Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: early_fighter
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		fighter_equipment_0
	}
	path = {
		leads_to_tech = fighter1
		research_cost_coeff = 1
	} {
		leads_to_tech = CAS1
		research_cost_coeff = 1
	} {
		leads_to_tech = naval_bomber1
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1933
	folder = {
		name = air_techs_folder
		position = {
			x = 0
			y = 2
		}
	}
	categories = {
		light_air light_fighter air_equipment mio_cat_all_light_fighter_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	sub_technologies = {
		cv_early_fighter
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		}
	}
}
### Entity: Character
Component: head_of_the_nkvd_beriya
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_nkvd_beriya = {
	random = no
	sprite = 13
	stability_factor = -0.05
	enemy_operative_detection_chance = 0.1
	enemy_operative_capture_chance_factor = 0.15
	civilian_intel_to_others = -10
	intel_network_gain_factor = 0.1
	custom_modifier_tooltip = SOV_head_of_the_nkvd_beriya_tt SOV_head_of_the_nkvd_locked_tt
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_clear_difficulty_custom_modifiers
Constructs: limit, clear_variable, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_clear_difficulty_custom_modifiers = {
	meta_effect = {
		text = {
			clear_variable = [x]EAI_custom_bonus_1 [x]EAI_custom_bonus_2 [x]EAI_custom_bonus_3 [x]EAI_custom_bonus_4 [x]EAI_custom_bonus_5 [x]EAI_custom_bonus_6 [x]EAI_custom_bonus_7 [x]EAI_custom_bonus_8 [x]EAI_custom_bonus_9 [x]EAI_custom_bonus_10 [x]EAI_custom_bonus_11 [x]EAI_custom_bonus_12 [x]EAI_custom_bonus_13 [x]EAI_custom_bonus_14 [x]EAI_custom_bonus_15 [x]EAI_custom_bonus_16 [x]EAI_custom_bonus_17 [x]EAI_custom_bonus_18 [x]EAI_custom_bonus_19 [x]EAI_custom_bonus_20 [x]EAI_custom_bonus_21 [x]EAI_custom_bonus_22 [x]EAI_custom_bonus_23 [x]EAI_custom_bonus_24 [x]EAI_custom_bonus_25 [x]EAI_custom_bonus_26 [x]EAI_custom_bonus_27 [x]EAI_custom_bonus_28 [x]EAI_custom_bonus_29 [x]EAI_custom_bonus_30 [x]EAI_custom_bonus_31 [x]EAI_custom_bonus_32 [x]EAI_custom_bonus_33 [x]EAI_custom_bonus_34 [x]EAI_custom_bonus_35 [x]EAI_custom_bonus_36 [x]EAI_custom_bonus_37 [x]EAI_custom_bonus_38
		}
		x = [EAI_GetDifficultyBonusMode]
	}
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = EAI_difficulty_bonus_modifier
			}
		}
		remove_dynamic_modifier = {
			modifier = EAI_difficulty_bonus_modifier
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = EAI_dynamic_difficulty_bonus_modifier
			}
		}
		remove_dynamic_modifier = {
			modifier = EAI_dynamic_difficulty_bonus_modifier
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_209
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_209 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_209
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 209
		states = {
			209
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_the_royal_estates
Constructs: prerequisite, add_ideas, completion_reward, is_subject, is_core_of, is_subject_of
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_the_royal_estates
	icon = GFX_goal_CZE_revive_the_little_entente
	x = -2
	y = 1
	relative_position_id = LIE_reclaim_bohemia
	cost = 5
	prerequisite = {
		focus = LIE_join_industries
	} {
		focus = LIE_reclaim_bohemia
	}
	available = {
		is_subject = no
		OR = {
			any_owned_state = {
				is_core_of = CZE
			}
			CZE = {
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = AUS_liechtenstein_properties
	}
}
### Entity: Technology
Component: marines_expeditionary
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = navy
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = marines_expeditionary_blowtorch
		research_cost_coeff = 1
	}
	xor = {
		marines_commandoes
	}
	special_forces_cap = 0.06
	naval_invasion_planning_bonus_speed = 0.2
	army_bonus_air_superiority_factor = 0.1
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_marines_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 1
			y = 6
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Idea
Component: istanbul_military_industries
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/turkey.txt

Code:
istanbul_military_industries = {
	picture = generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = TUR
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Event
Component: china.109
Constructs: fire_only_once, has_global_flag, has_war_together_with, is_subject, declare_war_on, annex_everything
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.109
	title = china.109.t
	desc = china.109.d
	picture = GFX_report_event_chinese_soldiers
	fire_only_once = yes
	trigger = {
		tag = PRC
		has_global_flag = PRC_restart_CHI_war
		NOT = {
			has_war_together_with = CHI
		}
		is_subject = no
		CHI = {
			is_subject = no
		}
	}
	mean_time_to_happen = {
		days = 360
	}
	option = {
		name = china.109.a
		custom_effect_tooltip = china.109_tt
		CHI = {
			country_event = {
				id = china.110
			}
		}
		effect_tooltip = {
			declare_war_on = {
				target = CHI
				type = annex_everything
			}
		}
	}
}
### Entity: Idea
Component: hjalmar_schacht_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
hjalmar_schacht_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		global_building_slots_factor = 0.1
		production_speed_buildings_factor = 0.05
		production_speed_arms_factory_factor = -0.05
		local_resources_factor = 0.1
	}
}
### Entity: Decision
Component: CHI_tsr_power_struggle_cat
Constructs: has_country_flag, has_dlc, is_chinese_warlord
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_tsr_power_struggle_cat = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		is_chinese_warlord = yes
	}
	visible = {
		has_country_flag = tsr_political_struggle
	}
	icon = power_struggle
	picture = GFX_decision_cat_picture_chi_political_support
	priority = 100
}
### Entity: Modifier Reference
Component: AUS_navy
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_navy = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_navy
	experience_gain_navy_factor = AUS_navy_xp_gain_navy_factor
	production_speed_coastal_bunker_factor = AUS_navy_production_speed_coastal_bunker_factor
	production_speed_dockyard_factor = AUS_navy_production_speed_dockyard_factor
}
### Entity: Country History
Country: LAT
Component: LAT_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/LAT - Latvia.txt

Code:
# Politics & Parties for LAT
add_ideas = {
	limited_conscription
}
set_politics = {
	ruling_party = neutrality
	last_election = 1931.10.3
	election_frequency = 10
	elections_allowed = no
}
set_popularities = {
	democratic = 30
	fascism = 15
	communism = 15
	neutrality = 40
}
### Entity: Effect Reference
Construct: remove_power_balance
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_power_balance

* Supported Scopes: COUNTRY
* Supported Targets: none

```
removes power balance from country

Example:
remove_power_balance = {
	id = power_balance_id
}
```
### Entity: Unit Template
Component: EST_BC_HISTORICAL
Source: game
File: common/units/names_ships/EST_ship_names.txt

Code:
EST_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		EST
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = EML 
	fallback_name = Lahing Ristleja %d
	unique = {
		Paldiski Muhu Hiiumaa Saaremaa Abruka Kihnu Vormsi
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_form_the_GNB
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_form_the_GNB
	icon = GFX_goal_generic_martial_law
	relative_position_id = VEN_venezuelan_military_academy
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_venezuelan_military_academy
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_GNB_idea
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_fortify_military_bases
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_fortify_military_bases
	prerequisite = {
		focus = NOR_merge_the_air_wings
	}
	icon = GFX_goal_generic_construct_military
	x = 0
	y = 4
	relative_position_id = NOR_air_bases
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		AND = {
			110 = {
				is_controlled_by = ROOT
			}
			967 = {
				is_controlled_by = ROOT
			}
			142 = {
				is_controlled_by = ROOT
			}
			143 = {
				is_controlled_by = ROOT
			}
			144 = {
				is_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		110 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 144
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 6115
					instant_build = yes
				}
			}
		}
		967 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 9296
					instant_build = yes
				}
			}
		}
		142 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = 6176
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 11101
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 122
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = 9127
					instant_build = yes
				}
			}
		}
		143 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 3022
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 6118
					instant_build = yes
				}
			}
		}
		144 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = 192
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 91
					instant_bui
# ... (truncated)
### Entity: National Focus
Tree: ins_focus
Component: INS_restore_the_arms_factories
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_restore_the_arms_factories
	icon = GFX_goal_generic_construct_mil_factory
	ai_will_do = {
		factor = 2
	}
	x = 2
	y = 1
	relative_position_id = INS_industrial_centralisation
	prerequisite = {
		focus = INS_industrial_centralisation
	}
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				976
			}
			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
			}
		} {
			prioritize = {
				672
			}
			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
			}
		}
		if = {
			limit = {
				has_idea = INS_artilerie_inrichtingen
			}
			swap_ideas = {
				remove_idea = INS_artilerie_inrichtingen
				add_idea = INS_ai_bandoeng_improved
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:INS_artillerie_inrichtingen_organization_r56 = {
				add_mio_funds = 500
				add_mio_funds_gain_factor = 0.05
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_land_reform
Constructs: prerequisite, add_ideas, remove_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_land_reform
	icon = GFX_focus_POL_agrarian_reform
	x = -4
	y = 5
	cost = 20
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_government = communism fascism
		}
	}
	prerequisite = {
		focus = CHL_urbanisation_focus
	}
	mutually_exclusive = {
		focus = CHL_land_reform_auth
	}
	completion_reward = {
		remove_ideas = {
			CHL_agrarian_reform
		}
		add_ideas = {
			CHL_land
		}
	}
}
### Entity: Country History
Country: MAL
Component: MAL_misc
Constructs: limit, set_technology, add_political_power, set_research_slots, set_grand_doctrine, complete_special_project, has_dlc, add_to_tech_sharing_group
Source: game
File: history/countries/MAL - Malaysia.txt

Code:
# Misc for MAL
capital = 336
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being grand_battleplan new_fleet_in_being new_strategic_destruction
complete_special_project = {
	project = sp:sp_air_radar
}
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		naval_bomber1 = 1
		early_bomber = 1
		CAS1 = 1
		early_transport_plane = 1
	}
	else = {
		set_technology = {
			bba_early_transport_plane = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
		early_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		early_carrier = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
		early_ship_hull_submarine = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		basic_battery = 1
	}
}
{
	limit = {
		has_dlc = Together for Victory
	}
	add_to_tech_sharing_group = commonwealth_research
}
set_convoys = 25
set_cosmetic_tag = MAL_UK
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		interwar_artillery = 1
		interwar_antiair = 1
		tech_recon = 1
		infantry_weapons2 = 1
		support_weapons = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
}
### Entity: Country History
Country: CRO
Component: CRO_army
Source: game
File: history/countries/CRO - Croatia.txt

Code:
# OOB & Army Setup for CRO
oob = CRO_1936
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CHI_1936_sea.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
	}
	location = 7142
	division_template = Juntuán
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Event
Component: AFG_industrial_events.50
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.50
	title = AFG_industrial_events.50.t
	desc = AFG_industrial_events.50.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.50.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_abyssinian_fiasco
Constructs: has_completed_focus, limit, add_war_support, completion_reward, allow_branch, has_dlc, has_game_rule, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_abyssinian_fiasco
	icon = GFX_focus_generic_anti_fascist_diplomacy
	mutually_exclusive = {
		focus = ITA_solid_progress ITA_struggle_in_ethiopia
	}
	x = 29
	y = 0
	relative_position_id = ITA_naval_power_projection
	cost = 5
	allow_branch = {
		has_dlc = By Blood Alone
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ITA_culto_del_duce
			} {
				has_completed_focus = ITA_convene_the_grand_council
			}
		}
	}
	offset = {
		x = -14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ITA_defy_the_duce
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = ITA_the_abyssinian_fiasco_completion_tt
			always = no
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		}
		add_war_support = -0.03
	}
}
### Entity: Character
Component: GER_herald_of_the_revolution_2
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_herald_of_the_revolution_2 = {
	sprite = 13
	random = no
	communism_drift = 0.02
	compliance_growth = 0.05
	justify_war_goal_time = -0.25
	operation_collaboration_government_cost = -0.3
	war_support_factor = 0.1
}
### Entity: Event
Component: SEA_warlords.8
Constructs: is_triggered_only, division_template, add_equipment_to_stockpile, limit, fire_only_once, add_manpower, is_locked, random_owned_state
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.8
	title = SEA_warlords.8.t
	desc = SEA_warlords.8.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.8.a
		FROM = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1500
				producer = FROM
			} {
				type = artillery_equipment
				amount = -150
				producer = FROM
			}
			add_manpower = -2500
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
			producer = FROM
		} {
			type = artillery_equipment
			amount = 150
			producer = FROM
		}
		add_manpower = 2500
		army_experience = 50
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Kuomintang Volunteers
				disband = yes
			}
			division_template = {
				name = Kuomintang Volunteers
				division_names_group = CHI_INF_01
				role = garrison
				template_counter = 118
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
		}
		random_owned_state = {
			limit = {
				state = 1042
				is_controlled_by = ROOT
			}
			create_unit = {
				division = name = "Kuomintang Volunteer Division" division_template = "Kuomintang Volunteers" start_experience_factor = 0.5 start_equipment_factor = 0.8
				owner = ROOT
			}
		}
	}
}
### Entity: Scripted Effect
Component: SMB_get_dreadnoughts_from_country
Constructs: limit, set_technology, has_dlc, create_equipment_variant, create_ship, set_country_flag, add_timed_idea, has_tech
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
SMB_get_dreadnoughts_from_country = {
	IF = {
		limit = {
			FROM = {
				tag = USA
			}
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			create_equipment_variant = {
				name = New York Class
				type = ship_hull_heavy_1
				name_group = USA_BB_HISTORICAL
				parent_version = 0
				modules = {
					fixed_ship_battery_slot = ship_heavy_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = heavy_ship_engine_1
					fixed_ship_secondaries_slot = ship_secondaries_1
					fixed_ship_armor_slot = ship_armor_bb_1
					front_1_custom_slot = empty
					mid_1_custom_slot = ship_airplane_launcher_1
					mid_2_custom_slot = ship_secondaries_1
					rear_1_custom_slot = ship_heavy_battery_1
				}
				obsolete = yes
			} {
				name = Pensacola Class
				type = ship_hull_cruiser_1
				name_group = USA_CA_HISTORICAL
				parent_version = 0
				modules = {
					fixed_ship_battery_slot = ship_medium_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = cruiser_ship_engine_2
					fixed_ship_secondaries_slot = ship_secondaries_1
					fixed_ship_armor_slot = ship_armor_cruiser_1
					mid_1_custom_slot = ship_medium_battery_1
					mid_2_custom_slot = empty
					rear_1_custom_slot = ship_airplane_launcher_1
				}
				obsolete = yes
			}
			create_ship = {
				type = ship_hull_heavy_1
				equipment_variant = New York Class
				creator = USA
				name = New York Class I
			} {
				type = ship_hull_cruiser_1
				equipment_variant = Pensacola Class
				creator = USA
				name = Pensacola Class I
			}
		}
		ELSE = {
			create_equipment_variant = {
				name = Portland Class
				type = heavy_cruiser_1
				upgrades = {
					ship_reliability_upgrade = 2
					ship_engine_upgrade = 2
					ship_armor_upgrade = 2
					ship_gun_upgrade = 2
				}
			}
			create_ship = {
				type = heavy_cruiser_1
				equipment_variant = Portland Class
				creator = USA
				name = Portland Class I
			} {
				type = heavy_cruiser_1
				equipment_variant = Portland Class
				creator = USA
				name = Portland Class II
			}
		}
		USA = {
			set_country_flag = sold_dreadnoughts_to_us@ROOT
			add_timed_idea = {
				idea = SMB_dreadnought_p
# ... (truncated)
### Entity: Event
Component: AST_political_events.9
Constructs: is_triggered_only, add_stability, set_politics
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_political_events.9
	title = AST_political_events.9.t
	desc = AST_political_events.9.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = AST_political_events.9.a
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_stability = 0.1
	}
}