Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_burn_the_paper_tigers
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_burn_the_paper_tigers
	icon = GFX_focus_PRC_burn_the_paper_tigers
	prerequisite = {
		focus = PRC_know_the_enemy
	}
	mutually_exclusive = {
		focus = PRC_the_unwilling_diarchy_focus
	}
	x = -11
	y = 3
	relative_position_id = PRC_know_the_enemy
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PRC_the_unwilling_diarchy_focus
			}
		}
	}
	offset = {
		x = 7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_burn_the_paper_tigers
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	enable_automatic_bypass = no
	available = {
		is_subject = no
		is_in_faction = no
		NOT = {
			has_country_flag = PRC_said_no_to_cuf
		}
	}
	bypass = {
		OR = {
			is_subject = yes
			is_in_faction = yes
			has_country_flag = PRC_said_no_to_cuf
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					any_other_country = {
						is_literally_china = no
						has_faction_template = faction_template_chinese_united_front
					}
				}
				event_target:WTT_current_china_leader = {
					is_puppet = no
					exists = yes
					NOT = {
						has_war_with = ROOT
						tag = ROOT
					}
					is_faction_leader = no
				}
			}
			event_target:WTT_current_china_leader = {
				country_event = {
					id = SEA_PRC_faction_events.10
					days = 2
				}
			}
			effect_tooltip = {
				set_rule = {
					can_create_factions = yes
				} {
					can_join_factions = yes
				}
				create_faction_from_template = faction_template_chinese_united_front
				add_faction_initiative = 1
				custom_effect_tooltip = if_they_accept_tt
				add_to_faction = event_target:WTT_current_china_leader
			}
			custom_effect_tooltip = generic_less_threatening_to_accept_tt
		}
		else_if = {
			limit = {
				NOT = {
					any_other_country = {
						is_literally_china = no
						has_faction_template = faction_template_chinese_united_front
					}
				}
			}
			set_rule = {
				can_create_factions = yes
			} {
				can_join_factions = yes
			}
			create_faction_from_template = faction_template_PRC_the_peoples_front
			add_faction_initiative = 1
		
# ... (truncated)
### Entity: Idea
Component: GER_philipp_holzmann
Constructs: has_completed_focus, is_historical_focus_on
Source: game
File: common/ideas/GER.txt

Code:
GER_philipp_holzmann = {
	picture = GER_philipp_holzmann
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_employ_philipp_holzmann GER_revitalize_the_nation
		}
	}
	cost = 150
	ai_will_do = {
		base = 1
		modifier = {
			factor = 5
			is_historical_focus_on = yes
		}
	}
	traits = {
		construction_company
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_institute_the_five_year_plan
Constructs: prerequisite, add_stability, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_institute_the_five_year_plan
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = ITA_industrial_socialization
	}
	x = 0
	y = 1
	relative_position_id = ITA_industrial_socialization
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = -0.05
		add_to_variable = {
			ITA_iri_production_speed_industrial_complex_factor = 0.1
		} {
			ITA_iri_production_speed_arms_factory_factor = 0.1
		} {
			ITA_iri_production_speed_dockyard_factor = 0.1
		} {
			ITA_iri_production_speed_infrastructure_factor = 0.1
		}
		custom_effect_tooltip = ITA_institute_the_five_year_plan_iri_tt
	}
}
### Entity: Event
Component: AAT_norway_communist.3
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_communist.3
	title = AAT_norway_communist.3.t
	desc = AAT_norway_communist.3.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = AAT_norway_communist.3.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = NOR_rejected_our_offer
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.17
Constructs: is_triggered_only, limit, set_faction_name, add_to_faction, is_in_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.17
	title = NSB_soviet_fascist_tsarist.17.t
	desc = NSB_soviet_fascist_tsarist.17.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.17.a
		effect_tooltip = {
			FROM = {
				set_faction_name = TRIPLE_ENTENTE
				add_to_faction = ROOT
			}
			if = {
				limit = {
					FROM = {
						tag = ENG
					}
					FRA = {
						is_in_faction = no
					}
				}
				FRA = {
					country_event = {
						id = NSB_soviet_fascist_tsarist.19
						hours = 12
						random = 60
					}
				}
			} {
				limit = {
					FROM = {
						tag = FRA
					}
					ENG = {
						is_in_faction = no
					}
				}
				ENG = {
					country_event = {
						id = NSB_soviet_fascist_tsarist.19
						hours = 12
						random = 60
					}
				}
			}
		}
		news_event = {
			id = nsb_news.407
			hours = 12
		}
	}
}
### Entity: Idea
Component: CYP_national_guard_tt_3
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_national_guard_tt_3 = {
	name = r56_CYP_dyn_mod_national_guard
	modifier = {
		army_core_defence_factor = 0.1
		army_morale_factor = 0.12
		political_power_factor = 0.05
		max_dig_in_factor = 0.1
		army_speed_factor = -0.05
	}
}
### Entity: Effect Reference
Construct: every_scientist
Constructs: limit, every_scientist, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_scientist

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on every scientist (or \"random_select_amount\" of random character if specified) of the country in scope, that fulfills the \"limit\" trigger.
	tooltip=key can be added to override tooltip title.
	By default the effects are only displayed once, you may display them for each matching character with display_individual_scopes.
	ex: GER = {
	  every_scientist = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		include_invisible = yes # Optional - default = no
		display_individual_scopes = yes # Optional - default = no
		... character scope effects ...
	  }
	}
```
### Entity: Idea
Component: solvay
Constructs: research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
solvay = {
	allowed = {
		OR = {
			original_tag = BEL FLA
		}
	}
	research_bonus = {
		industry = 0.1
		synth_resources = 0.155
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_form_the_redshirts
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_form_the_redshirts
	icon = GFX_focus_eng_move_to_secure_the_dominions
	prerequisite = {
		focus = TUR_integrate_the_fascist_council
	}
	x = 2
	y = 1
	relative_position_id = TUR_integrate_the_fascist_council
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = TUR_the_redshirts
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_tirana_royal_institute_of_technology
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_research_slot
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_tirana_royal_institute_of_technology
	icon = GFX_focus_research
	prerequisite = {
		focus = ALB_stick_to_the_constitution_of_1928 ALB_cancel_the_constitution_of_1928
	}
	x = 2
	y = 4
	cost = 10
	available = {
		has_full_control_of_state = 44
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: ARG_siam_di_tella_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/argentina.txt

Code:
ARG_siam_di_tella_idea = {
	name = ARG_siam_di_tella
	picture = ARG_siam_di_tella
	allowed = {
		original_tag = ARG
		has_dlc = Trial of Allegiance
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: Idea
Component: BEL_familleureux
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_familleureux = {
	cost = 75
	available = {
		has_completed_focus = BEL_light_tank_destroyers
	}
	allowed = {
		OR = {
			original_tag = BEL WLL
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer2
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			reliability = 0.2
			hard_attack = 0.1
			ap_attack = 0.05
		}
		medium_tank_destroyer_chassis = {
			reliability = 0.2
			hard_attack = 0.1
			ap_attack = 0.05
		}
		heavy_tank_destroyer_chassis = {
			reliability = 0.2
			hard_attack = 0.1
			ap_attack = 0.05
		}
	}
	modifier = {

	}
}
### Entity: Decision
Component: JAP_state_shintoism_decisions
Constructs: has_completed_focus, has_government, fire_only_once, cancel_trigger, cancel_effect, complete_effect, add_to_variable, remove_effect
Source: game
File: common/decisions/JAP.txt

Code:
JAP_state_shintoism_decisions = {
	JAP_incorporate_imperial_way_buddhism_decision = {
		priority = 15
		icon = GFX_decision_hol_exchange_intelligence_data
		ai_will_do = {
			base = 25
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			OR = {
				has_completed_focus = JAP_a_new_take_on_state_shintoism JAP_the_spirit_of_the_imperial_nation JAP_enact_religious_organizations_law
			} {
				has_government = neutrality fascism
			}
		}
		available = {

		}
		cost = 50
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			JAP_add_or_modify_state_shintoism = yes
			add_to_variable = {
				JAP_state_shinotism_pocket_penalty = -0.05
				tooltip = pocket_penalty_tt
			} {
				JAP_state_shinotism_war_support_factor = 0.05
				tooltip = war_support_factor_tt
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	JAP_one_people_united_under_shinto_decision = {
		priority = 14
		icon = GFX_decision_generic_civil_support
		ai_will_do = {
			base = 2
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			OR = {
				has_completed_focus = JAP_a_new_take_on_state_shintoism JAP_the_spirit_of_the_imperial_nation JAP_enact_religious_organizations_law
			}
		}
		available = {

		}
		cost = 50
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			JAP_add_or_modify_state_shintoism = yes
			add_to_variable = {
				JAP_state_shinotism_stability_factor = 0.1
				tooltip = stability_factor_tt
			} {
				JAP_state_shinotism_war_support_factor = -0.1
				tooltip = war_support_factor_tt
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	JAP_relentless_divine_nationalism_decision = {
		priority = 13
		icon = GFX_decision_eng_blackshirt_speech
		ai_will_do = {
			base = 3
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			OR = {
				has_completed_focus = JAP_a_new_take_on_state_shintoism JAP_the_spirit_of_the_imperial_nation JAP_enact_religious_organizations_law
			} {
				has_government = neutrality fascism
			}
		}
		available = {

		}
		cost = 50
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			JAP_add_or_modify_state_shintoism = yes
			add_to_variable = {
				JAP_state_shinotism_justify_war_goal_time = -0.2
				tooltip = justify_war_goal_time_tt
			} {
				JAP_state_shinotism_war_support_factor = 0.05
				tooltip = wa
# ... (truncated)
### Entity: Idea
Component: EAI_DD_10/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: JAP_setup_faction_wide_aoe_effects_from
Constructs: has_completed_focus, limit, add_ideas, has_dlc, is_in_tech_sharing_group, add_to_tech_sharing_group, has_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_setup_faction_wide_aoe_effects_from = {
	IF = {
		limit = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			FROM = {
				original_tag = JAP
				has_completed_focus = JAP_the_flying_geese
				is_in_tech_sharing_group = jap_geacps_research
			}
			ROOT = {
				NOT = {
					is_in_tech_sharing_group = jap_geacps_research
				}
			}
		}
		add_to_tech_sharing_group = jap_geacps_research
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			FROM = {
				original_tag = JAP
				OR = {
					has_completed_focus = JAP_develop_the_yen_bloc JAP_a_common_currency_for_all_of_asia
				}
			}
			ROOT = {
				NOT = {
					has_idea = JAP_yen_bloc_idea
				}
			}
		}
		add_ideas = JAP_yen_bloc_idea
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			FROM = {
				original_tag = JAP
				has_completed_focus = JAP_ministry_of_greater_east_asia
			}
			ROOT = {
				NOT = {
					has_idea = JAP_ministry_of_greater_east_asia_idea
				}
			}
		}
		add_ideas = JAP_ministry_of_greater_east_asia_idea
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			FROM = {
				original_tag = JAP
				has_completed_focus = JAP_the_minitry_of_pan_asian_development
			}
			ROOT = {
				NOT = {
					has_idea = JAP_ministry_of_pan_asian_development_idea
				}
			}
		}
		add_ideas = JAP_ministry_of_pan_asian_development_idea
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Event
Component: DOD_hungary.44
Constructs: is_triggered_only, add_stability
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.44
	title = DOD_hungary.44.t
	desc = DOD_hungary.44.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = DOD_hungary.44.a
		add_stability = 0.1
	}
}
### Entity: Event
Component: AFG_political_events.30
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_ideas, set_cosmetic_tag, add_core_of
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.30
	title = AFG_political_events.30.t
	desc = AFG_political_events.30.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.30.a
		ai_chance = {
			base = 10
		}
		drop_cosmetic_tag = yes
		effect_tooltip = {
			set_cosmetic_tag = AFG_republic_democratic
		}
		add_ideas = AFG_republic_idea
	} {
		name = AFG_political_events.30.b
		ai_chance = {
			base = 10
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = PSH
		442 = {
			add_core_of = ROOT
		}
		445 = {
			add_core_of = ROOT
		}
		987 = {
			add_core_of = ROOT
		}
	} {
		name = AFG_political_events.30.c
		trigger = {
			has_completed_focus = AFG_gain_religious_support_for_reforms
		}
		ai_chance = {
			base = 10
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = AFG_islamic_republic
		add_ideas = AFG_islamic_republic_idea
	}
}
### Entity: Idea
Component: CAY_communist_guy
Constructs: has_government
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = CAY
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: POL_somua
Constructs: has_completed_focus, has_country_flag, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_somua = {
	allowed = {
		has_dlc = Poland: United and Ready
		original_TAG = POL
	}
	visible = {
		has_country_flag = POL_somua_motors
		NOT = {
			has_completed_focus = POL_adaptive_designs
		}
	}
	picture = somua
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			hardness = 0.05
		}
		mechanized_equipment = {
			hardness = 0.05
		}
	}
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: Event
Component: DOD_romania.150
Constructs: is_triggered_only, ai_chance, limit, has_tech, has_dlc
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.150
	title = DOD_hungary.150.t
	desc = DOD_hungary.150.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = DOD_hungary.150.a
		trigger = {
			OR = {
				GER = {
					is_available_fighter_HUN = yes
				}
				FRA = {
					is_available_fighter_HUN = yes
				}
				ITA = {
					is_available_fighter_HUN = yes
				}
				ENG = {
					is_available_fighter_HUN = yes
				}
				USA = {
					is_available_fighter_HUN = yes
				}
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = fighter1
				add = -10
			} {
				has_tech = fighter2
				add = -10
			} {
				has_tech = fighter3
				factor = 0
			} {
				has_tech = basic_small_airframe
				add = -10
			} {
				has_tech = improved_small_airframe
				add = -10
			} {
				has_tech = advanced_small_airframe
				factor = 0
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			country_event = DOD_romania.151
		}
		else = {
			country_event = DOD_romania.1511
		}
	} {
		name = DOD_hungary.150.b
		trigger = {
			OR = {
				GER = {
					is_available_heavy_fighter_HUN = yes
				}
				FRA = {
					is_available_heavy_fighter_HUN = yes
				}
				ITA = {
					is_available_heavy_fighter_HUN = yes
				}
				ENG = {
					is_available_heavy_fighter_HUN = yes
				}
				USA = {
					is_available_heavy_fighter_HUN = yes
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			country_event = DOD_romania.152
		}
		else = {
			country_event = DOD_romania.1521
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = heavy_fighter1
				add = -10
			} {
				has_tech = heavy_fighter2
				add = -10
			} {
				has_tech = heavy_fighter3
				factor = 0
			} {
				has_tech = basic_medium_airframe
				add = -10
			} {
				has_tech = improved_medium_airframe
				add = -10
			} {
				has_tech = advanced_medium_airframe
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: fla_focus
Component: FLA_conservatism_focus
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, allow_branch, set_party_name
Source: game
File: common/national_focus/flanders.txt

Code:
focus = {
	id = FLA_conservatism_focus
	icon = GFX_goal_christianity_and_state
	prerequisite = {
		focus = GEN_Strenghten_Democracy
	}
	mutually_exclusive = {
		focus = FLA_welfare_focus
	}
	x = 53
	y = 3
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		original_tag = FLA
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = BEL_church_support
		set_party_name = {
			ideology = democratic
			long_name = FLAcatholic_socialist_coalition_party_long
			name = FLAcatholic_socialist_coalition_party
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: MEN_borjigin_descendant
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
MEN_borjigin_descendant = {
	random = no
	sprite = 13
	cavalry_attack_factor = 0.05
	war_support_factor = 0.1
	justify_war_goal_time = -0.15
}
### Entity: State History
Component: 943
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/943-Binjiang.txt

Code:
state = {
	id = 943
	name = STATE_943
	provinces = {
		783 1645 3791 3815 4592 4649 5427 6811 6863 7526 7582 7591 7767 9766 9782 9798 10376 10433 10503 11893 11906 12412 12500
	}
	manpower = 4224174
	state_category = town
	history = {
		owner = MAN
		add_core_of = MAN CHI PRC
		add_claim_by = GUK
		add_to_array = {
			state_victory_points = 10433
		} {
			state_victory_points = 11906
		}
		victory_points = {
			10433 9
		} {
			11906 1
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			arms_factory = 1
			industrial_complex = 2
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.17
Constructs: is_triggered_only, limit, has_dlc, create_equipment_variant, create_ship
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.17
	title = BBA_italy_naval_cooperation_programs.17.t
	desc = BBA_italy_naval_cooperation_programs.17.desc
	picture = GFX_report_event_generic_naval_treaty
	is_triggered_only = yes
	option = {
		name = BBA_italy_naval_cooperation_programs.17.a
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			create_equipment_variant = {
				name = CB Class
				type = ship_hull_midget_submarine
				name_group = ITA_SS_HISTORICAL
				parent_version = 0
				modules = {
					fixed_ship_torpedo_slot = ship_torpedo_sub_2
					fixed_ship_engine_slot = sub_ship_engine_2
				}
			}
			create_ship = {
				type = ship_hull_midget_submarine
				equipment_variant = CB Class
				creator = FROM
			} {
				type = ship_hull_midget_submarine
				equipment_variant = CB Class
				creator = FROM
			} {
				type = ship_hull_midget_submarine
				equipment_variant = CB Class
				creator = FROM
			} {
				type = ship_hull_midget_submarine
				equipment_variant = CB Class
				creator = FROM
			} {
				type = ship_hull_midget_submarine
				equipment_variant = CB Class
				creator = FROM
			}
		}
		else = {
			create_equipment_variant = {
				name = CB Class
				type = midget_submarine
				name_group = ITA_SS_HISTORICAL
				parent_version = 0
				upgrades = {
					sub_torpedo_upgrade = 2
					sub_engine_upgrade = 2
				}
			}
			create_ship = {
				type = midget_submarine
				equipment_variant = CB Class
				creator = FROM
			} {
				type = midget_submarine
				equipment_variant = CB Class
				creator = FROM
			} {
				type = midget_submarine
				equipment_variant = CB Class
				creator = FROM
			} {
				type = midget_submarine
				equipment_variant = CB Class
				creator = FROM
			} {
				type = midget_submarine
				equipment_variant = CB Class
				creator = FROM
			}
		}
	}
}