Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_concessions_to_the_industrialists
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, add_building_construction, set_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_concessions_to_the_industrialists
	icon = GFX_focus_generic_industrialists
	prerequisite = {
		focus = RAJ_work_with_local_leaders
	}
	x = -1
	y = 1
	relative_position_id = RAJ_work_with_local_leaders
	cost = 5
	mutually_exclusive = {
		focus = RAJ_empower_provincial_authorities
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt RAJ_concessions_to_the_industrialists_chances_tt
		set_variable = {
			RAJ_local_leaders_infra_chance = 0
		} {
			RAJ_local_leaders_civs_chance = 0.6
		} {
			RAJ_local_leaders_mils_chance = 0.4
		}
	}
}
### Entity: Event
Component: new_ger.48
Constructs: is_triggered_only, remove_ideas, add_timed_idea
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.48
	title = new_ger.48.t
	desc = new_ger.48.d
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	option = {
		name = new_ger.49.a
		add_timed_idea = {
			idea = GER_restructuring_the_system
			days = 500
		}
		remove_ideas = GER_factionalism
	}
}
### Entity: Unit Template
Component: MAC_MAR_01
Source: game
File: common/units/names_divisions/MAC_names_divisions.txt

Code:
MAC_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		MAC
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Mornarička Divizija
	ordered = {
		1 = {
			%d. Mornarička Divizija
		}
		2 = {
			%d. Mornarička Divizija
		}
		3 = {
			%d. Mornarička Divizija
		}
		4 = {
			%d. Mornarička Divizija
		}
		5 = {
			%d. Mornarička Divizija
		}
		6 = {
			%d. Mornarička Divizija
		}
		7 = {
			%d. Mornarička Divizija
		}
		8 = {
			%d. Mornarička Divizija
		}
		9 = {
			%d. Mornarička Divizija
		}
		10 = {
			%d. Mornarička Divizija
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_2
			creator = ENG
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 100
		industrial_manufacturer = mio:ENG_supermarine_organization
	} {
		equipment = {
			type = strat_bomber_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ENG_avro_organization
	}
}
### Entity: Event
Component: EYE_swiss.22
Constructs: ai_chance, has_war, limit, remove_ideas, has_government, has_country_flag, add_political_power, has_annex_war_goal
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.22
	title = EYE_swiss.22.t
	desc = EYE_swiss.22.desc
	picture = GFX_report_event_worker_protests
	trigger = {
		tag = SWI
		has_country_flag = SWI_mobilized
		has_war = no
		NOT = {
			any_other_country = {
				has_annex_war_goal = SWI
			}
		}
		GER = {
			NOT = {
				focus_progress = {
					focus = GER_operation_tannenbaum
					progress = > 0
				}
			}
		}
		has_idea = SWI_angry_civilians_2
		has_global_flag = SWI_R56_focus_tree
	}
	mean_time_to_happen = {
		days = 270
	}
	option = {
		name = EYE_swiss.20.a
		ai_chance = {
			base = 10
		}
		remove_ideas = SWI_angry_civilians_2 SWI_mobilize_1
		add_timed_idea = {
			days = 180
			idea = SWI_pressured_demobilization
		}
		custom_effect_tooltip = EYE_swiss.20.tt
		hidden_effect = {
			country_event = EYE_swiss.100 EYE_swiss.101 EYE_swiss.102
			clr_country_flag = SWI_mobilized
		}
	} {
		name = EYE_swiss.20.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_government = fascism communism
				}
			}
		}
		if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = -0.15
			}
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.15
			}
		} {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = -0.15
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = -0.15
			}
		}
		add_political_power = -150
		swap_ideas = {
			remove_idea = SWI_angry_civilians_2
			add_idea = SWI_angry_civilians_3
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_naval_academy
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, every_navy_leader, add_planning
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_naval_academy
	icon = GFX_goal_generic_admirality
	prerequisite = {
		focus = PLY_develop_our_dockyards
	}
	relative_position_id = PLY_develop_our_dockyards
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 25
		add_ideas = SCO_idea_national_admiralty
		custom_effect_tooltip = generic_skip_one_line_tt
		every_navy_leader = {
			add_planning = 1
		}
	}
}
### Entity: Character
Component: ITA_ettore_baldassarre
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_ettore_baldassarre = {
	name = ITA_ettore_baldassarre
	portraits = {
		army = {
			small = GFX_portrait_ITA_ettore_baldasarre_small
			large = GFX_portrait_ITA_ettore_baldasarre
		}
	}
	corps_commander = {
		traits = {
			old_guard trait_engineer fortress_buster trait_reckless
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			has_government = fascism
		}
	}
}
### Entity: Special Project
Component: sp_naval_proximity_fuze
Constructs: fire_only_once, set_technology, has_dlc, has_tech, resource_cost, breakthrough_cost, equipment_bonus, build_cost_ic
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_proximity_fuze = {
	specialization = specialization_naval
	project_tags = sp_tag_surface_ship
	ai_will_do = {
		base = 1
	}
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			has_tech = improved_radio
		}
	}
	resource_cost = {
		resources = {
			steel = 12
			chromium = 4
			tungsten = 12
		}
	}
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.long
	breakthrough_cost = {
		specialization_naval = 2
	}
	project_output = {
		country_effects = {
			custom_effect_tooltip = tech_effect|sp_naval_proximity_fuze_tech {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_shock_hardening_techniques
			}
			hidden_effect = {
				set_technology = {
					sp_naval_proximity_fuze_tech = 1
					popup = no
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_naval_proximity_fuzes_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_proximity_fuzes_preference_a
				iteration_output = {
					country_effects = {

					}
					equipment_bonus = {
						anti_air_equipment = {
							build_cost_ic = -0.05
							instant = yes
						}
					}
				}
			} {
				token = sp_naval_proximity_fuzes_preference_b
				iteration_output = {
					country_effects = {

					}
					equipment_bonus = {
						anti_air_equipment = {
							air_attack = 0.15
							build_cost_ic = 0.05
							instant = yes
						}
					}
				}
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.53
Constructs: is_triggered_only
Source: game
File: events/r56_afghanistan.txt

Code:
news_event = {
	id = r56_afghanistan.53
	picture = GFX_news_event_AFG_civil_war
	title = r56_afghanistan.53.t
	desc = r56_afghanistan.53.d
	is_triggered_only = yes
	major = yes
	option = {
		name = r56_afghanistan.53.a
		trigger = {
			NOT = {
				tag = AFG
			}
		}
	} {
		name = r56_afghanistan.53.b
		trigger = {
			tag = AFG
		}
	}
}
### Entity: Scripted Effect
Component: ITA_set_special_characters_as_antifascists_effect
Constructs: set_unit_leader_flag, set_character_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_set_special_characters_as_antifascists_effect = {
	ITA_giovanni_messe = {
		set_unit_leader_flag = ITA_cw_unit_leader_antifascist_side_flag
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_giovanni_duca = {
		set_unit_leader_flag = ITA_cw_unit_leader_antifascist_side_flag
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_amedeo_guillet = {
		set_unit_leader_flag = ITA_cw_unit_leader_antifascist_side_flag
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_annibale_bergonzoli = {
		set_unit_leader_flag = ITA_cw_unit_leader_antifascist_side_flag
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_hamid_idris_awate = {
		set_unit_leader_flag = ITA_cw_unit_leader_antifascist_side_flag
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_ibrahim_farag_mohammed = {
		set_unit_leader_flag = ITA_cw_unit_leader_antifascist_side_flag
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_junio_valerio_borghese = {
		set_unit_leader_flag = ITA_cw_unit_leader_antifascist_side_flag
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_gaetano_crocco = {
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_romeo_bernotti = {
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_alberto_pariani = {
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_francesco_pricolo = {
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
	ITA_aldo_pellegrini = {
		set_character_flag = ITA_cw_character_antifascist_side_flag
	}
}
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: has_completed_focus, force_government
Source: game
File: common/peace_conference/ai_peace/CZE.txt

Code:
peace_ai_desires = {
	CZE_actually_neutralize_hungarian_threat_puppet = {
		peace_action_type = puppet
		enable = {
			ROOT = {
				has_completed_focus = CZE_neutralize_the_hungarian_threat
			}
			FROM.FROM = {
				original_tag = HUN
			}
		}
		ai_desire = 150
	}
	CZE_actually_neutralize_hungarian_threat_no_force_gov = {
		peace_action_type = force_government
		enable = {
			ROOT = {
				has_completed_focus = CZE_neutralize_the_hungarian_threat
			}
			FROM.FROM = {
				original_tag = HUN
			}
		}
		ai_desire = -100
	}
}
### Entity: Character
Component: FRA_louis_renault
Source: game
File: common/characters/FRA.txt

Code:
FRA_louis_renault = {
	name = FRA_louis_renault
	portraits = {
		army = {
			large = GFX_portrait_FRA_louis_renault
		}
	}
	scientist = {
		traits = {
			scientist_trait_armored_specialist
		}
		skills = {
			specialization_land = 2
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_war_in_the_north
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_global_flag, add_doctrine_cost_reduction, has_decision, clr_country_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_war_in_the_north
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_supremacy_of_the_communion
	}
	icon = GFX_goal_generic_position_armies
	x = 1
	y = 1
	relative_position_id = SPA_supremacy_of_the_communion
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SPA_the_war_in_the_north
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		if = {
			limit = {
				NOT = {
					has_decision = SPA_galicia_offensive SPA_asturias_offensive SPA_leon_offensive SPA_valladolid_offensive SPA_burgos_offensive SPA_pais_vasco_offensive SPA_navarra_offensive SPA_western_aragon_offensive SPA_eastern_aragon_offensive SPA_catalunya_offensive SPA_salamanca_offensive SPA_madrid_offensive SPA_guadalajara_offensive SPA_valencia_offensive SPA_extremadura_offensive SPA_ciudad_real_offensive SPA_murcia_offensive SPA_sevilla_offensive SPA_cordoba_offensive SPA_granada_offensive
				}
				has_country_flag = SPR_preparing_offensive_in_progress_flag
			}
			clr_country_flag = SPR_preparing_offensive_in_progress_flag
		}
		790 = {
			clr_state_flag = SPR_unplanned_offensive_flag
			remove_dynamic_modifier = {
				modifier = unplanned_offensive
			}
		}
		792 = {
			clr_state_flag = SPR_unplanned_offensive_flag
			remove_dynamic_modifier = {
				modifier = unplanned_offensive
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_anti_japanese_stratagems
Constructs: prerequisite, has_government, has_war_with, add_war_support, completion_reward, add_timed_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_anti_japanese_stratagems
	icon = GFX_focus_attack_japan
	prerequisite = {
		focus = MEN_request_suiyuan_and_ordos MEN_down_with_the_colonizer
	}
	x = 1
	y = 1
	bypass_if_unavailable = yes
	available = {
		JAP = {
			exists = yes
			OR = {
				has_war_with = ROOT
				has_government = fascism communism
			}
		}
	}
	relative_position_id = MEN_request_suiyuan_and_ordos
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		add_timed_idea = {
			idea = MEN_anti_japanese_stratagems_idea
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Country History
Country: BRB
Component: BRB_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/BRB - Barbados.txt

Code:
# Politics & Parties for BRB
set_war_support = 0.2
set_stability = 0.5
set_politics = {
	ruling_party = democratic
	last_election = 1933.2.16
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	communism = 25
	neutrality = 25
}
### Entity: Event
Component: axis_minors_bulgaria.54
Constructs: is_triggered_only, add_ideas, add_political_power, set_politics, add_popularity
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.54
	title = axis_minors_bulgaria.54.t
	desc = axis_minors_bulgaria.54.d
	picture = GFX_report_GRE_fascist_victory
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.54.a
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_political_power = 100
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_ideas = BUL_feeble_grip
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_reaffirm_supremacy_over_the_army
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_reaffirm_supremacy_over_the_army
	icon = GFX_focus_generic_military_mission
	relative_position_id = IRQ_united_officer_corps
	prerequisite = {
		focus = IRQ_united_officer_corps
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_country_leader_trait = army_connections
	}
}
### Entity: Idea
Component: CHI_tsr_reorganized_government_idea_2
Constructs: war_support_factor, removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_reorganized_government_idea_2 = {
	name = CHI_tsr_reorganized_government_idea
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		conscription_factor = 0.05
		mobilization_speed = 0.05
	}
}
### Entity: Special Project
Component: sp_land_super_heavy_howitzer
Constructs: fire_only_once, has_dlc, has_tech, breakthrough_cost, resource_cost, enable_subunits, enable_equipments, equipment_bonus
Source: game
File: common/special_projects/projects/land_projects.txt

Code:
sp_land_super_heavy_howitzer = {
	specialization = specialization_land
	project_tags = sp_tag_artillery
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			has_tech = gw_artillery
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.medium
	breakthrough_cost = {
		specialization_land = 2
	}
	resource_cost = {
		resources = {
			steel = 8
			tungsten = 4
		}
	}
	project_output = {
		enable_subunits = {
			super_heavy_artillery
		}
		enable_equipments = {
			super_heavy_artillery_equipment_1
		}
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH_WITH_EXTRA_TECH
				TECH = sp_artillery_rocket_assisted_projectiles_tech
				EXTRA_TECH = experimental_rockets
			}
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_artillery_tech_1 sp_land_generic_reward_artillery_tech_2 sp_land_generic_reward_artillery_tech_3 sp_land_generic_reward_artillery_bonus_1 sp_land_generic_reward_artillery_bonus_2 sp_land_generic_reward_artillery_bonus_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure
	}
	unique_prototype_rewards = {
		sp_land_reward_super_heavy_howitzer_focus_preference = {
			fire_only_once = yes
			threshold = {
				min = 30
				max = 100
			}
			weight = {
				base = 50
			}
			option = {
				token = sp_land_reward_option_super_heavy_howitzer_focus_preference_balance
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = {
							localization_key = generic_no_effects_to_equipment_tt
							EQUIPMENT = super_heavy_artillery_equipment_1
						}
					}
				}
			} {
				token = sp_land_reward_option_super_heavy_howitzer_focus_preference_firepower
				iteration_output = {
					equipment_bonus = {
						super_heavy_artillery_equipment_1 = {
							build_cost_ic = 0.1
							soft_attack = 0.05
							additional_collateral_damage = 0.1
						}
					}
					country_effects = {

					}
				}
# ... (truncated)
### Entity: Idea
Component: CZE_air_focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_air_focus = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = air_support_focus
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: idea_RAJ_guided_by_britain
Constructs: industrial_capacity_factory, removal_cost, autonomy_gain, democratic_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_guided_by_britain = {
	allowed = {
		original_tag = RAJ
	}
	picture = eng_guided_by_britain
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_war_With = ENG
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		autonomy_gain = 0.2
		democratic_drift = 0.1
	}
}
### Entity: Idea
Component: COG_acas
Source: game
File: common/ideas/congo.txt

Code:
COG_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = COG
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: ENG_harland_wolff_organization
Constructs: has_dlc, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/ENG_organization.txt

Code:
ENG_harland_wolff_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_harland_wolff
	allowed = {
		tag = ENG
		has_dlc = Arms Against Tyranny
	}
	override_trait = {
		token = generic_mio_trait_underway_replenishment_equipment
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_transom_stern
	}
	add_trait = {
		token = ENG_mio_trait_flared_bow
		name = ENG_mio_trait_flared_bow
		icon = GFX_generic_mio_department_icon_ship_general_quality
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_underway_replenishment_equipment
		any_parent = {
			generic_mio_trait_splinter_protection
		}
		equipment_bonus = {
			naval_weather_penalty_factor = -0.1
		}
	} {
		token = generic_mio_trait_semi_armor_piercing_shells
		name = generic_mio_trait_semi_armor_piercing_shells
		icon = GFX_generic_mio_trait_icon_lg_attack
		special_trait_background = yes
		any_parent = {
			generic_mio_trait_secondary_fire_director_control
		}
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_secondary_fire_director_control
		equipment_bonus = {
			lg_attack = 0.05
			lg_armor_piercing = 0.05
		}
	}
}
### Entity: Character
Component: NAV_alberto_demontaud_noguerol
Source: game
File: common/characters/NAV.txt

Code:
NAV_alberto_demontaud_noguerol = {
	name = Enrique Perrez Farras
	portraits = {
		army = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_land_2.dds
			small = GFX_idea_generic_army_europe_5
		}
	}
	advisor = {
		slot = army_chief
		idea_token = NAV_alberto_demontaud_noguerol
		allowed = {
			original_tag = NAV
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	field_marshal = {
		traits = {
			trait_engineer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 2
	}
}
### Entity: AI Strategy
Component: GER_we_dont_really_need_those
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_we_dont_really_need_those = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = > 1936.1.1
		exists = yes
	}
	abort = {
		date = > 1944.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = armored_car_equipment
		value = -75
	} {
		type = equipment_variant_production_factor
		id = med_maritime_equipment
		value = -75
	} {
		type = equipment_variant_production_factor
		id = strat_maritime_equipment
		value = -75
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_internationalism
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_subject_of, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_internationalism
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = PRC_soviet_economic_aid
	}
	x = 0
	y = 3
	relative_position_id = PRC_marxist_orthodoxy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV = {
			has_government = ROOT
		}
		NOT = {
			has_war_with = SOV
		}
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
		is_in_faction = no
	}
	bypass = {
		is_in_faction_with = SOV
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			country_event = generic.2
		}
	}
}