Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: MAN_fas_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_TSR_alternate_strategy_plan.txt

Code:
MAN_fas_plan = {
	name = Manchukuo Fascist Independence plan
	desc = Behavior for Manchukuo going down the Imperial Divinity path
	allowed = {
		original_tag = MAN
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = MAN_AI_RANDOM_INDEPENDENCE_FAS
			has_game_rule = {
				rule = MAN_ai_behavior
				option = INDEPENDENCE_FAS
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		MAN_tsr_request_control_of_the_railways MAN_tsr_staff_the_court_with_manchus MAN_tsr_bolster_nationalism MAN_tsr_expand_the_imperial_guards MAN_tsr_local_arms_procurement MAN_tsr_purge_the_general_affairs_council MAN_tsr_independence_war MAN_tsr_reform_the_civil_service MAN_tsr_imperial_divinity MAN_tsr_reestablish_the_qing_army MAN_tsr_reclaim_the_empire MAN_tsr_imperial_university MAN_tsr_assert_our_authority MAN_tsr_reclaim_our_lost_possessions MAN_tsr_move_capitals MAN_tsr_claim_the_mandate_of_heaven
	}
	focus_factors = {
		MAN_tsr_a_new_constitution = 0
		MAN_tsr_question_the_emperors_authority = 0
		MAN_tsr_five_equal_peoples = 0
	}
	research = {
		infantry_weapons = 15.0
		industry = 10.0
	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: GER_NVA_category
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_NVA_category = {
	icon = GFX_decision_category_GER_nva
	picture = r56_decision_category_GER_nva_picture
	priority = 10
	allowed = {
		always = no
	}
}
### Entity: Scripted Trigger
Component: EAI_HSPART_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_HSPART_tech_focus = {
	date = > 1936.2.1
	always = no
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASignal_company.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Signal_company.png &#8206;(76 × 42 pixels, file size: 6 KB, MIME type: image/png)
### Entity: Country History
Country: SCA
Component: SCA_characters
Constructs: create_country_leader
Source: game
File: history/countries/SCA - Scandinavia.txt

Code:
# Leaders & Characters for SCA
create_country_leader = {
	name = Nordic Council
	picture = gfx/leaders/SCA/r56_portrait_SCA_Nordic_Council.dds
	expire = 1965.1.1
	ideology = liberalism
}
{
	name = Nordic Council
	picture = gfx/leaders/SCA/r56_portrait_SCA_Nordic_Council.dds
	expire = 1965.1.1
	ideology = marxism
}
{
	name = Nordic Council
	picture = gfx/leaders/SCA/r56_portrait_SCA_Nordic_Council.dds
	expire = 1965.1.1
	ideology = fascism_ideology
}
{
	name = Nordic Council
	picture = gfx/leaders/SCA/r56_portrait_SCA_Nordic_Council.dds
	expire = 1965.1.1
	ideology = oligarchism
}
### Entity: Idea
Component: BEL_cog_gold_investment_into_infrastructure
Source: game
File: common/ideas/belgium.txt

Code:
BEL_cog_gold_investment_into_infrastructure = {
	allowed = {
		original_tag = BEL
	}
	picture = generic_build_infrastructure
	modifier = {
		production_speed_infrastructure_factor = 0.15
		production_speed_rail_way_factor = 0.1
	}
}
### Entity: AI Strategy
Component: USA_maybe_send_some_lend_lease_to_japan
Constructs: has_completed_focus, has_government, send_lend_lease_desire
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_maybe_send_some_lend_lease_to_japan = {
	allowed = {
		original_tag = USA
	}
	enable = {
		JAP = {
			OR = {
				has_government = neutrality fascism
			}
			has_completed_focus = JAP_form_the_jikyoku_iinkai
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = JAP
		value = 25
	}
}
### Entity: Event
Component: palestine.12
Constructs: is_triggered_only, add_stability, add_popularity
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.12
	picture = GFX_report_event_gathering_protest
	title = palestine.12.t
	desc = palestine.12.d
	is_triggered_only = yes
	option = {
		name = palestine.12.a
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		}
		add_stability = -0.2
	}
}
### Entity: Country History
Country: QAT
Component: QAT_technology
Constructs: set_technology
Source: game
File: history/countries/QAT - Qatar.txt

Code:
# Starting Technologies for QAT
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
}
### Entity: Scripted Trigger
Component: EAI_TEMPLATE_use_mass_infantry
Constructs: limit, has_country_flag, is_major, check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_TEMPLATE_use_mass_infantry = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MASS_INFANTRY_TEMPLATE
			}
		}
		OR = {
			AND = {
				tag = SOV
				check_variable = {
					deployed_army_manpower_k = < 4000
				}
				any_enemy_country = {
					is_major = yes
				}
				NOT = {
					EAI_MILITARY_not_losing_TRIGGER = yes
				}
				EAI_MILITARY_home_threatened_TRIGGER = yes
				set_temp_variable = {
					mass_infantry_target_size_ = 4500
				}
			} {
				surrender_progress = > 0.05
				check_variable = {
					EAI_MILITARY_deployed_army_k_trend_value = < -0.1
				} {
					num_equipment@infantry_equipment = > 10000
				}
				has_country_flag = {
					flag = EAI_MILITARY_trend_losing_war
					value = 1
					days = > 30
				}
				OR = {
					check_variable = {
						num_equipment@support_equipment = < 1
					} {
						num_equipment@artillery_equipment = < 1
					}
				}
				set_temp_variable = {
					last = EAI_MILITARY_army_size_k_weekly^num
				} {
					mass_infantry_target_size_ = EAI_MILITARY_army_size_k_weekly^last
				}
				subtract_from_temp_variable = {
					last = 1
				}
			}
		}
	}
	else = {
		always = no
	}
}
### Entity: Modifier Reference
Component: JAP_educating_the_peasants_modifier
Constructs: research_speed_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_educating_the_peasants_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_research_bonus
	research_speed_factor = JAP_educating_the_peasants_modifier_research_speed_factor
}
### Entity: Event
Component: mtg_usa_foreign_support.7
Constructs: is_triggered_only, ai_chance, add_to_variable
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.7
	title = mtg_usa_foreign_support.7.t
	desc = mtg_usa_foreign_support.7.desc
	picture = GFX_report_event_british_artillery
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.7.a
		ai_chance = {
			factor = 70
		}
		add_to_variable = {
			var = smuggled_artillery
			value = 50
		}
	}
}
### Entity: Idea
Component: CZE_aggressive_foreign_policy_idea
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_aggressive_foreign_policy_idea = {
	name = CZE_aggressive_foreign_policy
	picture = SWI_spirit_of_helvetia_aggressive_peace
	rule = {
		can_boost_other_ideologies = yes
		can_guarantee_other_ideologies = yes
	}
	modifier = {
		enemy_justify_war_goal_time = -0.25
		justify_war_goal_time = -0.25
	}
}
### Entity: Country History
Country: FER
Component: FER_technology
Constructs: set_technology
Source: game
File: history/countries/FER - Far Eastern Republic.txt

Code:
# Starting Technologies for FER
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Unit Template
Component: FREN_ARM_01
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_ARM_01 = {
	name = Armored Division
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dème Division Cuirassée
	ordered = {
		1 = {
			%dère Division Cuirassée
		}
		2 = {
			%dème Division Cuirassée
		}
		3 = {
			%dème Division Cuirassée
		}
		4 = {
			%dème Division Cuirassée
		}
		5 = {
			%dème Division Cuirassée
		}
		6 = {
			%dème Division Cuirassée
		}
		7 = {
			%dème Division Cuirassée
		}
		8 = {
			%dème Division Cuirassée
		}
		9 = {
			%dème Division Cuirassée
		}
		10 = {
			%dème Division Cuirassée
		}
	}
}
### Entity: Character
Component: CHI_geologist_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_geologist_trait = {
	random = no
	sprite = 13
	local_resources_factor = 0.1
	local_resources_oil_factor = 0.1
}
### Entity: Character
Component: NGR_democratic_guy
Constructs: has_government
Source: game
File: common/characters/NGR.txt

Code:
NGR_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NGR_democratic_guy
		allowed = {
			original_tag = NGR
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Order of Battle
Component: Northern Ireland Command
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = Northern Ireland Command
	location = 3379
	division_template = Colonial Garrison
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Character
Component: nationalist_author
Constructs: political_power_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
nationalist_author = {
	political_power_gain = 0.1
	drift_defence_factor = 0.15
	sprite = 13
}
### Entity: Idea
Component: EAI_DD_12/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: DEN_erik_scavenius_takes_over
Constructs: limit, has_government, set_politics, add_country_leader_role, is_country_leader, set_party_name
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_erik_scavenius_takes_over = {
	if = {
		limit = {
			NOT = {
				has_government = democratic
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			long_name = DEN_democratic_venstre_party
			name = DEN_democratic_venstre_party_long
		}
		DEN_erik_scavenius = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					traits = {
						DEN_venstre
					}
					expire = 1965.1.1.1
				}
			}
		}
	}
	else_if = {
		limit = {
			DEN_erik_scavenius = {
				is_country_leader = no
			}
		}
		DEN_remove_democratic_leader = yes
		set_party_name = {
			ideology = democratic
			name = DEN_democratic_venstre_party
			long_name = DEN_democratic_venstre_party_long
		}
		DEN_erik_scavenius = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					traits = {
						DEN_venstre
					}
					expire = 1965.1.1.1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_peoples_republic
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_peoples_republic
	icon = GFX_focus_prc_proclaim_the_peoples_republic
	prerequisite = {
		focus = PRC_towards_one_china PRC_allow_autonomous_regions PRC_peaceful_reunification
	}
	x = 2
	y = 1
	relative_position_id = PRC_towards_one_china
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			controls_state = 608 1035 592
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		set_cosmetic_tag = PRC_proclaimed_communism
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt PRC_modify_central_committee_modifier generic_skip_one_line_tt PRC_remove_iniltration_and_guerilla_decisions_tt
		add_research_slot = 1
		add_political_power = 50
		add_stability = 0.1
		add_war_support = 0.05
		add_to_variable = {
			PRC_central_committee_justify_war_goal_time = -0.5
			tooltip = justify_war_goal_time_tt
		}
		if = {
			limit = {
				num_subjects = > 0
			}
			add_to_variable = {
				PRC_central_committee_subjects_autonomy_gain = -0.05
				tooltip = subjects_autonomy_gain_tt
			}
		} {
			limit = {
				1046 = {
					is_controlled_by = ROOT
					has_dynamic_modifier = {
						modifier = PRC_the_yulin_garrison
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			1046 = {
				remove_dynamic_modifier = {
					modifier = PRC_the_yulin_garrison
				}
			}
		}
	}
}
### Entity: Character
Component: EST_johan_laidoner
Constructs: has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_johan_laidoner = {
	name = EST_johan_laidoner
	portraits = {
		army = {
			small = GFX_idea_EST_johan_laidoner
			large = GFX_portrait_EST_johan_laidoner
		}
	}
	advisor = {
		slot = army_chief
		idea_token = EST_johan_laidoner
		allowed = {
			original_tag = EST
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	field_marshal = {
		traits = {
			old_guard
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_thinking_waffle
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_thinking_waffle = {
	random = no
	sprite = 13
	production_speed_industrial_complex_factor = 0.75
	production_speed_infrastructure_factor = 0.75
	production_speed_synthetic_refinery_factor = 0.75
	production_speed_nuclear_reactor_factor = 0.75
}
### Entity: AI Strategy
Component: ai_focus_aviation_FRA
Source: game
File: common/ai_focuses/FRA.txt

Code:
ai_focus_aviation_FRA = {
	research = {
		air_doctrine = 50.0
		light_air = 20.0
		light_fighter = 20.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_20w_mountaineer_role
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_20w_mountaineer_role = {
	set_country_flag = {
		flag = EAI_MOUNTAINEER_ROLE
		value = 1
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 111
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 121
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 131
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_44
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_44 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 44
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 44
	}
}
### Entity: Event
Component: germany.202
Constructs: is_triggered_only, ai_chance, limit, random_country, has_government, has_global_flag, random_subject_country, set_autonomy
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.202
	title = germany.202.t
	desc = germany.202.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	trigger = {
		has_global_flag = yalta_agreed_flag
		any_subject_country = {
			original_tag = GER
		}
	}
	option = {
		name = germany.202.a
		ai_chance = {
			base = 100
		}
		random_subject_country = {
			limit = {
				original_tag = GER
			}
			ROOT = {
				set_autonomy = {
					target = PREV
					autonomy_state = autonomy_free
				}
			}
			IF = {
				limit = {
					has_government = communism
				}
				set_cosmetic_tag = DDR
			}
		}
	} {
		name = germany.202.b
		ai_chance = {
			base = 10
		}
		random_subject_country = {
			limit = {
				original_tag = GER
			}
			random_country = {
				limit = {
					original_tag = GER
					has_government = democratic
					is_subject = no
					has_cosmetic_tag = WGR
				}
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: Event
Component: englandmod.11
Constructs: is_triggered_only, ai_chance, limit, is_in_faction, create_faction_from_template, add_to_faction, add_ai_strategy
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.11
	title = englandmod.11.t
	desc = englandmod.11.d
	picture = GFX_report_event_german_parade_paris
	is_triggered_only = yes
	option = {
		name = englandmod.11.a
		ai_chance = {
			base = 99
		}
		ENG = {
			if = {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_generic_dominance
					name = imperial_fascist_league
					icon = GFX_faction_logo_generic_fascist
				}
			}
		} {
			add_to_faction = ITA
		} {
			country_event = {
				id = englandmod.12
				days = 1
			}
		}
		ITA = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
		}
	} {
		name = englandmod.11.b
		ai_chance = {
			base = 1
		}
		ENG = {
			country_event = {
				id = englandmod.13
				days = 1
			}
		}
	}
}
### Entity: Decision
Component: operations
Constructs: has_completed_focus, has_war_with, fire_only_once, is_puppet, complete_effect, create_wargoal, annex_everything, is_ai
Source: game
File: common/decisions/SOV.txt

Code:
operations = {
	SOV_seize_manchuria = {
		icon = generic_operation
		allowed = {
			original_tag = SOV
		}
		available = {
			JAP = {
				has_completed_focus = JAP_pre_emptive_coup
			}
			MAN = {
				is_puppet = no
			}
			NOT = {
				has_war_with = MAN
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			JAP = {
				has_completed_focus = JAP_strengthen_civilian_government
			}
			MAN = {
				exists = yes
			}
		}
		complete_effect = {
			create_wargoal = {
				target = MAN
				type = annex_everything
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				MAN = {
					is_ai = no
				}
				factor = 0
			} {
				threat = < 0.25
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: ITA_giuseppe_de_stefanis
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_giuseppe_de_stefanis = {
	name = ITA_giuseppe_de_stefanis
	portraits = {
		army = {
			small = GFX_portrait_ITA_giuseppe_de_stefanis_small
			large = GFX_portrait_ITA_giuseppe_de_stefanis
		}
	}
	corps_commander = {
		traits = {
			infantry_officer armor_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			OR = {
				has_completed_focus = ITA_italian_socialism ITA_monarchia_d_italia
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_military_opposition
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_military_opposition = {
	picture = SIA_military_opposition
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = -0.05
		war_support_factor = -0.08
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_literacy_programs
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_literacy_programs
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = PRC_sea_land_redistribution
	}
	x = -4
	y = 1
	relative_position_id = PRC_sea_land_redistribution
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Unit Template
Component: URG_CL_HISTORICAL
Source: game
File: common/units/names_ships/URG_ship_names.txt

Code:
URG_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		URG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ROU 
	fallback_name = Crucero Ligero %d
	unique = {
		Uruguay Montevideo Maldonado Rocha Colonia Artigas Río Negro Paysandu
	}
}
### Entity: Idea
Component: GER_seeherrschaft_ns
Constructs: removal_cost, refit_speed
Source: game
File: common/ideas/GER.txt

Code:
GER_seeherrschaft_ns = {
	name = GER_seeherrschaft
	picture = GER_seeherrschaft
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		navy_org_factor = 0.1
		spotting_chance = 0.1
		repair_speed_factor = 0.15
		refit_speed = 0.15
		navy_fuel_consumption_factor = -0.1
	}
}
### Entity: National Focus
Component: wuw_HUN_license_fiat_tankettes
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_game_rule
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_license_fiat_tankettes
	icon = GFX_focus_generic_fiat
	prerequisite = {
		focus = wuw_HUN_act_of_defense wuw_HUN_wherever_the_cross_points
	}
	x = -4
	y = 1
	relative_position_id = wuw_HUN_act_of_defense
	offset = {
		x = 1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_fascist_king
		}
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		ITA = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 2000
				equipment_type = light_tank_chassis
				seller_tags = {
					ITA
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = HUN_fiat_tankettes_organization
			mio:HUN_fiat_tankettes_organization = {
				add_mio_size = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = HUN_fiat
		}
	}
}