Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AUS_political_events.48
Constructs: is_triggered_only, ai_chance, limit, has_character, add_autonomy_score, add_country_leader_role
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.48
	title = AUS_political_events.48.t
	desc = AUS_political_events.48.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	option = {
		name = AUS_political_events.48.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				ROOT = {
					original_tag = POL
					has_character = POL_karl_albrecht
				}
			}
			effect_tooltip = {
				POL = {
					promote_character = POL_karl_albrecht
					add_autonomy_score = {
						value = -100
						localization = AUS_habsburg_monarch
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				ROOT = {
					original_tag = HUN
					has_character = HUN_joseph_august_von_habsburg
				}
			}
			effect_tooltip = {
				HUN = {
					add_country_leader_role = {
						character = HUN_joseph_august_von_habsburg
						promote_leader = yes
						country_leader = {
							ideology = despotism
							expire = 1965.1.1.1
							traits = {
								HUN_the_old_warden
							}
						}
					}
					add_autonomy_score = {
						value = -100
						localization = AUS_habsburg_monarch
					}
				}
			}
		} {
			limit = {
				ROOT = {
					original_tag = CZE
					has_character = CZE_albrecht_franz
				}
			}
			effect_tooltip = {
				CZE = {
					promote_character = CZE_albrecht_franz
				}
			}
		} {
			limit = {
				ROOT = {
					original_tag = CRO
					has_character = CRO_joseph_francis
				}
			}
			effect_tooltip = {
				CRO = {
					promote_character = CRO_joseph_francis
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_truly_free_speech
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_truly_free_speech
	icon = GFX_focus_SWE_radiotjanst
	prerequisite = {
		focus = CHI_give_protection_of_civil_rights
	}
	x = -1
	y = 1
	relative_position_id = CHI_give_protection_of_civil_rights
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_defend_the_coast
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_defend_the_coast
	icon = GFX_goal_generic_navy_anti_submarine
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_develop_indigenous_designs
	}
	mutually_exclusive = {
		focus = LIT_raiding_fleet
	}
	x = -1
	y = 3
	relative_position_id = LIT_expansion_of_naval_facilities
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = Defend the Coast
			bonus = 1
			uses = 1
			category = dd_tech
		}
		add_doctrine_cost_reduction = {
			name = Defend the Coast
			cost_reduction = 0.5
			uses = 2
			category = convoy_defense_tree
		}
	}
}
### Entity: State History
Component: 981
Constructs: add_core_of, add_to_array
Source: game
File: history/states/981-Bushehr.txt

Code:
state = {
	id = 981
	name = STATE_981
	resources = {
		oil = 10
	}
	history = {
		owner = PER
		victory_points = {
			10797 1
		}
		buildings = {
			infrastructure = 1
			10797 = {
				naval_base = 1
			}
		}
		add_core_of = PER
		add_to_array = {
			state_victory_points = 10797
		}
	}
	provinces = {
		5089 10797 12832
	}
	manpower = 217536
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Idea
Component: surface_raiders_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
surface_raiders_spirit = {
	ledger = navy
	available = {
		OR = {
			has_doctrine = new_convoy_raiding armored_raiders
		}
	}
	modifier = {
		screening_without_screens = 0.2
		naval_retreat_speed = 0.1
		naval_retreat_chance = 0.1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = armored_raiders light_task_forces jeune_ecole
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: list_hidden_focuses
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
list_hidden_focuses
|
Lists all of the hidden focuses from a country.
|

|
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_subjugate_the_warlords
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_subject_of, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_subjugate_the_warlords
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = CHI_sea_prioritize_the_interior
	}
	x = 2
	y = 2
	relative_position_id = CHI_sea_prioritize_the_interior
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		GXC = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		HBC = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		GDC = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		SND = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		SIC = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		XIC = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		NXM = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		GSM = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		KHM = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		YUN = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		SHX = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		XSM = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
		SIK = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					original_tag = GXC YUN SHX XSM SIK GDC SND SIC XIC NXM GSM KHM HBC
				}
				is_subject = no
			}
			country_event = {
				id = wtt_china.1
				hours = 4
				random_hours = 6
			}
		}
		unlock_decision_category_tooltip = CHI_integrate_the_warlords
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_defensive_postures
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_defensive_postures = {
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine_path = global.EAI_RIGHT_PATH
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Munch_Ribbentrop_Pakt
Constructs: shared_focus, has_completed_focus, prerequisite, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Munch_Ribbentrop_Pakt
	icon = GFX_goal_military_agreement_germany
	cost = 10
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		} {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	prerequisite = {
		focus = DEN_Approach_Germany
	}
	available = {
		is_subject = no
		has_government = democratic
		OR = {
			is_in_faction = no
			is_in_faction_with = GER
		} {
			has_completed_focus = DEN_Social_Democratic_Majority DEN_Conservative_Majority
		}
		NOT = {
			has_war_with = GER
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	mutually_exclusive = {
		focus = DEN_North_Sea_Trade_Agreement DEN_Nordic_Customs_Union DEN_Dano_Soviet_Trade_Agreement
	}
	x = 7
	y = 2
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		set_variable = {
			copenhagen_backer = GER
		}
		GER = {
			country_event = {
				id = denmark.45
				days = 4
				random_days = 10
			}
		}
		effect_tooltip = {
			GER = {
				custom_effect_tooltip = needs_approval
			} {
				add_opinion_modifier = {
					target = DEN
					modifier = den_munch_ribbentrop_pakt
				}
				diplomatic_relation = {
					country = DEN
					relation = guarantee
					active = yes
				} {
					country = DEN
					relation = non_aggression_pact
					active = yes
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
			add_opinion_modifier = {
				target = GER
				modifier = den_munch_ribbentrop_pakt
			}
			give_military_access = GER
			add_ideas = den_munch_ribbentrop
		}
	}
}
### Entity: Idea
Component: CHL_pan_hispanic_rhetoric_3
Constructs: army_defence_factor, stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_pan_hispanic_rhetoric_3 = {
	picture = CHL_pan_hispanic_rhetoric
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.15
		justify_war_goal_time = -0.2
		fascism_drift = 0.1
		army_attack_factor = 0.04
		army_defence_factor = 0.06
		org_loss_at_low_org_factor = -0.2
	}
}
### Entity: Event
Component: france.3
Constructs: is_triggered_only, add_building_construction
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.3
	title = france.3.t
	desc = france.3.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	option = {
		name = france.3.a
		735 = {
			add_building_construction = {
				type = bunker
				province = 764
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 9909
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 3959
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 6975
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 3764
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 9745
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 778
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_pick_a_fight_with_japan
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_pick_a_fight_with_japan
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = CHI_sea_anti_communism
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_anti_communism
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			JAP = {
				has_government = democratic
			}
			factor = 0
		}
	}
	available = {
		NOT = {
			is_in_faction_with = JAP
		}
		JAP = {
			exists = yes
		}
		is_subject = no
	}
	bypass = {
		OR = {
			has_war_with = JAP MAN
			JAP = {
				exists = no
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				MAN = {
					OR = {
						is_in_faction_with = JAP
						is_puppet_of = JAP
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = MAN
				expire = 0
			}
			else = {
				create_wargoal = {
					type = annex_everything
					target = JAP
					expire = 0
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.35
				days = 1
			}
		}
	}
}
### Entity: Character
Component: YUG_milan_stojadinovic
Source: game
File: common/characters/YUG.txt

Code:
YUG_milan_stojadinovic = {
	name = YUG_milan_stojadinovic
	portraits = {
		civilian = {
			large = GFX_portrait_YUG_milan_stojadinovic
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: KHM_daoyin_of_kashgar
Constructs: war_support_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KHM_daoyin_of_kashgar = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	production_speed_buildings_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Special Project
Component: sp_naval_generic_reward_scientist_xp_2
Constructs: limit, fire_only_once, has_project_flag, has_scientist_level, add_scientist_xp, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_scientist_xp_2 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_scientist_xp_flag
		} {
			factor = 0
			var:scientist = {
				has_scientist_level = {
					level = > 4
					specialization = specialization_naval
				}
			}
		}
	}
	option = {
		token = sp_naval_generic_reward_option_scientist_xp
		iteration_output = {
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_naval
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.medium
						specialization = specialization_naval
					}
				}
				FROM = {
					set_project_flag = sp_naval_generic_reward_scientist_xp_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: WAF_fascist_youth
Constructs: stability_factor, war_support_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_west_africa.txt

Code:
WAF_fascist_youth = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = -0.05
		war_support_factor = 0.1
		conscription_factor = 0.15
		conscription = 0.01
	}
}
### Entity: Idea
Component: CRO_alojzije_stepinac
Source: game
File: common/ideas/croatia.txt

Code:
CRO_alojzije_stepinac = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = CRO
	}
	traits = {
		ideological_crusader
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_ridding_the_army_of_foreign_influence
Constructs: prerequisite, remove_ideas, completion_reward, is_subject
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_ridding_the_army_of_foreign_influence
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = ALB_the_will_to_fight
	}
	available = {
		is_subject = no
	}
	x = 19
	y = 4
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = italian_in_the_army
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: FRA_west_africa_intervention.11
Constructs: is_triggered_only, limit, fire_only_once, every_state
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_west_africa_intervention.11
	title = FRA_west_africa_intervention.1.t
	desc = FRA_west_africa_intervention.1.desc
	picture = GFX_report_event_france_victory_syria
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = FRA_west_africa_intervention.1.a
		effect_tooltip = {
			every_state = {
				limit = {
					OR = {
						state = 557 272 556 898 899 780 779 778 781 776
					}
				}
				event_target:free_france = {
					transfer_state = PREV
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: maneuvering_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### maneuvering_level
* description: maneuvering level of the leader
### Entity: Event
Component: rt56.rom_ger_divide_czech.1
Constructs: is_triggered_only, ai_chance, has_war, has_government, is_in_faction_with, is_subject_of, is_subject
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_ger_divide_czech.1
	title = rt56.rom_ger_divide_czech.1.t
	desc = rt56.rom_ger_divide_czech.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_ger_divide_czech.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				ROM = {
					has_government = ROOT
				}
			} {
				factor = 4
				is_in_faction_with = ROM
			} {
				factor = 2
				has_war = no
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_ger_divide_czech.2
				days = 4
			}
		}
	} {
		name = rt56.rom_ger_divide_czech.1.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 6
				CZE = {
					is_subject_of = GER
				}
			} {
				factor = 2
				CZE = {
					has_government = ROOT
				}
			} {
				factor = 6
				CZE = {
					is_subject = no
					is_in_faction_with = GER
				}
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_ger_divide_czech.3
				days = 4
			}
		}
	}
}
### Entity: Character
Component: GER_jurgen_von_blumenthal
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/GER.txt

Code:
GER_jurgen_von_blumenthal = {
	name = GER_jurgen_von_blumenthal
	portraits = {
		army = {
			large = GFX_portrait_GER_jurgen_von_blumenthal
			small = GFX_portrait_GER_jurgen_von_blumenthal_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer ranger
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		visible = {
			has_completed_focus = GER_oppose_hitler_ww
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Unit Template
Component: KOR_CL_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_CL_COMMUNIST = {
	name = (D)PRK ship names
	for_countries = {
		KOR NKR
	}
	can_use = {
		OR = {
			tag = NKR
			AND = {
				tag = KOR
				has_government = communism
			}
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = KPNS 
	fallback_name = Light Cruiser %d
	unique = {
		Najin Amnok Nampo Sariwon Fugas Wonju Bucheon Seongnam Jecheon Daecheon Sokcho Yeongju Namwon Gwangmyeong Sinseong Gongju
	}
}
### Entity: Unit Template
Component: ENG_ADMIRALS_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_ADMIRALS_COMMUNIST = {
	name = NAME_THEME_ADMIRALS
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	prefix = WLNS 
	unique = {
		Blake Deane Popham Monck Penn Montague Desborow Jones Clerk Stone Burton Gooking Kelsey Ayscue Appleton
	}
}
### Entity: Character
Component: ICE_stefan_johann_stefansson
Constructs: limit, has_government, has_country_leader
Source: game
File: common/characters/ICE.txt

Code:
ICE_stefan_johann_stefansson = {
	name = ICE_stefan_johann_stefansson
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_stefan_johann_stefansson_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_stefan_johann_stefansson
		allowed = {

		}
		available = {
			NOT = {
				has_government = fascism
			}
			IF = {
				limit = {
					has_government = democratic
				}
				has_country_leader = {
					ruling_only = yes
					character = ICE_hermann_jonasson
				}
			}
		}
		visible = {

		}
		traits = {
			ICE_internationalist_guardian
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0
				ICE_has_fascist_ai = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_medium_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_medium_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_medium_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	medium_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_medium_cannon tank_medium_fixed_superstructure_turret tank_christie_suspension tank_welded_armor tank_diesel_engine
		}
	}
	medium_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 10
				tank_nsb_armor_upgrade = 8
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_heavy_cannon tank_medium_fixed_superstructure_turret tank_christie_suspension tank_welded_armor tank_diesel_engine sloped_armor
		}
	}
	medium_tank_destroyer_3 = {

# ... (truncated)