Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_form_a_police_force
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_form_a_police_force
	icon = GFX_focus_SWE_revoke_militia_law
	prerequisite = {
		focus = RAJ_appoint_a_c_suite
	}
	x = -7
	y = 1
	relative_position_id = RAJ_appoint_a_c_suite
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_RAJ_empowered_police_force
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Effect Reference
Construct: transfer_state_to
Constructs: transfer_state_to, every_core_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## transfer_state_to

* Supported Scopes: STATE
* Supported Targets: THIS

```
Set owner and controller of a state to a given country
Example:\n"
USA {
	every_core_state = {
		transfer_state_to = JAM
	}
}

```
### Entity: Idea
Component: PRE_man
Source: game
File: common/ideas/prussia.txt

Code:
PRE_man = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = PRE
	}
	traits = {
		army_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_290
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_290 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 290
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 290
	}
}
### Entity: Joint Focus
Component: CONGO_interfaith_school_subsidies
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, has_subject, has_global_flag, add_autonomy_score
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_interfaith_school_subsidies
	dynamic = yes
	icon = GFX_focus_generic_university_1
	prerequisite = {
		focus = CONGO_belgian_devaluation
	}
	relative_position_id = CONGO_belgian_devaluation
	x = 0
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -250
				localization = CONGO_interfaith_school_subsidies
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_research_speed_factor = 0.1
				tooltip = research_speed_factor_tt
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -250
				localization = CONGO_interfaith_school_subsidies
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_research_speed_factor = 0.1
				tooltip = research_speed_factor_tt
			}
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.202
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.202
	title = denmark_expansion_event.12.t
	desc = denmark_expansion_event.12.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.202.a
		DEN_icelandic_territory_wargoals = yes
	}
}
### Entity: Technology
Component: experimental_rockets
Constructs: limit, enable_building, research_cost, has_dlc
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	enable_building = {
		building = rocket_site
		level = 3
	}
	path = {
		leads_to_tech = sp_rockets_improved_guidance
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_rockets_rocket_bomber
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_rockets_dual_chamber_rocket_engine_1
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1942
	folder = {
		name = electronics_folder
		position = {
			x = 0
			y = @rockets_1942
		}
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH_WITH_EXTRA_PROJECT
				TECH = sp_artillery_rocket_assisted_projectiles_tech
				EXTRA_PROJECT = sp_land_super_heavy_howitzer
			}
		}
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_rockets_flying_bomb
		} {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_rockets_ballistic_missile
		} {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_rocket_interceptor
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		rocketry
	}
	special_project_specialization = {
		specialization_air
	}
}
### Entity: Order of Battle
Component: Armada de Chile
Source: game
File: history/units/CHL_1936_naval_mtg.txt

Code:
fleet = {
	name = Armada de Chile
	naval_base = 8222
	task_force = {
		name = Armada de Chile
		location = 8222
		ship = {
			name = BACH Almirante Latorre
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = CHL
					version_name = Almirante Latorre Class
				}
			}
		} {
			name = BACH O'Higgins
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHL
					version_name = O'Higgins Class
				}
			}
		} {
			name = BACH Chacabuco
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHL
					version_name = Chacabuco Class
				}
			}
		} {
			name = BACH Almirante Lynch
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHL
					version_name = Almirante Lynch Class
				}
			}
		} {
			name = BACH Almirante Condell
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHL
					version_name = Almirante Lynch Class
				}
			}
		} {
			name = BACH Aldea
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHL
					version_name = Serrano Class
				}
			}
		} {
			name = BACH Hyatt
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHL
					version_name = Serrano Class
				}
			}
		} {
			name = BACH Orella
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHL
					version_name = Serrano Class
				}
			}
		} {
			name = BACH Requelme
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHL
					version_name = Serrano Class
				}
			}
		} {
			name = BACH Serrano
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHL
					version_name = Serrano Class
				}
			}
		} {
			name = BACH Videla
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHL
					version_name = Serrano Class
				}
			}
		}
	} {
		name = Flotilla de Submarinos nro. 1
		location = 8222
		ship = {
			name = BACH Gualcolda
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = CHL
			
# ... (truncated)
### Entity: Event
Component: bftb_bulgaria_rearmament.9
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, has_government, has_war_with, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_rearmament.9
	title = bftb_bulgaria_rearmament.9.t
	desc = bftb_bulgaria_rearmament.9.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_rearmament.9.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			} {
				factor = 100
				BUL = {
					OR = {
						has_war_with = GER
						is_in_faction_with = ROOT
					}
				}
			} {
				factor = 1.5
				BUL = {
					OR = {
						has_completed_focus = BUL_treaty_of_perpetual_friendship BUL_the_salonika_agreement
					}
				}
			} {
				factor = 1.5
				BUL = {
					has_completed_focus = BUL_approach_the_united_kingdom
				}
			} {
				factor = 1.5
				has_government = democratic
				BUL = {
					has_completed_focus = BUL_democratic_principles
				}
			} {
				factor = 1.5
				BUL = {
					has_government = ROOT
				}
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				BUL = {
					remove_ideas = BUL_army_restrictions_aat
				}
			}
			else = {
				BUL = {
					remove_ideas = BUL_army_restrictions
				}
			}
		}
	} {
		name = bftb_bulgaria_rearmament.9.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				any_allied_country = {
					has_war_with = BUL
				}
			}
		}
		trigger = {
			BUL = {
				is_in_faction = yes
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				BUL = {
					remove_ideas = BUL_army_restrictions_aat
				}
			}
			else = {
				BUL = {
					remove_ideas = BUL_army_restrictions
				}
			}
		}
		add_political_power = -75
		create_wargoal = {
			type = topple_government
			target = BUL
		}
	}
}
### Entity: AI Strategy
Component: GER_ConvoyRaiding_1
Source: game
File: common/ai_navy/taskforce/GER_taskforce_templates.txt

Code:
GER_ConvoyRaiding_1 = {
	allowed = {
		original_tag = GER
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		submarine = {
			amount = 4
		}
	}
	optimal_composition = {
		submarine = {
			amount = 6
		}
	}
}
### Entity: Character
Component: communist_revolutionary
Constructs: has_completed_focus, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
communist_revolutionary = {
	random = no
	sprite = 13
	communism_drift = 0.1
	ai_will_do = {
		factor = 1
		modifier = {
			not = {
				has_completed_focus = USA_suspend_the_presecution
			}
			factor = 0
		}
	}
}
### Entity: Idea
Component: JAP_women_in_industry_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_women_in_industry_idea = {
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = ARG_women_in_industry
	modifier = {
		production_factory_max_efficiency_factor = 0.075
		consumer_goods_factor = -0.15
	}
}
### Entity: Character
Component: XSM_yuan_yaochen
Source: game
File: common/characters/XSM.txt

Code:
XSM_yuan_yaochen = {
	name = XSM_yuan_yaochen
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_7
			small = GFX_kr_portrait_asia_generic_land_7_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_yuan_yaochen
		allowed = {
			original_tag = GSM
		}
		visible = {

		}
		available = {

		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Character
Component: NIR_ncs
Source: game
File: common/characters/NIR.txt

Code:
NIR_ncs = {
	advisor = {
		slot = high_command
		idea_token = NIR_ncs
		ledger = navy
		allowed = {
			original_tag = NIR
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_seek_to_purchase_alaska
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_country_leader, is_owned_by
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_seek_to_purchase_alaska
	icon = GFX_focus_AUS_seek_to_purchase_alaska
	prerequisite = {
		focus = AUS_an_improved_german_state
	}
	mutually_exclusive = {
		focus = AUS_restoring_our_rightful_flag
	}
	x = 2
	y = 1
	relative_position_id = AUS_an_improved_german_state
	allow_branch = {
		has_country_leader = {
			ruling_only = yes
			character = AUS_alois_of_liechtenstein
		}
	}
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = AUS_alois_of_liechtenstein
		}
	}
	bypass = {
		463 = {
			is_owned_by = ROOT
		}
	}
	available_if_capitulated = no
	completion_reward = {
		463 = {
			OWNER = {
				country_event = {
					id = AUS_political_events.92
					hours = 12
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_accept_tt
		effect_tooltip = {
			463 = {
				OWNER = {
					add_ideas = AUS_payment_for_alaska
				}
			} {
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_industrial_effort
Constructs: prerequisite, limit, completion_reward, is_controlled_by, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_industrial_effort
	icon = GFX_goal_generic_construct_civ_factory
	text = GRE_industrial_effort
	prerequisite = {
		focus = GRE_economic_recovery
	}
	x = 0
	y = 3
	cost = 10
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			NOT = {
				any_owned_state = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
		}
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = GRE_IND_1
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = GRE_IND_2
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				47
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_on_continent = europe
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_IND_1
		} {
			prioritize = {
				186
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_on_continent = europe
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_IND_2
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
						is_on_continent = europe
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = GRE_IND_1
			} {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
	
# ... (truncated)
### Entity: Event
Component: KMT_event.79
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_political_power, add_to_variable, has_idea, swap_ideas
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.79
	title = KMT_event.79.t
	desc = KMT_event.79.desc
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	option = {
		name = KMT_event.79.a
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.20
			}
		}
		army_experience = -50
		CHI = {
			army_experience = 50
		} {
			add_to_variable = {
				KMT_harpo_inf = 1
			}
			custom_effect_tooltip = KMT_harpo_inf1_tt
			IF = {
				limit = {
					has_idea = KMT_harpo_10
				}
				add_political_power = -25
			}
			else_if = {
				limit = {
					has_idea = KMT_harpo_9
				}
				swap_ideas = {
					remove_idea = KMT_harpo_9
					add_idea = KMT_harpo_10
				}
			} {
				limit = {
					has_idea = KMT_harpo_8
				}
				swap_ideas = {
					remove_idea = KMT_harpo_8
					add_idea = KMT_harpo_9
				}
			} {
				limit = {
					has_idea = KMT_harpo_7
				}
				swap_ideas = {
					remove_idea = KMT_harpo_7
					add_idea = KMT_harpo_8
				}
			} {
				limit = {
					has_idea = KMT_harpo_6
				}
				swap_ideas = {
					remove_idea = KMT_harpo_6
					add_idea = KMT_harpo_7
				}
			} {
				limit = {
					has_idea = KMT_harpo_5
				}
				swap_ideas = {
					remove_idea = KMT_harpo_5
					add_idea = KMT_harpo_6
				}
			} {
				limit = {
					has_idea = KMT_harpo_4
				}
				swap_ideas = {
					remove_idea = KMT_harpo_4
					add_idea = KMT_harpo_5
				}
			} {
				limit = {
					has_idea = KMT_harpo_3
				}
				swap_ideas = {
					remove_idea = KMT_harpo_3
					add_idea = KMT_harpo_4
				}
			} {
				limit = {
					has_idea = KMT_harpo_2
				}
				swap_ideas = {
					remove_idea = KMT_harpo_2
					add_idea = KMT_harpo_3
				}
			} {
				limit = {
					has_idea = KMT_harpo_1
				}
				swap_ideas = {
					remove_idea = KMT_harpo_1
					add_idea = KMT_harpo_2
				}
			}
			else = {
				add_ideas = KMT_harpo_1
			}
		}
	} {
		name = KMT_event.79.b
		ai_chance = {
			base = 0
		}
		add_political_power = 10
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_cruisers_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_cruisers_development
	icon = GFX_focus_generic_cruiser2
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_baltic_navy
	}
	x = 0
	y = 1
	relative_position_id = LIT_baltic_navy
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPA_commerce_protection
			bonus = 1
			uses = 1
			category = cl_tech ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_crush_the_soviet_yoke
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, has_capitulated, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_crush_the_soviet_yoke
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = ARM_vengeance_for_the_war_of_1918 ARM_liberate_nagorno_karabakh
	}
	relative_position_id = ARM_vengeance_for_the_war_of_1918
	x = 1
	y = 1
	cost = 5
	available = {
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
		SOV = {
			exists = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		create_wargoal = {
			target = SOV
			type = puppet_wargoal_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: DOCTRINE_MA_aifc_mass_assault
Constructs: has_doctrine, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MA_aifc_mass_assault = {
	enable = {
		has_doctrine = mass_assault
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 5
	}
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_buildable, naval_speed, build_cost_ic
Source: game
File: common/units/equipment/support_ships.txt

Code:
equipments = {
	support_ship_hull = {
		year = 1936
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_buildable = no
		type = support_ship
		interface_category = interface_category_other_ships
		priority = 2000
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		armor_value = 0
		surface_detection = 20
		sub_detection = 0
		surface_visibility = 10
		naval_speed = 32
		reliability = 0.8
		naval_range = 3500
		max_strength = 30
		fuel_consumption = 0
		build_cost_ic = 500
		resources = {
			steel = 2
		}
		manpower = 250
		naval_dominance_factor = 0
	}
	support_ship_1 = {
		abbreviation = ZZZ
		year = 1936
		archetype = support_ship_hull
		priority = 2000
		model = support_ship
		modifier_stat = {
			modifier = naval_general_support
			value = 100
			type = naval_support
		}
		module_slots = inherit
		naval_dominance_factor = 0
	}
	support_ship_2 = {
		abbreviation = ZZZ
		year = 1936
		parent = support_ship_1
		archetype = support_ship_hull
		priority = 2000
		model = support_ship
		modifier_stat = {
			modifier = naval_general_support
			value = 150
			type = naval_support
		}
		max_strength = 40
		naval_range = 5000
		build_cost_ic = 650
		manpower = 350
		module_slots = inherit
		naval_dominance_factor = 0
	}
}
### Entity: Technology
Component: basic_ship_hull_carrier
Constructs: limit, enable_equipments, enable_equipment_modules, has_dlc, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_carrier_1
	}
	enable_equipment_modules = {
		carrier_ship_engine_2
	}
	path = {
		leads_to_tech = improved_ship_hull_carrier
		research_cost_coeff = 1
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_naval_escort_carrier
			}
		}
	}
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = mtgnavalfolder
		position = {
			x = -1
			y = 8
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 8
			OR = {
				tag = ENG JAP USA
			}
		}
	}
	categories = {
		naval_equipment cv_tech mio_cat_tech_all_carrier_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}