Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: NORDIC_unified_recruitment
Constructs: prerequisite, limit, joint_focus, add_ideas, has_army_manpower, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_unified_recruitment
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = NORDIC_joint_military_exercises
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_joint_military_exercises
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_army_manpower = {
			size = > 89999
		}
		num_divisions = > 20
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				has_idea = NORDIC_joint_army_originator_ns_1
			}
			swap_ideas = {
				remove_idea = NORDIC_joint_army_originator_ns_1
				add_idea = NORDIC_joint_army_originator_ns_2
			}
		}
		else_if = {
			limit = {
				has_idea = NORDIC_joint_army_member_ns_1
			}
			swap_ideas = {
				remove_idea = NORDIC_joint_army_member_ns_1
				add_idea = NORDIC_joint_army_originator_ns_2
			}
		}
		else = {
			add_ideas = {
				NORDIC_joint_army_originator_ns_2
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				has_idea = NORDIC_joint_army_originator_ns_1
			}
			swap_ideas = {
				remove_idea = NORDIC_joint_army_originator_ns_1
				add_idea = NORDIC_joint_army_member_ns_1
			}
		}
		else_if = {
			limit = {
				has_idea = NORDIC_joint_army_member_ns_1
			}
			swap_ideas = {
				remove_idea = NORDIC_joint_army_member_ns_1
				add_idea = NORDIC_joint_army_member_ns_2
			}
		}
		else = {
			add_ideas = {
				NORDIC_joint_army_member_ns_2
			}
		}
	}
}
### Entity: Misc Config
Component: faction_states_on_my_continent
Constructs: limit, is_on_same_continent_as
Source: game
File: common/collections/collections.txt

Code:
faction_states_on_my_continent = {
	input = game:all_states
	operators = {
		limit = {
			is_on_same_continent_as = ROOT
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	name = COLLECTION_FACTION_STATES_MY_CONTINENT
}
### Entity: Event
Component: britain.11
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, add_war_support, is_faction_leader, every_other_country
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.11
	title = britain.11.t
	desc = britain.11.d
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	trigger = {
		is_faction_leader = yes
	}
	option = {
		name = britain.11.a
		add_war_support = 0.1
		every_other_country = {
			limit = {
				NOT = {
					has_war_with = ENG
				}
				is_in_faction = no
				has_government = democratic
				is_puppet = no
				OR = {
					capital_scope = {
						is_on_continent = europe
					} {
						is_on_continent = asia
					}
					num_of_factories = > 30
				}
			}
			country_event = britain.12
		}
	} {
		name = britain.11.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Scripted Effect
Component: r56_bundeslaender_dynamic_modifier_calculation
Constructs: limit, owns_state, check_variable, add_to_variable, set_temp_variable, set_variable, clear_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_dynamic_modifier_calculation = {
	meta_effect = {
		text = {
			if = {
				limit = {
					check_variable = {
						r56_[BNDLND]_loyalty = > 0
					}
				}
				add_to_variable = {
					r56_bundeslaender_val = 1
				}
			}
			set_temp_variable = {
				r56_bundeslaender_val = [LNDMAX]
			}
			multiply_temp_variable = {
				r56_bundeslaender_val = r56_bundeslaender_amplitude
			}
			set_variable = {
				[BNDLND]_dyn = r56_bundeslaender_val
			}
		}
		BNDLND = [r56_bundeslaender_index]
		LNDMAX = [r56_bundeslaender_max]
	}
	if = {
		limit = {
			NOT = {
				owns_state = 39
			}
		}
		clear_variable = suedtirol_dyn
	}
}
### Entity: Idea
Component: EAI_DD_20/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Idea
Component: KMT_shattered_army2
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_shattered_army2 = {
	removal_cost = -1
	picture = chi_warlord_integration3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		army_org_factor = -0.3
		army_attack_factor = -0.1
		max_planning = -0.45
	}
}
### Entity: Unit Leader
Component: marksman
Source: game
File: common/unit_leader/00_traits.txt

Code:
marksman = {
	type = navy
	modifier = {
		naval_critical_score_chance_factor = 0.1
	}
	slot = navy_chief
	specialist_advisor_trait = navy_chief_decisive_battle_1
	expert_advisor_trait = navy_chief_decisive_battle_2
	genius_advisor_trait = navy_chief_decisive_battle_3
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	mutually_exclusive = crisis_magician
	any_parent = {
		big_guns_expert
	}
	gui_row = 10
	gui_column = 2
}
### Entity: Scripted Effect
Component: ITA_add_improved_medium_tank_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_improved_medium_tank_templates = {
	create_equipment_variant = {
		name = M14/41
		type = medium_tank_chassis_2
		parent_version = 0
		modules = {
			main_armament_slot = tank_medium_cannon
			turret_type_slot = tank_medium_two_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_diesel_engine
			special_type_slot_1 = additional_machine_guns
			special_type_slot_2 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 3
			tank_nsb_armor_upgrade = 3
		}
		icon = GFX_ITA_basic_medium_tank_medium
	} {
		name = M15/42
		type = medium_tank_chassis_2
		parent_version = 0
		modules = {
			main_armament_slot = tank_medium_cannon_2
			turret_type_slot = tank_medium_two_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = additional_machine_guns
			special_type_slot_2 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 4
			tank_nsb_armor_upgrade = 5
		}
		icon = GFX_ITA_basic_medium_tank_medium
	} {
		name = Semovente da 75/34
		type = medium_tank_destroyer_chassis_2
		parent_version = 0
		modules = {
			main_armament_slot = tank_high_velocity_cannon
			turret_type_slot = tank_medium_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 4
			tank_nsb_armor_upgrade = 4
		}
		icon = GFX_ITA_improved_medium_td_medium
	} {
		name = Semovente da 105/25
		type = medium_tank_artillery_chassis_2
		parent_version = 0
		modules = {
			main_armament_slot = tank_medium_howitzer_2
			turret_type_slot = tank_medium_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_welded_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = tank_radio_1
			special_type_slot_2 = additional_machine_guns
		}
		upgrades = {
			tank_nsb_engine_upgrade = 4
			tank_nsb_armor_upgrade = 6
		}
		icon = GFX_ITA_advanced_medium_art_medium
	} {
		name = Semovente da 20/70 Quadruplo
		type = medium_tank_aa_chassis_2
		parent_version = 0
		modules = {
			main_armament_slot = tank_anti_air_cannon
			turret_type_slot = tank_medium_two_
# ... (truncated)
### Entity: Character
Component: FRI_georges_thierry_dargenlieu
Constructs: has_government, is_puppet_of
Source: game
File: common/characters/FRI.txt

Code:
FRI_georges_thierry_dargenlieu = {
	name = Georges Thierry d'Argenlieu
	portraits = {
		army = {
			small = gfx/interface/ideas/FRI/idea_minister_indochina_georges_thierry_dargenlieu.dds
		}
		civilian = {
			large = gfx/leaders/FRI/Portrait_Indochina_Georges_Thierry_D_Argenlieu.dds
		}
	}
	country_leader = {
		ideology = colonial_government
		expire = 1965.1.1
		id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = FRI_georges_thierry_dargenlieu
		allowed = {
			original_tag = FRI
		}
		available = {
			any_other_country = {
				original_tag = FRA
				has_government = fascism
				OR = {
					exists = yes
					ROOT = {
						NOT = {
							is_puppet_of = PREV
						}
					}
				}
				exists = no
			}
		}
		cost = 100
		traits = {
			navy_chief_decisive_battle_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: civil_war_surprise_attack_plan
Constructs: removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
civil_war_surprise_attack_plan = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		army_core_attack_factor = 0.25
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_ban_paramilitary_organizations
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_power_balance_value, set_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_ban_paramilitary_organizations
	icon = GFX_focus_generic_monarchy_1
	relative_position_id = AUS_destroy_the_compromise
	x = 1
	y = 2
	prerequisite = {
		focus = AUS_reinstate_hungarian_civilian_government AUS_martial_law_hungary
	}
	mutually_exclusive = {
		focus = AUS_utilize_paramilitaries
	}
	cost = 5
	completion_reward = {
		add_stability = 0.05
		add_war_support = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AUS_crackdown_time_down_tt
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = -0.15
			tooltip_side = AUS_habsburg_side_heimwehr
		}
		set_variable = {
			AUS_crackdown_time = 55
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_prepare_for_war
Constructs: shared_focus, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_prepare_for_war
	icon = GFX_goal_EST_coa_army
	x = 11
	y = 0
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = POL_prepare_for_the_next_war
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: FRA_france_undividable
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_france_undividable = {
	picture = FRA_undividable
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic communism
		}
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.08
	}
}
### Entity: Modifier Reference
Construct: coastal_bunker_effectiveness_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## coastal_bunker_effectiveness_factor

* Number with 0 decimal places
* **Categories**: country, state
### Entity: Order of Battle
Component: Infantry Division
Constructs: division_template
Source: game
File: history/units/SYR_2000.txt

Code:
division = {
	name = Infantry Division
	location = 1549
	division_template = Infantry Divison
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Event
Component: wuw_GER_reichskommissariats.1
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, set_nationality, every_controlled_state, set_compliance
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.1
	title = wuw_GER_reichskommissariats.1.t
	desc = wuw_GER_reichskommissariats.1.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					BEL = {
						NOT = {
							has_government = fascism
						}
					}
				}
				BEL = {
					set_nationality = {
						target_country = RKB
						character = BEL_leon_degrelle
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.1.a
		ai_chance = {
			base = 85
		}
		RKB = {
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					BEL = {
						NOT = {
							has_government = fascism
						}
					}
				}
				RKB = {
					set_nationality = {
						target_country = BEL
						character = BEL_leon_degrelle
					}
				}
			}
		} {
			RKB = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.1.b
		trigger = {
			BEL = {
				NOT = {
					has_government = fascism
				}
			}
		}
		ai_chance = {
			base = 15
		}
		RKB = {
			BEL_leon_degrelle = {
				promote_character = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			RKB = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: Event
Component: PER_imperial_events.50
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.50
	title = PER_imperial_events.50.t
	desc = PER_imperial_events.50.desc
	picture = GFX_report_event_PER_reza_shah_pahlavi
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.50.a
	}
}
### Entity: Decision
Component: POR_monarchist_cause
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/POR_decision_categories.txt

Code:
POR_monarchist_cause = {
	icon = generic_monarchism
	allowed = {
		has_dlc = La Resistance
		OR = {
			tag = POR BRA
		}
	}
	visible = {
		POR = {
			has_completed_focus = POR_a_royal_wedding
		}
	}
}
### Entity: Modding Documentation
Construct: Groups
Source: vanilla_docs
File: common/factions/_documentation.md

Doc:
# Faction Rule Groups
```
group_id = {
	default_rule = rule_token # The default rule to be set
	rules = {
		# List of rules in this group
		# NOTE : Can be a DB reference or an inline definition
	}
}
```
### Entity: Idea
Component: GRE_cooperate_with_foreign_monopolies_spirit
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_cooperate_with_foreign_monopolies_spirit = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_deal_with_the_devil2
	removal_cost = -1
	modifier = {
		economy_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		research_speed_factor = 0.05
		trade_opinion_factor = 0.3
	}
}
### Entity: Character
Component: ALT_grigory_gurkin
Source: game
File: common/characters/ALT.txt

Code:
ALT_grigory_gurkin = {
	name = Grigory Gurkin
	portraits = {
		civilian = {
			large = GFX_portrait_Grigory_Gurkin
		}
	}
	country_leader = {
		ideology = moderatism
		expire = 1940.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_increase_rice_exports
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_increase_rice_exports
	icon = GFX_focus_generic_farmland
	x = 2
	y = 0
	relative_position_id = SIA_revise_the_taxation_system
	prerequisite = {
		focus = SIA_reduction_of_agricultural_yield_taxes
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_agrarian_economical_policy_modify
		add_to_variable = {
			SIA_aep_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			SIA_aep_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			SIA_aep_min_export = 0.15
			tooltip = min_export_tt
		} {
			SIA_aep_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_ministry_of_public_works
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_ministry_of_public_works
	available = {

	}
	relative_position_id = URG_prohibition_of_usury
	prerequisite = {
		focus = URG_prohibition_of_usury
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_generic_improve_the_administration
	x = 0
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_URG_ministry_of_public_works
			days = 480
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_concealment_efforts
Constructs: prerequisite, completion_reward, set_technology, is_controlled_by, cancel_if_invalid, add_mastery_bonus, add_to_variable
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_concealment_efforts
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = CZE_recon_in_force
	} {
		focus = CZE_integrate_fortification_engineers
	}
	relative_position_id = CZE_recon_in_force
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_concealment_efforts
			bonus = 0.1
			days = 365
			sub_doctrine = infiltration_tactics
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt CZE_concealment_efforts_tech_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_cas_damage_reduction = 0.05
			tooltip = cas_damage_reduction_tt
		} {
			CZE_ceskoslovenska_armada_recon_factor_while_entrenched = 0.05
			tooltip = recon_factor_while_entrenched_tt
		}
		hidden_effect = {
			set_technology = {
				MUN_camo_netting = 1
				popup = no
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ally_the_philippines
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction, is_subject, cancel_if_invalid, random_days
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ally_the_philippines
	icon = GFX_focus_generic_befriend_philippines
	x = 0
	y = 2
	relative_position_id = JAP_closer_ties_with_the_usa
	prerequisite = {
		focus = JAP_closer_ties_with_the_usa
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = yes
		is_subject = no
		PHI = {
			exists = yes
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		PHI = {
			country_event = {
				id = SEA_japan_foreign_policy.118
				days = 2
				random_days = 2
			}
		}
	}
}
### Entity: Event
Component: news.633
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.633
	title = news.633.t
	desc = news.633.desc
	picture = GFX_news_event_056
	major = yes
	is_triggered_only = yes
	option = {
		name = news.633.a
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_supremacy_of_offense
Constructs: prerequisite, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_supremacy_of_offense
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = CRO_army_maneuvers
	}
	mutually_exclusive = {
		focus = CRO_supremacy_of_defense
	}
	x = -2
	y = 2
	relative_position_id = CRO_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			has_doctrine = new_mobile_warfare superior_firepower
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = CRO_supremacy_of_offense
			bonus = 1
			uses = 2
			category = cat_mobile_warfare cat_superior_firepower
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_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_tank_organization = {
	include = generic_tank_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: Modifier Reference
Component: DEN_sovaernet_dynamic_modifier_max_improved
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_sovaernet_dynamic_modifier_max_improved = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_sovaernet_3
	naval_coordination = DEN_sovaernet_naval_coordination
	naval_detection = DEN_sovaernet_naval_detection
	navy_org_factor = DEN_sovaernet_navy_org
	naval_morale_factor = DEN_sovaernet_naval_morale
	navy_anti_air_attack_factor = DEN_sovaernet_navy_anti_air
	navy_capital_ship_defence_factor = DEN_sovaernet_capital_ship_defence
	navy_screen_attack_factor = DEN_sovaernet_navy_screen_attack
	navy_screen_defence_factor = DEN_sovaernet_navy_screen_defence
	naval_accidents_chance = DEN_sovaernet_naval_accidents
	screening_efficiency = DEN_sovaernet_screening_efficiency
	positioning = DEN_sovaernet_positioning
	naval_critical_score_chance_factor = DEN_sovaernet_naval_critical_score_chance
}
### Entity: Order of Battle
Component: air_wing_112
Source: game
File: history/units/POR_1936_air_legacy.txt

Code:
air_wings = {
	112 = {
		tac_bomber_equipment_0 = {
			owner = POR
			amount = 12
		}
		CAS_equipment_1 = {
			owner = POR
			amount = 12
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_merchant_marine
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_capitulated, add_offsite_building, random_owned_state, is_coastal
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_expand_merchant_marine
	icon = GFX_focus_generic_merchant_fleet
	prerequisite = {
		focus = NOR_expand_the_dockyards
	}
	x = 0
	y = 1
	relative_position_id = NOR_expand_the_dockyards
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_capitulated = yes
			}
			add_offsite_building = {
				type = dockyard
				level = 1
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_coastal = yes
					not = {
						state = 914
					}
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 150
			producer = NOR
		}
	}
}