Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: SND_unclear_loyalties_cat
Constructs: limit, has_government, has_war_with, has_country_flag, add_opinion_modifier, has_global_flag, complete_effect, remove_effect
Source: game
File: common/decisions/CHI_warlord_decisions.txt

Code:
SND_unclear_loyalties_cat = {
	SND_show_support_for_government = {
		icon = GFX_decision_hol_exchange_intelligence_data
		available = {

		}
		ai_will_do = {
			base = 100
		}
		cost = 25
		days_remove = 50
		visible = {
			NOT = {
				has_global_flag = jinan_has_fallen
			} {
				has_country_flag = SND_han_fuju_stays
			}
		}
		complete_effect = {
			CHI = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				set_country_flag = SND_shown_support
			}
		}
	}
	SND_expel_japanese = {
		icon = GFX_decision_generic_break_treaty
		available = {
			has_country_flag = SND_shown_support
		}
		ai_will_do = {
			base = 100
		}
		cost = 25
		days_remove = 50
		visible = {
			NOT = {
				has_global_flag = jinan_has_fallen
			} {
				has_country_flag = SND_han_fuju_stays
			}
		}
		complete_effect = {
			JAP = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				set_country_flag = SND_expelled_japanese
			}
		}
	}
	SND_army_integration = {
		icon = GFX_decision_generic_military
		available = {
			has_country_flag = SND_expelled_japanese
		}
		ai_will_do = {
			base = 100
		}
		cost = 25
		days_remove = 50
		visible = {
			NOT = {
				has_global_flag = jinan_has_fallen
			} {
				has_country_flag = SND_han_fuju_stays
			}
		}
		complete_effect = {
			army_experience = 50
		}
		remove_effect = {
			hidden_effect = {
				set_country_flag = SND_army_integration_flag
			}
		}
	}
	SND_han_fuju_stays = {
		icon = GFX_decision_generic_protection
		available = {
			has_country_flag = SND_army_integration_flag
		}
		ai_will_do = {
			base = 0
		}
		cost = 25
		days_remove = 50
		visible = {
			NOT = {
				has_global_flag = jinan_has_fallen
			} {
				has_country_flag = SND_han_fuju_stays
			}
		}
		complete_effect = {
			custom_effect_tooltip = han_will_flee_if_not_removed_tt
			SND_han_fuju = {
				remove_trait = {
					trait = SND_unreliable_opportunist
					ideology = despotism
				}
				add_trait = {
					trait = SND_proven_loyalty
					ideology = despotism
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				set_country_flag = SND_han_fuju_stays
			}
		}
	}
	SND_swear_fealty_to_the_emperor = {
		icon = GFX_decision_JAP_army_faction
		available = {
			JAP = {
				OR = {
					has_government = neutra
# ... (truncated)
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_SEASONAL_mud
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_SEASONAL_mud = {
	enable = {
		is_in_faction_with = SOV
		has_war_with = GER
		EAI_MILITARY_north_mud_season = yes
		EAI_MILITARY_army_shortage_MINOR = yes
	}
	abort = {
		NOT = {
			AND = {
				is_in_faction_with = SOV
				has_war_with = GER
				EAI_MILITARY_north_mud_season = yes
				EAI_MILITARY_army_shortage_MINOR_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = > 0.75
		priority = 500
		execution_type = careful
		area = EAI_russia_plains
	}
}
### Entity: Intelligence Agency
Component: intelligence_agency
Constructs: has_government, is_subject_of
Source: game
File: common/intelligence_agencies/00_intelligence_agencies.txt

Code:
intelligence_agency = {
	picture = GFX_intelligence_agency_logo_eth_fetno_derash
	names = {
		fetno_derash arbegnoch
	}
	default = {
		tag = ETH
		NOT = {
			has_government = communism
		} {
			is_subject_of = ITA
		}
	}
	available = {
		original_tag = ETH
		NOT = {
			has_government = communism
		} {
			is_subject_of = ITA
		}
	}
}
### Entity: Character
Component: PHI_manuel_luis_quezon
Constructs: has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_manuel_luis_quezon = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PHI_manuel_luis_quezon
		portraits = {
			civilian = {
				large = GFX_portrait_PHI_manuel_quezon
			}
		}
		country_leader = {
			ideology = conservatism
			expire = 1965.1.1.1
			id = -1
			traits = {
				PHI_nation_builder
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PHI_manuel_luis_quezon
		portraits = {
			civilian = {
				large = GFX_portrait_Manuel_Luis_Quezon
			}
		}
		country_leader = {
			ideology = conservatism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_found_the_iraqi_state_railways
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_cosmetic_tag, cancel_if_invalid, has_tech
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_found_the_iraqi_state_railways
	icon = {
		GFX_focus_IRQ_found_the_iraqi_state_railways_alt = {
			OR = {
				has_cosmetic_tag = IRQ_kurdistan_tag greater_kurdistan
			}
		}
		GFX_focus_IRQ_found_the_iraqi_state_railways = yes
	}
	prerequisite = {
		focus = IRQ_decouple_from_the_pound
	}
	x = -3
	y = 1
	relative_position_id = IRQ_decouple_from_the_pound
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = basic_train
				}
			}
			set_technology = {
				basic_train = 1
				popup = yes
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = 15
			producer = ENG
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = IRQ_state_railways_company
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/GER_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	officer = {
		name = Rudolf Schmidt
	}
	location = 6521
	division_template = Panzer-Division
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = GER
			version_name = Panzer I Ausf. A
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_explore_amazonia
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_explore_amazonia
	icon = GFX_focus_BRA_amazon_colonization
	prerequisite = {
		focus = COL_intensify_exports
	} {
		focus = COL_minning
	}
	relative_position_id = COL_minning
	x = -1
	y = 1
	cost = 8
	available = {
		controls_state = 486
	}
	bypass = {
		NOT = {
			controls_state = 486
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		486 = {
			increase_state_category = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			prioritize = {
				486
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_resource = {
			type = steel
			amount = 2
			state = 486
		} {
			type = rubber
			amount = 4
			state = 486
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RUBBER
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_democratic_war_with_china
Constructs: has_completed_focus, prerequisite, limit, owns_state, has_war_with, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_democratic_war_with_china
	icon = GFX_focus_attack_china
	x = -6
	y = 1
	relative_position_id = JAP_crush_the_internal_factions
	prerequisite = {
		focus = JAP_crush_the_internal_factions
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_country = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
			owns_state = 613
		}
	}
	bypass = {
		613 = {
			OR = {
				is_owned_by = ROOT
				OWNER = {
					is_ally_with = ROOT
				} {
					has_war_with = ROOT
				}
			}
		}
	}
	will_lead_to_war_with = CHI
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		613 = {
			OWNER = {
				country_event = {
					id = SEA_japan_popup_events.19
					hours = 12
					random_hours = 16
				}
			}
		}
		effect_tooltip = {
			add_war_support = 0.05
			IF = {
				limit = {
					NOT = {
						has_completed_focus = JAP_subdue_the_kwantung_army JAP_revoke_the_peace_preservation_law
					}
				}
				custom_effect_tooltip = JAP_first_strike_blocked_due_to_kwantung_army_tt
			} {
				limit = {
					CHI = {
						exists = yes
						owns_state = 613
						NOT = {
							is_ally_with = ROOT
							has_war_with = ROOT
						}
					}
				}
				hidden_effect = {
					IF = {
						limit = {
							NOT = {
								has_completed_focus = JAP_subdue_the_kwantung_army JAP_revoke_the_peace_preservation_law
							}
						}
						CHI = {
							set_country_flag = JAP_first_strike_principle_blocked
						}
					}
				}
				declare_war_on = {
					target = CHI
					type = annex_everything
				}
				IF = {
					limit = {
						MAN = {
							is_subject_of = ROOT
							NOT = {
								OR = {
									has_completed_focus = MAN_assertiveness MAN_tsr_assertiveness
								}
							}
						}
					}
					MAN = {
						add_to_war = {
							targeted_alliance = ROOT
							enemy = CHI
							hostility_reason = asked_to_join
						}
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			ELSE_IF = {
				limit = {
					613 = {
						OWNER = {
							NOT = {
								tag = CHI
							}
						}
					}
				}
				hidden_effect = {
					IF = {
						limit = {
							NOT = {
								has_completed_focus = JAP_subdue_the_kwantung_army JAP_revoke_the_peace_preser
# ... (truncated)
### Entity: Event
Component: AAT_finland_diplomacy.10
Constructs: is_triggered_only, ai_chance, limit, is_ai, every_controlled_state, add_claim_by, create_wargoal, take_state_focus
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.10
	title = AAT_finland_diplomacy.10.t
	desc = AAT_finland_diplomacy.10.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.10.a
		ai_chance = {
			base = 1
		}
	} {
		name = AAT_finland_diplomacy.10.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					is_ai = no
				}
			}
		}
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 666 918 144 924 925
					}
				}
				add_claim_by = ROOT
			}
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = FROM.target_states_array
		}
		clear_array = FROM.target_states_array
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_air_cover_for_the_new_fleet
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_air_cover_for_the_new_fleet
	prerequisite = {
		focus = HOL_the_battlecruiser_plan
	}
	mutually_exclusive = {
		focus = HOL_unsinkable_aircraft_carriers
	}
	icon = GFX_goal_generic_navy_carrier
	x = -1
	y = 1
	relative_position_id = HOL_the_battlecruiser_plan
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_air_cover_for_the_new_fleet
			bonus = 0.75
			uses = 2
			category = cv_tech
		}
	}
}
### Entity: Character
Component: USA_native_american_council
Source: game
File: common/characters/USA.txt

Code:
USA_native_american_council = {
	name = USA_native_american_council
	portraits = {
		civilian = {
			large = GFX_portrait_native_american_usa_council
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_has_naval_base
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_has_naval_base = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_has_naval_base > THIS=[this.getname] PREV=[prev.getname]
	}
	any_province_building_level = {
		province = {
			all_provinces = yes
			limit_to_coastal = yes
		}
		building = naval_base
		level = > 0
	} {
		province = {
			all_provinces = yes
			limit_to_coastal = yes
		}
		building = naval_base
		level = < 3
	}
}
### Entity: Idea
Component: CZE_military_aeronautical_institute_idea_2
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_military_aeronautical_institute_idea_2 = {
	name = CZE_military_aeronautical_institute_idea
	picture = generic_air_research
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		air_agility_factor = 0.15
	}
	research_bonus = {
		air_equipment = 0.15
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_steel_industry_funds
Constructs: has_completed_focus, prerequisite, completion_reward, check_variable, add_resource, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_steel_industry_funds
	icon = GFX_goal_generic_mining_iron
	relative_position_id = AUS_commit_to_autarky
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_commit_to_autarky
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
		controls_state = 152
	}
	cost = 8
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		152 = {
			add_resource = {
				type = steel
				amount = 10
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_schlieffen_once_more_ww
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, has_wargoal_against, is_in_faction_with, is_ally_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_schlieffen_once_more_ww
	icon = GFX_focus_GER_schlieffen_once_more
	prerequisite = {
		focus = GER_reject_the_locarno_treaty
	}
	mutually_exclusive = {
		focus = GER_backdoor_negotiations GER_bypass_maginot_in_the_south_ww
	}
	x = 0
	y = 1
	relative_position_id = GER_reject_the_locarno_treaty
	cost = 4
	available = {
		is_subject = no
		OR = {
			has_war_with = FRA
			has_wargoal_against = FRA
		}
		NOT = {
			is_in_faction_with = BEL
		} {
			is_in_faction_with = LUX
		}
	}
	bypass = {
		OR = {
			AND = {
				OR = {
					has_war_with = BEL
					is_in_faction_with = BEL
					BEL = {
						exists = no
					}
				} {
					has_war_with = LUX
					is_in_faction_with = LUX
					LUX = {
						exists = no
					}
				}
			}
			FRA = {
				OR = {
					exists = no
					is_ally_with = ROOT
				}
			}
		}
	}
	will_lead_to_war_with = BEL LUX
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				8 = {
					NOT = {
						is_claimed_by = ROOT
						controller = {
							is_in_faction_with = ROOT
						}
					}
				}
			}
			8 = {
				add_claim_by = ROOT
			}
		} {
			limit = {
				980 = {
					NOT = {
						is_claimed_by = ROOT
						controller = {
							is_in_faction_with = ROOT
						}
					}
				}
			}
			980 = {
				add_claim_by = ROOT
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_timed_idea = {
			idea = GER_the_new_schlieffen_plan
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = take_claimed_state
			target = BEL
			expire = 0
		} {
			type = annex_everything
			target = LUX
			expire = 0
		}
	}
}
### Entity: Event
Component: india.4
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4
	title = india.4.t
	desc = india.4.desc
	fire_only_once = yes
	picture = GFX_report_event_picture_RAJ_Provincial_Result
	is_triggered_only = yes
	immediate = {
		set_country_flag = raj_election_over
		hidden_effect = {
			if = {
				limit = {
					is_subject = no
				}
				declare_independence_political = yes
			} {
				limit = {
					is_ai = yes
				}
				random_list = {
					10 = {
						set_variable = {
							pak_influence_daily = 0.05
						}
					}
					90 = {

					}
				}
			}
			438 = {
				set_state_name = Lucknow
			}
			436 = {
				set_state_name = Jabalpur
			}
			442 = {
				set_state_name = Peshawar
			}
			430 = {
				set_state_name = East Bengal
			}
			set_variable = {
				pak_influence_daily = 0.1
			} {
				pak_influence = 0
			} {
				ind_influence = 0
			}
		}
	}
	option = {
		name = india.4.a
		add_ai_strategy = {
			type = antagonize
			id = ENG
			value = 200
		}
		hidden_effect = {
			country_event = {
				id = india.417
				days = 1825
			}
			set_rule = {
				units_deployed_to_overlord = no
			} {
				can_decline_call_to_war = no
			}
			add_ai_strategy = {
				type = antagonize
				id = ENG
				value = 200
			}
		}
		trigger = {
			NOT = {
				check_variable = {
					inc_control = < upa_control
				} {
					inc_control = < ifb_control
				}
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				add = 99
				has_country_flag = inc_support
			}
		}
		set_country_flag = INC_victory
		if = {
			limit = {
				NOT = {
					has_country_flag = inc_support
				}
			}
			raj_lost_election_consequences = yes
		}
		raj_calculate_popularity_post_election = yes
	} {
		name = india.4.b
		trigger = {
			NOT = {
				check_variable = {
					upa_control = < inc_control
				} {
					upa_control = < ifb_control
				}
			}
		}
		hidden_effect = {
			country_event = {
				id = india.418
				days = 1825
			}
		}
		add_ai_strategy = {
			type = antagonize
			id = ENG
			value = 25
		}
		ai_chance = {
			base = 1
			modifier = {
				add = 99
				has_country_flag = upa_support
			}
		}
		set_country_flag = UP_victory
		if = {
			limit = {
				NOT = {
					has_country_flag = upa_support
				}
			}
			raj_lost_election_consequences = yes
		} {
			limit = {
				has_country_flag = assured_stab
			}
			add_ideas = RAJ_Assured_Stability
		} {
			limit = {
				has_country_flag = AIML_UP_COALITION
			}
			set_variable = {
				pak_
# ... (truncated)
### Entity: Order of Battle
Component: Grenzschutz-Abschnitts-Kommando 12
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Grenzschutz-Abschnitts-Kommando 12
	location = 6236
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: MEK_coi
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_coi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = MEK
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Shared Focus
Component: GUYANA_UNIFIED_guyanese_gold_deposits
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_tech, allow_branch
Source: game
File: common/national_focus/r56_guyana_shared.txt

Code:
shared_focus = {
	id = GUYANA_UNIFIED_guyanese_gold_deposits
	icon = GFX_goal_generic_extraction_gold
	cost = 10
	prerequisite = {
		focus = GUYANA_UNIFIED_develop_mining
	}
	relative_position_id = GUYANA_UNIFIED_develop_mining
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		controls_state = 310
		has_tech = excavation2
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_ideas = ROM_gold_extraction_idea
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_request_soviet_hulls
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, create_ship, add_equipment_production
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_request_soviet_hulls
	prerequisite = {
		focus = ETH_soviet-ethiopian_trade_agreement
	}
	icon = GFX_focus_generic_africa_naval
	relative_position_id = ETH_soviet-ethiopian_trade_agreement
	x = -1
	y = 1
	cost = 10
	available = {
		ROOT = {
			num_of_naval_factories = > 1
		}
	}
	search_filters = {

	}
	completion_reward = {
		navy_experience = 35
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = bb_tech
		}
		if = {
			limit = {
				has_dlc = Man the Guns
				country_exists = SOV
			}
			create_ship = {
				type = ship_hull_heavy_1
				equipment_variant = Marat Class
				creator = SOV
				name = Marat Class I
			}
		} {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			add_equipment_production = {
				equipment = {
					type = battleship_1
					creator = SOV
				}
				requested_factories = 1
				progress = 0.8
				amount = 2
			}
		}
	}
}
### Entity: Event
Component: NSB_polish_fascist_events.3
Constructs: is_triggered_only, ai_chance, fire_only_once, set_autonomy
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.3
	title = NSB_polish_fascist_events.3.t
	desc = NSB_polish_fascist_events.3.desc
	picture = GFX_report_event_danzig_joins_nazis
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_polish_fascist_events.3.a
		ai_chance = {
			base = 10
		}
		set_autonomy = {
			target = POL
			autonomy_state = autonomy_satellite
		}
		hidden_effect = {
			POL = {
				country_event = {
					id = NSB_polish_fascist_events.301
					hours = 3
				}
			}
		}
	} {
		name = NSB_polish_fascist_events.3.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			POL = {
				country_event = {
					id = NSB_polish_fascist_events.302
					hours = 3
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 27a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 27a Brigada Legionario
	location = 12083
	division_template = Brigada Legionario
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Deregulate_Banking
Constructs: prerequisite, add_ideas, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Deregulate_Banking
	icon = GFX_goal_generic_banking
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Conservative_Majority
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	x = 1
	y = 1
	relative_position_id = DEN_Conservative_Majority
	completion_reward = {
		add_to_variable = {
			den_lower_influence = -10
			tooltip = den_lower_influence_tooltip
		}
		den_calculate_lower = yes
		add_ideas = DEN_Deregulated_Banking
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_destroyer_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_destroyer_effort
	icon = GFX_focus_generic_destroyer
	relative_position_id = VEN_expand_the_navy
	x = -1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = VEN_expand_the_navy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = VEN_destroyer_effort
			bonus = 1.0
			uses = 2
			category = naval_minesweeping naval_minelaying
		}
	}
}