV
			}
		}
		set_variable = {
			EAI_max_armor_seen = 65
		} {
			EAI_max_armor_seen_enemies = 65
		}
	}
}
### Entity: Scripted Effect
Component: EAI_startup_effects
Constructs: limit, random_country, every_country, is_ai, set_country_flag, set_variable, set_global_flag, every_state
Source: game
File: common/scripted_effects/EAI_STARTUP_effects.txt

Code:
EAI_startup_effects = {
	EAI_set_version = yes
	EAI_MAP_startup = yes
	EAI_FOCUS_CONFIG_types = yes
	EAI_advisor_types = yes
	EAI_ESP_operation_types = yes
	EAI_PC_set_global_variables = yes
	country_event = EAI_C.10002
	EAI_TEMPLATE_set_variables = yes
	every_country = {
		limit = {
			is_ai = no
		}
		EAI_check_game_version = yes
	} {
		limit = {
			is_ai = yes
		}
		EAI_PC_startup = yes
		EAI_construction_monthly_update = yes
		set_country_flag = {
			flag = EAI_PR_block_research
			value = 1
			days = 10
		}
		EAI_PR_priority_research_update = yes
		EAI_PR_priority_research_update_daily = yes
		if = {
			limit = {
				EAI_is_island_nation = yes
			}
			set_variable = {
				EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_E
			}
		}
	}
	random_country = {
		EAI_startup_logging = yes
	} {
		limit = {
			is_ai = no
		}
		set_global_flag = EAI_neutral_spr EAI_lend_lease
		set_variable = {
			global.EAI_eastern_front = 1
		} {
			global.EAI_sino_japanese_war = 2
		}
		set_country_flag = EAI_config_STARTUP EAI_show_country_config_decisions
	}
	set_variable = {
		global.EAI_initialization_delay = 3
	}
	every_state = {
		limit = {
			EAI_radar_location = yes
		}
		set_state_flag = EAI_radar_site
	}
	if = {
		limit = {
			ENG = {
				is_ai = yes
			}
			MAL = {
				is_ai = yes
			}
		}
		ENG = {
			set_autonomy = {
				target = MAL
				autonomy_state = autonomy_puppet
			}
		}
	}
}
### Entity: AI Strategy
Component: MAN_TSR_default_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, is_subject, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_TSR_alternate_strategy_plan.txt

Code:
MAN_TSR_default_plan = {
	name = Manchukuo default plan
	desc = Behavior for Manchukuo until they decide on one of the branches
	allowed = {
		original_tag = MAN
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = MAN_AI_RANDOM_INDEPENDENCE_FAS MAN_AI_RANDOM_INDEPENDENCE_NEU MAN_AI_RANDOM_INDEPENDENCE_DEM MAN_AI_RANDOM_INDEPENDENCE_COM
			is_subject = no
			has_game_rule = {
				rule = MAN_ai_behavior
				option = INDEPENDENCE_FAS
			} {
				rule = MAN_ai_behavior
				option = INDEPENDENCE_DEM
			} {
				rule = MAN_ai_behavior
				option = INDEPENDENCE_NEU
			} {
				rule = MAN_ai_behavior
				option = INDEPENDENCE_COM
			}
		}
	}
	abort = {
		has_completed_focus = MAN_assertiveness
	}
	ai_national_focuses = {
		MAN_tsr_pacify_the_countryside CHI_sea_invite_foreign_investors MAN_tsr_trade_delegation MAN_tsr_army_modernization MAN_tsr_expand_the_textile_industry MAN_tsr_law_university MAN_tsr_assertiveness
	}
	focus_factors = {
		MAN_tsr_obedience = 0
	}
	research = {
		infantry_weapons = 15.0
		industry = 10.0
	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Wiki Documentation
Construct: Guide_headers
Source: wiki
File: wiki/User_talk%3AMeneth.html

Doc:
Guide headers[edit]
Hey, other nations(for example Denmark) do have these subheaders as well. They are not needed now, but that is no reason to not have them already. —&#160;Preceding unsigned comment added by Spaceship 2012 (Talk) 16:25, 3 June 2015

They're pretty pointless before release, and that set of headers isn't one that's really been vetted in any way. Something similar might be useful once the game is actually out, but some thought will have to be put into what should be included and so on; what applied to HoI3 isn't necessarily the best approach for HoI4. ~ Meneth (talk) 16:28, 3 June 2015 (CEST)
The layout is also a lot easier to update *before* it's been rolled out to all sorts of pages. It's quite easy on the other hand to add it to all country pages once something has been decided upon. ~ Meneth (talk) 16:31, 3 June 2015 (CEST)

Retrieved from "http://www.hoi4wiki.com/index.php?title=User_talk:Meneth&oldid=1195"
### Entity: Event
Component: AST_canberra_air_disaster_events.1
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, has_government, random_character, is_army_chief, is_hired_as_advisor
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_canberra_air_disaster_events.1
	title = AST_canberra_air_disaster_events.1.t
	desc = AST_canberra_air_disaster_events.1.desc
	picture = GFX_report_event_AST_canberra_air_disaster
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_character = {
				limit = {
					is_army_chief = yes
					is_hired_as_advisor = yes
				}
				set_character_flag = AST_army_chief_dead
				remove_advisor_role = {
					slot = army_chief
				}
			}
			IF = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				add_ideas = AST_cabinet_trust_state_3_idea
				activate_mission = AST_castle_crumbling_mission
				set_country_flag = AST_canberra_air_disaster_flag
			} {
				limit = {
					has_completed_focus = AST_australia_first
				}
				set_country_flag = AST_a_convenient_disaster_flag
			}
		}
	}
	option = {
		name = AST_canberra_air_disaster_events.1.a
		effect_tooltip = {
			random_character = {
				limit = {
					has_character_flag = AST_army_chief_dead
				}
				remove_advisor_role = {
					slot = army_chief
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		army_experience = -15
		IF = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AST_canberra_air_disaster_events.1.a.tt
		}
	}
}
### Entity: Decision
Component: CHI_avoid_another_crisis_cat
Constructs: has_completed_focus, has_war_with, has_dlc, has_active_mission
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_avoid_another_crisis_cat = {
	icon = GFX_decision_category_jap_intervene_in_china
	picture = GFX_decision_cat_picture_generic_border_conflicts
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
	}
	visible = {
		NOT = {
			has_war_with = JAP
		}
		OR = {
			has_completed_focus = CHI_prepare_for_a_change_in_leadership CHI_end_military_primacy
		}
		JAP = {
			has_active_mission = JAP_kwantung_army_impatience
		}
	}
	priority = 100
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_intervention_in_liechtenstein_r56
Constructs: prerequisite, owns_state, completion_reward, allow_branch, is_neighbor_of, is_in_faction_with, has_non_aggression_pact_with, set_temp_variable
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_intervention_in_liechtenstein_r56
	text = SWI_intervention_in_liechtenstein
	icon = GFX_goal_SWI_intervention_in_liechtenstein
	prerequisite = {
		focus = SWI_support_friends SWI_anti_communism
	}
	relative_position_id = SWI_support_friends
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		LIE = {
			num_occupied_states = < 2
		}
	}
	available = {
		owns_state = 151
		country_exists = LIE
		is_neighbor_of = LIE
		NOT = {
			is_in_faction_with = LIE
			has_non_aggression_pact_with = LIE
		}
		LIE = {
			custom_trigger_tooltip = {
				tooltip = lie_popularities_tt
				set_temp_variable = {
					lie_pop_calc = party_popularity@fascism
				}
				add_to_temp_variable = {
					lie_pop_calc = party_popularity@communism
				}
				check_variable = {
					lie_pop_calc = > 0.4
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_category_tooltip = SWI_border_war_liechtenstein_category
	}
}
### Entity: Event
Component: naw_norway.15
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.15
	title = naw_norway.15.t
	desc = naw_norway.15.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.15.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Decision
Component: CHI_move_mios_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_move_mios_cat = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	priority = 30
	visible = {
		has_completed_focus = CHI_relocate_factories_from_the_coast
	}
}
### Entity: Order of Battle
Component: 26th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 26th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_crown_and_the_world
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_the_crown_and_the_world
	icon = GFX_focus_RAJ_the_crown_and_the_world
	prerequisite = {
		focus = AFG_restore_the_timurid_empire
	}
	x = 0
	y = 2
	relative_position_id = AFG_restore_the_timurid_empire
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = idea_RAJ_the_crown_and_the_world
	}
}
### Entity: Character
Component: SIA_mixed_legacy_r56
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_mixed_legacy_r56 = {
	random = no
	stability_factor = -0.1
	democratic_drift = -0.01
}
### Entity: Event
Component: palestine.19
Constructs: is_triggered_only, add_equipment_to_stockpile, add_stability
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.19
	picture = GFX_report_event_tur_machine_gunners
	title = mandate_palestine.111.t
	desc = palestine.19.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.111.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -500
		}
		add_stability = -0.1
	}
}
### Entity: Doctrine
Component: deep_battle_no_lar
Constructs: is_major, xp_cost, has_dlc, enable_tactic
Source: game
File: common/doctrines/subdoctrines/land/operations_subdoctrines.txt

Code:
deep_battle_no_lar = {
	track = operations
	name = SUBDOCTRINE_DEEP_BATTLE
	description = SUBDOCTRINE_DEEP_BATTLE_DESC
	icon = GFX_doctrine_deep_battle_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	visible = {
		NOT = {
			has_dlc = La Resistance
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 50
			original_tag = SOV
		} {
			factor = 0.5
			is_major = no
		}
	} {

	}
	enable_tactic = tactic_backhand_blow
	category_tanks = {
		max_organisation = 4
	}
	rewards = {
		bounding_overwatch = {
			recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			category_vehicle_infantry = {
				max_organisation = 2
			}
		}
		operational_concentration = {
			category_tanks = {
				max_organisation = 4
			}
			mechanized = {
				max_organisation = 10
			}
			land_reinforce_rate = 0.05
		}
		maskirovka = {
			army_intel_to_others = -10.0
			airforce_intel_to_others = -5.0
			army_intel_factor = 0.05
		}
		breakthrough_priority = {
			org_loss_when_moving = -0.2
			category_vehicle_infantry = {
				max_organisation = 10
				default_morale = 0.1
			}
			category_tanks = {
				max_organisation = 2
			}
			category_all_armor = {
				default_morale = 0.1
			}
			mechanized = {
				breakthrough = 0.1
			}
		}
		operational_depth_control = {
			org_loss_when_moving = -0.1
			land_reinforce_rate = 0.05
			recon = {
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 10
					add = yes
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 10
					add = yes
				}
			}
		}
	}
}