Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: navy_capital_ship_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_capital_ship_attack_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Trigger Reference
Construct: has_artillery_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_artillery_ratio

* Supported Scopes: COMBATANT
* Supported Targets: none

```
Check that ratio of atrillery battalions in the composition of a side of combating troops are over a certain level.
For example:
has_artillery_ratio > 0.1
```
### Entity: National Focus
Tree: chi_focus
Component: CHI_officialize_the_rocaf
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_to_variable, add_breakthrough_progress
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_officialize_the_rocaf
	icon = GFX_goal_generic_build_airforce
	x = -2
	y = 1
	relative_position_id = CHI_coordinate_with_the_army
	prerequisite = {
		focus = CHI_coordinate_with_the_army CHI_escort_efficiency
	}
	cost = 10
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_ROCAF_tt generic_skip_one_line_tt generic_skip_one_line_tt available_theorist
		add_to_variable = {
			CHI_ROCAF_air_training_xp_gain_factor = 0.1
			tooltip = air_training_xp_gain_factor_tt
		} {
			CHI_ROCAF_experience_gain_air_factor = 0.05
			tooltip = experience_gain_air_factor_tt
		} {
			CHI_ROCAF_air_power_projection_factor = 0.05
			tooltip = air_power_projection_factor_tt
		} {
			CHI_ROCAF_air_home_defence_factor = 0.05
			tooltip = air_home_defence_factor_tt
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		show_ideas_tooltip = CHI_chen_qingyun
	}
}
### Entity: Idea
Component: MEN_kwantungs_invisible_hand_genghis_3
Constructs: war_support_factor, has_government, has_war_with, is_neighbor_of, is_ally_with, has_civil_war, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_kwantungs_invisible_hand_genghis_3 = {
	name = MEN_kwantungs_invisible_hand
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			OR = {
				is_neighbor_of = JAP
				JAP = {
					any_allied_country = {
						is_neighbor_of = MEN
					}
				}
			}
		} {
			AND = {
				is_ally_with = JAP
				has_war_with = JAP
			}
		}
		JAP = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
	}
	removal_cost = -1
	picture = MEN_kwantungs_invisible_hand
	modifier = {
		conscription = 0.01
		experience_gain_army_factor = 0.05
		neutrality_drift = 0.01
		drift_defence_factor = 0.15
		war_support_factor = 0.1
		defensive_war_stability_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.05
		defense_bonus_against = -0.05
	}
}
### Entity: Idea
Component: AST_great_depression_taog_spirit_fake
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/ideas/australia.txt

Code:
AST_great_depression_taog_spirit_fake = {
	allowed = {
		always = no
	}
	picture = generic_economic_crisis
	modifier = {
		consumer_goods_factor = 0.4
		stability_factor = -0.1
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_new_plans
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_new_plans
	icon = GFX_focus_generic_military_mission
	text = GRE_new_plans
	prerequisite = {
		focus = GRE_army_reform
	}
	x = 0
	y = 1
	relative_position_id = GRE_army_reform
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: GOE_RAJ_partition.5
Constructs: is_triggered_only, has_completed_focus, limit, add_war_support, add_political_power, every_controlled_state, is_in_array, has_resistance
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_partition.5
	title = GOE_RAJ_partition.5.t
	desc = GOE_RAJ_partition.5.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_partition.5.a
		every_controlled_state = {
			limit = {
				is_in_array = {
					array = RAJ.owned_states_at_game_start
					value = THIS
				}
				has_resistance = yes
			}
			add_compliance = -5
			add_resistance = 5
		}
		if = {
			limit = {
				has_completed_focus = RAJ_league_against_gandhism
			}
			hidden_effect = {
				add_war_support = 0.05
			}
			custom_effect_tooltip = RAJ_league_against_gandhism_tt_event
		}
	} {
		name = GOE_RAJ_partition.5.b
		add_political_power = -40
		if = {
			limit = {
				has_completed_focus = RAJ_league_against_gandhism
			}
			hidden_effect = {
				add_war_support = 0.05
			}
			custom_effect_tooltip = RAJ_league_against_gandhism_tt_event
		}
	}
}
### Entity: Character
Component: POL_friedrich_christian
Source: game
File: common/characters/POL.txt

Code:
POL_friedrich_christian = {
	name = POL_friedrich_christian
	portraits = {
		civilian = {
			large = GFX_portrait_POL_friedrich_christian
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
		traits = {
			royal_legitimist
		}
	}
}
### Entity: Modifier Reference
Component: unity_propaganda
Constructs: compliance_gain
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
unity_propaganda = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	compliance_gain = 0.7
}
### Entity: State History
Component: 828
Constructs: add_core_of
Source: game
File: history/states/828 - North Ossetia.txt

Code:
state = {
	id = 828
	name = STATE_828
	resources = {
		chromium = 8
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV NOA
		victory_points = {
			9628 3
		}
	}
	provinces = {
		9628 9647 11609
	}
	manpower = 387990
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_reach_out_to_trade_unions
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_reach_out_to_trade_unions
	icon = GFX_goal_generic_major_alliance
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_refus_absurde
	}
	relative_position_id = FRA_refus_absurde
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = FRA_connections_to_trade_unions
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_eastern_shipyard_construction
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_owned_and_controlled_by, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_eastern_shipyard_construction
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = RAJ_increase_funding_for_the_GRSE
	}
	x = 1
	y = 1
	relative_position_id = RAJ_increase_funding_for_the_GRSE
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = RAJ
				is_coastal = yes
			}
			prioritize = {
				423 424 426 431
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Template
Component: JAP_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/JAP_operative_codenames.txt

Code:
JAP_OPERATIVE_CODENAME_HISTORICAL = {
	name = JAP_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		JAP
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Tenno Tso Ningyo Keppel Akita Black Dragon Matsu Kikan Rutland Kur Hojo Dr Mori Yoshiko Giga Shinryo Ashikaga Oda Shimazu
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_role_of_kangda
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, add_mastery_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_role_of_kangda
	icon = GFX_focus_PRC_role_of_kangda
	prerequisite = {
		focus = PRC_best_of_the_best PRC_one_with_the_people
	}
	x = -1
	y = 1
	relative_position_id = PRC_best_of_the_best
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_tech_bonus = {
			name = PRC_role_of_kangda
			bonus = 0.25
			uses = 2
			category = infantry_weapons
		}
		add_mastery_bonus = {
			bonus = 0.2
			days = 365
			name = PRC_role_of_kangda
			track = operations
		}
	}
}
### Entity: AI Strategy
Component: ITA_amphibious_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_amphibious_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_amphibious_tank
	}
	priority = {
		factor = 20
	}
	basic_amphibious_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = amphibious_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_small_cannon
					}
				}
				turret_type_slot = tank_light_turret_type
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_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 = 5
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_light_turret_type tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
}
### Entity: Country History
Country: BRA
Component: BRA_characters
Constructs: recruit_character
Source: game
File: history/countries/BRA - Brazil.txt

Code:
# Leaders & Characters for BRA
recruit_character = BRA_getulio_vargas BRA_plinio_salgado BRA_luis_carlos_prestes BRA_eurico_gaspar_dutra BRA_mascarenhas_de_morais BRA_augusto_rademaker BRA_agliberto_vieira BRA_eduardo_gomes BRA_salgado_filho BRA_floriano_peixoto BRA_epaminondas_dos_santos BRA_moreira_lima BRA_nero_fiuza_de_castro BRA_artur_da_costa_e_silva BRA_ismael_motta_paes BRA_jorge_martins BRA_newton_cavalcanti BRA_afranio_de_mello_franco BRA_washington_luis_pereira BRA_osvaldo_aranha BRA_arlindo_veiga_dos_santos BRA_random_army_chief
### Entity: Idea
Component: MPL_mandate
Constructs: removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_mandate = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MPL
	}
	removal_cost = -1
	picture = MPL_mandate_icon
	modifier = {
		non_core_manpower = 0.25
		cic_to_overlord_factor = -1
		autonomy_manpower_share = -1
		mic_to_overlord_factor = -1
		custom_modifier_tooltip = BUL_army_restrictions_mobilization_law_tt
	}
	rule = {
		can_not_declare_war = yes
		can_send_volunteers = no
	}
	on_remove = {
		country_lock_all_division_template = no
	}
}
### Entity: Decision
Component: JAP_west_pacific_treaty_org_economic_integration_cat
Constructs: has_completed_focus, limit, add_ideas, has_government, has_war_with, has_country_flag, fire_only_once, is_enemy_ideology
Source: game
File: common/decisions/JAP.txt

Code:
JAP_west_pacific_treaty_org_economic_integration_cat = {
	JAP_west_pacific_treaty_org_currency_union_decision = {
		priority = 5
		icon = GFX_decision_gre_investment_decisions
		ai_will_do = {
			base = 2
			modifier = {
				factor = 2
				any_enemy_country = {
					has_war_with = FROM
				}
			} {
				factor = 0.5
				FROM = {
					is_enemy_ideology = yes
				}
			} {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		target_array = ROOT.allies
		target_trigger = {
			FROM = {
				capital_scope = {
					OR = {
						is_on_continent = asia australia middle_east
					}
				}
				is_in_faction_with = ROOT
				NOT = {
					has_idea = JAP_pacific_customs_union_member JAP_pacific_integrated_customs_union_member
				}
			}
		}
		available = {

		}
		visible = {
			has_completed_focus = JAP_form_greater_east_asian_currency_union
		}
		fire_only_once = yes
		cost = 15
		complete_effect = {
			FROM = {
				country_event = {
					id = SEA_japan_foreign_policy.100
					hours = 6
					random_hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				FROM = {
					add_ideas = JAP_pacific_customs_union_member
				}
			}
		}
	}
	JAP_west_pacific_treaty_org_economic_integration_decision = {
		priority = 3
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				any_enemy_country = {
					has_war_with = FROM
				}
			} {
				factor = 0.5
				FROM = {
					is_enemy_ideology = yes
				}
			} {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		target_array = ROOT.allies
		target_trigger = {
			FROM = {
				is_in_faction_with = ROOT
				capital_scope = {
					OR = {
						is_on_continent = asia australia middle_east
					}
				}
				is_subject = no
				has_idea = JAP_pacific_customs_union_member
				NOT = {
					OR = {
						has_country_flag = JAP_has_sent_invitation_for_integration_once_already_flag JAP_country_that_rejected_economic_integration_flag
					}
				}
			}
		}
		available = {

		}
		visible = {
			
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_41
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_41 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 41
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 41
	}
}
### Entity: Scripted Trigger
Component: EAI_nuclear_tech_focus
Constructs: has_completed_focus, has_war, has_war_with
Source: game
File: common/scripted_triggers/EAI_focuses_industry_triggers.txt

Code:
EAI_nuclear_tech_focus = {
	OR = {
		AND = {
			original_tag = USA
			has_completed_focus = USA_manhattan_project
		} {
			num_of_factories = > 400
			date = > 1945.1.1
			has_war = yes
			NOT = {
				any_neighbor_country = {
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: BRA_distinguished_diplomat
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_distinguished_diplomat = {
	random = no
	sprite = 13
	neutrality_acceptance = 50
	democratic_acceptance = 50
	trade_opinion_factor = 0.5
	political_power_factor = 0.07
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: samoa_smuggle_stuffs.1
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa_smuggle_stuffs.1
	title = samoa_smuggle_stuffs.1.t
	desc = samoa_smuggle_stuffs.1.desc
	picture = GFX_report_event_canada_army
	is_triggered_only = yes
	option = {
		name = samoa_smuggle_stuffs.success
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 1000
			producer = USA
		}
	}
}
### Entity: State History
Component: 678
Constructs: add_core_of
Source: game
File: history/states/678-Rub al Khali.txt

Code:
state = {
	id = 678
	name = STATE_678
	history = {
		owner = SAU
		buildings = {
			infrastructure = 0
		}
		add_core_of = SAU
	}
	provinces = {
		4932 5081 8118 12740
	}
	manpower = 42
	buildings_max_level_factor = 1.0
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: has_subject_autonomy_feature
Constructs: has_subject_autonomy_feature, has_dlc
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_subject_autonomy_feature = {
	has_dlc = Together for Victory
}
### Entity: Character
Component: USA_frank_jack_fletcher
Source: game
File: common/characters/USA.txt

Code:
USA_frank_jack_fletcher = {
	name = USA_frank_jack_fletcher
	portraits = {
		navy = {
			small = GFX_idea_frank_jack_fletcher
		}
		army = {
			large = GFX_portrait_USA_frank_jack_fletcher
		}
	}
	advisor = {
		slot = high_command
		idea_token = frank_jack_fletcher
		ledger = air
		allowed = {
			original_tag = USA
		}
		traits = {
			navy_carrier_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			gunnery_expert superior_tactician spotter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_military_diarchy
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_military_diarchy
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = LAT_improve_military_life
	}
	x = 0
	y = 1
	relative_position_id = LAT_improve_military_life
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LAT_saeima_idea_military_1
			add_idea = LAT_saeima_idea_military_2
		}
	}
}
### Entity: Shared Focus
Component: GUYANA_UNIFIED_connect_the_cities
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, random_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/r56_guyana_shared.txt

Code:
shared_focus = {
	id = GUYANA_UNIFIED_connect_the_cities
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = GUYANA_UNIFIED_guianese_unification
	}
	relative_position_id = GUYANA_UNIFIED_guianese_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Character
Component: head_of_the_nkvd_yagoda_initial
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_nkvd_yagoda_initial = {
	random = no
	sprite = 13
	stability_factor = -0.05
	enemy_operative_detection_chance = 0.1
	enemy_operative_capture_chance_factor = 0.05
	civilian_intel_to_others = -5
	custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_buildable, maximum_speed, build_cost_ic
Source: game
File: common/units/equipment/specialist_armored_vehicles.txt

Code:
equipments = {
	armored_support_vehicle = {
		year = 1936
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_buildable = no
		picture = archetype_specialist_armored_vehicles
		type = armor
		group_by = archetype
		interface_category = interface_category_armor
		upgrades = {
			tank_reliability_upgrade tank_engine_upgrade tank_armor_upgrade tank_gun_upgrade
		}
		maximum_speed = 8
		reliability = 0.8
		defense = 10
		breakthrough = 3
		hardness = 0.65
		armor_value = 12
		soft_attack = 6
		hard_attack = 2
		ap_attack = 5
		air_attack = 0
		lend_lease_cost = 12
		build_cost_ic = 12
		resources = {
			tungsten = 2
			steel = 3
		}
		fuel_consumption = 1.8
	}
	armored_support_vehicle_1 = {
		year = 1939
		archetype = armored_support_vehicle
		priority = 50
		visual_level = 0
	}
}