Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: per_focus
Component: PER_communist_afghanistan_intervention
Constructs: prerequisite, completion_reward, is_subject, is_subject_of, allow_branch, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_afghanistan_intervention
	icon = GFX_focus_PER_communist_afghanistan_intervention
	prerequisite = {
		focus = PER_international_solidarity
	}
	x = -1
	y = 1
	relative_position_id = PER_international_solidarity
	cost = 5
	will_lead_to_war_with = AFG
	available = {
		is_subject = no
	}
	bypass = {
		AFG = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		create_wargoal = {
			target = AFG
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Idea
Component: SPR_popular_front_3
Constructs: has_government, communism_drift
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_popular_front_3 = {
	name = SPR_popular_front
	picture = SPR_the_popular_front
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.1
	}
	targeted_modifier = {
		tag = SPA
		attack_bonus_against = 0.05
		defense_bonus_against = 0.15
	}
}
### Entity: Unit Template
Component: PRU_DD_HISTORICAL
Source: game
File: common/units/names_ships/PRU_ship_names.txt

Code:
PRU_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		PRU
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = BAP 
	fallback_name = Destructor %d
	unique = {
		Almirante Villar Almirante Guise Palacios Ferre García y García Coronel Bolognesi Castilla Capitán Quinones Gálvez Diez Canseco Aguirre Rodríguez
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/attachment
Constructs: limit, has_country_flag, random_list, check_variable, has_idea_with_trait, has_available_idea_with_traits, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/attachment = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_motorized_attachment = yes
							NOT = {
								EAI_motorized_attachment = yes
								EAI_marm_attachment = yes
								EAI_harm_attachment = yes
								EAI_larm_attachment = yes
								EAI_no_attachment = yes
							}
						}
						NOT = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_MOT_FOCUS
							} {
								EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_MOT_FOCUS
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 5
				tag = FRA
			} {
				factor = 2
				OR = {
					has_idea_with_trait = army_cavalry_2 army_cavalry_3
					has_available_idea_with_traits = {
						idea = army_cavalry_2
						limit = 1
					} {
						idea = army_cavalry_3
						limit = 1
					}
				}
			} {
				factor = 2
				NOT = {
					EAI_Armor_Research_Focus_PRESET = yes
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
			}
			set_variable = {
				EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						NOT = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
							} {
								EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_LARM_FOCUS
							} {
								EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
							} {
								EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_MARM_FOCUS
							} {
								EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
							} {
								EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_HARM_FOCUS
							}
						}
						OR = {
							EAI_harm_attachment = yes
							NOT = {
								EAI_motorized_attachment = yes
								EAI_marm_attachment = yes
								EAI_harm_attachment = yes
								EAI_larm_attachment = yes
								EAI_no_attachment = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 5
				tag = FRA
			} {
				factor = 2
				NOT = {
					EAI_major_country = yes
				}
				chromium = > 10
				OR = {
					has_idea_with_trait = army_armored_2 army_armored_3
					has_available_idea_with_traits = {
						idea = army_armored_2
						limit = 1
					} {
						idea = army_armored_
# ... (truncated)
### Entity: Event
Component: greece.33
Constructs: is_triggered_only, create_country_leader
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.33
	title = greece.33.t
	desc = greece.33.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = greece.33.a
	} {
		name = greece.33.b
		create_country_leader = {
			name = Ioannis Rallis
			picture = r56_portrait_GRE_ioannis_rallis.dds
			expire = 1965.1.1
			ideology = nazism
			traits = {
				r56_trait_opposed_to_communism
			}
		}
	} {
		name = greece.33.c
		create_country_leader = {
			name = Konstadinos Logothetopoulos
			picture = r56_portrait_GRE_Konstandinos_Logothetopoulos.dds
			expire = 1965.1.1
			ideology = nazism
			traits = {
				r56_trait_opposed_to_communism
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_military_youth
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_military_youth
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = TUR_befriend_the_fascist_council
	}
	x = 2
	y = 1
	relative_position_id = TUR_befriend_the_fascist_council
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = military_youth_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Effect
Component: PRU_ltp_template_and_production
Constructs: add_equipment_to_stockpile, create_equipment_variant, add_equipment_production
Source: game
File: common/scripted_effects/PRU_scripted_effects.txt

Code:
PRU_ltp_template_and_production = {
	create_equipment_variant = {
		name = Lehky Tank Peruánský
		type = light_tank_chassis_1
		parent_version = 1
		modules = {
			main_armament_slot = tank_high_velocity_cannon
			turret_type_slot = tank_light_two_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 2
			tank_nsb_armor_upgrade = 2
		}
		icon = GFX_CZE_basic_light_tank_medium
	}
	add_equipment_production = {
		equipment = {
			type = light_tank_chassis_1
			creator = PRU
			version_name = Lehky Tank Peruánský
		}
		requested_factories = 1
		progress = 0.6
		efficiency = 50
	}
	add_equipment_to_stockpile = {
		type = light_tank_chassis_1
		producer = PRU
		variant_name = Lehky Tank Peruánský
		amount = 350
	}
}
### Entity: Order of Battle
Component: Zaporizhska Division
Constructs: division_template
Source: game
File: history/units/UKR_revolt.txt

Code:
division = {
	name = Zaporizhska Division
	location = 525
	division_template = Riflemen Divisions
	start_experience_factor = 0.1
	start_equipment_factor = 1.0
}
### Entity: Idea
Component: idea_SIA_death_to_communists_2
Constructs: has_dlc, removal_cost, planning_speed
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_death_to_communists_2 = {
	name = SIA_national_defense_in_asia
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_war_preparation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = 0.1
	}
	modifier = {
		planning_speed = 0.25
		max_planning_factor = 0.1
		cas_damage_reduction = 0.05
	}
}
### Entity: Event
Component: greece.69
Constructs: has_country_flag, fire_only_once
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.69
	title = greece.69.t
	desc = greece.69.d
	picture = GFX_report_event_generic_military_parade
	fire_only_once = yes
	trigger = {
		tag = GRE
		date = > 1938.6.28
		has_country_flag = GRE_metaxas_in_power
	}
	option = {
		name = greece.69.a
		hidden_effect = {
			country_event = {
				id = greece.70
				days = 10
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.64
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.64
	title = bftb_turkey.64.t
	desc = bftb_turkey.64.desc
	picture = GFX_report_event_tur_upheaval_celebration
	is_triggered_only = yes
	option = {
		name = bftb_turkey.64.a
		effect_tooltip = {
			TUR = {
				add_to_faction = FROM
			}
		}
		hidden_effect = {
			news_event = {
				id = bftb_news.206
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_communist_argentina_war
Constructs: prerequisite, has_government, completion_reward, has_army_manpower, is_ai, add_ai_strategy, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_communist_argentina_war
	icon = GFX_goal_CHL_attack_argentina
	relative_position_id = CHL_communist_faction
	x = 2
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = CHL_communist_argentina_alliance
	}
	available = {
		has_government = communism
		r56_script_i_am_sane = yes
		ARG = {
			r56_script_target_is_sane = yes
		}
		has_army_manpower = {
			size = > 100000
		}
	}
	bypass = {
		ARG = {
			r56_script_standard_bypass = yes
		}
	}
	prerequisite = {
		focus = CHL_communist_faction CHL_comintern
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 10
			ARG = {
				is_ai = yes
			}
		}
	}
	completion_reward = {
		add_ai_strategy = {
			type = antagonize
			id = ARG
			value = 125
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ARG
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: POL_experimental_aircraft_manufacturer
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_experimental_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.1
			maximum_speed = 0.1
		}
		jet_fighter_equipment = {
			reliability = 0.02
		}
		large_plane_airframe = {
			reliability = 0.05
		}
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_strabag_construction
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_political_power, check_variable, random_owned_controlled_state
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_strabag_construction
	icon = GFX_goal_generic_construction2
	relative_position_id = AUS_end_the_depression
	x = 0
	y = 1
	cost = 8
	prerequisite = {
		focus = AUS_end_the_depression
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt AUS_lose_1_fund
		if = {
			limit = {
				OR = {
					has_idea = AUS_kapsch AUS_erdol_bohr_und_verwertungs_gesellschaft
				}
			}
			add_political_power = 150
			custom_effect_tooltip = available_industrial_concern
			show_ideas_tooltip = AUS_strabag
		} {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = AUS_adolf_hoch
		}
		else = {
			add_ideas = AUS_strabag
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_form_the_inner_mongolia_autonomous_region
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, every_state, is_core_of
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_form_the_inner_mongolia_autonomous_region
	icon = GFX_focus_prc_maoism
	prerequisite = {
		focus = MEN_focus_on_the_greater_threat MEN_down_with_the_generalissimo
	}
	x = 1
	y = 1
	bypass = {

	}
	available = {
		has_government = communism
	}
	relative_position_id = MEN_focus_on_the_greater_threat
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.1
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 616 746 621 946 715 761
				}
			}
			add_core_of = ROOT
		}
		if = {
			limit = {
				NOT = {
					has_global_flag = form_greater_mongolia_flag
				}
			}
			effect_tooltip = {
				unlock_decision_tooltip = MON_unify_greater_mongolia
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_weapons_of_war
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, is_fully_controlled_by, add_building_construction, add_breakthrough_progress
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_weapons_of_war
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = PHI_declare_military_emergency
	}
	relative_position_id = PHI_declare_military_emergency
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = PHI_sea_of_cobalt
				bonus = 1.0
				ahead_reduction = 2
				technology = atomic_research
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				327 = {
					is_fully_controlled_by = ROOT
					air_facility = < 1 < 1
					land_facility = < 1
					naval_facility = < 1
				}
			}
			327 = {
				add_building_construction = {
					type = nuclear_facility
					level = 1
					instant_build = yes
					province = 10265
				}
			}
		}
		generate_scientist_character = {
			skills = {
				specialization_nuclear = 2
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_military_exercises_with_germany
Constructs: prerequisite, limit, has_country_flag, add_opinion_modifier, completion_reward, cancel_if_invalid, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_military_exercises_with_germany
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = SWI_case_west
	}
	relative_position_id = SWI_case_west
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_any_democratic_to_balance_is_about_to_be_angry = yes
		}
	}
	available = {
		fascism = > 0.2
		has_country_flag = SWI_viable_fascist_in_europe
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		var:SWI_biggest_fascist = {
			add_opinion_modifier = {
				modifier = SWI_military_collaboration
				target = ROOT
			}
		}
		every_other_country = {
			limit = {
				SWI_is_country_to_balance = yes
				NOT = {
					tag = var:SWI.SWI_biggest_fascist
				} {
					is_in_faction_with = var:SWI.SWI_biggest_fascist
				}
			}
			add_opinion_modifier = {
				modifier = SWI_considerable_breach_of_neutrality
				target = ROOT
			}
		}
		add_command_power = 50
		army_experience = 75
		air_experience = 50
		navy_experience = 5
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_urban_projects_capital2
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_urban_projects_capital2
	icon = GFX_goal_generic_construct_civ_factory
	relative_position_id = BEL_support_innovation
	x = 0
	y = 1
	prerequisite = {
		focus = BEL_support_innovation
	}
	available = {
		6 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	available_if_capitulated = yes
	cost = 10
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		6 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: BUL_the_bulgarian_threat
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_the_bulgarian_threat = {
	picture = bul_the_fate_of_the_balkans
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		surrender_limit = -0.2
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_exploit_french_weakness
Constructs: prerequisite, has_government, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_exploit_french_weakness
	icon = GFX_focus_attack_france
	prerequisite = {
		focus = ETH_the_capital_victory_parade
	}
	x = 1
	y = 1
	relative_position_id = ETH_the_capital_victory_parade
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = ETH_france_divided_tt
			any_country = {
				original_tag = FRA
				exists = yes
				has_government = fascism
			} {
				original_tag = FRA
				exists = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = ETH_exploit_french_weakness_tt
	}
}
### Entity: Idea
Component: EAI_DD_14/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Event
Component: mtg_britain.111
Constructs: owns_state, has_global_flag, clr_global_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.111
	trigger = {
		tag = ENG
		NOT = {
			country_exists = NIR
		} {
			country_exists = WLS
		} {
			country_exists = SCO
		}
		owns_state = 120 119 136 133 121
		has_global_flag = ENG_became_england
	}
	mean_time_to_happen = {
		days = 2
	}
	hidden = yes
	immediate = {
		drop_cosmetic_tag = yes
		clr_global_flag = ENG_became_england
	}
}
### Entity: Technology
Component: advanced_ship_hull_submarine
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_submarine_4
	}
	enable_equipment_modules = {
		sub_ship_engine_4
	}
	research_cost = 2.0
	start_year = 1943
	folder = {
		name = mtgnavalfolder
		position = {
			x = -2
			y = 20
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 7
			OR = {
				tag = GER USA
			}
		}
	}
	categories = {
		naval_equipment ss_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ADuplicate.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:Duplicate/doc. (edit | history)
Duplicate can be used to highlight duplicate or scaled-down versions of files.
### Entity: Technology
Component: homing_torpedo
Constructs: has_war, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	research_cost = 2.5
	path = {
		leads_to_tech = modern_ship_torpedo_launcher
		research_cost_coeff = 1
	}
	start_year = 1942
	destroyer = {
		naval_torpedo_hit_chance_factor = 0.1
	}
	submarine = {
		naval_torpedo_hit_chance_factor = 0.1
	}
	light_cruiser = {
		naval_torpedo_hit_chance_factor = 0.1
	}
	heavy_cruiser = {
		naval_torpedo_hit_chance_factor = 0.1
	}
	naval_torpedo_reveal_chance_factor = -0.25
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 16
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			OR = {
				tag = JAP USA GER
			}
			factor = 5
		} {
			has_war = yes
			factor = 3
		}
	}
	categories = {
		naval_equipment ship_modules_tech cat_torpedoes mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: wtt_news.22
Constructs: is_triggered_only, has_idea
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.22
	title = wtt_news.22.t
	desc = wtt_news.22.desc
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.22.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.22.b
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.22.c
		trigger = {
			NOT = {
				original_tag = GER SOV
			}
			has_idea = GER_the_great_red_menace
		}
	} {
		name = wtt_news.22.d
		trigger = {
			NOT = {
				original_tag = GER SOV
				has_idea = GER_the_great_red_menace
			}
		}
	}
}
### Entity: Scripted Trigger
Component: NORDIC_monarchist_alliance_viable
Constructs: has_government, has_global_flag, has_dynamic_modifier
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_monarchist_alliance_viable = {
	ROOT = {
		OR = {
			has_global_flag = NORDIC_monarchist_alliance_formed
			has_dynamic_modifier = {
				modifier = NORDIC_monarchist_alliance_leader_dmod
			} {
				modifier = NORDIC_monarchist_alliance_member_dmod
			}
			AND = {
				has_government = fascism
				NORDIC_alliance_created_already = no
				NORDIC_has_started_democratic_focus_tree = no
				NORDIC_has_started_communist_focus_tree = no
			} {
				NORDIC_is_monarchist = yes
				NORDIC_alliance_created_already = no
				NORDIC_has_started_democratic_focus_tree = no
				NORDIC_has_started_communist_focus_tree = no
			} {
				NORDIC_has_started_monarchist_focus_tree = yes
				NORDIC_alliance_created_already = no
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Event
Component: wtt_germany.1002
Constructs: is_triggered_only, add_stability, set_global_flag
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.1002
	title = wtt_germany.1001.t
	desc = wtt_germany.1002.desc
	picture = GFX_report_event_hindenburg_flames
	is_triggered_only = yes
	option = {
		name = wtt_germany.1002.a
		add_stability = -0.2
		kill_country_leader = yes
		hidden_effect = {
			set_global_flag = hindenburg_destroyed
		}
	}
}