Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: etax_the_ends
Constructs: is_major, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_business_interests
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_desperation
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1936
	production_factory_efficiency_gain_factor = 0.05
	production_lack_of_resource_penalty_factor = -0.05
	folder = {
		name = etax_folder
		position = {
			x = -6
			y = 2
		}
	}
	categories = {
		r56_special_research_division industry construction_tech
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_major = yes
			date = < 1940.1.1
		} {
			factor = 2
			is_major = yes
			date = > 1940.1.2
		}
	}
}
### Entity: Scripted Effect
Component: GER_replace_goring_as_prevailing_industrialist
Constructs: has_completed_focus, limit, check_variable, set_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_replace_goring_as_prevailing_industrialist = {
	if = {
		limit = {
			check_variable = {
				GER_industrialist_prevailed = 2
			}
			NOT = {
				has_completed_focus = GER_plenipotentiary_of_armaments
			}
		}
		if = {
			limit = {
				OR = {
					check_variable = {
						GER_ascended_advisor_1 = 2
					} {
						GER_ascended_advisor_2 = 2
					} {
						GER_ascended_advisor_3 = 2
					}
				}
			}
			set_variable = {
				GER_industrialist_prevailed = 2
			}
		}
		else_if = {
			limit = {
				OR = {
					check_variable = {
						GER_ascended_advisor_1 = 1
					} {
						GER_ascended_advisor_2 = 1
					} {
						GER_ascended_advisor_3 = 1
					}
				}
			}
			set_variable = {
				GER_industrialist_prevailed = 1
			}
		} {
			limit = {
				has_completed_focus = GER_employ_philipp_holzmann
			}
			set_variable = {
				GER_industrialist_prevailed = 2
			}
		} {
			limit = {
				has_completed_focus = GER_form_organization_todt
			}
			set_variable = {
				GER_industrialist_prevailed = 1
			}
		}
		else = {
			set_variable = {
				GER_industrialist_prevailed = 2
			}
		}
	}
}
### Entity: Idea
Component: QUE_bright_future
Constructs: compliance_gain
Source: game
File: common/ideas/quebec.txt

Code:
QUE_bright_future = {
	allowed_civil_war = {
		always = no
	}
	picture = GRE_communist_victory
	modifier = {
		justify_war_goal_time = -0.25
		compliance_gain = 0.02
		offensive_war_stability_factor = 0.3
		surrender_limit = 0.1
	}
}
### Entity: Modifier Reference
Component: SWI_attack_from_the_mountains
Constructs: army_attack_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_attack_from_the_mountains = {
	enable = {
		always = yes
	}
	army_attack_factor = 2
	state_production_speed_bunker_factor = -0.35
	icon = GFX_modifiers_generic_military_plans
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_workshops
Constructs: shared_focus, prerequisite, completion_reward, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_workshops
	icon = GFX_SOV_heavy_industry_ccp_2d_sov_compatibility
	prerequisite = {
		focus = PLY_invite_foreign_workers
	}
	relative_position_id = PLY_invite_foreign_workers
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		capital_scope = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: ITA_restore_the_statuto_albertino_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_restore_the_statuto_albertino_idea = {
	name = ITA_restore_the_statuto_albertino
	allowed = {
		original_tag = ITA
	}
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality democratic
			}
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	picture = generic_constitutional_guarantees
	modifier = {
		political_power_factor = 0.1
		global_building_slots_factor = 0.05
	}
}
### Entity: Modifier Reference
Component: NOR_defend_state_dmod
Constructs: has_country_flag, remove_trigger, has_defensive_war, has_capitulated
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_defend_state_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	remove_trigger = {
		NOR = {
			OR = {
				has_country_flag = NOR_going_dem_historical NOR_going_dem_allied
			} {
				has_defensive_war = no
				exists = no
				has_capitulated = yes
			}
		}
	}
	army_morale_factor = 0.1
	dig_in_speed_factor = 0.25
	max_dig_in_factor = 0.15
	pocket_penalty = -0.25
}
### Entity: Event
Component: AUS_political_events.104
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, set_party_name, set_politics, add_country_leader_role
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.104
	title = AUS_political_events.104.t
	desc = AUS_political_events.104.desc
	picture = GFX_report_event_hitler_croatia_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.104.a
		ai_chance = {
			base = 100
		}
	} {
		name = AUS_political_events.104.b
		ai_chance = {
			base = 0
		}
		set_party_name = {
			ideology = fascism
			long_name = AUS_fascism_party_long
			name = AUS_fascism_party
		}
		set_politics = {
			ruling_party = fascism
			last_election = 1930.11.9
			election_frequency = 48
			elections_allowed = no
		}
		add_country_leader_role = {
			character = AUS_johann_hiedler
			country_leader = {
				expire = 1965.1.1
				ideology = nazism
				traits = {
					dictator AUS_fascist_propaganda_artist dislikes_germany
				}
			}
			promote_leader = yes
		}
		hidden_effect = {
			GER = {
				GER_adolf_hitler = {
					retire = yes
				}
			}
		}
	} {
		name = AUS_political_events.104.c
		ai_chance = {
			base = 0
		}
		set_party_name = {
			ideology = fascism
			long_name = AUS_fascism_party_long
			name = AUS_fascism_party
		}
		set_politics = {
			ruling_party = fascism
			last_election = 1930.11.9
			election_frequency = 48
			elections_allowed = no
		}
		add_country_leader_role = {
			character = AUS_johann_hiedler
			country_leader = {
				expire = 1965.1.1
				ideology = nazism
				traits = {
					dictator AUS_elizabeth dislikes_germany
				}
			}
			promote_leader = yes
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AUS_british_monarch
			}
		}
		hidden_effect = {
			GER = {
				GER_adolf_hitler = {
					retire = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: LUX_minister_interior_PRL
Constructs: communism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_interior_PRL = {
	modifier = {
		communism_drift = -0.03
		economy_cost_factor = -0.33
	}
}
### Entity: Event
Component: recruit_generals.26
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.26
	title = recruit_generals.26.t
	desc = recruit_generals.26.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.16.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				IRE = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: distance_to
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## distance_to

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

```
check distance between two states
```
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/CHI_scripted_localisation.txt

Code:
defined_text = {
	name = CHI_elections_lin_sen
	text = {
		trigger = {
			NOT = {
				has_country_flag = KMT_lin_sen_election_fail
			}
		}
		localization_key = CHI_elections_lin_sen_present
	} {
		trigger = {
			has_country_flag = KMT_lin_sen_election_fail
		}
		localization_key = CHI_elections_lin_sen_fail
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CIN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 670
	division_template = Chechen Militant
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}
### Entity: Scripted Effect
Component: EAI_queue_MIC_2
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_MIC_2 = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_MIC_2
	} {
		limit = {
			check_variable = {
				EAI_has_shared_slot_scores = 0
			}
		}
		EAI_get_shared_slot_scores = yes
	}
	for_each_scope_loop = {
		array = EAI_shared_slot_scores
		if = {
			limit = {
				EAI_available_SHARED = yes
			}
			EAI_add_MIC = yes
			set_temp_variable = {
				break = 1
			}
		}
	}
}
### Entity: Scripted Trigger
Component: can_lose_democracy_support
Source: game
File: common/scripted_triggers/Elections_scripted_triggers.txt

Code:
can_lose_democracy_support = {
	communism = < 0.18
	fascism = < 0.18
	democratic = > 0.65
}
### Entity: Character
Component: GXC_yu_hanmou
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_yu_hanmou = {
	name = GXC_yu_hanmou
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = GXC_yu_hanmou
		ledger = army
		allowed = {
			original_tag = GXC
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Event
Component: netherlands.20
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.20
	title = netherlands.20.t
	desc = netherlands.20.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = netherlands.19.a
		set_country_flag = HOL_FRA_guarantees_refused
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BLR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 3392
	division_template = Strelkovaya Diviziya
	start_experience_factor = 0.3
	start_equipment_factor = 0.4
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/URG_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 10362
	division_template = División de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Event
Component: recruit_generals.32
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.32
	title = recruit_generals.32.t
	desc = recruit_generals.32.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.16.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			} {
				AUS = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
			40 = {
				AUS = {
					random_unit_leader = {
						set_nationality = ROOT
					} {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: KUB
Component: KUB_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/KUB - Kuban Cossack.txt

Code:
# Politics & Parties for KUB
set_stability = 0.4
set_war_support = 0.9
add_ideas = {
	limited_conscription partial_economic_mobilisation
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 90
	communism = 10
}
### Entity: State History
Component: 577
Constructs: add_core_of
Source: game
File: history/states/577-Siberia 4.txt

Code:
state = {
	id = 577
	manpower = 29299
	name = STATE_577
	resources = {
		oil = 13
	}
	state_category = pastoral
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV OVO
	}
	provinces = {
		1726 1768 1784 1856 4730 4771 4817 7685 7781 7837 7882 10533 10561 10663 10692 12514 12542 12574 12639 12672
	}
	local_supplies = 0.0
}
### Entity: Modifier Reference
Construct: local_supply_impact_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_supply_impact_factor

* Number with 0 decimal places
* **Categories**: state
### Entity: National Focus
Tree: swe_focus
Component: SWE_landverk_l_62
Constructs: division_template, add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_dlc, has_tech
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_landverk_l_62
	icon = GFX_focus_FIN_foreign_anti_air
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_bofors_fly_swatter
	}
	relative_position_id = SWE_bofors_fly_swatter
	ai_will_do = {
		factor = 10
	}
	available = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			has_tech = basic_light_tank_chassis
		}
		else = {
			has_tech = basic_light_tank
		}
		has_tech = antiair1
		capital_scope = {
			is_controlled_by = SWE
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1
			uses = 1
			category = cat_anti_air
		} {
			bonus = 0.5
			uses = 1
			category = artillery
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			create_equipment_variant = {
				name = Landsverk L-62
				type = light_tank_aa_chassis_2
				parent_version = 1
				modules = {
					main_armament_slot = tank_anti_air_cannon_2
					turret_type_slot = tank_light_three_man_tank_turret
					suspension_type_slot = tank_torsion_bar_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_diesel_engine
				}
				upgrades = {
					tank_nsb_engine_upgrade = 3
					tank_nsb_armor_upgrade = 2
				}
			}
			set_technology = {
				improved_light_tank_chassis = 1
				popup = no
			}
			add_equipment_to_stockpile = {
				type = light_tank_aa_chassis_2
				amount = 120
				variant_name = Landsverk L-62
			}
		}
		else = {
			set_technology = {
				improved_light_tank = 1
				improved_light_spaa = 1
				popup = no
			}
			add_equipment_to_stockpile = {
				type = light_tank_aa_equipment_2
				amount = 120
				variant_name = Landsverk L-62
			}
		}
		set_technology = {
			antiair2 = 1
			popup = no
		}
		division_template = {
			name = Mobila Luftvärnsstyrkan
			regiments = {
				light_sp_anti_air_brigade = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
				motorized = {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 1
					y = 3
				} {
					x = 1
					y = 4
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
				anti_air = {
					x = 0
					y = 2
				}
			}
			override_model = SWE_light_sp_anti_air_brigade_1_entity
		}
		capital_scop
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_REDUCE_armor_production_LIGHT
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_REDUCE_armor_production_LIGHT = {
	enable = {
		NOT = {
			EAI_LARM_equipment_production = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = light_tank_chassis
		value = -100
	}
}
### Entity: Event
Component: denmark_overlord_events.17
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, is_historical_focus_on
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.17
	title = denmark_overlord_events.17.t
	desc = denmark_overlord_events.17.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			DEN_create_the_plenipotentiary = yes
		}
	}
	option = {
		name = denmark_overlord_events.17.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 2
				DEN_historical_ai = yes
			}
		}
		DEN_install_a_plenipotentiary = yes
		DEN_bop_occupation_medium_decrease_effect = yes
		effect_tooltip = {
			OVERLORD = {
				add_opinion_modifier = {
					modifier = DEN_cooperative_subject
					target = DEN
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_overlord_events.41
			}
		}
	} {
		name = denmark_overlord_events.17.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				OR = {
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
					has_government = communism
				}
			}
		}
		DEN_bop_occupation_low_increase_effect = yes
		DEN_modify_overlord_relations_big = yes
		FROM = {
			country_event = {
				id = denmark_overlord_events.42
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: BLR_mogilev_automobile_pant_organaztion
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BLR_organization.txt

Code:
BLR_mogilev_automobile_pant_organaztion = {
	name = BLR_mogilev_automobile_pant_organaztion
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_industrial_concern_2
	allowed = {
		original_tag = BLR
	}
	visible = {

	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		limit_to_equipment_type = {
			motorized_equipment mechanized_equipment motorized_rocket_equipment
		}
		equipment_bonus = {
			reliability = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Order of Battle
Component: 2. Karpat·s'ka Sich
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/RUT_militias.txt

Code:
division = {
	name = 2. Karpat·s'ka Sich
	location = 11691
	division_template = Karpat·s'ka Sich
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = RUT
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: idea_SIA_bank_of_siam_2
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_bank_of_siam_2 = {
	picture = SIA_bank_of_thailand
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	available = {

	}
	visible = {
		has_completed_focus = SIA_foreign_currency_exchange
	}
	cost = 150
	traits = {
		central_bank
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.15
		consumer_goods_factor = -0.05
		trade_opinion_factor = 0.2
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_state_shintoism
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_state_shintoism = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_state_shinotism_dm
				}
			}
		}
		custom_effect_tooltip = JAP_add_state_shinotism_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_state_shinotism_dm
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = JAP_modify_state_shinotism_modifier_tt
	}
}
### Entity: Idea
Component: PAL_expect_the_unexpected
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_expect_the_unexpected = {
	picture = FRA_fortification_focus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		dig_in_speed_factor = 0.1
		max_dig_in_factor = 0.15
	}
}
### Entity: Decision
Component: SIC_xikang_offensive
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
SIC_xikang_offensive = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	allowed = {
		original_tag = SIC
	}
	priority = 100
}
### Entity: Trigger Reference
Construct: has_template_majority_unit
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_template_majority_unit

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country has a division template that is majority of specific unit
```
### Entity: AI Strategy
Component: EAI_carrier_early
Source: game
File: common/ai_equipment/EAI_navy_carrier_role.txt

Code:
EAI_carrier_early = {
	category = naval
	roles = {
		naval_carrier
	}
	priority = {
		base = 0
	}
	EARLY_CARRIER_1 = {
		role_icon_index = 7
		priority = {
			base = 0
		}
		target_variant = {
			type = ship_hull_carrier_conversion_bb
			match_value = 1000
		}
	}
	EARLY_CARRIER_2 = {
		role_icon_index = 7
		priority = {
			base = 0
		}
		target_variant = {
			type = ship_hull_carrier_conversion_ca
			match_value = 1000
		}
	}
	JAP_CV = {
		role_icon_index = 7
		priority = {
			base = 1
		}
		enable = {
			original_tag = JAP
		}
		target_variant = {
			type = ship_hull_carrier_1
			match_value = 1000
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = carrier_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				front_1_custom_slot = ship_deck_space
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_bringing_the_air_battle_to_the_seas
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_bringing_the_air_battle_to_the_seas
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = wuw_HUN_wolfs_of_the_sea
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_wolfs_of_the_sea
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = wuw_HUN_bringing_the_air_battle_to_the_seas
			bonus = 2
			uses = 1
			category = cv_tech
		}
	}
}
### Entity: Game Data
Component: the_casinos_paid_for_that
Constructs: has_any_custom_difficulty_setting, has_navy_size
Source: game
File: common/achievements/rt56-achievements.txt

Code:
the_casinos_paid_for_that = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = MNC
	}
	happened = {
		num_of_controlled_states = < 2
		has_navy_size = {
			size = > 19
		}
	}
}
### Entity: Music Config
Component: base_music/threat_from_red_sea
Constructs: has_war
Source: game
File: music/bba_songs.txt

Code:
music = {
	song = threat_from_red_sea
	chance = {
		factor = 1
		modifier = {
			factor = 0.05
			ETH_is_horn_of_africa_original_tag = no
		} {
			factor = 5
			ETH_is_horn_of_africa_original_tag = no
			any_enemy_country = {
				ETH_is_horn_of_africa_original_tag = yes
			}
		} {
			factor = 0.5
			ETH_is_horn_of_africa_original_tag = yes
			has_war = no
		}
	}
}