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

Code:
focus = {
	id = RAJ_stopping_the_japanese_threat_into_central_asia
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = RAJ_deathblow_to_imperial_remnants
	}
	x = 2
	y = 1
	relative_position_id = RAJ_deathblow_to_imperial_remnants
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			is_in_faction_with = JAP
		}
	}
	bypass = {

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

	}
	completion_reward = {
		if = {
			limit = {
				JAP = {
					OR = {
						any_enemy_country = {
							is_literally_china = yes
						}
						is_in_faction_with = SIA
						has_government = fascism neutrality
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = JAP
			}
		}
		add_ideas = idea_RAJ_anti_japanese_war
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_put_an_end_to_the_raids
Constructs: prerequisite, owns_state, has_war_with, add_war_support, completion_reward, is_ally_with, set_country_flag, declare_war_on
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_put_an_end_to_the_raids
	icon = GFX_focus_generic_provoke_border_clashes
	available = {
		any_country = {
			controls_state = 621
			owns_state = 621
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		any_country = {
			controls_state = 621
			owns_state = 621
			OR = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	will_lead_to_war_with = SHX
	prerequisite = {
		focus = MEN_prepare_the_western_front
	}
	relative_position_id = MEN_prepare_the_western_front
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1000
	}
	completion_reward = {
		set_country_flag = MEN_suiyuan_ended
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt MEN_effects_if_border_conflict_is_won MEN_effects_if_border_conflict_is_lost
		declare_war_on = {
			target = 621
			 = .owner
			type = take_claimed_state
			generator = {
				621
			}
		}
		activate_mission = MEN_suiyuan_campaign
		hidden_effect = {
			621 = {
				owner = {
					activate_mission = MEN_suiyuan_campaign
				}
			}
		}
		effect_tooltip = {
			transfer_state = 621
			add_state_core = 621
			complete_national_focus = MEN_rebuilding_the_disaster_of_suiyan
			army_experience = 25
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				category = land_doctrine
				name = MEN_put_an_end_to_the_raids
			}
			swap_ideas = {
				remove_idea = MEN_disorganized_military
				add_idea = MEN_disorganized_military_2
			}
		} {
			army_experience = 15
			unlock_national_focus = MEN_rebuilding_the_disaster_of_suiyan
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_ARMY_XP FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: OMA_iskandar_ibn_ali
Source: game
File: common/characters/OMA.txt

Code:
OMA_iskandar_ibn_ali = {
	name = Iskandar ibn Ali
	portraits = {
		civilian = {
			large = GFX_portrait_Iskandar_ibn_Ali
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			smooth_talking_charmer appeaser
		}
		expire = 1943.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_oppose_yanqui_imperialism
Constructs: prerequisite, add_war_support, completion_reward, is_historical_focus_on, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_oppose_yanqui_imperialism
	icon = GFX_focus_generic_strike_at_democracy3
	prerequisite = {
		focus = MEX_focus_nationalize_the_oil_fields
	}
	mutually_exclusive = {
		focus = MEX_focus_german_resource_exchange
	} {
		focus = MEX_focus_compensation
	}
	x = 2
	y = 1
	relative_position_id = MEX_focus_nationalize_the_oil_fields
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		} {
			factor = 0.1
			NOT = {
				country_exists = SOV
			}
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
	}
}
### Entity: State History
Component: 1080
Constructs: add_core_of
Source: game
File: history/states/1080 - Marlborough.txt

Code:
state = {
	id = 1080
	name = STATE_1080
	manpower = 127198
	resources = {
		tungsten = 2
	}
	state_category = rural
	history = {
		owner = NZL
		add_core_of = NZL
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			12632 1
		}
	}
	provinces = {
		12632 10650 4819 8204 7839
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_naval_mio
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, cancel_if_invalid, has_dlc, add_mio_size
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_naval_mio
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = PRC_establish_pla_navy
	}
	x = 2
	y = 1
	relative_position_id = PRC_establish_pla_navy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:PRC_shipbuilding_industry_bureau_organization = {
				add_mio_size = 1
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: add_potential_special_forces_tree
Constructs: limit, add_potential_special_forces_tree, add_potential_special_forces_tree_tt, has_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
add_potential_special_forces_tree = {
	custom_effect_tooltip = add_potential_special_forces_tree_tt
	if = {
		limit = {
			NOT = {
				has_variable = sf_trees
			}
		}
		set_variable = {
			sf_trees = 2
		}
	}
	else = {
		add_to_variable = {
			sf_trees = 1
		}
	}
}
### Entity: Idea
Component: CHI_internal_opposition45
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition45 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.09
		army_org_factor = -0.09
		max_dig_in_factor = -0.09
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.36
		attack_bonus_against = -0.18
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: take_states
Source: game
File: common/peace_conference/cost_modifiers/PHI_peace.txt

Code:
peace_action_modifiers = {
	PHI_re_re_organization = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			FROM.FROM = {
				original_tag = PSR
			}
			ROOT = {
				original_tag = PHI
			}
		}
		cost_multiplier = 0.75
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_give_falkenhausen_citizenship
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, has_global_flag, cancel_if_invalid, has_character
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_give_falkenhausen_citizenship
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = CHI_mission_to_germany
	}
	x = -1
	y = 1
	relative_position_id = CHI_mission_to_germany
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_global_flag = falkenhausen_recalled
		}
		GER_will_support = yes
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = falkenhausen_tt
			any_other_country = {
				has_completed_focus = CHI_give_falkenhausen_citizenship
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_character = CHI_alexander_von_falkenhausen
				}
			}
			CHI = {
				CHI_alexander_von_falkenhausen = {
					set_nationality = ROOT
				}
			} {
				show_ideas_tooltip = CHI_alexander_von_falkenhausen
			}
			custom_effect_tooltip = available_chief_of_army
			show_unit_leaders_tooltip = CHI_alexander_von_falkenhausen
		}
	}
}
### Entity: Event
Component: frenchindochina.9
Constructs: is_triggered_only, fire_only_once, set_portraits
Source: game
File: events/FrenchIndochinaEvents.txt

Code:
country_event = {
	id = frenchindochina.9
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	immediate = {
		hidden_effect = {
			FRI_ho_chi_minh = {
				set_portraits = {
					civilian = {
						large = GFX_Portrait_Indochina_Ho_Chi_Minh_Old
					}
					army = {
						large = GFX_Portrait_Indochina_Ho_Chi_Minh_Old
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_GUYA_old_powers_ITA
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUYA_old_powers_ITA = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = ITA_camicie_nere
	removal_cost = -1
	modifier = {
		surrender_limit = -0.15
		party_popularity_stability_factor = 0.15
		war_stability_factor = 0.1
		cic_to_overlord_factor = 0.1
		mic_to_overlord_factor = 0.1
	}
}
### Entity: National Focus
Component: r56_RAJ_hindu_nationalism
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, is_puppet_of, has_cosmetic_tag
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_hindu_nationalism
	icon = GFX_goal_RAJ_hindu_nationalism
	x = 0
	y = 1
	prerequisite = {
		focus = r56_RAJ_revolt_against_the_oppressors
	}
	relative_position_id = r56_RAJ_revolt_against_the_oppressors
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			OR = {
				has_government = fascism
				AND = {
					has_government = neutrality
					is_puppet_of = JAP
				}
			}
		} {
			limit = {
				has_cosmetic_tag = RAJ_AH
			}
			has_government = fascism
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 1500
		}
		add_ideas = ideological_fanaticism_focus
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_move_capital
Constructs: prerequisite, add_stability, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, set_capital, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_move_capital
	icon = GFX_focus_CHI_registry_of_property
	prerequisite = {
		focus = PRC_sea_proclaim_the_peoples_republic
	}
	x = 1
	y = 1
	relative_position_id = PRC_sea_proclaim_the_peoples_republic
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		608 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_capital = {
			state = 608
			remember_old_capital = no
		}
		608 = {
			add_extra_state_shared_building_slots = 5
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
		} {
			set_state_name = PRC_beijing_capital_name
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_province_name = {
			id = 9843
			name = PRC_beijing_capital_name
		}
		add_stability = 0.1
	}
}
### Entity: Idea
Component: SWE_ball_bearing_idea
Constructs: has_war_with, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/sweden.txt

Code:
SWE_ball_bearing_idea = {
	picture = can_wartime_prices_and_trade_board
	allowed = {
		always = yes
	}
	cancel = {
		has_war_with = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = -0.08
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = -0.06
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_ban_political_parties
Constructs: prerequisite, limit, completion_reward, has_stability, set_popularities, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_ban_political_parties
	icon = GFX_focus_BRA_ban_communist_party
	prerequisite = {
		focus = BRA_the_polaca
	}
	x = -4
	y = 1
	relative_position_id = BRA_the_polaca
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {
		neutrality = > 0.6
		has_stability = > 0.6
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				fascism = > 0.4
			}
			start_civil_war = {
				ideology = fascism
				size = party_popularity@fascism
			}
			hidden_effect = {
				set_popularities = {
					fascism = 0
				}
			}
		}
		ELSE_IF = {
			limit = {
				communism = > 0.4
			}
			start_civil_war = {
				ideology = communism
				size = party_popularity@communism
			}
			hidden_effect = {
				set_popularities = {
					communism = 0
				}
			}
		} {
			limit = {
				democratic = > 0.4
			}
			start_civil_war = {
				ideology = democratic
				size = party_popularity@democratic
			}
			hidden_effect = {
				set_popularities = {
					democratic = 0
				}
			}
		}
		custom_effect_tooltip = BRA_modify_estado_novo_ns_intro
		add_to_variable = {
			BRA_estado_novo_fascism_factor = -0.2
			tooltip = fascism_drift_factor_tt
		} {
			BRA_estado_novo_democratic_factor = -0.2
			tooltip = democratic_drift_factor_tt
		} {
			BRA_estado_novo_communism_factor = -0.2
			tooltip = communism_drift_factor_tt
		} {
			BRA_estado_novo_stability_factor = 0.1
			tooltip = stability_factor_tt
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ATechnology.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Technology.png &#8206;(17 × 15 pixels, file size: 18 KB, MIME type: image/png)
### Entity: Character
Component: CZE_josef_shnejdarek
Constructs: has_completed_focus, limit, has_war_with, has_dlc
Source: game
File: common/characters/CZE.txt

Code:
CZE_josef_shnejdarek = {
	name = CZE_josef_shnejdarek
	portraits = {
		army = {
			large = GFX_Portrait_czechoslovakia_josef_snejdarek
			small = GFX_portrait_CZE_josef_shnejdarek_small
		}
	}
	field_marshal = {
		traits = {
			war_hero defensive_doctrine thorough_planner desert_fox
		}
		skill = 4
		attack_skill = 4
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			if = {
				limit = {
					original_tag = CZE
				}
				OR = {
					NOT = {
						has_dlc = Peace For Our Time
					}
					has_completed_focus = CZE_contact_the_czech_and_slovak_legion CZE_fight_over_silesia
				}
			} {
				limit = {
					original_tag = FRA
					has_dlc = Peace For Our Time
					CZE = {
						NOT = {
							OR = {
								has_completed_focus = CZE_contact_the_czech_and_slovak_legion CZE_fight_over_silesia
							}
						}
					}
				}
				NOT = {
					has_war_with = CZE
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_seize_our_advantages
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_seize_our_advantages
	icon = GFX_goal_communist_factory
	x = 0
	y = 1
	relative_position_id = MON_begin_the_collectivization
	cost = 10
	prerequisite = {
		focus = MON_begin_the_collectivization
	}
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				818
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				819
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		MON_mongol_bank_funds_increase = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: GER_case_anton_category
Constructs: has_government, has_country_flag, is_subject_of, has_focus_tree
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_case_anton_category = {
	icon = military_operation
	picture = GFX_decision_cat_picture_ger_case_anton
	priority = 5
	allowed = {
		original_tag = GER
	}
	visible = {
		has_government = fascism
		any_country_with_original_tag = {
			original_tag_to_check = FRA
			has_government = fascism
			OR = {
				is_subject_of = GER
				has_focus_tree = vichy_french_focus
			}
			NOT = {
				has_country_flag = case_anton
			}
		}
	}
}
### Entity: Character
Component: heels_nipper
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
heels_nipper = {
	random = no
	sprite = 10
	political_power_factor = -0.1
	stability_factor = -0.1
	political_advisor_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	high_command_cost_factor = -0.25
	air_chief_cost_factor = -0.25
	army_chief_cost_factor = -0.25
	navy_chief_cost_factor = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: create_corps_commander
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_corps_commander

* Supported Scopes: COUNTRY
* Supported Targets: none

```
create corps commander for country
```
### Entity: Operation
Component: free_general_free_in_transit
Source: game
File: common/operation_phases/taog_free_general.txt

Code:
free_general_free_in_transit = {
	name = free_general_free_in_transit
	desc = free_general_free_in_transit_desc
	outcome = free_general_free_in_transit_outcome
	picture = GFX_phase_free_operative_free_in_transit
	icon = GFX_phase_free_operative_free_in_transit_small
	requirements = {

	}
	equipment = {
		infantry_equipment = 200
	}
}
### Entity: Modifier Reference
Component: GER_rescued_mussolini
Constructs: has_government, compliance_gain
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
GER_rescued_mussolini = {
	valid_relation_trigger = {
		ROOT = {
			has_government = fascism
		}
	}
	compliance_gain = 0.5
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_joint_shipbuilding_programme
Constructs: prerequisite, limit, has_government, completion_reward, set_technology, random_owned_state, is_coastal, is_controlled_by
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_joint_shipbuilding_programme
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = ICE_united_we_stand
	}
	x = -2
	y = 1
	relative_position_id = ICE_united_we_stand
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 25
		random_owned_state = {
			limit = {
				is_coastal = yes
				is_controlled_by = ROOT
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			set_technology = {
				coastal_defense_ships = 1
				popup = yes
			}
			create_equipment_variant = {
				name = Ægir Class
				type = ship_hull_cruiser_coastal_defense_ship
				name_group = ICE_CA_HISTORICAL
				parent_version = 0
				modules = {
					fixed_ship_battery_slot = ship_heavy_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = cruiser_ship_engine_2
					fixed_ship_armor_slot = ship_armor_cruiser_2
					fixed_ship_secondaries_slot = ship_secondaries_1
					mid_1_custom_slot = ship_secondaries_1
					mid_2_custom_slot = empty
					rear_1_custom_slot = ship_medium_battery_1
				}
				obsolete = yes
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_cruiser_coastal_defense_ship
					creator = ICE
					version_name = Ægir Class
				}
				name = Ægir
				requested_factories = 1
				progress = 0.55
				amount = 1
			}
		}
		DEN = {
			random_owned_state = {
				limit = {
					is_coastal = yes
					is_controlled_by = PREV
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_active_mission
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_active_mission

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country has an active mission with specified ID. has_active_mission = my_test_mission
```
### Entity: Character
Component: EST_henrik_allik
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_henrik_allik = {
	name = EST_henrik_allik
	portraits = {
		army = {
			small = GFX_idea_EST_hendrik_allik
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_henrik_allik
		allowed = {
			OR = {
				original_tag = EST SWE
			}
			has_dlc = No Step Back
		}
		available = {
			OR = {
				has_completed_focus = BALTIC_revolutionary_cabinet
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			patriotic_socialist
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.13
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, add_opinion_modifier, give_guarantee, has_dlc, add_equipment_subsidy
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.13
	title = ww_BEL_event_diplomatic.13.t
	desc = ww_BEL_event_diplomatic.13.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.13.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			FROM = {
				give_guarantee = ROOT
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 1500
					equipment_type = infantry_equipment
					seller_tags = {
						FROM
					}
				}
			}
			ELSE = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 1000
					producer = FROM
				}
			}
		}
	}
}