Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_joint_tank_development
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_joint_tank_development
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = CHI_sea_hire_soviet_designer
	}
	x = 2
	y = 3
	relative_position_id = CHI_sea_purchase_tanks
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		}
	}
	available = {
		SOV_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			add_to_tech_sharing_group = CHI_joint_tank_development
		}
		add_to_tech_sharing_group = CHI_joint_tank_development
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_council_for_economics_and_finances
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_council_for_economics_and_finances
	icon = GFX_goal_generic_economics_reform
	prerequisite = {
		focus = BRA_R56_coffee_crisis_aftermath
	}
	relative_position_id = BRA_R56_coffee_crisis_aftermath
	x = -2
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = {
			bra_eficiencia_1
		}
	}
}
### Entity: Event
Component: BBA_italy_democratic_events.02
Constructs: is_triggered_only, add_ideas
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_democratic_events.02
	title = BBA_italy_democratic_events.02.t
	desc = BBA_italy_democratic_events.02.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_democratic_events.02.a
		add_ideas = ITA_scientific_cooperation_ns
	}
}
### Entity: Doctrine
Component: operations
Source: game
File: common/doctrines/tracks/land_doctrine_tracks.txt

Code:
operations = {
	name = DOCTRINE_TRACK_OPERATIONS
	background = GFX_tac_operation_bg
	icon = GFX_doctrine_milestone_operations_land
	icon_frame = GFX_doctrine_decor_land
	mastery = {
		multiplier = 0.7
		categories = {
			category_all_infantry category_line_artillery category_artillery category_tanks category_all_armor
		}
	}
}
### Entity: Event
Component: turkey.15
Constructs: is_triggered_only, ai_chance, set_country_flag, random_hours
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.15
	title = turkey.15.t
	desc = turkey.15.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = turkey.15.a
		ai_chance = {
			base = 10
		}
		set_country_flag = SOV_supported_TUR_in_civil_war
		FROM = {
			country_event = {
				id = turkey.16
				hours = 4
				random_hours = 2
			}
		}
	} {
		name = turkey.15.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = turkey.17
				hours = 4
				random_hours = 2
			}
		}
	}
}
### Entity: Idea
Component: ICE_den_investment3
Constructs: production_speed_buildings_factor, is_subject_of
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_den_investment3 = {
	picture = generic_goods_red_bonus
	available = {
		is_subject_of = DEN
	}
	cancel = {
		NOT = {
			is_subject_of = DEN
		}
	}
	modifier = {
		production_speed_buildings_factor = 0.3
		consumer_goods_factor = -0.35
	}
}
### Entity: Event
Component: bftb_greece.210
Constructs: is_triggered_only, limit, add_war_support, add_stability, add_opinion_modifier
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.210
	title = bftb_greece.210.t
	desc = bftb_greece.210.desc
	picture = GFX_report_event_gre_militaristic_march
	is_triggered_only = yes
	option = {
		name = bftb_greece.210.a
		custom_effect_tooltip = megali_idea_honoured_tt
		add_stability = 0.05
		if = {
			limit = {
				tag = ITA
			}
			add_war_support = -0.05
		}
		add_opinion_modifier = {
			target = GRE
			modifier = GRE_honored_their_promise
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_establish_personality_cult
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader_ideology, add_country_leader_trait
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_establish_personality_cult
	icon = GFX_goal_generic_socialism_fist
	cost = 10
	x = 1
	y = 1
	relative_position_id = LUX_adopt_soviet_policies
	prerequisite = {
		focus = LUX_adopt_soviet_policies
	}
	mutually_exclusive = {
		focus = LUX_follow_destalinisation
	}
	available = {
		OR = {
			has_country_leader_ideology = stalinism anti_revisionism
		}
	}
	completion_reward = {
		add_ideas = r56i_laws_leadership_cult
		custom_effect_tooltip = generic_skip_one_line_tt
		add_country_leader_trait = JUNO_cult_of_personality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: POL_ava
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_ava = {
	allowed = {
		original_tag = POL
		has_dlc = Poland: United and Ready
	}
	picture = generic_industrial_concern_2
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_global_flag
Source: game
File: common/scripted_localisation/EAI_general_config_scripted_loc.txt

Code:
defined_text = {
	name = EAI_GetLendLeaseSetting
	text = {
		trigger = {
			has_global_flag = EAI_lend_lease
		}
		localization_key = GFX_EAI_checkbox_on
	} {
		trigger = {
			NOT = {
				has_global_flag = EAI_lend_lease
			}
		}
		localization_key = GFX_EAI_checkbox_off
	}
}
### Entity: Idea
Component: POR_slowly_modernizing_armed_forces
Constructs: war_support_factor, has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_slowly_modernizing_armed_forces = {
	picture = ETH_conservative_high_command
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		NOT = {
			has_government = neutrality
		}
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.05
		army_org_factor = -0.05
		war_support_factor = -0.05
		experience_gain_army_factor = -0.2
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_reestablish_the_royal_council
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_reestablish_the_royal_council
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = COG_devout_catholic_kingdom COG_bundu_dia_kongo
	}
	x = -1
	y = 1
	relative_position_id = COG_devout_catholic_kingdom
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = COG_royal_council_of_kongo_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		COG_vast_uncentralized_nation_modifier_level_down = yes
	}
}
### Entity: Event
Component: cityfall.32
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.32
	title = cityfall.32.t
	desc = cityfall.32.d
	picture = GFX_news_event_fall_of_moscow
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_moscow_ita
	}
	option = {
		name = cityfall.32.a
		trigger = {
			NOT = {
				TAG = SOV ITA
			}
		}
	} {
		name = cityfall.32.b
		trigger = {
			TAG = ITA
		}
	} {
		name = cityfall.32.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_the_stockholm_paris_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_subject, build_army
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_the_stockholm_paris_plan = {
	name = Bonjour!
	desc = Vive Le France
	allowed = {
		original_tag = SWE
	}
	enable = {
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		has_completed_focus = SWE_demand_danish_referendum
		has_government = neutrality
		FRA = {
			OR = {
				has_completed_focus = FRA_brumaire_movement FRA_side_with_the_orleanists FRA_support_the_legitimatises
			}
		}
	}
	abort = {
		OR = {
			has_government = communism fascism
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_swedish_french_ties
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 100
	} {
		type = alliance
		id = FRA
		value = 100
	} {
		type = befriend
		id = FRA
		value = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: kmt.332
Constructs: is_triggered_only, add_opinion_modifier, swap_ideas, remove_idea, add_idea, set_country_flag, add_to_variable
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.332
	title = kmt.332.t
	desc = kmt.332.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = kmt.332.a
		add_opinion_modifier = {
			target = FROM
			modifier = more_sino_german_coop
		}
		FROM = {
			add_opinion_modifier = {
				target = GER
				modifier = more_sino_german_coop
			}
			custom_effect_tooltip = r56_newline KMT_150_ger_funds_tt
			swap_ideas = {
				remove_idea = german_advisors
				add_idea = KMT_sino_german_joint_research_ger_adv
			}
			set_country_flag = KMT_german_approved
			country_event = {
				id = kmt.333
			}
			add_to_variable = {
				var = KMT_eco_ger
				value = 300
			}
		}
	} {
		name = kmt.332.b
		FROM = {
			country_event = {
				id = kmt.334
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_hold_africa
Constructs: has_war_with, is_core_of, is_on_continent, is_controlled_by
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_hold_africa = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		date = > 1937.6.1
	}
	abort = {
		OR = {
			any_owned_state = {
				is_core_of = ITA
				is_on_continent = europe
				NOT = {
					is_controlled_by = ITA
				}
			}
			NOT = {
				has_war_with = ENG
			}
			date = > 1942.9.1
		}
	}
	ai_strategy = {
		type = area_priority
		id = central_north_africa
		value = 100
	} {
		type = put_unit_buffers
		ratio = 0.025
		states = {
			451 663 450
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = put_unit_buffers
		ratio = 0.035
		states = {
			448 458
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = theatre_distribution_demand_increase
		id = 448
		value = 4
	} {
		type = theatre_distribution_demand_increase
		id = 450
		value = 2
	} {
		type = theatre_distribution_demand_increase
		id = 447
		value = 2
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_mobilize_the_reserves
Constructs: division_template, prerequisite, has_war, limit, add_war_support, completion_reward, has_war_support, is_locked
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_mobilize_the_reserves
	icon = GFX_goal_generic_army_mobilization
	prerequisite = {
		focus = MON_organize_army_inspection
	}
	x = -1
	y = 1
	relative_position_id = MON_organize_army_inspection
	cost = 5
	available = {
		has_war_support = > 0.5
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_war = no
			}
			custom_effect_tooltip = MON_unpopular_decision_while_at_peace
			add_war_support = -0.05
		}
		custom_effect_tooltip = MON_raises_cavalry_regiments_across_the_country_tt
		hidden_effect = {
			MON = {
				division_template = {
					name = Morit Diviziin
					division_names_group = MON_CAV_01
					is_locked = no
					regiments = {
						cavalry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						}
					}
				}
			}
			every_controlled_state = {
				create_unit = {
					division = name = "Morit Diviziin" division_template = "Morit Diviziin" start_experience_factor = 0.2 start_equipment_factor = 0.7
					owner = MON
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: czech.27
Constructs: is_triggered_only
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.27
	title = czech.25.t
	desc = czech.27.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = unfortunate
		hidden_effect = {

		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_loyalty_to_the_cause
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_trait, set_party_name, set_rule, create_faction_from_template
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_loyalty_to_the_cause
	icon = GFX_goal_generic_demand_territory
	x = 1
	y = 2
	prerequisite = {
		focus = FRA_destroy_the_counter_revolution
	}
	mutually_exclusive = {
		focus = FRA_loyalty_to_moscow FRA_anti_fascist_coalition
	}
	relative_position_id = FRA_revolution_to_the_utmost
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		promote_character = FRA_rene_nicod
		add_trait = {
			character = FRA_rene_nicod
			ideology = marxism
			trait = proletariat_internationalist
		}
		set_party_name = {
			ideology = communism
			long_name = FRA_union_populaire_long
			name = FRA_union_populaire
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_POR_popular_front_bloc
			name = FRA_communist_faction
			icon = GFX_faction_logo_generic_14
		}
		create_operative_leader = {
			name = Jacques Duclos
			GFX = GFX_portrait_jacques_duclos
			traits = {
				operative_infiltrator operative_natural_orator
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				FRA
			}
		}
	}
}
### Entity: Idea
Component: GER_prepare_for_the_next_blockade_got
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_prepare_for_the_next_blockade_got = {
	name = GER_prepare_for_the_next_blockade
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_fuel_silo_factor = 0.1
		production_speed_supply_node_factor = 0.15
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_promote_electronic_developments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_promote_electronic_developments
	icon = GFX_goal_generic_radar2
	relative_position_id = ISR_foreign_experts
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_foreign_experts
	}
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = ISR_promote_electronic_developments
			bonus = 1.5
			category = electronics
			uses = 2
		} {
			name = ISR_promote_electronic_developments
			bonus = 1
			category = industry
			uses = 1
		}
	}
}
### Entity: Event
Component: generic.13
Constructs: is_triggered_only
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.13
	title = generic.13.t
	desc = generic.13.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = generic.12.a
		custom_effect_tooltip = canals_tt
	}
}
### Entity: Event
Component: EYE_swiss.10
Constructs: is_triggered_only, add_to_faction, create_wargoal, take_state_focus
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.10
	title = EYE_swiss.10.t
	desc = EYE_swiss.10.desc
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = EYE_swiss.10.a
		FROM = {
			add_to_faction = ROOT
		}
	} {
		name = EYE_swiss.10.b
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				848
			}
		}
	}
}
### Entity: Idea
Component: synarchist_youth
Constructs: has_government, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
synarchist_youth = {
	name = synarchist_youth
	picture = generic_fascism_drift_2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	modifier = {
		conscription = 0.01
	}
}
### Entity: Character
Component: SWI_carl_stucki
Source: game
File: common/characters/SWI.txt

Code:
SWI_carl_stucki = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_carl_stucki
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_diplomat
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
		}
	}
	name = SWI_carl_stucki
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_carl_stucki_small
			large = GFX_portrait_SWI_carl_stucki
		}
	}
}
### Entity: Unit Template
Component: PHI_PAR_01
Source: game
File: common/units/names_divisions/PHI_names_divisions.txt

Code:
PHI_PAR_01 = {
	name = Airborne Division
	for_countries = {
		PHI MAL BOT KEN PAK ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dth Philippine Airborne Div.
	ordered = {
		1 = {
			%dst Philippine Airborne Div.
		}
		2 = {
			%dnd Philippine Airborne Div.
		}
		3 = {
			%drd Philippine Airborne Div.
		}
		4 = {
			%dth Philippine Airborne Div.
		}
		5 = {
			%dth Philippine Airborne Div.
		}
		6 = {
			%dth Philippine Airborne Div.
		}
		7 = {
			%dth Philippine Airborne Div.
		}
		8 = {
			%dth Philippine Airborne Div.
		}
		9 = {
			%dth Philippine Airborne Div.
		}
		10 = {
			%dth Philippine Airborne Div.
		}
	}
}
### Entity: Character
Component: SIA_ananda_scholar_2
Constructs: research_speed_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_scholar_2 = {
	random = no
	sprite = 13
	research_speed_factor = 0.1
}
### Entity: Idea
Component: maizuru_naval_arsenal
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/japan.txt

Code:
maizuru_naval_arsenal = {
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Operation
Component: infiltration_paradrop
Constructs: has_equipment
Source: game
File: common/operation_phases/lar_infiltration.txt

Code:
infiltration_paradrop = {
	name = infiltration_paradrop
	desc = infiltration_paradrop_desc
	outcome = infiltration_paradrop_outcome
	picture = GFX_phase_infiltration_airplane
	icon = GFX_phase_infiltration_airplane_small
	requirements = {
		ROOT = {
			has_equipment = {
				transport_plane_equipment = > 0
			}
		}
	}
	equipment = {
		transport_plane_equipment = 1
	}
	return_on_complete = yes
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_sideline_cho_man_sik
Constructs: prerequisite, has_government, completion_reward, complete_tooltip, add_popularity
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_sideline_cho_man_sik
	icon = GFX_goal_crush_resistance
	prerequisite = {
		focus = KOR_peoples_committee_of_korea
	}
	x = 4
	y = 1
	relative_position_id = KOR_peoples_committee_of_korea
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	available_if_capitulated = yes
	complete_tooltip = {

	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = -0.4
		} {
			ideology = neutrality
			popularity = -0.4
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_approach_germany
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, set_technology
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_approach_germany
	icon = GFX_goal_molotov_ribbentrop_pact
	prerequisite = {
		focus = SOV_policy_of_individual_security
	} {
		focus = SOV_anti_capitalist_policies
	}
	x = 0
	y = 2
	relative_position_id = SOV_policy_of_individual_security
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		} {
			has_war_with = GER
		}
		country_exists = GER
		GER = {
			SOV_is_valid_subject = yes
		}
		is_subject = no
	}
	bypass = {
		NOT = {
			country_exists = GER
		}
	}
	search_filters = {

	}
	completion_reward = {
		GER = {
			country_event = {
				id = NSB_soviet_soviet_german_trade_agreement.1
				hours = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				if = {
					limit = {
						NOT = {
							has_tech = basic_ship_hull_cruiser
						}
					}
					set_technology = {
						basic_ship_hull_cruiser = 1
					}
				} {
					limit = {
						NOT = {
							has_tech = basic_cruiser_armor_scheme
						}
					}
					set_technology = {
						basic_cruiser_armor_scheme = 1
					}
				} {
					limit = {
						has_tech = basic_heavy_battery
					}
					create_equipment_variant = {
						name = Hipper Class
						type = ship_hull_cruiser_2
						name_group = SOV_CA_HISTORICAL
						parent_version = 0
						modules = {
							fixed_ship_battery_slot = ship_medium_battery_2
							fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_fire_control_system_slot = ship_fire_control_system_0
							fixed_ship_radar_slot = empty
							fixed_ship_engine_slot = cruiser_ship_engine_1
							fixed_ship_secondaries_slot = empty
							fixed_ship_armor_slot = ship_armor_cruiser_2
							front_1_custom_slot = ship_anti_air_1
							mid_1_custom_slot = ship_torpedo_1
							mid_2_custom_slot = ship_airplane_launcher_1
							rear_1_custom_slot = ship_medium_battery_2
						}
					}
				} {
					limit = {
						has_government = communism
					}
					add_tech_bonus = {
						name = NSB_soviet_soviet_german_trade_agreement_tech_bonus_name
						bonus = 0.5
						uses = 2
						category = ship_modules_tech bb_tech dd_tech
					}
				}
				else = {
					create_equipment_variant = {
						name = Hipper Class
						type = ship_hull_cruiser_2
						name_group = SO
# ... (truncated)
### Entity: Character
Component: BOT_ncm
Source: game
File: common/characters/BOT.txt

Code:
BOT_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = BOT_ncm
		allowed = {
			original_tag = BOT
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Character
Component: democratic_socialist
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
democratic_socialist = {
	sprite = 13
	random = no
	democratic_drift = 0.03
}
### Entity: Scripted Effect
Component: MAN_low_legitimacy_level_down_twice2
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_MAN_scripted_effects.txt

Code:
MAN_low_legitimacy_level_down_twice2 = {
	if = {
		limit = {
			has_idea = MAN_low_legitimacy_12
		}
		remove_ideas = MAN_low_legitimacy_12
	} {
		limit = {
			has_idea = MAN_low_legitimacy_22
		}
		remove_ideas = MAN_low_legitimacy_22
	} {
		limit = {
			has_idea = MAN_low_legitimacy_3
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_32
			add_idea = MAN_low_legitimacy_12
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_42
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_42
			add_idea = MAN_low_legitimacy_22
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_52
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_52
			add_idea = MAN_low_legitimacy_32
		}
	}
}