Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: japan_wtt_focus
Component: JAP_the_unthinkable_option
Constructs: has_completed_focus, limit, add_ideas, has_government, has_country_flag, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
		id = JAP_the_unthinkable_option
		icon = GFX_goal_support_communism
		mutually_exclusive = {
			focus = JAP_support_the_kodoha_faction JAP_strengthen_civilian_government JAP_sea_purge_the_kodoha_faction
		}
		x = 12
		y = 0
		cost = 10
		ai_will_do = {
			factor = 2
		}
		allow_branch = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_support_the_kodoha_faction JAP_strengthen_civilian_government
				}
			}
		}
		available = {
			has_country_flag = JAP_aizawas_trial_over_flag
		}
		bypass = {
			has_government = communism
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			JAP_small_government_faction_gain = yes
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
			add_ideas = JAP_the_unthinkable_option
			add_political_power = 200
			show_ideas_tooltip = sanzo_nosaka
			hidden_effect = {
				if = {
					limit = {
						has_game_rule = {
							rule = obsolete_focus_branches_visibility
							option = HIDE
						}
					}
					mark_focus_tree_layout_dirty = yes
				}
			}
		}
	}
### Entity: Idea
Component: ITA_stockpiling_fuel
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_stockpiling_fuel = {
	removal_cost = -1
	picture = generic_stockpile_fuel
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_fuel_consumption_factor = -0.15
		air_fuel_consumption_factor = -0.15
		navy_fuel_consumption_factor = -0.15
		production_speed_fuel_silo_factor = 0.5
	}
}
### Entity: Order of Battle
Component: UrVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = UrVO Tankovaya Gruppa
	location = 306
	division_template = Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: JAP_prepare_for_an_invasion
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_prepare_for_an_invasion = {
	name = JAP_prepare_for_an_invasion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fortify_the_borders
	modifier = {
		production_speed_coastal_bunker_factor = 0.2
	}
}
### Entity: National Focus
Component: bra_foro_de_sao_paulo_focus
Constructs: prerequisite, limit, has_government, completion_reward, every_other_country, is_on_continent, add_timed_idea, is_faction_leader
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_foro_de_sao_paulo_focus
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = bra_pan_americano
	}
	available = {
		has_government = communism
	}
	relative_position_id = bra_pan_americano
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				NOT = {
					original_tag = HOL
				}
			}
			add_timed_idea = {
				idea = bra_influencia_comunista_idea
				days = 1050
			}
		}
		if = {
			limit = {
				is_faction_leader = yes
			}
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					NOT = {
						original_tag = HOL
					}
					is_in_faction = no
					is_subject = no
				}
				country_event = {
					id = generic.5
					hours = 24
				}
			}
		}
		hidden_effect = {
			CUB = {
				add_popularity = {
					ideology = communism
					popularity = 0.05
				}
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_la_division_azul
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, set_rule
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_la_division_azul
	available = {
		has_completed_focus = SPA_adopt_the_26_points
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_dictator_for_life SPA_restore_the_monarchy
	}
	icon = GFX_goal_rhineland
	x = 0
	y = 1
	relative_position_id = SPA_dictator_for_life
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SPA_la_division_azul
		if = {
			limit = {
				has_government = neutrality
			}
			set_rule = {
				can_send_volunteers = yes
			}
		}
	}
}
### Entity: Character
Component: SOV_aleksandr_rodzyanko
Constructs: has_completed_focus, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_aleksandr_rodzyanko = {
	name = SOV_aleksandr_rodzyanko
	portraits = {
		army = {
			large = GFX_portrait_SOV_aleksandr_rodzyanko
			small = GFX_idea_SOV_aleksandr_rodzyanko
		}
	}
	field_marshal = {
		traits = {
			cavalry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
			ROOT = {
				has_completed_focus = SOV_beaten_but_not_defeated
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_protest_against_the_howell_monument
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_protest_against_the_howell_monument
	icon = GFX_focus_RAJ_protest_against_the_howell_monument
	prerequisite = {
		focus = RAJ_forward_bloc
	}
	x = -2
	y = 0
	relative_position_id = RAJ_promote_violence_against_the_british
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = RAJ_GOE_foment_independence_tension
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Idea
Component: hitachi_civilian
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
hitachi_civilian = {
	picture = JAP_hitachi
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		electronics = 0.15
		excavation_tech = 0.05
	}
	ai_will_do = {
		base = 2
	}
	traits = {
		electronics_concern
	}
}
### Entity: Decision
Component: foreign_influence
Constructs: fire_only_once, has_dlc, has_subject, has_character, complete_effect, set_nationality, add_autonomy_score
Source: game
File: common/decisions/HOL.txt

Code:
foreign_influence = {
	HOL_recall_conrad_helfrich = {
		icon = GFX_decision_generic_naval
		priority = 100
		allowed = {
			original_tag = HOL
			has_dlc = Thunder at Our Gates
		}
		available = {
			has_subject = INS
		}
		ai_will_do = {
			base = 0
		}
		cost = 100
		fire_only_once = yes
		visible = {
			original_tag = HOL
			NOT = {
				has_character = HOL_conrad_helfrich
			}
		}
		complete_effect = {
			INS = {
				country_event = {
					id = INS_political_events.19
					hours = 4
				}
			}
			effect_tooltip = {
				INS = {
					HOL_conrad_helfrich = {
						set_nationality = HOL
					}
					add_autonomy_score = {
						value = 350
						localization = HOL_recall_conrad_helfrich
					}
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.112
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.112
	title = BBA_italy_missiolinis.112.t
	desc = BBA_italy_missiolinis.112.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.112.a
		ITA_missiolini_occupy_dalmatia_failure_effect = yes
	}
}
### Entity: Idea
Component: idea_RAJ_cargo_no_nsb
Constructs: has_dlc
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_cargo_no_nsb = {
	picture = generic_train_tracks
	allowed = {
		original_tag = RAJ
		NOT = {
			has_dlc = No Step Back
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		supply_consumption_factor = -0.075
	}
}
### Entity: Idea
Component: GER_rekindle_imperial_sentiment
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_rekindle_imperial_sentiment = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy_habsburg
	modifier = {
		neutrality_drift = 0.2
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Civilian_One
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Civilian_One
	icon = GFX_goal_generic_building_our_industry
	prerequisite = {
		focus = TAN_increase_sedentarization
	}
	x = 0
	y = 1
	relative_position_id = TAN_increase_sedentarization
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 2
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		has_tech = construction1
		num_of_controlled_states = > 0
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = TAN_Civilian_One_1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				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
			}
			set_state_flag = TAN_Civilian_One_1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_807
Source: game
File: history/units/POL_1939_air_bba.txt

Code:
air_wings = {
	807 = {
		small_plane_airframe_0 = {
			owner = POL
			amount = 22
			version_name = PZL P.11
		}
	}
}
### Entity: Effect Reference
Construct: random_owned_state
Constructs: limit, random_owned_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_owned_state

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on random owned state that fulfills the "limit" trigger. 
prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit
```
### Entity: Idea
Component: idea_PAR_emergency_powers
Constructs: removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_emergency_powers = {
	picture = generic_intel_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_target = -0.15
		justify_war_goal_time = -0.25
		generate_wargoal_tension = -1
		join_faction_tension = -0.2
		training_time_factor = -0.15
		drift_defence_factor = 0.2
	}
}
### Entity: National Focus
Component: wuw_HUN_expand_the_diosgyor_machinery_factory
Constructs: prerequisite, limit, completion_reward, set_technology, is_owned_and_controlled_by, cancel_if_invalid, has_tech, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_expand_the_diosgyor_machinery_factory
	icon = GFX_focus_HUN_expand_the_diosgyor_machinery_factory
	prerequisite = {
		focus = wuw_HUN_announce_the_gyor_program
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_announce_the_gyor_program
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		wuw_HUN_does_not_have_trianon = yes
		AND = {
			155 = {
				is_owned_and_controlled_by = ROOT
			}
			43 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = bicycle_infantry
				}
			}
			set_technology = {
				bicycle_infantry = 1
				popup = no
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				43 = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			43 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				155 = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			155 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: AUS_political_events.43
Constructs: is_triggered_only, ai_chance, limit, has_government, owns_state, add_war_support, has_country_flag, add_political_power
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.43
	title = AUS_political_events.43.t
	desc = AUS_political_events.43.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	immediate = {
		IF = {
			limit = {
				FROM.FROM = {
					OWNER = {
						is_subject_of = ROOT
					}
				}
			}
			FROM.FROM = {
				OWNER = {
					set_country_flag = AUS_subjugation_demand_sent_flag
				}
			}
		}
		ELSE = {
			ROOT = {
				set_country_flag = AUS_subjugation_demand_sent_flag
			}
		}
	}
	option = {
		name = AUS_political_events.43.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 10
				count_triggers = {
					amount = > 1
					has_non_aggression_pact_with = FROM
					has_country_flag = AUS_held_speeches_against_us_flag
				}
			} {
				factor = 10
				count_triggers = {
					amount = > 1
					has_country_flag = AUS_held_military_exercises_on_border_flag AUS_armed_guards_on_border_flag AUS_sent_industrial_suuport_flag AUS_held_joint_military_exercises_flag
				}
			}
		}
		effect_tooltip = {
			FROM = {
				add_political_power = 50
				set_autonomy = {
					target = AUS.potential_vassal
					autonomy_state = autonomy_austro_hungarian_subject
					freedom_level = 0.4
					end_wars = yes
					end_civil_wars = yes
				}
			}
		}
		custom_effect_tooltip = AUS_political_events.43.a.tt
		FROM = {
			country_event = {
				id = AUS_political_events.44
				hours = 6
			}
		}
	} {
		name = AUS_political_events.43.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			} {
				factor = 2
				OR = {
					has_government = fascism neutrality
				}
			} {
				factor = 100
				is_in_faction = yes
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = AUS.potential_vassal
				}
				add_war_support = 0.05
			}
		}
		FROM = {
			country_event = {
				id = AUS_political_events.45
				hours = 6
			}
		}
	} {
		name = AUS_political_events.43.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 15
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 0
# ... (truncated)
### Entity: Event
Component: naw_norway.71
Constructs: is_triggered_only, ai_chance, add_political_power, set_capital
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.71
	title = naw_norway.71.t
	desc = naw_norway.71.d
	picture = GFX_report_event_stortinget_1930_1935
	is_triggered_only = yes
	option = {
		name = naw_norway.71.a
		ai_chance = {
			base = 70
		}
		country_event = {
			hours = 24
			id = naw_norway.72
		}
	} {
		name = naw_norway.71.b
		ai_chance = {
			base = 15
		}
		set_capital = {
			state = 142
			remember_old_capital = no
		}
		add_political_power = -50
		country_event = {
			hours = 24
			id = naw_norway.72
		}
	} {
		name = naw_norway.71.c
		ai_chance = {
			base = 15
		}
		set_capital = {
			state = 143
			remember_old_capital = no
		}
		add_political_power = -50
		country_event = {
			hours = 24
			id = naw_norway.72
		}
	}
}
### Entity: Operation
Component: exfiltration_air_pickup
Constructs: has_equipment
Source: game
File: common/operation_phases/lar_exfiltration.txt

Code:
exfiltration_air_pickup = {
	name = exfiltration_air_pickup
	desc = exfiltration_air_pickup_desc
	outcome = exfiltration_air_pickup_outcome
	risk_extra = exfiltration_air_pickup_outcome_fail
	picture = GFX_phase_exfiltration_air_pickup
	icon = GFX_phase_exfiltration_air_pickup_small
	requirements = {
		ROOT = {
			has_equipment = {
				transport_plane_equipment = > 0
			}
		}
	}
	equipment = {
		transport_plane_equipment = 1
	}
	return_on_complete = yes
}
### Entity: Modifier Reference
Construct: encryption
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## encryption

* Number with 2 decimal places
* **Categories**: country, defensive
### Entity: Idea
Component: FSM_ai2
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_ai2 = {
	ledger = army
	picture = generic_army_asia_3
	allowed = {
		original_tag = FSM
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SWE_centralized_command_structure_idea
Constructs: planning_speed
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_centralized_command_structure_idea = {
	picture = SWE_scandinavianism
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		max_planning_factor = 0.25
		planning_speed = 0.25
		army_core_attack_factor = 0.1
	}
}
### Entity: Character
Component: RUT_independence_minded_priest
Source: game
File: common/country_leader/00_traits.txt

Code:
RUT_independence_minded_priest = {
	sprite = 13
	random = no
	autonomy_gain_global_factor = 0.1
	party_popularity_stability_factor = 0.1
	defensive_war_stability_factor = 0.1
}
### Entity: Idea
Component: FIN_the_red_watch
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_the_red_watch = {
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		operative_slot = 2
		root_out_resistance_effectiveness_factor = 0.25
		drift_defence_factor = 0.25
		intelligence_agency_defense = 0.5
		agency_upgrade_time = -0.3
	}
}
### Entity: AI Strategy
Component: EAI_heavy_amphibious_tank
Constructs: has_tech, any_of, check_variable
Source: game
File: common/ai_equipment/EAI_armor_heavy_tank.txt

Code:
EAI_heavy_amphibious_tank = {
	category = land
	roles = {
		land_amphibious_tank
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_heavy_armor_amphibious_tank_design_focus = yes
		}
	}
	BASIC_HEAVY_AMPHIBIOUS_TANK = {
		enable = {
			has_tech = basic_heavy_tank_chassis
			NOT = {
				has_tech = improved_heavy_tank_chassis
			}
		}
		priority = {
			base = 500
		}
		target_variant = {
			type = heavy_tank_amphibious_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_3 tank_heavy_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_three_man_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = {
					any_of = {
						tank_radio_3 tank_radio_2 tank_radio_1
					}
				}
				special_type_slot_2 = secondary_turret_small_cannon
				special_type_slot_3 = secondary_turret_small_cannon
				special_type_slot_4 = amphibious_drive
			}
			upgrades = {
				tank_nsb_engine_upgrade = {
					base = 0
					modifier = {
						add = 5
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_C_ARM_DESIGN
						}
					} {
						add = 10
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_B_ARM_DESIGN
						}
					} {
						add = 18
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
						}
					}
				}
				tank_nsb_armor_upgrade = {
					base = 0
					modifier = {
						add = 0
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_C_ARM_DESIGN
						}
					} {
						add = 5
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_B_ARM_DESIGN
						}
					} {
						add = 20
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
						}
					}
				}
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	IMPROVED_HEAVY_AMPHIBIOUS_TANK = {
		enable = {
			has_tech = improved_heavy_tank_chassis
			NOT = {
				has_tech = advanced_heavy_tank_chassis
			}
		}
		priority = {
			base = 500
		}
		target_variant = {
			type = heavy_tank_amphibious_chassis_2
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_3 tank_heavy_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = 
# ... (truncated)
### Entity: Event
Component: BBA_italo_ethiopian_war_events.502
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.502
	title = BBA_italo_ethiopian_war_events.502.t
	desc = BBA_italo_ethiopian_war_events.502.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.502.a
		hidden_effect = {
			clr_country_flag = ITA_italy_asks_ethiopian_host_for_help
		}
	}
}
### Entity: Event
Component: belgium.45
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.45
	title = belgium.news.43.t
	desc = belgium.news.43.d
	picture = GFX_news_event_thiois_empire
	major = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			tag = BEL
		}
	}
	option = {
		name = belgium.news.43.a
		trigger = {
			OR = {
				is_in_faction_with = BEL
			}
		}
	} {
		name = belgium.news.43.b
		trigger = {
			has_war_with = BEL
		}
	} {
		name = belgium.news.43.c
		trigger = {
			NOT = {
				is_in_faction_with = BEL
				has_war_with = BEL
			}
		}
	}
}
### Entity: Unit Template
Component: USA_CVL_HISTORICAL
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_CVL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CVL
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = USS 
	fallback_name = Carrier CVL-%d
	unique = {
		Independence Princeton Belleau Wood Cowpens Monterey Cabot Bataan San Jacinto Saipan Wright Langley Ticonderoga Bunker Hill Bennington Tarawa Antietam Leyte Valley Forge Philippine Sea Coral Sea Long Island Bogue Card Copahee Core Croatan Nassau Altamaha Barnes Block Island Breton Prince William Sangamon Suwannee Chenango Santee Casablanca Liscombe Bay Corregidor Mission Bay Guadalcanal Manila Bay Natoma Bay Midway Didrickson Bay Wake Island White Plains Solomons Kalinin Bay Kasaan Bay Fanshaw Bay Kitkun Bay Tulagi Gambier Bay Nehenta Bay Hoggatt Bay Kadashan Bay Marcus Island Savo Island Ommaney Bay Petrof Bay Rudyerd Bay Saginaw Bay Sargent Bay Shamrock Bay Shipley Bay Sitkoh Bay Steamer Bay Cape Esperance Takanis Bay Thetis Bay Makassar Strait Windham Bay Makin Island Lunga Point Bismarck Sea Salamaua Hollandia Kwajalein Admiralty Islands Bougainville Matanikau Attu Roi Munda
	}
}