Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: EGY_sudanese_elections_category
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, has_civil_war, is_core_of, is_controlled_by, complete_effect
Source: game
File: common/decisions/EGY.txt

Code:
EGY_sudanese_elections_category = {
	EGY_hold_elections_in_sudanese_states = {
		icon = GFX_decision_generic_political_rally
		priority = 1
		available = {
			OR = {
				has_government = democratic neutrality
			}
			has_civil_war = no
		}
		visible = {
			has_completed_focus = EGY_permit_regional_elections
			any_state = {
				AND = {
					is_core_of = SUD
					is_controlled_by = ROOT
					NOT = {
						is_core_of = ROOT
					}
				}
				EGY_has_sudanese_separatism = yes
			}
		}
		ai_will_do = {
			factor = 10000
		}
		fire_only_once = yes
		complete_effect = {
			set_country_flag = EGY_sudanese_elections_started
			activate_mission = EGY_election_day
		}
	}
	EGY_election_day = {
		icon = GFX_decision_generic_election
		priority = 2
		days_mission_timeout = 90
		activation = {
			has_country_flag = EGY_sudanese_elections_started
		}
		available = {
			OR = {
				NOT = {
					has_government = democratic neutrality
				}
				has_civil_war = yes
			}
		}
		visible = {
			original_tag = EGY
			any_state = {
				AND = {
					is_core_of = SUD
					is_controlled_by = ROOT
					NOT = {
						is_core_of = ROOT
					}
				}
				EGY_has_sudanese_separatism = yes
			}
		}
		fire_only_once = yes
		cancel_if_not_visible = yes
		is_good = yes
		timeout_effect = {
			clr_country_flag = EGY_sudanese_elections_started
			random_list = {
				var:EGY_integration_chance = {
					country_event = {
						id = egypt.37
						hours = 6
					}
				}
				var:EGY_autonomy_chance = {
					country_event = {
						id = egypt.38
						hours = 6
					}
				}
				var:EGY_independence_chance = {
					country_event = {
						id = egypt.39
						hours = 6
					}
				}
			}
		}
	}
	EGY_try_the_elections_again_decision = {
		icon = GFX_decision_generic_election
		priority = 2
		available = {
			has_civil_war = no
		}
		visible = {
			has_country_flag = EGY_try_the_elections_again
			any_state = {
				AND = {
					is_core_of = SUD
					is_controlled_by = ROOT
					NOT = {
						is_core_of = ROOT
					}
				}
				EGY_has_sudanese_separatism = yes
			}
		}
		fire_only_once = no
		complete_effect = {
			set_variable = {
				EGY_integration_chance = 20
			} {
				EGY_autonomy_chance = 40
			} {
				EGY_independence_chance = 40
			}
			set_country_flag = EGY_sudanese_elections_started
			activate_mission = EGY_election_day
		}
	}
	EGY_promote_political_unity = {
		icon = GFX_decision_eng_propaganda_c
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_9
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_9 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 9
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 9
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_man_of_providence
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, has_country_leader, swap_ruler_traits
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_man_of_providence
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = ITA_culto_del_duce
	}
	x = -3
	y = 1
	relative_position_id = ITA_culto_del_duce
	cost = 5
	available = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
		power_balance_value = {
			id = ITA_power_balance
			value = > 0.499
		}
		custom_trigger_tooltip = {
			tooltip = Requires 50+ value towards Mussolini in the Balance of Power
			always = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				has_completed_focus = ITA_strengthen_the_regime
			}
			swap_ruler_traits = {
				remove = il_duce_strengthen
				add = il_duce_providence_strengthen
			}
		}
		else = {
			swap_ruler_traits = {
				remove = il_duce
				add = il_duce_providence
			}
		}
		ITA_bop_very_low_increase_effect = yes
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_labor_laws
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, is_subject, add_popularity
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_labor_laws
	icon = GFX_goal_generic_socdem_2
	prerequisite = {
		focus = QUE_found_the_conseil_superieur_du_travail
	}
	relative_position_id = QUE_liberal_in_charge
	mutually_exclusive = {
		focus = QUE_the_padlock_law
	}
	x = 1
	y = 2
	cost = 5
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = -50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.22
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_political_power, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.22
	title = NSB_soviet_paranoia_system_events.22.t
	desc = NSB_soviet_paranoia_system_events.22.desc
	picture = GFX_report_event_SOV_purge_administration
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.22.a
		ai_chance = {
			base = 10
		}
		add_ideas = SOV_anti_soviet_military_thinking_banned_army
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_low_decrease_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
		SOV_increase_opposition_army_support_small = yes
	} {
		name = NSB_soviet_paranoia_system_events.22.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_regular_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_regular_pay
		SOV_paranoia_low_increase_effect = yes
	}
}
### Entity: Country History
Country: INU
Component: INU_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/INU - Inuit.txt

Code:
# Politics & Parties for INU
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 15
	communism = 10
	neutrality = 70
	fascism = 5
}
### Entity: National Focus
Tree: ins_focus
Component: INS_enact_militarism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_enact_militarism
	icon = GFX_focus_generic_military_dictatorship
	available = {

	}
	prerequisite = {
		focus = INS_guided_democracy
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INS_guided_democracy
	cost = 5
	ai_will_do = {
		base = 1.5
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = INS_guided_democracy_idea
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_request_for_aid
Constructs: add_equipment_to_stockpile, prerequisite, has_war, has_government, has_war_with, completion_reward, is_subject, has_civil_war
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_request_for_aid
	icon = GFX_focus_PRC_request_for_aid
	prerequisite = {
		focus = PRC_red_army_reborn
	}
	x = -5
	y = 1
	relative_position_id = PRC_red_army_reborn
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
		SOV = {
			exists = yes
			is_subject = no
			has_civil_war = no
			has_government = ROOT
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = {
				id = SEA_PRC_request_aid.1
				hours = 3
				random_hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = 5000
				producer = SOV
			} {
				type = support_equipment
				amount = 750
				producer = SOV
			} {
				type = artillery_equipment
				amount = 100
				producer = SOV
			}
			SOV = {
				add_equipment_to_stockpile = {
					type = infantry_equipment_0
					amount = -5000
					producer = SOV
				} {
					type = support_equipment
					amount = -750
					producer = SOV
				} {
					type = artillery_equipment
					amount = -100
					producer = SOV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_between_the_seas_concept
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, is_major, completion_reward, is_subject, is_faction_leader
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_between_the_seas_concept
	icon = GFX_goal_anschluss
	available = {
		is_subject = no
		OR = {
			is_major = yes
			is_faction_leader = yes
			AND = {
				is_in_faction = no
				is_faction_leader = no
			}
		} {
			NOT = {
				has_completed_focus = POL_baltic_alliance_focus
			}
			has_completed_focus = POL_romanian_alliance
		} {
			NOT = {
				has_completed_focus = POL_falangist_international
			}
			has_completed_focus = POL_invite_the_baltics
		} {
			NOT = {
				has_completed_focus = POL_morges_pact
			}
			has_completed_focus = POL_invite_romania_to_morges
		}
		has_army_manpower = {
			size = > 699999
		}
	}
	bypass = {
		is_faction_leader = yes
		OR = {
			NOT = {
				has_completed_focus = POL_baltic_alliance_focus
			}
			has_completed_focus = POL_romanian_alliance
		} {
			NOT = {
				has_completed_focus = POL_morges_pact
			}
			has_completed_focus = POL_invite_romania_to_morges
		}
	}
	x = 97
	y = 0
	offset = {
		x = 2
		y = 0
		trigger = {
			has_country_flag = romanov_enabled
		}
	} {
		x = -27
		y = 0
		trigger = {
			NOT = {
				has_dlc = No Step Back
			}
		}
	} {
		x = -38
		y = 0
		trigger = {
			has_dlc = No Step Back
			has_completed_focus = POL_complete_april_constitution
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -39
		y = 0
		trigger = {
			has_completed_focus = POL_organize_the_peasants_strike
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -31
		y = 0
		trigger = {
			has_completed_focus = POL_assemble_the_regency_council
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -47
		y = 0
		trigger = {
			has_completed_focus = POL_nationalist_constitution
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			has_idea = anti_soviet_pact
		} {
			factor = 0
			OR = {
				has_completed_focus = POL_seek_accommodation_with_USSR POL_seek_accommodation_with_germany
			}
		} {
			factor = 0
			is_in_faction = yes
		} {
			factor = 0.5
			has_completed_focus = POL_complete_april_constitution
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no

# ... (truncated)
### Entity: Event
Component: IRQ_political_events.15
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.15
	title = IRQ_political_events.15.t
	desc = IRQ_political_events.15.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.15.a
		ai_chance = {
			base = 10
		}
		add_stability = 0.05
		add_political_power = 50
	}
}
### Entity: Idea
Component: CHI_empowered_nbis_compat
Constructs: has_dlc, removal_cost, communism_drift
Source: game
File: common/ideas/china.txt

Code:
CHI_empowered_nbis_compat = {
	picture = generic_secret_police
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	name = CHI_empowered_nbis
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.05
		encryption = 1
		decryption = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_build_third_temple
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, is_in_faction_with, is_subject, every_other_country
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_build_third_temple
	icon = GFX_goal_PAL_refurbish_al_aqsa
	relative_position_id = ISR_stern_cult
	x = -3
	y = 3
	prerequisite = {
		focus = ISR_stern_cult
	}
	available = {
		fascism = > 0.6
		controls_state = 1016
		custom_trigger_tooltip = {
			tooltip = ISR_no_muslim_faction
			NOT = {
				any_other_country = {
					is_in_faction_with = ISR
					is_subject = no
					OR = {
						original_tag = MRT MOR ALG TUN LBA EGY SUD SOM ERI PAL JOR SYR LEB TUR KUR SAU OMA YEM UAE KUW BAH QAT IRQ PER AFG PAK BAN MAL INS ALB AZR TAJ TMS UZB KAZ KYR
					}
				}
			}
		}
	}
	cost = 15
	completion_reward = {
		add_stability = -0.5
		add_ideas = ISR_third_temple
		custom_effect_tooltip = ISR_build_third_temple_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					is_subject = no
					OR = {
						original_tag = MRT MOR ALG TUN LBA EGY SUD SOM ERI PAL JOR SYR LEB TUR KUR SAU OMA YEM UAE KUW BAH QAT IRQ PER AFG PAK BAN MAL INS ALB AZR TAJ TMS UZB KAZ KYR
					}
				}
				country_event = {
					id = israel.61
					days = 1
					random_days = 3
					random_hours = 24
				}
			}
			news_event = {
				id = israel.62
				days = 4
				random_days = 1
				random_hours = 24
			}
		}
	}
}
### Entity: Technology
Component: sp_shock_hardening_techniques
Constructs: allow_branch, has_dlc, is_special_project_completed, force_use_small_tech_layout, is_special_project_tech, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_naval_proximity_fuze
		}
	}
	static_anti_air_damage_factor = 0.15
	static_anti_air_hit_chance_factor = 0.3
	path = {
		leads_to_tech = sp_variable_time_fuze_shells
		research_cost_coeff = 1
	}
	force_use_small_tech_layout = yes
	is_special_project_tech = yes
	research_cost = 1.5
	start_year = 1941
	folder = {
		name = artillery_folder
		position = {
			x = -9
			y = 8
		}
	}
	categories = {
		artillery mio_cat_all_artillery_equipment mio_cat_artillery
	}
	special_project_specialization = {
		specialization_land specialization_air
	}
}
### Entity: Idea
Component: FSM_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = FSM
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modifier Reference
Component: conscription_exemptions_granted
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
conscription_exemptions_granted = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_conscription_exemptions_granted
	recruitable_population_factor = -0.85
}
### Entity: Idea
Component: IRQ_political_purification
Constructs: stability_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_political_purification = {
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		stability_factor = 0.05
		fascism_drift = 0.03
		political_power_factor = 0.1
	}
}
### Entity: Character
Component: SIE_coi
Source: game
File: common/characters/SIE.txt

Code:
SIE_coi = {
	advisor = {
		slot = political_advisor
		idea_token = SIE_coi
		allowed = {
			original_tag = SIE
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_reserve_divisions
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_reserve_divisions
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ROM_royal_guards_divisions
	}
	mutually_exclusive = {
		focus = ROM_the_armored_division
	}
	x = 0
	y = 1
	relative_position_id = ROM_royal_guards_divisions
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = ROM_reserve_divisions
	}
}
### Entity: Modding Documentation
Construct: DeleteCrashData
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## CrashReporter.DeleteCrashData

Delete local crash dumps older than X days.
### Entity: Scripted Effect
Component: GER_amerika_bomber_messerschmitt_completion_MIO_effects
Constructs: add_mio_research_bonus, complete_mio_trait
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_amerika_bomber_messerschmitt_completion_MIO_effects = {
	add_mio_research_bonus = 0.15
	complete_mio_trait = GER_mio_trait_amerikabomber_learnings
}
### Entity: Character
Component: consumer_goods_conglomerate
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
consumer_goods_conglomerate = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_liberate_our_homeland
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, unlock_decision_tooltip, every_state, is_core_of
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_liberate_our_homeland
	icon = GFX_goal_EGY_ALB_united
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = ALB_egyptianize_the_army
	}
	relative_position_id = ALB_egyptianize_the_army
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	will_lead_to_war_with = EGY
	ai_will_do = {
		base = 0
		modifier = {
			add = 100
			has_war_with = EGY
		}
	}
	completion_reward = {
		unlock_decision_tooltip = ALB_form_egypt_albania
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				is_core_of = EGY
			}
			add_claim_by = ROOT
		}
		create_wargoal = {
			type = annex_everything
			target = EGY
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_irregulars
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_irregulars = {
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_outlaw_socialism
Constructs: has_completed_focus, prerequisite, has_government, has_country_flag, completion_reward, add_political_power, set_temp_variable, add_popularity
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_outlaw_socialism
	icon = GFX_goal_anti_comintern_pact
	relative_position_id = CHL_seek_foreign_investments
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_seek_foreign_investments
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
		NOT = {
			OR = {
				has_completed_focus = CHL_crown_antoine_as_sovereign_king
				has_country_flag = CHL_fascist_and_communist_joint_civil_war_started
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		set_temp_variable = {
			var = ban_ideology_var
			value = party_popularity@communism
		}
		multiply_temp_variable = {
			var = ban_ideology_var
			value = -1
		} {
			var = ban_ideology_var
			value = 0.66
		}
		add_popularity = {
			ideology = communism
			popularity = ban_ideology_var
		}
		set_country_flag = banned_communism_flag
		custom_effect_tooltip = CHL_sell_arica_to_peru_civil_war_tt_2
	}
}
### Entity: AI Strategy
Component: EAI_battlecruiser_early
Source: game
File: common/ai_equipment/EAI_navy_battlecruiser_role.txt

Code:
EAI_battlecruiser_early = {
	category = naval
	roles = {
		naval_capital_bc
	}
	priority = {
		base = 0
	}
	EARLY_BATTLECRUISER_1 = {
		role_icon_index = 1
		priority = {
			base = 0
		}
		target_variant = {
			type = ship_hull_heavy_1
			match_value = 1000
		}
	}
	JAP_BC = {
		role_icon_index = 1
		priority = {
			base = 1
		}
		enable = {
			original_tag = JAP
		}
		target_variant = {
			type = ship_hull_heavy_1
			match_value = 1000
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bc_2
				front_1_custom_slot = ship_anti_air_1
				mid_1_custom_slot = empty
				mid_2_custom_slot = ship_airplane_launcher_1
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
	}
	FRA_BC = {
		role_icon_index = 1
		priority = {
			base = 1
		}
		enable = {
			original_tag = FRA
		}
		target_variant = {
			type = ship_hull_heavy_2
			match_value = 1000
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bc_2
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_secondaries_1
				mid_2_custom_slot = ship_anti_air_1
				rear_1_custom_slot = ship_airplane_launcher_1
			}
		}
	}
	ENG_BC = {
		role_icon_index = 1
		priority = {
			base = 1
		}
		enable = {
			original_tag = ENG
		}
		target_variant = {
			type = ship_hull_heavy_1
			match_value = 1000
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bc_2
				front_1_custom_slot = ship_anti_air_1
				mid_1_custom_slot = empty
				mid_2_custom_slot = ship_secondaries_1
				rear_1_custom_slot = ship_heavy_ba
# ... (truncated)