Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: MUN_czech.1032
Constructs: is_triggered_only, limit, has_country_flag, clr_country_flag, add_to_variable, remove_dynamic_modifier
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1032
	title = [CZE_divide_nation_title_dynamic]
	desc = MUN_czech.1032.d
	picture = [CZE_divide_nation_image_dynamic]
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = CZE_a_divided_nation_decision_in_progress
				}
				clr_country_flag = CZE_a_divided_nation_decision_in_progress
			}
		}
	}
	option = {
		name = MUN_czech.1032.a
		custom_effect_tooltip = CZE_a_divided_nation_event_tt generic_skip_one_line_tt generic_has_happen_tt
		effect_tooltip = {
			custom_effect_tooltip = CZE_modify_a_divided_nation_ns_intro_tt generic_skip_one_line_tt
			add_to_variable = {
				CZE_a_divided_nation_stability_factor = 0.02
				tooltip = stability_factor_tt
			} {
				CZE_a_divided_nation_drift_defence_factor = 0.03
				tooltip = drift_defence_factor_tt
			}
			if = {
				limit = {
					OR = {
						has_country_flag = CZE_a_divided_nation_sudentenland_germans_dynamic_local_set CZE_a_divided_nation_sudentenland_germans_cooperate_dynamic_local_set
					}
				}
				ROOT = {
					remove_dynamic_modifier = {
						modifier = CZE_sudetenland_german_state_modifier
						scope = ROOT
					}
				}
			} {
				limit = {
					has_country_flag = CZE_a_divided_nation_czech_states_dynamic_local_set
				}
				ROOT = {
					remove_dynamic_modifier = {
						modifier = CZE_czech_state_modifier
						scope = ROOT
					}
				}
			} {
				limit = {
					has_country_flag = CZE_a_divided_nation_tesinko_poles_dynamic_local_set
				}
				ROOT = {
					remove_dynamic_modifier = {
						modifier = CZE_tesinko_polish_state_modifier
						scope = ROOT
					}
				}
			} {
				limit = {
					has_country_flag = CZE_a_divided_nation_slovakia_states_dynamic_local_set
				}
				ROOT = {
					remove_dynamic_modifier = {
						modifier = CZE_slovakia_state_modifier
						scope = ROOT
					}
				}
			} {
				limit = {
					has_country_flag = CZE_a_divided_nation_hungarian_states_dynamic_local_set
				}
				ROOT = {
					remove_dynamic_modifier = {
						modifier = CZE_hungarian_state_modifier
						scope = ROOT
					}
				}
			} {
				limit = {
					has_country_flag = CZE_a_divided_nation_ukrainian_states_dynamic_local_set
				}
				ROOT = {
					remove_dynamic_modifier = {
						modifier = CZE_ukrainian_state_modifier
						scope = ROOT
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_countr
# ... (truncated)
### Entity: National Focus
Tree: por_focus
Component: POR_recover_the_east_indies
Constructs: prerequisite, limit, random_country, owns_state, completion_reward, add_ai_strategy, add_state_claim, declare_war
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_recover_the_east_indies
	select_effect = {
		random_country = {
			limit = {
				controls_state = 336
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		} {
			limit = {
				controls_state = 667
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {

	}
	bypass = {
		owns_state = 336 667 673 668
	}
	prerequisite = {
		focus = POR_mapa_cor_de_rosa
	}
	icon = GFX_focus_RAJ_seek_help_from_germany
	x = 0
	y = 1
	relative_position_id = POR_mapa_cor_de_rosa
	cost = 10
	completion_reward = {
		add_state_claim = 336 1060 1021 667 1053 1054 1052 673 1056 668
		hidden_effect = {
			random_country = {
				limit = {
					controls_state = 336
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			} {
				limit = {
					controls_state = 667
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Example
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
### Example
```
{ value = 1000  log = 10 }
{ value = 1000  log = 10  round = yes }
```
### Entity: National Focus
Tree: yug_focus
Component: YUG_central_management
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_central_management
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = YUG_expand_the_university_of_belgrad
	}
	x = 0
	y = 5
	relative_position_id = YUG_develop_military_industry
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = YUG_idea_central_management
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_found_the_pcdi
Constructs: completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_found_the_pcdi
	icon = GFX_SOV_found_the_pcdi_ccp_2d_sov_compatibility
	x = 15
	y = 0
	relative_position_id = SOV_expand_the_red_fleet
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = SOV_defense_industry_dynamic_modifier
			}
		}
		custom_effect_tooltip = SOV_found_the_pcdi_ns_tt
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_new_weapons_new_tactics
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_new_weapons_new_tactics
	icon = GFX_goal_PRU_ejercito
	prerequisite = {
		focus = PRU_expand_the_national_arsenal PRU_study_the_blueprints
	}
	x = -1
	y = 1
	relative_position_id = PRU_expand_the_national_arsenal
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = PRU_new_weapons_new_tactics
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		PRU_increase_army_25_percent = yes
	}
}
### Entity: Event
Component: wtt_infiltration.4
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.4
	title = wtt_infiltration.4.t
	desc = wtt_infiltration.4.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = CHI_clean_sweep
		}
	}
	option = {
		name = wtt_infiltration.4.a
	}
}
### Entity: Idea
Component: ADU_acgs
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_acgs = {
	picture = generic_air_arab_3
	allowed = {
		original_tag = ADU
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: HUN_CL_HISTORICAL
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		HUN
	}
	can_use = {
		not = {
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = Könnyűcirkáló %d
	unique = {
		Sankt Georg Helgoland Saida Admiral Spaun Szigetvár Aspern Zenta Leopard Panther
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_every_man_a_rifle
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_every_man_a_rifle
	icon = GFX_goal_machine_gun
	available = {

	}
	prerequisite = {
		focus = MEN_breed_strong_horses MEN_forces_for_the_south
	}
	relative_position_id = MEN_breed_strong_horses
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 25
		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
			}
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_landing_craft
Constructs: limit, is_major, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_landing_craft = {
	if = {
		limit = {
			EAI_transport_tech_focus = yes
			OR = {
				AND = {
					is_major = yes
					any_enemy_country = {
						is_major = yes
					}
					NOT = {
						alliance_naval_strength_ratio = < 1
					}
					check_variable = {
						EAI_RESEARCH_naval_research_factor = > 0.5
					}
				} {
					OR = {
						tag = JAP USA
					}
					date = > 1941.1.1
				}
			}
		}
		set_temp_variable = {
			prio_cat = @PR_landing_craft
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:mtg_transport
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:mtg_landing_craft
				} {
					_prio_val = prio_cat
				}
				date = > 1940.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:mtg_tank_landing_craft
				} {
					_prio_val = prio_cat
				}
				date = > 1944.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Character
Component: bomber_producer_offense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
bomber_producer_offense_1 = {
	random = no
	equipment_bonus = {
		medium_plane_airframe = {
			air_bombing = 0.1
			air_ground_attack = 0.1
			air_range = 0.05
		}
		large_plane_airframe = {
			air_bombing = 0.1
			reliability = 0.1
			air_range = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_repeal_may_constitution
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_repeal_may_constitution
	icon = GFX_goal_cuba_repeal_left_wing_reforms
	relative_position_id = AUS_moderate_restoration
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_moderate_restoration
	}
	cost = 8
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_memories_of_februarkampfe_4
			add_idea = AUS_may_constitution_repealed
		}
	}
}
### Entity: Modifier Reference
Component: INS_dutch_east_indies
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, has_country_flag, production_speed_buildings_factor, has_dlc, remove_trigger
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_dutch_east_indies = {
	icon = GFX_idea_INS_dutch_east_indies
	enable = {
		has_dlc = Thunder at Our Gates
		original_tag = INS
	}
	remove_trigger = {
		has_country_flag = INS_freed_from_dutch
	}
	stability_factor = INS_dutch_east_indies_stability_factor
	war_support_factor = INS_dutch_east_indies_war_support_factor
	consumer_goods_factor = INS_dutch_east_indies_consumer_goods_factor
	political_power_gain = INS_dutch_east_indies_political_power_gain
	research_speed_factor = INS_dutch_east_indies_research_speed_factor
	production_speed_buildings_factor = INS_dutch_east_indies_production_speed_buildings_factor
	production_speed_infrastructure_factor = INS_dutch_east_indies_production_speed_infrastructure_factor
	production_speed_industrial_complex_factor = INS_dutch_east_indies_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = INS_dutch_east_indies_production_speed_arms_factory_factor
	production_speed_dockyard_factor = INS_dutch_east_indies_production_speed_dockyard_factor
	autonomy_gain_warscore = INS_dutch_east_indies_autonomy_gain_warscore
	global_building_slots_factor = INS_dutch_east_indies_global_building_slots_factor
	overlord_trade_cost_factor = INS_dutch_east_indies_overlord_trade_cost_factor
	extra_trade_to_overlord_factor = INS_dutch_east_indies_extra_trade_to_overlord_factor
	resources_to_overlord_factor = INS_dutch_east_indies_resources_to_overlord_factor
	mic_to_overlord_factor = INS_dutch_east_indies_mic_to_overlord_factor
}
### Entity: Country History
Country: KAZ
Component: KAZ_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/KAZ - Kazakhstan.txt

Code:
# Leaders & Characters for KAZ
create_country_leader = {
	name = Nikolay Aleksandrovich Skvortsov
	desc = 
	picture = GFX_portrait_Nikolay_Aleksandrovich_Skvortsov
	expire = 1953.3.1
	ideology = stalinism
	traits = {

	}
}
{
	name = Ilyas Zhansugurov
	desc = 
	picture = GFX_portrait_Ilyas_Zhansugurov
	expire = 1953.3.1
	ideology = conservatism
	traits = {

	}
}
recruit_character = KAZ_awt KAZ_acd2 KAZ_nt KAZ_aco2 KAZ_acas KAZ_acr KAZ_mt KAZ_stc KAZ_aa2 KAZ_ncm KAZ_communist_guy KAZ_ncs KAZ_pot KAZ_nccr KAZ_fascist_guy KAZ_coi KAZ_ai2 KAZ_democratic_guy KAZ_ar KAZ_acgs
### Entity: Character
Component: prime_minister_okyar
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
prime_minister_okyar = {
	random = no
	sprite = 13
	local_resources_factor = 0.1
	subversive_activites_upkeep = -0.15
	production_speed_arms_factory_factor = 0.05
	democratic_drift = 0.1
}
### Entity: Event
Component: bftb_turkey.138
Constructs: is_triggered_only
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.138
	title = bftb_turkey.138.t
	desc = bftb_turkey.138.desc
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.138.a
		TUR = {
			country_event = {
				id = bftb_turkey.140
				hours = 8
			}
		}
	} {
		name = bftb_turkey.138.b
		effect_tooltip = {
			TUR = {
				leave_faction = yes
			}
		}
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.141
					hours = 8
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: AUS_renner_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_alternate_strategy_plan.txt

Code:
AUS_renner_plan = {
	name = AUS: Karl Renner AI Plan
	desc = In a desperate move to save Austria from the imminent Anschluss, Kurt Schuschnigg will look towards the western allies for protection, and holding an election to appease them. However, his plot to rig the elections is uncovered, causing the SDAPÖ to win the elections by a landslide, with Karl Renner forming a national unity government to prepare Austria for the coming storm.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_RENNER AUS_west_refused_habsburg_still_allied
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_RENNER
			}
			AND = {
				OR = {
					has_country_flag = AUS_AI_RANDOM_MODERATE_RESTORATION
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_MODERATE_HABSBURG
					}
				}
				HUN = {
					has_completed_focus = HUN_invite_the_habsburg_prince
				}
			} {
				OR = {
					has_country_flag = AUS_BAUER
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_BAUER
					}
				}
				has_country_flag = AUS_bauer_died
			}
		}
	}
	abort = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
			has_completed_focus = AUS_go_it_alone
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_look_west AUS_disband_paramilitaries AUS_repeal_party_ban AUS_strabag_construction AUS_mixed_economy AUS_rearm_the_bundesheer AUS_crack_down_nazis AUS_reorganize_the_right AUS_begin_election_campaigns AUS_urban_industry_expansion AUS_graz_industry_expansion AUS_fund_public_infrastructure AUS_sdapo_victory AUS_renner_government AUS_subsidize_kapsch AUS_expand_vienna_university AUS_bring_in_left AUS_compromise_with_conservatives AUS_national_unity_government AUS_proclaim_the_second_republic AUS_subsidies_for_farmers AUS_remove_miklas AUS_reform_education_system AUS_join_the_west AUS_cement_the_jansa_plan AUS_defence_focus AUS_national_defence_effort_renner AUS_defence_of_the_republic AUS_support_the_bauernbund AUS_proletarians_of_today AUS_industry_nationalizations AUS_invite_scientists AUS_equal_rights_women AUS_fortify_river_traun AUS_alpine_warfare AUS_fund_the_gebirgsjaeger_programme AUS_continue_choke_fortifications AUS_dismantle_corporatism AUS
# ... (truncated)
### Entity: AI Strategy
Component: EAI_DIPLO_prepare_for_war_on_WP0
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_war_justification_strategies.txt

Code:
EAI_DIPLO_prepare_for_war_on_WP0 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_prepare_for_war_targets^0 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = WP0
		value = 200
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_sea_region_18
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_sea_region_18 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_sea_regions = 18
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strike_force_home_base
		id = 18
		value = 10000
	}
}
### Entity: AI Strategy
Component: USA_naval_cruiser_heavy
Constructs: has_tech
Source: game
File: common/ai_equipment/USA_naval.txt

Code:
USA_naval_cruiser_heavy = {
	category = naval
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		naval_cruiser_heavy
	}
	priority = {
		factor = 30
	}
	capital_cruiser_early = {
		name = Pensacola Class
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_cruiser
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = < ship_medium_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = < ship_armor_cruiser_2
				mid_1_custom_slot = ship_anti_air
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = < ship_medium_battery_2
			}
		}
		allowed_modules = {
			ship_medium_battery ship_anti_air ship_secondaries ship_fire_control_system ship_radar ship_cruiser_armor cruiser_ship_engine ship_airplane_launcher
		}
	}
	capital_cruiser_basic = {
		name = New Orleans Class
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_ship_hull_cruiser
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_2
			modules = {
				fixed_ship_battery_slot = < ship_medium_battery_3
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = cruiser_ship_engine
				fixed_ship_secondaries_slot = ship_dp_secondaries
				fixed_ship_armor_slot = < ship_armor_cruiser_3
				front_1_custom_slot = < ship_medium_battery_3
				mid_1_custom_slot = ship_airplane_launcher
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = < ship_medium_battery_3
			}
		}
		allowed_modules = {
			ship_medium_battery ship_anti_air ship_dp_secondaries ship_secondaries ship_fire_control_system ship_radar ship_cruiser_armor cruiser_ship_engine ship_airplane_launcher
		}
	}
	capital_cruiser_improved = {
		name = Baltimore Class
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_ship_hull_cruiser
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
# ... (truncated)
### Entity: AI Strategy
Component: EAI_super_heavy_battleship
Constructs: check_variable, is_special_project_completed, any_of
Source: game
File: common/ai_equipment/EAI_navy_battleship_role.txt

Code:
EAI_super_heavy_battleship = {
	category = naval
	roles = {
		naval_capital_bb
	}
	priority = {
		base = 0
		modifier = {
			add = 5000
			check_variable = {
				EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
			}
		}
	}
	SUPER_HEAVY_BATTLESHIP = {
		role_icon_index = 1
		priority = {
			base = 0
			modifier = {
				add = 10000
				is_special_project_completed = sp:sp_naval_super_heavy_battleship
			}
		}
		target_variant = {
			type = ship_hull_super_heavy_1
			match_value = 1.4
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = heavy_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = {
					module = ship_armor_shbb
					upgrade = current
				}
				fixed_ship_secondaries_slot = {
					any_of = {
						ship_dp_secondaries
					}
					upgrade = > current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_super_heavy_battery
					}
					upgrade = > current
				}
				front_1_custom_slot = {
					any_of = {
						ship_super_heavy_battery
					}
					upgrade = > current
				}
				front_2_custom_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_dp_secondaries
					}
					upgrade = > current
				}
				mid_2_custom_slot = {
					any_of = {
						ship_dp_secondaries
					}
					upgrade = > current
				}
				mid_3_custom_slot = {
					any_of = {
						ship_dp_secondaries
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_super_heavy_battery
					}
					upgrade = > current
				} {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
			}
		}
		requirements = {
			module = ship_armor_shbb
		}
	}
}
### Entity: Modding Documentation
Construct: lerp
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## lerp
Linearly interpolates from the accumulator towards `to` by `alpha`, where alpha is clamped between 0 and 1. An alpha of 0 keeps the accumulator, 1 returns `to`.
### Entity: Scripted Effect
Component: TUR_kemalist_influenced_state_effect
Constructs: limit, add_dynamic_modifier, clr_state_flag, check_variable, add_to_variable
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_kemalist_influenced_state_effect = {
	custom_effect_tooltip = TUR_kemalist_influenced_state_effect_tt
	hidden_effect = {
		event_target:TUR_kemalist_state_event_target = {
			add_dynamic_modifier = {
				modifier = kemalist_loyalties
			}
			clr_state_flag = TUR_ideological_battleground_state
		}
		if = {
			limit = {
				check_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 3
					compare = less_than
				}
			}
			add_to_variable = {
				var = TUR_kemalist_officers_loyalty
				value = 1
			}
		}
		add_to_variable = {
			var = TUR_kemalist_power_variable
			value = 1
		}
		TUR_kemalist_loyalty_and_power_update_effect = yes
	}
}