Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_Collectivist_Propaganda
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_Collectivist_Propaganda
	text = GEN_Collectivist_Propaganda
	icon = GFX_social_welfare
	prerequisite = {
		focus = TRK_internationalism_focus
	}
	x = -1
	y = 1
	relative_position_id = TRK_internationalism_focus
	cost = 10
	available = {
		has_government = communism
	}
	completion_reward = {
		add_political_power = 15
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = GEN_Collectivist_Propaganda_I
	}
}
### Entity: Event
Component: rt56.rom_hun_submission.3
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_hun_submission.3
	title = rt56.rom_hun_submission.3.t
	desc = rt56.rom_hun_submission.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_hun_submission.3.a
		ROOT = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_military_industrial_funding
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_military_industrial_funding
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = AUS_commit_to_autarky
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_commit_to_autarky
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 8
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
			}
			prioritize = {
				4
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_support_PRL_100
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_to_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_support_PRL_100 = {
	set_temp_variable = {
		support_to_remove = 10.0
	}
	if = {
		limit = {
			check_variable = {
				LUX.PRL_support = < 90
			}
		}
		add_to_variable = {
			LUX.PRL_support = support_to_remove
		}
		if = {
			limit = {
				check_variable = {
					LUX.PD_support = > 9.999
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PD_support
			if = {
				limit = {
					check_variable = {
						LUX.LSAP_support = > 4.999
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_LSAP_support
				if = {
					limit = {
						check_variable = {
							LUX.KPL_support = > 3.333
						}
					}
					add_to_temp_variable = {
						support_counter = 1
					}
					set_country_flag = remove_KPL_support
				}
			}
			else_if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 4.999
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		} {
			limit = {
				has_country_flag = remove_PD_support
			}
			subtract_from_variable = {
				LUX.PRL_support = support_to_remove
			}
			clr_country_flag = remove_PD_support
		} {
			limit = {
				has_country_flag = remove_LSAP_support
			}
			subtract_from_variable = {
				LUX.LSAP_support = support_to_remove
			}
			clr_country_flag = remove_LSAP_support
		} {
			limit = {
				has_country_flag = remove_KPL_support
			}
			subtract_from_variable = {
				LUX.KPL_support = support_to_remove
			}
			clr_country_flag = remove_KPL_support
		}
		else_if = {
			limit = {
				check_variable = {
					LUX.LSAP_support = > 9.999
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_LSAP_support
			if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 4.999
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		}
		else = {
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_KPL_support
		}
		divide_temp_variable = {
			support_to_remove = support_counter
		}
	}
	else = {
		set_variable = {
			LUX.PD_support = 0
		} {
			LUX.PRL_support = 100
		} {
			LUX.LSAP_support = 0
		} {
			LUX.KPL_support = 0
		}
	}
	set_variable = {
		LUX.PD_support_loc = LUX.PD_support
	} {
		LUX.PRL_suppo
# ... (truncated)
### Entity: Scripted Trigger
Component: GER_is_historical_ai
Constructs: has_country_flag, is_historical_focus_on, has_dlc, has_game_rule
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_historical_ai = {
	OR = {
		AND = {
			is_historical_focus_on = yes
			OR = {
				NOT = {
					has_dlc = Waking the Tiger
				}
				has_game_rule = {
					rule = GER_ai_behavior
					option = DEFAULT
				}
			}
		}
		has_country_flag = GER_AI_RANDOM_FASCIST
		has_game_rule = {
			rule = GER_ai_behavior
			option = FASCIST
		}
	}
}
### Entity: Character
Component: TIB_sogyal_rinpoche
Source: game
File: common/characters/TIB.txt

Code:
TIB_sogyal_rinpoche = {
	advisor = {
		slot = navy_chief
		idea_token = TIB_sogyal_rinpoche
		allowed = {
			original_tag = TIB
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = TIB_sogyal_rinpoche
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AUndelete/File%3ADisambig_grey.png.html

Doc:
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File history
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Retrieved from "http://www.hoi4wiki.com/Special:Undelete/File:Disambig_grey.png"
### Entity: Character
Component: JAP_wakatsuki_reijiro
Source: game
File: common/characters/JAP.txt

Code:
JAP_wakatsuki_reijiro = {
	name = JAP_wakatsuki_reijiro
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_wakatsuki_reijiro_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_wakatsuki_reijiro
		allowed = {
			original_tag = JAP
		}
		visible = {

		}
		available = {

		}
		traits = {
			JAP_scholarly_ashigaru
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.60
Constructs: is_triggered_only, limit, every_country, add_war_support, add_stability, give_guarantee, clr_country_flag, has_global_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.60
	title = BBA_italy_interaction_events.60.t
	desc = BBA_italy_interaction_events.60.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.27.a
		trigger = {
			original_tag = ENG
		}
		add_war_support = 0.05
		add_stability = -0.15
		ENG = {
			give_guarantee = AUS
		}
		hidden_effect = {
			every_country = {
				news_event = {
					hours = 6
					id = BBA_italy_interaction_events_news.2
				}
			}
			clr_country_flag = ITA_italy_asks_ethiopian_host_for_help
			if = {
				limit = {
					has_global_flag = second_italo_ethiopian_war_flag
				}
				if = {
					limit = {
						has_global_flag = end_of_second_italo_ethiopian_war_flag
					}
					clr_global_flag = end_of_second_italo_ethiopian_war_flag
				}
				clr_global_flag = second_italo_ethiopian_war_flag
			}
		}
	}
}
### Entity: Idea
Component: RAJ_the_zamindari_system_2
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
RAJ_the_zamindari_system_2 = {
	name = RAJ_the_zamindari_system
	picture = ARG_civilian_economy_boost
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.2
		production_speed_buildings_factor = 0.1
		consumer_goods_factor = -0.05
		production_speed_rail_way_factor = 0.15
		production_speed_supply_node_factor = 0.15
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_forging_a_brighter_tomorrow
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, remove_ideas, completion_reward, has_civil_war, add_core_of
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_forging_a_brighter_tomorrow
	icon = GFX_postive_heroism
	prerequisite = {
		focus = TUR_storm_the_grand_national_assembly
	}
	x = 0
	y = 1
	relative_position_id = TUR_storm_the_grand_national_assembly
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	completion_reward = {
		remove_ideas = TUR_general_strike_idea
		if = {
			limit = {
				has_completed_focus = TUR_ally_kurdish_nationalist_groups
			}
			every_owned_state = {
				limit = {
					OR = {
						state = 350 353 352 800
					}
				}
				add_core_of = TUR
				add_dynamic_modifier = {
					modifier = semi_autonomous_state
				}
				remove_dynamic_modifier = {
					modifier = r56tree_limited_kurdish_separatism
				}
			}
		} {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_83
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_83 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 83
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 83
		value = 10000
	} {
		type = naval_avoid_region
		id = 83
		value = -200
	} {
		type = strategic_air_importance
		id = 83
		value = 25000
	}
}
### Entity: Event
Component: algeria.4
Constructs: is_triggered_only, fire_only_once, remove_unit_leader_role
Source: game
File: events/Algeria.txt

Code:
country_event = {
	id = algeria.4
	picture = GFX_report_event_generic_rally2
	title = algeria.4.t
	desc = algeria.4.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = algeria.4.a
		remove_unit_leader_role = ALG_said_mohammedi
		start_civil_war = {
			ruling_party = communism
			ideology = fascism
			size = 0.2
			capital = 460
			states = {
				933 460
			}
			keep_unit_leaders = {
				876 877
			}
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_why_we_fight
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_why_we_fight
	text = GEN_why_we_fight_I
	icon = GFX_focus_ITA_liberation_or_death
	prerequisite = {
		focus = TRK_Anti_Invasion TRK_Military_Build TRK_Brigades
	}
	available = {
		OR = {
			threat = > 0.5
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	x = -2
	y = 1
	relative_position_id = TRK_Brigades
	cost = 10
	completion_reward = {
		add_ideas = GEN_why_we_fight_I
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_ITA
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_ITA = {
	EAI_PC_FORT_strategy_ITA_fortlines = yes
	EAI_PC_FORT_strategy_ITA_coastal = yes
}
### Entity: Order of Battle
Component: 16. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 16. Landsturmregiment
	location = 9375
	division_template = Landsturmregiment
}
### Entity: Event
Component: israel.16
Constructs: is_triggered_only, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.16
	picture = GFX_report_event_MPL_aliyah
	title = israel.16.t
	desc = israel.16.d
	is_triggered_only = yes
	trigger = {
		has_idea = ISR_aliyah
	}
	option = {
		name = israel.16.a
		swap_ideas = {
			remove_idea = ISR_aliyah
			add_idea = ISR_aliyah_2
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_demand_slovenia
Constructs: prerequisite, has_war_with, completion_reward, has_army_manpower, is_subject, is_ally_with, random_hours, add_named_threat
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_demand_slovenia
	icon = GFX_goal_AUS_demand_slovenia
	prerequisite = {
		focus = AUS_success_of_austrofascism AUS_new_austrian_state
	}
	relative_position_id = AUS_intervention_in_liechtenstein_schuschnigg
	x = 1
	y = 1
	cost = 10
	text = AUS_pressure_for_slovenia
	available = {
		102 = {
			controller = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		controls_state = 1054
		has_army_manpower = {
			size = > 99999
		}
		is_subject = no
	}
	bypass = {
		OR = {
			controls_state = 102 956 853
			any_other_country = {
				controls_state = 102
				is_ally_with = ROOT
			}
			has_war_with = 102
			 = .controller
		}
	}
	completion_reward = {
		custom_effect_tooltip = AUS_pressure_for_slovenia_tt
		102 = {
			controller = {
				country_event = {
					id = austria.1125
					days = 1
					random_hours = 12
				}
			}
		}
		add_named_threat = {
			threat = 1.5
			name = AUS_pressure_for_slovenia
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_subjugate_bulgaria
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, is_puppet, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_subjugate_bulgaria
	icon = GFX_goal_generic_attack_bulgaria
	prerequisite = {
		focus = GRE_ally_the_balkans GRE_join_the_balkanic_revolution
	}
	x = 3
	y = 1
	relative_position_id = GRE_ally_the_balkans
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		has_country_flag = GRE_balkan_enemies
		BUL = {
			NOT = {
				has_war_with = GRE
				has_government = communism
			}
			exists = yes
			is_puppet = no
		}
	}
	bypass = {
		BUL = {
			OR = {
				is_in_faction_with = GRE
				exists = no
				has_government = communism
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BUL
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: SAF_cornelis_van_zuigenbrogge
Source: game
File: common/characters/SAF.txt

Code:
SAF_cornelis_van_zuigenbrogge = {
	name = SAF_cornelis_van_zuigenbrogge
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SAF_cornelis_van_zuigenbrogge
		allowed = {
			original_tag = SAF
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_fortify_el_alamein
Constructs: prerequisite, limit, completion_reward, is_ally_with, has_full_control_of_state, add_autonomy_score, add_building_construction, has_tech
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_fortify_el_alamein
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = RAJ_desert_training
	}
	x = 0
	y = 1
	relative_position_id = RAJ_desert_training
	cost = 10
	available = {
		447 = {
			controller = {
				OR = {
					original_tag = ROOT
					is_ally_with = ROOT
				}
				has_full_control_of_state = PREV
			}
		}
		custom_override_tooltip = {
			tooltip = {
				localization_key = generic_requires_divs_in_state_tt
				NUM_DIVISIONS = 0
				STATE = [447.GetName]
			}
			num_divisions_in_states = {
				count = > 0
				states = {
					447
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_autonomy_score = {
			value = 150
			localization = RAJ_fortify_el_alamein
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		447 = {
			add_building_construction = {
				type = air_base
				level = 4
				instant_build = yes
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = 1071
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = 4076
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 4076
			}
			if = {
				limit = {
					ROOT = {
						has_tech = interwar_antiair
					}
				}
				add_building_construction = {
					type = anti_air_building
					level = 4
					instant_build = yes
				}
			}
			add_dynamic_modifier = {
				modifier = RAJ_fortified_position
				days = 365
			}
		}
	}
}
### Entity: Decision
Component: BRA_counter_influence_cat
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_counter_influence_cat = {
	priority = 90
	picture = GFX_decision_cat_picture_chi_political_support
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		NOT = {
			original_tag = BRA
		}
	}
	visible_when_empty = no
}
### Entity: Character
Component: ETH_makonnen_endelkatchew
Constructs: has_government, has_dlc
Source: game
File: common/characters/ETH.txt

Code:
ETH_makonnen_endelkatchew = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		allowed_civil_war = {
			OR = {
				has_government = democratic neutrality
			}
		}
		name = ETH_makonnen_endelkatchew
		portraits = {
			army = {
				small = GFX_portrait_ETH_makonnen_endelkatchew_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ETH_makonnen_endelkatchew
			allowed = {
				original_tag = ETH
			}
			available = {
				OR = {
					has_government = neutrality democratic
				}
			}
			traits = {
				smooth_talking_charmer
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		name = ETH_makonnen_endelkatchew
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_arab_3
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ETH_makonnen_endelkatchew
			allowed = {
				original_tag = ETH
			}
			traits = {
				smooth_talking_charmer
			}
		}
	}
}
### Entity: Event
Component: malaysia.21
Constructs: is_triggered_only, ai_chance
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.21
	title = malaysia.21.t
	desc = malaysia.21.desc
	is_triggered_only = yes
	option = {
		name = malaysia.21.a
		ai_chance = {
			base = 60
		}
		ENG = {
			country_event = {
				id = malaysia.22
				hours = 3
			}
		}
	} {
		name = malaysia.21.b
		ai_chance = {
			base = 40
		}
		MAL = {
			country_event = {
				id = malaysia.23
				hours = 3
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/anti_tank_brigade.txt

Code:
sub_units = {
	anti_tank_brigade = {
		abbreviation = ANT
		sprite = anti_tank
		map_icon_category = infantry
		priority = 1197
		ai_priority = 100
		active = yes
		type = {
			infantry anti_tank
		}
		group = combat_support
		categories = {
			category_front_line category_army category_line_artillery category_anti_tank
		}
		combat_width = 1
		need = {
			anti_tank_equipment = 36
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0
		max_strength = 0.6
		training_time = 120
		weight = 0.5
		supply_consumption = 0.1
		forest = {
			attack = -0.2
			movement = -0.2
		}
		hills = {
			movement = -0.05
		}
		mountain = {
			movement = -0.2
		}
		jungle = {
			attack = -0.25
			movement = -0.2
		}
		marsh = {
			attack = -0.2
			movement = -0.3
		}
		fort = {
			attack = 0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}
	}
	mot_anti_tank_brigade = {
		abbreviation = MAT
		sprite = anti_tank
		map_icon_category = infantry
		priority = 1197
		ai_priority = 100
		active = yes
		type = {
			motorized anti_tank
		}
		group = mobile_combat_support
		categories = {
			category_front_line category_army category_line_artillery category_mobile_and_mobile_combat_sup category_anti_tank category_mobile_anti_tank
		}
		combat_width = 1
		transport = motorized_equipment
		essential = {
			motorized_equipment
		}
		need = {
			anti_tank_equipment = 36
			motorized_equipment = 36
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0
		max_strength = 0.6
		training_time = 120
		weight = 0.5
		supply_consumption = 0.15
		forest = {
			attack = -0.2
			movement = -0.5
		}
		hills = {
			movement = -0.05
		}
		mountain = {
			movement = -0.2
		}
		jungle = {
			attack = -0.25
			movement = -0.5
		}
		marsh = {
			attack = -0.2
			movement = -0.3
		}
		fort = {
			attack = 0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}
	}
}