Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: KMT_propaganda_busted
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_propaganda_busted = {
	removal_cost = -1
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.15
	}
}
### Entity: Event
Component: japan_border_conflict.5
Constructs: is_triggered_only
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = japan_border_conflict.5
	title = japan_border_conflict.5.t
	desc = japan_border_conflict.5.desc
	picture = GFX_report_event_japanese_parade
	is_triggered_only = yes
	option = {
		name = japan_border_conflict.5.a
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_low_altitude_flights
Constructs: prerequisite, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_low_altitude_flights
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = BUL_short_range_fighter_focus
	}
	mutually_exclusive = {
		focus = BUL_compromised_approach BUL_offensive_bombing_strategy
	}
	relative_position_id = BUL_short_range_fighter_focus
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_doctrine = new_battlefield_support
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = air_doc_bonus
			bonus = 1
			uses = 1
			category = battlefield_support_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: QUE_new_france_restoration
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/QUE_decision_categories.txt

Code:
QUE_new_france_restoration = {
	icon = generic_political_actions
	allowed = {
		original_tag = QUE
	}
	visible = {
		has_completed_focus = QUE_proclaim_new_france
	}
	priority = {
		base = 0
	}
}
### Entity: Idea
Component: HUN_danuvia_inf
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_danuvia_inf = {
	picture = HUN_dunai_gepgyar
	allowed = {
		original_tag = HUN
	}
	available = {
		has_completed_focus = wuw_HUN_danuvia_submachine_guns
	}
	visible = {
		has_dlc = Gotterdammerung
	}
	ai_will_do = {
		base = 5
	}
	research_bonus = {
		infantry_weapons = 0.1
		support_tech = 0.1
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Event
Component: WW_hungary.79
Constructs: is_triggered_only
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.79
	title = WW_hungary.79.t
	desc = WW_hungary.79.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = WW_hungary.79.a
		promote_character = {
			character = ITA_vittorio_emanuele_iii
			ideology = despotism
		}
	}
}
### Entity: Faction
Component: faction_template_generic
Constructs: has_government, change_leader_rule_manpower
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_generic = {
	manifest = faction_manifest_strength_in_unity
	can_leader_join_other_factions = yes
	icon = GFX_faction_logo_generic
	visible = {
		always = no
	}
	available = {
		has_government = democratic
	}
	goals = {
		faction_goal_a_military_base faction_goal_the_atomic_race
	}
	default_rules = {
		joining_rule_neighbors_only joining_rule_has_no_offensive_war dismissal_rule_offensive_war change_leader_rule_manpower
	}
}
### Entity: Idea
Component: r56_CHL_the_popular_front
Constructs: has_government, removal_cost, democratic_drift, communism_drift, neutrality_drift
Source: game
File: common/ideas/r56_chile.txt

Code:
r56_CHL_the_popular_front = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.05
		communism_drift = 0.05
		neutrality_drift = -0.05
		stability_weekly = 0.005
	}
	picture = hol_haven_of_tolerance
}
### Entity: Idea
Component: den_motorization_of_the_army
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_motorization_of_the_army = {
	removal_cost = -1
	picture = FRA_motorized_focus
	modifier = {
		supply_node_range = 0.1
		supply_consumption_factor = -0.1
		motorized_attack_factor = 0.1
	}
}
### Entity: Character
Component: TRA_ncm
Source: game
File: common/characters/TRA.txt

Code:
TRA_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = TRA_ncm
		allowed = {
			original_tag = TRA
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_phibuns_takeover_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_focus_autohide_rule_trigger_r56, allow_branch, has_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_phibuns_takeover_r56
	icon = GFX_focus_RAJ_military_into_the_workforce
	cost = 2
	prerequisite = {
		focus = SIA_phahon_steps_down_r56
	}
	mutually_exclusive = {
		focus = SIA_songsuradets_ascendency_r56 SIA_pridis_premiership_r56
	}
	x = 9
	y = 1
	relative_position_id = SIA_phahon_steps_down_r56
	offset = {
		x = -9
		trigger = {
			has_completed_focus = SIA_phibuns_takeover_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_songsuradets_ascendency_r56 SIA_pridis_premiership_r56
			}
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SIA_phibuns_takeover_r56_tt
			has_completed_focus = SIA_phibuns_takeover_r56
		}
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		effect_tooltip = {
			SIA_phibuns_takeover_r56_effects = yes
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = SIA_limited_worker_protections_r56
				}
				swap_ideas = {
					remove_idea = SIA_limited_worker_protections_r56
					add_idea = SIA_limited_worker_protections_fas_r56
				}
			}
			add_ideas = SIA_traditionalist_opposition_r56
		}
	}
}
### Entity: Event
Component: wuw_GER_chinese_diplomacy.1
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, add_timed_idea, has_dlc, add_equipment_subsidy
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_chinese_diplomacy.1
	title = wuw_GER_chinese_diplomacy.1.t
	desc = wuw_GER_chinese_diplomacy.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_chinese_diplomacy.1.a
		ai_chance = {
			base = 100
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2500
			producer = GER
		} {
			type = support_equipment
			amount = 250
			producer = GER
		} {
			type = artillery_equipment
			amount = 100
			producer = GER
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = GER_aid_in_military_industrialization
			days = 365
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					GER
				}
			} {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					GER
				}
			} {
				cic = 1000
				equipment_type = motorized_equipment
				seller_tags = {
					GER
				}
			} {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					GER
				}
			}
		}
	}
}
### Entity: Unit Template
Component: KOR_BC_MONARCHY
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_BC_MONARCHY = {
	name = Imperial ship names
	for_countries = {
		KOR
	}
	can_use = {
		has_government = neutrality
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = KES 
	fallback_name = Battlecruiser %d
	unique = {
		Dumangang Amnokgang Daedonggang Nakdonggang Imjingang
	}
}
### Entity: AI Strategy
Component: JAP_coast_defense
Source: game
File: common/ai_navy/goals/goals_JAP.txt

Code:
JAP_coast_defense = {
	objective_type = coast_defense
	available_for = {
		JAP
	}
	min_priority = 1
	max_priority = 12
}
### Entity: State History
Component: 445
Constructs: add_core_of
Source: game
File: history/states/445-Quetta.txt

Code:
state = {
	id = 445
	name = STATE_445
	provinces = {
		4990 7847 7903 10813
	}
	manpower = 405100
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
	history = {
		owner = RAJ
		add_core_of = PAK KHL
		buildings = {
			infrastructure = 1
		}
	}
}
### Entity: Country History
Country: BHU
Component: BHU_misc
Constructs: set_technology, add_political_power, add_command_power, complete_national_focus, set_grand_doctrine, set_politics, set_popularities
Source: game
File: history/countries/BHU - Bhutan.txt

Code:
# Misc for BHU
capital = 324
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort construction_effort_2 production_effort_2 infrastructure_effort industrial_effort construction_effort production_effort
	oob = BHU_1939
	set_technology = {
		infantry_weapons = 1
		tech_mountaineers = 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
		dispersed_industry = 1
	}
	set_grand_doctrine = mass_assault
}
{
	set_politics = {
		ruling_party = neutrality
		last_election = 1936.1.1
		election_frequency = 48
		elections_allowed = no
	}
	set_popularities = {
		neutrality = 100
	}
}
### Entity: Idea
Component: AST_R56_commonwealth_aircraft_corporation_designer
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic, maximum_speed
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_commonwealth_aircraft_corporation_designer = {
	picture = generic_air_bonus
	cost = 50
	allowed = {
		original_tag = AST
	}
	available = {
		has_completed_focus = AST_R56_commonwealth_aricraft_corporation
	}
	research_bonus = {
		air_equipment = 0.15
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			air_range = 0.1
			air_agility = 0.1
			maximum_speed = 0.1
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.05
			air_agility = 0.1
			maximum_speed = 0.1
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
			air_range = 0.1
			air_ground_attack = 0.05
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.05
			air_range = 0.1
			air_ground_attack = 0.05
		}
	}
	ai_will_do = {
		factor = 2
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/FIN_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = FIN
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:FIN_valtion_kivaaritehdas_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = FIN
		}
		requested_factories = 1
		progress = 0.25
		efficiency = 100
	}
}
### Entity: Character
Component: GER_karl_heinrich_emil_becker
Source: game
File: common/characters/GER.txt

Code:
GER_karl_heinrich_emil_becker = {
	name = GER_karl_heinrich_emil_becker
	portraits = {
		army = {
			large = GFX_portrait_GER_karl_heinrich_emil_becker
		}
	}
	scientist = {
		traits = {
			scientist_trait_artillery_specialist scientist_trait_fast_learner
		}
		skills = {
			specialization_land = 2
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_radar_focus
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_radar_focus
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = ALG_cas_focus ALG_fighter_focus
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 43
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_radar_idea
	}
}
### Entity: Trigger Reference
Construct: has_completed_subdoctrine
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_completed_subdoctrine

* Supported Scopes: COUNTRY
* Supported Targets: none

Checks if the current country has ever completed the specified subdoctrine (even if it was later switched out).

	### Examples
	```
	TAG = {
		has_completed_subdoctrine = mobile_infantry
	}
	```
### Entity: Character
Component: SAN_great_war_hero
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SAN_great_war_hero = {
	war_support_factor = 0.05
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
}
### Entity: Scripted Trigger
Component: USA_strategic_shield_cracked
Constructs: has_capitulated
Source: game
File: common/scripted_triggers/USA_scripted_triggers.txt

Code:
USA_strategic_shield_cracked = {
	OR = {
		ENG = {
			has_capitulated = yes
		}
		SOV = {
			has_capitulated = yes
		}
	}
}
### Entity: AI Strategy
Component: spanish_civil_war_SOV
Constructs: has_government, has_dlc, has_global_flag, has_civil_war
Source: game
File: common/ai_strategy/SOV.txt

Code:
spanish_civil_war_SOV = {
	allowed = {
		original_tag = SOV
		NOT = {
			has_dlc = La Resistance
		}
	}
	enable = {
		has_government = communism
		has_global_flag = spanish_civil_war
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = befriend
		id = SPR
		value = 100
	}
}
### Entity: Event
Component: POL_habsburg_events.101
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = POL_habsburg_events.101
	title = POL_habsburg_events.101.t
	desc = POL_habsburg_events.101.desc
	picture = GFX_report_event_generic_parliament
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = POL_habsburg_events.101.a
		ai_chance = {
			base = 30
		}
		custom_effect_tooltip = HUN_crowned_habsburg_tt
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_develop_the_south
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_develop_the_south
	available = {
		has_full_control_of_state = 6 34 977 980 8
	}
	cancel_if_invalid = yes
	prerequisite = {
		focus = HOL_revive_the_buffer_state_proposal
	}
	icon = GFX_goal_generic_construct_civilian
	x = 0
	y = 1
	relative_position_id = HOL_revive_the_buffer_state_proposal
	cost = 10
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		977 = {
			if = {
				limit = {
					977 = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		34 = {
			if = {
				limit = {
					34 = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
		8 = {
			if = {
				limit = {
					8 = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Modifier Reference
Construct: dont_lose_dig_in_on_attack
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## dont_lose_dig_in_on_attack

* Boolean
* **Categories**: army, defensive
### Entity: National Focus
Tree: usa_focus
Component: USA_national_employment_strategy
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_national_employment_strategy
	icon = GFX_focus_generic_industry_3
	x = -2
	y = 3
	prerequisite = {
		focus = USA_privatize_the_TVA
	} {
		focus = USA_de_regulate_the_banking_sector
	}
	relative_position_id = USA_ally_with_the_silver_shirts
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = USA_banking_sector_deregulation
			add_idea = USA_national_employment_strategy
		}
		USA_great_depression_level_down = yes
	}
}
### Entity: Idea
Component: AZR_generic_morale
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_generic_morale = {
	ledger = army
	picture = generic_air_south_america_2
	allowed = {
		original_tag = AZR
	}
	traits = {
		army_chief_morale_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: naval_decision_category
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
naval_decision_category = {
	icon = MTG_naval_treaties
	picture = GFX_decision_cat_picture_naval_treaties
	visible = {
		num_of_naval_factories = > 0
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_reach_out_to_expats
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_reach_out_to_expats
	icon = GFX_focus_CHI_ally_taiwanese_peoples_party
	prerequisite = {
		focus = CHI_leverage_contacts
	}
	x = 0
	y = 1
	relative_position_id = CHI_leverage_contacts
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = CHI_foreign_economic_support
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_reach_out_to_expats_tt
	}
}
### Entity: Modding Documentation
Construct: casualties_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### casualties_k
* description: Check the amount of casualties in thousands a country has suffered in all of it's wars
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: ICE_viking_spirit_aegir_fenrir_freja
Constructs: stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_aegir_fenrir_freja = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		political_power_gain = 0.15
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
		army_org_factor = 0.1
		army_attack_factor = 0.1
		stability_factor = 0.05
		conscription = 0.01
		conscription_factor = 0.05
	}
}
### Entity: Character
Component: GER_reich_minister_of_economy
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_minister_of_economy = {
	sprite = 10
	random = no
	consumer_goods_factor = -0.1
	production_speed_supply_node_factor = 0.15
	production_lack_of_resource_penalty_factor = -0.05
	industry_free_repair_factor = 0.15
}
### Entity: Event
Component: SEA_japan_foreign_policy.28
Constructs: is_triggered_only, limit, fire_only_once, every_controlled_state
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.28
	title = SEA_japan_foreign_policy.28.t
	desc = SEA_japan_foreign_policy.28.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.28.a
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 818 817 330 820 819 564 329 654 760 756 621 746 612 611 761 563 566 616
					}
				}
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: Game Rule
Component: maximum_fort_level
Source: game
File: common/game_rules/00_game_rules.txt

Code:
maximum_fort_level = {
	name = RULE_MAXIMUM_FORT_LEVEL
	group = RULE_GROUP_GAMEPLAY
	icon = GFX_maximum_fort_level
	option = {
		name = normal
		text = RULE_OPTION_NORMAL
		desc = RULE_MAXIMUM_FORT_LEVEL_NORMAL_DESC
	} {
		name = level_1
		text = RULE_OPTION_1
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	} {
		name = level_2
		text = RULE_OPTION_2
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	} {
		name = level_3
		text = RULE_OPTION_3
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	} {
		name = level_4
		text = RULE_OPTION_4
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	} {
		name = level_5
		text = RULE_OPTION_5
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	} {
		name = level_6
		text = RULE_OPTION_6
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	} {
		name = level_7
		text = RULE_OPTION_7
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	} {
		name = level_8
		text = RULE_OPTION_8
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	} {
		name = level_9
		text = RULE_OPTION_9
		desc = RULE_MAXIMUM_FORT_LEVEL_DESC
	}
}
### Entity: Unit Template
Component: EGY_CV_HISTORICAL
Source: game
File: common/units/names_ships/EGY_ship_names.txt

Code:
EGY_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		EGY
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARS 
	fallback_name = Aircraft Carrier %d
	unique = {

	}
}