Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pak_focus
Component: PAK_Encourage_Protectionism
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Encourage_Protectionism
	icon = GFX_goal_fascist_factory
	cost = 10
	prerequisite = {
		focus = PAK_Fascist_Coup_d_etat
	}
	x = -4
	y = 3
	relative_position_id = PAK_Birth_of_a_Nation
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		PAK = {
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: PHI_carlos_p_romulo
Constructs: has_government, has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_carlos_p_romulo = {
	advisor = {
		slot = political_advisor
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_government = democratic
		}
		idea_token = PHI_carlos_p_romulo
		traits = {
			PHI_resident_commissioner
		}
	}
	name = PHI_carlos_p_romulo
	portraits = {
		civilian = {
			small = GFX_portrait_PHI_carlos_p_romulo_small
		}
	}
}
### Entity: Unit Leader
Component: trait_GRE_fascist_sympathizer
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_GRE_fascist_sympathizer = {
	type = all
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = GRE
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Operation
Component: capture_cyphers_raid
Source: game
File: common/operation_phases/lar_capture_cyphers.txt

Code:
capture_cyphers_raid = {
	name = capture_cyphers_raid
	desc = capture_cyphers_raid_desc
	outcome = capture_cyphers_raid_outcome
	picture = GFX_phase_capture_cyphers_raid
	icon = GFX_phase_capture_cyphers_raid_small
	requirements = {

	}
	equipment = {
		infantry_equipment = 500
		support_equipment = 100
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_thunder_at_the_gates
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, create_railway_gun
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_thunder_at_the_gates
	icon = GFX_focus_SIA_the_thunder_at_the_gates
	x = 0
	y = 1
	relative_position_id = SIA_artillery_reigns_supreme
	prerequisite = {
		focus = SIA_artillery_reigns_supreme
	}
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = basic_train
				}
			}
			set_technology = {
				basic_train = 1
				popup = no
			}
		} {
			limit = {
				NOT = {
					has_tech = armored_train
				}
			}
			set_technology = {
				armored_train = 1
				popup = no
			}
		} {
			limit = {
				NOT = {
					has_tech = railway_gun
				}
			}
			set_technology = {
				railway_gun = 1
				popup = no
			}
		}
		create_railway_gun = {
			equipment = railway_gun_equipment_1
			name = Siamese Railway Gun #1
		}
		custom_effect_tooltip = tech_effect|the_thunder_at_our_gates_artillery
		hidden_effect = {
			set_technology = {
				the_thunder_at_our_gates_artillery = 1
				popup = no
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_suez
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_suez = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		OR = {
			controls_state = 447 446
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.1
		order_id = 995
		states = {
			447 446
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Decision
Component: JAP_civilian_investment
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/r56_JAP_decision_categories.txt

Code:
JAP_civilian_investment = {
	visible = {
		has_completed_focus = JAP_island_investment
	}
	icon = GFX_decision_generic_construction
	allowed = {
		original_tag = JAP
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/00_scripted_localisation_SPR_loc.txt

Code:
defined_text = {
	name = GetSPBkingloc
	text = {
		trigger = {
			original_tag = SPR
			has_country_flag = SPB_xavier_king
		}
		localization_key = SPB_xavier_king
	} {
		trigger = {
			original_tag = SPR
			NOT = {
				has_country_flag = SPB_xavier_king
			}
		}
		localization_key = SPB_alfonso_king
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_join_the_holy_see
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, allow_branch, has_country_leader, is_in_faction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_join_the_holy_see
	icon = GFX_focus_generic_catholic_dominion
	prerequisite = {
		focus = ARG_national_catholicism
	}
	relative_position_id = ARG_national_catholicism
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 20
	}
	allow_branch = {
		any_other_country = {
			OR = {
				has_country_leader = {
					character = ITA_papa_pio_xi
					ruling_only = yes
				} {
					character = ITA_papa_pio_xii
					ruling_only = yes
				}
			}
		}
	}
	available = {
		is_in_faction = no
		any_other_country = {
			OR = {
				original_tag = ITA PAP
			} {
				has_government = neutrality fascism
			} {
				has_country_leader = {
					character = ITA_papa_pio_xi
					ruling_only = yes
				} {
					character = ITA_papa_pio_xii
					ruling_only = yes
				}
			}
		}
	}
	completion_reward = {
		random_other_country = {
			limit = {
				OR = {
					original_tag = ITA PAP
				} {
					has_government = neutrality fascism
				}
				is_faction_leader = yes
			}
			country_event = generic.2
		}
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_cornerstone_of_colonial_defense
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_cornerstone_of_colonial_defense
	prerequisite = {
		focus = HOL_prepare_naval_expansion
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 0
	y = 1
	relative_position_id = HOL_prepare_naval_expansion
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = HOL_cornerstone_of_colonial_defense
			cost_reduction = 0.5
			uses = 3
			category = naval_doctrine
		}
	}
}
### Entity: Event
Component: lithuania.121
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_political_power
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.121
	title = lithuania.121.t
	desc = lithuania.121.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.121.a
		ai_chance = {
			base = 10
		}
		add_political_power = 160
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 1200
			producer = GER
		}
	}
}
### Entity: Character
Component: XSM_ma_peiqing
Constructs: has_dlc
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_peiqing = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = XSM_ma_peiqing
		portraits = {
			army = {
				large = GFX_Portrait_Asia_Generic_land_1
				small = GFX_Portrait_Asia_Generic_land_1_small
			}
		}
		corps_commander = {
			traits = {
				trait_vigorous cavalry_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 3
			logistics_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_peiqing
		portraits = {
			army = {
				large = GFX_Portrait_Asia_Generic_land_1
				small = GFX_Portrait_Asia_Generic_land_1_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = XSM_ma_peiqing2
			allowed = {
				original_tag = NXM
			}
			traits = {
				army_cavalry_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				trait_vigorous cavalry_leader
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 3
			logistics_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: Shared Focus
Component: CONGO_great_war_of_africa
Constructs: shared_focus, prerequisite, limit, owns_state, has_war_with, completion_reward, is_subject, has_civil_war
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_great_war_of_africa
	dynamic = yes
	icon = GFX_goal_generic_occupy_states_ongoing_war
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	prerequisite = {
		focus = CONGO_republic_of_congo
	}
	relative_position_id = CONGO_congos_place_in_the_world
	x = 4
	y = 3
	cost = 10
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
		is_subject = no
		has_civil_war = no
		NOT = {
			has_global_flag = CONGO_independence_war_ongoing
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				original_tag = COG
			}
			every_state = {
				limit = {
					OR = {
						region = 271 272 227 184 183 224
						state = 705
					}
					NOT = {
						OR = {
							is_claimed_by = ROOT
							is_owned_by = ROOT
							is_core_of = ROOT
						}
					}
				}
				add_claim_by = ROOT
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			every_other_country = {
				limit = {
					AND = {
						OR = {
							owns_state = 891 892 540 796 295 888 889 890 538 718 769 768 772 539 297 705 773 660 774
						}
						NOT = {
							OR = {
								has_war_with = ROOT
								original_tag = ROOT
								is_subject_of = ROOT
							}
						}
					}
				}
				ROOT = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
					}
				}
			}
		} {
			limit = {
				original_tag = BEL
			}
			effect_tooltip = {
				every_state = {
					limit = {
						OR = {
							region = 271 272 227 184 183 224
							state = 705
						}
						NOT = {
							OR = {
								is_claimed_by = COG
								is_owned_by = COG
								is_core_of = COG
							}
						}
					}
					add_claim_by = COG
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				every_other_country = {
					limit = {
						AND = {
							OR = {
								owns_state = 891 892 540 796 295 888 889 890 538 718 769 768 772 539 297 705 773 660 774
							}
							NOT = {
								OR = {
									has_war_with = COG
									original_tag = COG
									is_subject_of = COG
								}
							}
						}
					}
					COG = {
						create_wargoal = {
							type = take_claimed_state
							target = PREV
						}
					}
				}
			}
		}
		hidden_effect = {
			BEL = {
				unlock_national_focus = CONGO_great_war_of_africa
			}
		}
	}
}
### Entity: National Focus
Component: r56_RAJ_invade_afghanistan
Constructs: prerequisite, limit, completion_reward, is_puppet, every_other_country, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_invade_afghanistan
	icon = GFX_goal_generic_attack_afghanistan
	x = -2
	y = 2
	prerequisite = {
		focus = r56_RAJ_dream_of_akhand_hindustan
	}
	relative_position_id = r56_RAJ_dream_of_akhand_hindustan
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_puppet = no
		r56_script_i_am_sane = yes
		AFG = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		AFG = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 267 415 1008 1009 1010 1011
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: EAI_DD_4/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Trigger Reference
Construct: is_decrypting
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_decrypting

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

```
checks if is currently decrypting a cipher. Example is_decrypting = GER
```
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_2 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_flame_chassis
		value = 1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_doctrine_effort_2
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_doctrine_effort_2
	icon = GFX_goal_wargaming
	prerequisite = {
		focus = LIT_doctrine_effort
	}
	x = 0
	y = 1
	relative_position_id = LIT_doctrine_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: monaco.5
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/Monaco.txt

Code:
country_event = {
	id = monaco.5
	title = monaco.5.t
	desc = monaco.5.d
	picture = GFX_report_event_mnc_monaco
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = monaco.5.a
		add_political_power = 10
	}
}
### Entity: Scripted Trigger
Component: frloc_state_sg_masc_cons_art_le_du_x_01
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_state_sg_masc_cons_art_le_du_x_01 = {
	OR = {
		state = 2 8 12 13 20 22 23 24 25 29 33 35 37 38 39 42 50 58 59 61 64 82 99 101 105 113 121 122 126 127 130 131 132 133 134 135 139 140 141 142 143 144 153 158 164 174 186 272 273 274 275 276 280 282 283 287 289 290 292 293 298 301 304 306 307 309 311 312 313 314 316 317 322 323 324 325 328 329 332 338 359 361 368 369 370 373 375 376 379 381 382 383 384 386 388 389 390 391 393 394 410 412 413 416 420 421 428 430 431 433 435 440 441 443 444 453 457 465 466 467 468 471 472 474 475 476 477 478 479 480 481 482 483 485 486 487 488 489 490 491 496 497 498 502 503 505 508 509 514 515 517 520 521 531 532 533 534 535 538 539 540 541 542 544 546 547 549 552 553 556 558 559 591 593 595 596 597 598 599 600 601 602 603 604 605 607 609 610 611 612 614 615 616 619 620 621 622 637 656 657 670 671 675 678 679 683 685 688 699 702 714 715 716 717 719 721 728 732 741 759 764 765 767 768 769 770 772 773 774 775 776 777 781 786 787 792 796
	}
}
### Entity: AI Strategy
Component: R56_SOV_no_BUL_naval_invasion_yet
Constructs: has_war, has_war_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
R56_SOV_no_BUL_naval_invasion_yet = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			exists = yes
			surrender_progress = > 0.01
			has_war = yes
		}
		BUL = {
			exists = yes
			has_war_with = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = BUL
		value = -750
	} {
		type = area_priority
		id = balkans
		value = -200
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_bypass_the_riigikogu
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_bypass_the_riigikogu
	icon = GFX_goal_centralize_power
	prerequisite = {
		focus = EST_national_assembly_election
	}
	relative_position_id = EST_national_assembly_election
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EST_bypass_the_riigikogu
	}
}
### Entity: Event
Component: SEA_japan_popup_events.44
Constructs: ai_chance, has_government, fire_only_once, add_political_power, has_global_flag, has_country_leader, has_dlc, set_global_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.44
	title = SEA_japan_popup_events.44.t
	desc = SEA_japan_popup_events.44.desc
	picture = GFX_report_event_SOV_mongolia_cavalry
	trigger = {
		NOT = {
			has_global_flag = MON_choibalsan_ascended_flag
		} {
			has_country_leader = {
				ruling_only = yes
				character = MON_khorloogiin_choibalsan
			}
		}
		tag = MON
		date = > 1939.1.1
		has_dlc = No Compromise, No Surrender
		has_government = communism
	}
	mean_time_to_happen = {
		days = 35
	}
	hidden = no
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_global_flag = MON_choibalsan_ascended_flag
		}
	}
	option = {
		name = SEA_japan_popup_events.44.a
		ai_chance = {
			base = 100
		}
		add_country_leader_role = {
			character = MON_khorloogiin_choibalsan
			promote_leader = yes
			country_leader = {
				ideology = stalinism
				expire = 1948.1.1.12
				traits = {
					MON_pan_mongolian_stalinist
				}
			}
		}
	} {
		name = SEA_japan_popup_events.44.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		add_political_power = 150
	}
}
### Entity: Event
Component: bftb_bulgaria_democratic_international_policies.1
Constructs: is_triggered_only, give_guarantee
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_democratic_international_policies.1
	title = bftb_bulgaria_democratic_international_policies.1.t
	desc = bftb_bulgaria_democratic_international_policies.1.desc
	picture = GFX_report_event_bul_military_parade_vidin
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_democratic_international_policies.1.a
		FROM = {
			give_guarantee = ROOT
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_
* description: Total produced equipment of type
### Entity: Event
Component: r56w.event.48
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56w_events.txt

Code:
news_event = {
	id = r56w.event.48
	title = r56w.event.48.t
	desc = r56w.event.48.d
	picture = GFX_r56w_news_event_05
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = r56w.event.48.a
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_the_free_russian_people
Constructs: prerequisite, limit, completion_reward, is_in_faction, set_rule, has_dlc, create_faction_from_template, add_faction_initiative
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_the_free_russian_people
	icon = GFX_goal_generic_democratic_army
	prerequisite = {
		focus = SOV_civil_war_create_a_national_directory
	} {
		focus = SOV_civil_war_purge_religous_beurocracy
	}
	x = -1
	y = 1
	relative_position_id = SOV_civil_war_purge_religous_beurocracy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			is_in_faction = yes
		}
	}
	bypass = {
		is_in_faction = yes
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_SOV_free_russian_peoples_faction
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = free_russian_peoples_faction
		}
		if = {
			limit = {
				FIN = {
					exists = yes
					is_in_faction = no
					is_subject = no
				}
			}
			FIN = {
				country_event = {
					id = r56.soviet.35
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: KOR_second_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_second_organization = {
	name = KOR_second
	include = generic_medium_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_2
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		owner = {
			controls_state = 527
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_medium_tank_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: AI Strategy
Component: SOV_strategic_bomber
Source: game
File: common/ai_equipment/SOV_planes.txt

Code:
SOV_strategic_bomber = {
	category = air
	available_for = {
		SOV
	}
	roles = {
		air_strategic_bomber
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	strat_bomber_0_default = {
		priority = {
			factor = 5
		}
		history = yes
		target_variant = {
			match_value = 500
			type = large_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				engine_type_slot = engine_1_4x
				special_type_slot_1 = lmg_defense_turret_2x
			}
		}
		allowed_modules = {
			large_bomb_bay engine_1_4x lmg_defense_turret_2x lmg_defense_turret
		}
	}
	strat_bomber_1_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = large_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_4x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret
			}
		}
		allowed_modules = {
			large_bomb_bay engine_2_4x lmg_defense_turret_2x lmg_defense_turret
		}
	}
	strat_bomber_2_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = large_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = large_bomb_bay
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_3_4x
				special_type_slot_1 = hmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret_2x
			}
		}
		allowed_modules = {
			large_bomb_bay engine_3_4x hmg_defense_turret_2x lmg_defense_turret_2x
		}
	}
	strat_bomber_3_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = large_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = large_bomb_bay
				fixed_auxiliary_weapon_slot_2 = large_bomb_bay
				engine_type_slot = engine_4_4x
				special_type_slot_1 = cannon_defense_turret_2x
				special_type_slot_2 = hmg_defense_turret_2x
				special_type_slot_3 = empty
			}
		}
		allowed_modules = {
			large_bomb_bay engine_4_4x cannon_defense_turret_2x hmg_defense_turret_2x
		}
	}
}
### Entity: Idea
Component: ITA_piaggio_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_piaggio_improved = {
	name = piaggio
	picture = piaggio
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		controls_State = 158
		ITA_is_northern_designer_improved = yes
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	modifier = {
		air_strategic_bomber_bombing_factor = 0.1
	}
}