Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: cityfall.1
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.1
	title = cityfall.1.t
	desc = cityfall.1.d
	picture = GFX_news_event_fall_of_london
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_london_usa
	}
	option = {
		name = cityfall.1.a
		trigger = {
			NOT = {
				TAG = USA ENG
			}
		}
	} {
		name = cityfall.1.b
		trigger = {
			TAG = USA
		}
	} {
		name = cityfall.1.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Country History
Country: MPL
Component: MPL_army
Source: game
File: history/countries/MPL - Mandate of Palestine.txt

Code:
# OOB & Army Setup for MPL
oob = MPL_1936
### Entity: AI Strategy
Component: CZE_mun_alternate_strategy_plan_democratic
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CZE_mun_alternate_strategy_plan.txt

Code:
CZE_mun_alternate_strategy_plan_democratic = {
	name = CZE aims to be a good little democracy
	desc = Let's all be friends!
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	enable = {
		OR = {
			has_country_flag = CZE_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = CZE_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CZE_force_the_industrialists_hand CZE_national_defense_act CZE_mobilize_the_reserves CZE_raise_more_industrial_funds CZE_the_second_fortification_program CZE_coalition_building CZE_placate_benes_faction CZE_no_compromise_with_the_sdp CZE_devaluate_the_koruna CZE_keep_focus_on_weapon_exports CZE_expand_existing_armory_plants CZE_establish_a_armament_factory_in_uhersky_brod CZE_the_slovak_arrow CZE_continue_the_central_bohemia_plan CZE_free_tuka CZE_reorient_the_broad_coalition CZE_continue_armed_force_reform CZE_king_of_the_castle CZE_closer_ties_with_the_moderate_germany_parties CZE_contact_henlein CZE_deepend_ties_with_the_trademans CZE_grow_ckd_secondary_facilities CZE_bolster_domestic_construction CZE_bastion_of_liberty CZE_expand_prf_science_facilities CZE_truth_prevails CZE_complete_reconciliation CZE_complete_the_power_grid CZE_profit_off_the_spanish_civil_war CZE_complete_capitulation CZE_prepare_for_exile CZE_full_faith_in_hacha CZE_cut_carpathia_loose CZE_gottwald_faction CZE_merge_skodas_consumer_good_plants CZE_consolidate_mining_operations CZE_merge_the_oil_companies CZE_giant_of_central_europe_industry
	}
	research = {
		industry = 30.0
		infantry_tech = 5.0
		armor = 25.0
		artillery = 18.0
		support_tech = 0
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
		prince_of_terror = 0
		backroom_backstabber = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		CZE_strengthen_the_little_entente = 0
		CZE_improve_balkan_trade_relations = 0
		CZE_destroy_the_fascist_threats = 0
		CZE_strike_at_the_heart_of_bolshevism = 0
	}
}
### Entity: Decision
Component: HUN_territorial_revision_category
Constructs: has_completed_focus, limit, has_government, has_war_with, has_country_flag, is_ai, is_owned_and_controlled_by, complete_effect
Source: game
File: common/decisions/HUN.txt

Code:
HUN_territorial_revision_category = {
	HUN_demand_west_banat = {
		priority = 50
		icon = GFX_decision_generic_operation
		ai_will_do = {
			base = 2
		}
		allowed = {
			original_tag = HUN
		}
		visible = {
			has_completed_focus = wuw_HUN_reaffirm_territorial_claims
		}
		target_trigger = {
			FROM = {
				OR = {
					controls_state = 764
					any_subject_country = {
						is_ai = yes
						controls_state = 764
					}
				}
				NOT = {
					has_war_with = ROOT
					original_tag = ROOT
				} {
					has_country_flag = HUN_refused_banatian_demands HUN_sent_banatian_demands
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 764
			}
		}
		available = {
			OR = {
				has_completed_focus = wuw_HUN_demand_the_vojvodina
				45 = {
					is_owned_and_controlled_by = ROOT
				}
			}
		}
		target_root_trigger = {
			original_tag = HUN
		}
		cost = 75
		complete_effect = {
			FROM = {
				country_event = {
					id = WW_hungary.17
					days = 2
					random = 3
				}
				hidden_effect = {
					set_country_flag = HUN_sent_banatian_demands
				}
			}
		}
	}
	HUN_reintigrate_southern_slovakia = {
		priority = 40
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 100
		}
		highlight_states = {
			highlight_state_targets = {
				state = 664
			}
		}
		allowed = {
			original_tag = HUN
		}
		visible = {
			original_tag = HUN
			OR = {
				has_completed_focus = wuw_HUN_reaffirm_territorial_claims wuw_HUN_reclaim_the_slovak_possessions
			}
			NOT = {
				has_country_flag = HUN_reintigrated_south_slovakia_flag
			}
			664 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			OR = {
				has_completed_focus = wuw_HUN_reaffirm_territorial_claims wuw_HUN_reclaim_the_slovak_possessions
			}
			controls_state = 664
		}
		days_remove = 35
		cost = 50
		complete_effect = {

		}
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			IF = {
				limit = {
					664 = {
						is_claimed_by = ROOT
					}
				}
				664 = {
					remove_claim_by = ROOT
				}
			} {
				limit = {
					664 = {
						NOT = {
							is_core_of = ROOT
						}
					}
				}
				664 = {
					add_core_of = ROOT
				}
			}
			hidden_effect = {
				set_country_flag = HUN_reintigrated_south_slovakia_flag
			}
		}
	}
	HUN_reintigrate_western_slovakia = {
		priority = 39
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 8
# ... (truncated)
### Entity: National Focus
Tree: adu_focus
Component: ADU_reinforce_muslim_brotherhood
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_reinforce_muslim_brotherhood
	icon = GFX_goal_EGY_muslim_brotherhood
	prerequisite = {
		focus = ADU_listen_to_the_islamists ADU_entrench_the_islamic_party
	}
	relative_position_id = ADU_listen_to_the_islamists
	x = -1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = fascism neutrality
			NOT = {
				has_completed_focus = ADU_unite_the_opposition
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = PAK_Allah_and_State
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: CZE.200
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.200
	title = CZE.200.t
	desc = CZE.200.d
	picture = GFX_CZKE_jan_syrovy_report
	is_triggered_only = yes
	option = {
		name = CZE.200.a
		ai_chance = {
			factor = 0.9
		}
		add_ideas = CZE_jan_syrovy
	} {
		name = CZE.200.b
		ai_chance = {
			factor = 0.1
		}
		add_political_power = 40
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_fund_the_film_department
Constructs: prerequisite, limit, add_war_support, has_country_flag, completion_reward, set_temp_variable, add_popularity, swap_ideas
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_fund_the_film_department
	icon = GFX_focus_GER_fund_the_film_department
	prerequisite = {
		focus = GER_ministry_of_public_enlightenment
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_ministry_of_public_enlightenment
	cost = @inner_circle_time_tier_2
	available = {
		if = {
			limit = {
				has_country_flag = GER_fund_the_film_department_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_2
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_joseph_goebbels
					FLAG_DAYS = [?GER_fund_the_film_department_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_joseph_goebbels
					FOCUS = GER_ascension_of_goebbels
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		swap_ideas = {
			remove_idea = GER_goebbels_reich_minister_of_propaganda_ministry
			add_idea = GER_goebbels_reich_minister_of_propaganda_film
		}
		show_ideas_tooltip = GER_leni_riefenstahl
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_empire_6
Constructs: prerequisite, completion_reward, modify_tech_sharing_bonus
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_empire_6
	icon = GFX_goal_tfv_generic_tech_sharing
	ai_will_do = {
		factor = 2
	}
	x = 2
	y = 7
	prerequisite = {
		focus = MAL_the_empire_4
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		modify_tech_sharing_bonus = {
			id = commonwealth_research
			bonus = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: MEX_category_territorial_integration
Constructs: has_dlc
Source: game
File: common/decisions/categories/MEX_decision_categories.txt

Code:
MEX_category_territorial_integration = {
	icon = border_war
	priority = 90
	allowed = {
		has_dlc = Man the Guns
		original_tag = MEX
	}
}
### Entity: Trigger Reference
Construct: num_divisions
Constructs: num_divisions, has_army_size
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_divisions

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Will compare towards the amount of divisions a country has control over, if strength matters use has_army_size.
```
### Entity: National Focus
Tree: kor_focus
Component: KOR_defensive_preparation
Constructs: prerequisite, limit, add_ideas, completion_reward, has_offensive_war, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_defensive_preparation
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = KOR_apply_democratic_program KOR_internationalism_focus
	}
	relative_position_id = KOR_apply_democratic_program
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ROOT = {
			has_offensive_war = no
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = deterrence
		if = {
			limit = {
				ROOT = {
					has_full_control_of_state = 525
				}
			}
			525 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = 7125
					instant_build = yes
				}
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = 920
				}
			}
			920 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 4056
					instant_build = yes
				}
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = 527
				}
			}
			527 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = 4052
					instant_build = yes
				}
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = 917
				}
			}
			917 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 1003
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Order of Battle
Component: 2a Brigada Montaña
Constructs: division_template
Source: game
File: history/units/SPR_1936.txt

Code:
division = {
	name = 2a Brigada Montaña
	location = 740
	division_template = Brigada Montaña
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_remember_red_vienna
Constructs: prerequisite, completion_reward, add_dynamic_modifier, set_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_remember_red_vienna
	icon = GFX_goal_generic_industrial_unionism
	relative_position_id = AUS_restart_linz_program
	x = 3
	y = 1
	prerequisite = {
		focus = AUS_restart_linz_program AUS_bring_in_left
	}
	bypass = {
		NOT = {
			controls_state = 4
		}
	}
	cost = 5
	completion_reward = {
		4 = {
			add_dynamic_modifier = {
				modifier = r56_AUS_red_vienna
			}
		}
		custom_effect_tooltip = AUS_removed_if_not_socialist AUS_crackdown_time_down_tt
		set_variable = {
			AUS_crackdown_time = 55
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_cement_control_of_the_baltic
Constructs: set_state_owner_to, prerequisite, limit, completion_reward, cancel_if_invalid, has_full_control_of_state, has_autonomy_state, set_compliance
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_cement_control_of_the_baltic
	icon = GFX_focus_SWE_the_narvik_solution
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_nordic_defense_fleet
	}
	relative_position_id = SWE_nordic_defense_fleet
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		910 = {
			if = {
				limit = {
					controller = {
						has_full_control_of_state = PREV
						has_autonomy_state = autonomy_aat_defense_council_member
					}
				}
				set_state_owner_to = ROOT
				set_compliance = 100
			} {
				limit = {
					controller = {
						has_full_control_of_state = PREV
					}
				}
				add_building_construction = {
					type = coastal_bunker
					level = 3
					instant_build = yes
					province = 6361
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
		145 = {
			if = {
				limit = {
					controller = {
						has_full_control_of_state = PREV
						has_autonomy_state = autonomy_aat_defense_council_member
					}
				}
				set_state_owner_to = ROOT
				set_compliance = 100
			} {
				limit = {
					controller = {
						has_full_control_of_state = PREV
					}
				}
				add_building_construction = {
					type = coastal_bunker
					level = 3
					instant_build = yes
					province = 9228
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
		124 = {
			if = {
				limit = {
					controller = {
						original_tag = SWE
						has_full_control_of_state = PREV
					}
				}
				add_building_construction = {
					type = coastal_bunker
					level = 3
					instant_build = yes
					province = 408
				} {
					type = coastal_bunker
					level = 3
					instant_build = yes
					province = 6258
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_pl_masc_05a_neut
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_pl_masc_05a_neut = {
	OR = {
		tag = BUK BUL BYA DAG EGY KAZ INS LAO LEB PAL SER SYR
		original_tag = BUK BUL BYA DAG EGY KAZ INS LAO LEB PAL SER SYR
	}
}
### Entity: Faction
Component: rule_group_manpower
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_manpower = {
	rules = {
		manpower_contribution_small manpower_contribution_medium manpower_contribution_high
	}
}
### Entity: Character
Component: POL_stanislaw_radkiewicz
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/POL.txt

Code:
POL_stanislaw_radkiewicz = {
	name = POL_stanislaw_radkiewicz
	portraits = {
		army = {
			small = GFX_idea_POL_stanislaw_radkiewicz
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_stanislaw_radkiewicz
		allowed = {
			original_tag = POL
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			} {
				limit = {
					has_dlc = Poland: United and Ready
					NOT = {
						has_dlc = No Step Back
					}
				}
				has_completed_focus = POL_restore_the_sejm
			} {
				limit = {
					has_dlc = No Step Back
				}
				has_completed_focus = POL_a_leftist_sejm
			}
		}
		traits = {
			communist_revolutionary
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_adopt_lingala_and_swahili_as_martial_languages
Constructs: prerequisite, add_war_support, completion_reward, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_adopt_lingala_and_swahili_as_martial_languages
	icon = GFX_goal_generic_national_unity
	x = 2
	y = 1
	prerequisite = {
		focus = COG_standardize_military_production COG_academie_militaire_de_kananga
	}
	relative_position_id = COG_standardize_military_production
	mutually_exclusive = {
		focus = COG_french_as_martial_language
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt modify_COG_COG_armee_nationale_congolaise_modifier_tt
		add_to_variable = {
			COG_armee_nationale_congolaise_modifier_army_core_defence_factor = 0.05
			tooltip = army_core_defence_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_SOV
Source: game
File: common/ai_focuses/SOV.txt

Code:
ai_focus_war_production_SOV = {
	research = {
		industry = 10.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: Idea
Component: ITA_papal_support_agents_no_lar
Constructs: has_completed_focus, stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_papal_support_agents_no_lar = {
	name = ITA_papal_support
	picture = ITA_papal_state_ns
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_agents_of_the_church
	}
	modifier = {
		political_power_factor = 0.05
		neutrality_drift = 0.01
		stability_factor = 0.05
		justify_war_goal_time = 0.1
		opinion_gain_monthly_factor = 0.15
	}
}
### Entity: Character
Component: BUL_stefan_nedev
Constructs: has_dlc, has_intelligence_agency
Source: game
File: common/characters/BUL.txt

Code:
BUL_stefan_nedev = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_stefan_nedev
		allowed = {
			original_tag = BUL
			has_dlc = La Resistance Battle for the Bosporus
		}
		available = {
			has_intelligence_agency = yes
		}
		traits = {
			head_of_intelligence
		}
	}
	name = BUL_stefan_nedev
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: State History
Component: 436
Source: game
File: history/states/436-Central Provinces.txt

Code:
state = {
	id = 436
	name = STATE_436
	manpower = 17990937
	state_category = rural
	resources = {
		chromium = 4
		coal = 7
	}
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4950 5
		}
	}
	provinces = {
		1510 4883 4950 4953 7430 7497 7574 7619 8120 10030 10401 10801 10872 12375 12480 12781 12799 12854 10171
	}
	local_supplies = 0.0
}
### Entity: Event
Component: r56_chinese_gui.0
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
state_event = {
	id = r56_chinese_gui.0
	hidden = yes
	is_triggered_only = yes
	immediate = {
		605 = {
			state_event = {
				id = r56_chinese_gui.0
				days = 14
				trigger_for = controller
			}
		}
		for_each_scope_loop = {
			array = GLOBAL.chinese_gui_states
			r56_chinese_gui_assign_frame = yes
		}
	}
}
### Entity: Order of Battle
Component: Domashniy Flot
Source: game
File: history/units/UKR_1936_naval_mtg.txt

Code:
fleet = {
	name = Domashniy Flot
	naval_base = 11670
	task_force = {
		name = Chornomorskyy Flot
		location = 11670
		ship = {
			name = Parizhskaya Kommuna
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = UKR
					version_name = Marat Class
				}
			}
		} {
			name = Krasni Kavkaz
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = UKR
					version_name = Chervona Ukraina Class
				}
			}
		} {
			name = Krasny Krym
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = UKR
					version_name = Chervona Ukraina Class
				}
			}
		} {
			name = Chervona Ukraina
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = UKR
					version_name = Chervona Ukraina Class
				}
			}
		} {
			name = Komintern
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = UKR
					version_name = Komintern Class
				}
			}
		} {
			name = Bug
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = UKR
					version_name = Bug Class
				}
			}
		}
	} {
		name = Chornomorskyy Pidvodnykh Flot
		location = 11670
		ship = {
			name = Shch-121
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-122
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-123
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-124
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = Series V Shchuka
				}
			}
		} {
			name = A-1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = AG Class
				}
			}
		} {
			name = A-2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = AG Class
				}
			}
		} {
			name = A-3
			definition = submarine
			equipme
# ... (truncated)