Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_claims_on_poland
Constructs: prerequisite, limit, has_government, owns_state, has_country_flag, add_opinion_modifier, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_claims_on_poland
	icon = GFX_SOV_claims_on_poland_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_respect_baltic_self_determination SOV_claims_in_baltic
	}
	x = 0
	y = 1
	relative_position_id = SOV_claims_in_baltic
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	} {
		factor = 10
		modifier = {
			factor = 0
			date = < 1939.1.1
		} {
			factor = 200
			GER = {
				has_government = democratic
			}
		}
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		is_subject = no
	}
	bypass = {
		OR = {
			has_idea = SOV_molotov_ribbentrop_pact
			NOT = {
				country_exists = POL
			}
			has_non_aggression_pact_with = POL
			has_guaranteed = POL
			AND = {
				OR = {
					owns_state = 91
					91 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 93
					93 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 94
					94 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 95
					95 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 96
					96 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 89
					89 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 784
					784 = {
						is_claimed_by = ROOT
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 96 95 94 93 91 89 784
		add_named_threat = {
			threat = 3
			name = SOV_claims_on_poland
		}
		every_other_country = {
			limit = {
				OR = {
					owns_state = 96 95 94 93 91 89 784
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = claimed_eastern_poland
			}
		}
	}
}
### Entity: National Focus
Component: cuban_focus
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, random_country, add_ideas
Source: game
File: common/national_focus/Cuba.txt

Code:
focus_tree = {
	id = cuban_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CUB
		}
	}
	default = no
	shared_focus = CARIB_caribbean_unification
	continuous_focus_position = {
		x = 5950
		y = 2800
	}
	focus = {
		id = CUB_results_of_the_presidential_election
		icon = GFX_goal_cuba_presidential_election
		cost = 1.3
		x = 48
		y = 0
		ai_will_do = {
			factor = 100
		}
		bypass = {
			has_country_flag = cuba_election_flag_1936
		}
		completion_reward = {
			custom_effect_tooltip = CUB_results_of_the_presidential_election_tt
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = CUB_victory_for_gomez
		icon = GFX_goal_cuba_victory_for_gomez
		cost = 10
		prerequisite = {
			focus = CUB_results_of_the_presidential_election
		}
		mutually_exclusive = {
			focus = CUB_victory_for_garcia_menocal
		}
		relative_position_id = CUB_results_of_the_presidential_election
		x = -10
		y = 1
		ai_will_do = {
			factor = 1
		}
		available = {
			has_country_flag = gomez_inaugurated_flag
		}
		bypass = {
			has_country_flag = gomez_inaugurated_flag
		}
		completion_reward = {
			custom_effect_tooltip = CUB_president_inaugurated_tt
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = CUB_the_nine_cent_law
		icon = GFX_goal_CUB_sugar_money
		cost = 10
		prerequisite = {
			focus = CUB_victory_for_gomez
		}
		mutually_exclusive = {
			focus = CUB_military_coup
		}
		relative_position_id = CUB_victory_for_gomez
		x = -2
		y = 1
		completion_reward = {
			add_ideas = CUB_the_nine_cent_law
		}
		search_filters = {
			FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
		}
	} {
		id = CUB_issue_amnesties
		icon = GFX_goal_cuba_issuing_amnesties
		cost = 10
		prerequisite = {
			focus = CUB_the_nine_cent_law
		}
		relative_position_id = CUB_the_nine_cent_law
		x = 2
		y = 1
		completion_reward = {
			add_stability = -0.05
			add_political_power = 200
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = CUB_raul_castillo
		}
		search_filters = {
			FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
		}
	} {
		id = CUB_taxation_reforms
		icon = GFX_focus_generic_treaty
		cost = 10
		prerequisite = {
			focus = CUB_the_nine_cent_law CUB_military_coup
		}
		relative_position_id = CUB_the_nine_cent_law
		x = 4
		y = 1
		completion_reward = {
			add_ideas = VEN_tax_reform
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
	
# ... (truncated)
### Entity: Character
Component: disdain_for_politicians_2
Constructs: communism_drift, fascism_drift, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
disdain_for_politicians_2 = {
	random = no
	political_power_factor = 0.1
	communism_drift = -0.02
	fascism_drift = -0.02
	democratic_drift = -0.02
}
### Entity: Country History
Country: JER
Component: JER_technology
Constructs: set_technology
Source: game
File: history/countries/JER - Jersey & Guernsey.txt

Code:
# Starting Technologies for JER
set_technology = {
	etax_doctrine = 1
	camo = 1
	steel_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_trucks = 1
	early_fighter = 1
	basic_naval_mines = 1
	early_ship_hull_light = 1
	basic_battery = 1
	mtg_transport = 1
	basic_fire_control_system = 1
}
### Entity: Order of Battle
Component: 10. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 10. Kuva-yi Milliye Tugayi
	location = 3979
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Event
Component: venezuela.31
Constructs: has_government, fire_only_once, add_political_power, has_country_leader, add_country_leader_role
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.31
	picture = GFX_report_event_romania_parliament
	title = venezuela.31.t
	desc = venezuela.31.d
	fire_only_once = yes
	trigger = {
		original_tag = VEN
		has_country_leader = {
			character = VEN_isaias_medina_angarita
			ruling_only = yes
		}
		has_government = neutrality
		date = > 1941.4.28
	}
	mean_time_to_happen = {
		days = 120
	}
	option = {
		name = venezuela.31.a
		add_political_power = 10
	} {
		name = venezuela.31.b
		add_country_leader_role = {
			character = VEN_german_suarez_flamerich
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1
				traits = {
					accomplished_professor
				}
			}
		}
	}
}
### Entity: Event
Component: lar_spain.84
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.84
	title = lar_spain.84.t
	desc = lar_spain.84.desc
	picture = GFX_report_event_soviet_army_greeted
	is_triggered_only = yes
	option = {
		name = lar_spain.84.a
		set_country_flag = SOV_took_spanish_states
		effect_tooltip = {
			SOV = {
				transfer_state = 165 167 794
			}
		}
	}
}
### Entity: Name List
Component: NIU
Source: game
File: common/names/r56_names.txt

Code:
NIU = {
	male = {
		names = {
			Atoni Anjelo Aasal Aberto Abich Afah Aisi Alefosio Alifeleti Alipate Anitelu Arshis Atamai Etuate Falakiko Fokisi Heneli Isileli Kailao Kalinga Kaivai Kakaea Kapo Kaukau Kelemete Koloa Komaki Konelio Laione Lakepi Lamani Susitino Maau Mafu Malohi Mamani Pasilio Pelenato Penetiketo Ponavenitula Ptolomeo Polutele Seletute Sione Sioape Sioasateki Solomone Salesi Siaosi Semisi Ikenasio Tamiano Tavite Tevita Tokoni Tominiko Tukupa Vaha Vaitafe Viliami
		}
	}
	female = {
		names = {
			Ailine Alisi Amelika Amanaki Amipa Avoca Emeni Eponi Fusipala Hahau Hiva Huelo Huhulu Kahoa Kalauni Kalasia Kalasiah Kiupita Laaka Langi Lautoka Laveni Lavenita Lavinia Lekeleka Lilikio Longo Lopini Lose Lotu Lovai Maile Meliame Melino Musika Oketa Onike Opeli Paame Panisi Safaia Salato Samena Seini Sela Siale Siete Sikota Sikueli Silafi Silika Tafotila Tahi Taimani Takaniko Talanoa Takina Taula Tavake Tiulipe Toakase Uha
		}
	}
	surnames = {
		Afeaki Alatini Aho Fainga'a Faletau Fifita Finau Folau Foliaki Fonua Fotu Havili Hopoate Kaufusi Latu Latukefu Liava'a Lomu Mafi Malupo Mataele Moala Moa Mahe Nakao Naufahu Ngata Otuafi Palu Penitani Siale Soakai Taufa Taumalolo Taumoepeau Tonga'uiha Tupou Tupouniua Tukuafu Vahafolau Vainikolo Vatuvei Veikune Vea Vete
	}
	callsigns = {

	}
}
### Entity: Character
Component: JUNO_defender_of_araucania
Constructs: war_support_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_defender_of_araucania = {
	random = no
	sprite = 13
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.1
	war_support_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: CAR_nccr
Source: game
File: common/characters/CAR.txt

Code:
CAR_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = CAR_nccr
		allowed = {
			original_tag = CAR
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Character
Component: wallis_fancy_title
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
wallis_fancy_title = {
	random = no
	neutrality_drift = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 272
Constructs: add_core_of
Source: game
File: history/states/272-French Africa.txt

Code:
state = {
	id = 272
	name = STATE_272
	manpower = 1638000
	resources = {
		steel = 3
	}
	state_category = pastoral
	history = {
		owner = FRA
		add_core_of = SEN
		victory_points = {
			4948 5
		}
		buildings = {
			infrastructure = 2
			air_base = 4
			4948 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		2100 4948 7972 8015 12710 12834
	}
	local_supplies = 1.0
}
### Entity: Event
Component: occupied_countries.1
Constructs: is_triggered_only, ai_chance, limit, has_core_occupation_modifier, is_puppet_of, has_autonomy_state, set_temp_variable
Source: game
File: events/LAR_occupation.txt

Code:
country_event = {
	id = occupied_countries.1
	title = occupied_countries.1.title
	desc = occupied_countries.1.desc
	picture = GFX_report_event_canadian_soldiers
	is_triggered_only = yes
	option = {
		name = occupied_countries.1.a
		if = {
			limit = {
				has_core_occupation_modifier = {
					occupied_country_tag = FROM.FROM
					modifier = compliance_80
				}
				NOT = {
					any_country_with_original_tag = {
						original_tag_to_check = FROM.FROM
						is_puppet_of = PREV
						has_autonomy_state = autonomy_collaboration_government
					}
				}
			}
			set_temp_variable = {
				country_to_initiate = FROM.FROM
			}
			instantiate_collaboration_government = yes
		}
		ai_chance = {
			base = 0
		}
	} {
		name = occupied_countries.1.b
		ai_chance = {
			base = 100
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_21
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_21 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 21
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 21
	}
}
### Entity: Unit Leader
Component: trait_GRE_venezelist_loyalist
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_GRE_venezelist_loyalist = {
	type = all
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = GRE
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: DOD_hungary.66
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, add_opinion_modifier, give_guarantee, random_hours, set_country_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.66
	title = DOD_hungary.66.t
	desc = DOD_hungary.66.desc
	picture = GFX_report_event_romanian_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_hungary.66.a
		ai_chance = {
			base = 35
			modifier = {
				has_war = yes
				factor = 2
			}
		}
		HUN = {
			add_opinion_modifier = {
				target = PREV
				modifier = betrayed_our_cause
			}
		} {
			country_event = {
				id = DOD_hungary.67
				hours = 1
			}
		}
		add_war_support = -0.05
	} {
		name = DOD_hungary.66.b
		ai_chance = {
			base = 70
		}
		give_guarantee = HUN
		HUN = {
			country_event = {
				id = DOD_hungary.67
				hours = 12
				random_hours = 14
			}
		}
		set_country_flag = HUN_war_support
		add_war_support = 0.05
		add_ai_strategy = {
			type = support
			id = HUN
			value = 200
		}
	}
}
### Entity: Character
Component: red_prince
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
red_prince = {
	random = no
	neutrality_drift = 0.02
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
}
### Entity: Event
Component: LIT_events.601
Constructs: is_triggered_only, ai_chance, set_rule, create_faction, add_to_faction
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.601
	title = LIT_events.601.t
	desc = LIT_events.601.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = LIT_events.601.a
		ai_chance = {
			factor = 10
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction = POL_LIT_SUPREMACY_LEAGUE
		add_to_faction = FROM
	}
}
### Entity: Event
Component: r56.lootbox.event.27
Constructs: is_triggered_only, limit, add_stability, random_unit_leader, has_trait, add_timed_unit_leader_trait
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.27
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.27.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.legendary
		add_stability = -0.01 0.01 -0.01
		custom_effect_tooltip = news.156.a.tt news.156.a.2.tt r56_tooltip_haunted_vase
		random_unit_leader = {
			limit = {
				NOT = {
					has_trait = wounded
				}
			}
			add_timed_unit_leader_trait = {
				trait = wounded
				days = 14
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_commission_on_armored_vehicles
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_commission_on_armored_vehicles
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = COG_motorised_support
	} {
		focus = COG_finalize_the_equipment_modernization_program
	}
	x = 34
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 3
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: 14 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 14 Renmin Jundui
	location = 12609
	division_template = Erjinzhi Juntuán
}
### Entity: Idea
Component: HUN_the_cult_of_arpad_idea
Constructs: has_government, conscription_factor, mobilization_speed
Source: game
File: common/ideas/hungary.txt

Code:
HUN_the_cult_of_arpad_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = HUN_the_cult_of_arpad_idea
	modifier = {
		army_attack_against_major_factor = 0.05
		army_defence_against_major_factor = 0.1
		conscription_factor = 0.05
		mobilization_speed = 0.15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_unified_industrial_planning
Constructs: completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_unified_industrial_planning
	icon = GFX_goal_generic_construction
	x = 7
	y = 0
	relative_position_id = CHI_sea_military_affairs_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_unified_industrial_planning
			bonus = 1.0
			uses = 2
			category = industry
		}
	}
}
### Entity: Event
Component: CZE.433
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.433
	title = CZE.433.t
	desc = CZE.433.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = CZE.433.a
	}
}
### Entity: Idea
Component: idea_RAJ_timurid_bureaucracy
Constructs: stability_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_timurid_bureaucracy = {
	picture = AFG_timurid_bureaucracy
	allowed = {
		OR = {
			original_tag = RAJ AFG
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	name = RAJ_timurid_bureaucracy
	modifier = {
		non_core_manpower = 0.02
		resistance_target = -0.05
		stability_factor = 0.06
		mobilization_speed = 0.15
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAmbox_outdated_content.png.html

Doc:
File

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### Entity: Idea
Component: germaniawerft
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
germaniawerft = {
	allowed = {
		OR = {
			original_tag = WGR GER
		}
	}
	visible = {
		NOT = {
			has_completed_focus = GER_grosskampfschiff_construction
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
}
### Entity: Idea
Component: mexico_german_submarine_happy_time
Source: game
File: common/ideas/mexico.txt

Code:
mexico_german_submarine_happy_time = {
	picture = generic_coastal_navy generic_sea_focused_navy
	allowed = {
		always = no
	}
	modifier = {
		convoy_raiding_efficiency_factor = 0.25
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_establish_the_republican_guard
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_establish_the_republican_guard
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = IRQ_algaylani_youth
	}
	relative_position_id = IRQ_officers_coup
	x = 0
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = IRQ_republican_guard
	}
}
### Entity: Scripted Effect
Component: JAP_government_faction_goes_up_from_tier_2_to_tier_3
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_government_faction_goes_up_from_tier_2_to_tier_3 = {
	JAP_add_influential_imperial_faction = yes
	swap_ideas = {
		remove_idea = JAP_government_faction_tier_2
		add_idea = JAP_government_faction_tier_3
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_kabul_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_expand_kabul_university
	icon = GFX_focus_AFG_research
	prerequisite = {
		focus = AFG_establish_radio_networks
	} {
		focus = AFG_rail_construction
	}
	x = 1
	y = 1
	relative_position_id = AFG_rail_construction
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 9
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt AFG_expand_kabul_university_tt
		effect_tooltip = {
			activate_mission = AFG_radical_students_countdown
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_radio_improvements
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_radio_improvements
	icon = GFX_goal_generic_radio_development
	relative_position_id = AUS_doctrine_innovation
	x = 3
	y = 1
	prerequisite = {
		focus = AUS_doctrine_innovation
	}
	cost = 8
	completion_reward = {
		add_tech_bonus = {
			name = AUS_radio_improvements
			category = electronics
			uses = 1
			bonus = 1
		}
		add_ideas = AUS_radio_improvements
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/LIT_1936_LAR_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 6229
	division_template = Šarvuočių Rinktinė
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = ENG
		}
	} {
		infantry_equipment_0 = {
			owner = LIT
		}
	} {
		support_equipment_1 = {
			owner = LIT
		}
	} {
		anti_air_equipment_1 = {
			owner = LIT
		}
	} {
		motorized_equipment_1 = {
			owner = LIT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Modifier Reference
Construct: winter_attrition
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## winter_attrition

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Scripted Effect
Component: bba_get_cas_ITA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_cas_ITA_effect = {
	if = {
		limit = {
			ITA = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = ITA
			amount = cas_buy_amount
			variant_name = Ba.65
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_improved_export_cas_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = Ba.88
					type = small_plane_cas_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = GFX_ITA_CAS2_medium
				}
				set_country_flag = ITA_improved_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_2
			producer = ITA
			amount = cas_buy_amount
			variant_name = Ba.88
		}
	} {
		limit = {
			ITA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_advanced_export_cas_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = Ro.57
					type = small_plane_cas_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = heavy_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = dive_brakes_small
					}
					icon = GFX_ITA_CAS3_medium
				}
				set_country_flag = ITA_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = ITA
			amount = cas_buy_amount
			variant_name = Ro.57
		}
	}
}
### Entity: Character
Component: navy_chief_commerce_raiding_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_commerce_raiding_1 = {
	sprite = 3
	convoy_raiding_efficiency_factor = 0.1
	experience_gain_navy = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}