Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_support_tungsten_mining3
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_support_tungsten_mining3
	icon = GFX_goal_tungsten
	cost = 10
	x = 0
	y = 1
	relative_position_id = COG_support_tungsten_mining2
	prerequisite = {
		focus = COG_support_tungsten_mining2
	}
	available = {
		NOT = {
			BEL = {
				focus_progress = {
					focus = BEL_support_tungsten_mining3
					progress = > 0
				}
			}
		}
		has_tech = excavation4
		controls_state = 889 890
	}
	available_if_capitulated = yes
	bypass = {
		BEL = {
			has_completed_focus = BEL_support_tungsten_mining3
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_resource = {
			type = tungsten
			amount = 4
			state = 889
		} {
			type = tungsten
			amount = 2
			state = 890
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.05
					localization = congolese_self_reliance
				}
			}
		}
		custom_effect_tooltip = BEL_belgian_tree_tooltip
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_TUNGSTEN
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_join_comintern
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_subject, is_in_faction_with
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_join_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = YUG_abolish_the_monarchy
	}
	mutually_exclusive = {
		focus = YUG_yugoslavian_path_to_communism
	}
	x = -1
	y = 1
	relative_position_id = YUG_abolish_the_monarchy
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		is_in_faction = no
		is_subject = no
		ANY_comintern_joinable = yes
		IF = {
			limit = {
				SOV = {
					has_government = communism
				}
			}
			NOT = {
				any_other_country = {
					is_in_faction_with = SOV
					has_war_with = YUG
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					exists = yes
					has_government = communism
					is_faction_leader = yes
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_purge_the_trotskyist_dashnaks
Constructs: prerequisite, remove_ideas, has_government, add_stability, completion_reward, is_subject, has_country_leader_ideology, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_purge_the_trotskyist_dashnaks
	prerequisite = {
		focus = ARM_socialist_governmental_autonomy
	}
	relative_position_id = ARM_socialist_governmental_autonomy
	x = 1
	y = 1
	cost = 10
	dynamic = yes
	icon = {
		GFX_goal_SOV_trot_destalinization = {
			is_subject = yes
			overlord = {
				NOT = {
					has_country_leader_ideology = stalinism
				}
			}
		}
		GFX_focus_SOV_purge_trotskyists = yes
	}
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_stability = -0.05
		remove_ideas = ARM_dashnak_hunchak_split
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.29
Constructs: is_triggered_only, ai_chance, add_stability
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.29
	title = BBA_ethiopia_communist_events.29.t
	desc = BBA_ethiopia_communist_events.29.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.29.a
		ai_chance = {
			base = 10
		}
		add_stability = 0.15
	}
}
### Entity: Event
Component: denmark_resistance_event.10
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_war_with, add_war_support, add_political_power, is_historical_focus_on
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.10
	title = denmark_resistance_event.10.t
	desc = denmark_resistance_event.10.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.10.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 5
				has_war_with = var:DEN.DEN_overlord_nation
			} {
				factor = 5
				has_war = no
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		add_political_power = 25
		add_war_support = 0.05
		effect_tooltip = {
			add_to_faction = DEN
		}
		DEN = {
			country_event = {
				id = denmark_resistance_event.8
				hours = 6
			}
		}
	} {
		name = denmark_resistance_event.10.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = var:DEN.DEN_overlord_nation
			} {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		DEN = {
			country_event = {
				id = denmark_resistance_event.9
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_from_many_to_one
Constructs: prerequisite, limit, add_stability, completion_reward, unlock_faction_goal_effect_tt, is_in_faction, is_faction_leader, every_other_country
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_from_many_to_one
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = CHI_inspect_the_troops
	}
	x = 0
	y = 1
	relative_position_id = CHI_inspect_the_troops
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_from_many_to_one_tt {
			localization_key = unlock_faction_goal_effect_tt
			GOALNAME = faction_goal_subjugate_the_faction_name
		}
		IF = {
			limit = {
				OR = {
					AND = {
						is_in_faction = yes
						is_faction_leader = yes
					}
					is_in_faction = no
				}
			}
			custom_effect_tooltip = CHI_from_many_to_one_faction_tt generic_skip_one_line_tt
		}
		every_other_country = {
			limit = {
				is_literally_china = yes
				is_in_faction_with = ROOT
			}
			ROOT = {
				add_stability = 0.015
			}
		}
		hidden_effect = {
			add_faction_goal = faction_goal_subjugate_the_faction
			add_faction_goal_slot = {
				category = medium_term
				value = 1
			}
			IF = {
				limit = {
					is_faction_leader = yes
				}
				set_faction_manifest = faction_manifest_china_territorial_integrity_chiang_upgraded
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_thai_students_in_the_oss
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_thai_students_in_the_oss
	icon = GFX_focus_generic_secret_service_agency
	x = 0
	y = 1
	relative_position_id = SIA_american_investment_aid
	prerequisite = {
		focus = SIA_american_investment_aid
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SIA_when_civil_war_starts
		effect_tooltip = {
			SIA_thai_students_in_the_oss_effect = yes
		}
	}
}
### Entity: Doctrine
Component: broad_naval_support
Constructs: xp_cost, is_special_project_completed, has_dlc, naval_speed, equipment_bonus
Source: game
File: common/doctrines/subdoctrines/sea/navy_carrier_doctrines.txt

Code:
broad_naval_support = {
	track = carriers
	name = SUBDOCTRINE_BROAD_NAVAL_SUPPORT
	description = SUBDOCTRINE_BROAD_NAVAL_SUPPORT_DESC
	icon = GFX_doctrine_carrier_task_forces_medium
	xp_cost = 100
	xp_type = navy
	available = {
		OR = {
			is_special_project_completed = sp:sp_naval_escort_carrier sp:sp_naval_support_ships
		}
	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	critical_receive_chance = -0.1
	rewards = {
		carrier_maneuvering = {
			carrier = {
				naval_speed = 0.1
			}
		}
		task_force_concentration = {
			ships_at_battle_start = 0.1
		}
		organized_support_protocols = {
			naval_repair_support_value_factor = 0.25
			naval_general_support_value_factor = 0.25
		}
		escorts_in_battle = {
			equipment_bonus = {
				ship_hull_escort_carrier = {
					lg_attack = 0.15
					anti_air_attack = 0.1
					lg_armor_piercing = 0.15
					instant = yes
				}
			}
		}
		support_rotation = {
			naval_repair_support_factor = 0.25
			naval_general_support_factor = 0.25
			repair_ship = {
				max_organisation = 20
			}
			support_ship = {
				max_organisation = 20
			}
		}
	}
}
### Entity: Country History
Country: TON
Component: TON_characters
Constructs: recruit_character
Source: game
File: history/countries/TON - Tonga.txt

Code:
# Leaders & Characters for TON
recruit_character = TON_salote_tupou_iii TON_sioape_kaho
### Entity: Scripted Trigger
Component: PHI_central_focuses_done_T3_4
Constructs: check_variable
Source: game
File: common/scripted_triggers/PHI_scripted_triggers.txt

Code:
PHI_central_focuses_done_T3_4 = {
	custom_trigger_tooltip = {
		tooltip = PHI_central_focuses_done_4_tt
		check_variable = {
			PHI_amount_of_focuses_done_T3 = > 3
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_aircraft_american
Constructs: shared_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_capitulated, is_ai
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_aircraft_american
	icon = GFX_goal_fighters_usa
	prerequisite = {
		focus = GEN_Foreign_Design
	}
	mutually_exclusive = {
		focus = GEN_aircraft_england GEN_aircraft_soviet GEN_aircraft_japanese GEN_aircraft_italian GEN_aircraft_german
	}
	x = -3
	y = 1
	relative_position_id = GEN_Foreign_Design
	cost = 10
	available_if_capitulated = yes
	available = {
		USA = {
			exists = yes
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = USA
		}
	}
	completion_reward = {
		USA = {
			if = {
				limit = {
					ROOT = {
						original_tag = SWI
						has_dlc = By Blood Alone
						NOT = {
							has_global_flag = SWI_R56_focus_tree
						}
					}
				}
				custom_effect_tooltip = SWI_purchase_foreign_planes_unlock_TT
				set_country_flag = SWI_can_buy_planes_from_them_flag
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = GEN_aircraft_american
				bonus = 1.0
				uses = 1
				category = light_air
			} {
				name = GEN_aircraft_american
				bonus = 1.0
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = P-36A
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = empty
				}
				icon = GFX_USA_fighter1_medium
			} {
				name = SBU Corsair
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = dive_brakes_small
				}
				icon = GFX_USA_CAS1_medium
			}
			add_opinion_modifier = {
				target = USA
				modifier = GEN_aircraft_american
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = early_fighter fighter1 fighter2
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = cv_early_fighter cv_fighter1
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = naval_bomber1 naval_bomber2
			}
			add_opinion_modifier = {
				target = USA
				modifier =
# ... (truncated)
### Entity: Trigger Reference
Construct: temperature
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## temperature

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check combat province temperature
```
### Entity: Scripted Trigger
Component: POL_is_valid_to_reject_monarchy
Constructs: has_completed_focus, limit, has_country_flag
Source: game
File: common/scripted_triggers/POL_scripted_triggers.txt

Code:
POL_is_valid_to_reject_monarchy = {
	if = {
		limit = {
			original_tag = POL
		}
		LIT = {
			has_completed_focus = LIT_support_monarchism_in_POL
			NOT = {
				has_country_flag = attempted_royal_takeover_in_POL
			}
		}
		NOT = {
			has_country_flag = achievement_POL_elected_monarch
		}
		FROM = {
			original_tag = LIT
		}
	} {
		limit = {
			original_tag = LIT
		}
		NOT = {
			has_completed_focus = LIT_a_king_for_our_people
		}
		POL = {
			has_completed_focus = POL_support_monarchism_in_LIT
			NOT = {
				has_country_flag = attempted_royal_takeover_in_LIT
			}
		}
		FROM = {
			original_tag = POL
		}
	} {
		limit = {
			original_tag = CZE
		}
		POL = {
			has_completed_focus = POL_support_monarchy_in_CZE
			NOT = {
				has_country_flag = attempted_royal_takeover_in_CZE
			}
		}
		FROM = {
			original_tag = POL
		}
	} {
		limit = {
			original_tag = ROM
		}
		POL = {
			has_completed_focus = POL_internal_romanian_support
			NOT = {
				has_country_flag = attempted_royal_takeover_in_ROM
			}
		}
		FROM = {
			original_tag = POL
		}
	}
	NOT = {
		has_country_flag = POL_banned_monarchy_flag
	}
}
### Entity: Character
Component: SWE_rikard_persson
Constructs: has_character_flag, has_rikard_persson
Source: game
File: common/characters/SWE.txt

Code:
SWE_rikard_persson = {
	name = SWE_rikard_persson
	portraits = {
		army = {
			large = GFX_portrait_SWE_claes_lindstrom
			small = GFX_portrait_SWE_claes_lindstrom_small
		}
	}
	navy_leader = {
		traits = {
			concealment_expert smoke_screen_expert blockade_runner
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		visible = {
			has_character_flag = has_rikard_persson
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_defence_through_intelligence
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_defence_through_intelligence
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = LIE_expand_spy_networks
	}
	x = 0
	y = 1
	relative_position_id = LIE_expand_spy_networks
	cost = 5
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	completion_reward = {
		upgrade_intelligence_agency = upgrade_passive_defense upgrade_economy_civilian
		swap_ideas = {
			remove_idea = SWI_expanded_spy_network_idea
			add_idea = SWI_expanded_spy_network_idea_2
		}
	}
}
### Entity: Character
Component: SWE_herman_eriksson
Constructs: has_government, set_character_flag, is_hired, clr_character_flag
Source: game
File: common/characters/SWE.txt

Code:
SWE_herman_eriksson = {
	advisor = {
		slot = political_advisor
		cost = 75
		idea_token = SWE_herman_eriksson
		visible = {
			OR = {
				has_government = democratic communism neutrality
			}
		}
		available = {
			OR = {
				has_government = democratic communism neutrality
			}
		}
		allowed = {
			original_tag = SWE
		}
		traits = {
			SWE_minister_of_trade
		}
		on_add = {
			set_character_flag = is_hired
		}
		on_remove = {
			clr_character_flag = is_hired
		}
	}
	name = SWE_herman_eriksson
	portraits = {
		civilian = {
			small = GFX_portrait_portrait_SWE_herman_eriksson_small
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.121
Constructs: is_triggered_only, every_owned_state, limit, has_war_with, white_peace, is_in_faction_with, every_other_country, has_state_flag
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.121
	title = BBA_italo_ethiopian_war_events.121.t
	desc = BBA_italo_ethiopian_war_events.121.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			ITA_end_the_italo_ethiopian_war = yes
		}
	}
	option = {
		name = BBA_italo_ethiopian_war_events.121.a
		white_peace = FROM
		hidden_effect = {
			if = {
				limit = {
					any_country = {
						is_in_faction_with = FROM
						has_war_with = ROOT
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = FROM
						has_war_with = ROOT
					}
					white_peace = ROOT
				}
			}
		} {
			FROM = {
				every_owned_state = {
					limit = {
						has_state_flag = peace_treaty_flag
					}
					ETH = {
						transfer_state = PREV
					}
					clr_state_flag = peace_treaty_flag
				}
			}
		}
		custom_effect_tooltip = ETH_gets_the_following_states_tt
		effect_tooltip = {
			every_state = {
				limit = {
					is_owned_by = FROM
					has_state_flag = peace_treaty_flag
				}
			}
		}
		set_global_flag = ethiopia_recognized_flag
		clr_global_flag = italo_ethiopian_peace_negotiations_ongoing
	}
}
### Entity: State History
Component: 1095
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1095-Ardennes.txt

Code:
state = {
	id = 1095
	name = STATE_1095
	manpower = 338130
	resources = {
		steel = 9
		coal = 7
	}
	state_category = rural
	history = {
		owner = BEL
		add_core_of = BEL WLL
		add_to_array = {
			state_victory_points = 9418
		}
		victory_points = {
			9418 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		6537 9418 9444 11407
	}
	local_supplies = 14.0
}
### Entity: Character
Component: VOL_fascist_guy
Constructs: has_government
Source: game
File: common/characters/VOL.txt

Code:
VOL_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = VOL_fascist_guy
		allowed = {
			original_tag = VOL
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Event
Component: news.701
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.701
	title = news.701.t
	desc = news.701.desc
	picture = GFX_news_event_hitler_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.701.a
	}
}
### Entity: Idea
Component: HUN_secret_rearmament
Constructs: industrial_capacity_factory, has_idea
Source: game
File: common/ideas/hungary.txt

Code:
HUN_secret_rearmament = {
	allowed = {
		original_tag = HUN
		always = no
	}
	available = {
		OR = {
			has_idea = disarmed_nation volunteer_only
		}
	}
	allowed_civil_war = {

	}
	modifier = {
		conscription = 0.0025
		industrial_capacity_factory = 0.05
		custom_modifier_tooltip = HUN_secret_rearmament_tt_2
	}
}
### Entity: Unit Template
Component: ENG_BM_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_BM_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BM
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HMS 
	fallback_name = M%d
	unique = {
		Erebus Terror Abercrombie Gorgon Glatton Havelock Raglan Humber Mersey Severn Roberts Lord Clive General Craufurd Earl of Peterborough Sir Thomas  Picton Prince Eugene Prince Rupert Sir John Moore General Wolfe Marshal Soult Marshal Ney
	}
}
### Entity: Idea
Component: QUE_literature_controlled
Constructs: research_speed_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_literature_controlled = {
	allowed_civil_war = {
		always = no
	}
	picture = MEX_church_power_5
	modifier = {
		research_speed_factor = 0.1
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		drift_defence_factor = 0.15
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_medium_armor_5
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_medium_armor_5 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 300
		EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 290
				EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Idea
Component: grand_battleplan_army_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
grand_battleplan_army_spirit = {
	available = {
		has_doctrine = grand_battleplan
	}
	ledger = army
	modifier = {
		unit_marine_design_cost_factor = -0.5
		unit_mountaineers_design_cost_factor = -0.5
		unit_paratrooper_design_cost_factor = -0.5
		unit_ranger_battalion_design_cost_factor = -0.5
		special_forces_cap_flat = 24
		extra_paratrooper_supply_grace = 24
		extra_marine_supply_grace = 24
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			has_doctrine = grand_battleplan
		}
	}
}
### Entity: Order of Battle
Component: Royal Siamese Navy
Source: game
File: history/units/SIA_1939_naval_mtg.txt

Code:
fleet = {
	name = Royal Siamese Navy
	naval_base = 7408
	task_force = {
		name = Royal Fleet
		location = 7408
		ship = {
			name = HTMS Sri Ayuthia
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = SIA
					version_name = Sri Ayuthia Class
				}
			}
		} {
			name = HTMS Dhonburi
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = SIA
					version_name = Sri Ayuthia Class
				}
			}
		} {
			name = HTMS Phra Ruang
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SIA
					version_name = Phra Ruang Class
				}
			}
		}
	} {
		name = 1st Submarine Division
		location = 7408
		ship = {
			name = HTMS Vilun
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SIA
					version_name = Vilun Class
				}
			}
		} {
			name = HTMS Machanu
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SIA
					version_name = Vilun Class
				}
			}
		} {
			name = HTMS Sinsamudar
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SIA
					version_name = Vilun Class
				}
			}
		} {
			name = HTMS Blajunbol
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SIA
					version_name = Vilun Class
				}
			}
		}
	}
}