bm_technology_units_category = {
	bm_specialists_units_divider_decision = {
		icon = GFX_bm_specialists_units_divider_decision_icon
		available = {
			hidden_trigger = {
				always = no
			}
		}
		visible = {
			NOT = {
				AND = {
					has_tech = bm_desert_infantry_upgrade_3
					has_tech = bm_winter_infantry_upgrade_3
					has_tech = bm_shocktroop_upgrade_4
					has_tech = bm_jungle_infantry_upgrade_3
					has_tech = bm_command_unlock_6
				}
			}
		}
		priority = 50
		ai_will_do = {
			factor = 0
		}
	}
	bm_support_units_divider_decision = {
		icon = GFX_bm_support_units_divider_decision_icon
		available = {
			hidden_trigger = {
				always = no
			}
		}
		visible = {
			NOT = {
				AND = {
					has_tech = bm_sniper_upgrade_3
					has_tech = bm_mortar_upgrade_3
					has_tech = bm_pack_howitzer_upgrade_3
					has_tech = bm_chemical_artillery_upgrade_3
				}
			}
		}
		priority = 30
		ai_will_do = {
			factor = 0
		}
	}

	# DESERT INFANTRY
	bm_desert_infantry_decision_1 = {
		# BASIC
		icon = GFX_bm_desert_infantry_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 49
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_desert_infantry_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_desert_infantry_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_desert_infantry_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 29
			}
		}
	}
	bm_desert_infantry_decision_2 = {
		# BASIC
		icon = GFX_bm_desert_infantry_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_desert_infantry_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_desert_infantry_unlock_1
		}
		fire_only_once = yes
		priority = 49
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_desert_infantry_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_desert_infantry_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_desert_infantry_upgrade_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
	bm_desert_infantry_decision_3 = {
		# BASIC
		icon = GFX_bm_desert_infantry_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_desert_infantry_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_desert_infantry_upgrade_1
		}
		fire_only_once = yes
		priority = 49
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_desert_infantry_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_desert_infantry_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_desert_infantry_upgrade_2 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
	bm_desert_infantry_decision_4 = {
		# BASIC
		icon = GFX_bm_desert_infantry_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_desert_infantry_upgrade_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_desert_infantry_upgrade_2
		}
		fire_only_once = yes
		priority = 49
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_desert_infantry_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_desert_infantry_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_desert_infantry_upgrade_3 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}

	# WINTER INFANTRY
	bm_winter_infantry_decision_1 = {
		# BASIC
		icon = GFX_bm_winter_infantry_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 48
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_winter_infantry_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_winter_infantry_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_winter_infantry_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 29
			}
		}
	}
	bm_winter_infantry_decision_2 = {
		# BASIC
		icon = GFX_bm_winter_infantry_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_winter_infantry_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_winter_infantry_unlock_1
		}
		fire_only_once = yes
		priority = 48
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_winter_infantry_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_winter_infantry_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_winter_infantry_upgrade_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
	bm_winter_infantry_decision_3 = {
		# BASIC
		icon = GFX_bm_winter_infantry_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_winter_infantry_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_winter_infantry_upgrade_1
		}
		fire_only_once = yes
		priority = 48
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_winter_infantry_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_winter_infantry_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_winter_infantry_upgrade_2 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
	bm_winter_infantry_decision_4 = {
		# BASIC
		icon = GFX_bm_winter_infantry_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_winter_infantry_upgrade_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_winter_infantry_upgrade_2
		}
		fire_only_once = yes
		priority = 48
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_winter_infantry_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_winter_infantry_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_winter_infantry_upgrade_3 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}

	# SHOCKTROOPS
	bm_shocktroops_decision_1 = {
		# BASIC
		icon = GFX_bm_shocktroops_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 47
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_shocktroops_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_shocktroops_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_shocktroop_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
		}
	}
	bm_shocktroops_decision_2 = {
		# BASIC
		icon = GFX_bm_shocktroops_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_shocktroop_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_shocktroop_unlock_1
		}
		fire_only_once = yes
		priority = 47
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_shocktroops_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_shocktroops_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_shocktroop_upgrade_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	bm_shocktroops_decision_3 = {
		# BASIC
		icon = GFX_bm_shocktroops_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_shocktroop_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_shocktroop_upgrade_1
		}
		fire_only_once = yes
		priority = 47
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_shocktroops_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_shocktroops_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_shocktroop_upgrade_2 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	# MOTORIZED SHOCKTROOPS
	bm_shocktroops_decision_4 = {
		# BASIC
		icon = GFX_bm_shocktroops_mot_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_shocktroop_upgrade_2
			has_tech = motorised_infantry
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_shocktroop_upgrade_2
		}
		fire_only_once = yes
		priority = 47
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_shocktroops_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_shocktroops_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_shocktroop_unlock_2 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
			modifier = {
				factor = 0
				num_of_military_factories < 65
			}
		}
	}
	bm_shocktroops_decision_5 = {
		# BASIC
		icon = GFX_bm_shocktroops_mot_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_shocktroop_unlock_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_shocktroop_unlock_2
		}
		fire_only_once = yes
		priority = 47
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_shocktroops_decision_5_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_shocktroops_decision_5_tt
			hidden_effect = {
				set_technology = {
					bm_shocktroop_upgrade_3 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
			modifier = {
				factor = 0
				num_of_military_factories < 65
			}
		}
	}
	# MECHANIZED SHOCKTROOPS
	bm_shocktroops_decision_6 = {
		# BASIC
		icon = GFX_bm_shocktroops_mech_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_shocktroop_upgrade_3
			has_tech = mechanised_infantry
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_shocktroop_upgrade_3
		}
		fire_only_once = yes
		priority = 47
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_shocktroops_decision_6_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_shocktroops_decision_6_tt
			hidden_effect = {
				set_technology = {
					bm_shocktroop_unlock_3 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
			modifier = {
				factor = 0
				num_of_military_factories < 85
			}
		}
	}
	bm_shocktroops_decision_7 = {
		# BASIC
		icon = GFX_bm_shocktroops_mech_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_shocktroop_unlock_3
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_shocktroop_unlock_3
		}
		fire_only_once = yes
		priority = 47
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_shocktroops_decision_7_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_shocktroops_decision_7_tt
			hidden_effect = {
				set_technology = {
					bm_shocktroop_upgrade_4 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
			modifier = {
				factor = 0
				num_of_military_factories < 85
			}
		}
	}

	# JUNGLE INFANTRY
	bm_jungle_infantry_decision_1 = {
		# BASIC
		icon = GFX_bm_jungle_infantry_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 46
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_jungle_infantry_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_jungle_infantry_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_jungle_infantry_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 29
			}
		}
	}
	bm_jungle_infantry_decision_2 = {
		# BASIC
		icon = GFX_bm_jungle_infantry_upgrade_icon 
		allowed = { always = yes }
		available = {
			has_tech = bm_jungle_infantry_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_jungle_infantry_unlock_1
		}
		fire_only_once = yes
		priority = 46
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_jungle_infantry_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_jungle_infantry_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_jungle_infantry_upgrade_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
	bm_jungle_infantry_decision_3 = {
		# BASIC
		icon = GFX_bm_jungle_infantry_upgrade_icon 
		allowed = { always = yes }
		available = {
			has_tech = bm_jungle_infantry_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_jungle_infantry_upgrade_1
		}
		fire_only_once = yes
		priority = 46
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_jungle_infantry_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_jungle_infantry_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_jungle_infantry_upgrade_2 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
	bm_jungle_infantry_decision_4 = {
		# BASIC
		icon = GFX_bm_jungle_infantry_upgrade_icon 
		allowed = { always = yes }
		available = {
			has_tech = bm_jungle_infantry_upgrade_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_command_decision_1
						has_decision = bm_command_decision_2
						has_decision = bm_command_decision_3
						has_decision = bm_command_decision_4
						has_decision = bm_command_decision_5
						has_decision = bm_command_decision_6
						has_decision = bm_command_decision_7
						has_decision = bm_command_decision_8
						has_decision = bm_command_decision_9
						has_decision = bm_command_decision_10
						has_decision = bm_command_decision_11
						has_decision = bm_command_decision_12
					}
				}
			}
		}
		visible = {
			has_tech = bm_jungle_infantry_upgrade_2
		}
		fire_only_once = yes
		priority = 46
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_jungle_infantry_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_jungle_infantry_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_jungle_infantry_upgrade_3 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}

	# COMMAND
	bm_command_decision_1 = {
		# BASIC
		icon = GFX_bm_command_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			has_tech = motorised_infantry
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 45
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_command_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_command_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
			modifier = {
				factor = 0
				num_of_military_factories < 45
			}
		}
	}
	bm_command_decision_2 = {
		# BASIC
		icon = GFX_bm_command_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_unlock_1
		}
		fire_only_once = yes
		priority = 45
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_command_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_command_upgrade_1 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
			modifier = {
				factor = 0
				num_of_military_factories < 45
			}
		}
	}
	bm_command_decision_3 = {
		# BASIC
		icon = GFX_bm_command_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_upgrade_1
		}
		fire_only_once = yes
		priority = 45
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_command_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_command_upgrade_2 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
			modifier = {
				factor = 0
				num_of_military_factories < 45
			}
		}
	}
	# MOTORIZED COMMAND
	bm_command_decision_4 = {
		# BASIC
		icon = GFX_bm_command_mot_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_upgrade_2
			has_tech = motorised_infantry
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_upgrade_2
		}
		fire_only_once = yes
		priority = 45
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_command_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_command_unlock_2 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 64
					has_tech = motorised_infantry
				}
			}
		}
	}
	bm_command_decision_5 = {
		# BASIC
		icon = GFX_bm_command_mot_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_unlock_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_unlock_2
		}
		fire_only_once = yes
		priority = 45
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_command_decision_5_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_5_tt
			hidden_effect = {
				set_technology = {
					bm_command_upgrade_3 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 64
					has_tech = motorised_infantry
				}
			}
		}
	}
	# LIGHT TANK COMMAND
	bm_command_decision_6 = {
		# BASIC
		icon = GFX_bm_command_light_tank_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_upgrade_3
			OR = {
				has_tech = basic_light_tank_chassis
				has_tech = basic_light_tank
			}
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_upgrade_3
		}
		fire_only_once = yes
		priority = 45
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_command_decision_6_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_6_tt
			hidden_effect = {
				set_technology = {
					bm_command_unlock_3 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 64
					has_tech = motorised_infantry
				}
			}
		}
	}
	bm_command_decision_7 = {
		# BASIC
		icon = GFX_bm_command_light_tank_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_unlock_3
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_unlock_3
		}
		fire_only_once = yes
		priority = 45
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_command_decision_7_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_7_tt
			hidden_effect = {
				set_technology = {
					bm_command_upgrade_4 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 64
					has_tech = motorised_infantry
				}
			}
		}
	}
	# MEDIUM TANK COMMAND
	bm_command_decision_8 = {
		# BASIC
		icon = GFX_bm_command_medium_tank_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_upgrade_4
			OR = {
				has_tech = basic_medium_tank_chassis
				has_tech = basic_medium_tank
			}
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_upgrade_4
		}
		fire_only_once = yes
		priority = 45
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_command_decision_8_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_8_tt
			hidden_effect = {
				set_technology = {
					bm_command_unlock_4 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 59
					OR = {
						has_tech = basic_medium_tank
						has_tech = basic_medium_tank_chassis
					}
					has_tech = mechanised_infantry
				}
			}
			
			modifier = {
				factor = 0
				has_army_experience < 29
			}
		}
	}
	bm_command_decision_9 = {
		# BASIC
		icon = GFX_bm_command_medium_tank_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_unlock_4
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_unlock_4
		}
		fire_only_once = yes
		priority = 45
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_command_decision_9_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_9_tt
			hidden_effect = {
				set_technology = {
					bm_command_upgrade_5 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 59
					OR = {
						has_tech = basic_medium_tank
						has_tech = basic_medium_tank_chassis
					}
					has_tech = mechanised_infantry
				}
			}
			
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	# HEAVY TANK COMMAND
	bm_command_decision_10 = {
		# BASIC
		icon = GFX_bm_command_heavy_tank_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_upgrade_5
			OR = {
				has_tech = basic_heavy_tank
				has_tech = basic_heavy_tank_chassis
			}
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_upgrade_5
		}
		fire_only_once = yes
		priority = 45
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_command_decision_10_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_10_tt
			hidden_effect = {
				set_technology = {
					bm_command_unlock_5 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 79
					OR = {
						has_tech = basic_heavy_tank
						has_tech = basic_heavy_tank_chassis
					}
					has_tech = motorised_infantry
				}
			}
			
			modifier = {
				factor = 0
				has_army_experience < 29
			}
		}
	}
	bm_command_decision_11 = {
		# BASIC
		icon = GFX_bm_command_heavy_tank_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_unlock_5
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_unlock_5
		}
		fire_only_once = yes
		priority = 45
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_command_decision_11_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_11_tt
			hidden_effect = {
				set_technology = {
					bm_command_upgrade_6 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 79
					OR = {
						has_tech = basic_heavy_tank
						has_tech = basic_heavy_tank_chassis
					}
					has_tech = motorised_infantry
				}
			}
			
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	# MODERN TANK COMMAND
	bm_command_decision_12 = {
		# BASIC
		icon = GFX_bm_command_modern_tank_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_command_upgrade_6
			OR = {
				has_tech = main_battle_tank
				has_tech = main_battle_tank_chassis
			}
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_desert_infantry_decision_1
						has_decision = bm_desert_infantry_decision_2
						has_decision = bm_desert_infantry_decision_3
						has_decision = bm_desert_infantry_decision_4
						has_decision = bm_winter_infantry_decision_1
						has_decision = bm_winter_infantry_decision_2
						has_decision = bm_winter_infantry_decision_3
						has_decision = bm_winter_infantry_decision_4
						has_decision = bm_jungle_infantry_decision_1
						has_decision = bm_jungle_infantry_decision_2
						has_decision = bm_jungle_infantry_decision_3
						has_decision = bm_jungle_infantry_decision_4
						has_decision = bm_shocktroops_decision_1
						has_decision = bm_shocktroops_decision_2
						has_decision = bm_shocktroops_decision_3
						has_decision = bm_shocktroops_decision_4
						has_decision = bm_shocktroops_decision_5
						has_decision = bm_shocktroops_decision_6
						has_decision = bm_shocktroops_decision_7
					}
				}
			}
		}
		visible = {
			has_tech = bm_command_upgrade_6
		}
		fire_only_once = yes
		priority = 45
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_command_decision_12_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_command_decision_12_tt
			hidden_effect = {
				set_technology = {
					bm_command_unlock_6 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			
			modifier = {
				factor = 0
				NOT = {
					num_of_military_factories > 74
					OR = {
						has_tech = main_battle_tank_chassis
						has_tech = main_battle_tank
					}
					has_tech = mechanised_infantry
				}
			}
			
			modifier = {
				factor = 0
				has_army_experience < 29
			}
		}
	}

	# SNIPER COMPANY
	bm_sniper_decision_1 = {
		# BASIC
		icon = GFX_bm_sniper_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 29
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_sniper_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_sniper_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_sniper_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
		}
	}
	bm_sniper_decision_2 = {
		# BASIC
		icon = GFX_bm_sniper_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_sniper_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_sniper_unlock_1
		}
		fire_only_once = yes
		priority = 29
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_sniper_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_sniper_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_sniper_upgrade_1 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	bm_sniper_decision_3 = {
		# BASIC
		icon = GFX_bm_sniper_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_sniper_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_sniper_upgrade_1
		}
		fire_only_once = yes
		priority = 29
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_sniper_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_sniper_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_sniper_upgrade_2 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	bm_sniper_decision_4 = {
		# BASIC
		icon = GFX_bm_sniper_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_sniper_upgrade_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_sniper_upgrade_2
		}
		fire_only_once = yes
		priority = 29
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_sniper_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_sniper_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_sniper_upgrade_3 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}

	# MORTAR COMPANY
	bm_mortar_decision_1 = {
		# BASIC
		icon = GFX_bm_mortar_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 29
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_mortar_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_mortar_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_mortar_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
		}
	}
	bm_mortar_decision_2 = {
		# BASIC
		icon = GFX_bm_mortar_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_mortar_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_mortar_unlock_1
		}
		fire_only_once = yes
		priority = 29
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_mortar_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_mortar_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_mortar_upgrade_1 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	bm_mortar_decision_3 = {
		# BASIC
		icon = GFX_bm_mortar_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_mortar_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_mortar_upgrade_1
		}
		fire_only_once = yes
		priority = 29
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_mortar_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_mortar_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_mortar_upgrade_2 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	bm_mortar_decision_4 = {
		# BASIC
		icon = GFX_bm_mortar_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_mortar_upgrade_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_mortar_upgrade_2
		}
		fire_only_once = yes
		priority = 29
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_mortar_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_mortar_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_mortar_upgrade_3 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}

	# PACK HOWITZER
	bm_pack_howitzer_decision_1 = {
		# BASIC
		icon = GFX_bm_pack_howitzer_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			has_tech = interwar_artillery
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 28
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_pack_howitzer_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_pack_howitzer_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_pack_howitzer_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 60
			modifier = {
				factor = 0
				has_army_experience < 29
			}
		}
	}
	bm_pack_howitzer_decision_2 = {
		# BASIC
		icon = GFX_bm_pack_howitzer_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_pack_howitzer_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_pack_howitzer_unlock_1
		}
		fire_only_once = yes
		priority = 28
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_pack_howitzer_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_pack_howitzer_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_pack_howitzer_upgrade_1 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	bm_pack_howitzer_decision_3 = {
		# BASIC
		icon = GFX_bm_pack_howitzer_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_pack_howitzer_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_pack_howitzer_upgrade_1
		}
		fire_only_once = yes
		priority = 28
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_pack_howitzer_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_pack_howitzer_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_pack_howitzer_upgrade_2 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}
	bm_pack_howitzer_decision_4 = {
		# BASIC
		icon = GFX_bm_pack_howitzer_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_pack_howitzer_upgrade_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_chemical_artillery_decision_1
						has_decision = bm_chemical_artillery_decision_2
						has_decision = bm_chemical_artillery_decision_3
						has_decision = bm_chemical_artillery_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_pack_howitzer_upgrade_2
		}
		fire_only_once = yes
		priority = 28
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_pack_howitzer_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_pack_howitzer_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_pack_howitzer_upgrade_3 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 40
			modifier = {
				factor = 0
				has_army_experience < 19
			}
		}
	}

	# CHEMICAL ARTILLERY
	bm_chemical_artillery_decision_1 = {
		# BASIC
		icon = GFX_bm_chemical_artillery_unlock_icon
		allowed = { always = yes }
		available = {
			has_tech = support_weapons
			has_tech = interwar_artillery
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
					}
				}
			}
		}
		visible = { always = yes }
		fire_only_once = yes
		priority = 24
		days_remove = 70

		# COST
		custom_cost_trigger = { has_army_experience > 29 }
		custom_cost_text = bm_chemical_artillery_decision_1_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -30
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_chemical_artillery_decision_1_tt
			hidden_effect = {
				set_technology = {
					bm_chemical_artillery_unlock_1 = 1
				}				
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 29
			}
		}
	}
	bm_chemical_artillery_decision_2 = {
		# BASIC
		icon = GFX_bm_chemical_artillery_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_chemical_artillery_unlock_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_chemical_artillery_unlock_1
		}
		fire_only_once = yes
		priority = 24
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_chemical_artillery_decision_2_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_chemical_artillery_decision_2_tt
			hidden_effect = {
				set_technology = {
					bm_chemical_artillery_upgrade_1 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
	bm_chemical_artillery_decision_3 = {
		# BASIC
		icon = GFX_bm_chemical_artillery_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_chemical_artillery_upgrade_1
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_chemical_artillery_upgrade_1
		}
		fire_only_once = yes
		priority = 24
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_chemical_artillery_decision_3_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_chemical_artillery_decision_3_tt
			hidden_effect = {
				set_technology = {
					bm_chemical_artillery_upgrade_2 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
	bm_chemical_artillery_decision_4 = {
		# BASIC
		icon = GFX_bm_chemical_artillery_upgrade_icon
		allowed = { always = yes }
		available = {
			has_tech = bm_chemical_artillery_upgrade_2
			hidden_trigger = {
				NOT = {
					OR = {
						has_decision = bm_mortar_decision_1
						has_decision = bm_mortar_decision_2
						has_decision = bm_mortar_decision_3
						has_decision = bm_mortar_decision_4
						has_decision = bm_pack_howitzer_decision_1
						has_decision = bm_pack_howitzer_decision_2
						has_decision = bm_pack_howitzer_decision_3
						has_decision = bm_pack_howitzer_decision_4
						has_decision = bm_sniper_decision_1
						has_decision = bm_sniper_decision_2
						has_decision = bm_sniper_decision_3
						has_decision = bm_sniper_decision_4
					}
				}
			}
		}
		visible = {
			has_tech = bm_chemical_artillery_upgrade_2
		}
		fire_only_once = yes
		priority = 24
		days_remove = 50

		# COST
		custom_cost_trigger = { has_army_experience > 19 }
		custom_cost_text = bm_chemical_artillery_decision_4_cost

		# EFFECT
		complete_effect = {
			hidden_effect = {
				army_experience = -20
			}
		}
		remove_effect = {
			custom_effect_tooltip = bm_chemical_artillery_decision_4_tt
			hidden_effect = {
				set_technology = {
					bm_chemical_artillery_upgrade_3 = 1
				}
			}
		}

		# AI
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				has_army_experience > 19
			}
		}
	}
}