Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: DOCTRINE_MW_aifc_modern_blitzkrieg
Constructs: has_completed_track, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MW_aifc_modern_blitzkrieg = {
	enable = {
		has_completed_track = operations
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 10
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_berlin_accords
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, is_in_faction_with
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_berlin_accords
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = BRA_domination_of_the_americas
	}
	bypass = {
		is_in_faction_with = GER
	}
	x = -4
	y = 1
	relative_position_id = BRA_domination_of_the_americas
	cost = 5
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 0
			has_completed_focus = BRA_rome_accords
			GER = {
				has_war_with = ITA
			}
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
		GER = {
			OR = {
				has_government = fascism neutrality
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 50
		GER = {
			country_event = {
				id = JUNO_brazil_events.30
				hours = 1
			}
		}
		custom_effect_tooltip = BRA_accords_tt
		effect_tooltip = {
			IF = {
				limit = {
					GER = {
						is_in_faction = yes
					}
				}
				GER = {
					add_to_faction = ROOT
				}
			}
			ELSE = {
				event_option_tooltip = JUNO_brazil_events.30.a
			}
		}
	}
}
### Entity: Event
Component: poland.71
Constructs: is_triggered_only, ai_chance, create_country_leader, limit, add_ideas, add_stability, add_political_power, set_party_name
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.71
	title = poland.71.t
	desc = poland.71.d
	picture = GFX_report_event_polish_honor
	is_triggered_only = yes
	option = {
		name = poland.71.a
		ai_chance = {
			base = 75
		}
		set_party_name = {
			ideology = neutrality
			long_name = POL_OZN_party_long
			name = POL_OZN_party
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = POL_edward_rydz_smigly
				}
				add_political_power = 75
			} {
				limit = {
					NOT = {
						has_idea = POL_edward_rydz_smigly
					}
				}
				add_ideas = POL_edward_rydz_smigly
			}
		}
		add_country_leader_trait = POL_figurehead
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = POL_eugeniusz_kwiatkowiski POL_Janusz_Radziwill
		set_country_flag = POL_Power_Sharing_Agreement
		country_event = poland.72
	} {
		name = poland.71.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_stability = -0.1
		set_party_name = {
			ideology = neutrality
			long_name = POL_OZN_party_long
			name = POL_OZN_party
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = POL_edward_rydz_smigly
				}
				add_political_power = 75
			} {
				limit = {
					NOT = {
						has_idea = POL_edward_rydz_smigly
					}
				}
				add_ideas = POL_edward_rydz_smigly
			}
			set_country_flag = POL_rejected_Power_Sharing_Agreement
		}
		create_country_leader = {
			name = Edward Rydz-Śmigły
			picture = r56_portrait_POL_Rydz_Smigly.dds
			expire = 1965.1.1
			ideology = despotism
			traits = {
				marshal_of_poland nationalistic_tendencies army_connections r56_trait_opposed_to_communism
			}
		}
		if = {
			limit = {
				NOT = {
					has_cosmetic_tag = PLC_UNIFIED
				}
			}
			POL = {
				set_cosmetic_tag = POLS
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = POL_Kordian_Zamorski
		POL = {
			country_event = poland.73
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_focus_on_meritocratic_principles
Constructs: prerequisite, limit, completion_reward, add_to_variable, unlock_decision_tooltip, has_dlc
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_focus_on_meritocratic_principles
	icon = GFX_focus_CHI_meritocratic_principles
	prerequisite = {
		focus = CHI_reorganise_the_train
	} {
		focus = CHI_rely_on_locals
	}
	x = 1
	y = 1
	relative_position_id = CHI_reorganise_the_train
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 1300
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt generic_skip_one_line_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_experience_gain_army_factor = 0.15
			tooltip = experience_gain_army_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_army_org_factor = 0.03
			tooltip = army_org_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_max_planning_factor = 0.02
			tooltip = max_planning_factor_tt
		}
		unlock_decision_tooltip = CHI_invest_in_officer_training
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = generic_skip_one_line_tt CHI_focus_on_meritocratic_principles_tt
		}
	}
}
### Entity: Idea
Component: IVO_ai2
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = IVO
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_in_times_of_crisis
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_in_times_of_crisis
	icon = GFX_goal_generic_phone_crisis
	prerequisite = {

	}
	mutually_exclusive = {
		focus = LIE_the_rotter_opportunity LIE_establish_a_regency_council
	}
	x = 19
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: Event
Component: egypt.64
Constructs: is_triggered_only, ai_chance, has_opinion
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.64
	picture = GFX_report_event_german_advisors_remain
	title = egypt.64.t
	desc = egypt.64.d
	is_triggered_only = yes
	option = {
		name = egypt.64.a
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_opinion = {
					target = EGY
					value = > -10
				}
			}
		}
		EGY = {
			custom_effect_tooltip = available_military_high_command
			show_ideas_tooltip = wilhelm_fahrmbacher
			country_event = {
				id = egypt.65
				hours = 6
			}
		}
	} {
		name = egypt.64.b
		ai_chance = {
			base = 0
			modifier = {
				add = 90
				has_opinion = {
					target = EGY
					value = < -10
				}
			}
		}
		EGY = {
			country_event = {
				id = egypt.66
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: mongol.50
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_stability, fire_only_once, add_political_power, random_days
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.50
	title = mongol.50.t
	desc = mongol.50.d
	picture = GFX_report_event_MON_writers_intellectuals
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = mongol.51
				days = 30
				random_days = 10
			}
		}
	}
	option = {
		ai_chance = {
			base = 70
		}
		name = mongol.50.a
		set_country_flag = mon_purged_intellectuals_flag
		custom_effect_tooltip = mongol.50_tt remove_political_advisor
		show_ideas_tooltip = Mon_intellectuals_purged MON_sonombaldzshiryn_buyannemech MON_shirnengiin_ayuush MON_dansranbilegiin_dogsom
		if = {
			limit = {
				has_idea = MON_sonombaldzshiryn_buyannemech
			}
			remove_ideas = MON_sonombaldzshiryn_buyannemech
		} {
			limit = {
				has_idea = MON_shirnengiin_ayuush
			}
			remove_ideas = MON_shirnengiin_ayuush
		} {
			limit = {
				has_idea = MON_dansranbilegiin_dogsom
			}
			remove_ideas = MON_dansranbilegiin_dogsom
		}
	} {
		ai_chance = {
			base = 30
		}
		name = mongol.50.b
		add_political_power = -50
		add_stability = -0.15
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		} {
			ideology = neutrality
			popularity = 0.1
		} {
			ideology = fascism
			popularity = 0.05
		}
	}
}
### Entity: AI Strategy
Component: USA_prepare_guam_2
Constructs: build_building
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_prepare_guam_2 = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = > 1943.1.1
		638 = {
			naval_base = < 8
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = naval_base
		target = 12140
		value = 100
	}
}
### Entity: AI Strategy
Component: GER_worry_about_barbarossa_before_africa
Constructs: has_war_with, is_in_faction_with, is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_worry_about_barbarossa_before_africa = {
	allowed = {
		original_tag = GER
	}
	enable = {
		country_exists = SOV
		NOT = {
			is_in_faction_with = SOV
		}
		has_war_with = ENG
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = middle_east
		value = -30
	} {
		type = area_priority
		id = suez
		value = -200
	} {
		type = front_unit_request
		area = suez
		value = -100
	} {
		type = area_priority
		id = east_africa
		value = -200
	} {
		type = front_unit_request
		area = east_africa
		value = -100
	} {
		type = area_priority
		id = belgian_congo
		value = -200
	} {
		type = invasion_unit_request
		area = belgian_congo
		value = -50
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_combined_arms_academy
Constructs: prerequisite, has_country_flag, completion_reward, is_in_faction_with, cancel_if_invalid, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_combined_arms_academy
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = RAJ_research_city_excursions
	}
	x = -1
	y = 3
	relative_position_id = RAJ_seek_help_from_soviet
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_in_faction_with = SOV
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = RAJ_combined_arms_academy
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		add_tech_bonus = {
			name = RAJ_combined_arms_academy
			bonus = 1.0
			uses = 1
			category = armor motorized_equipment
		} {
			name = RAJ_combined_arms_academy
			bonus = 1.0
			uses = 1
			category = cat_anti_tank
		}
	}
}
### Entity: Decision
Component: NOR_nordic_research
Constructs: has_completed_focus, has_capitulated
Source: game
File: common/decisions/categories/r56_NOR_decision_categories.txt

Code:
NOR_nordic_research = {
	icon = generic_foreign_policy
	priority = 7
	allowed = {
		original_tag = NOR
	}
	visible = {
		has_capitulated = no
		has_completed_focus = NOR_expand_nordic_technology_sharing
	}
}
### Entity: Character
Component: PAR_higenio_morinigo_martinez
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_higenio_morinigo_martinez = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			cost = 50
			slot = theorist
			idea_token = PAR_higenio_morinigo_martinez
			ledger = army
			allowed = {
				original_tag = PAR
			}
			traits = {
				military_theorist
			}
		}
		portraits = {
			army = {
				small = GFX_portrait_PAR_higinio_morinigo_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			cost = 50
			slot = theorist
			idea_token = PAR_higenio_morinigo_martinez
			ledger = army
			allowed = {
				original_tag = PAR
			}
			traits = {
				military_theorist
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_3
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_heavy_tank_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_heavy_tank_organization = {
	include = generic_heavy_tank_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: Idea
Component: CZE_minority_mobilization_plan
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_minority_mobilization_plan = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = 0.05
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_capital_railroad
Constructs: prerequisite, limit, completion_reward, is_subject, is_owned_by, random_neighbor_state, build_railway
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_capital_railroad
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = HOA_a_loyal_subject
	}
	x = -1
	y = 1
	relative_position_id = HOA_a_loyal_subject
	cost = 10
	available = {
		is_subject = yes
		IF = {
			limit = {
				is_subject = yes
			}
			ROOT.OVERLORD = {
				any_owned_state = {
					any_neighbor_state = {
						is_owned_by = ROOT
					}
				}
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				is_subject = yes
				any_owned_state = {
					any_neighbor_state = {
						is_owned_by = ROOT.OVERLORD
					}
				}
			}
			capital_scope = {
				random_neighbor_state = {
					limit = {
						is_owned_by = ROOT.OVERLORD
					}
					build_railway = {
						level = 1
						start_state = THIS
						target_state = PREV
					}
				}
			}
		}
	}
}
### Entity: Character
Component: FRA_louis_kahn
Source: game
File: common/characters/FRA.txt

Code:
FRA_louis_kahn = {
	name = FRA_louis_kahn
	portraits = {
		army = {
			small = GFX_idea_louis_kahn
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = louis_kahn
		ledger = navy
		allowed = {
			original_tag = FRA
		}
		traits = {
			grand_fleet_proponent
		}
	}
}
### Entity: Idea
Component: COR_communist_guy
Constructs: has_government
Source: game
File: common/ideas/corsica.txt

Code:
COR_communist_guy = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = COR
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: ai_focus_defense
Source: game
File: common/ai_focuses/generic.txt

Code:
ai_focus_defense = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_protect_our_private_businesses
Constructs: prerequisite, has_war, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_protect_our_private_businesses
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = HON_empower_domestic_competition
	}
	relative_position_id = HON_empower_domestic_competition
	available = {
		has_war = no
	}
	x = 0
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = r56_HON_protect_our_private_businesses
	}
}
### Entity: Military Industrial Organization
Component: GER_kriegsmarinewerft_wilhelmshaven_organization
Constructs: has_completed_focus, add_trait, production_bonus, equipment_bonus, naval_speed
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_kriegsmarinewerft_wilhelmshaven_organization = {
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_GER_kriegsmarinewerft_wilhelmshaven
	allowed = {
		original_tag = GER
	}
	add_trait = {
		token = GER_mio_trait_historical_shipyard
		name = GER_mio_trait_historical_shipyard
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 8
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = GER_expand_kriegsmarinewerft
			}
		}
		production_bonus = {
			production_capacity_factor = 0.07
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = GER_mio_trait_upgrade_panzerschiffs
		name = GER_mio_trait_upgrade_panzerschiffs
		icon = GFX_generic_mio_department_icon_ship_screen_ship_engine
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		limit_to_equipment_type = {
			ship_hull_cruiser
		}
		equipment_bonus = {
			naval_speed = 0.05
			surface_visibility = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = GER_mio_trait_innovative_battleship_designs
		name = GER_mio_trait_innovative_battleship_designs
		icon = GFX_generic_mio_department_icon_ship_capital_ship_engine
		special_trait_background = yes
		relative_position_id = GER_mio_trait_upgrade_panzerschiffs
		all_parents = {
			GER_mio_trait_upgrade_panzerschiffs
		}
		position = {
			x = 0
			y = 1
		}
		limit_to_equipment_type = {
			capital_ship
		}
		equipment_bonus = {
			naval_speed = 0.05
			surface_visibility = -0.03
			naval_torpedo_enemy_critical_chance_factor = -0.05
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.14
Constructs: is_triggered_only, limit, add_autonomy_ratio, random_list, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_victory_points
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.14
	title = mongol_soviet_puppet.14.t
	desc = mongol_soviet_puppet.14.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.14.a
		effect_tooltip = {
			MON_soviet_low_influence_increase_effect = yes
			add_autonomy_ratio = {
				value = -0.05
				localization = MON_soviet_cooperation_name
			}
		}
		random_list = {
			25 = {
				random_owned_controlled_state = {
					prioritize = {
						330
					}
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					if = {
						limit = {
							state = 330
						}
						add_victory_points = {
							province = 4801
							value = 1
						}
					}
				}
			}
			10 = {
				random_owned_controlled_state = {
					prioritize = {
						820
					}
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					if = {
						limit = {
							state = 820
						}
						add_victory_points = {
							province = 1834
							value = 1
						}
					}
				}
			} {
				random_owned_controlled_state = {
					prioritize = {
						818
					}
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					if = {
						limit = {
							state = 818
						}
						add_victory_points = {
							province = 7843
							value = 1
						}
					}
				}
			} {
				random_owned_controlled_state = {
					prioritize = {
						819
					}
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant
# ... (truncated)
### Entity: AI Strategy
Component: JAP_naval_cruiser_heavy
Constructs: has_war
Source: game
File: common/ai_equipment/JAP_naval.txt

Code:
JAP_naval_cruiser_heavy = {
	category = naval
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		naval_cruiser_heavy
	}
	priority = {
		factor = 700
	}
	capital_cruiser_early = {
		priority = {
			factor = 10
		}
		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_1
				fixed_ship_anti_air_slot = empty
				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_armor_slot = ship_armor_cruiser_1
				fixed_ship_secondaries_slot = ship_dp_secondaries
				mid_1_custom_slot = empty
				mid_2_custom_slot = ship_torpedo_2
				rear_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_anti_air ship_dp_secondaries ship_medium_battery ship_radar ship_torpedo ship_airplane_launcher
		}
	}
	capital_cruiser_early_aa_upgrade = {
		priority = {
			factor = 10
			modifier = {
				factor = 10
				has_War = yes
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1100.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_medium_battery_1
				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_1
				fixed_ship_armor_slot = ship_armor_cruiser_1
				fixed_ship_secondaries_slot = ship_dp_secondaries
				mid_1_custom_slot = ship_torpedo
				mid_2_custom_slot = ship_torpedo
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_anti_air ship_dp_secondaries ship_medium_battery ship_radar ship_torpedo ship_airplane_launcher
		}
	}
	capital_cruiser_basic = {
		priority = {
			factor = 1000
		}
		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_2
				fixed_ship_anti_air_slot = empty
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_2
				fixed_ship_armor_slot = ship_armor_cruiser_2
				fixed_ship_secondaries_slot = ship_dp_secondaries
				front_1_custom_slot = ship_medium_battery_2
				mid_
# ... (truncated)