Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: usa.41
Constructs: is_triggered_only, has_completed_focus, random_days
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.41
	title = usa.41.t
	desc = usa.41.desc
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	trigger = {
		tag = USA
		NOT = {
			OR = {
				has_completed_focus = USA_voter_registration_act USA_union_representation_act
			}
		}
	}
	option = {
		name = usa.41.a
		USA_house_small_support = yes
		hidden_effect = {
			country_event = {
				id = usa.51
				days = 70
				random_days = 10
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_absorb_byzantines
Constructs: prerequisite, has_government, has_country_flag, completion_reward, allow_branch, is_subject
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_absorb_byzantines
	icon = GFX_focus_PER_absorb_byzantines
	prerequisite = {
		focus = PER_clash_of_titans
	}
	x = 0
	y = 1
	relative_position_id = PER_clash_of_titans
	cost = 10
	allow_branch = {

	}
	available = {
		has_government = neutrality
		is_subject = no
		NOT = {
			has_country_flag = {
				flag = PER_currently_doing_war_plan
			}
		}
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_absorb_byzantines_tt
	}
}
### Entity: Character
Component: COG_alexandre_safiannikoff
Source: game
File: common/characters/COG.txt

Code:
COG_alexandre_safiannikoff = {
	name = COG_alexandre_safiannikoff
	portraits = {
		civilian = {
			small = GFX_portrait_COG_alexandre_safiannikoff_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_alexandre_safiannikoff
		allowed = {
			original_tag = COG
		}
		available = {

		}
		traits = {
			congolese_polymath
		}
		ai_will_do = {
			base = 2.0
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ROM_1939_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_light_2
			creator = SOV
			version_name = Gnevnyy Class
		}
		requested_factories = 1
		progress = 0.9
		amount = 13
	} {
		equipment = {
			type = ship_hull_light_3
			creator = SOV
			version_name = Soobrazitelnyi Class
		}
		requested_factories = 1
		progress = 0.8
		amount = 13
	} {
		equipment = {
			type = ship_hull_light_2
			creator = SOV
			version_name = Leningrad & Minsk Class
		}
		requested_factories = 1
		progress = 0.7
		amount = 2
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = SOV
			version_name = Series IX Srednyaya
		}
		requested_factories = 1
		progress = 0.8
		amount = 9
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = SOV
			version_name = Series IX Srednyaya
		}
		requested_factories = 1
		progress = 0.8
		amount = 8
	} {
		equipment = {
			type = ship_hull_submarine_3
			creator = SOV
			version_name = Series XIV K-Class
		}
		requested_factories = 1
		progress = 0.8
		amount = 8
	} {
		equipment = {
			type = ship_hull_cruiser_1
			creator = SOV
			version_name = Kirov Class
		}
		requested_factories = 1
		progress = 0.7
		amount = 2
	} {
		equipment = {
			type = ship_hull_cruiser_1
			creator = SOV
			version_name = Kirov Class
		}
		requested_factories = 1
		progress = 0.3
		amount = 1
	}
}
### Entity: Idea
Component: CZE_skoda_shipyards
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_skoda_shipyards = {
	picture = generic_naval_manufacturer_3
	allowed = {
		OR = {
			original_tag = CZE
			tag = RKH
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		coastal_defence_naval_manufacturer
	}
}
### Entity: Country History
Country: STL
Component: STL_misc
Constructs: set_research_slots, set_convoys, set_country_flag
Source: game
File: history/countries/STL - Saint Lucia.txt

Code:
# Misc for STL
capital = 1083
set_research_slots = 2
set_convoys = 5
set_country_flag = monroe_doctrine
### Entity: Event
Component: bftb_turkey.46
Constructs: is_triggered_only, add_stability, add_state_claim
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.46
	title = bftb_turkey.46.t
	desc = bftb_turkey.46.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	option = {
		name = bftb_turkey.46.a
	} {
		name = bftb_turkey.46.b
		add_state_claim = 455 454 453
		add_stability = -0.15
	}
}
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_CAPITAL_BASE_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_CAPITAL_BASE_WEIGHT = {
0.5 , 1.0 , 1.5
}
### Entity: National Focus
Tree: que_focus
Component: QUE_military_industrial_cooperation
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_military_industrial_cooperation
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = QUE_quebecois_officer_corps
	}
	relative_position_id = QUE_quebecois_officer_corps
	x = -1
	y = 1
	cost = 10
	available = {
		num_of_factories = > 50
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_superior_firepower
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_superior_firepower = {
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine = global.EAI_SF_DOCTRINE
	}
}
### Entity: National Focus
Component: wuw_HUN_demand_austrian_restoration
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_demand_austrian_restoration
	icon = GFX_focus_AUS_heritage_of_an_empire
	prerequisite = {
		focus = wuw_HUN_the_lands_of_the_crown_of_saint_stephen
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_the_lands_of_the_crown_of_saint_stephen
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		has_government = neutrality
		AUS = {
			has_civil_war = no
			OR = {
				exists = yes
				AND = {
					exists = no
					4 = {
						is_owned_by = ROOT
					}
					152 = {
						is_owned_by = ROOT
					}
					153 = {
						is_owned_by = ROOT
					}
					848 = {
						is_owned_by = ROOT
					}
					975 = {
						is_owned_by = ROOT
					}
					976 = {
						is_owned_by = ROOT
					}
				}
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			has_country_flag = HUN_created_austrian_monarchy
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				AUS = {
					exists = yes
					is_subject = no
				}
			}
			AUS = {
				country_event = {
					id = WW_hungary.32
					days = 1
					random_days = 2
				}
			}
			custom_effect_tooltip = HUN_unify_with_austria_tt
		}
		ELSE_IF = {
			limit = {
				AUS = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = AUS
			}
		} {
			limit = {
				AUS = {
					is_subject_of = ROOT
				}
			}
			add_political_power = 75
			add_stability = 0.05
			add_war_support = 0.025
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = HUN_seize_control_of_burgenland_dec HUN_place_a_habsburg_on_the_austrian_throne
	}
}
### Entity: Idea
Component: GRE_booming_tourism
Constructs: stability_factor, has_war, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_booming_tourism = {
	allowed = {
		original_tag = GRE
	}
	available = {
		has_war = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_air_bonus
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.15
		consumer_goods_factor = -0.15
	}
}
### Entity: Scripted Effect
Component: DEN_bop_very_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_very_low_increase_effect = {
	add_power_balance_value = {
		id = DEN_balance_of_power
		value = 0.05
	}
}
### Entity: Event
Component: PER_imperial_events.152
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.152
	title = PER_imperial_events.152.t
	desc = PER_imperial_events.152.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.152.a
		ai_chance = {
			base = 90
		}
	}
}
### Entity: Military Industrial Organization
Component: SIA_bangkok_arsenal_oragiztion
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_SIA_organization.txt

Code:
SIA_bangkok_arsenal_oragiztion = {
	name = Bangkok Arsenal
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = SIA
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: AI Strategy
Component: generic_heavy_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_heavy_tank_anti_air = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_heavy_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	heavy_tank_anti_air_1 = {
		priority = {
			factor = 1
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = heavy_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_heavy_two_ma
# ... (truncated)
### Entity: Idea
Component: avions_fairey
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
avions_fairey = {
	allowed = {
		OR = {
			original_tag = BEL WLL
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/anti-air_brigade.txt

Code:
sub_units = {
	anti_air_brigade = {
		abbreviation = ANA
		sprite = infantry
		map_icon_category = infantry
		priority = 301
		ai_priority = 10
		active = yes
		type = {
			infantry anti_air
		}
		group = combat_support
		categories = {
			category_army category_line_artillery category_anti_air
		}
		combat_width = 1
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.6
		manpower = 500
		training_time = 120
		weight = 0.5
		supply_consumption = 0.1
		need = {
			anti_air_equipment = 36
		}
		forest = {
			attack = -0.1
			movement = -0.1
		}
		jungle = {
			attack = -0.2
			movement = -0.2
		}
		marsh = {
			attack = -0.2
			movement = -0.2
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}
	}
	mot_anti_air_brigade = {
		abbreviation = MAA
		sprite = infantry
		map_icon_category = infantry
		priority = 301
		ai_priority = 10
		active = yes
		type = {
			motorized anti_air
		}
		group = mobile_combat_support
		categories = {
			category_army category_line_artillery category_mobile_and_mobile_combat_sup
		}
		combat_width = 1
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.6
		manpower = 500
		training_time = 120
		weight = 0.5
		supply_consumption = 0.15
		transport = motorized_equipment
		essential = {
			motorized_equipment
		}
		need = {
			anti_air_equipment = 36
			motorized_equipment = 36
		}
		forest = {
			attack = -0.1
			movement = -0.5
		}
		jungle = {
			attack = -0.2
			movement = -0.5
		}
		marsh = {
			attack = -0.2
			movement = -0.2
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_democracy_through_elections
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_democracy_through_elections
	icon = GFX_goal_generic_election
	prerequisite = {
		focus = BUL_voting_concessions
	}
	relative_position_id = BUL_voting_concessions
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 6
	}
	available = {
		democratic = > 0.4
	}
	completion_reward = {
		country_event = {
			id = axis_minors_bulgaria.27
		}
	}
}
### Entity: Event
Component: denmark_resistance_event.3
Constructs: is_triggered_only, ai_chance, clr_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.3
	title = denmark_resistance_event.3.t
	desc = denmark_resistance_event.3.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.3.a
		ai_chance = {
			base = 1
		}
		clr_country_flag = DEN_has_foreign_support_flag
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_rebuild_the_military
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_rebuild_the_military
	icon = GFX_goal_generic_construct_mil_factory
	x = 4
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_emergency_powers_to_petain
	}
	relative_position_id = VIC_emergency_powers_to_petain
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		num_of_military_factories = > 34
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			FRA_rebuild_the_military
		}
	}
}
### Entity: Event
Component: israel.111
Constructs: is_triggered_only, has_war_with, set_country_flag
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.111
	title = israel.111.t
	desc = israel.111.d
	is_triggered_only = yes
	trigger = {
		ISR = {
			has_war_with = PAL
		}
	}
	option = {
		name = israel.111.a
		set_country_flag = ISR_arab_israel_impending
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_terrain_specialization
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_terrain_specialization
	icon = GFX_goal_generic_position_armies
	cost = 10
	prerequisite = {
		focus = PER_rifles_modernisation
	}
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		army_experience = 10
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = mountaineers_tech
		} {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_desert_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_rifles_modernisation
	x = -1
	y = 1
}
### Entity: Scripted Effect
Component: AFG_islamic_cooperation_effect
Constructs: limit, add_ideas, random_other_country, is_in_faction_with, is_subject, has_capitulated, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_islamic_cooperation_effect = {
	random_other_country = {
		limit = {
			is_in_faction_with = AFG
			is_subject = no
			has_capitulated = no
			exists = yes
			OR = {
				original_tag = PAK PER ALG SAU IRQ TUN JOR LIB YEM SOM SUD UZB TAJ EGY OMA TMS KYR KAZ PAL QAT BHR UAE SYR KUR TUR ALB HAZ
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = AFG_islamic_cooperation_idea
	}
}
### Entity: Character
Component: MPL_anti_zionist
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_anti_zionist = {
	random = no
	political_power_factor = 0.05
	monthly_population = -0.2
}
### Entity: Scripted Effect
Component: SWE_psilander_fleet_creation
Constructs: limit, has_dlc, create_equipment_variant, create_ship
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_psilander_fleet_creation = {
	IF = {
		limit = {
			has_dlc = Man the Guns
		}
		create_equipment_variant = {
			name = Curtatone Class
			type = ship_hull_light_1
			parent_version = 0
			modules = {
				fixed_ship_battery_slot = ship_light_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 = light_ship_engine_1
				fixed_ship_torpedo_slot = ship_torpedo_1
				mid_1_custom_slot = empty
				rear_1_custom_slot = empty
			}
			obsolete = yes
		}
		create_ship = {
			type = ship_hull_light_1
			equipment_variant = Curtatone Class
			creator = ITA
			name = Psilander
		} {
			type = ship_hull_light_1
			equipment_variant = Curtatone Class
			creator = ITA
			name = Puke
		} {
			type = ship_hull_light_1
			equipment_variant = Curtatone Class
			creator = ITA
			name = Romulus
		} {
			type = ship_hull_light_1
			equipment_variant = Curtatone Class
			creator = ITA
			name = Remus
		}
	}
	ELSE = {
		create_equipment_variant = {
			name = Curtatone Class
			type = destroyer_1
			upgrades = {
				ship_torpedo_upgrade = 1
				destroyer_engine_upgrade = 1
				ship_ASW_upgrade = 1
				ship_anti_air_upgrade = 1
			}
			obsolete = yes
		}
		create_ship = {
			type = destroyer_1
			equipment_variant = Curtatone Class
			creator = ITA
			name = Psilander
		} {
			type = destroyer_1
			equipment_variant = Curtatone Class
			creator = ITA
			name = Puke
		} {
			type = destroyer_1
			equipment_variant = Curtatone Class
			creator = ITA
			name = Romulus
		} {
			type = destroyer_1
			equipment_variant = Curtatone Class
			creator = ITA
			name = Remus
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_default_ratios_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_default_ratios_2 = {
	enable = {
		has_country_flag = EAI_military_focus_config_finished
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_screen
		value = 100
	}
}
### Entity: Event
Component: poland.114
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.114
	title = poland.114.t
	desc = poland.114.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = poland.114.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: Character
Component: PRC_first_premier_trait
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_first_premier_trait = {
	random = no
	sprite = 13
	political_power_gain = 0.3
	opinion_gain_monthly_factor = 0.15
	stability_factor = 0.1
	communism_acceptance = 30
}
### Entity: Unit Template
Component: NOR_PAR_01
Source: game
File: common/units/names_divisions/NOR_names_divisions.txt

Code:
NOR_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		NOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallskjermsjegerdivisjon
	ordered = {
		1 = {
			%d. Fallskjermsjegerdivisjon
		}
		2 = {
			%d. Fallskjermsjegerdivisjon
		}
		3 = {
			%d. Fallskjermsjegerdivisjon
		}
		4 = {
			%d. Fallskjermsjegerdivisjon
		}
		5 = {
			%d. Fallskjermsjegerdivisjon
		}
		6 = {
			%d. Fallskjermsjegerdivisjon
		}
		7 = {
			%d. Fallskjermsjegerdivisjon
		}
		8 = {
			%d. Fallskjermsjegerdivisjon
		}
		9 = {
			%d. Fallskjermsjegerdivisjon
		}
		10 = {
			%d. Fallskjermsjegerdivisjon
		}
	}
}