Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Component: ARAB_expand_the_recruitment_pool
Constructs: shared_focus, prerequisite, has_war, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_expand_the_recruitment_pool
	icon = GFX_goal_manpower
	prerequisite = {
		focus = ARAB_organize_army_structure
	}
	relative_position_id = ARAB_organize_army_structure
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		has_war = yes
	}
	cancel_if_invalid = yes
	completion_reward = {
		army_experience = 5
		add_ideas = military_youth_focus
	}
}
### Entity: Effect Reference
Construct: custom_override_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## custom_override_tooltip

* Supported Scopes: any
* Supported Targets: none

Executes the provided effects but with a custom tooltip surpressing all tooltips from all other effects inside this block.
The custom tooltip is a [bindable localization](script_concept_documentation.md#bindable-localization).
### Entity: Operation
Component: collaboration_government_train_paramilitary_forces
Source: game
File: common/operation_phases/lar_collaboration_government.txt

Code:
collaboration_government_train_paramilitary_forces = {
	name = collaboration_government_train_paramilitary_forces
	desc = collaboration_government_train_paramilitary_forces_desc
	outcome = collaboration_government_train_paramilitary_forces_outcome
	picture = GFX_phase_collaboration_government_train_paramilitary_forces
	icon = GFX_phase_collaboration_government_train_paramilitary_forces_small
	equipment = {
		infantry_equipment = 1000
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.14
Constructs: is_triggered_only, ai_chance, has_navy_size, is_coastal, set_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.14
	title = BBA_italy_naval_cooperation_programs.14.t
	desc = BBA_italy_naval_cooperation_programs.14.desc
	picture = GFX_report_event_generic_naval_treaty
	is_triggered_only = yes
	option = {
		name = BBA_italy_naval_cooperation_programs.14.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_navy_size = {
						size = < 1
						archetype = ship_hull_submarine
					}
					NOT = {
						any_owned_state = {
							is_coastal = yes
						}
					}
				}
			}
		}
		custom_effect_tooltip = ITA_export_midget_submarines_tt
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_naval_cooperation_programs.15
					hours = 1
				}
			}
			set_country_flag = ITA_midget_submarines_flag
		}
	} {
		name = BBA_italy_naval_cooperation_programs.08.b
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_naval_cooperation_programs.16
					hours = 1
				}
			}
			set_country_flag = ITA_midget_submarines_flag
		}
	}
}
### Entity: Modifier Reference
Construct: air_ace_generation_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_ace_generation_chance_factor

* Number with 2 decimal places
* **Categories**: air
### Entity: Event
Component: argentina.47
Constructs: is_triggered_only
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.47
	title = argentina.47.t
	desc = argentina.47.d
	is_triggered_only = yes
	option = {
		name = argentina.47.a
	}
}
### Entity: Trigger Reference
Construct: has_market_access_with
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_market_access_with

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

```
Check if the country has market access with another country. Example: has_market_access_with = GER
```
### Entity: National Focus
Tree: per_focus
Component: PER_agressive_pan_iranism
Constructs: has_completed_focus, prerequisite, add_war_support, add_opinion_modifier, completion_reward, add_political_power, has_game_rule, add_relation_modifier
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_agressive_pan_iranism
	icon = GFX_goal_generic_major_war
	cost = 10
	prerequisite = {
		focus = PER_pro_german_diplomacy PER_diplomatic_independence
	}
	x = 1
	y = 1
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_appoint_zahedi
		}
	}
	relative_position_id = PER_pro_german_diplomacy
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_political_power = 100
		add_war_support = 0.05
		SOV = {
			add_opinion_modifier = {
				target = PER
				modifier = BFTB_incongruous_neighbors
			}
		}
		add_relation_modifier = {
			target = TMS
			modifier = PER_paniranism
		} {
			target = AFG
			modifier = PER_paniranism
		} {
			target = TAJ
			modifier = PER_paniranism
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_collaboration_with_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_collaboration_with_allies
	icon = GFX_allies
	x = 20
	y = 7
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			} {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = ENG
	}
	cost = 10
	mutually_exclusive = {
		focus = ALG_turkish_relations ALG_arab_independence
	}
	prerequisite = {
		focus = ALG_hadjs_guidance ALG_united_under_abbas
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Order of Battle
Component: New 6th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = New 6th Division
	location = 11972
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_li_jiayu
	}
}
### Entity: State History
Component: 1021
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1021-Mafraq.txt

Code:
state = {
	id = 1021
	name = STATE_1021
	manpower = 177080
	state_category = wasteland
	history = {
		owner = ENG
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			1544 1
		}
		add_core_of = JOR
		add_to_array = {
			state_victory_points = 1544
		}
	}
	provinces = {
		1544 4440
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: CHI_communist_infiltration
Constructs: has_completed_focus, add_equipment_to_stockpile, has_country_flag, has_political_power, is_potentially_communist_china, has_state_flag, complete_effect, is_controlled_by
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_communist_infiltration = {
	CHI_detect_infiltration = {
		icon = oppression
		available = {

		}
		days_remove = 0
		days_re_enable = 30
		fixed_random_seed = no
		cost = 100
		ai_will_do = {
			base = 0
			modifier = {
				has_political_power = < 200
				factor = 0
			} {
				factor = 0
				any_other_country = {
					has_country_flag = wtt_political_struggle
				}
			} {
				add = 75
				any_other_country = {
					is_potentially_communist_china = yes
					has_completed_focus = PRC_infiltration
					NOT = {
						has_country_flag = CHI_delay_sweep_for_communists
					}
				}
			} {
				add = 85
				NOT = {
					OR = {
						283 = {
							has_state_flag = discovered_infiltration
						}
						597 = {
							has_state_flag = discovered_infiltration
						}
						598 = {
							has_state_flag = discovered_infiltration
						}
						607 = {
							has_state_flag = discovered_infiltration
						}
						608 = {
							has_state_flag = discovered_infiltration
						}
						614 = {
							has_state_flag = discovered_infiltration
						}
						615 = {
							has_state_flag = discovered_infiltration
						}
						621 = {
							has_state_flag = discovered_infiltration
						}
						744 = {
							has_state_flag = discovered_infiltration
						}
						746 = {
							has_state_flag = discovered_infiltration
						}
					}
				}
			}
		}
		complete_effect = {
			custom_effect_tooltip = CHI_detect_infiltration_tooltip
			hidden_effect = {
				country_event = wtt_infiltration.1
			}
		}
	}
	CHI_communist_infiltration_in_gansu = {
		icon = infiltrate_state
		visible = {
			283 = {
				is_controlled_by = ROOT
				has_any_PRC_infiltration_flag = yes
			}
		} {
			283 = {
				is_controlled_by = ROOT
				has_state_flag = {
					flag = discovered_infiltration
					value = > 0
				}
			}
		}
		available = {
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 283
			}
		}
		modifier = {
			command_power_gain = -0.1
		}
		days_remove = 30
		days_re_enable = 0
		ai_will_do = {
			base = 100
			modifier = {
				add = 100
				always = yes
			}
		}
		cost = @REMOVE_INFILTRATION_PP_COST
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
		}
		remove_effect = {
			283 = {
				CHI_show_state_uprising_effect_after_infiltration_level_down = yes
				save_
# ... (truncated)
### Entity: Decision
Component: debug_decisions
Constructs: division_template, add_equipment_to_stockpile, limit, add_ideas, has_country_flag, set_technology, has_dlc, is_ai
Source: game
File: common/decisions/CZE.txt

Code:
debug_decisions = {
	DEBUG_MUN_show_skoda = {
		priority = 999
		allowed = {
			tag = CZE
			has_dlc = Peace For Our Time
		}
		visible = {
			is_ai = no
			is_debug = yes
		}
		available = {

		}
		complete_effect = {
			CZE_start_skoda_GUI = yes
		}
	}
	DEBUG_MUN_hide_skoda = {
		priority = 999
		allowed = {
			tag = CZE
			has_dlc = Peace For Our Time
		}
		visible = {
			is_ai = no
			is_debug = yes
			has_global_flag = CZE_skoda_focus_activation
		}
		available = {

		}
		complete_effect = {
			clr_global_flag = CZE_skoda_focus_activation
		}
	}
	DEBUG_MUN_become_SLO = {
		priority = 998
		allowed = {
			tag = CZE
		}
		visible = {
			is_ai = no
			is_debug = yes
		}
		available = {
			CZE = {
				exists = yes
			}
		}
		complete_effect = {
			release = SLO
			SLO = {
				inherit_technology = CZE
			} {
				change_tag_from = ROOT
			}
		}
	}
	DEBUG_MUN_become_the_second_rep = {
		priority = 999
		allowed = {
			tag = CZE
			has_dlc = Peace For Our Time
		}
		visible = {
			is_ai = no
			is_debug = yes
		}
		available = {

		}
		complete_effect = {
			if = {
				limit = {
					ROOT = {
						controls_state = 69
					}
				}
				GER = {
					add_state_core = 69
					transfer_state = 69
				}
			} {
				limit = {
					ROOT = {
						controls_state = 972
					}
				}
				GER = {
					add_state_core = 972
					transfer_state = 972
				}
			} {
				limit = {
					ROOT = {
						controls_state = 74
					}
				}
				GER = {
					add_state_core = 74
					transfer_state = 74
				}
			} {
				limit = {
					ROOT = {
						controls_state = 72
					}
				}
				POL = {
					add_state_core = 72
					transfer_state = 72
				}
			} {
				limit = {
					ROOT = {
						controls_state = 664
					}
				}
				HUN = {
					add_state_core = 664
					transfer_state = 664
				}
			}
			CZE_get_rid_of_the_auto_blok = yes
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
				last_election = 1935.5.19
			}
			set_popularities = {
				democratic = 4
				neutrality = 94
				fascism = 0
				communism = 2
			}
			CZE_emil_hacha = {
				promote_character = yes
			}
			set_party_name = {
				ideology = democratic
				long_name = CZE_democratic_party_second_republic
				name = CZE_democratic_party_second_republic
			}
			CZE_antonin_hampl = {
				promote_character = yes
			}
			set_cosmetic_tag = CZE_fall_of_the_republic
			73 = {
				add_core_of = RUT
			}
			r
# ... (truncated)
### Entity: Decision
Component: debug_decisions
Constructs: limit, has_country_flag, complete_effect, set_country_flag, every_state, is_on_continent
Source: game
File: common/decisions/SOV.txt

Code:
debug_decisions = {
	SOV_debug_show_paranoia_system = {
		priority = 202
		icon = eng_ally_imperialist_coup
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		visible = {
			NOT = {
				has_country_flag = SOV_paranoia_system_active_flag
			}
		}
		cost = 0
		complete_effect = {
			custom_effect_tooltip = This will make the Paranoia System visible in the tab. It does NOT activate the Paranoia system.
			set_country_flag = SOV_debug_show_paranoia_system_flag
		}
	}
	SOV_debug_show_propaganda_system = {
		priority = 201
		icon = eng_ally_imperialist_coup
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		visible = {
			NOT = {
				has_country_flag = SOV_debug_show_propaganda_system_flag
			}
		}
		cost = 0
		complete_effect = {
			custom_effect_tooltip = This will make the Propaganda system visible in the tab. It does NOT activate the Propaganda system.
			set_country_flag = SOV_debug_show_propaganda_system_flag
		}
	}
	SOV_TEST_ULTIMATE_CONTINENTS = {
		priority = 200
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		visible = {
			always = yes
		}
		cost = 0
		complete_effect = {
			every_state = {
				limit = {
					is_on_continent = asia
				}
				TIB = {
					transfer_state = PREV
				}
			} {
				limit = {
					is_on_continent = europe
				}
				LUX = {
					transfer_state = PREV
				}
			} {
				limit = {
					is_on_continent = middle_east
				}
				YEM = {
					transfer_state = PREV
				}
			} {
				limit = {
					is_on_continent = africa
				}
				ETH = {
					transfer_state = PREV
				}
			} {
				limit = {
					is_on_continent = australia
				}
				NZL = {
					transfer_state = PREV
				}
			} {
				limit = {
					is_on_continent = north_america
				}
				CAN = {
					transfer_state = PREV
				}
			} {
				limit = {
					is_on_continent = south_america
				}
				PER = {
					transfer_state = PREV
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AUnbalanced_scales.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Unbalanced_scales.png"
### Entity: Modifier Reference
Construct: enemy_operative_intel_extraction_rate
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_operative_intel_extraction_rate

* Number with 0 decimal places
* **Categories**: unit_leader, country
### Entity: National Focus
Tree: aus_focus
Component: AUS_past_glories
Constructs: has_completed_focus, prerequisite, limit, add_war_support, completion_reward, has_game_rule, allow_branch, add_popularity
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_past_glories
	icon = GFX_goal_repeal_political
	relative_position_id = AUS_austria_awaken
	x = -8
	y = 3
	offset = {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_past_glories
		}
		x = 8
	}
	prerequisite = {
		focus = AUS_crack_down_nazis
	} {
		focus = AUS_bolster_defences
	} {
		focus = AUS_crackdown_on_socialists
	}
	mutually_exclusive = {
		focus = AUS_austrofascism_not_nazism
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_austrofascism_not_nazism AUS_look_west AUS_accept_inevitable
			}
		}
	}
	available = {
		NOT = {
			HUN = {
				focus_progress = {
					focus = HUN_invite_the_habsburg_prince
					progress = > 0.001
				}
			}
		}
	}
	cost = 5
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = AUS_past_glories
			days = 365
		}
		hidden_effect = {
			HUN = {
				add_ai_strategy = {
					type = befriend
					id = ITA
					value = -200
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_atlantic_naval_dominance
Constructs: prerequisite, limit, completion_reward, add_to_variable, every_state, is_coastal, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_atlantic_naval_dominance
	icon = GFX_focus_generic_north_atlantic_fleet
	prerequisite = {
		focus = GER_marinestosstrupp GER_atlantic_naval_bases
	}
	x = 1
	y = 1
	relative_position_id = GER_marinestosstrupp
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = GER_controls_an_atantic_island_tt
			OR = {
				914 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				100 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				101 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				337 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				933 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				134 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				119 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				178 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				698 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				696 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				697 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				702 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		GER_modify_navy_modifier = yes
		add_to_variable = {
			GER_military_navy_max_range_factor = 0.1
			tooltip = navy_max_range_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_naval_bases_on_atlantic_islands_tt
		every_state = {
			limit = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
				is_coastal = yes
				naval_base = < 10
				OR = {
					state = 914 101 100 337 933 134 119 178 698 696 697 702
				}
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		} {
			limit = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
				is_coastal = yes
				coastal_bunker = < 10
				OR = {
					state = 101 100 337 933 134 119 178 698 696 697 702 703 704 297 705 697 720 299
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_lessen_austerity
Constructs: prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_lessen_austerity
	icon = GFX_goal_generic_industrial_plan
	relative_position_id = ISR_begin_nationalization
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_establish_bituah_leumi
	} {
		focus = ISR_cement_histadrut_powers
	} {
		focus = ISR_education_reforms
	}
	cost = 5
	completion_reward = {
		add_political_power = 100
		swap_ideas = {
			remove_idea = ISR_austerity
			add_idea = export_focus
		}
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.20
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, has_government, is_in_faction, every_occupied_country, is_on_continent
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.20
	title = BBA_italy_anti_colonialism_events.20.t
	desc = BBA_italy_anti_colonialism_events.20.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.20.a
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				strength_ratio = {
					tag = FROM
					ratio = < 0.9
				}
			} {
				add = 5
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				add = 2
				has_government = communism
			} {
				add = -2
				is_in_faction = yes
			}
		}
		every_occupied_country = {
			limit = {
				capital_scope = {
					is_on_continent = africa
				}
			}
			ROOT = {
				release_puppet_on_controlled = PREV
			}
		}
		FROM = {
			set_country_flag = ITA_someone_decolonized_flag
		}
	} {
		name = BBA_italy_anti_colonialism_events.20.b
		ai_chance = {
			base = 5
		}
		set_country_flag = ITA_refused_decolonization_flag
		effect_tooltip = {
			every_owned_state = {
				limit = {
					is_on_continent = africa
					NOT = {
						is_core_of = owner
					}
				}
				add_dynamic_modifier = {
					modifier = ITA_anti_colonialism_sentiment
				}
			}
		}
		if = {
			limit = {
				FROM = {
					ROOT = {
						country_can_be_reasonable_target_of_wargoal = yes
					}
				}
			}
			custom_effect_tooltip = maybe_war_tt
		}
	}
}
### Entity: Character
Component: air_pilot_training_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_pilot_training_1 = {
	sprite = 1
	air_training_xp_gain_factor = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}