Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_train_marines
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_train_marines
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = CHI_order_destroyers
	}
	x = 0
	y = 3
	relative_position_id = CHI_investment_into_shipbuilding
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			USA_will_support = yes
			JAP_will_support = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CHI_train_marines
		add_tech_bonus = {
			name = CHI_train_marines
			bonus = 1.0
			uses = 1
			category = marine_tech
		}
	}
}
### Entity: AI Strategy
Component: JAP_naval_capital_battleship
Constructs: has_war, is_major
Source: game
File: common/ai_equipment/JAP_naval.txt

Code:
JAP_naval_capital_battleship = {
	category = naval
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		naval_capital_bb
	}
	priority = {
		factor = 20
	}
	capital_battleship_early = {
		priority = {
			factor = 10
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = empty
				mid_1_custom_slot = empty
				mid_2_custom_slot = ship_airplane_launcher_1
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries ship_airplane_launcher
		}
	}
	capital_battleship_early_aa_upgrade = {
		priority = {
			factor = 10
			modifier = {
				factor = 20
				has_war = yes
				any_enemy_country = {
					is_major = yes
				}
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1100.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries ship_airplane_launcher
		}
	}
	capital_battleship_basic = {
		priority = {
			factor = 20
			modifier = {
				factor = 20
				has_war = yes
				any_enemy_country = {
					is_major = yes
				}
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_2
				fixed_ship_anti_air_slot = ship_a
# ... (truncated)
### Entity: Faction
Component: faction_manifest_suppress_regional_communism
Constructs: is_manifest, communism_drift
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_suppress_regional_communism = {
	name = suppress_regional_communism_goal_name
	description = suppress_regional_communism_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_on_my_continent
		completed_amount_collection = collection:non_communist_controlled_states_on_my_continent
		scale = {
			communism_drift = -0.05
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					weekly_casualties_war_support = 0.003
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_deal_with_batista
Constructs: prerequisite, completion_reward, has_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_deal_with_batista
	icon = GFX_goal_cuba_batista_coup
	cost = 10
	prerequisite = {
		focus = CUB_secure_power
	}
	relative_position_id = CUB_secure_power
	x = 0
	y = 1
	available = {
		has_idea = CUB_batistas_influence
	}
	completion_reward = {
		country_event = {
			id = cuba.14
			hours = 6
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Define
Component: NDefines.NCharacter
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NCharacter = {
OFFICER_CORP_ADVISOR_ENTRIES_IN_MENU = {
	high_command , theorist , army_chief , air_chief , navy_chief
}
OFFICER_CORP_HIGH_COMMAND_SLOTS_IN_MENU = 3
POLITICAL_ADVISOR_SLOTS_IN_MENU = 3
DEFAULT_PP_COST_FOR_MILITARY_ADVISOR = 50
DEFAULT_PP_COST_FOR_POLITICAL_ADVISOR = 150
DEFAULT_CP_COST_FOR_ADVISOR = 0
DEFAULT_CP_COST_FOR_DYNAMIC_ADVISORS = 0
ADVISOR_PROMOTION_COST = 5
COUNTRY_LEADER_BASE_EXPIRE_YEAR_LENGTH = 5
COUNTRY_LEADER_BASE_RANDOM_MAX_YEAR_LENGTH = 15
SPECIALIST_ADVISOR_MIN_RANK = 4
EXPERT_ADVISOR_MIN_RANK = 6
GENIUS_ADVISOR_MIN_RANK = 8
}
### Entity: Character
Component: NKR_mu_chong
Source: game
File: common/characters/NKR.txt

Code:
NKR_mu_chong = {
	name = Mu Chong
	portraits = {
		army = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_2.dds
			small = gfx/interface/ideas/idea_generic_army_asia_1.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = mu_chong
		allowed = {
			original_tag = NKR
		}
		traits = {
			army_artillery_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = theorist
		idea_token = mu_chong_theorist
		allowed = {
			original_tag = NKR
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		traits = {
			artillerist
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_colonial_naval_bases
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction, set_state_flag
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_colonial_naval_bases
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = FRA_naval_rearmament
	}
	x = -3
	y = 1
	relative_position_id = FRA_naval_rearmament
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		459 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = naval_base
					level = 3
					province = 1145
					instant_build = yes
				}
				set_state_flag = FRA_colonial_naval_bases
			}
		}
		272 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = naval_base
					level = 3
					province = 4948
					instant_build = yes
				}
				set_state_flag = FRA_colonial_naval_bases
			}
		}
		539 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = naval_base
					level = 3
					province = 5139
					instant_build = yes
				}
				set_state_flag = FRA_colonial_naval_bases
			}
		}
		286 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = naval_base
					level = 3
					province = 4401
					instant_build = yes
				}
				set_state_flag = FRA_colonial_naval_bases
			}
		}
	}
}
### Entity: Event
Component: lithuania.104
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.104
	title = lithuania.104.t
	desc = lithuania.104.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.104.a
		ai_chance = {
			base = 50
		}
		add_political_power = 30
		add_war_support = 0.03
		diplomatic_relation = {
			country = LIT
			relation = guarantee
			active = yes
		}
		effect_tooltip = {
			LIT = {
				diplomatic_relation = {
					country = CZE
					relation = guarantee
					active = yes
				}
			}
		}
		hidden_effect = {
			LIT = {
				diplomatic_relation = {
					country = CZE
					relation = guarantee
					active = yes
				}
				country_event = {
					id = lithuania.105
					days = 1
				}
			}
		}
	} {
		name = lithuania.104.b
		ai_chance = {
			base = 50
		}
		hidden_effect = {
			LIT = {
				country_event = {
					id = lithuania.106
					days = 1
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_fourth_army_incident.6
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_fourth_army_incident.6
	title = SEA_PRC_fourth_army_incident.6.t
	desc = SEA_PRC_fourth_army_incident.6.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_fourth_army_incident.6.a
		effect_tooltip = {
			FROM = {
				leave_faction = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_joint_wargames
Constructs: has_completed_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_joint_wargames
	icon = GFX_focus_SMB_blue_water_fleet
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 10
			JAP = {
				has_completed_focus = JAP_nanshin_ron
			}
		}
	}
	x = -1
	y = 1
	relative_position_id = INS_KNIL_marines
	prerequisite = {
		focus = INS_KNIL_marines
	} {
		focus = INS_british_ship_designs
	}
	cost = 10
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		news_event = {
			id = indonesia.7
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CAN_communist_ideals_2
Constructs: has_government, industrial_capacity_factory, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/canada.txt

Code:
CAN_communist_ideals_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		democratic_drift = -0.1
		communism_drift = 0.2
		industrial_capacity_factory = 0.02
		industrial_capacity_dockyard = 0.02
	}
}
### Entity: Event
Component: cityfall.102
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.102
	title = cityfall.102.t
	desc = cityfall.102.d
	picture = GFX_japanese_soldiers_in_beijing
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_beijing_jap
	}
	option = {
		name = news.10.a
		trigger = {
			NOT = {
				TAG = JAP CHI
			}
		}
	} {
		name = cityfall.88.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.100.c
		trigger = {
			TAG = CHI
		}
	}
}
### Entity: Idea
Component: EAI_desperate_defense_20
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_20 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.8
		industrial_capacity_dockyard = 1.0
		production_factory_efficiency_gain_factor = 2.0
	}
}
### Entity: Event
Component: AFG_political_events.140
Constructs: is_triggered_only, ai_chance, set_party_name, set_nationality, add_country_leader_role
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.140
	title = AFG_political_events.140.t
	desc = AFG_political_events.140.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.140.a
		ai_chance = {
			base = 5
		}
		set_party_name = {
			ideology = democratic
			name = AFG_national_revolutionary_party
			long_name = AFG_national_revolutionary_party_long
		}
		hidden_effect = {
			AFG_mohammed_daoud_khan = {
				set_nationality = ROOT
			}
		}
		add_country_leader_role = {
			character = AFG_mohammed_daoud_khan
			promote_leader = yes
			country_leader = {
				ideology = liberalism
				expire = 1965.1.1.1
				id = -1
				traits = {
					AFG_red_prince
				}
			}
		}
	} {
		name = AFG_political_events.140.b
		ai_chance = {
			base = 10
		}
		set_party_name = {
			ideology = democratic
			name = AFG_wesh_zalmian
			long_name = AFG_wesh_zalmian_long
		}
		hidden_effect = {
			AFG_shah_mahmud_khan = {
				set_nationality = ROOT
			}
		}
		add_country_leader_role = {
			character = AFG_shah_mahmud_khan
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1.1
				id = -1
				traits = {
					AFG_continuity_pm
				}
			}
		}
	} {
		name = AFG_political_events.140.c
		ai_chance = {
			base = 1
		}
		set_party_name = {
			ideology = democratic
			name = AFG_hazara_party
			long_name = AFG_hazara_party_long
		}
		hidden_effect = {
			AFG_muhammad_ibrahim_khan = {
				set_nationality = ROOT
			}
		}
		add_country_leader_role = {
			character = AFG_muhammad_ibrahim_khan
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1.1
				id = -1
				traits = {
					AFG_reactionary_pm
				}
			}
		}
	}
}
### Entity: Character
Component: count_of_paris
Source: game
File: common/country_leader/00_traits.txt

Code:
count_of_paris = {
	random = no
	global_building_slots_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: air_wing_447
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
air_wings = {
	447 = {
		fighter_equipment_0 = {
			owner = ENG
			amount = 72
		}
		tac_bomber_equipment_0 = {
			owner = ENG
			amount = 48
		}
		CAS_equipment_1 = {
			owner = ENG
			amount = 64
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_his_majestys_loyal_government
Constructs: has_completed_focus, limit, completion_reward, add_political_power, allow_branch, has_game_rule, is_subject_of, add_dynamic_modifier
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_his_majestys_loyal_government
	icon = GFX_focus_RAJ_his_majestys_loyal_government
	x = 44
	y = 0
	relative_position_id = RAJ_great_depression_price_controls
	cost = 5
	mutually_exclusive = {
		focus = RAJ_great_depression_price_controls RAJ_provincial_autonomy
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = RAJ_provincial_autonomy RAJ_great_depression_price_controls
			}
		}
	}
	offset = {
		x = -40
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_great_depression_price_controls
		}
	}
	available = {
		is_subject_of = ENG
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = RAJ_a_loyal_government
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt RAJ_his_majestys_loyal_government_break_free_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_political_power = 70
		hidden_effect = {
			country_event = {
				id = GOE_RAJ_partition.1
				days = 80
			} {
				id = GOE_RAJ.29
				days = 38
			}
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_strengthen_the_tudeh
Constructs: prerequisite, completion_reward, allow_branch, add_popularity, set_party_name
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_strengthen_the_tudeh
	icon = GFX_focus_PER_strengthen_the_tudeh
	prerequisite = {
		focus = PER_reach_to_seperatists
	}
	x = -1
	y = 1
	relative_position_id = PER_reach_to_seperatists
	mutually_exclusive = {
		focus = PER_elevate_the_iran_party
	}
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_party_name = {
			ideology = communism
			name = PER_communism_party
			long_name = PER_communism_party_long
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PER_abdolsamad_kambakhsh
	}
}
### Entity: Idea
Component: KMT_weak_democracy
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_weak_democracy = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.125
		industrial_capacity_factory = -0.075
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_a_private_military
Constructs: division_template, prerequisite, limit, completion_reward, cancel_if_invalid, is_locked, force_allow_recruiting, swap_ideas
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_a_private_military
	icon = GFX_focus_RAJ_a_private_military
	prerequisite = {
		focus = RAJ_headhunt_army_personell
	}
	x = 0
	y = 1
	relative_position_id = RAJ_headhunt_army_personell
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		division_template = {
			name = Private Military
			is_locked = no
			force_allow_recruiting = no
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
		}
		swap_ideas = {
			remove_idea = idea_RAJ_pmc
			add_idea = idea_RAJ_pmc_2
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "Private Military" division_template = "Private Military" start_experience_factor = 0.1 start_equipment_factor = 1 start_manpower_factor = 1
				allow_spawning_on_enemy_provs = no
				count = 12
				owner = ROOT
			}
		}
		custom_effect_tooltip = RAJ_a_private_military_tt_1
	}
}
### Entity: Name List
Component: SWI
Source: game
File: common/names/00_names.txt

Code:
SWI = {
	male = {
		names = {
			Adolf Alexander Eduard Ernst Franz Hans Johann Josef Konstantin Martin Melchior Robert Rudolf Ulrich Wilhelm Augusto Enrico Flavio Giuseppe Vincenzo Antoine Charles Emmanuel Guillaume Gustave Henri Hugo Louis Marc Paul Heinrich Jules François Franz David Paul Ernest Joseph Alfred Richard Hans Maurice Emil Auguste Francesco Antonio Franz Carl Carlo Fritz Henri René Jost Alois Xander
		}
	}
	female = {
		names = {
			Angela Marlene Hanna Anastasia Christina Adelina Adriana Afina Alexandra Alexia Ana Anna Arina Clara Lucy Heidi Martina Camille Caroline Andrea Hedwig Amélia Patricia Géraldine Céline Hanny Silke Elisabeth Ursula Louisa Vera Daniela Rosi Elena Nadia Nicola Gertrud Pia Ellen Edith Ursi Lucia Sara
		}
	}
	surnames = {
		Brenner Deucher Funk Haab Herzog Knüsel Munzinger Näff Schneider von Donatz von Salis-Soglio von Steiger von Tavel Wille Celio Cotti Fogliardi Motta Zeni Walser Ador Calonder Chaudet Comtesse de Prangins Dufour Fornerod Guisan Ruchet Ruchonnet Canonica Arni Frey Ziegler Schaub Hofstetter Maillard Meister Rohner Uhlmann Oldani De Capitani Zimmermann Zust Schmid Eibel Gross Leber Rudin Steiner Vigizzi Meyer Primavesi Brunner Huber Tettamanti Gaudard Rubattel Pittet Viquerat Vessaz Bühler Moll Amsler Müller Mercier Hauser Ottiker Sträuli Censi Graber Strub Tobler Besson Thalmann Bucher Boffa Aebersold Hingis Hefti Bonetti Zulässig
	}
	callsigns = {

	}
}
### Entity: Character
Component: POL_karol_korytowski
Source: game
File: common/characters/POL.txt

Code:
POL_karol_korytowski = {
	name = POL_karol_korytowski
	portraits = {
		army = {
			large = GFX_portrait_POL_karol_korytowski
			small = GFX_idea_POL_karol_korytowski
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer superior_tactician
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
	}
}
### Entity: Trigger Reference
Construct: ships_in_area
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## ships_in_area

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks for amount of ships in specified area
```
### Entity: Decision
Component: BALTIC_entente
Constructs: has_completed_focus, limit, every_country, has_country_flag, fire_only_once, is_good, is_in_faction, cancel_effect
Source: game
File: common/decisions/BALTIC.txt

Code:
BALTIC_entente = {
	formalize_the_entente = {
		allowed = {
			OR = {
				tag = LIT LAT EST
			}
		}
		icon = GFX_decision_hol_exchange_intelligence_data
		is_good = yes
		fire_only_once = yes
		available = {
			any_other_country = {
				has_country_flag = baltic_entente_flag
			}
		}
		visible = {
			is_in_faction = no
		}
		cancel_effect = {

		}
		complete_effect = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = faction_template_BALTIC_ENTENTE_FACTION
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = BALTIC_ENTENTE_FACTION
			}
			every_country = {
				limit = {
					has_country_flag = baltic_entente_flag
				}
				ROOT = {
					add_to_faction = PREV
				}
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = no
				NOT = {
					has_completed_focus = EST_look_north LAT_look_north
				}
			}
		}
	}
	abandon_the_entente = {
		allowed = {
			OR = {
				tag = LIT LAT EST
			}
		}
		icon = GFX_decision_generic_break_treaty
		is_good = yes
		fire_only_once = yes
		available = {
			has_country_flag = baltic_entente_flag baltic_entente_leader_flag
		}
		visible = {
			is_in_faction = no
		}
		cancel_effect = {

		}
		complete_effect = {
			if = {
				limit = {
					original_tag = LAT
				}
				unlock_national_focus = LAT_beyond_the_baltic
			} {
				limit = {
					original_tag = LIT
				}
			} {
				limit = {
					original_tag = EST
				}
				unlock_national_focus = EST_beyond_the_baltic
			}
			every_country = {
				limit = {
					has_country_flag = baltic_entente_flag
				}
				country_event = BALTIC_events.203
				clr_country_flag = baltic_entente_flag
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Idea
Component: danzigerwerft
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/danzig.txt

Code:
danzigerwerft = {
	allowed = {
		original_tag = DNZ
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}