Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_anatolian_refugees
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_anatolian_refugees
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = GRE_theban_warriors GRE_athenian_thinkers GRE_macedonian_generals
	}
	x = 0
	y = 1
	relative_position_id = GRE_athenian_thinkers
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		country_event = {
			id = bftb_greece.6
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.5
Constructs: is_triggered_only, limit, has_dlc, set_autonomy
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.5
	title = BBA_italy_interaction_events.5.t
	desc = BBA_italy_interaction_events.5.desc
	picture = GFX_report_event_generic_croatia_handshake
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.5.a
		IF = {
			limit = {
				has_dlc = Together for Victory
			}
			ITA = {
				set_autonomy = {
					target = CRO
					autonomy_state = autonomy_reichsprotectorate
					end_wars = no
					end_civil_wars = no
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Together for Victory
				}
			}
			ITA = {
				puppet = CRO
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.59
Constructs: is_triggered_only, ai_chance, clr_country_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.59
	title = BBA_ethiopia_fascist_events.59.t
	desc = BBA_ethiopia_fascist_events.59.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.59.a
		ai_chance = {
			base = 10
		}
		clr_country_flag = ETH_want_ITA_army_designers ETH_want_ITA_air_designers
	}
}
### Entity: Character
Component: BLZ_mt
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_mt = {
	advisor = {
		slot = theorist
		idea_token = BLZ_mt
		ledger = army
		allowed = {
			original_tag = BLZ
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_army_primacy_bba
Constructs: limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_army_primacy_bba
	icon = GFX_goal_generic_axis_build_infantry
	x = 13
	y = 0
	relative_position_id = ITA_italian_highways_bba
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 25
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				arms_factory = > 0
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				arms_factory = > 0
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						arms_factory = > 0
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = ITA_army_primacy_bba
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: GRE_hostile_communists
Constructs: stability_factor, check_variable, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_hostile_communists = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			check_variable = {
				GRE_communist_loyalty = -1
				compare = equals
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
	}
}
### Entity: Event
Component: iceland_events.17
Constructs: is_triggered_only, ai_chance, has_government, set_autonomy, create_wargoal, puppet_wargoal_focus
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.17
	title = iceland_events.17.t
	desc = {
		text = iceland_events.17.desc_kingdom
		trigger = {
			ROOT = {
				tag = DEN
				NOT = {
					has_government = communism
				}
			}
		}
	} {
		text = iceland_events.17.desc_generic
		trigger = {
			ROOT = {
				OR = {
					NOT = {
						tag = DEN
					}
					has_government = communism
				}
			}
		}
	}
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.17.a
		ai_chance = {
			base = 3
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
		}
		FROM = {
			country_event = {
				id = iceland_events.18
				hours = 1
			}
		}
	} {
		name = iceland_events.17.b
		ai_chance = {
			base = 1
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		FROM = {
			country_event = {
				id = iceland_events.19
				hours = 1
			}
		}
	}
}
### Entity: Achievement
Component: tour_de_france
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_core_of, is_on_continent, is_controlled_by, check_variable
Source: game
File: common/achievements.txt

Code:
tour_de_france = {
	id = 112
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		NOT = {
			original_tag = FRA
		}
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = tour_de_tooltip
			all_state = {
				OR = {
					NOT = {
						is_core_of = FRA
					} {
						is_on_continent = europe
					}
					is_controlled_by = ROOT
				}
			}
			check_variable = {
				num_equipment_in_armies@infantry_equipment = > 2200
			} {
				num_equipment_in_armies@support_equipment = > 220
			} {
				num_battalions_with_type@bicycle_battalion = > 22
			}
		}
	}
}
### Entity: State History
Component: 507
Constructs: add_core_of
Source: game
File: history/states/507-Southern Chile.txt

Code:
state = {
	id = 507
	name = STATE_507
	manpower = 34346
	state_category = pastoral
	resources = {
		oil = 2
		coal = 4
	}
	history = {
		owner = CHL
		add_core_of = CHL
		buildings = {
			infrastructure = 1
			dockyard = 1
			5215 = {
				naval_base = 1
			}
			5201 = {
				naval_base = 1
			}
		}
		victory_points = {
			5215 2
		} {
			5201 1
		}
	}
	provinces = {
		5201 5209 5215 8218 8913
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_1 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_flame_chassis
		value = 0
	}
}
### Entity: Idea
Component: ITA_fiat_aviazione
Constructs: has_completed_focus, has_idea, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_fiat_aviazione = {
	picture = ITA_fiat_aviazione
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = ITA_has_fiat_tt
			OR = {
				has_idea = fiat ITA_fiat_improved
			}
		}
		controls_State = 158
		ITA_is_northern_designer = yes
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		fuel_efficient_aircraft_manufacturer
	}
}
### Entity: Scripted Trigger
Component: GER_is_RKI_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKI_state = {
	OR = {
		state = 165 167 794 166 172 792 176 790 791 174 171 788 793 168 41 170 175 789 173 169 118 180 181 795 179 112 806
	}
}
### Entity: Modifier Reference
Component: ETH_industrialization_dynamic_modifier
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_industrialization_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_man_five_year_plan_industry
	industrial_capacity_dockyard = ETH_industrialization_industrial_capacity_dockyard
	industrial_capacity_factory = ETH_industrialization_industrial_capacity_factory
	line_change_production_efficiency_factor = ETH_industrialization_line_change_production_efficiency_factor
	consumer_goods_factor = ETH_industrialization_consumer_goods_factor
	industry_air_damage_factor = ETH_industrialization_industry_air_damage_factor
	industry_repair_factor = ETH_industrialization_industry_repair_factor
	production_factory_max_efficiency_factor = ETH_production_factory_max_efficiency_factor
	air_equipment_upgrade_xp_cost = ETH_air_equipment_upgrade_xp_cost
	land_equipment_upgrade_xp_cost = ETH_land_equipment_upgrade_xp_cost
	production_speed_buildings_factor = ETH_production_speed_buildings_factor
}
### Entity: Scripted Trigger
Component: EAI_NAV_military_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_NAV_military_focus = {
	check_variable = {
		EAI_FOCUS/AIR/naval_bomber = global.EAI_ON
	}
}
### Entity: Idea
Component: PER_no_lar_SAVAK
Constructs: neutrality_drift
Source: game
File: common/ideas/coldwar.txt

Code:
PER_no_lar_SAVAK = {
	modifier = {
		neutrality_drift = 0.02
		drift_defence_factor = 0.3
		foreign_subversive_activites = 0.25
	}
}
### Entity: Idea
Component: CAT_ai2
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_ai2 = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = CAT
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_use_the_military
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, random_owned_controlled_state
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_use_the_military
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = GRE_crack_down_on_the_republicans
	}
	mutually_exclusive = {
		focus = GRE_recruit_the_fascists
	}
	x = -2
	y = 1
	relative_position_id = GRE_crack_down_on_the_republicans
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = GRE_political_instability
			}
			swap_ideas = {
				remove_idea = GRE_political_instability
				add_idea = GRE_state_of_the_nation_monarchism
			}
		}
		else_if = {
			limit = {
				has_idea = GRE_political_instability_metaxas
			}
			swap_ideas = {
				remove_idea = GRE_political_instability_metaxas
				add_idea = GRE_state_of_the_nation_metaxism
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				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
			}
		}
		hidden_effect = {
			set_rule = {
				can_create_factions = yes
			}
		}
	}
}
### Entity: Event
Component: mtg_news.58
Constructs: is_triggered_only, has_state_flag
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.58
	title = mtg_netherlands.73.t
	desc = mtg_news.58.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.58.a
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_news.58.b
		trigger = {
			original_tag = GER
		}
		effect_tooltip = {
			start_civil_war = {
				ruling_party = fascism
				ideology = neutrality
				size = 0.05
				states = all
				states_filter = {
					has_state_flag = HOL_german_states_kaiser
				}
			}
		}
	} {
		name = mtg_news.58.c
		trigger = {
			OR = {
				original_tag = ENG USA FRA BEL
			}
		}
	} {
		name = mtg_news.58.d
		trigger = {
			NOT = {
				original_tag = HOL
			} {
				original_tag = GER
			} {
				original_tag = ENG
			} {
				original_tag = USA
			} {
				original_tag = FRA
			} {
				original_tag = BEL
			}
		}
	}
}
### Entity: Idea
Component: CHI_executive
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_executive = {
	picture = generic_intel_bonus
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		war_stability_factor = 0.1
		dig_in_speed_factor = 0.2
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: JUNO_cult_of_personality
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_cult_of_personality = {
	sprite = 13
	random = no
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.05
	stability_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Character
Component: AST_industrial_populist
Constructs: stability_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_industrial_populist = {
	random = no
	sprite = 13
	stability_factor = 0.025
	production_speed_industrial_complex_factor = 0.15
}
### Entity: Character
Component: GER_bormann_fuhrer
Constructs: research_speed_factor, political_power_gain, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_bormann_fuhrer = {
	random = no
	political_power_gain = 0.25
	political_advisor_cost_factor = -0.5
	theorist_cost_factor = -0.25
	army_chief_cost_factor = -0.25
	navy_chief_cost_factor = -0.25
	air_chief_cost_factor = -0.25
	high_command_cost_factor = -0.25
	conscription_factor = 0.05
	political_power_factor = 0.15
	mobilization_laws_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	research_speed_factor = 0.05
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_urban_training
Constructs: prerequisite, limit, completion_reward, set_technology, random_army_leader, has_trait, add_unit_leader_trait, add_skill_level
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_urban_training
	icon = GFX_focus_generic_urban_training
	prerequisite = {
		focus = RAJ_south_east_asia_command
	}
	x = 4
	y = 1
	relative_position_id = RAJ_south_east_asia_command
	cost = 5
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = generic_enables_tech_tt
			TECH_EFFECT = tech_effect|urban_training_tech
			TECH_NAME = urban_training_tech
		} generic_skip_one_line_tt
		hidden_effect = {
			set_technology = {
				urban_training_tech = 1
			}
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = desert_fox swamp_fox trait_mountaineer hill_fighter jungle_rat ranger urban_assault_specialist winter_specialist
				}
			}
			add_unit_leader_trait = urban_assault_specialist
			add_skill_level = 1
			add_logistics = 1
			add_defense = 1
			add_planning = 1
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_hukbalap_rebellion
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, set_politics, add_popularity, is_subject
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_hukbalap_rebellion
	icon = GFX_goal_communist_brigades
	prerequisite = {
		focus = PHI_sway_the_military PHI_ideological_fanaticism
	} {
		focus = PHI_soviet_trade_mission
	}
	relative_position_id = PHI_soviet_trade_mission
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		communism = > 0.35
		compare_autonomy_state = > autonomy_puppet
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		remove_ideas = PHI_stablized_state
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				set_autonomy = {
					target = ROOT
					autonomous_state = autonomy_free
					end_wars = no
					end_civil_wars = no
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: air_wing_3
Source: game
File: history/units/SWI_1939_air_bba.txt

Code:
air_wings = {
	3 = {
		small_plane_airframe_1 = {
			owner = SWI
			amount = 60
			creator = GER
			version_name = Bf 109 E
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_fate_of_the_royal_family
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_fate_of_the_royal_family
	icon = GFX_goal_tfv_burn_the_royal_portraits
	prerequisite = {
		focus = GRE_begin_internal_reforms
	}
	relative_position_id = GRE_begin_internal_reforms
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		country_event = {
			id = greece.65
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_support_finland
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_ally_with, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_support_finland
	icon = GFX_focus_FIN_right_wing_policies
	prerequisite = {
		focus = GER_anti_soviet_pact
	}
	x = 0
	y = 1
	relative_position_id = GER_anti_soviet_pact
	cost = 5
	available = {
		is_subject = no
		NOT = {
			is_ally_with = SOV
		} {
			has_war_with = FIN
		}
		FIN = {
			exists = yes
			has_war_with = SOV
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_nordische_legion_ns
			days = 545
		}
	}
}
### Entity: Idea
Component: idea_SIA_overheated_economy
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_overheated_economy = {
	name = idea_SIA_overheated_economy
	allowed = {
		original_tag = SIA
	}
	picture = generic_goods_red_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.3
		production_speed_buildings_factor = -0.15
	}
}
### Entity: State History
Component: 334
Constructs: add_core_of
Source: game
File: history/states/334-Dutch Borneo.txt

Code:
state = {
	id = 334
	name = STATE_334
	manpower = 2160400
	resources = {
		rubber = 75
		oil = 5
		coal = 2
	}
	state_category = rural
	history = {
		owner = INS
		add_core_of = INS
		victory_points = {
			10237 1
		}
		buildings = {
			infrastructure = 1
			10237 = {
				naval_base = 3
			}
			1316 = {
				naval_base = 1
			}
			10325 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1225 1252 1304 1316 1404 1416 4236 4279 4323 4409 7227 7231 7296 7299 7355 7415 10138 10178 10181 10237 10266 10282 10310 10325 12110 12129 12196 12225 12243 12252 12280 12955
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: find_global_platonic_countries
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
find_global_platonic_countries = {
	find_biggest_fascist = yes
	find_biggest_democrat = yes
	find_biggest_communist = yes
	find_biggest_non_aligned = yes
	find_biggest_fascist_bully = yes
	find_best_democratic_ally_leader = yes
	find_democratic_sleeping_giant = yes
	find_local_dangerous_fascist = yes
}
### Entity: AI Strategy
Component: JAP_naval_role_ratios_historical_late
Constructs: has_dlc
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_naval_role_ratios_historical_late = {
	allowed = {
		original_tag = JAP
		has_dlc = Man the Guns
	}
	enable = {
		num_of_naval_factories = > 60
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bb
		value = -120
	} {
		type = role_ratio
		id = naval_capital_shbb
		value = 1
	} {
		type = role_ratio
		id = naval_carrier_light
		value = 5
	} {
		type = role_ratio
		id = naval_carrier
		value = 15
	} {
		type = role_ratio
		id = naval_submarine
		value = 50
	} {
		type = role_ratio
		id = naval_screen
		value = 130
	} {
		type = role_ratio
		id = naval_escort
		value = 30
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 30
	} {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 5
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = 5
	} {
		type = role_ratio
		id = naval_mine_layer
		value = 5
	} {
		type = unit_ratio
		id = capital_ship
		value = 3
	} {
		type = unit_ratio
		id = carrier
		value = 4
	} {
		type = unit_ratio
		id = submarine
		value = 5
	} {
		type = unit_ratio
		id = screen_ship
		value = 60
	} {
		type = unit_ratio
		id = convoy
		value = 20
	}
}
### Entity: Character
Component: HUN_imre_kemeri_nagy
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_imre_kemeri_nagy = {
	name = HUN_imre_kemeri_nagy
	portraits = {
		army = {
			large = GFX_portrait_HUN_imre_kemeri_nagy
			small = GFX_portrait_HUN_imre_kemeri_nagy_small
		}
	}
	corps_commander = {
		traits = {
			winter_specialist militias_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = wuw_HUN_reestablish_the_rongyos_garda wuw_HUN_stage_an_uprising_in_leitha
			}
		}
	}
}