Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ROM_agrarian_reform
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_agrarian_reform = {
	picture = generic_agrarian_society
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: KMT_zhonghua_minzu
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_zhonghua_minzu = {
	removal_cost = -1
	picture = eng_imperial_conscription
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.015
		army_morale_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_ENG_garrison_singapore
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_garrison_singapore = {
	allowed = {
		tag = ENG
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			336
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	} {
		type = area_priority
		id = EAI_area_priority_region_188
		value = 1000
	} {
		type = area_priority
		id = EAI_area_priority_region_159
		value = 1000
	}
}
### Entity: Event
Component: r56.soviet.8
Constructs: has_completed_focus, has_country_flag, fire_only_once, add_political_power, set_country_flag, add_timed_idea
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.8
	title = r56.soviet.8.t
	desc = r56.soviet.8.d
	picture = GFX_CZKE_aussig_report
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		date = > 1939.1.10
		NOT = {
			has_country_flag = SOV_fixed_choo_choo SOV_choo_choo_debuff_7_fired
			has_completed_focus = SOV_improve_railway_network
		}
	}
	option = {
		name = r56.soviet.8.a
		set_country_flag = SOV_choo_choo_debuff_7_fired
		add_political_power = -100
		add_timed_idea = {
			idea = SOV_industry_slow_down
			days = 365
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_outlaw_the_kmt_and_cpc
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, is_subject, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_outlaw_the_kmt_and_cpc
	icon = GFX_focus_generic_treaty
	x = 2
	y = 1
	relative_position_id = CHI_tsr_form_a_preparatory_committee
	prerequisite = {
		focus = CHI_tsr_form_a_preparatory_committee
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt ban_democratic_party_tt generic_skip_one_line_tt ban_communist_party_tt
		hidden_effect = {
			set_temp_variable = {
				var = ban_ideology_var
				value = party_popularity@democratic
			}
			multiply_temp_variable = {
				var = ban_ideology_var
				value = -1
			} {
				var = ban_ideology_var
				value = 0.66
			}
			add_popularity = {
				ideology = democratic
				popularity = ban_ideology_var
			}
			set_country_flag = banned_democratic_flag
		} {
			set_temp_variable = {
				var = ban_ideology_var
				value = party_popularity@communism
			}
			multiply_temp_variable = {
				var = ban_ideology_var
				value = -1
			} {
				var = ban_ideology_var
				value = 0.66
			}
			add_popularity = {
				ideology = communism
				popularity = ban_ideology_var
			}
			set_country_flag = banned_communism_flag
			if = {
				limit = {
					has_idea = SOV_trotskyist_revolutionary_agitation
				}
				swap_ideas = {
					remove_idea = SOV_trotskyist_revolutionary_agitation
					add_idea = SOV_trotskyist_revolutionary_agitation_weakened
				}
			}
		}
		remove_democratic_spirits_effect = yes
		add_stability = ban_ideology_var ban_ideology_var
		remove_communist_spirits_effect = yes
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_ship_designer_black_sea_shipyard
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_ship_designer_black_sea_shipyard = {
	OR = {
		has_idea = SOV_black_sea_shipyard SOV_black_sea_shipyard_1 SOV_black_sea_shipyard_2 SOV_black_sea_shipyard_3 SOV_black_sea_shipyard_4 SOV_black_sea_shipyard_1_2 SOV_black_sea_shipyard_1_3 SOV_black_sea_shipyard_1_4 SOV_black_sea_shipyard_2_4 SOV_black_sea_shipyard_3_4 SOV_black_sea_shipyard_final_2 SOV_black_sea_shipyard_final_3
	}
}
### Entity: Idea
Component: BUL_pirin
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_pirin = {
	picture = bul_pirin
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		NOT = {
			has_completed_focus = BUL_utmost_optimization
		}
	}
	available = {
		OR = {
			has_completed_focus = BUL_invigorate_national_industry BUL_nationalization
		}
	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		construction_company
	}
	modifier = {
		custom_modifier_tooltip = BUL_national_industrial_concern_upgrade_tt
	}
}
### Entity: Event
Component: mtg_britain.33
Constructs: has_completed_focus, division_template, every_owned_state, limit, has_government, add_stability, fire_only_once, has_stability
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.33
	title = mtg_britain.33.t
	desc = mtg_britain.33.d
	picture = GFX_report_event_ger_civil_war
	fire_only_once = yes
	trigger = {
		tag = ENG
		has_completed_focus = ENG_organize_the_blackshirts
		NOT = {
			has_government = fascism
		}
		has_stability = < 0.5
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		hidden_effect = {
			was_uk_dominion_a_subject = yes
			add_stability = 30
			every_state = {
				limit = {
					is_owned_by = ENG
					NOT = {
						has_state_flag = ENG_has_blackshirt_support
					}
				}
				set_state_flag = ENG_has_no_blackshirt_support
			}
			random_owned_state = {
				limit = {
					has_state_flag = ENG_has_blackshirt_support
				}
				ENG = {
					set_capital = {
						state = PREV
					}
				}
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = democratic
				size = 0.5
				states = all
				states_filter = {
					has_state_flag = ENG_has_no_blackshirt_support
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.51
			} {
				ideology = communism
				popularity = 0.05
			} {
				ideology = democratic
				popularity = 0.15
			}
			random_other_country = {
				limit = {
					original_tag = ENG
					has_government = democratic
				}
				save_event_target_as = democratic_uk_civil_war
				every_unit_leader = {
					limit = {
						OR = {
							has_id = 999
						}
					}
					set_nationality = ENG
				}
				ENG = {
					transfer_navy = {
						target = PREV
					}
					hidden_effect = {
						every_unit_leader = {
							limit = {
								OR = {
									has_id = 983 984 985 986 987 988 989 990 991 992
								}
							}
							set_nationality = event_target:democratic_uk_civil_war
						}
					}
				}
			}
			event_target:democratic_uk_civil_war = {
				if = {
					limit = {
						has_full_control_of_state = 126
					}
					set_capital = {
						state = 126
					}
				}
				else_if = {
					limit = {
						has_full_control_of_state = 132
					}
					set_capital = {
						state = 132
					}
				} {
					limit = {
						has_full_control_of_state = 128
					}
					set_capital = {
						state = 128
					}
				} {
					limit = {
						has_full_control_of_state = 127
					}
					set_capital = {
						state = 127
					}
				} {
					limit = {
						has_full_control_of_state = 
# ... (truncated)
### Entity: Event
Component: SEA_PHI_political_events.9
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, check_variable, random_hours
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.9
	title = SEA_PHI_political_events.9.t
	desc = SEA_PHI_political_events.9.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.9.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = PHI.PHI_convoy_vars_convoy_amount
				producer = PHI
			}
			if = {
				limit = {
					check_variable = {
						PHI.PHI_convoy_vars_equipment_type = 0
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = PHI.PHI_convoy_vars_equipment_amount_negative
				}
			}
			else_if = {
				limit = {
					check_variable = {
						PHI.PHI_convoy_vars_equipment_type = 1
					}
				}
				add_equipment_to_stockpile = {
					type = motorized_equipment
					amount = PHI.PHI_convoy_vars_equipment_amount_negative
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = artillery_equipment
					amount = PHI.PHI_convoy_vars_equipment_amount_negative
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_PHI_political_events.10
				hours = 3
				random_hours = 6
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = SEA_PHI_political_events.9.b
		FROM = {
			country_event = {
				id = SEA_PHI_political_events.11
				hours = 3
				random_hours = 6
			}
		}
	}
}
### Entity: Idea
Component: porsche
Constructs: has_completed_focus, limit, has_war_with, research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
porsche = {
	allowed = {
		OR = {
			original_tag = WGR GER CUB
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = CUB
			}
			has_completed_focus = CUB_invite_german_companies
			NOT = {
				has_war_with = GER
			}
		}
		NOT = {
			has_completed_focus = GER_expand_kummersdorfs_capacity
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
}
### Entity: Achievement
Component: awake_and_angry
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_by, is_core_of
Source: game
File: common/achievements.txt

Code:
awake_and_angry = {
	id = 55
	possible = {
		tag = CHI
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievement_JAP_sue_for_peace_CHI_completed
		custom_trigger_tooltip = {
			tooltip = all_cores_of_chi_and_man_owned_by_root
			all_state = {
				OR = {
					is_owned_by = ROOT
					AND = {
						NOT = {
							is_core_of = CHI
						} {
							is_core_of = MAN
						}
					}
					state = 728 729 326
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_a_french_alliance
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_a_french_alliance
	icon = GFX_focus_CHL_a_french_alliance
	relative_position_id = CHL_secure_the_brazilian_border
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_secure_the_brazilian_border
	}
	mutually_exclusive = {
		focus = CHL_return_to_the_continent
	}
	ai_will_do = {
		base = 5
	}
	available = {
		has_government = neutrality
		FRA = {
			exists = yes
			has_government = neutrality
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
		is_in_faction = no
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		FRA = {
			country_event = {
				id = CHL_political_events.86
				days = 2
			}
		}
	}
}
### Entity: State History
Component: 548
Constructs: add_core_of
Source: game
File: history/states/548-Uganda.txt

Code:
state = {
	id = 548
	name = STATE_548
	state_category = rural
	resources = {
		rubber = 3
	}
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
		}
		add_core_of = UGA
		victory_points = {
			12989 1
		}
	}
	provinces = {
		3854 7088 7133 8223 12929 12989 13177
	}
	manpower = 3515625
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: cityfall.19
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.19
	title = cityfall.19.t
	desc = cityfall.19.d
	picture = GFX_news_event_jap_tank_singapore
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_washington_jap
	}
	option = {
		name = cityfall.19.a
		trigger = {
			NOT = {
				TAG = JAP USA
			}
		}
	} {
		name = cityfall.19.b
		trigger = {
			TAG = JAP
		}
	} {
		name = cityfall.19.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_war_preparations
Constructs: prerequisite, has_war, completion_reward, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_war_preparations
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = GER_heed_von_neuraths_concerns
	}
	x = 0
	y = 1
	relative_position_id = GER_heed_von_neuraths_concerns
	cost = 5
	available = {
		has_war = no
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = GER_war_preparations_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = GER_strengthened_supply_lines_ns
				days = 730
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_50
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_50 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 50
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 50
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_val_benoit_institutes
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_val_benoit_institutes
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = BEL_corporate_social_responsibility
	}
	relative_position_id = BEL_corporate_social_responsibility
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: GRE_emmanouil_tsouderos
Constructs: has_completed_focus, has_government, has_dlc, has_country_leader
Source: game
File: common/characters/GRE.txt

Code:
GRE_emmanouil_tsouderos = {
	name = GRE_emmanouil_tsouderos
	portraits = {
		army = {
			small = GFX_idea_gre_emmanouil_tsouderos
		}
		civilian = {
			large = GFX_portrait_gre_emmanouil_tsouderos
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GRE_emmanouil_tsouderos
		allowed = {
			original_tag = GRE
			has_dlc = Battle for the Bosporus
		}
		available = {
			has_completed_focus = GRE_fiscal_responsibility
			NOT = {
				OR = {
					has_government = communism
					has_country_leader = {
						character = GRE_emmanouil_tsouderos
						ruling_only = yes
					}
				}
			}
		}
		traits = {
			financial_expert
		}
	}
}
### Entity: State History
Component: 102
Constructs: add_core_of
Source: game
File: history/states/102-North-Eastern Slovenia.txt

Code:
state = {
	id = 102
	name = STATE_102
	manpower = 811050
	state_category = large_town
	history = {
		owner = YUG
		buildings = {
			infrastructure = 3
		}
		victory_points = {
			665 1
		}
		add_core_of = YUG SLV
	}
	provinces = {
		596 665 3631 3654 6672 9596
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: SAD
Component: SAD_characters
Constructs: recruit_character
Source: game
File: history/countries/SAD - Sardinia.txt

Code:
# Leaders & Characters for SAD
recruit_character = SAD_enrico_adami_rossi SAD_nino_slvatore_villa_santa
### Entity: Modifier Reference
Component: ITA_regia_marina_dynamic_modifier
Constructs: screening_efficiency, decryption_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_marina_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_marina_1
	naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack
	screening_efficiency = ITA_rm_screening_efficiency
	naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor
	naval_coordination = ITA_rm_naval_coordination
	naval_detection = ITA_rm_naval_detection
	spotting_chance = ITA_rm_spotting_chance
	convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor
	naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor
	navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor
	navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor
	naval_morale_factor = ITA_rm_naval_morale_factor
	strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss
	special_forces_cap = ITA_rm_special_forces_cap
	amphibious_invasion = ITA_rm_amphibious_invasion
	naval_invasion_division_cap = ITA_rm_naval_invasion_capacity
	invasion_preparation = ITA_rm_invasion_preparation
	naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor
	naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor
	sub_retreat_speed = ITA_rm_sub_retreat_speed
	navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor
	decryption_factor = ITA_rm_decryption_factor
	navy_intel_factor = ITA_rm_navy_intel_factor
	naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed
	sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_ASW_CL_navy_production_strategy_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_ASW_CL_navy_production_strategy_3 = {
	enable = {
		has_country_flag = EAI_ASW_CL_navy_production_3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_escort_cl
		value = 1
	} {
		type = role_ratio
		id = naval_screen
		value = -1
	}
}
### Entity: Idea
Component: MPL_unions
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_unions = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	picture = workers_brigades
	modifier = {
		industrial_capacity_factory = 0.1
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: CHI_sharia4
Constructs: research_speed_factor, army_defence_factor, stability_factor, has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_sharia4 = {
	picture = tur_varlik_vergisi
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		stability_factor = 0.025
		fascism_drift = 0.1
		drift_defence_factor = 0.1
		political_power_factor = 0.15
		research_speed_factor = -0.1
		consumer_goods_factor = -0.1
		army_attack_factor = 0.075
		army_defence_factor = 0.075
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: INS_industrial_events.32
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, clr_country_flag, add_to_variable, has_tech, has_resources_in_country
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.32
	title = INS_industrial_events.28.t
	desc = INS_industrial_events.28.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.28.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 40
				tooltip = country_resource_cost_rubber_tt
			}
			if = {
				limit = {
					has_tech = infantry_weapons1
					NOT = {
						has_tech = improved_infantry_weapons advanced_infantry_weapons
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment_1
					amount = 4000
					producer = INS
				}
			}
			else_if = {
				limit = {
					has_tech = improved_infantry_weapons
					NOT = {
						has_tech = advanced_infantry_weapons
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment_2
					amount = 4000
					producer = INS
				}
			} {
				limit = {
					has_tech = advanced_infantry_weapons
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment_3
					amount = 4000
					producer = INS
				}
			}
		}
	} {
		name = INS_industrial_events.28.b
		ai_chance = {
			base = 1
		}
		trigger = {
			has_resources_in_country = {
				resource = rubber
				amount = > 39
				extracted = no
			}
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 40
				tooltip = country_resource_cost_rubber_tt
			}
			if = {
				limit = {
					has_tech = infantry_weapons1
					NOT = {
						has_tech = improved_infantry_weapons advanced_infantry_weapons
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment_1
					amount = 4000
					producer = INS
				}
			}
			else_if = {
				limit = {
					has_tech = improved_infantry_weapons
					NOT = {
						has_tech = advanced_infantry_weapons
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment_2
					amount = 4000
					producer = INS
				}
			} {
				limit = {
					h
# ... (truncated)
### Entity: Military Industrial Organization
Component: BEL_fabrique_nationale_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/BEL_organization.txt

Code:
BEL_fabrique_nationale_organization = {
	name = fabrique_nationale
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = BEL
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
}
### Entity: Unit Template
Component: FRA_SS_HISTORICAL
Source: game
File: common/units/names_ships/FRA_ship_names.txt

Code:
FRA_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		FRA
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	fallback_name = %d Sous-Marin
	unique = {
		Le Conquérant Sfax Casabianca Agosta Le Tonnant Bévéziers Ouessant Sidi-Ferruch Minerve Junon Vénus Iris Pallas Céres Aurore Andromède Astrée Africaine Artémis Créole Bayadère Favorite Antigone Andromaque Armide Hermione Gorgone Clorinde Cornélie Blaison Laubie Bouan Gymnote Daphné Curie Sirène Naïade Galatée Ariane Ondine Eurydicé Danaé Circé Calypso Thétis Doris Requin Souffleur Marsouin Dauphin Narval Morse Phoque Espadon Caïman Redoutable Vengeur Archimède Fresnel Henri Poincaré Monge Pascal Pasteur Poncelet Achille Ajax Actéon Achéron Argo Protée Pégase Persée Phénix Orion Diane Méduse Antiope Amphitrite Amazone Orphée Oréade La Sibylle La Psyché Argonaute Aréthuse Atalante La Vestale La Sultane Surcouf Prométhée Nymphe Saphir Turquoise Diamant Nautilus Rubis Plongeur Gustave Zédé Triton Silure Farfadet Korrigan Gnôme Lutin Alose Anguille Bonite Castor Dorade Esturgeon Grondin Loutre Ludion Meduse Otarie Oursin Perle Thon Truite Tarasque Aigrette Cigogne Émeraude Opale Topaze Pluviôse Ampère Berthelot Cugnot Floréal Fructidor Gay-Lussac Germinal Giffard Messidor Papin Prairial Thermidor Vendémiaire Ventose Watt Charles Brun Mariotte Brumaire Arago Bernoulli Coulomb Euler Faraday Foucault Franklin Frimaire Joule Le Verrier Montgolfier Newton Nivôse Volta Amiral Bourgois Cornelei Nereide Amarante Artemis Bellone Sane Roland Morillot Trinité Schillemans Carissan Jean Corre Fulton Joessel Lagrange Laplace Regnault Romazotti Jean-Autric Léon Mignot Pierre Marast Jean Roulier Victor Reveille René Audry Helbronn Henri Fournier Louis Dupetit-Thouars O'Byrne Maurice Callot Pierre Chailley Le Centaure
	}
}