Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: AST_add_or_modify_AST_australian_military_forces_spirit
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_add_or_modify_AST_australian_military_forces_spirit = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = AST_australian_military_forces_spirit
				}
			}
		}
		add_dynamic_modifier = {
			modifier = AST_australian_military_forces_spirit
		}
	}
	ELSE = {
		custom_effect_tooltip = AST_australian_military_forces_spirit_tt
	}
}
### Entity: Idea
Component: SIC_the_new_guominjun_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/sinkiang.txt

Code:
SIC_the_new_guominjun_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = CHI_the_republic_restored
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		conscription = 0.015
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		army_org_factor = 0.05
	}
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
	}
}
### Entity: Character
Component: SAF_nicolaas_havenga
Source: game
File: common/characters/SAF.txt

Code:
SAF_nicolaas_havenga = {
	name = SAF_nicolaas_havenga
	portraits = {
		army = {
			small = GFX_idea_SAF_nicolaas_havenga
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SAF_nicolaas_havenga
		allowed = {
			original_tag = SAF
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Decision
Component: ARG_international_loan_decisions
Constructs: has_completed_focus, limit, has_country_flag, has_opinion, remove_effect, has_dynamic_modifier, add_dynamic_modifier, set_variable
Source: game
File: common/decisions/ARG.txt

Code:
ARG_international_loan_decisions = {
	ARG_loan_from_britain = {
		icon = GFX_decision_gre_paying_ifc_debt
		ai_will_do = {
			base = 40
		}
		allowed = {
			OR = {
				original_tag = ARG BRA
			}
		}
		available = {
			OR = {
				has_completed_focus = ARG_reach_out_to_the_great_powers BRA_reach_out_to_the_great_powers
			}
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		visible = {
			OR = {
				has_completed_focus = ARG_reach_out_to_the_great_powers BRA_reach_out_to_the_great_powers
			}
			NOT = {
				has_country_flag = ARG_british_loan_flag
			}
		}
		cost = 75
		days_remove = 70
		modifier = {
			consumer_goods_factor = 0.15
			political_power_factor = -0.1
		}
		remove_effect = {
			IF = {
				limit = {
					NOT = {
						has_dynamic_modifier = {
							modifier = ARG_international_loan_modifier
						}
					}
				}
				custom_effect_tooltip = ARG_international_loan_tt
				hidden_effect = {
					add_dynamic_modifier = {
						modifier = ARG_international_loan_modifier
					}
					set_variable = {
						ARG_loan_political_power_cost = 0.2
					} {
						ARG_loan_local_resources_factor = 0.05
					} {
						ARG_loan_production_speed_buildings_factor = 0.02
					} {
						ARG_loan_industrial_capacity_factory = 0.03
					} {
						ARG_loan_industrial_capacity_dockyard = 0.03
					}
				}
			}
			ELSE_IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = ARG_international_loan_modifier
					}
				}
				custom_effect_tooltip = ARG_modify_international_loan_intro
				add_to_variable = {
					ARG_loan_political_power_cost = 0.2
					tooltip = political_power_cost_tt
				} {
					ARG_loan_local_resources_factor = 0.05
					tooltip = local_resources_factor_tt
				} {
					ARG_loan_production_speed_buildings_factor = 0.02
					tooltip = production_speed_buildings_factor_tt
				} {
					ARG_loan_industrial_capacity_factory = 0.03
					tooltip = industrial_capacity_factory_tt
				} {
					ARG_loan_industrial_capacity_dockyard = 0.03
					tooltip = industrial_capacity_dockyard_tt
				}
			}
			hidden_effect = {
				set_country_flag = ARG_british_loan_flag
			}
		}
	}
	ARG_pay_back_britain = {
		icon = GFX_decision_gre_paying_ifc_debt
		ai_will_do = {
			base = 40
		}
		allowed = {
			OR = {
				original_tag = ARG BRA
			}
		}
		available = {
			OR = {
				has_completed_focus = ARG_reach_out_to_the_great_powers BRA_re
# ... (truncated)
### Entity: Idea
Component: CZE_r56_outdated_airforce_research_facilities_2
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_r56_outdated_airforce_research_facilities_2 = {
	name = CZE_r56_outdated_airforce_research_facilities
	removal_cost = -1
	picture = generic_air_mechanics
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		heavy_air = -0.15
		medium_air = -0.1
		light_air = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_JAP_pacific_war_DEPLOY
Constructs: has_completed_focus, has_war_with, has_global_flag, force_defend_ally_borders
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_pacific_war_DEPLOY = {
	allowed = {
		tag = JAP
	}
	enable = {
		OR = {
			has_war_with = USA
			has_global_flag = EAI_JAP_blitz_pacific_1000d
			AND = {
				focus_progress = {
					focus = JAP_strike_the_southern_road
					progress = > 0
				}
				NOT = {
					has_completed_focus = JAP_strike_the_southern_road
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		id = SIA
		value = 200
	} {
		type = force_defend_ally_borders
		id = LAO
		value = 200
	} {
		type = force_defend_ally_borders
		id = VIN
		value = 200
	} {
		type = force_defend_ally_borders
		id = CAM
		value = 200
	}
}
### Entity: Decision
Component: ETH_centralization_balance_of_power_category
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_centralization_balance_of_power_category = {
	icon = GFX_decision_category_saf_anti_colonialist_crusade
	allowed = {
		tag = ETH
	}
	priority = {
		base = 10
	}
	visible = {

	}
}
### Entity: AI Strategy
Component: befriend_tibet_CHI
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
befriend_tibet_CHI = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		has_completed_focus = KMT_befriend_tibet
		ROOT = {
			exists = yes
		}
	}
	abort = {
		NOT = {
			country_exists = TIB
		}
	}
	ai_strategy = {
		type = befriend
		id = TIB
		value = 50
	} {
		type = alliance
		id = TIB
		value = 200
	}
}
### Entity: Event
Component: rt56.rom_hun_invitation.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_hun_invitation.1
	title = rt56.rom_hun_invitation.1.t
	desc = rt56.rom_hun_invitation.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_hun_invitation.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				HUN = {
					NOT = {
						has_government = democratic communism
					}
				}
			} {
				factor = 3
				HUN = {
					has_completed_focus = HUN_strengthen_fascists
				}
			} {
				factor = 3
				HUN = {
					has_completed_focus = HUN_elect_a_fascist_king
				}
			}
		}
		HUN = {
			country_event = {
				id = generic.5
				days = 3
			}
		}
	} {
		name = rt56.rom_hun_invitation.1.b
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = rt56.rom_hun_invitation.2
			}
		}
	}
}
### Entity: Decision
Component: den_kpd_contacts
Constructs: has_government, has_country_flag, is_in_faction_with, is_subject, has_civil_war
Source: game
File: common/decisions/categories/r56_DEN_decision_categories.txt

Code:
den_kpd_contacts = {
	icon = SOV_civil_puppet_interaction
	allowed = {
		tag = DEN
	}
	priority = 100
	visible = {
		has_government = communism
		has_country_flag = den_kpd_enabled
		GER = {
			NOT = {
				has_government = communism
				is_in_faction_with = DEN
			}
			is_subject = no
			OR = {
				has_civil_war = no
				has_country_flag = den_kpd_revolution
			}
		}
	}
	custom_icon = {
		tag = DDR
		value = DEN_KPD_Strength_Val
		desc = DEN_KPD_Strength_Desc
		visible = {
			GER = {
				has_civil_war = no
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_rockets_ballistic_missile_focus
Constructs: has_completed_focus, is_major, is_special_project_completed, is_special_project_being_researched
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_rockets_ballistic_missile_focus = {
	NOT = {
		is_special_project_completed = sp:sp_rockets_ballistic_missile
		is_special_project_being_researched = sp:sp_rockets_ballistic_missile
	} {
		EAI_SP_radar_focus = yes
	}
	OR = {
		AND = {
			tag = GER
			is_major = yes
			has_completed_focus = GER_rocketry_innovations
		} {
			is_major = yes
			date = > 1944.1.1
			num_of_factories = > 300
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_an_integrated_union
Constructs: prerequisite, limit, completion_reward, is_subject, is_faction_leader, is_ally_with, cancel_if_invalid, swap_ideas
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_an_integrated_union
	icon = GFX_focus_JAP_an_integrated_union
	x = -1
	y = 1
	relative_position_id = JAP_form_greater_east_asian_currency_union
	prerequisite = {
		focus = JAP_form_greater_east_asian_currency_union
	} {
		focus = JAP_form_greater_east_asian_customs_union
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		any_other_country = {
			is_ally_with = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = JAP_pacific_customs_union_member
			add_idea = JAP_pacific_customs_union_member_upgraded
		}
		IF = {
			limit = {
				NOT = {
					any_other_country = {
						is_in_faction_with = ROOT
					}
				}
			}
			custom_effect_tooltip = JAP_an_integrated_union_tt if_they_accept_tt they_will_gain_tt generic_skip_one_line_tt
			show_ideas_tooltip = JAP_pacific_integrated_customs_union_member
		}
		ELSE = {
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
					has_idea = JAP_pacific_customs_union_member
				}
				set_country_flag = JAP_has_sent_invitation_for_integration_once_already_flag
				country_event = {
					id = SEA_japan_foreign_policy.103
					hours = 6
					random_hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt they_will_gain_tt generic_skip_one_line_tt
			show_ideas_tooltip = JAP_pacific_integrated_customs_union_member
		}
		custom_effect_tooltip = JAP_an_integrated_union_2_tt
	}
}
### Entity: Effect Reference
Construct: remove_civil_war_target
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_civil_war_target

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

```
Removes a country as a civil war target (removed from both sides)

Example:
remove_civil_war_target = TAG
```
### Entity: Decision
Component: AFG_turko_persian_heritage_category
Constructs: has_completed_focus, has_government, has_war_with, has_country_flag, fire_only_once, is_in_faction, is_subject, complete_effect
Source: game
File: common/decisions/AFG.txt

Code:
AFG_turko_persian_heritage_category = {
	AFG_invite_to_turko_persian_faction = {
		icon = GFX_decision_generic_protection
		allowed = {
			original_tag = AFG
		}
		available = {
			FROM = {
				OWNER = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_war_with = ROOT
					} {
						has_country_flag = AFG_invite_to_faction_in_progress
					}
				}
			}
		}
		visible = {
			has_completed_focus = AFG_exploit_turko_persian_heritage
			has_government = fascism
			FROM = {
				OWNER = {
					exists = yes
				}
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					state = 49 266
				}
				OWNER = {
					OR = {
						original_tag = TUR PER
					}
				}
			}
		}
		state_target = yes
		on_map_mode = map_and_decisions_view
		cost = 50
		fire_only_once = yes
		target_non_existing = yes
		days_remove = 30
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = AFG_invite_to_faction_in_progress
					value = 1
					days = 30
				}
			}
		}
		remove_effect = {
			FROM = {
				OWNER = {
					country_event = {
						id = AFG_political_events.60
						hours = 1
					}
				}
			}
		}
		cancel_trigger = {
			FROM = {
				OWNER = {
					OR = {
						has_war_with = ROOT
						exists = no
					}
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = AFG_invite_to_faction_in_progress
			}
		}
	}
}
### Entity: Modifier Reference
Component: XSM_the_left_kuomintang_national_revolution
Constructs: research_speed_factor, remove_trigger, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
XSM_the_left_kuomintang_national_revolution = {
	remove_trigger = {

	}
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_warlord_integration4
	communism_drift = XSM_lkmt_c
	neutrality_drift = XSM_lkmt_n
	democratic_drift = XSM_lkmt_d
	political_power_factor = XSM_lkmt_pp
	research_speed_factor = XSM_lkmt_r
	army_core_defence_factor = XSM_lkmt_cd
}
### Entity: Event
Component: SEA_japan_foreign_policy.75
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.75
	title = SEA_japan_foreign_policy.75.t
	desc = SEA_japan_foreign_policy.75.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.75.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
			producer = JAP
		} {
			type = support_equipment
			amount = 500
			producer = JAP
		} {
			type = artillery_equipment
			amount = 150
			producer = JAP
		}
	}
}
### Entity: Idea
Component: idea_INS_mismanaged_admin_fake
Constructs: research_speed_factor, stability_factor, political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_mismanaged_admin_fake = {
	name = INS_dutch_east_indies
	picture = INS_dutch_east_indies
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.25
		consumer_goods_factor = 0.2
		stability_factor = -0.3
		production_speed_buildings_factor = -0.1
		research_speed_factor = -0.15
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_place_odria_as_adviser
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_place_odria_as_adviser
	prerequisite = {
		focus = PRU_wake_up_a_giant
	}
	mutually_exclusive = {
		focus = PRU_revolucion_restauradora
	}
	icon = GFX_goal_FRA_reynaud_economic_reforms
	x = 4
	y = 6
	relative_position_id = PRU_commit_to_democratic_election
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = PRU_odria_advisor
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_industrial_research_failure_effect
Constructs: limit, has_country_flag, add_political_power, add_popularity, clr_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_industrial_research_failure_effect = {
	add_political_power = -25
	add_popularity = {
		ideology = ROOT
		popularity = -0.05
	}
	if = {
		limit = {
			has_country_flag = ITA_missiolini_research_production_flag
		}
		clr_country_flag = ITA_missiolini_research_production_flag
	} {
		limit = {
			has_country_flag = ITA_missiolini_research_industry_flag
		}
		clr_country_flag = ITA_missiolini_research_industry_flag
	} {
		limit = {
			has_country_flag = ITA_missiolini_research_construction_flag
		}
		clr_country_flag = ITA_missiolini_research_construction_flag
	}
}
### Entity: Character
Component: ETH_gabriel_zawde_gilaneh
Source: game
File: common/characters/ETH.txt

Code:
ETH_gabriel_zawde_gilaneh = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ETH_gabriel_zawde_gilaneh
		ledger = air
		allowed = {
			original_tag = ETH
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = ETH_gabriel_zawde_gilaneh
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_deterrence
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_deterrence
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = ADU_mass_strikes
	}
	x = 1
	y = 1
	relative_position_id = ADU_mass_strikes
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = deterrence
	}
}
### Entity: Decision
Component: EGY_counter_rebels_in_sudan_category
Constructs: has_completed_focus, has_war, limit, has_country_flag, add_stability, fire_only_once, cancel_if_not_visible, complete_effect
Source: game
File: common/decisions/EGY.txt

Code:
EGY_counter_rebels_in_sudan_category = {
	EGY_atbara_degree = {
		icon = GFX_decision_oppression
		priority = 2
		days_remove = 5
		cost = 80
		available = {
			controls_state = 551
			divisions_in_state = {
				size = > 3
				state = 551
			}
		}
		visible = {
			controls_state = 551
			551 = {
				resistance = > 40
			}
		}
		fire_only_once = yes
		cancel_if_not_visible = yes
		complete_effect = {
			add_stability = -0.02
			add_days_mission_timeout = {
				mission = EGY_sudanese_agitation
				days = 30
			}
			551 = {
				add_resistance = -25
				add_compliance = -5
			}
		}
	}
	EGY_sudanese_agitation = {
		icon = GFX_decision_revolt
		allowed = {
			original_tag = EGY
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 12
		days_mission_timeout = 120
		fire_only_once = no
		activation = {
			original_tag = EGY
			has_country_flag = EGY_sudanese_activity_feedback_loop
			any_controlled_state = {
				EGY_has_sudanese_separatism = yes
			}
		}
		visible = {
			original_tag = EGY
			any_controlled_state = {
				EGY_has_sudanese_separatism = yes
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			set_country_flag = EGY_sudanese_activity_feedback_loop
			EGY_calculate_sudanese_separatism = yes
		}
	}
	EGY_suppress_sudanese_separatists_in_khartoum = {
		icon = GFX_decision_generic_ignite_civil_war
		available = {
			NOT = {
				has_country_flag = EGY_counterd_sudanese_separatists_recently
			}
			controls_state = 551
		}
		highlight_states = {
			highlight_state_targets = {
				state = 551
			}
		}
		custom_cost_trigger = {
			command_power = > 14
		}
		custom_cost_text = EGY_decision_cost_command_power
		visible = {
			controls_state = 551
			551 = {
				EGY_has_sudanese_separatism = yes
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		ai_will_do = {
			base = 50
			modifier = {
				has_war = yes
				has_stability = < 0.3
				add = -10
			} {
				add = 100
				OR = {
					551 = {
						resistance = > 50
					}
					883 = {
						resistance = > 50
					}
				}
			} {
				add = 25
				OR = {
					551 = {
						resistance = > 30
						compliance = < 20
					}
					883 = {
						resistance = > 30
						compliance = < 20
					}
				}
			} {
				add = 1000
				EGY_sudan_will_rebel_soon = yes
			} {
				add = -50
				has_completed_focus = EGY_pacify_the_sudanese
			}
		}
		complete_effect = {
			add_command_pow
# ... (truncated)
### Entity: National Focus
Tree: lat_focus
Component: LAT_centralize_farming_production
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_centralize_farming_production
	icon = GFX_goal_agrarian_reform
	prerequisite = {
		focus = LAT_proclaim_the_peoples_republic
	}
	relative_position_id = LAT_proclaim_the_peoples_republic
	x = 2
	y = 1
	cost = 10
	available = {
		has_government = communism
	}
	bypass = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = SIA_centralised_production
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: war_measures
Constructs: has_completed_focus, has_government, fire_only_once, add_political_power, has_army_experience, has_political_power, has_subdoctrine_in_track, has_focus_tree
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
war_measures = {
	r56_GER_decision_promote_hans_von_luck = {
		icon = generic_tank
		cost = 50
		fire_only_once = yes
		days_remove = 20
		custom_cost_text = promote_general_decision_cost
		custom_cost_trigger = {
			has_army_experience = > 25
			has_political_power = > 50
		}
		allowed = {
			tag = GER
		}
		available = {
			has_army_experience = > 25
			OR = {
				has_government = neutrality democratic fascism
			}
			has_subdoctrine_in_track = armor
		}
		visible = {
			tag = GER
			TUR = {
				OR = {
					NOT = {
						has_focus_tree = turkish_focus
					}
					has_completed_focus = TUR_join_the_allies TUR_pivot_to_the_past TUR_the_mediterranean_entente TUR_readdress_the_montreux_convention
				}
			}
		}
		remove_effect = {
			create_corps_commander = {
				name = Hans von Luck
				gfx = GFX_portrait_GER_hans_von_luck
				traits = {
					career_officer armor_officer brilliant_strategist trickster
				}
				skill = 3
				id = 75
				attack_skill = 2
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 3
			}
		}
		complete_effect = {
			army_experience = -25
			add_political_power = -50
		}
	}
	r56_GER_decision_support_richard_heidrich = {
		icon = generic_intelligence_operation
		cost = 50
		fire_only_once = yes
		days_remove = 20
		custom_cost_text = frederick_browning_decision_cost
		custom_cost_trigger = {
			has_army_experience = > 24
			has_air_experience = > 24
			has_political_power = > 24
		}
		allowed = {
			tag = GER
		}
		available = {
			has_army_experience = > 24
			has_air_experience = > 24
			has_tech = paratroopers
		}
		visible = {
			tag = GER
		}
		remove_effect = {
			create_corps_commander = {
				name = Richard Heidrich
				portrait_path = gfx/leaders/GER/r56_portrait_GER_Richard_Heidrich.dds
				traits = {
					air_force_ties jumping_general commando paratrooper
				}
				skill = 2
				attack_skill = 2
				defense_skill = 3
				planning_skill = 1
				logistics_skill = 1
			}
		}
		complete_effect = {
			army_experience = -25
			air_experience = -25
			add_political_power = -25
		}
		ai_will_do = {
			factor = 0
		}
	}
	r56_GER_decision_support_eugen_meindl = {
		icon = generic_intelligence_operation
		cost = 50
		fire_only_once = yes
		days_remove = 20
		custom_cost_text = frederick_browning_decision_cost
		custom_cost_trigger = {
			has_army_experience = > 24
			has_air_experience = > 24
			has_political_power = > 2
# ... (truncated)