Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: Unit_types
Source: wiki
File: wiki/Air_units.html

Doc:
Unit types[edit]
Light airframe[edit]
Light airframes may be navalised, which allows them to be used on aircraft carriers.

Torpedo bomber

Close air support

Fighter

Model
Year
Air Attack
Air Defense
Air Superiority
Agility
Max Speed
Range
Naval Attack
Naval Targeting
Reliability
Production Cost
Aluminium
Oil
Rubber

Great War Fighter |
1933 |
9.0 |
6.0 |
1.0 |
60.0 |
330.0 km/h |
570 |
0.5 |
1.0 |
80.0% |
22.0 |
2 |
1 |
1
|

Fighter I |
1936 |
18.0 |
10.0 |
1.0 |
50.0 |
500.0 km/h |
700 |
0.5 |
1.0 |
80.0% |
22.0 |
2 |
1 |
1
|

Medium airframe[edit]
Heavy fighter

Tactical bomber

Model
Year
Air Attack
Air Defence
Air Superiority
Agility
Max Speed
Range
Naval Attack
Naval Targeting
Reliability
Production Cost
Aluminium
Oil
Rubber

Tactical Bomber I |
1933 |
3.0 |
20.0 |
1.0 |
16.0 |
250.0 km/h |
1400 |
1.5 |
0.6 |
80.0% |
35.0 |
2 |
1 |
1
|

Heavy airframe[edit]
Strategic bomber

Transport plane

Modell
Year
Air Attack
Air Defence
Air Superiority
Agility
Max Speed
Range
Naval Attack
Naval Targeting
Reliability
Production Cost
Aluminium
Oil
Rubber

Strategic Bomber I |
1933 |
18.0 |
35.0 |
1.0 |
5.0 |
400.0 km/h |
2500 |
1.5 |
0.6 |
50.0% |
60 |
3 |
1 |
2
|

Transport Plane I |
1933? |
|
20.0 |
|
10.0 |
300.0 km/h |
2500 |
|
|
80.0% |
180.0 |
3 |
1 |
2
|

Retrieved from "http://www.hoi4wiki.com/index.php?title=Air_units&oldid=2726"
### Entity: Character
Component: BOS_rodoljub_colakovic
Source: game
File: common/characters/BOS.txt

Code:
BOS_rodoljub_colakovic = {
	name = BOS_rodoljub_colakovic
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_land_5.dds
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1965.1.1
		id = -1
		traits = {

		}
	}
}
### Entity: Decision
Component: BUL_purchase_equipment
Constructs: add_equipment_to_stockpile, has_war, limit, has_war_with, has_country_flag, add_opinion_modifier, fire_only_once, has_opinion
Source: game
File: common/decisions/BUL.txt

Code:
BUL_purchase_equipment = {
	BUL_purchase_infantry_equipment = {
		priority = 10
		icon = generic_industry
		allowed = {
			always = no
		}
		available = {
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 0
				}
				BUL_is_valid_subject = yes
			} {
				has_tech = infantry_weapons
			}
			NOT = {
				has_country_flag = BUL_purchasing_infantry_equipment_flag
			} {
				has_war_with = FROM
			} {
				is_justifying_wargoal_against = FROM
			}
			if = {
				limit = {
					FROM = {
						tag = GER
					}
				}
				OR = {
					is_in_faction_with = GER
					AND = {
						BUL_foreign_agreements_in_faction_with_eng = yes
						BUL_foreign_agreements_in_faction_with_sov = yes
						BUL_foreign_agreements_in_faction_with_ita = yes
					}
				}
			}
			else_if = {
				limit = {
					FROM = {
						tag = ITA
					}
				}
				OR = {
					is_in_faction_with = ITA
					AND = {
						BUL_foreign_agreements_in_faction_with_ger = yes
						BUL_foreign_agreements_in_faction_with_eng = yes
						BUL_foreign_agreements_in_faction_with_sov = yes
					}
				}
			} {
				limit = {
					FROM = {
						tag = ENG
					}
				}
				OR = {
					is_in_faction_with = ENG
					AND = {
						BUL_foreign_agreements_in_faction_with_ger = yes
						BUL_foreign_agreements_in_faction_with_sov = yes
						BUL_foreign_agreements_in_faction_with_ita = yes
					}
				}
			} {
				limit = {
					FROM = {
						tag = SOU
					}
				}
				OR = {
					is_in_faction_with = SOU
					AND = {
						BUL_foreign_agreements_in_faction_with_ger = yes
						BUL_foreign_agreements_in_faction_with_eng = yes
						BUL_foreign_agreements_in_faction_with_ita = yes
					}
				}
			}
		}
		visible = {
			country_exists = FROM
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				BUL_is_valid_subject = yes
			}
		}
		cost = BUL_purchase_equipment_cost
		days_remove = 90
		days_re_enable = 90
		fire_only_once = no
		ai_will_do = {
			factor = 0.1
			modifier = {
				factor = 2
				is_in_faction_with = FROM
			} {
				factor = 0
				OR = {
					num_of_civilian_factories = < 10
					stockpile_ratio = {
						archetype = infantry_equipment
						ratio = > 0.75
					}
				}
			} {
				factor = 0
				NOT = {
					is_in_faction_with = FROM
				}
			}
		}
		modifier = {
			civilian_factory_use = 1
		}
		complete_effect = {
			set_country_flag = BUL_purchasing_infantry_equipment_flag
			FROM = {
				add_offsite_
# ... (truncated)
### Entity: Event
Component: bftb_bulgaria_german_influence.7
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, is_historical_focus_on, is_in_faction_with, give_military_access, modify_country_flag
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_german_influence.7
	title = bftb_bulgaria_german_influence.7.t
	desc = bftb_bulgaria_german_influence.7.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_german_influence.7.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			} {
				factor = 100
				is_in_faction_with = GER
			} {
				factor = 5
				BUL_has_some_sort_of_bogdan_filov = yes
			}
		}
		effect_tooltip = {
			give_military_access = GER
			GER = {
				add_opinion_modifier = {
					target = BUL
					modifier = BUL_complied_with_our_demands
				}
			}
		}
		modify_country_flag = {
			flag = BUL_german_influence_flag
			value = 1
		}
		GER = {
			country_event = {
				id = bftb_bulgaria_german_influence.8
				hours = 2
				random_hours = 1
			}
		}
	} {
		name = bftb_bulgaria_german_influence.7.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		GER = {
			add_opinion_modifier = {
				target = BUL
				modifier = BUL_rejected_our_demands
			}
		} {
			country_event = {
				id = bftb_bulgaria_german_influence.9
				hours = 2
				random_hours = 1
			}
		}
	}
}
### Entity: Decision
Component: INS_category_national_projects
Source: game
File: common/decisions/categories/r56_INS_decision_categories.txt

Code:
INS_category_national_projects = {
	icon = SOV_soviet_academy_of_sciences
	allowed = {
		original_tag = INS
	}
	priority = {
		base = 11
	}
}
### Entity: Country History
Country: SIA
Component: SIA_army
Source: game
File: history/countries/SIA - Siam.txt

Code:
# OOB & Army Setup for SIA
oob = SIA_1936
### Entity: Character
Component: GER_otto_ciliax
Source: game
File: common/characters/GER.txt

Code:
GER_otto_ciliax = {
	name = GER_otto_ciliax
	portraits = {
		army = {
			small = GFX_idea_otto_ciliax
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = otto_ciliax
		ledger = navy
		allowed = {
			original_tag = GER
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_chinese_five_year_plan
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_chinese_five_year_plan
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = KMT_declare_the_peoples_republic
	}
	available = {
		has_government = communism
	}
	x = -4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = KMT_declare_the_peoples_republic
	completion_reward = {
		add_ideas = KMT_five_year_plan
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_acheiving_autarky
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_acheiving_autarky
	icon = GFX_goal_VEN_oil
	x = 1
	y = 1
	relative_position_id = VEN_establish_IFE
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = VEN_establish_IFE
	} {
		focus = VEN_promote_foreign_investment
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_oil_9
			add_idea = VEN_oil_10
		}
	}
}
### Entity: Idea
Component: CRO_fedor_dragojlov
Source: game
File: common/ideas/croatia.txt

Code:
CRO_fedor_dragojlov = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = CRO
	}
	traits = {
		army_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: BBA_switzerland_trade.7
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_opinion_modifier, remove_opinion_modifier, has_idea
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.7
	title = BBA_switzerland_trade.7.t
	desc = BBA_switzerland_trade.7.desc
	picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.7.a
		ai_chance = {
			base = 10
		}
		FROM = {
			if = {
				limit = {
					has_opinion_modifier = SWI_trade_agreement
				}
				remove_opinion_modifier = {
					target = ROOT
					modifier = SWI_trade_agreement
				}
			}
		}
		if = {
			limit = {
				has_idea = SWI_active_trade_agreement
			}
			remove_ideas = {
				SWI_active_trade_agreement
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	}
}
### Entity: Event
Component: siam.17
Constructs: is_triggered_only, ai_chance, add_war_support, add_timed_idea
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.17
	title = siam.17.t
	desc = siam.17.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = siam.17.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			FROM = {
				add_timed_idea = {
					idea = idea_SIA_military_humiliation
					days = 780
				}
			}
		}
		add_war_support = 0.2
	}
}
### Entity: Scripted Trigger
Component: EAI_Land_Doctrine_Right_Path_Focus_PRESET
Constructs: limit, is_literally_china
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Land_Doctrine_Right_Path_Focus_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			tag = SOV ENG FRA
			is_literally_china = yes
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			tag = SOV ENG FRA
			is_literally_china = yes
		}
	}
}
### Entity: Character
Component: forestry_company
Source: game
File: common/country_leader/00_traits.txt

Code:
forestry_company = {
	random = no
	global_building_slots_factor = 0.3
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: r56w_trait_minister_tugas_eagle_eye
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_tugas_eagle_eye = {
	random = no
	sprite = 1
	air_weather_penalty = -0.7
}
### Entity: Character
Component: AST_clare_stevenson
Constructs: has_completed_focus
Source: game
File: common/characters/AST.txt

Code:
AST_clare_stevenson = {
	name = AST_clare_stevenson
	portraits = {
		civilian = {
			small = GFX_portrait_AST_clare_stevenson_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_clare_stevenson
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_womens_services_director
		}
		available = {
			has_completed_focus = AST_womens_armed_services
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: MPL_floodgates
Constructs: removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_floodgates = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MPL_floodgates
	modifier = {
		monthly_population = 1.5
		weekly_manpower = 200
		stability_weekly = -0.003
		consumer_goods_factor = 0.1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_radical_changes
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_radical_changes
	icon = GFX_goal_generic_citizens
	prerequisite = {
		focus = QUE_political_effort QUE_political_effort_puppet
	}
	x = 10
	y = 1
	cost = 5
	mutually_exclusive = {
		focus = QUE_trust_in_democracy
	}
	relative_position_id = QUE_political_effort
	available_if_capitulated = yes
	available = {
		OR = {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_political_power = 100
		add_stability = -0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: KAZ_INF_01
Source: game
File: common/units/names_divisions/KAZ_names_divisions.txt

Code:
KAZ_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		KAZ
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dya Kazakska Strelkovaya Div.
	ordered = {
		1 = {
			%dya Kazakska Strelkovaya Div.
		}
		2 = {
			%dya Kazakska Strelkovaya Div.
		}
		3 = {
			%dya Kazakska Strelkovaya Div.
		}
		4 = {
			%dya Kazakska Strelkovaya Div.
		}
		5 = {
			%dya Kazakska Strelkovaya Div.
		}
		6 = {
			%dya Kazakska Strelkovaya Div.
		}
		7 = {
			%dya Kazakska Strelkovaya Div.
		}
		8 = {
			%dya Kazakska Strelkovaya Div.
		}
		9 = {
			%dya Kazakska Strelkovaya Div.
		}
		10 = {
			%dya Kazakska Strelkovaya Div.
		}
		11 = {
			%dya Kazakska Strelkovaya Div.
		}
		12 = {
			%dya Kazakska Strelkovaya Div.
		}
		13 = {
			%dya Kazakska Strelkovaya Div.
		}
		14 = {
			%dya Kazakska Strelkovaya Div.
		}
		15 = {
			%dya Kazakska Strelkovaya Div.
		}
		16 = {
			%dya Kazakska Strelkovaya Div.
		}
		17 = {
			%dya Kazakska Strelkovaya Div.
		}
		18 = {
			%dya Kazakska Strelkovaya Div.
		}
		19 = {
			%dya Kazakska Strelkovaya Div.
		}
		20 = {
			%dya Kazakska Strelkovaya Div.
		}
		21 = {
			%dya Kazakska Strelkovaya Div.
		}
		22 = {
			%dya Kazakska Strelkovaya Div.
		}
		23 = {
			%dya Kazakska Strelkovaya Div.
		}
		24 = {
			%dya Kazakska Strelkovaya Div.
		}
		25 = {
			%dya Kazakska Strelkovaya Div.
		}
	}
}
### Entity: Trigger Reference
Construct: is_claimed_by
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_claimed_by

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

```
Checks if state is claimed by country
```
### Entity: National Focus
Tree: prc_focus
Component: PRC_revolutionary_military_commission
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_revolutionary_military_commission
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = PRC_confrontation_with_the_warlords PRC_infiltration
	}
	x = 0
	y = 1
	relative_position_id = PRC_confrontation_with_the_warlords
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_revolutionary_military_commission
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_mobile_armour
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_mobile_armour
	icon = GFX_goal_generic_production2
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			has_completed_focus = ICE_pure_armour
		}
	}
	prerequisite = {
		focus = ICE_mobile_warfare
	}
	x = 24
	y = 4
	completion_reward = {
		add_tech_bonus = {
			name = ICE_fast_armor
			bonus = 1
			ahead_reduction = 1
			uses = 2
			category = cat_light_armor cat_medium_armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: XVII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XVII Brigada Internacionales
	location = 9979
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_balanced_1
Constructs: has_completed_focus, prerequisite, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_balanced_1
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = CZE_industrial_legacy
	}
	mutually_exclusive = {
		focus = CZE_favor_czechs_1
	}
	x = 0
	y = 1
	relative_position_id = CZE_industrial_legacy
	cost = 10
	ai_will_do = {
		factor = 70
		modifier = {
			factor = 0.5
			has_completed_focus = CZE_go_right
		} {
			factor = 0.5
			has_completed_focus = CZE_german_leanings
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		CZE = {
			controls_state = 9
		} {
			controls_state = 70
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		9 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		70 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_develop_the_hanyan_arsenal
Constructs: prerequisite, limit, completion_reward, has_idea, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_develop_the_hanyan_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CHI_sea_mining_commission
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_mining_commission
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		CHI_hyper_inflation_level_up = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		random_state = {
			limit = {
				has_state_flag = CHI_develop_the_hanyan_arsenal_AF
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		CHI_hyper_inflation_level_up = yes
		random_owned_controlled_state = {
			prioritize = {
				620
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
			set_state_flag = CHI_develop_the_hanyan_arsenal_AF
		}
	}
}
### Entity: Event
Component: r56_afghanistan.78
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.78
	title = r56_afghanistan.78.t
	desc = r56_afghanistan.78.d
	picture = GFX_report_event_AFG_raj_border
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.78.a
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		add_opinion_modifier = {
			target = FROM
			modifier = AFG_RAJ_reapproachment
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AFG_RAJ_reapproachment
			}
		}
	}
}
### Entity: Unit Template
Component: CAN_CV_HISTORICAL
Source: game
File: common/units/names_ships/CAN_ship_names.txt

Code:
CAN_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		CAN
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = HMCS 
	fallback_name = Carrier %s
	unique = {
		Warrior Magnificent Bonaventure Powerful Nabob Puncher
	}
}
### Entity: AI Strategy
Component: ill_show_you_mine
Constructs: has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
ill_show_you_mine = {
	enable = {
		has_dlc = Man the Guns
		mine_threat = > 0.2
	}
	abort = {
		mine_threat = < 0.2
	}
	ai_strategy = {
		type = role_ratio
		id = naval_cruiser_heavy
		value = -20
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = 25
	} {
		type = role_ratio
		id = naval_mine_layer
		value = -10
	}
}
### Entity: Idea
Component: artillerie_inrichtingen
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/netherlands.txt

Code:
artillerie_inrichtingen = {
	picture = artillerie_inrichtingen
	available = {
		has_completed_focus = HOL_expand_the_artillerieinrichtingen
	}
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	cost = 75
	research_bonus = {
		infantry_weapons = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_army_expansion
Constructs: prerequisite, completion_reward, unlock_decision_tooltip, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_army_expansion
	icon = GFX_goal_LIT_army_crest
	prerequisite = {
		focus = LIT_finish_marshalls_reforms
	}
	x = 0
	y = 1
	relative_position_id = LIT_finish_marshalls_reforms
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		unlock_decision_tooltip = ABC_training_exercise
		add_doctrine_cost_reduction = {
			name = LIT_army_expansion
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: NIU
Component: NIU_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/NIU - Niue.txt

Code:
# Politics & Parties for NIU
add_ideas = {
	NIU_memories_from_ww1 NIU_church_dominance NIU_constant_drought
}
set_stability = 0.65
set_war_support = 0.1
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Faction
Component: faction_goal_fortify_okinawa
Constructs: limit, has_war_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_fortify_okinawa = {
	name = fortify_okinawa_goal_name
	description = fortify_okinawa_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		526 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		custom_trigger_tooltip = {
			tooltip = fortify_okinawa_tooltip
			526 = {
				air_base = > 4
				anti_air_building = > 0
				any_province_building_level = {
					province = {
						id = 11932
					}
					building = coastal_bunker
					level = > 1
				}
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 526
			}
			add_faction_initiative = 1
		}
		526 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 11932
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_war_with = JAP
		} {
			add = 10
			original_tag = JAP
			has_navy_size = {
				size = < 10
				type = capital_ship
			} {
				type = carrier
				size = < 4
			}
		}
	}
}
### Entity: Event
Component: kmt.128
Constructs: is_triggered_only, add_opinion_modifier, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.128
	title = kmt.128.t
	desc = kmt.128.d
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = kmt.128.a
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				728
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = gzw_kept_tp
		}
	}
}