Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: men_focus
Component: MEN_mongol_industral_investment
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, is_major, completion_reward, is_ally_with, has_opinion
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_mongol_industral_investment
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = MEN_prioritize_industrialization
	}
	x = 1
	y = 1
	bypass = {

	}
	available = {
		any_other_country = {
			is_major = yes
			num_of_factories = > 35
			OR = {
				is_ally_with = ROOT
				has_opinion = {
					target = ROOT
					value = > 59
				}
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	relative_position_id = MEN_prioritize_industrialization
	cost = 10
	ai_will_do = {
		factor = 100
	}
	select_effect = {
		if = {
			limit = {
				OR = {
					NOT = {
						has_completed_focus = MEN_prioritize_industrialization
					}
					has_idea = MEN_rapid_industrialization
				}
			}
			custom_effect_tooltip = MEN_rapid_industrialization_refresh_190_days_tt
			hidden_effect = {
				remove_ideas = MEN_rapid_industrialization
				add_timed_idea = {
					idea = MEN_rapid_industrialization
					days = 190
				}
				clr_country_flag = MEN_rapid_industrialization_timer
				set_country_flag = {
					flag = MEN_rapid_industrialization_timer
					days = 190
					value = 1
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
			effect_tooltip = {
				if = {
					limit = {
						OR = {
							has_idea = MEN_rapid_industrialization
							NOT = {
								has_completed_focus = MEN_prioritize_industrialization
							}
						}
					}
					custom_effect_tooltip = MEN_rapid_industrialization_refresh_190_days_tt
				}
			}
		} {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
			}
		} {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = generic_skip_one_line_tt MEN_prioritize_industrialization_bonus_effect_tt r56_MEN_industry_modify_tt generic_skip_one_line_tt
			add_to_variable = {
				r56_MEN_industry_ns_production_speed_buildings_factor = 0.025
				tooltip = production_speed_buildings_factor_tt
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				611
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build =
# ... (truncated)
### Entity: National Focus
Tree: xsm_focus
Component: XSM_a_hui_army
Constructs: prerequisite, completion_reward, cancel_if_invalid, modify_military_governor_tt, add_to_variable
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_a_hui_army
	icon = GFX_focus_PER_islamic_solidarity
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = XSM_the_military_governor
	}
	relative_position_id = XSM_the_military_governor
	ai_will_do = {
		base = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = modify_military_governor_tt
		add_to_variable = {
			ROOT.XSM_the_military_governor_army_core_attack_factor = 0.025
			tooltip = army_core_attack_factor_tt
		} {
			ROOT.XSM_the_military_governor_supply_combat_penalties_on_core_factor = -0.05
			tooltip = supply_combat_penalties_on_core_factor_tt
		}
	}
}
### Entity: Character
Component: BEL_fritz_lob
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_fritz_lob = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = BEL_fritz_lob
			ledger = air
			allowed = {
				original_tag = BEL
			}
			traits = {
				air_warfare_theorist
			}
		}
		name = BEL_fritz_lob
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_1
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_buy_sov_guns
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_buy_sov_guns
	icon = GFX_goal_generic_gun_purchase
	prerequisite = {
		focus = GRE_befriend_sov
	}
	relative_position_id = GRE_befriend_sov
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_buy_sov_guns
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 700
			producer = SOV
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: medium_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
medium_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			reliability = 0.2
		}
		hfighter_bomber_equipment = {
			reliability = 0.2
		}
		medium_plane_airframe = {
			reliability = 0.2
		}
		med_maritime_equipment = {
			reliability = 0.2
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: form_mutapa_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_mutapa_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_mutapa
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Character
Component: DOM_fernando_bayo
Source: game
File: common/characters/DOM.txt

Code:
DOM_fernando_bayo = {
	name = Fernando Bayo
	portraits = {
		civilian = {
			large = GFX_portrait_Fernando_Bayo
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			eager_collaborator
		}
		expire = 1945.1.1.12
		id = -1
	}
}
### Entity: Character
Component: GER_paul_hausser
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/characters/GER.txt

Code:
GER_paul_hausser = {
	name = GER_paul_hausser
	portraits = {
		army = {
			large = GFX_portrait_GER_paul_hausser
			small = GFX_portrait_GER_paul_hausser_small
		}
	}
	corps_commander = {
		traits = {
			militias_officer armor_officer politically_connected
		}
		skill = 4
		attack_skill = 3
		defense_skill = 3
		planning_skill = 4
		logistics_skill = 3
		legacy_id = 20
		visible = {
			OR = {
				has_completed_focus = GER_strengthen_the_waffen_ss
				has_global_flag = GER_civil_war_has_started
			}
		}
	}
}
### Entity: Character
Component: USB_victor_strydonck_burkel
Source: game
File: common/characters/USB.txt

Code:
USB_victor_strydonck_burkel = {
	advisor = {
		slot = army_chief
		idea_token = USB_victor_strydonck_burkel
		allowed = {
			original_tag = USB
		}
		traits = {
			army_chief_offensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.103
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.103
	title = BBA_italy_missiolinis.103.t
	desc = BBA_italy_missiolinis.103.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.103.a
		ITA_missiolini_occupy_albania_success_effect = yes
	}
}
### Entity: Event
Component: denmark_protection_event.3
Constructs: is_triggered_only, ai_chance, fire_only_once, clr_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.3
	title = denmark_protection_event.3.t
	desc = denmark_protection_event.3.desc
	picture = GFX_report_event_journalists_speech
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.3.a
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			clr_country_flag = DEN_has_non_aggression_flag
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_proclaim_greater_lithuania
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_cosmetic_tag, add_claim_by, set_state_flag
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_proclaim_greater_lithuania
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = LIT_seek_ties_with_germany LIT_fortify_memel
	}
	x = -3
	y = 1
	relative_position_id = LIT_seek_ties_with_germany
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		effect_tooltip = {
			set_cosmetic_tag = GREATER_LIT_fascism
		}
		hidden_effect = {
			set_cosmetic_tag = GREATER_LIT
		}
		96 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		95 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		94 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		207 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		206 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		204 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		241 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		93 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		199 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		201 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		198 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		202 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		203 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		259 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		193 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		225 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		221 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		226 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		197 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		192 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		242 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		243 = {
			add_claim_by = ROOT
			set_state_flag = greater_lithuania_flag
		}
		224 = {
			add_claim_by = ROOT
			set_state_fla
# ... (truncated)
### Entity: Decision
Component: mal_trade_decisions
Constructs: has_completed_focus, has_war, limit, every_country, has_country_flag, is_major, fire_only_once, remove_effect
Source: game
File: common/decisions/mal_trade_decisions.txt

Code:
mal_trade_decisions = {
	mal_trade_start = {
		icon = generic_construction
		available = {
			has_war = no
		}
		visible = {
			tag = MAL
			has_completed_focus = MAL_seek_investors
		}
		cost = 25
		days_remove = 21
		fire_only_once = yes
		fixed_random_seed = no
		ai_will_do = {
			factor = 29
		}
		remove_effect = {
			random_owned_state = {
				limit = {
					industrial_complex = > 0
				}
				remove_building = {
					type = industrial_complex
					level = 1
				}
			} {
				limit = {
					industrial_complex = > 0
				}
				remove_building = {
					type = industrial_complex
					level = 1
				}
			}
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
			set_variable = {
				var = mal_trade_factory_total
				value = 2
			}
		}
	}
	mal_trade_internal = {
		icon = hol_attract_foreign_investors
		available = {
			has_war = no
		}
		modifier = {
			civilian_factory_use = 2
		}
		days_remove = 30
		days_re_enable = 70
		ai_will_do = {
			factor = 50
		}
		remove_effect = {
			add_timed_idea = {
				idea = mal_internal_investments_idea
				days = 50
			}
			if = {
				limit = {
					check_variable = {
						var = mal_internal_investment
						value = 2
						compare = not_equals
					} {
						var = mal_internal_investment
						value = 5
						compare = not_equals
					} {
						var = mal_internal_investment
						value = 9
						compare = less_than
					}
				}
				custom_effect_tooltip = mal_internal_investment_tt
			} {
				limit = {
					check_variable = {
						var = mal_internal_investment
						value = 2
						compare = equals
					}
				}
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				add_to_variable = {
					var = mal_trade_factory_total
					value = 1
				}
			} {
				limit = {
					check_variable = {
						var = mal_internal_investment
						value = 5
						compare = equals
					}
				}
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				add_to_variable = {
					var = mal_trade_factory_total
					value = 1
				}
			} {
				limit = {
					check_variable = {
						var = mal_internal_investment
						value = 9
						compare = equals
					}
				}
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				add_to_variable = {
					var = mal_trade_factory_total
					value = 1
				}
				set_variable = {
					var = mal_internal_investment
# ... (truncated)
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_embrace_populism
Constructs: prerequisite, remove_ideas, has_government, completion_reward, is_historical_focus_on, has_country_leader, has_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_embrace_populism
	icon = GFX_focus_bra_populism
	prerequisite = {
		focus = BRA_R56_institute_the_polaca
	}
	mutually_exclusive = {
		focus = BRA_R56_strengthen_local_governments
	} {
		focus = BRA_R56_restore_the_empire
	}
	x = -3
	y = 1
	relative_position_id = BRA_R56_institute_the_polaca
	cost = 10
	ai_will_do = {
		factor = 50
		modifier = {
			is_historical_focus_on = yes
			factor = 1
		}
	}
	available = {
		OR = {
			has_country_leader = {
				character = BRA_getulio_vargas
				ruling_only = yes
			}
			has_government = communism
		}
	}
	bypass = {
		NOT = {
			has_idea = bra_instabilidade
		}
	}
	completion_reward = {
		remove_ideas = bra_instabilidade
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: scientist_trait_r56_SPR_republican_loyalties
Source: game
File: common/scientist_traits/00_r56_traits.txt

Code:
scientist_trait_r56_SPR_republican_loyalties = {
	modifier = {

	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_boost_the_grand_council_of_fascism
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_boost_the_grand_council_of_fascism
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = ITA_the_man_of_providence
	}
	mutually_exclusive = {
		focus = ITA_to_live_as_a_lion
	}
	x = -1
	y = 3
	relative_position_id = ITA_the_man_of_providence
	cost = 5
	available = {
		power_balance_value = {
			id = ITA_power_balance
			value = > 0.699
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_ITA_MISSIOLINI
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		ITA_bop_very_low_decrease_effect = yes
		custom_effect_tooltip = ITA_boost_the_grand_council_of_fascism_missiolinis_tt
	}
}
### Entity: Event
Component: bftb_greece.233
Constructs: has_government, fire_only_once, has_capitulated, has_country_leader, retire_country_leader, add_country_leader_role, set_party_name, set_politics
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.233
	title = bftb_greece.233.t
	desc = bftb_greece.233.desc
	picture = GFX_report_event_gre_city_siege
	trigger = {
		original_tag = GRE
		date = > 1941.1.1
		has_capitulated = yes
		has_government = neutrality
		has_country_leader = {
			character = GRE_ioannis_metaxas
			ruling_only = yes
		}
	}
	fire_only_once = yes
	option = {
		name = bftb_greece.233.a
		retire_country_leader = yes
		add_country_leader_role = {
			character = GRE_emmanouil_tsouderos
			country_leader = {
				expire = 1965.1.1
				ideology = centrism
				traits = {
					the_banker
				}
			}
			promote_leader = yes
		}
		hidden_effect = {
			set_party_name = {
				ideology = neutrality
				long_name = GRE_neutrality_party
				name = GRE_neutrality_party
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = yes
				election_frequency = 96
			}
		}
	}
}
### Entity: Achievement
Component: america_decolonized
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
america_decolonized = {
	id = 212
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CHL
	}
	happened = {
		CHL = {
			has_country_flag = CHL_released_guarani_flag CHL_released_inca_flag CHL_released_miskito_flag CHL_released_maya_flag CHL_released_inuit_flag CHL_released_charrua_flag CHL_released_itza_flag CHL_released_nahua_flag CHL_released_isthmo_amerindia_flag CHL_reorganized_bolivia_flag CHL_reorganized_brazil_flag CHL_reorganized_mexico_flag CHL_established_the_guianas_flag CHL_reorganized_canada_flag CHL_reorganized_usa_flag
		}
	}
}
### Entity: Event
Component: NSB_soviet_communist_civil_war.005
Constructs: is_triggered_only, ai_chance, division_template, limit, is_locked, is_controlled_by, create_unit, random_owned_controlled_state
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_communist_civil_war.005
	title = NSB_soviet_communist_civil_war.005.t
	desc = NSB_soviet_communist_civil_war.005.desc
	picture = GFX_report_event_generic_army
	immediate = {
		divide_variable = {
			SOV.SOV_international_brigades_mp = 4000
		}
		round_variable = SOV.SOV_international_brigades_mp
		clamp_variable = {
			var = SOV.SOV_international_brigades_mp
			min = 1
			max = 40
		}
	}
	is_triggered_only = yes
	option = {
		name = NSB_soviet_communist_civil_war.005.a
		ai_chance = {
			base = 10
		}
		division_template = {
			name = International Brigades
			is_locked = yes yes
			priority = 1
			template_counter = 3
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		}
		IF = {
			limit = {
				var:SOV.SOV_civil_war_start_state = {
					is_controlled_by = SOV
				}
			}
			var:SOV.SOV_civil_war_start_state = {
				create_unit = {
					division = name = "International Brigade" division_template = "International Brigades" start_experience_factor = 0.1 start_equipment_factor = 1.0
					owner = ROOT
					count = var:SOV.SOV_international_brigades_mp
				}
			}
		}
		ELSE = {
			random_owned_controlled_state = {
				create_unit = {
					division = name = "International Brigade" division_template = "International Brigades" start_experience_factor = 0.1 start_equipment_factor = 1.0
					owner = ROOT
					count = var:SOV.SOV_international_brigades_mp
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_naval_capital_battleship
Constructs: has_tech
Source: game
File: common/ai_equipment/USA_naval.txt

Code:
USA_naval_capital_battleship = {
	category = naval
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		naval_capital_bb
	}
	priority = {
		factor = 20
	}
	capital_battleship_early = {
		name = Colorado Class
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_airplane_launcher
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
		allowed_modules = {
			ship_heavy_battery ship_anti_air ship_secondaries ship_fire_control_system ship_radar ship_heavy_armor ship_airplane_launcher heavy_ship_engine
		}
	}
	capital_battleship_basic = {
		name = North Carolina Class
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_2
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_dp_secondaries
				fixed_ship_armor_slot = ship_armor_bb_2
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_airplane_launcher
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
		allowed_modules = {
			ship_heavy_battery ship_anti_air ship_dp_secondaries ship_secondaries ship_fire_control_system ship_radar ship_heavy_armor ship_airplane_launcher heavy_ship_engine
		}
	}
	capital_battleship_improved = {
		name = South Dakota Class
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
		
# ... (truncated)