Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: duplicate_archetypes
Source: game
File: common/units/equipment/x_tank_chassis.txt

Code:
duplicate_archetypes = {
	light_tank_aa_chassis = {
		archetype = light_tank_chassis
		type = {
			armor anti_air
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
			hardness = {
				set = 0.5
			}
		}
	}
	light_tank_artillery_chassis = {
		archetype = light_tank_chassis
		type = {
			armor artillery
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
			hardness = {
				set = 0.5
			}
		}
	}
	light_tank_destroyer_chassis = {
		archetype = light_tank_chassis
		type = {
			armor anti_tank
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
		}
	}
	light_tank_amphibious_chassis = {
		archetype = light_tank_chassis
		type = {
			armor amphibious
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
			hardness = {
				set = 0.55
			}
		}
	}
	light_tank_flame_chassis = {
		archetype = light_tank_chassis
		type = {
			armor flame
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
		}
	}
	medium_tank_aa_chassis = {
		archetype = medium_tank_chassis
		type = {
			armor anti_air
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
			hardness = {
				set = 0.65
			}
		}
	}
	medium_tank_artillery_chassis = {
		archetype = medium_tank_chassis
		type = {
			armor artillery
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
			hardness = {
				set = 0.65
			}
		}
	}
	medium_tank_destroyer_chassis = {
		archetype = medium_tank_chassis
		type = {
			armor anti_tank
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
		}
	}
	medium_tank_amphibious_chassis = {
		archetype = medium_tank_chassis
		type = {
			armor amphibious
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
			hardness = {
				set = 0.7
			}
		}
	}
	medium_tank_flame_chassis = {
		archetype = medium_tank_chassis
		type = {
			armor flame
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					chassis equipment
				}
			}
		}
	}
	heavy_tank_aa_chassis = {
		archetype = heavy_tank_chassis
		type = {
			armor anti_air
		}
		for_each = {
			variant_name = {
				find_and_replace = {
					ch
# ... (truncated)
### Entity: National Focus
Tree: wll_focus
Component: WLL_conservatism_focus
Constructs: create_country_leader, prerequisite, limit, add_ideas, add_stability, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/wallonia.txt

Code:
focus = {
	id = WLL_conservatism_focus
	icon = GFX_goal_christianity_and_state
	prerequisite = {
		focus = GEN_Strenghten_Democracy
	}
	mutually_exclusive = {
		focus = WLL_welfare_focus
	}
	x = 53
	y = 3
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		original_tag = WLL
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.1
		add_ideas = BEL_church_support
		country_event = {
			id = belgium.65
		}
		set_party_name = {
			ideology = democratic
			long_name = WLL_coalition_conservative_socialist_party_long
			name = WLL_coalition_conservative_socialist_party
		}
		if = {
			limit = {
				BEL = {
					exists = no
				}
			}
			create_country_leader = {
				name = Hubert Pierlot
				desc = POLITICS_HUBERT_PIERLOT_DESC
				picture = gfx/leaders/BEL/Portrait_Belgium_Hubert_Pierlot.dds
				expire = 1965.1.1
				ideology = conservatism
				traits = {
					tenacious_negotiator devouted_anti_fascist
				}
			}
		} {
			limit = {
				BEL = {
					exists = yes
				}
			}
			create_country_leader = {
				name = Jules Mahieu
				desc = 
				picture = portrait_jules_mahieu.dds
				expire = 1965.1.1
				ideology = conservatism
				traits = {
					priest
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Effect
Component: SOV_opposition_support_medium_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_opposition_support_medium_increase_effect = {
	custom_effect_tooltip = SOV_opposition_support_medium_increase_effect_tt
	add_to_variable = {
		SOV_opposition_popular_support = 3
	}
	clamp_variable = {
		var = SOV_opposition_popular_support
		max = 60
		min = 0
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_kickstart_military_industrial_complex
Constructs: has_completed_focus, has_war_with, completion_reward, has_game_rule, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_kickstart_military_industrial_complex
	icon = GFX_goal_PAL_the_united_palestinian_army
	x = 39
	y = 3
	available = {
		NOT = {
			has_war_with = ISR
		}
	}
	offset = {
		x = -5
		y = -3
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = PAL_fawzi PAL_abdulqadir
			}
		}
	} {
		x = -12
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = PAL_empower_military PAL_peoples_movement
			}
		}
	}
	cost = 5
	completion_reward = {
		army_experience = 25
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 3
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_defence_in_depth
Constructs: prerequisite, completion_reward, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_defence_in_depth
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = CHI_protracted_warfare
	}
	x = 0
	y = 1
	relative_position_id = CHI_protracted_warfare
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt generic_skip_one_line_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_army_defence_factor = 0.05
			tooltip = army_defence_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_max_dig_in = 1
			tooltip = max_dig_in_tt
		}
		unlock_decision_tooltip = CHI_breach_the_yellow_river
	}
}
### Entity: Trigger Reference
Construct: has_offensive_war_with
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_offensive_war_with

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

```
One country has offensive war against other country.
```
### Entity: Event
Component: NSB_poland_royal_election.3
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, has_game_rule, add_ruling_to_fas, set_politics, set_cosmetic_tag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_royal_election.3
	title = NSB_poland_royal_election.3.t
	desc = NSB_poland_royal_election.3.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	option = {
		name = NSB_poland_royal_election.3.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					OR = {
						has_country_flag = POL_AI_RANDOM_BERMONDT
						has_game_rule = {
							rule = POL_ai_behavior
							option = BERMONDT
						} {
							rule = POL_ai_behavior
							option = DEFAULT
						}
					}
				}
			}
		}
		add_ruling_to_fas = yes
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
			long_name = bermontian_party
			name = bermontian_party
		}
		promote_character = POL_pavel_bermondt_avalov
		hidden_effect = {
			set_cosmetic_tag = POL_KINGDOM_RUS
			clr_country_flag = POL_searching_for_monarch_flag
		} {
			set_country_flag = achievement_POL_elected_monarch
			news_event = {
				id = nsb_news.5
				days = 1
			}
		}
		complete_national_focus = POL_fulfil_fifth_of_november
		unlock_national_focus = POL_cossack_king
	} {
		name = NSB_poland_royal_election.3.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_country_flag = POL_AI_RANDOM_BERMONDT
					has_game_rule = {
						rule = POL_ai_behavior
						option = BERMONDT
					}
				}
			}
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			add_to_variable = {
				var = POL_election_cycle
				value = 1
			}
			if = {
				limit = {
					check_variable = {
						POL_election_cycle = < 2
					}
				}
				country_event = {
					id = NSB_poland_royal_election.1
					days = 35
				}
			}
			else = {
				country_event = {
					id = NSB_poland_royal_election.4
					days = 35
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LAT_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = LAT
		}
		requested_factories = 1
		progress = 0.25
		efficiency = 100
	}
}
### Entity: Unit Template
Component: SPR_INF_06
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_INF_06 = {
	name = Army of Africa
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da División del Ejército de África
	ordered = {

	}
}
### Entity: Event
Component: naw_norway.11
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.11
	title = naw_norway.11.t
	desc = naw_norway.11.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.11.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: AI Strategy
Component: EAI_SIK_avoid_factions
Constructs: is_historical_focus_on, is_faction_leader
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SIK_avoid_factions = {
	enable = {
		is_historical_focus_on = yes
		is_faction_leader = yes
		NOT = {
			tag = CHI PRC
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = SIK
		value = -1000
	} {
		type = diplo_action_acceptance
		id = SIK
		target = offer_join_faction
		value = -1000
	} {
		type = diplo_action_desire
		id = SIK
		target = offer_join_faction
		value = -1000
	}
}
### Entity: Idea
Component: ICE_home_defense12
Constructs: army_defence_factor, equipment_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense12 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.2
		army_core_attack_factor = 0.2
		army_defence_factor = 0.1
		army_morale_factor = 0.1
		conscription = 0.02
		training_time_army_factor = -0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			reliability = 0.05
		}
		artillery = {
			reliability = 0.05
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_solve_the_karelian_question_old
Constructs: prerequisite, limit, owns_state, completion_reward, is_puppet, complete_tooltip, create_wargoal, take_state_focus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_solve_the_karelian_question_old
	text = SOV_solve_the_karelian_question
	icon = GFX_focus_fin_karjala_question
	prerequisite = {
		focus = SOV_imperial_legacy_old
	}
	x = -2
	y = 1
	relative_position_id = SOV_imperial_legacy_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_puppet = no
		r56_script_i_am_sane = yes
		FIN = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		FIN = {
			r56_script_standard_bypass = yes
		}
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				FIN = {
					exists = yes
					owns_state = 146
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = FIN
				expire = 0
				generator = {
					146 147
				}
			}
		}
		add_state_claim = 146 147
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: EAI_Motorized_Design_C_PRESET
Constructs: limit, check_variable
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Motorized_Design_C_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
			} {
				EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
			}
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
			} {
				EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
			}
		}
	}
}
### Entity: Idea
Component: CZE_export_focus2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_export_focus2 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = free_trade
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		production_factory_efficiency_gain_factor = 0.05
		trade_opinion_factor = 0.1
		trade_laws_cost_factor = -0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Unit Leader
Component: 10
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
10 = {
	cost = 51200
	type = field_marshal
	modifier = {
		planning_speed = 0.5
		max_planning = 0.2
	}
}
### Entity: Idea
Component: KMT_lingering_collaborators3
Constructs: removal_cost, is_subject, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_lingering_collaborators3 = {
	removal_cost = -1
	picture = ENG_the_war_to_end_all_wars
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		is_subject = yes
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = -0.02
		conscription_factor = -0.05
		party_popularity_stability_factor = -0.05
	}
}
### Entity: Idea
Component: SPA_anti_carlist_offensive
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_anti_carlist_offensive = {
	picture = SPR_nationalist_remnants
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SPB
		attack_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: Event
Component: PER_imperial_events.201
Constructs: is_triggered_only, add_political_power
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.201
	title = PER_imperial_events.201.t
	desc = PER_imperial_events.201.desc
	picture = GFX_report_event_tur_the_saadabad_pact
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.201.a
		add_political_power = 25
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_indoctrination_in_the_military_academy
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_command_power, every_army_leader, has_trait, add_planning
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_indoctrination_in_the_military_academy
	icon = GFX_focus_generic_subjugation
	x = 9
	y = 1
	relative_position_id = JAP_sea_the_showa_restoration
	prerequisite = {
		focus = JAP_sea_the_showa_restoration
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		add_command_power = 25
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt JAP_every_kodoha_member_tt generic_skip_one_line_tt cost_reduced_last_stand_2
		every_army_leader = {
			limit = {
				has_trait = trait_JAP_kodoha_sympathizer
			}
			add_planning = 1
			add_logistics = 1
		}
	}
}
### Entity: Character
Component: INS_mohammad_natsir
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_mohammad_natsir = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates La Resistance
		}
		name = INS_mohammad_natsir
		portraits = {
			army = {
				small = GFX_portrait_INS_mohammad_natsir_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = INS_mohammad_natsir
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
				INS_character_republic_founded_check_VISIBLE = yes
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					has_completed_focus = INS_the_declaration_of_independence
					has_country_flag = INS_islamist_loyalty
				}
			}
			traits = {
				spymaster
			}
		}
	} {
		allowed = {
			has_dlc = Thunder at Our Gates
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = INS_mohammad_natsir
		portraits = {
			army = {
				small = GFX_portrait_INS_mohammad_natsir_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = INS_mohammad_natsir
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
				INS_character_republic_founded_check_VISIBLE = yes
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					has_completed_focus = INS_the_declaration_of_independence
					has_country_flag = INS_islamist_loyalty
				}
			}
			traits = {
				spymaster_no_lar
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_STR_air_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_STR_air_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/strategic_bomber = global.EAI_ON
		} {
			EAI_FOCUS/AIR/strategic_bomber_OVERRIDE = global.EAI_ON
		}
		AND = {
			OR = {
				EAI_Strategic_Bomber_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/strategic_bomber EAI_FOCUS/AIR/strategic_bomber_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_the_legacy_of_1805
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_country_leader, is_in_faction, is_subject_of, has_capitulated
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_the_legacy_of_1805
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = GUA_the_throne_belongs_to_one
	}
	x = 3
	y = 1
	relative_position_id = GUA_the_throne_belongs_to_one
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
		ITA = {
			NOT = {
				is_in_faction = yes
				is_subject_of = ROOT
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
			OR = {
				has_government = neutrality fascism
			}
		}
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = generic.5
				hours = 12
				random_hours = 6
			}
		}
	}
}
### Entity: AI Strategy
Component: ENG_USA_focus_on_europe
Constructs: is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_USA_focus_on_europe = {
	allowed = {
		OR = {
			tag = USA ENG
		}
	}
	enable = {
		is_historical_focus_on = yes
		OR = {
			date = > 1941.6.1
			SOV = {
				surrender_progress = > 0.5
			}
		}
		has_global_flag = FRA_already_surrendered
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		tag = GER
		value = 10
	} {
		type = front_unit_request
		area = italy
		value = 20
	} {
		type = front_unit_request
		area = north_africa
		value = 15
	}
}
### Entity: Character
Component: TAOG_acting_minister_defense
Constructs: army_defence_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_acting_minister_defense = {
	sprite = 9
	random = no
	army_defence_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: AI Strategy
Component: generic_naval_bomber
Source: game
File: common/ai_equipment/generic_planes.txt

Code:
generic_naval_bomber = {
	category = air
	blocked_for = {
		GER ENG USA
	}
	available_for = {

	}
	roles = {
		air_naval_bomber
	}
	priority = {
		factor = 500
	}
	naval_bomber_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_naval_bomber_airframe_1
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting engine_2_1x
		}
	}
	naval_bomber_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = small_plane_naval_bomber_airframe_2
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_2x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting lmg_defense_turret bomb_locks engine_2_2x
		}
	}
	naval_bomber_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = small_plane_naval_bomber_airframe_3
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_3_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting bomb_locks engine_3_1x lmg_defense_turret
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_civilian_preparations
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_civilian_preparations
	icon = GFX_focus_DEN_civilian_preparations
	prerequisite = {
		focus = DEN_industrial_preparations
	}
	relative_position_id = DEN_national_unity
	x = 1
	y = 2
	cost = 5
	bypass = {

	}
	available = {
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		}
		add_to_variable = {
			DEN_war_preparations_defensive_war_stability = 0.1
			tooltip = defensive_war_stability_factor_tt
		} {
			DEN_war_preparations_weekly_casualties_war_support = 0.001
			tooltip = weekly_casualties_war_support_tt
		} {
			DEN_war_preparations_weekly_bombing_war_support = 0.001
			tooltip = weekly_bombing_war_support_tt
		} {
			DEN_war_preparations_weekly_convoys_war_support = 0.001
			tooltip = weekly_convoys_war_support_tt
		}
	}
}
### Entity: State History
Component: 947
Constructs: add_core_of
Source: game
File: history/states/947-Nancy.txt

Code:
state = {
	id = 947
	name = Nancy
	provinces = {
		521 3560 5291 11516
	}
	history = {
		owner = FRA
		victory_points = {
			3560 1
		} {
			11516 5
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
		}
		add_core_of = FRA
	}
	manpower = 667000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = large_town
}
### Entity: Idea
Component: UZB_ai2
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_ai2 = {
	ledger = army
	picture = generic_army_asia_3
	allowed = {
		original_tag = UZB
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}