Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: improved_medium_td
Constructs: has_war, enable_equipments, research_cost, has_template_containing_unit, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_destroyer_equipment_2
	}
	research_cost = 0.5
	start_year = 1941
	ai_will_do = {
		base = 0
		modifier = {
			add = 150
			OR = {
				tag = SOV
			}
			has_war = yes
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 32
					}
				}
			}
		} {
			has_template_containing_unit = medium_tank_destroyer_brigade
			factor = 3
		} {
			factor = 0
			OR = {
				has_tech = advanced_medium_td
				can_research = advanced_medium_td
				is_researching_technology = advanced_medium_tank
			}
		} {
			factor = 1.1
			date = > 1942.1.1
		} {
			factor = 1.1
			date = > 1943.1.1
		} {
			factor = 1.1
			date = > 1944.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Doctrine
Component: mission_type_tactics
Constructs: is_major, xp_cost, maximum_speed
Source: game
File: common/doctrines/subdoctrines/land/operations_subdoctrines.txt

Code:
mission_type_tactics = {
	track = operations
	name = SUBDOCTRINE_MISSION_TYPE_TACTICS
	description = SUBDOCTRINE_MISSION_TYPE_TACTICS_DESC
	icon = GFX_doctrine_mission_type_tactics_medium
	xp_cost = 100
	xp_type = army
	ai_will_do = {
		base = 1
		modifier = {
			factor = 50
			OR = {
				original_tag = GER FIN
			}
		} {
			factor = 0.5
			is_major = no
			NOT = {
				original_tag = FIN
			}
		}
	}
	available = {
		always = yes
	}
	command_power_gain = 0.02
	category_all_infantry = {
		max_organisation = 15
	}
	rewards = {
		low_level_delegation = {
			category_all_infantry = {
				default_morale = 0.1
			}
			category_regimental_support_artillery = {
				max_organisation = 5
				soft_attack = 0.05
			}
		}
		flexible_command = {
			org_loss_when_moving = -0.15
		}
		maneouver_drills = {
			land_reinforce_rate = 0.02
			category_all_armor = {
				maximum_speed = 0.1
			}
		}
		flexible_combat_formations = {
			category_all_infantry = {
				breakthrough = 0.1
				max_organisation = 10
			}
		}
		control_zone_responsibilities = {
			category_all_infantry = {
				default_morale = 0.2
			}
			category_tanks = {
				default_morale = 0.1
			}
		}
	}
}
### Entity: Country History
Country: NEP
Component: NEP_army
Source: game
File: history/countries/NEP - Nepal.txt

Code:
# OOB & Army Setup for NEP
oob = NEP_1936
### Entity: Idea
Component: GER_safeguard_the_baltic
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_safeguard_the_baltic = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	picture = anti_soviet_pact
	modifier = {
		communism_drift = -0.1
	}
}
### Entity: Operation
Component: lar_communist_uprising_organize_strikes
Source: game
File: common/operation_phases/lar_fra_phases.txt

Code:
lar_communist_uprising_organize_strikes = {
	name = lar_communist_uprising_organize_strikes
	desc = lar_communist_uprising_organize_strikes_desc
	outcome = organize_strikes_outcome
	picture = GFX_phase_lar_communist_uprising_organize_strikes
	icon = GFX_phase_lar_communist_uprising_organize_strikes_small
	equipment = {

	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_expand_the_imperial_guards
Constructs: division_template, prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_expand_the_imperial_guards
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = MAN_staff_the_court_with_manchus
	}
	x = -1
	y = 1
	relative_position_id = MAN_staff_the_court_with_manchus
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = MAN_expand_the_imperial_guards_tt
		hidden_effect = {
			division_template = {
				name = Imperial Guards Division
				priority = 2
				division_names_group = MAN_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					}
					artillery_brigade = {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					328
				}
				create_unit = {
					division = name = "1. Imperial Guards Division" division_template = "Imperial Guards Division" start_experience_factor = 1.0
					owner = MAN
				} {
					division = name = "2. Imperial Guards Division" division_template = "Imperial Guards Division" start_experience_factor = 1.0
					owner = MAN
				} {
					division = name = "3. Imperial Guards Division" division_template = "Imperial Guards Division" start_experience_factor = 1.0
					owner = MAN
				} {
					division = name = "4. Imperial Guards Division" division_template = "Imperial Guards Division" start_experience_factor = 1.0
					owner = MAN
				}
			}
		}
	}
}
### Entity: Decision
Component: HUN_balkan_union_category
Constructs: has_completed_focus, limit, has_global_flag, is_subject, has_control_over_all_highlighted_states_tt, complete_effect, set_global_flag, set_cosmetic_tag
Source: game
File: common/decisions/HUN.txt

Code:
HUN_balkan_union_category = {
	HUN_unify_the_balkans_decision = {
		icon = generic_form_nation
		allowed = {
			original_tag = HUN
		}
		visible = {
			has_completed_focus = HUN_balkan_ambitions
			NOT = {
				has_global_flag = balkan_union_formed_flag
			}
		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = has_control_over_all_highlighted_states_tt
				controls_state = 109 103 104 804 105 107 108 802 803 106 970 934 44 805 48 212 801 211 81 46 77 971 79 78 766 80 163 764 45 82 84 76 83 974 973 154 43 155 184 731 185 47 186
			}
		}
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 109 103 104 804 105 107 108 802 803 106 970 934 44 805 48 212 801 211 81 46 77 971 79 78 766 80 163 764 45 82 84 76 83 974 973 154 43 155 184 731 185 47 186
			}
		}
		cost = 100
		complete_effect = {
			hidden_effect = {
				drop_cosmetic_tag = yes
			} {
				set_global_flag = balkan_union_formed_flag
			}
			set_cosmetic_tag = UBF_united_balkan_federation
			every_state = {
				limit = {
					NOT = {
						is_core_of = ROOT
					}
					OR = {
						state = 109 103 104 804 105 107 108 802 803 106 970 934 44 805 48 212 801 211 81 46 77 971 79 78 766 80 163 764 45 82 84 76 83 974 973 154 43 155 184 731 185 47 186
					}
				}
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			base = 2000
		}
	}
}
### Entity: Decision
Component: MPL_mandate_collapse_ISR_war_category
Source: game
File: common/decisions/categories/MPL_decision_categories.txt

Code:
MPL_mandate_collapse_ISR_war_category = {
	icon = GFX_decision_category_power_struggle
	picture = GFX_decision_cat_MPL_collapse
	priority = 100
}
### Entity: Modifier Reference
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AMilitary_factory.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Military_factory.png"
### Entity: National Focus
Component: wuw_HUN_strengthen_the_turani_vadaszok
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_idea, cancel_if_invalid, swap_ideas
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_strengthen_the_turani_vadaszok
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = wuw_HUN_promote_hungarianism
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_promote_hungarianism
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = wuw_HUN_strengthen_the_turani_vadaszok_requirement_tt
			OR = {
				has_idea = HUN_hungarian_national_defense_association HUN_hungarian_national_defense_association_horthyist HUN_hungarian_national_defense_association_greenshirts
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = HUN_hungarian_national_defense_association
			}
			swap_ideas = {
				remove_idea = HUN_hungarian_national_defense_association
				add_idea = HUN_hungarian_national_defense_association_turan_hunters
			}
		} {
			limit = {
				TUR = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = TUR
				modifier = turanist_connections_op_modifier
			}
			TUR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = turanist_connections_op_modifier
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_idea = HUN_hungarian_national_defense_association_horthyist
			}
			swap_ideas = {
				remove_idea = HUN_hungarian_national_defense_association_horthyist
				add_idea = HUN_hungarian_national_defense_association_horthyist_turan_hunters
			}
		} {
			limit = {
				has_idea = HUN_hungarian_national_defense_association_greenshirts
			}
			swap_ideas = {
				remove_idea = HUN_hungarian_national_defense_association_greenshirts
				add_idea = HUN_hungarian_national_defense_association_greenshirts_turan_hunters
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_the_peoples_republic
Constructs: prerequisite, completion_reward, add_political_power, add_timed_idea, add_popularity
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_the_peoples_republic
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = ALB_challenge_zogs_rule
	}
	mutually_exclusive = {
		focus = ALB_restore_the_republic ALB_invite_egyptian_exiles
	}
	x = 7
	y = 2
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 25
		add_timed_idea = {
			idea = communist_influence
			days = 1500
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_ENG
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_ENG = {
	EAI_PC_FORT_strategy_ENG_coastal = yes
	EAI_PC_FORT_strategy_ENG_cities = yes
	EAI_PC_FORT_strategy_ENG_islands = yes
}
### Entity: Character
Component: SIA_absent_monarch_reconciliation_r56
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_absent_monarch_reconciliation_r56 = {
	random = no
	political_power_factor = 0.05
	stability_factor = -0.12
}
### Entity: Event
Component: hungary.5
Constructs: is_triggered_only, add_state_claim
Source: game
File: events/Hungary.txt

Code:
country_event = {
	id = hungary.5
	title = hungary.2.t
	desc = hungary.5.d
	picture = GFX_report_event_second_vienna_award_pact
	is_triggered_only = yes
	option = {
		name = hungary.4.a
		add_state_claim = 76 83 84 82
		hidden_effect = {
			country_event = {
				days = 1
				id = news.18
			}
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.25
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.25
	title = AAT_finland_diplomacy.25.t
	desc = AAT_finland_diplomacy.25.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.25.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Order of Battle
Component: 2nd Marine Brigade
Constructs: division_template
Source: game
File: history/units/USA_1939.txt

Code:
division = {
	name = 2nd Marine Brigade
	location = 1562
	division_template = Marine Brigade
	start_experience_factor = 0.3
}
### Entity: Idea
Component: NOR_kjeller_flyfabrikk
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_kjeller_flyfabrikk = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: ROM_gheorghe_tatarescu
Source: game
File: common/characters/ROM.txt

Code:
ROM_gheorghe_tatarescu = {
	name = ROM_gheorghe_tatarescu
	portraits = {
		civilian = {
			large = GFX_Portrait_romania_gheorghe_tatarescu
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Name List
Component: MYS
Source: game
File: common/names/00_names.txt

Code:
MYS = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: Modifier Reference
Construct: navy_casualty_on_sink
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_casualty_on_sink

* Number with 2 decimal places
* **Categories**: naval
### Entity: Event
Component: axis_minors_croatia.10
Constructs: has_completed_focus, limit, add_ideas, has_government, has_country_flag, has_idea, clr_country_flag, add_extra_state_shared_building_slots
Source: game
File: events/r56_croatia.txt

Code:
country_event = {
	id = axis_minors_croatia.10
	title = axis_minors_croatia.10.t
	desc = axis_minors_croatia.10.desc
	picture = GFX_report_event_generic_sign_treaty1
	mean_time_to_happen = {
		days = 4
	}
	trigger = {
		original_tag = CRO
		OR = {
			has_government = neutrality democratic
		} {
			AND = {
				has_completed_focus = CRO_liberty_ethos
				NOT = {
					has_idea = liberty_ethos_focus
				}
			} {
				has_completed_focus = CRO_industrial_support
				NOT = {
					has_idea = CRO_idea_industrial_support
				}
			} {
				has_completed_focus = CRO_research_grants
				NOT = {
					has_idea = CRO_idea_research_grants
				}
			} {
				has_completed_focus = CRO_economic_optimization
				NOT = {
					has_idea = CRO_idea_economic_optimization
				}
			} {
				has_completed_focus = CRO_deterrence
				NOT = {
					has_idea = deterrence
				}
			} {
				has_completed_focus = CRO_why_we_fight
				NOT = {
					has_idea = why_we_fight_focus
				}
			} {
				has_completed_focus = CRO_zagreb_investments_focus
				has_country_flag = removed_zagreb_investment
			}
		}
	}
	option = {
		name = axis_minors_croatia.10.a
		if = {
			limit = {
				has_completed_focus = CRO_liberty_ethos
			}
			add_ideas = liberty_ethos_focus democratic_influence
		} {
			limit = {
				has_completed_focus = CRO_economic_optimization
			}
			add_ideas = CRO_idea_economic_optimization
		} {
			limit = {
				has_completed_focus = CRO_research_grants
			}
			add_ideas = CRO_idea_research_grants
		} {
			limit = {
				has_completed_focus = CRO_industrial_support
			}
			add_ideas = CRO_idea_industrial_support
		} {
			limit = {
				has_completed_focus = CRO_deterrence
			}
			add_ideas = deterrence
		} {
			limit = {
				has_completed_focus = CRO_why_we_fight
			}
			add_ideas = why_we_fight_focus
		} {
			limit = {
				has_completed_focus = CRO_zagreb_investments_focus
				has_country_flag = removed_zagreb_investment
			}
			clr_country_flag = removed_zagreb_investment
			109 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = -1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Doctrine
Component: anti_aircraft_cruisers
Constructs: xp_cost, has_dlc, naval_speed
Source: game
File: common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt

Code:
anti_aircraft_cruisers = {
	track = screens
	name = SUBDOCTRINE_SCREEN_ANTI_AIRCRAFT_CRUISERS
	description = SUBDOCTRINE_SCREEN_ANTI_AIRCRAFT_CRUISERS_DESC
	icon = GFX_doctrine_massed_strikes_medium
	xp_cost = 100
	xp_type = navy
	available = {
		always = yes
	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	navy_anti_air_attack_factor = 0.2
	rewards = {
		calibrated_deck_guns = {
			light_cruiser = {
				anti_air_attack = 0.2
			}
		}
		priority_air_targets = {
			heavy_cruiser = {
				anti_air_attack = 0.2
			}
		}
		evasion_techniques = {
			heavy_cruiser = {
				naval_speed = 0.15
				max_organisation = 15
			}
			light_cruiser = {
				surface_visibility = -0.05
				max_organisation = 15
			}
		}
		air_interdiction_screening = {
			destroyer = {
				anti_air_attack = 0.2
				lg_attack = 0.2
			}
		}
		sustained_engagements = {
			light_cruiser = {
				armor_value = 0.1
			}
			destroyer = {
				max_strength = 0.1
				max_organisation = 20
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASupport_artillery.png.html

Doc:
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### Entity: Character
Component: MEX_eduardo_hay
Source: game
File: common/characters/MEX.txt

Code:
MEX_eduardo_hay = {
	name = MEX_eduardo_hay
	portraits = {
		army = {
			small = GFX_idea_MEX_eduardo_hay
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MEX_eduardo_hay
		allowed = {
			original_tag = MEX
		}
		traits = {
			smooth_talking_charmer
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_submarine_flotilla
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_submarine_flotilla
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = SWE_swedish_marines
	}
	relative_position_id = SWE_swedish_marines
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = SWE_submarine_flotilla
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = torpedo_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Special Project
Component: sp_naval_fleet_submarine
Constructs: limit, fire_only_once, has_dlc, has_tech, resource_cost, breakthrough_cost, add_design_template_bonus, cost_factor
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_fleet_submarine = {
	specialization = specialization_naval
	project_tags = sp_tag_submarine
	ai_will_do = {
		base = 1
	}
	allowed = {

	}
	complexity = sp_complexity.medium
	prototype_time = sp_time.prototype.long
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = improved_ship_hull_submarine
			}
			else = {
				has_tech = improved_submarine
			}
		}
	}
	special_project_parent = {
		sp_naval_cruiser_submarine
	}
	resource_cost = {
		resources = {
			steel = 12
			chromium = 4
		}
	}
	breakthrough_cost = {
		specialization_naval = 1
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				add_design_template_bonus = {
					name = sp_naval_fleet_submarine_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_fleet_submarine
				}
			}
		}
		facility_state_effects = {

		}
		scientist_effects = {

		}
		enable_equipments = {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_hull_fleet_submarine
		} {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			 = fleet_submarine
		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_torpedo_accident
	}
	unique_prototype_rewards = {
		sp_naval_fleet_submarine_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_fleet_submarine_preference_a
				iteration_output = {
					country_effects = {
						if = {
							limit = {
								has_dlc = Man the Guns
							}
							add_equipment_bonus = {
								name = sp_fleet_submarine_eq_bonus_attack
								bonus = {
									ship_hull_fleet_submarine = {
										naval_speed = 0.05
										torpedo_attack = 0.05
										sub_visibility = -0.03
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_fleet_submarine_eq_bonu
# ... (truncated)
### Entity: Event
Component: EAI_DM_borders.5
Constructs: limit, has_war_with, has_country_flag, fire_only_once, has_global_flag, is_ai, is_historical_focus_on, is_in_faction_with
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM_borders.5
	hidden = yes
	fire_only_once = yes
	trigger = {
		has_global_flag = EAI_aggressive_GER
		tag = ITA
		is_ai = yes
		is_historical_focus_on = yes
		is_in_faction_with = GER
		has_war_with = FRA
		FRA = {
			has_capitulated = yes
		}
		any_of_scopes = {
			array = FRA.owned_states
			OR = {
				state = 31 22 25 33 26 20 21 735 32
			}
			CONTROLLER = {
				is_ai = yes
				NOT = {
					tag = GER
				}
				is_in_faction_with = GER
				has_full_control_of_state = PREV
			}
		}
	}
	immediate = {
		for_each_scope_loop = {
			array = FRA.owned_states
			if = {
				limit = {
					OR = {
						state = 31 22 25 33 26 20 21 735 32
					}
					CONTROLLER = {
						is_ai = yes
						NOT = {
							tag = GER
						}
						is_in_faction_with = GER
						has_full_control_of_state = PREV
					}
				}
				ROOT = {
					set_state_controller = PREV
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_diplomacy_event_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIPLO-AI-EVENT: partition FRA
		}
	}
	option = {
		name = OK
	}
}
### Entity: Idea
Component: CHI_tsr_low_legitimacy
Constructs: stability_factor, war_support_factor, has_dlc, removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_low_legitimacy = {
	picture = man_low_legitimacy2
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.3
		war_support_factor = -0.3
	}
}