Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AFG_air_officers_academy
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_air_officers_academy = {
	picture = generic_aircraft_support
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		experience_gain_air_factor = 0.1
		air_ace_generation_chance_factor = 0.15
		ace_effectiveness_factor = 0.15
		air_untrained_pilots_penalty_factor = -0.05
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_trade_interdiction
Constructs: has_completed_focus, prerequisite, limit, completion_reward, complete_tooltip, add_mastery_bonus, add_doctrine_cost_reduction, is_unit_leader
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_trade_interdiction
	icon = GFX_focus_generic_trade_interdiction
	alternate_icon = GFX_focus_GER_trade_interdiction_historical
	prerequisite = {
		focus = GER_strengthen_the_kriegsmarine
	}
	x = 2
	y = 1
	relative_position_id = GER_strengthen_the_kriegsmarine
	cost = 5
	available = {
		OR = {
			NOT = {
				has_completed_focus = GER_plan_z
			}
			has_completed_focus = GER_high_seas_fleet
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_mastery_bonus = {
			name = GER_trade_interdiction
			bonus = 0.2
			days = 180
			grand_doctrine = new_convoy_raiding
		}
		add_doctrine_cost_reduction = {
			name = GER_trade_interdiction
			cost_reduction = 0.25
			uses = 1
			category = naval_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_trade_interdiction_lock_other_focus_tt
		IF = {
			limit = {
				GER_karl_donitz = {
					is_unit_leader = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_navy
			show_ideas_tooltip = donitz
		}
	}
}
### Entity: Character
Component: CZE_josef_rozsevac
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/CZE.txt

Code:
CZE_josef_rozsevac = {
	name = CZE_josef_rozsevac
	portraits = {
		army = {
			small = GFX_portrait_CZE_josef_rozsevac_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_josef_rozsevac
		allowed = {
			OR = {
				original_tag = CZE
				tag = RKH
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_align_slovak_catholics CZE_coalition_building
				}
			}
		}
		available = {
			has_completed_focus = CZE_align_nationalist_parties
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				not = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
			NOT = {
				has_government = communism
			}
		}
		traits = {
			militant_minister
		}
		ai_will_do = {
			factor = 200
		}
	}
}
### Entity: Achievement
Component: lamento_boliviano
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
lamento_boliviano = {
	id = 203
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ARG
	}
	happened = {
		NOT = {
			controls_state = 487 302
		}
		controls_state = 493 306 486 489 307 488 695 687 309 310 305 490 649 491 303 494 492 947 688 301 946 300 945 951 506 952 279 950 949 507 948 959 957 508 509 510 960 958 511 956 958 278 512 955 954 953 299 495 940 942 939 938 280 497 941 497 937 935 498 936 499 505 496 943 504 500 501 944 503 502
	}
}
### Entity: Modding Documentation
Construct: threat
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### threat
* description: check the global threat value (world tension). 0-1 value
* (Auto generated using the trigger with same name)
### Entity: Modifier Reference
Construct: compliance_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## compliance_gain

* Number with 3 decimal places
* **Categories**: country, state
### Entity: Idea
Component: INS_gouvernmentsmarine
Constructs: has_completed_focus, has_government, removal_cost, is_subject_of, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_gouvernmentsmarine = {
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_completed_focus = INS_increase_convoy_production
		NOT = {
			has_government = communism
		}
		controls_state = 1126
	}
	removal_cost = -1
	picture = INS_govmarine
	visible = {
		NOT = {
			OR = {
				has_completed_focus = INS_the_coup INS_launch_the_revolution
			}
		}
		is_subject_of = HOL
	}
	cost = 75
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.15
		}
		screen_ship = {
			instant = yes
			naval_range = -0.15
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_imperial_factories
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, is_in_faction_with, add_offsite_building
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_imperial_factories
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = TUR_the_pan_national_association_of_ulemas
	}
	x = 1
	y = 1
	relative_position_id = TUR_the_pan_national_association_of_ulemas
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				is_in_faction_with = GER
			}
			add_offsite_building = {
				type = arms_factory
				level = 3
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_christian_corporatism
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_christian_corporatism
	icon = GFX_focus_BEL_christian_corporatism
	prerequisite = {
		focus = BEL_the_flemish_question
	}
	relative_position_id = BEL_the_flemish_question
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
	cost = 10
	available = {
		fascism = > 0.5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = BEL
				is_fully_controlled_by = BEL
				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
			}
		} {
			limit = {
				is_core_of = BEL
				is_fully_controlled_by = BEL
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_fascist_military_collaboration
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, is_subject, is_in_faction, every_other_country
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_fascist_military_collaboration
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = NOR_the_administrative_council
	}
	x = -1
	y = 1
	relative_position_id = NOR_the_administrative_council
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		army_experience = 75
		air_experience = 50
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				add_opinion_modifier = {
					target = THIS
					modifier = NOR_fascist_military_collaboration_opinion
				}
			}
		}
		else_if = {
			limit = {
				is_in_faction = yes
			}
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
					has_government = fascism
				}
				add_opinion_modifier = {
					target = THIS
					modifier = NOR_fascist_military_collaboration_opinion
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Air_Units
Source: wiki
File: wiki/United_Kingdom_units.html

Doc:
Air Units[edit]
Light Airframe[edit]

Name
Type
Techyear
Carrier Variant

Gladiator |
Great War Fighter |
1933 |
Nimrod
|

Hurricane |
Fighter I |
1936 |
Sea Gladiator
|

Spitfire |
Fighter II |
1940 |

|

Spiteful |
Fighter III |
1944 |

|

Meteor |
Jet Fighter I |
1945 |

|

Vampire |
Jet Fighter II |
1950 |

|

Hector |
CAS I |
1936 |

|

Typhoon |
CAS II |
1940 |

|

Tempest |
CAS III |
1944 |

|

Swordfish |
Naval Bomber I |
1936 |
Shark
|

Albacore |
Naval Bomber II |
1940 |

|

Barracuda |
Naval Bomber III |
1944 |

|

Medium Airframe[edit]

Name
Type
Techyear

Whitley |
Tactical Bomber I |
1933
|

Wellington |
Tactical Bomber II |
1936
|

Beaufort |
Tactical Bomber III |
1940
|

Mosquito B |
Tactical Bomber IV |
1944
|

Venom |
Jet Tactical Bomber I |
1945
|

Canberra |
Jet Tactical Bomber I |
1950
|

Blenheim |
Heavy Fighter I |
1936
|

Beaufighter |
Heavy Fighter II |
1940
|

Mosquito FB |
Heavy Fighter III |
1944
|

Heavy Airframe[edit]

Name
Type
Techyear

Halifax |
Stategic Bomber I |
1936
|

Lancaster |
Strategic Bomber II |
1940
|

Lincoln |
Stategic Bomber III |
1944
|

Valiant |
Jet Stategic Bomber |
1950
|

Retrieved from "http://www.hoi4wiki.com/index.php?title=United_Kingdom_units&oldid=2613"
### Entity: National Focus
Tree: cze_focus
Component: CZE_radar_instalations_in_dalmatia
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_radar_instalations_in_dalmatia
	icon = GFX_goal_generic_radar2
	x = -1
	y = 1
	relative_position_id = CZE_our_own_aircraft_carrier
	available = {
		has_full_control_of_state = 103
	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_our_own_aircraft_carrier CZE_our_battleship_fleet
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		103 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 1
			uses = 1
			category = electronics
		}
	}
}
### Entity: Event
Component: wtt_germany.66
Constructs: is_triggered_only, add_to_faction, add_to_war
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.66
	title = wtt_germany.66.t
	desc = wtt_germany.66.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = excellent
		effect_tooltip = {
			add_to_faction = POL
			POL = {
				add_to_war = {
					targeted_alliance = GER
					enemy = SOV
					hostility_reason = ally
				}
			}
		}
	}
}
### Entity: Decision
Component: AFG_radical_students_category
Source: game
File: common/decisions/categories/AFG_decision_categories.txt

Code:
AFG_radical_students_category = {
	icon = GFX_decision_category_SOV_propaganda
	priority = 60
	visible_when_empty = no
	allowed = {
		original_tag = AFG
	}
	visible = {

	}
}
### Entity: Unit Template
Component: INS_SS_HISTORICAL
Source: game
File: common/units/names_ships/INS_ship_names.txt

Code:
INS_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		INS
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = KRI 
	fallback_name = Submarine %d
	unique = {
		Nagapasa Ardadedali Alugoro Cakra Nanggala
	}
}
### Entity: Unit Template
Component: EGY_MYTHOLOGY
Source: game
File: common/units/names_ships/EGY_ship_names.txt

Code:
EGY_MYTHOLOGY = {
	name = NAME_THEME_MYTHOLOGY
	for_countries = {
		EGY
	}
	type = ship
	prefix = ERN 
	unique = {
		Ra Geb Nut Shu Osiris Isis Set Nephthys Horus Bast Sobek Serqet Anubis Bes Khonsu Nekhbet Babi Tawaret Ptah Hathor Thoth Horakthy Sphinx Wadjet Anubite Scarab Roc Petsuchos Sea Snake Phoenix
	}
}
### Entity: Character
Component: MLI_communist_guy
Constructs: has_government
Source: game
File: common/characters/MLI.txt

Code:
MLI_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MLI_communist_guy
		allowed = {
			original_tag = MLI
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Idea
Component: idea_PAR_french_volunteers
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_PAR_french_volunteers = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_undividable
	modifier = {
		weekly_manpower = 2500
	}
}
### Entity: Idea
Component: ROM_reserve_divisions
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/romania.txt

Code:
ROM_reserve_divisions = {
	picture = generic_reserve_divisions
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		conscription_factor = 0.07
	}
}
### Entity: Modifier Reference
Construct: air_invasion_preparation
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_invasion_preparation

* Number with 1 decimal places
* **Categories**: air, unit_leader
### Entity: National Focus
Tree: que_focus
Component: QUE_communist_uprising
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_communist_uprising
	icon = GFX_goal_communist_revolt
	prerequisite = {
		focus = QUE_collectivism
	}
	relative_position_id = QUE_collectivism
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		communism = > 0.35
	}
	completion_reward = {
		country_event = quebec.23
		remove_ideas = QUE_liberal_legacy
		custom_effect_tooltip = QUE_party_nodemocracy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: lar_non_intervention.2
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_non_intervention.2
	title = lar_non_intervention.2.t
	desc = lar_non_intervention.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = lar_non_intervention.2.a
		ai_chance = {
			factor = 100
		}
		add_stability = 0.02
		add_war_support = -0.01
	}
}
### Entity: Idea
Component: KMT_agitrop2
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_agitrop2 = {
	removal_cost = -1
	picture = SOV_restore_the_glory_of_the_motherland_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.1
		drift_defence_factor = 0.15
		consumer_goods_factor = -0.1
		enemy_operative_capture_chance_factor = 0.25
	}
}
### Entity: Character
Component: LIB_james_brooks
Source: game
File: common/characters/LIB.txt

Code:
LIB_james_brooks = {
	advisor = {
		slot = navy_chief
		idea_token = LIB_james_brooks
		allowed = {
			original_tag = LIB
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = James Brooks
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Unit Template
Component: HOL_CA_HISTORICAL
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		HOL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = HrMs 
	fallback_name = Panterschip %d
	unique = {
		Hertog Hendrik Jacob van Heemskerck Soerabaja Celebes Batjan Ceram Ambon Banda Ternate
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_end_of_gunboat_diplomacy
Constructs: prerequisite, limit, completion_reward, is_coastal, is_owned_by, random_core_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_end_of_gunboat_diplomacy
	icon = GFX_focus_PHI_gunboat_diplomacy
	x = -2
	y = 1
	relative_position_id = SIA_allies_integration
	prerequisite = {
		focus = SIA_allies_integration
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		add_mastery_bonus = {
			name = SIA_the_end_of_gunboat_diplomacy
			bonus = 0.1
			days = 120
			track = screens
		}
		add_doctrine_cost_reduction = {
			name = SIA_the_end_of_gunboat_diplomacy
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Character
Component: infantry_equipment_producer_mass_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_mass_0 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Nacistas Regulars Div #2
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising.txt

Code:
division = {
	name = Nacistas Regulars Div #2
	location = 5191
	division_template = Nacistas Regulars
	start_equipment_factor = 0.99
	start_experience_factor = 0.1
}
### Entity: Order of Battle
Component: 2. Coastal Guards
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 2. Coastal Guards
	location = 4464
	division_template = Volunteer Brigade
}
### Entity: Trigger Reference
Construct: Triggers
Constructs: Triggers, has_completed_subdoctrine, has_doctrine, has_completed_track, has_subdoctrine_in_track, has_mastery, has_mastery_level
Source: vanilla_docs
File: common/doctrines/_documentation.md

Doc:
## Doctrine Triggers

* has_completed_subdoctrine
* has_doctrine
* has_completed_track
* has_subdoctrine_in_track
* has_mastery
* has_mastery_level
### Entity: Idea
Component: r56_LUX_agressive_benelux
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_agressive_benelux = {
	picture = generic_democratic_drift_bonus
	modifier = {
		generate_wargoal_tension = -0.35
		justify_war_goal_time = -0.5
		army_attack_against_major_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_high_increase_king_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_high_increase_king_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.25
		tooltip_side = ITA_king_side
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_secure_mexico
Constructs: prerequisite, has_war, has_government, completion_reward, has_army_manpower, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_secure_mexico
	available = {
		r56_script_i_am_sane = yes
		num_of_factories = > 50
		has_army_manpower = {
			size = > 700000
		}
		has_government = fascism
		MEX = {
			r56_script_target_is_sane = yes
			is_subject = no
		}
		is_subject = no
	}
	mutually_exclusive = {
		focus = CSA_invite_synarchist_mexico CSA_eliminate_the_southern_threat
	}
	bypass = {
		MEX = {
			r56_script_standard_bypass = yes
		}
	}
	icon = GFX_focus_attack_mexico
	prerequisite = {
		focus = CSA_war_powers_act
	}
	relative_position_id = CSA_war_powers_act
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.1
			has_war = yes
		}
	}
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = MEX
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: CRO_miroslav_navratil
Source: game
File: common/characters/CRO.txt

Code:
CRO_miroslav_navratil = {
	name = CRO_miroslav_navratil
	portraits = {
		army = {
			large = GFX_portrait_CRO_miroslav_navratil
			small = GFX_portrait_CRO_miroslav_navratil_small
		}
	}
	corps_commander = {
		traits = {
			war_hero organizer infantry_leader
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Military Industrial Organization
Component: YUG_jadransko_brodogradiliste_organization
Source: game
File: common/military_industrial_organization/organizations/YUG_organization.txt

Code:
YUG_jadransko_brodogradiliste_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		tag = YUG
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.83
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.83
	title = AAT_Sweden_flashpoints.83.t
	desc = AAT_Sweden_flashpoints.83.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.83.a
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_CAS_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_CAS_effort
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = SLO_form_mechanics
	} {
		focus = SLO_aviation_effort_2
	}
	relative_position_id = SLO_aviation_effort_2
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CAS_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cas_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: check_cheating_before_civil_war
Constructs: limit, check_cheating_before_civil_war, check_variable, is_ai, set_country_flag
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
check_cheating_before_civil_war = {
	if = {
		limit = {
			check_variable = {
				num_armies = < 4
			}
			is_ai = no
		}
		if = {
			limit = {
				amount_manpower_in_deployment_queue = > 0 < 1999
			}
			set_country_flag = little_cheater
		}
		else_if = {
			limit = {
				amount_manpower_in_deployment_queue = > 1999
			}
			set_country_flag = cheater
		}
	}
}
### Entity: Character
Component: SWE_education_for_all
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_education_for_all = {
	sprite = 10
	random = no
	research_speed_factor = 0.06
}
### Entity: Scripted Trigger
Component: SOV_has_ship_merged_1_baltic
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_ship_merged_1_baltic = {
	OR = {
		has_country_flag = SOV_merge_ship_nevskoye_design_bureau_1_flag SOV_merge_ship_rubin_design_bureau_1_flag
	}
}