Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Faction.html

Doc:
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The following pages link to Faction:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Allies (redirect page) ‎ (← links | edit)
France ‎ (← links | edit)

Lend-lease ‎ (← links | edit)

Axis (redirect page) ‎ (← links | edit)
France ‎ (← links | edit)

Wargoal ‎ (← links | edit)

Comintern (redirect page) ‎ (← links | edit)
France ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

Wargoal ‎ (← links | edit)

Wargoal ‎ (← links | edit)

Factions (redirect page) ‎ (← links | edit)
Template:Country ‎ (← links | edit)

Hearts of Iron 4 Wiki:Work needed ‎ (← links | edit)

Norway ‎ (← links | edit)

Germany ‎ (← links | edit)

France ‎ (← links | edit)

Italy ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

Sweden ‎ (← links | edit)

Japan ‎ (← links | edit)

Netherlands ‎ (← links | edit)

Belgium ‎ (← links | edit)

Luxembourg ‎ (← links | edit)

Denmark ‎ (← links | edit)

Yugoslavia ‎ (← links | edit)

Czechoslovakia ‎ (← links | edit)

Poland ‎ (← links | edit)

Colombia ‎ (← links | edit)

Australia ‎ (← links | edit)

Turkey ‎ (← links | edit)

Ethiopia ‎ (← links | edit)

Argentina ‎ (← links | edit)

Brazil ‎ (← links | edit)

Canada ‎ (← links | edit)

Switzerland ‎ (← links | edit)

Albania ‎ (← links | edit)

Austria ‎ (← links | edit)

Ecuador ‎ (← links | edit)

Venezuela ‎ (← links | edit)

Panama ‎ (← links | edit)

Romania ‎ (← links | edit)

Latvia ‎ (← links | edit)

Estonia ‎ (← links | edit)

Lithuania ‎ (← links | edit)

Bulgaria ‎ (← links | edit)

Finland ‎ (← links | edit)

Greece ‎ (← links | edit)

Portugal ‎ (← links | edit)

Ireland ‎ (← links | edit)

New Zealand ‎ (← links | edit)

British Raj ‎ (← links | edit)

Cuba ‎ (← links | edit)

Hungary ‎ (← links | edit)

Slovakia ‎ (← links | edit)

Paraguay ‎ (← links | edit)

Tannu Tuva ‎ (← links | edit)

Philippines ‎ (← links | edit)

Mexico ‎ (← links | edit)

Tibet ‎ (← links | edit)

Nationalist Spain ‎ (← links | edit)

Nationalist China ‎ (← links | edit)

South Africa ‎ (← 
# ... (truncated)
### Entity: Raid
Component: CHI_great_wall_raid_land
Constructs: has_war_with, fire_only_once, has_equipment, is_in_array, is_historical_focus_on, is_literally_china, has_dlc, has_state_flag
Source: game
File: common/raids/land_infiltration_custom.txt

Code:
CHI_great_wall_raid_land = {
	days_to_prepare = 15
	speed_multiplier = 2
	category = land_infiltration_raids
	custom_map_icon = GFX_raid_target_icon_guerilla_raid
	target_icon = GFX_the_great_wall_icon
	target_loc_key = raid_target_name_great_wall
	launch_sound = raid_land_launchable_sound
	arrow = {
		type = land
	}
	unit_model = {
		entity = motorized_vehicle_entity
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 1.5
			command_power = > 50
		} {
			factor = 1.5
			command_power = > 75
		} {
			factor = 2
			command_power = > 90
		} {
			factor = 0.5
			has_equipment = {
				infantry_equipment = > 5000
			}
		} {
			factor = 0.5
			command_power = < 50
		} {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		} {
			factor = 0
			original_tag = CHI
			is_historical_focus_on = yes
		}
	}
	command_power = 15
	allowed = {
		is_literally_china = yes
		has_dlc = No Compromise, No Surrender
	}
	fire_only_once = no
	visible = {
		any_state_in = {
			array = global.great_wall_state
			has_state_flag = CHI_great_wall_raidable
		}
	}
	show_target = {
		NOT = {
			is_ally_with = FROM
		}
		var:target_state = {
			has_state_flag = CHI_great_wall_raidable
		}
	}
	available = {
		var:target_state = {
			any_neighbor_state = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	launchable = {
		has_war_with = FROM
	}
	starting_point = {
		building_types = {
			supply_node
		}
		allow_faction_buildings = yes
	}
	unit_requirements = {
		battalion_types = {
			infantry = {
				min = 4
			}
		}
	} {
		battalion_types = {
			militia = {
				min = 4
			}
		}
	} {
		battalion_types = {
			mountaineers = {
				min = 4
			}
		}
	}
	additional_equipment = {

	}
	target_type = {
		building = {
			type = landmark_great_wall_section
		}
	}
	success_factors = {
		success = {
			base = 0.6
			experience = {
				weight = 0.25
				start_weight = -0.2
				reference = 1.0
			}
			organisation = {
				weight = 0.1
				start_weight = -0.1
				reference = 100
			}
			strength = {
				weight = 0.1
				start_weight = -0.1
				reference = 1
			}
			recon = {
				weight = 0.05
				reference = 10
			}
			resistance = {
				reference = 100
				start_reference = 15
				weight = 0.4
			}
			air_superiority = {
				reference = 1
				start_reference = 0.5
				weight = 0.2
			}
			enemy_units = {
				reference = 4
				weight = 
# ... (truncated)
### Entity: Game Data
Component: BRA
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/BRA_organization.txt

Code:
BRA_ddam_organization = {
	include = generic_artillery_organization
	#icon = GFX_idea_generic_infantry_equipment_manufacturer_1
	allowed = { 
		has_dlc = "Trial of Allegiance"
		tag = BRA
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_exploit_the_nauruan_phosphate_mines
Constructs: shared_focus, prerequisite, add_ideas, has_country_flag, completion_reward, has_tech, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_exploit_the_nauruan_phosphate_mines
	icon = GFX_goal_generic_excavation_equipment
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESOURCES FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = PLY_UNIFIED_exploit_resources
	prerequisite = {
		focus = PLY_UNIFIED_exploit_resources
	}
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = integrated_micronesian_islands
			has_country_flag = integrated_micronesian_islands
		}
		has_tech = excavation2
		725 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_ideas = NRU_phosphate_reservers
		custom_effect_tooltip = generic_skip_one_line_tt
		725 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Construct: html
Source: wiki
File: wiki/File%3ACivilian_factory.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Civilian_factory.png &#8206;(46 × 46 pixels, file size: 7 KB, MIME type: image/png)
### Entity: Event
Component: GOE_RAJ_loyalist.16
Constructs: is_triggered_only, give_resource_rights
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.16
	title = GOE_RAJ_loyalist.16.t
	desc = GOE_RAJ_loyalist.16.desc
	picture = GFX_report_event_FIN_petsamo_mine
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.16.a
		effect_tooltip = {
			var:288.controller = {
				give_resource_rights = {
					receiver = ROOT
					state = 288
					resources = {
						tungsten
					}
				}
			}
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.502
Constructs: is_triggered_only, has_war, limit, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.502
	title = DOD_yugoslavia.502.t
	desc = DOD_yugoslavia.502.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = DOD_yugoslavia.502.a
		add_opinion_modifier = {
			target = FROM
			modifier = YUG_royal_ties
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = YUG_royal_ties
		}
		if = {
			limit = {
				has_war = yes
			}
			add_stability = -0.1
		}
		else = {
			add_stability = 0.1
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_central_american_cooperation
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction, is_historical_focus_on, set_rule
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_central_american_cooperation
	icon = GFX_goal_MEX_march_southwards
	prerequisite = {
		focus = COS_carry_the_torch
	} {
		focus = COS_nationalize_ufc_assets
	}
	mutually_exclusive = {
		focus = COS_maintain_our_neutrality COS_join_the_allies
	}
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			OR = {
				tag = GUA ELS HON NIC PAN
			}
			NOT = {
				has_war_with = ROOT
				is_in_faction = no
				is_subject = no
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
	x = -2
	y = 3
	relative_position_id = COS_strengthen_democratic_institutions
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_regional
			name = COS_OCAS_faction
			icon = GFX_faction_logo_generic_17
		}
		every_other_country = {
			limit = {
				OR = {
					tag = GUA ELS HON NIC PAN
				}
				NOT = {
					has_war_with = ROOT
					is_in_faction = yes
					is_subject = yes
				}
			}
			country_event = {
				id = generic.5
				hours = 12
			}
		}
	}
}
### Entity: Unit Leader
Component: bearer_of_artillery
Source: game
File: common/unit_leader/00_traits.txt

Code:
bearer_of_artillery = {
	type = corps_commander
	trait_type = personality_trait
	modifier = {
		army_artillery_attack_factor = 0.15
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_mobile_corps_doctrine
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_mobile_corps_doctrine
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = HUN_armored_warfare
	}
	x = 0
	y = 2
	relative_position_id = HUN_the_botond
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = HUN_mobile_corps_doctrine
			bonus = 0.25
			days = 180
			track = armor
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.42
Constructs: is_triggered_only, ai_chance, fire_only_once, add_country_leader_role, add_timed_idea
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.42
	title = SEA_PHI_political_events.42.t
	desc = SEA_PHI_political_events.42.desc
	picture = GFX_report_event_DEN_fascist_troops
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.42.a
		ai_chance = {
			base = 1
		}
		PHI_emilio_aguinaldo = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = falangism
					expire = 1965.1.1.1
					traits = {
						PHI_revolutionary_president
					}
				}
			}
		}
		add_timed_idea = {
			idea = PHI_restore_order_timed_idea
			days = 180
		}
		hidden_effect = {
			add_country_leader_role = {
				character = PHI_manuel_roxas
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					traits = {
						PHI_political_hacendado
					}
				}
			}
		}
	} {
		name = SEA_PHI_political_events.42.b
		ai_chance = {
			base = 1
		}
		PHI_artemio_ricarte = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = falangism
					expire = 1965.1.1.1
					traits = {
						PHI_philippine_nationalist_leader
					}
				}
			}
		}
		add_timed_idea = {
			idea = PHI_restore_order_timed_idea
			days = 180
		}
		hidden_effect = {
			add_country_leader_role = {
				character = PHI_manuel_roxas
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					traits = {
						PHI_political_hacendado
					}
				}
			}
		}
	} {
		name = SEA_PHI_political_events.42.c
		ai_chance = {
			base = 1
		}
		PHI_jose_laurel = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = falangism
					expire = 1965.1.1.1
					traits = {
						PHI_puppet_president
					}
				}
			}
		}
		add_timed_idea = {
			idea = PHI_restore_order_timed_idea
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_laurel_help
		hidden_effect = {
			add_country_leader_role = {
				character = PHI_manuel_roxas
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					traits = {
						PHI_political_hacendado
					}
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: FIN_is_lone_wolf_finland
Constructs: has_idea
Source: game
File: common/scripted_triggers/FIN_scripted_triggers.txt

Code:
FIN_is_lone_wolf_finland = {
	original_tag = FIN
	has_idea = FIN_the_lone_wolf
}
### Entity: National Focus
Tree: ger_focus
Component: GER_send_military_aid
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, completion_reward, has_global_flag, random_hours
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_send_military_aid
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = GER_closer_sino_germanic_relations
	}
	x = 1
	y = 1
	relative_position_id = GER_closer_sino_germanic_relations
	cost = 5
	available = {
		has_global_flag = CHI_has_accepted_german_overtures
		event_target:WTT_current_china_leader = {
			NOT = {
				has_government = communism
				has_war_with = ROOT
			}
		}
	}
	dynamic = yes
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			country_event = {
				id = wuw_GER_chinese_diplomacy.1
				hours = 18
				random_hours = 48
			}
		}
		effect_tooltip = {
			event_target:WTT_current_china_leader = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 2500
					producer = GER
				} {
					type = support_equipment
					amount = 250
					producer = GER
				} {
					type = artillery_equipment
					amount = 100
					producer = GER
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_timed_idea = {
					idea = GER_aid_in_military_industrialization
					days = 365
				}
				IF = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					custom_effect_tooltip = generic_skip_one_line_tt
					add_equipment_subsidy = {
						cic = 1000
						equipment_type = small_plane_airframe
						seller_tags = {
							GER
						}
					} {
						cic = 1000
						equipment_type = infantry_equipment
						seller_tags = {
							GER
						}
					} {
						cic = 1000
						equipment_type = motorized_equipment
						seller_tags = {
							GER
						}
					} {
						cic = 1000
						equipment_type = artillery_equipment
						seller_tags = {
							GER
						}
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: WGR_BB_HISTORICAL
Source: game
File: common/units/names_ships/WGR_ship_names.txt

Code:
WGR_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		WGR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = Schlachtschiff %d
	ordered = {
		1 = {
			Admiral Graf Spee
		}
		2 = {
			Clauswitz
		}
		3 = {
			Scharnhorst
		}
	}
}
### Entity: Character
Component: SIK_yu_wei
Source: game
File: common/characters/SIK.txt

Code:
SIK_yu_wei = {
	name = SIK_yu_wei
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIK_yu_wei
		ledger = army
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: air_wing_13
Source: game
File: history/units/EST_1936_air_bba.txt

Code:
air_wings = {
	13 = {
		small_plane_airframe_0 = {
			owner = EST
			amount = 18
			creator = ENG
			version_name = Hawker Fury
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_control_the_stocks
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, has_idea, modify_timed_idea
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_control_the_stocks
	icon = GFX_focus_GRE_red_economy
	prerequisite = {
		focus = GRE_reform_agricultural_economy
	}
	relative_position_id = GRE_reform_agricultural_economy
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_reformed_agrarian_economy
			add_idea = GRE_controlled_stocks
		}
		IF = {
			limit = {
				has_idea = GRE_civil_war_exhaustion
			}
			modify_timed_idea = {
				idea = GRE_civil_war_exhaustion
				days = -70
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_set_infantry_template_flags
Constructs: limit, clr_country_flag, check_variable, set_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_set_infantry_template_flags = {
	clr_country_flag = EAI_INFANTRY_ROLE EAI_INFANTRY_TEMPLATE
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_20W_INF_WIDTH
			}
		}
		EAI_TEMPLATE_generic_20w_infantry_role = yes
	} {
		limit = {
			EAI_TEMPLATE_use_mass_infantry = yes
		}
		set_country_flag = EAI_MASS_INFANTRY_TEMPLATE
		set_variable = {
			EAI_TEMPLATE_use_mass_infantry_target = mass_infantry_target_size
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_26W_INF_WIDTH
			}
		}
		EAI_TEMPLATE_generic_26w_infantry_role = yes
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
			}
		}
		EAI_TEMPLATE_generic_40w_infantry_role = yes
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_10W_INF_WIDTH
			}
		}
		EAI_TEMPLATE_generic_10w_infantry_role = yes
	} {
		limit = {
			EAI_TEMPLATE_use_mass_infantry_abort = yes
		}
		clr_country_flag = EAI_MASS_INFANTRY_TEMPLATE
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_central_region_strategy
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_central_region_strategy
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = CUB_the_four_year_plan
	}
	x = 2
	y = 1
	relative_position_id = CUB_the_four_year_plan
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				315
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Trade_Interdiction_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Trade_Interdiction_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = GER SOV
			NOT = {
				EAI_major_country = yes
			}
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = GER SOV
			NOT = {
				EAI_major_country = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_the_truppenschulen
Constructs: prerequisite, limit, completion_reward, add_manpower, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_the_truppenschulen
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = GER_autonomy_in_the_kriegsschulen
	}
	x = 0
	y = 1
	relative_position_id = GER_autonomy_in_the_kriegsschulen
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_manpower = 15000
		add_tech_bonus = {
			name = GER_expand_the_truppenschulen
			bonus = 0.75
			uses = 2
			category = support_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.75
				uses = 1
				category = special_forces_doctrine
				name = GER_expand_the_truppenschulen
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_land_doctrine_cost_factor = -0.15
			tooltip = land_doctrine_cost_factor_tt
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ship_secondaries_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ship_secondaries_MODULE_FOCUS = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/battleship = > global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/light_cruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/carrier = > global.EAI_OFF
		}
	}
}