Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: all_occupied_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_occupied_country

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if all occupied countries meets the trigger. tooltip=key can be defined to override title
```
### Entity: Military Industrial Organization
Component: JAP_kayaba_industry_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_kayaba_industry_organization = {
	include = generic_helicopter_organization
	icon = GFX_idea_JAP_kayaba_industry
	allowed = {
		original_tag = JAP
		has_dlc = Gotterdammerung Arms Against Tyranny
	}
}
### Entity: Event
Component: kmt.300
Constructs: is_triggered_only, annex_country
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.300
	title = kmt.300.t
	desc = kmt.300.d
	picture = GFX_report_event_dead_soldiers
	is_triggered_only = yes
	option = {
		name = kmt.300.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Scripted Effect
Component: USA_foreign_support_pilots_effect
Constructs: add_equipment_to_stockpile, limit, every_country, has_country_flag, has_equipment, send_equipment, has_dlc
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_foreign_support_pilots_effect = {
	every_country = {
		limit = {
			has_country_flag = us_pilot_training_approved
		}
		if = {
			limit = {
				has_equipment = {
					small_plane_airframe = > 24
				}
			}
			send_equipment = {
				equipment = small_plane_airframe
				amount = 25
				target = ROOT
			}
		}
		else = {
			ROOT = {
				if = {
					limit = {
						NOT = {
							has_dlc = By Blood Alone
						}
					}
					add_equipment_to_stockpile = {
						type = fighter_equipment_0
						amount = 25
						producer = PREV
					}
				}
				else = {
					add_equipment_to_stockpile = {
						type = small_plane_airframe
						amount = 25
						producer = PREV
					}
				}
			}
		}
	}
}
### Entity: Character
Component: RAJ_v_d_savarkar
Constructs: has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_v_d_savarkar = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = RAJ_GOE_v_d_savarkar
		portraits = {
			civilian = {
				large = GFX_RAJ_veer_savarkar
			}
		}
		country_leader = {
			ideology = falangism
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = RAJ_GOE_v_d_savarkar
		portraits = {
			civilian = {
				large = GFX_RAJ_veer_savarkar
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
			traits = {
				hindu_nationalist
			}
		}
	}
}
### Entity: Event
Component: taog_news.2
Constructs: is_triggered_only
Source: game
File: events/TAOG_NewsEvents.txt

Code:
news_event = {
	id = taog_news.2
	title = taog_news.2.t
	desc = taog_news.2.desc
	picture = GFX_news_event_INS_declaration_of_independence
	major = no
	is_triggered_only = yes
	option = {
		name = taog_news.2.a
	}
}
### Entity: Character
Component: KHM_ho_tengfei
Source: game
File: common/characters/KHM.txt

Code:
KHM_ho_tengfei = {
	name = Ho Tengfei
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = KHM_ho_tengfei
		ledger = navy
		allowed = {
			original_tag = KHM
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.22
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.22
	title = NSB_soviet_fascist_tsarist.22.t
	desc = NSB_soviet_fascist_tsarist.22.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.22.a
		add_to_faction = FROM
		FROM = {
			country_event = NSB_soviet_fascist_tsarist.23
		}
	} {
		name = NSB_soviet_fascist_tsarist.22.b
		FROM = {
			country_event = NSB_soviet_fascist_tsarist.24
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_soviet_bulgarian_war_industry
Constructs: every_owned_state, prerequisite, limit, every_country, completion_reward, is_in_faction_with, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_soviet_bulgarian_war_industry
	prerequisite = {
		focus = BUL_soviet_military_exercises
	}
	icon = GFX_goal_generic_army_tanks
	relative_position_id = BUL_soviet_military_exercises
	x = 0
	y = 1
	cost = 10
	available = {
		is_in_faction_with = SOV
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = BUL_soviet_bulgarian_war_industry_flag
		} {
			limit = {
				NOT = {
					has_state_flag = BUL_soviet_bulgarian_war_industry_flag
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = BUL_soviet_bulgarian_war_industry_flag
		} {
			limit = {
				NOT = {
					has_state_flag = BUL_soviet_bulgarian_war_industry_flag
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		every_owned_state = {
			limit = {
				has_state_flag = BUL_soviet_bulgarian_war_industry_flag
			}
			clr_state_flag = BUL_soviet_bulgarian_war_industry_flag
		}
		custom_effect_tooltip = BUL_soviet_bulgarian_war_industry_research_sharing_tt
		hidden_effect = {
			every_country = {
				limit = {
					is_in_tech_sharing_group = comintern_research
				}
				remove_from_tech_sharing_group = comintern_research
				add_to_tech_sharing_group = BUL_improved_comintern_research
			}
		}
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			SOV = {
				if = {
					limit = {
						has_tech = advanced_light_tank
					}
					create_production_license = {
						target = BUL
						equipment = {
							type = light_tank_equipment_3
						}
						cost_factor = 0
					}
				} {
					limit = {
						has_tech = advanced_medium_tank
					}
					create_production_license = {
						target = BUL
						equipment = {
							type = medium_tank_equipment_3
						}
						cost_factor = 0
					}
				} {
					limit = {
						has_tech = advanced_heavy_tank
					}
					create_production_license = {
						target = BUL
						equipment = {
							type = heavy_tank_equipment_3
						}
						cost_factor = 0
					}
				} {
					limit = {
						has
# ... (truncated)
### Entity: Effect Reference
Construct: every_state
Constructs: limit, every_state, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_state

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on every State (or \"random_select_amount\" of random state if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching state with display_individual_scopes.
ex:
every_state = {
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	display_individual_scopes = yes # Optional - default = no
	... state scope effects ...
}
```
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_motorized.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_motorized.png &#8206;(53 × 31 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Idea
Component: CAT_ncs
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_ncs = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = CAT
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: BALTIC_attract_workers_to_capital
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_attract_workers_to_capital
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = BALTIC_rejoin_the_railways
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_rejoin_the_railways
	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_INDUSTRY
	}
	completion_reward = {
		capital_scope = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: news.143
Constructs: is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.143
	title = news.134.t
	desc = news.143.d
	picture = GFX_news_event_073
	major = yes
	trigger = {
		16 = {
			is_controlled_by = SOV
		} {
			is_owned_by = GER
		}
		NOT = {
			has_global_flag = liberation_of_paris_sov
		}
		has_global_flag = fall_of_france
	}
	immediate = {
		set_global_flag = liberation_of_paris_sov
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.143.a
		trigger = {
			NOT = {
				TAG = SOV GER
			}
		}
	} {
		name = news.138.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.100.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Character
Component: GER_kaiser_fake_trait
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_kaiser_fake_trait = {
	random = no
	custom_modifier_tooltip = GER_kaiser_fake_trait_tt
}
### Entity: Idea
Component: TUR_etatism_4
Constructs: stability_factor, political_power_gain, has_idea, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_etatism_4 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_etatism
	cancel = {
		has_idea = TUR_economic_collapse
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.25
		political_power_gain = -0.3
		production_speed_industrial_complex_factor = 0.15
		production_speed_infrastructure_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
	}
}
### Entity: Idea
Component: TUR_mustafa_kemal_ataturk_figurehead
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_mustafa_kemal_ataturk_figurehead = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_mustafa_kemal_ataturk
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		political_advisor_cost_factor = -0.15
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15
	}
}
### Entity: Character
Component: TON_sioape_kaho
Source: game
File: common/characters/TON.txt

Code:
TON_sioape_kaho = {
	name = TON_sioape_kaho
	portraits = {
		civilian = {
			large = gfx/leaders/TON/r56_portrait_TON_Siaope_Kaho.dds
		}
	}
	country_leader = {
		ideology = clerical_fascism
		expire = 1959.4.9
		id = -1
		traits = {
			EGY_lavish_lifestyle political_manipulator
		}
	}
}
### Entity: Idea
Component: MNT_aco2
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = MNT
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SWE_attack_unions
Constructs: neutrality_drift
Source: game
File: common/ideas/sweden.txt

Code:
SWE_attack_unions = {
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_crush_the_revolution
	modifier = {
		neutrality_drift = 0.1
		consumer_goods_factor = -0.2
	}
}
### Entity: Event
Component: r56_italy.26
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.26
	title = r56_italy.26.t
	desc = r56_italy.26.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = r56_italy.26.a
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.61
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with, has_opinion
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.61
	title = BBA_ethiopia_fascist_events.61.t
	desc = BBA_ethiopia_fascist_events.61.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.61.a
		ai_chance = {
			base = 40
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 0
				is_in_faction_with = ITA
			} {
				factor = 0
				has_opinion = {
					target = ITA
					value = > 0
				}
			} {
				add = 20
				has_war_with = ITA
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_fascist_events.62
				hours = 12
			}
		}
	} {
		name = BBA_ethiopia_fascist_events.61.b
		ai_chance = {
			base = 5
			modifier = {
				add = 10
				has_war_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_fascist_events.63
				hours = 12
			}
		}
	}
}
### Entity: Character
Component: POR_jose_manuel_sarmento_de_beires
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_jose_manuel_sarmento_de_beires = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = POR_jose_manuel_sarmento_de_beires
			ledger = air
			allowed = {
				original_tag = POR
				has_dlc = La Resistance
			}
			available = {
				has_completed_focus = POR_allow_free_elections
			}
			name = POR_jose_manuel_sarmento_de_beires
			traits = {
				air_warfare_theorist
			}
		}
		name = POR_jose_manuel_sarmento_de_beires
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = POR_jose_manuel_sarmento_de_beires
			allowed = {
				original_tag = POR
				NOT = {
					has_dlc = La Resistance
				}
			}
			ledger = air
			traits = {
				air_warfare_theorist
			}
		}
		name = POR_jose_manuel_sarmento_de_beires
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
	}
}
### Entity: Idea
Component: ITA_fake_colonial_police_law
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/italy.txt

Code:
ITA_fake_colonial_police_law = {
	name = colonial_police
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		resistance_target = -0.3
		compliance_gain = -0.02
		required_garrison_factor = -0.3
		resistance_damage_to_garrison = -0.4
	}
}
### Entity: Idea
Component: MEX_legion_of_christ_monarchist
Constructs: removal_cost, fascism_drift, neutrality_drift, mobilization_speed
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_legion_of_christ_monarchist = {
	name = MEX_legion_of_christ
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = MEX
	}
	removal_cost = -1
	allowed_civil_war = {
		original_tag = MEX
	}
	modifier = {
		fascism_drift = 0.06
		neutrality_drift = 0.06
		mobilization_speed = 0.1
	}
}
### Entity: Event
Component: INS_revolution_events.7
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.7
	title = INS_revolution_events.7.t
	desc = INS_revolution_events.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.7.a
	}
}
### Entity: Idea
Component: NAV_ar
Source: game
File: common/ideas/navarra.txt

Code:
NAV_ar = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = NAV
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: RAJ_congress_demands_increase_decision_cost
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
RAJ_congress_demands_increase_decision_cost = {
	if = {
		limit = {
			check_variable = {
				RAJ_congress_decision_cost = < 191
			}
		}
		add_to_variable = {
			RAJ_congress_decision_cost = RAJ_congress_decision_cost_increment
		}
		custom_effect_tooltip = RAJ_congress_demands_increase_decision_cost_tt
	}
	else = {
		custom_effect_tooltip = RAJ_congress_demands_increase_decision_cost_reached_max_tt
	}
}
### Entity: Order of Battle
Component: 1 Nanking Jingbei
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 1 Nanking Jingbei
	location = 11913
	division_template = Juntuán
	start_equipment_factor = 0.6
	start_experience_factor = 0.1
}
### Entity: Country History
Country: SIN
Component: SIN_technology
Constructs: set_technology
Source: game
File: history/countries/SIN - Sindh.txt

Code:
# Starting Technologies for SIN
set_technology = {
	infantry_weapons = 1
	tech_recon = 1
	tech_support = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
}
### Entity: Idea
Component: CZE_rop2_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_rop2_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.15
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.05
	}
}
### Entity: Joint Focus
Component: INSHOL_java_factories
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, is_ai, is_hired_as_advisor, random_owned_controlled_state
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_java_factories
	icon = GFX_goal_generic_construct_mil_factory
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			AND = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			original_tag = INS
		}
	}
	prerequisite = {
		focus = INSHOL_produce_own_goods INSHOL_license_dutch_weapon_blueprints
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_produce_own_goods
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0
			original_tag = HOL
			INS = {
				is_ai = no
			}
			date = < 1939.1.1
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
					impassable = no
				}
				prioritize = {
					1051 1058 335
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			custom_effect_tooltip = INS_netherlands_can_remove_autonomy_tt_200
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			INS = {
				add_autonomy_score
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_navy_torpedo
Constructs: has_war, limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_navy_torpedo = {
	if = {
		limit = {
			EAI_SS_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_navy_torpedo
		}
		if = {
			limit = {
				check_variable = {
					EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
				}
			}
			multiply_temp_variable = {
				prio_cat = 2.1
			}
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_torpedo
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
				has_war = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:magnetic_detonator
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
				has_war = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:homing_torpedo
				} {
					_prio_val = prio_cat
				}
				date = > 1942.1.1
				has_war = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_ship_torpedo_launcher
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_ship_torpedo_launcher
				} {
					_prio_val = prio_cat
				}
				date = > 1940.1.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:modern_ship_torpedo_launcher
				} {
					_prio_val = prio_cat
				}
				date = > 1944.1.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}