Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: default
Constructs: build_cost_ic, maximum_speed, naval_speed, reliability_factor, suppression_factor, fuel_capacity
Source: game
File: common/military_industrial_organization/ai_bonus_weights/ai_bonus_weights.txt

Code:
default = {
	air_agility = 3
	air_attack = 1
	air_bombing = 1
	air_defence = 1
	air_ground_attack = 1
	air_range = 1
	air_superiority = 1
	anti_air_attack = 1
	ap_attack = 1
	armor_value = 5
	breakthrough = 5
	build_cost_ic = 3.85
	carrier_size = 1
	defense = 1
	entrenchment = 1.25
	fuel_consumption = 1.1
	hard_attack = 2
	hardness = 1
	hg_armor_piercing = 1
	hg_attack = 1
	lg_armor_piercing = 1
	lg_attack = 1
	max_organisation = 1
	max_strength = 1
	maximum_speed = 2
	mines_planting = 1
	mines_sweeping = 1
	naval_heavy_gun_hit_chance_factor = 1
	naval_light_gun_hit_chance_factor = 1
	naval_range = 1
	naval_speed = 1
	naval_strike_attack = 1
	naval_strike_targetting = 1
	naval_torpedo_damage_reduction_factor = 1
	naval_torpedo_hit_chance_factor = 1
	naval_weather_penalty_factor = 1
	night_penalty = 1
	reliability = 0.5
	reliability_factor = 0.5
	soft_attack = 2.5
	strategic_attack = 1
	sub_attack = 1
	sub_detection = 1
	sub_visibility = 1
	supply_consumption = 1
	surface_detection = 1
	surface_visibility = 1
	thrust = 1
	torpedo_attack = 1
	weight = 1
	default_morale = 1
	recon = 1
	initiative = 1
	casualty_trickleback = 1
	supply_consumption_factor = 1
	suppression = 1
	suppression_factor = 1
	experience_loss_factor = 1
	equipment_capture_factor = 1
	fuel_capacity = 1
	amphibious_defense = 1
	naval_torpedo_enemy_critical_chance_factor = 1
	convoy_raiding_coordination = 1
	patrol_coordination = 1
	search_and_destroy_coordination = 1
	air_visibility_factor = 1
	railway_gun_attack = 1
	railway_gun_attack_range = 1
	fuel_consumption_factor = 1
	acclimatization_hot_climate_gain_factor = 1
	acclimatization_cold_climate_gain_factor = 1
	production_capacity_factor = 10
	production_conversion_speed_factor = 1
	production_cost_factor = 10
	production_efficiency_cap_factor = 10
	production_efficiency_gain_factor = 1
	production_resource_need_factor = 0.9
	production_resource_penalty_factor = 0.8
	military_industrial_organization_design_team_assign_cost = 1
	military_industrial_organization_design_team_change_cost = 1
	military_industrial_organization_funds_gain = 1
	military_industrial_organization_industrial_manufacturer_assign_cost = 1
	military_industrial_organization_research_bonus = 1
	military_industrial_organization_size_up_requirement = 1
	military_industrial_organization_task_capacity = 1
}
### Entity: Idea
Component: EAI_VERY_HARD/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: KMT_plan_turtle
Constructs: has_war_with, removal_cost, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_plan_turtle = {
	removal_cost = -1
	picture = chi_wargaming_division
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = COV
		}
	}
	on_remove = {

	}
	modifier = {
		planning_speed = 0.05
		max_planning = 0.05
	}
	targeted_modifier = {
		tag = COV
		attack_bonus_against = 0.07
	}
}
### Entity: Order of Battle
Component: air_wing_685
Source: game
File: history/units/USA_1939_air_bba.txt

Code:
air_wings = {
	685 = {
		small_plane_airframe_0 = {
			owner = USA
			amount = 48
			version_name = P-26A
		}
		medium_plane_airframe_1 = {
			owner = USA
			amount = 36
			version_name = B-18
		} {
			owner = USA
			amount = 36
			version_name = PBY
		}
		small_plane_cas_airframe_1 = {
			owner = USA
			amount = 21
			version_name = A-17
		}
	}
}
### Entity: Scripted Effect
Component: JAP_small_zaibatsu_faction_gain
Constructs: limit, check_variable, has_idea, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_small_zaibatsu_faction_gain = {
	if = {
		limit = {
			check_variable = {
				JAP_zaibatsu_faction_influence_level = < JAP_tier_4_minimum_limit
			}
		}
		if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_1
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = < JAP_tier_1_to_tier_2_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_zaibatsu_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_zaibatsu_faction_gain_tt
				JAP_zaibatsu_faction_goes_up_from_tier_1_to_tier_2 = yes
			}
		}
		else_if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_2
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = < JAP_tier_2_to_tier_3_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_zaibatsu_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_zaibatsu_faction_gain_tt
				JAP_zaibatsu_faction_goes_up_from_tier_2_to_tier_3 = yes
			}
		} {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_3
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = < JAP_tier_3_to_tier_4_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_zaibatsu_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_zaibatsu_faction_gain_tt
				JAP_zaibatsu_faction_goes_up_from_tier_3_to_tier_4 = yes
			}
		}
		add_to_variable = {
			JAP_zaibatsu_faction_influence_level = JAP_small_influence_point
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_appoint_chang_qiankun
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_appoint_chang_qiankun
	icon = GFX_focus_PRC_appoint_chang_qiankun
	prerequisite = {
		focus = PRC_pilot_training
	}
	x = -1
	y = 1
	relative_position_id = PRC_pilot_training
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_airforce
		show_ideas_tooltip = PRC_chang_qiankun
	}
}
### Entity: Character
Component: colonial_economist
Source: game
File: common/country_leader/r56_traits.txt

Code:
colonial_economist = {
	random = no
	sprite = 10
	production_speed_industrial_complex_factor = 0.1
	local_resources_factor = 0.1
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_air_support_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_air_support_effort
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = RAJ_expand_air_bases
	}
	x = -1
	y = 2
	relative_position_id = RAJ_british_pilot_training
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_air_support_effort
			bonus = 1.0
			uses = 1
			category = tactical_bomber cas_bomber naval_bomber
		}
	}
}
### Entity: Scripted Effect
Component: NOR_start_fascist_civil_war
Constructs: has_completed_focus, limit, has_country_flag, has_global_flag, set_global_flag, complete_national_focus
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_start_fascist_civil_war = {
	if = {
		limit = {
			NOT = {
				has_country_flag = NOR_sorted_characters
			}
		}
		NOR_character_flag_setup_for_cw = yes
	} {
		limit = {
			has_completed_focus = NOR_lurk_in_the_shadows
		}
		NOR_fcw_effect_fascist_player = yes
		if = {
			limit = {
				has_country_flag = NOR_fascist_bully_accepted_invasion_invitation@NOR_cw_fascist_attacker
			}
			NOR_fcw_big_fascist_support = yes
		}
	} {
		limit = {
			has_completed_focus = NOR_empower_hirden
		}
		NOR_spawn_hirden = yes
	} {
		limit = {
			NOT = {
				has_global_flag = NOR_quislings_coup_happened
			}
		}
		set_global_flag = NOR_quislings_coup_happened
	}
	else_if = {
		limit = {
			has_completed_focus = NOR_continue_nygaardsvold_government
			has_country_flag = NOR_switched_to_fasc_hist
		}
		NOR_fcw_effect_fascist_player = yes
		NOR_fcw_big_fascist_support = yes
		complete_national_focus = NOR_fascist_invasion_of_norway
		NOR_apply_resistance_to_fascists = yes
	} {
		limit = {
			has_completed_focus = NOR_continue_nygaardsvold_government
			NOT = {
				has_country_flag = NOR_switched_to_fasc_hist
			}
		}
		NOR_fcw_effect_democratic_player = yes
		NOR_fcw_big_fascist_support = yes
		complete_national_focus = NOR_fascist_invasion_of_norway
		NOR_apply_resistance_to_fascists = yes
	}
}
### Entity: Idea
Component: AUS_phonix_fleugzeugwerke_improved
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_phonix_fleugzeugwerke_improved = {
	picture = AUS_phonix_fleugzeugwerke
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = AUS_revitalize_austrian_air_industry
	}
	visible = {
		has_completed_focus = AUS_revitalize_austrian_air_industry
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer_2
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_completed_focus = AUS_osterreichische_luftstreitkrafte
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_control_immigration
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_control_immigration
	icon = GFX_goal_nic_immigration
	prerequisite = {
		focus = NIC_uproot_banditry
	} {
		focus = NIC_expanded_national_guard_powers
	}
	x = -2
	y = 3
	relative_position_id = NIC_president_Somoza_Garcia
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_ideas = NIC_controlled_immigration
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: ZIM_ai2
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_ai2 = {
	advisor = {
		slot = high_command
		idea_token = ZIM_ai2
		ledger = army
		allowed = {
			original_tag = ZIM
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Building
Component: buildings
Constructs: base_cost
Source: game
File: common/buildings/r56e_buildings.txt

Code:
buildings = {
	steel_mill = {
		show_on_map = 1
		base_cost = 6500
		icon_frame = 32
		local_resources_steel = 4
		refinery = yes
		value = 5
		infrastructure_construction_effect = yes
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}
	aluminum_mill = {
		show_on_map = 1
		base_cost = 7500
		icon_frame = 33
		local_resources_aluminium = 4
		refinery = yes
		value = 5
		infrastructure_construction_effect = yes
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}
	rubber_refinery = {
		show_on_map = 1
		base_cost = 8000
		icon_frame = 34
		local_resources_rubber = 4
		refinery = yes
		value = 5
		infrastructure_construction_effect = yes
		level_cap = {
			shares_slots = yes
			state_max = 3
		}
	}
}
### Entity: Character
Component: ARG_pedro_pablo_ramirez
Constructs: has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_pedro_pablo_ramirez = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = ARG_pedro_pablo_ramirez
		portraits = {
			civilian = {
				large = GFX_portrait_ARG_pedro_pablo_ramirez_unaligned
			}
			army = {
				small = GFX_portrait_ARG_pedro_pablo_ramirez_unaligned_military_small
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
			traits = {
				ARG_moderate_dictator
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_pedro_pablo_ramirez
			allowed = {
				original_tag = ARG
			}
			traits = {
				SWI_militaristic_nationalist
			}
			visible = {
				OR = {
					has_government = neutrality fascism
				}
			}
			available = {
				OR = {
					has_government = neutrality fascism
				}
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ARG_pedro_pablo_ramirez
					}
				}
			}
		}
		field_marshal = {
			traits = {
				career_officer brilliant_strategist
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
			visible = {
				NOT = {
					has_government = communism
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = ARG_pedro_pablo_ramirez
		portraits = {
			civilian = {
				large = GFX_portrait_Roberto_Maria_Ortiz
			}
		}
		advisor = {
			slot = army_chief
			idea_token = ARG_pedro_pablo_ramirez
			allowed = {
				original_tag = ARG
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Character
Component: PRC_xu_teli
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_xu_teli = {
	name = PRC_xu_teli
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_xu_teli_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_xu_teli
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			has_completed_focus = PRC_found_the_academy_of_science
		}
		traits = {
			AUS_minister_of_education
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Modifier Reference
Component: IRQ_air_force_modifier_IRQ
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_air_force_modifier_IRQ = {
	enable = {
		always = yes
	}
	icon = GFX_IRQ_air_force_modifier
	air_accidents_factor = IRQ_air_accidents_factor
	air_ace_generation_chance_factor = IRQ_air_ace_generation_chance_factor
	air_weather_penalty = IRQ_air_weather_penalty
	air_training_xp_gain_factor = IRQ_air_training_xp_gain_factor
	air_manpower_requirement_factor = IRQ_air_manpower_requirement_factor
	air_agility_factor = IRQ_air_agility_factor
	air_nav_efficiency = IRQ_air_nav_efficiency
	air_cas_efficiency = IRQ_air_cas_efficiency
	air_strategic_bomber_bombing_factor = IRQ_air_strategic_bomber_bombing_factor
	air_range_factor = IRQ_air_range_factor
	air_fuel_consumption_factor = IRQ_air_fuel_consumption_factor
	air_superiority_efficiency = IRQ_air_superiority_efficiency
}
### Entity: Character
Component: RAJ_GOE_divisive_monarch
Constructs: stability_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_divisive_monarch = {
	stability_factor = 0.1
	sprite = 13
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_armed_forces
Constructs: completion_reward
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_armed_forces
	icon = GFX_goal_generic_democratic_army
	x = 43
	y = 0
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 15
		navy_experience = 15
		air_experience = 15
	}
}
### Entity: Event
Component: WW_hungary.48
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, every_state, is_controlled_by, is_subject_of, is_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.48
	title = WW_hungary.48.t
	desc = WW_hungary.48.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.48.a
		ai_chance = {
			factor = 100
		}
		every_state = {
			limit = {
				OR = {
					is_controlled_by = ROOT
					any_country = {
						is_subject_of = ROOT
						controls_state = PREV
					}
				}
				NOT = {
					is_core_of = ROOT
				} {
					is_owned_and_controlled_by = POL
				} {
					OR = {
						state = 762 88 91 89 80 72
					}
				}
				is_core_of = POL
			}
			transfer_state_to = POL
		}
		POL = {
			drop_cosmetic_tag = yes
			set_cosmetic_tag = POL_KINGDOM
			IF = {
				limit = {
					has_character = POL_karl_albrecht
				}
				promote_character = POL_karl_albrecht
			}
		}
		add_to_faction = FROM
		hidden_effect = {
			set_country_flag = HUN_created_polish_habsburg_monarchy
		}
	}
}
### Entity: Event
Component: poland.191
Constructs: has_completed_focus, limit, fire_only_once, has_capitulated, is_puppet, set_country_flag, has_unit_leader, create_field_marshal
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.191
	title = poland.191.t
	desc = poland.191.d
	picture = GFX_report_event_Polish_Regiment_Soviet_War
	fire_only_once = yes
	trigger = {
		tag = POL
		POL = {
			has_capitulated = no
		} {
			is_puppet = no
		}
		date = > 1939.01.01 < 1940.01.01
	}
	mean_time_to_happen = {
		days = 1
	}
	immediate = {
		set_country_flag = POL_thirty_nine_generals
		if = {
			limit = {
				NOT = {
					has_unit_leader = 3167
				}
			}
			create_field_marshal = {
				name = Antoni Szylling
				picture = GFX_Portrait_POL_Antoni_Szylling
				traits = {
					old_guard inflexible_strategist defensive_doctrine thorough_planner
				}
				id = 3167
				skill = 3
				attack_skill = 1
				defense_skill = 5
				planning_skill = 3
				logistics_skill = 2
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3162
				}
			}
			create_corps_commander = {
				name = Mikołaj Bołtuć
				picture = gfx/leaders/POL/r56_portrait_POL_Mikolaj_Boltuc.dds
				traits = {
					trait_reckless ranger
				}
				id = 3162
				skill = 3
				attack_skill = 3
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 2
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3164
				}
			}
			create_corps_commander = {
				name = Wacław Przeździecki
				picture = gfx/leaders/POL/r56_portrait_POL_Waclaw_Przezdziecki.dds
				traits = {
					old_guard politically_connected organizer cavalry_leader
				}
				id = 3164
				skill = 2
				attack_skill = 2
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 2
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3165
				}
			}
			create_corps_commander = {
				name = Stefan Rowecki
				picture = gfx/leaders/POL/r56_portrait_POL_Stefan_Rowecki.dds
				traits = {
					infantry_officer panzer_leader guerilla_fighter
				}
				id = 3165
				skill = 2
				attack_skill = 3
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 1
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3166
				}
				has_completed_focus = POL_the_sanation_right
			}
			create_corps_commander = {
				name = Józef Kustroń
				picture = gfx/leaders/POL/r56_portrait_POL_Jozef_Kustron.dds
				traits = {
					trait_reckless war_hero hill_fighter
				}
				id = 3166
				skill = 2
				attack_skill = 3
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			}
		}
	}
	option = {
		name = poland.191.a
	}
# ... (truncated)
### Entity: Country History
Country: SWE
Component: SWE_technology
Constructs: set_technology
Source: game
File: history/countries/SWE - Sweden.txt

Code:
# Starting Technologies for SWE
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	basic_train = 1
	interwar_antitank = 1
}
### Entity: Character
Component: MRT_aco2
Source: game
File: common/characters/MRT.txt

Code:
MRT_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = MRT_aco2
		allowed = {
			original_tag = MRT
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_naval_artillery
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_naval_artillery
	prerequisite = {
		focus = GRE_battleship_focus
	}
	icon = GFX_goal_generic_admirality
	x = 2
	y = 1
	relative_position_id = GRE_battleship_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = naval_gunnery_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_unified_army_structure
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, add_political_power, is_historical_focus_on, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_unified_army_structure
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = CHI_sea_join_the_chinese_soviet
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_join_the_chinese_soviet
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {
		NOT = {
			has_war_with = PRC
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		army_experience = 50
		add_war_support = 0.05
	}
}
### Entity: AI Strategy
Component: ITA_super_heavy_tanks
Constructs: has_war, has_government, is_major, any_of
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_super_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_super_heavy_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_super_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_government = fascism
				factor = 5
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = super_heavy_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_super_heavy_four_man_tank_turret
				suspension_type_slot = tank_interleaved_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_petrol_electric_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = secondary_turret_hmg
				special_type_slot_3 = secondary_turret_hmg
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 10
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_super_heavy_cannon tank_super_heavy_four_man_tank_turret tank_interleaved_suspension tank_cast_armor tank_petrol_electric_engine tank_radio_3 tank_radio_2 tank_radio_1 secondary_turret_hmg sloped_armor
		}
	}
}