Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: FRA_COL_01
Source: game
File: common/units/names_divisions/FRA_names_divisions.txt

Code:
FRA_COL_01 = {
	name = Colonial Division
	for_countries = {
		FRA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dème d'Infanterie Coloniale
	ordered = {
		41 = {
			1ère Div. d'Inf. Nord-Africaine
		}
		42 = {
			2ème Div. d'Inf. Nord-Africaine
		}
		43 = {
			3ème Div. d'Inf. Nord-Africaine
		}
		44 = {
			4ème Div. d'Inf. Nord-Africaine
		}
		1 = {
			%dère Div. d'Infanterie Coloniale
		}
		2 = {
			%dème Div. d'Infanterie Coloniale
		}
		3 = {
			%dème Div. d'Infanterie Coloniale
		}
		4 = {
			%dème Div. d'Infanterie Coloniale
		}
		91 = {
			Division de Tonkin
		}
		92 = {
			Division de Cochinchine-Cambodge
		}
		93 = {
			Division de Tunisie
		}
		94 = {
			Division de Sousse
		}
		95 = {
			Division de Casablanca
		}
		96 = {
			Division de Fès
		}
		97 = {
			Division de Marrakech
		}
		98 = {
			Division de Meknès
		}
		45 = {
			5ème Div. d'Inf. Nord-Africaine
		}
		5 = {
			%dème Div. d'Infanterie Coloniale
		}
		6 = {
			%dème Div. d'Infanterie Coloniale
		}
		7 = {
			%dème Div. d'Infanterie Coloniale
		}
		61 = {
			1ère Division Marocaine
		}
		62 = {
			2ème Division Marocaine
		}
		63 = {
			3ème Division Marocaine
		}
		46 = {
			6ème Div. d'Inf. Nord-Africaine
		}
		47 = {
			7ème Div. d'Inf. Nord-Africaine
		}
		8 = {
			%dème Div. d'Infanterie Coloniale
		}
		9 = {
			%dème Div. d'Infanterie Coloniale
		}
		101 = {
			1ère Div. Légère d'Inf. Nord-Africaine
		}
		102 = {
			2ème Div. Légère d'Inf. Coloniale
		}
		108 = {
			8ème Div. Légère d'Inf. Coloniale
		}
		10 = {
			%dème Div. d'Infanterie Coloniale
		}
		64 = {
			4ème Division Marocaine
		}
		65 = {
			5ème Division Marocaine
		}
		11 = {
			%dème Div. d'Infanterie Coloniale
		}
		12 = {
			%dème Div. d'Infanterie Coloniale
		}
		48 = {
			8ème Div. d'Inf. Nord-Africaine
		}
		49 = {
			9ème Div. d'Inf. Nord-Africaine
		}
		50 = {
			10ème Div. d'Inf. Nord-Africaine
		}
		81 = {
			1ère Div. d'Infanterie Algérienne
		}
		82 = {
			2ème Div. d'Infanterie Algérienne
		}
		83 = {
			3ème Div. d'Infanterie Algérienne
		}
		84 = {
			4ème Div. d'Infanterie Algérienne
		}
		66 = {
			6ème Division Marocaine
		}
		99 = {
			Division de Levant
		}
		13 = {
			%dème Div. d'Infanterie Coloniale
		}
		14 = {
			%dème Div. d'Infanterie Coloniale
		}
		15 = {
			%dème Div. d'Infanterie Coloniale
		}
		16 = {
			%dème Div. d'Infanterie Coloniale
		}
		5
# ... (truncated)
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_282
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_282 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 282
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_282
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			282
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Decision
Component: PER_restoring_the_lions_might
Constructs: has_completed_focus, limit, political_power_gain, add_war_support, add_stability, fire_only_once, is_core_of, is_claimed_by
Source: game
File: common/decisions/r56_PER_decisions.txt

Code:
PER_restoring_the_lions_might = {
	PER_rescind_the_azerbaijan_concession = {
		icon = generic_form_nation
		fire_only_once = yes
		cost = 65
		visible = {
			NOT = {
				229 = {
					is_core_of = PER
				} {
					is_claimed_by = PER
				}
			}
		}
		available = {
			OR = {
				has_completed_focus = PER_agressive_pan_iranism
				controls_state = 229
			}
		}
		complete_effect = {
			add_state_claim = 229 1044
			custom_effect_tooltip = PER_rescind_the_azerbaijan_concession_tt
		}
	}
	PER_reintegrate_azerbaijan = {
		icon = generic_nationalism
		fire_only_once = yes
		cost = 70
		visible = {
			229 = {
				is_claimed_by = PER
			}
			NOT = {
				229 = {
					is_core_of = PER
				}
			}
		}
		available = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = PER_federalize_the_nation PER_reform_the_administration
					}
				}
				229 = {
					is_fully_controlled_by = PER
					compliance = > 65
					resistance = < 5
				}
			}
			else = {
				229 = {
					is_fully_controlled_by = PER
					compliance = > 50
					resistance = < 5
				}
			}
		}
		cancel_trigger = {
			NOT = {
				controls_state = 229
			}
		}
		complete_effect = {
			add_stability = -0.04
		}
		days_remove = 90
		modifier = {
			political_power_gain = -0.2
			civilian_factory_use = 1
		}
		remove_effect = {
			add_stability = 0.01
			add_state_core = 229 1044
		}
	}
	PER_claim_iraqi_kurdistan = {
		icon = generic_form_nation
		fire_only_once = yes
		cost = 60
		visible = {
			NOT = {
				AND = {
					OR = {
						676 = {
							is_core_of = PER
						} {
							is_claimed_by = PER
						}
					} {
						1049 = {
							is_core_of = PER
						} {
							is_claimed_by = PER
						}
					} {
						1048 = {
							is_core_of = PER
						} {
							is_claimed_by = PER
						}
					}
				}
			}
		}
		available = {
			OR = {
				has_completed_focus = PER_agressive_pan_iranism
				controls_state = 676 1048 1049
			}
		}
		complete_effect = {
			add_state_claim = 676 1048 1049
			custom_effect_tooltip = PER_claim_iraqi_kurdistan1_tt PER_claim_iraqi_kurdistan2_tt
		}
	}
	PER_integrate_the_eastern_tigris_delta = {
		icon = generic_nationalism
		fire_only_once = yes
		cost = 25
		visible = {
			1048 = {
				is_claimed_by = PER
			}
			NOT = {
				AND = {
					1048 = {
						is_core_of = PER
					}
					1049 = {
						is_core_of = PER
					}
				}
			}
		}
		available = {
			if = {
				limit = {
		
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_secure_denmark
Constructs: prerequisite, completion_reward, is_subject, is_subject_of, is_in_faction_with, create_wargoal, annex_everything, add_timed_idea
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_secure_denmark
	icon = GFX_focus_generic_attack_denmark
	prerequisite = {
		focus = NOR_proactive_defense
	}
	x = 1
	y = 1
	relative_position_id = NOR_proactive_defense
	cost = 10
	available = {
		is_subject = no
		DEN = {
			exists = yes
			NOT = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
	}
	bypass = {
		DEN = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = DEN
		}
		add_timed_idea = {
			idea = NOR_attack_denmark_ns
			days = 730
		}
	}
}
### Entity: Character
Component: TIB_lobsang_tenzin
Source: game
File: common/characters/TIB.txt

Code:
TIB_lobsang_tenzin = {
	advisor = {
		slot = army_chief
		idea_token = TIB_lobsang_tenzin
		allowed = {
			original_tag = TIB
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = TIB_lobsang_tenzin
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: Order of Battle
Component: Flotte d'Extrême Orient
Source: game
File: history/units/FRA_1936_naval_mtg.txt

Code:
fleet = {
	name = Flotte d'Extrême Orient
	naval_base = 4401
	task_force = {
		name = Flotte d'Extrême Orient
		location = 4401
		ship = {
			name = Suffren
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = FRA
					version_name = Suffren Class
				}
			}
		} {
			name = Lamotte-Picquet
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = FRA
					version_name = Duguay-Trouin Class
				}
			}
		}
	}
}
### Entity: Event
Component: tfv_canada.72
Constructs: is_triggered_only, ai_chance, add_war_support, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.72
	title = tfv_canada.72.t
	desc = tfv_canada.72.desc
	picture = GFX_report_event_canada_treaty
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = tfv_canada.72.a
		ai_chance = {
			base = 100
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
		add_war_support = 0.05
		add_political_power = 25
	}
}
### Entity: State History
Component: 407
Constructs: add_core_of
Source: game
File: history/states/407-Uralsk.txt

Code:
state = {
	id = 407
	name = STATE_407
	history = {
		owner = SOV
		add_core_of = KAZ SOV
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			11537 1
		}
	}
	provinces = {
		432 468 470 508 545 566 576 1290 1318 3404 3406 3467 3502 3515 3538 4351 6491 6525 6551 6564 6588 7438 9462 9487 9513 9526 9528 9538 9549 11457 11472 11473 11480 11482 11510 11524 11537 11538 11552
	}
	manpower = 268572
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ger_focus
Component: GER_befriend_china
Constructs: division_template, prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction_with, set_country_flag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_befriend_china
	icon = GFX_focus_chi_cooperation_with_the_nationalists
	prerequisite = {
		focus = GER_anti_comintern_pact
	}
	mutually_exclusive = {
		focus = GER_befriend_japan
	}
	x = 3
	y = 1
	relative_position_id = GER_anti_comintern_pact
	cost = 5
	available_if_capitulated = yes
	available = {
		is_subject = no
		AND = {
			country_exists = CHI
			CHI = {
				is_subject = no
			} {
				custom_trigger_tooltip = {
					tooltip = GER_alone_or_peace_faction_tt
					is_alone_or_in_faction_at_peace_with_GER = yes
				}
			}
			NOT = {
				has_war_with = CHI
			}
		}
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_in_faction_with = JAP
			factor = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			set_country_flag = GER_befriended_by_germany_flag
			country_event = {
				id = wuw_GER_diplomacy.29
				hours = 6
			}
		}
		effect_tooltip = {
			event_target:WTT_current_china_leader = {
				add_offsite_building = {
					type = arms_factory
					level = 2
				}
				add_opinion_modifier = {
					target = GER
					modifier = ger_chi_diplomacy_focus
				}
			}
		}
		JAP = {
			add_opinion_modifier = {
				target = GER
				modifier = supported_the_chinese
			}
		}
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Afrikanische Schutztruppe
				disband = yes
			} {
				division_template = Askari Schutztruppe
				disband = yes
			} {
				division_template = Asiatische Schutztruppe
				disband = yes
			}
			division_template = {
				name = Afrikanische Schutztruppe
				division_names_group = GER_MIL_02
				template_counter = 98
				is_locked = yes
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
				override_model = GER_infantry_alt_1_entity
			} {
				name = Askari Schutztruppe
				division_names_group = GER_MIL_02
				template_counter = 67
				is_locked = yes
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
				override_model = GER_infantry_alt_2_entity
			} {
				name = Asiatische Schutztruppe
				division_names_group 
# ... (truncated)
### Entity: Country History
Country: CAT
Component: CAT_technology
Constructs: set_technology
Source: game
File: history/countries/CAT - Catalonia.txt

Code:
# Starting Technologies for CAT
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Idea
Component: centralized_control_spirit
Constructs: has_air_force_command, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
centralized_control_spirit = {
	ledger = air
	available = {
		has_air_force_command = yes
	}
	modifier = {
		air_superiority_detect_factor = 0.1
		air_mission_efficiency = 0.1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_international_loans
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_international_loans
	icon = GFX_focus_generic_concessions
	relative_position_id = CHL_establish_trade_relationships
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_establish_trade_relationships
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = CHL_CHL_international_loans_tt
	}
}
### Entity: Event
Component: bftb_bulgaria_political_leaders.1
Constructs: has_government, has_country_flag, fire_only_once, has_stability, has_dlc, has_country_leader, set_party_name, add_country_leader_role
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_political_leaders.1
	title = bftb_bulgaria_political_leaders.1.t
	desc = bftb_bulgaria_political_leaders.1.desc
	picture = GFX_report_event_generic_funeral
	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 300
			has_government = fascism
		} {
			factor = 100
			has_stability = > 0.5
		} {
			factor = 100
			has_stability = > 0.75
		} {
			factor = 10
			communism = < 0.05
		} {
			factor = 100
			communism = < 0.01
		} {
			factor = 0.5
			has_country_flag = BUL_fatherland_front_formed_flag
			NOT = {
				has_country_flag = BUL_ff_destroyed_flag
			}
		} {
			factor = 0.5
			has_government = communism
		}
	}
	trigger = {
		has_dlc = Battle for the Bosporus
		original_tag = BUL
		has_country_leader = {
			character = BUL_hristo_lukov
			ruling_only = no
		}
		date = > 1943.02.10
	}
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_political_leaders.1.a
		trigger = {
			has_government = fascism
		}
		kill_ideology_leader = fascism
	} {
		name = bftb_bulgaria_political_leaders.1.b
		trigger = {
			has_country_flag = BUL_nsm_integrated_flag
			has_government = fascism
		}
		kill_ideology_leader = fascism
		set_party_name = {
			ideology = fascism
			long_name = BUL_national_social_movement_party_long
			name = BUL_national_social_movement_party
		}
		add_country_leader_role = {
			character = BUL_aleksandar_tsankov
			country_leader = {
				expire = 1965.1.1
				ideology = nazism
				traits = {
					the_bloody_professor
				}
			}
			promote_leader = yes
		}
	} {
		name = bftb_bulgaria_political_leaders.1.c
		trigger = {
			has_government = communism
		}
		kill_ideology_leader = fascism
	} {
		name = bftb_bulgaria_political_leaders.1.d
		trigger = {
			OR = {
				has_government = democratic neutrality
			}
		}
		kill_ideology_leader = fascism
	}
}
### Entity: Idea
Component: EAI_DD_1/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.01
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Component: calm_mau_movement
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/SAM.txt

Code:
calm_mau_movement = {
	enable = {
		always = yes
	}
	remove_trigger = {
		controller = {
			OR = {
				NOT = {
					tag = NZL ENG
				}
			}
		}
	}
	icon = GFX_modifiers_conscription_exemptions_granted
	local_manpower = -1
	local_building_slots_factor = -1
}
### Entity: Military Industrial Organization
Component: DEN_DISA_organization
Constructs: has_completed_focus, has_dlc, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/DEN_organization.txt

Code:
DEN_DISA_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_DEN_DISA_organization
	allowed = {
		tag = DEN
		has_dlc = Arms Against Tyranny
	}
	add_trait = {
		token = DEN_mio_trait_weibel_development
		name = DEN_mio_trait_weibel_development
		icon = GFX_generic_mio_department_icon_infantry_offense
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_reinforced_stocks
		all_parents = {
			generic_mio_trait_reinforced_stocks
		}
		available = {
			owner = {
				has_completed_focus = DEN_expand_dansk_industri_syndikat
			}
		}
		equipment_bonus = {
			soft_attack = 0.02
			breakthrough = 0.02
			defense = 0.02
		}
	} {
		token = DEN_mio_trait_madsen_heavy_machine_gun
		name = DEN_mio_trait_madsen_heavy_machine_gun
		icon = GFX_generic_mio_department_icon_infantry_offense
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_heavy_anti_armor_ammunition
		all_parents = {
			generic_mio_trait_heavy_anti_armor_ammunition
		}
		available = {
			owner = {
				has_completed_focus = DEN_expand_dansk_industri_syndikat
			}
		}
		equipment_bonus = {
			ap_attack = 0.03
			hard_attack = 0.02
			breakthrough = 0.03
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.35
Constructs: is_triggered_only, limit, has_country_flag, add_to_faction, is_subject_of, is_core_of, is_controlled_by, has_state_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.35
	title = AST_diplomatic_events.35.t
	desc = AST_diplomatic_events.35.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			AST_divide_the_pacific_effect = yes
		}
	}
	option = {
		name = AST_diplomatic_events.35.a
		effect_tooltip = {
			IF = {
				limit = {
					AST = {
						has_country_flag = AST_jap_join_ast_faction
					}
				}
				AST = {
					faction_leader = {
						add_to_faction = JAP
					}
				}
			} {
				limit = {
					AST = {
						has_country_flag = AST_ast_join_jap_faction
					}
				}
				JAP = {
					faction_leader = {
						add_to_faction = AST
					}
				}
			} {
				limit = {
					AST = {
						has_country_flag = AST_non_agression_pact_jap
					}
				}
				JAP = {
					diplomatic_relation = {
						country = AST
						relation = non_aggression_pact
					}
				}
			} {
				limit = {
					OR = {
						BRM = {
							OR = {
								is_subject_of = AST
								has_country_flag = AST_brm_puppet_to_jap
							}
						}
						any_state = {
							is_core_of = BRM
							OR = {
								is_controlled_by = AST
								has_state_flag = AST_transfer_to_jap
							}
						} {
							OR = {
								is_controlled_by = AST
								has_state_flag = AST_transfer_to_jap
							} {
								state = 286 670 671 741 1017 1066 1067 1068 1069
							}
						}
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt AST_dividing_the_pacific_tt3
			} {
				limit = {
					BRM = {
						has_country_flag = AST_brm_puppet_to_jap
					}
				}
				JAP = {
					puppet = BRM
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AST_dividing_the_pacific_ast_gain_tt generic_skip_one_line_tt AST_dividing_the_pacific_jap_gain_tt
			every_state = {
				limit = {
					has_state_flag = AST_claims_to_ast
				}
				add_claim_by = AST
			} {
				limit = {
					has_state_flag = AST_claims_to_jap
				}
				add_claim_by = JAP
			} {
				limit = {
					has_state_flag = AST_transfer_to_jap
				}
				transfer_state_to = JAP
			}
		}
	}
}
### Entity: Idea
Component: GER_army_1936_fake_ns
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/GER.txt

Code:
GER_army_1936_fake_ns = {
	name = GER_army_modifier
	picture = GER_army
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		planning_speed = 0.25
		supply_consumption_factor = 0.15
	}
}
### Entity: Modifier Reference
Component: SWI_alpine_redoubt_dynamic_modifier
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_alpine_redoubt_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	army_defence_factor = 0.2
	enemy_army_bonus_air_superiority_factor = -0.15
	cas_damage_reduction = 0.1
	state_production_speed_bunker_factor = 0.35
	production_speed_anti_air_building_factor = 0.2
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_sonar_module
Constructs: limit, set_temp_variable, prio_factor, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_sonar_module = {
	if = {
		limit = {
			OR = {
				EAI_ASW_DD_tech_focus = yes
				EAI_ASW_CL_tech_focus = yes
			}
		}
		set_temp_variable = {
			prio_cat = @PR_sonar_module
		} {
			prio_factor = EAI_RESEARCH_naval_research_factor
		}
		add_to_temp_variable = {
			prio_factor = 0.5
		}
		multiply_temp_variable = {
			prio_cat = prio_factor
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:sonar
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_sonar
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_sonar
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_sonar
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Slovakia.html

Doc:
This article is considered accurate for the current version of the game.

Slovakia

Capital provinceBratislava

Government typeSingle-Party Republic

FactionAxis

The Slovak Republic was created in 1939 from leftover parts of Czechoslovakia after the German annexation of Bohemia-Moravia. It was a puppet state of Nazi Germany until April of 1945 with the Fall of Bratislava to Soviet troops.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips