Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_expanding_the_saadabad_pact
Constructs: has_completed_focus, prerequisite, limit, random_country, has_government, every_country, has_country_flag, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_expanding_the_saadabad_pact
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = TUR_aligning_bulgaria
	}
	x = 0
	y = 1
	relative_position_id = TUR_aligning_bulgaria
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
		if = {
			limit = {
				has_dlc = Graveyard of Empires
			}
			has_completed_focus = SSB_the_saadabad_pact
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = Graveyard of Empires
				}
			}
			if = {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_AFG_united_islamic_world_faction
					name = the_saadabad_concordat
				}
				every_country = {
					limit = {
						has_country_flag = TUR_saadabad_pact_member
					}
					custom_effect_tooltip = invite_to_faction_tt
					hidden_effect = {
						country_event = {
							id = generic.5
						}
					}
				}
			} {
				limit = {
					NOT = {
						has_completed_focus = TUR_treaty_of_saadabad
					}
				}
				custom_effect_tooltip = TUR_saadabad_pact_faction_tt
			}
			else_if = {
				limit = {
					is_in_faction = yes
					is_faction_leader = yes
				}
				every_country = {
					limit = {
						has_country_flag = TUR_saadabad_pact_member
					}
					country_event = {
						id = generic.5
					}
				}
			} {
				limit = {
					is_in_faction = yes
					is_faction_leader = no
				}
				effect_tooltip = {
					every_country = {
						limit = {
							has_country_flag = TUR_saadabad_pact_member
						}
						random_country = {
							limit = {
								is_in_faction_with = TUR
								is_faction_leader = yes
							}
							PREV = {
								country_event = {
									id = generic.5
								}
							}
						}
					}
				}
				hidden_effect = {
					random_country = {
						limit = {
							is_in_faction_with = TUR
							is_faction_leader = yes
						}
						country_event = bftb_turkey.142
					}
				}
			}
		}
		else = {
			if = {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_AFG_united_islamic_world_faction
					name = the_saadabad_concordat
				}
			} {
				limit = {
					IRQ = {
						has_dynamic_modifier = {
							modifier = SSB_saadabad_pact
						}
						has_government 
# ... (truncated)
### Entity: AI Strategy
Component: mexico_stay_in_americas_faction
Constructs: has_completed_focus, has_war_with, is_in_faction_with, is_subject, is_enemy_ideology
Source: game
File: common/ai_strategy/MEX.txt

Code:
mexico_stay_in_americas_faction = {
	allowed = {
		original_tag = MEX
	}
	enable = {
		OR = {
			is_in_faction_with = USA
			has_completed_focus = MEX_focus_liberty_and_justice_for_all
		}
	}
	abort = {
		OR = {
			is_subject = yes
			has_war_with = USA
			USA = {
				is_enemy_ideology = yes
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = USA
		value = 100
	}
}
### Entity: Character
Component: MAN_yin_zuoqian
Source: game
File: common/characters/MAN.txt

Code:
MAN_yin_zuoqian = {
	name = MAN_yin_zuoqian
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = MAN_yin_zuoqian
		allowed = {
			original_tag = MAN
		}
		traits = {
			navy_chief_decisive_battle_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: CHA_ai2
Source: game
File: common/characters/CHA.txt

Code:
CHA_ai2 = {
	advisor = {
		slot = high_command
		idea_token = CHA_ai2
		ledger = army
		allowed = {
			original_tag = CHA
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Event
Component: news.225
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.225
	title = news.225.t
	desc = news.225.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.225.a
		trigger = {
			tag = TUR
		}
	} {
		name = news.225.b
		trigger = {
			NOT = {
				tag = TUR
			}
			OR = {
				has_government = fascism communism
			}
		}
	} {
		name = news.225.c
		trigger = {
			NOT = {
				OR = {
					tag = TUR
					has_government = fascism communism
				}
			}
		}
	}
}
### Entity: Idea
Component: CHI_islamist_dissdence2
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_islamist_dissdence2 = {
	picture = raj_marginalized_muslim_community_angry
	removal_cost = -1
	modifier = {
		stability_weekly = -0.002
		political_power_factor = -0.1
		fascism_drift = 0.07
		war_support_factor = -0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.21
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.21
	title = wuw_GER_diplomacy.21.t
	desc = wuw_GER_diplomacy.2.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.21.a
		effect_tooltip = {
			ROOT = {
				add_to_faction = FROM
			}
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
	}
}
### Entity: Event
Component: SEA_PRC_border_war_events.2
Constructs: is_triggered_only, add_equipment_to_stockpile, add_political_power, add_mastery
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_border_war_events.2
	is_triggered_only = yes
	title = SEA_PRC_border_war_events.2.t
	desc = SEA_PRC_border_war_events.2.desc
	picture = GFX_report_event_generic_destroyed_vehicles
	option = {
		name = SEA_PRC_border_war_events.2.a
		trigger = {
			original_tag = PRC
		}
		army_experience = 15
		add_mastery = {
			amount = 50
			track = infantry
		}
		add_equipment_to_stockpile = {
			type = artillery_equipment_1
			amount = 125
			producer = NXM
		}
	} {
		name = SEA_PRC_border_war_events.2.b
		trigger = {
			NOT = {
				original_tag = PRC
			}
		}
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_atomic_physics_institute
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_atomic_physics_institute
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = POL_ideological_fanaticism POL_abolish_segregated_seating
	}
	x = 1
	y = 1
	relative_position_id = POL_ideological_fanaticism
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.75
		}
		add_tech_bonus = {
			name = POL_atomic_physics_institute
			bonus = 0.5
			uses = 1
			category = nuclear
		}
	}
}
### Entity: Scripted Trigger
Component: GER_occupied_states_level_4
Constructs: check_variable
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_occupied_states_level_4 = {
	check_variable = {
		GER_num_of_occupied_states = > 34
	} {
		GER_num_of_occupied_states = < 50
	}
}
### Entity: Idea
Component: POL_Arms_Deal_Dummy
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Arms_Deal_Dummy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = free_trade
	removal_cost = -1
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Idea
Component: TUR_kemalist_army_officers_limited_power_neutral
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_limited_power_neutral = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_limited_power_neutral
	removal_cost = -1
	modifier = {
		max_planning = 0.1
		experience_gain_army_factor = -0.1
	}
}
### Entity: Modding Documentation
Construct: tag
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## tag
* Arguments: <Country tag>

Switch tag to another country
### Entity: Idea
Component: CHI_modern_army
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_modern_army = {
	picture = AUS_phonix_insurance_variant
	cancel = {

	}
	removal_cost = -1
	available = {

	}
	modifier = {
		max_planning_factor = 0.05
		army_attack_factor = 0.05
		army_org_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: germany_mefo_bills.2
Constructs: fire_only_once, has_dynamic_modifier, check_variable
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = germany_mefo_bills.2
	title = germany_mefo_bills.2.t
	desc = germany_mefo_bills.2.desc
	picture = GFX_report_event_tank_factory
	fire_only_once = yes
	trigger = {
		original_tag = GER
		OR = {
			has_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			} {
				modifier = GER_economy_of_conquest_modifier
			}
		}
		check_variable = {
			GER_industrial_consumer_goods_factor = > 0.245
		}
	}
	option = {
		name = germany_mefo_bills.2.a
		custom_effect_tooltip = GER_mefo_bills_warning_tt
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_king_michaels_coup
Constructs: set_political_party, has_completed_focus, prerequisite, has_war, limit, remove_ideas, completion_reward, is_subject
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_king_michaels_coup
	icon = GFX_focus_rom_coup
	prerequisite = {
		focus = ROM_force_abdication
	}
	x = 0
	y = 1
	relative_position_id = ROM_force_abdication
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_completed_focus = ROM_iron_guard
		}
	}
	available = {
		is_subject = no
		OR = {
			has_war = yes
			threat = > 0.25
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = ROM_change_sides
		if = {
			limit = {
				POL = {
					has_country_leader = {
						character = ROM_king_michael
						ruling_only = yes
					}
				}
			}
			set_cosmetic_tag = ROM_polish_loyalists
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			set_political_party = {
				ideology = neutrality
				popularity = 50
			}
			POL = {
				set_autonomy = {
					target = ROM
					autonomy_state = autonomy_personal_union
				}
			}
		} {
			limit = {
				has_completed_focus = ROM_iron_guard
			}
			remove_ideas = ROM_iron_guard
		}
		else = {
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			set_political_party = {
				ideology = democratic
				popularity = 50
			}
			promote_character = {
				character = ROM_king_michael
				ideology = liberalism
			}
		}
		hidden_effect = {
			news_event = {
				id = news.322
				days = 1
			}
			set_country_flag = can_change_sides_dem can_change_sides_com can_change_sides_fas
		}
		unlock_decision_tooltip = ROM_change_sides_to_allies ROM_change_sides_to_axis ROM_change_sides_to_commintern
	}
}
### Entity: Event
Component: rt56.rom_communist_takeover.1
Constructs: is_triggered_only, ai_chance, set_politics, add_to_faction
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_communist_takeover.1
	title = rt56.rom_communist_takeover.1.t
	desc = rt56.rom_communist_takeover.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_communist_takeover.1.a
		ai_chance = {
			base = 2
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		ROM = {
			add_to_faction = ROOT
		}
	} {
		name = rt56.rom_communist_takeover.1.b
		ai_chance = {
			base = 2
		}
		ROM = {
			country_event = {
				id = rt56.rom_communist_takeover.3
				days = 3
			}
		}
	}
}
### Entity: Modifier Reference
Construct: local_supplies
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_supplies

* Number with 0 decimal places
* **Categories**: state, war_production
### Entity: Modding Documentation
Construct: debug_crash
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_crash
* Aliases: crash
* Not available in release build

Crash!
### Entity: National Focus
Tree: mpl_focus
Component: MPL_UK_reconcile
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, has_capitulated, is_in_faction, is_subject, is_ally_with
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_UK_reconcile
	icon = GFX_focus_chi_british_cooperation
	relative_position_id = MPL_looking_outwards
	x = 2
	y = 2
	prerequisite = {
		focus = MPL_european_focus
	}
	available = {
		ENG = {
			is_faction_leader = yes
			NOT = {
				has_war_with = MPL
			}
			has_capitulated = no
		}
		is_in_faction = no
		is_subject = no
	}
	bypass = {
		OR = {
			is_ally_with = ENG
			ENG = {
				exists = no
			}
		}
	}
	mutually_exclusive = {
		focus = MPL_middle_east_accords MPL_ally_no_UK
	}
	cost = 5
	completion_reward = {
		ENG = {
			country_event = {
				id = mandate_palestine.50
				days = 1
				random_hours = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_naval_aviation_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_naval_aviation_focus
	icon = GFX_goal_generic_navy_carrier
	x = 16
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_restore_the_navy
	}
	mutually_exclusive = {
		focus = CHL_surface_fleet_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = fleet_in_being_bonus
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHL_pan_hispanic_rhetoric_2
Constructs: stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_pan_hispanic_rhetoric_2 = {
	picture = CHL_pan_hispanic_rhetoric
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.1
		justify_war_goal_time = -0.2
		fascism_drift = 0.08
		army_attack_factor = 0.025
	}
}
### Entity: Character
Component: SIK_luo_wei
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_luo_wei = {
	name = SIK_luo_wei
	portraits = {
		civilian = {
			large = GFX_portrait_SIK_luo_wei
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			reluctant_interventionist dealbroker
		}
		expire = 1950.1.1.12
		id = -1
	}
}
### Entity: National Focus
Component: wuw_HUN_aid_the_carlist_struggle
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, has_government, has_war_with, add_opinion_modifier
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_aid_the_carlist_struggle
	icon = GFX_focus_spa_supremacy_of_the_communion
	prerequisite = {
		focus = wuw_HUN_reinstate_the_pragmatic_sanction
	}
	x = -5
	y = 1
	relative_position_id = wuw_HUN_reinstate_the_pragmatic_sanction
	cost = 5
	allow_branch = {
		has_dlc = La Resistance
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_continue_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			} {
				has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
			}
		}
	}
	offset = {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_invite_otto_to_the_throne
		}
	} {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_the_old_habsburg_king
		}
	}
	ai_will_do = {
		factor = 25
	}
	available = {
		has_government = neutrality
		has_war = no
		SPR_scw_in_progress = yes
		country_exists = SPB
		NOT = {
			has_war_with = SPB
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		SPB = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POR_helped_in_civil_war
			}
			add_manpower = 10000
		}
		add_manpower = -10000
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
			}
		} {
			ROOT = {
				add_ai_strategy = {
					type = send_volunteers_desire
					id = SPB
					value = 200
				}
			}
		}
		send_equipment = {
			equipment = infantry_equipment
			amount = 2000
			target = SPB
		}
		add_timed_idea = {
			idea = HUN_supporting_carlists
			days = 730
		}
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: Scripted Effect
Component: GER_improve_rosenbergs_trait_effect
Constructs: limit, add_to_variable, check_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_improve_rosenbergs_trait_effect = {
	add_to_variable = {
		GER_total_reichskommissariats = 1
	}
	if = {
		limit = {
			check_variable = {
				GER_count_down_alfred_rosenberg_upgrades = > 0
			}
		}
		custom_effect_tooltip = GER_modify_GER_alfred_rosenberg_modifier_tt GER_times_GER_alfred_rosenberg_has_been_modified_tt generic_skip_one_line_tt GER_losing_rk_puppets_tt
		add_to_variable = {
			GER_alfred_rosenberg_modifier_consumer_goods_factor = -0.005
			tooltip = consumer_goods_factor_tt
		} {
			GER_alfred_rosenberg_modifier_production_speed_arms_factory_factor = 0.01
			tooltip = production_speed_arms_factory_factor_tt
		} {
			GER_alfred_rosenberg_modifier_industrial_capacity_factory = 0.005
			tooltip = industrial_capacity_factory_tt
		}
		subtract_from_variable = {
			GER_count_down_alfred_rosenberg_upgrades = 1
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_dutch_east_indies
Constructs: has_completed_focus, prerequisite, limit, joint_focus, completion_reward, add_political_power, is_subject_of, allow_branch
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_dutch_east_indies
	icon = GFX_focus_INS_dutch_east_indies
	text_icon = INSHOL_INS_focus_style
	available = {
		tag = INS
		is_subject_of = HOL
		if = {
			limit = {
				original_tag = HOL
			}
			INS = {
				has_completed_focus = INS_the_jewel_in_the_crown
			}
		}
	}
	prerequisite = {
		focus = INS_the_jewel_in_the_crown
	}
	mutually_exclusive = {

	}
	allow_branch = {
		has_dlc = Thunder at Our Gates
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				AND = {
					INS = {
						has_completed_focus = INS_underground_revolution
					}
				}
			}
		}
	}
	x = -19
	y = 0
	relative_position_id = INS_the_jewel_in_the_crown
	offset = {
		x = 24
		y = 0
		trigger = {
			tag = HOL
		}
	} {
		x = 0
		y = 1
		trigger = {
			tag = INS
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_dutch_east_indies_tt
			add_to_variable = {
				var = INS_dutch_east_indies_stability_factor
				value = 0.05
				tooltip = stability_factor_tt
			} {
				var = INS_dutch_east_indies_political_power_gain
				value = 0.1
				tooltip = political_power_gain_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_political_power = 25
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_dutch_east_indies_tt
			add_to_variable = {
				var = INS_dutch_east_indies_stability_factor
				value = 0.05
				tooltip = stability_factor_tt
			} {
				var = INS_dutch_east_indies_political_power_gain
				value = 0.1
				tooltip = political_power_gain_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_political_power = 25
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_430
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_430 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 430
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 430
	}
}
### Entity: AI Strategy
Component: EAI_naval_bomber
Constructs: has_tech
Source: game
File: common/ai_equipment/EAI_air_naval_bomber.txt

Code:
EAI_naval_bomber = {
	category = air
	roles = {
		air_naval_bomber
	}
	priority = {
		base = 0
		modifier = {
			add = 25000
			EAI_NAV_military_focus = yes
			has_tech = basic_torpedo
			NOT = {
				EAI_NAV_design_priority = yes
			}
		}
	}
	BASIC_NAVAL_BOMBER = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = basic_small_airframe engines_2
			} {
				add = -500
				has_tech = improved_small_airframe engines_3
			}
		}
		target_variant = {
			type = small_plane_naval_bomber_airframe_1
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = torpedo_mounting_2 torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = > engine_1_1x
				special_type_slot_1 = {
					module = drop_tanks empty
				}
				special_type_slot_2 = {
					module = empty
				}
			}
		}
		allowed_modules = {
			plane_engine_type torpedo_mounting torpedo_mounting_2 torpedo_mounting_3 guided_anti_ship_missile drop_tanks fuel_tanks_small floats self_sealing_fuel_tanks_small armor_plate_small
		}
	}
	IMPROVED_NAVAL_BOMBER = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = improved_small_airframe engines_3
			} {
				add = -500
				has_tech = advanced_small_airframe engines_3
			}
		}
		target_variant = {
			type = small_plane_naval_bomber_airframe_2
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = torpedo_mounting_3 torpedo_mounting_2 torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = > engine_2_1x
				special_type_slot_1 = {
					module = drop_tanks empty
				}
				special_type_slot_2 = {
					module = fuel_tanks_small empty
				}
				special_type_slot_3 = {
					module = fuel_tanks_small empty
				}
			}
		}
		allowed_modules = {
			plane_engine_type torpedo_mounting torpedo_mounting_2 torpedo_mounting_3 guided_anti_ship_missile drop_tanks fuel_tanks_small floats self_sealing_fuel_tanks_small armor_plate_small
		}
	}
	ADVANCED_NAVAL_BOMBER = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = advanced_small_airframe engines_3
			} {
				add = -500
				has_tech = modern_small_airframe jet_engines
			}
		}
		target_variant = {
			type = small_plane_naval_bomber_airframe_3
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = torpedo_mounti
# ... (truncated)