Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SOV_1939_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_1
			creator = SOV
			version_name = I-16 Type 10
		}
		requested_factories = 4
		progress = 0.15
		efficiency = 100
		industrial_manufacturer = mio:SOV_mig_design_bureau_organization
	} {
		equipment = {
			type = large_plane_airframe_1
			creator = SOV
			version_name = Pe-8
		}
		requested_factories = 2
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:SOV_tupolev_design_bureau_organization
	}
}
### Entity: Military Industrial Organization
Component: generic_motorized_mechanized_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic, production_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_motorized_mechanized_organization = {
	icon = GFX_idea_generic_motorized_equipment_manufacturer_3
	allowed = {
		NOT = {
			OR = {
				original_tag = GER ENG SOV FRA ITA JAP USA CZE ROM MEX SLO RKH
			}
		} {
			AND = {
				original_tag = POL
				OR = {
					has_dlc = Poland: United and Ready No Step Back
				}
			}
		} {
			AND = {
				original_tag = NZL
				has_dlc = Together for Victory
			}
		} {
			AND = {
				OR = {
					original_tag = CHI PRC MAN SHX XSM GXC YUN SIK MEN
				}
				has_dlc = Waking the Tiger
			}
		} {
			AND = {
				original_tag = HOL
				has_dlc = Man the Guns
			}
		} {
			AND = {
				OR = {
					original_tag = SPR SPA SPB SPC SPD POR
				}
				has_dlc = La Resistance
			}
		} {
			AND = {
				OR = {
					original_tag = BUL GRE TUR
				}
				has_dlc = Battle for the Bosporus
			}
		} {
			AND = {
				OR = {
					original_tag = EST LAT LIT
				}
				has_dlc = No Step Back
			}
		} {
			AND = {
				OR = {
					original_tag = ETH SWI
				}
				has_dlc = By Blood Alone
			}
		} {
			AND = {
				OR = {
					original_tag = FIN NOR DEN SWE
				}
				has_dlc = Arms Against Tyranny
			}
		} {
			AND = {
				OR = {
					original_tag = BRA CHL ARG
				}
				has_dlc = Trial of Allegiance
			}
		} {
			AND = {
				OR = {
					original_tag = AUS HUN BEL COG
				}
				has_dlc = Gotterdammerung
			}
		} {
			AND = {
				OR = {
					original_tag = AFG PER RAJ IRQ
				}
				has_dlc = Graveyard of Empires
			}
		} {
			AND = {
				OR = {
					original_tag = PHI SND HBC XIC GDC SIC NXM GSM KHM KUM
				}
				has_dlc = No Compromise, No Surrender
			}
		} {
			AND = {
				OR = {
					original_tag = INS AST SIA
				}
				has_dlc = Thunder at Our Gates
			}
		}
	}
	equipment_type = {
		motorized_equipment mechanized_equipment motorized_rocket_equipment
	}
	research_categories = {
		mio_cat_tech_all_motorized_mechanized
	}
	tree_header_text = {
		text = mio_header_motorized
		x = 1
	} {
		text = mio_header_mechanized
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
	trait = {
		token = generic_mio_trait_composite_cargo_bed
		name = generic_mio_trait_composite_cargo_bed
		icon = GFX_generic_mio_department_icon_motorized_production
		position = {
			x = 0
			y = 0
		}
		mutually_exclusive = {
			generic_mio_trai
# ... (truncated)
### Entity: Character
Component: SIA_sindh_kamalanavin
Source: game
File: common/characters/SIA.txt

Code:
SIA_sindh_kamalanavin = {
	name = SIA_sindh_kamalanavin
	portraits = {
		navy = {
			small = GFX_portrait_SIA_sindh_kamalanavin_small
			large = GFX_portrait_SIA_sindh_kamalanavin
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SIA_sindh_kamalanavin
		ledger = navy
		allowed = {
			original_tag = SIA
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer gunnery_expert
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Character
Component: SHX_zhu_ting
Source: game
File: common/characters/SHX.txt

Code:
SHX_zhu_ting = {
	name = SHX_zhu_ting
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = SHX_zhu_ting
		ledger = air
		allowed = {
			original_tag = SHX
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: SLV_dinko_puc
Source: game
File: common/characters/SLV.txt

Code:
SLV_dinko_puc = {
	name = Dinko Puc
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_2.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: ITA_dominance_fleet_1
Source: game
File: common/ai_navy/fleet/ITA_fleet_templates.txt

Code:
ITA_dominance_fleet_1 = {
	required_taskforces = {
		ITA_StrikeForce_1 = 1
		ITA_PatrolReconForce_1 = 4
		ITA_PatrolDominanceForce_1 = 1
	}
	optional_taskforces = {
		ITA_StrikeForceCarrier_1 = 1
		ITA_PatrolDominanceForce_1 = 1
		ITA_PatrolReconForce_1 = 2
	}
}
### Entity: Event
Component: cityfall.29
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.29
	title = cityfall.29.t
	desc = cityfall.29.d
	picture = GFX_news_event_056
	major = yes
	immediate = {
		set_global_flag = fall_of_dublin_ger
	}
	is_triggered_only = yes
	option = {
		name = cityfall.29.a
		trigger = {
			NOT = {
				TAG = IRE GER
			}
		}
	} {
		name = cityfall.29.b
		trigger = {
			TAG = GER
		}
	} {
		name = cityfall.29.c
		trigger = {
			TAG = IRE
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_encourage_exports
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_encourage_exports
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = UKR_economic_reforms
	}
	x = -1
	y = 1
	relative_position_id = UKR_economic_reforms
	available = {
		NOT = {
			has_idea = closed_economy
		}
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = liberty_ethos_focus
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: AUS_buffoon
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_buffoon = {
	random = no
	sprite = 13
	political_power_factor = -0.1
}
### Entity: Event
Component: quebec.9
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.9
	title = quebec.9.t
	desc = quebec.9.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.9.a
		CAN = {
			country_event = quebec.15
		}
	}
}
### Entity: Idea
Component: rt56_USA_member_of_nato_idea
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_USA_member_of_nato_idea = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		subjects_autonomy_gain = 0.5
		generate_wargoal_tension = -0.1
		communism_drift = -0.04
		communism_acceptance = -30
	}
}
### Entity: Idea
Component: JAP_the_unthinkable_option
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_the_unthinkable_option = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = jap_the_unthinkable_option
	modifier = {
		stability_weekly = -0.01
		communism_drift = 0.03
	}
}
### Entity: Character
Component: conservative_grandee
Source: game
File: common/country_leader/00_traits.txt

Code:
conservative_grandee = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	political_advisor_cost_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Achievement
Component: better_than_the_szent_istvan
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_unit_leader, has_navy_size
Source: game
File: common/achievements.txt

Code:
better_than_the_szent_istvan = {
	id = 46
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = HUN
	}
	happened = {
		has_unit_leader = 556
		has_navy_size = {
			unit = battleship
			size = > 0
		}
	}
}
### Entity: Event
Component: malaysia.9
Constructs: is_triggered_only, add_extra_state_shared_building_slots
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.9
	title = malaysia.9.t
	desc = malaysia.9.desc
	is_triggered_only = yes
	option = {
		name = malaysia.9.a
		336 = {
			add_extra_state_shared_building_slots = 2
		}
		333 = {
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.2
Constructs: is_triggered_only, has_completed_focus, limit, create_wargoal, annex_everything, is_subject_of, add_claim_by
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.2
	title = DOD_yugoslavia.2.t
	desc = DOD_yugoslavia.2.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.2.a
		create_wargoal = {
			type = annex_everything
			target = YUG
		}
		IF = {
			limit = {
				CRO = {
					exists = yes
					is_subject_of = YUG
				}
				YUG = {
					NOT = {
						has_completed_focus = YUG_towards_independence
					}
				}
			}
			puppet = CRO
		}
		102 = {
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		107 = {
			add_claim_by = ROOT
		}
		108 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Special Project
Component: sp_naval_nuclear_torpedo
Constructs: fire_only_once, resource_cost, has_dlc, has_tech, breakthrough_cost, enable_equipments, enable_equipment_modules, equipment_bonus
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_nuclear_torpedo = {
	specialization = specialization_naval
	project_tags = {
		sp_tag_submarine sp_tag_nuclear_warfare
	}
	ai_will_do = {
		base = 1
	}
	resource_cost = {
		resources = {
			steel = 8
			chromium = 12
			tungsten = 12
		}
	}
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.long
	allowed = {
		AND = {
			has_dlc = Gotterdammerung Man the Guns
		}
	}
	available = {
		FROM = {
			has_tech = modern_ship_torpedo_launcher
		}
	}
	special_project_parent = {
		sp_naval_nuclear_submarine
	}
	breakthrough_cost = {
		specialization_naval = 1
	}
	project_output = {
		country_effects = {

		}
		facility_state_effects = {

		}
		scientist_effects = {

		}
		enable_equipments = {

		}
		enable_equipment_modules = {
			ship_torpedo_sub_nuclear
		}
	}
	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 sp_naval_generic_failure_nuclear_accident
	}
	unique_prototype_rewards = {
		sp_naval_nuclear_torpedo_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_nuclear_torpedo_preference_a
				iteration_output = {
					country_effects = {

					}
					equipment_bonus = {
						ship_hull_submarine = {
							naval_torpedo_hit_chance_factor = 0.02
							torpedo_attack = 0.1
							reliability = -0.1
							instant = yes
						}
					}
				}
			} {
				token = sp_naval_nuclear_torpedo_preference_b
				iteration_output = {
					country_effects = {

					}
					equipment_bonus = {
						ship_hull_submarine = {
							reliability = 0.1
							build_cost_ic = 0.1
							instant = yes
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_revive_the_basmachi_movement
Constructs: prerequisite, completion_reward, is_subject, is_subject_of, is_in_faction_with, is_core_of, create_operative_leader, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_revive_the_basmachi_movement
	icon = GFX_goal_AFG_revive_basmachi
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			SOV = {
				NOT = {
					is_subject_of = AFG
					is_in_faction_with = AFG
				}
				any_controlled_state = {
					OR = {
						is_core_of = TAJ UZB KYR TMS
						state = 587 586
					}
				}
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				is_subject_of = AFG
				is_in_faction_with = AFG
				any_controlled_state = {
					NOT = {
						is_core_of = TAJ UZB KYR TMS
						state = 587 586
					}
				}
			}
		}
	}
	prerequisite = {
		focus = AFG_peace_through_islam AFG_global_islamic_revolution
	}
	relative_position_id = AFG_peace_through_islam
	cost = 8
	completion_reward = {
		create_operative_leader = {
			name = Shir Muhammad Gazi
			gfx = GFX_Portrait_Operative_AsianMale2
			traits = {
				operative_infiltrator operative_commando operative_escape_artist
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				UZB TMS BUK TAJ KYR AFG
			}
		}
		unlock_decision_category_tooltip = AFG_revive_basmachi_decision_category
		custom_effect_tooltip = AFG_basmachi_resistance_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_CAS
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_CAS
	text = CAS_effort
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = USA_air_support
	}
	x = -1
	y = 1
	relative_position_id = USA_air_support
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAS_effort
			uses = 1
			bonus = 1.0
			category = cas_bomber
		}
	}
}
### Entity: Idea
Component: FIN_suojeluskunta_ns_2_no_bba
Constructs: removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/finland.txt

Code:
FIN_suojeluskunta_ns_2_no_bba = {
	name = FIN_suojeluskunta_ns_1
	picture = FIN_suojeluskunta
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.02
		conscription_factor = 0.15
		mobilization_speed = 0.25
		max_command_power_mult = 0.2
		air_advisor_cost_factor = -0.15
		army_advisor_cost_factor = -0.15
		navy_advisor_cost_factor = -0.15
		military_leader_cost_factor = -0.25
	}
}
### Entity: Event
Component: r56_yugoslavia_deaths.3
Constructs: is_triggered_only, ai_chance, fire_only_once, is_subject_of, retire_character
Source: game
File: events/r56_yugoslavia.txt

Code:
country_event = {
	id = r56_yugoslavia_deaths.3
	title = r56_yugoslavia_deaths.3.t
	desc = r56_yugoslavia_deaths.3.d
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	trigger = {
		tag = YUG
		BOS = {
			OR = {
				exists = no
				is_subject_of = YUG
			}
		}
	}
	immediate = {
		retire_character = YUG_mehmed_spaho
	}
	fire_only_once = yes
	option = {
		name = r56_yugoslavia_deaths.1.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_go_with_vojcechovskys_plan_dynamic
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_mastery_bonus, add_to_variable, swap_ideas, remove_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_go_with_vojcechovskys_plan_dynamic
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = CZE_elevate_the_vsv
	}
	mutually_exclusive = {
		focus = CZE_continue_with_snejdareks_plan_dynamic
	}
	relative_position_id = CZE_elevate_the_vsv
	x = 1
	y = 2
	dynamic = yes
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_go_with_vojcechovskys_plan_no_luza
			bonus = 0.1
			days = 365
			sub_doctrine = assault_infantry
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_core_attack_factor = 0.1
			tooltip = army_core_attack_factor_tt
		} {
			CZE_ceskoslovenska_armada_dig_in_speed_factor = 0.1
			tooltip = dig_in_speed_factor_tt
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_elevate_the_vsv_idea_1
				add_idea = CZE_elevate_the_vsv_idea_2
			}
		}
		hidden_effect = {
			CZE_vsv_idea_go_up = yes
		}
		if = {
			limit = {
				has_character = CZE_vojtyech_luzha
				CZE_vojtyech_luzha = {
					NOT = {
						has_trait = organizer
					}
				}
			}
			CZE_vojtyech_luzha = {
				add_trait = {
					trait = organizer
				}
			}
		}
		every_army_leader = {
			add_attack = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Character
Component: ETH_random_leader_5
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_leader_5 = {
	advisor = {
		slot = political_advisor
		idea_token = ETH_random_leader_5
		allowed = {
			original_tag = ETH
		}
		visible = {
			has_character_flag = ETH_visible_advisor_flag
		}
		traits = {
			collectivization_specialist
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_generic_female_4_small
		}
	}
	gender = female
}
### Entity: Scripted Effect
Component: create_orde_wingate
Constructs: limit, create_orde_wingate, is_corps_commander, add_corps_commander_role
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
create_orde_wingate = {
	RAJ_orde_wingate = {
		if = {
			limit = {
				is_corps_commander = no
			}
		}
		add_corps_commander_role = {
			traits = {
				jungle_rat commando scavenger reckless
			}
			skill = 4
			attack_skill = 3
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 5
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_legalize_smuggling_operations
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_legalize_smuggling_operations
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = LIE_emergency_commissions
	}
	x = 1
	y = 1
	relative_position_id = LIE_emergency_commissions
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_civilian_factories = > 1
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_tooltip = LIE_bop_smuggle_resources LIE_bop_smuggle_foreign_weaponary
	}
}
### Entity: Scripted Effect
Component: USA_senate_small_support
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_senate_small_support = {
	custom_effect_tooltip = mtg_usa_senate_small_support_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = 5
	}
	add_to_variable = {
		senators_support = temp_factor
	}
	round_variable = senators_support
	clamp_variable = {
		var = senators_support
		max = senators_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Idea
Component: bra_ciclosoja_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_ciclosoja_idea = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_industry
	removal_cost = -1
	modifier = {
		production_speed_synthetic_refinery_factor = 0.1
		consumer_goods_factor = -0.15
		MONTHLY_POPULATION = 0.4
	}
}
### Entity: Event
Component: CZE.328
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.328
	title = CZE.328.t
	desc = CZE.328.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = CZE.328.a
		add_opinion_modifier = {
			target = POL
			modifier = CZE_soviet_treaties_negative
		}
	}
}
### Entity: Idea
Component: POL_sanation_right_opposition_2
Constructs: war_support_factor, is_subject, removal_cost, conscription_factor, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_sanation_right_opposition_2 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = FRA_army_of_aggression_focus
	modifier = {
		war_support_factor = -0.1
		conscription_factor = -0.1
		neutrality_drift = -0.1
	}
}
### Entity: AI Strategy
Component: FRA_naval_mine_sweeper
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/FRA_naval.txt

Code:
FRA_naval_mine_sweeper = {
	category = naval
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		naval_mine_sweeper
	}
	priority = {
		factor = 2
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	mine_sweeper_light_early = {
		priority = {
			factor = 10
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 5
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = ship_light_battery_1
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = empty
			}
		}
		requirements = {
			module = ship_mine_sweeper_1
		}
		allowed_modules = {
			ship_mine_warfare ship_light_battery ship_anti_air ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
	mine_sweeper_light_late = {
		priority = {
			factor = 100
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 5
		enable = {
			has_tech = basic_dp_light_battery
		}
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_sweeper_1
				mid_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = {
					any_of = {
						dp_light_battery_1 ship_light_battery_1
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		requirements = {
			module = ship_mine_sweeper_1
		}
		allowed_modules = {
			ship_mine_sweeper_1 ship_mine_warfare ship_anti_air ship_light_battery ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
}
### Entity: Character
Component: ARG_anarchosyndicalist
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_anarchosyndicalist = {
	random = no
	sprite = 13
	communism_drift = 0.1
	war_support_factor = 0.1
	minimum_training_level = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_40w_modern_armor_role_MARM_0
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_40w_modern_armor_role_MARM_0 = {
	set_country_flag = {
		flag = EAI_MODERN_ARMOR_ROLE
		value = 13
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_A_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1311
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_B_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1321
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_C_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1331
		}
	}
}