Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: CHI_declared_war_zone_idea
Constructs: has_war_with, breakthrough_factor, initiative_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_declared_war_zone_idea = {
	enable = {
		ROOT = {
			controller = {
				has_war_with = CHI
			}
		}
	}
	icon = GFX_modifiers_CHI_declared_war_zone_idea
	breakthrough_factor = CHI_declare_war_zone_breakthrough_factor
	army_infantry_attack_factor = CHI_declare_war_zone_army_infantry_attack_factor
	army_artillery_attack_factor = CHI_declare_war_zone_army_artillery_attack_factor
	initiative_factor = CHI_declared_war_zone_initiative_factor
	army_attack_speed_factor = CHI_declared_war_zone_army_attack_speed_factor
	recon_factor_while_entrenched = CHI_declared_war_zone_recon_factor_while_entrenched
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_light_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, create_equipment_variant, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_light_bomber_focus
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = IRQ_heavy_fighter_concept IRQ_fighter_modernisation
	}
	mutually_exclusive = {
		focus = IRQ_medium_bomber_focus
	}
	relative_position_id = IRQ_air_base_expansion
	x = 1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Hawker Audax
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ENG_CAS1_medium
			}
			add_tech_bonus = {
				name = IRQ_light_bomber_focus
				technology = aa_cannon_1 aa_cannon_2
				uses = 1
				bonus = 0.5
			}
		}
		else = {
			add_tech_bonus = {
				name = IRQ_light_bomber_focus
				bonus = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: greece.78
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.78
	title = greece.78.t
	desc = greece.78.d
	picture = GFX_report_GRE_third_civ
	is_triggered_only = yes
	option = {
		name = greece.78.a
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_destroy_iraqs_corrupt_monarchy
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_subject_of
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_destroy_iraqs_corrupt_monarchy
	icon = GFX_goal_generic_attack_iraq
	prerequisite = {
		focus = TUR_anti_colonial_action
	}
	x = 3
	y = 1
	relative_position_id = TUR_anti_colonial_action
	cost = 5
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = IRQ
	available = {
		is_subject = no
		NOT = {
			IRQ = {
				is_subject_of = TUR
				is_in_faction_with = TUR
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = IRQ
			IRQ = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = TUR_ally_kurdish_nationalist_groups
			}
			add_state_claim = 1048
		}
		create_wargoal = {
			target = IRQ
			type = puppet_wargoal_focus
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: COG_ready_for_action
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/congo.txt

Code:
COG_ready_for_action = {
	picture = por_colonial_army
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_army = 0.05
		mobilization_speed = 0.15
		training_time_factor = -0.1
		weekly_manpower = 100
		air_ace_generation_chance_factor = 0.1
	}
}
### Entity: Idea
Component: MEN_every_man_a_truck
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_every_man_a_truck = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_motorized_focus
	modifier = {
		motorized_attack_factor = 0.05
		motorized_defence_factor = 0.1
		mechanized_attack_factor = 0.05
		mechanized_defence_factor = 0.1
		trait_combined_arms_expert_xp_gain_factor = 0.1
	}
}
### Entity: Character
Component: nav_cas_producer_offense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
nav_cas_producer_offense_1 = {
	random = no
	equipment_bonus = {
		small_plane_cas_airframe = {
			air_ground_attack = 0.1
			air_agility = 0.1
			air_range = 0.05
		}
		small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.1
			naval_strike_targetting = 0.1
			air_range = 0.05
		}
		cv_small_plane_cas_airframe = {
			air_ground_attack = 0.1
			air_agility = 0.1
			air_range = 0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.1
			naval_strike_targetting = 0.1
			air_range = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_secure_the_imperial_shipping_routes
Constructs: prerequisite, add_ideas, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_secure_the_imperial_shipping_routes
	prerequisite = {
		focus = naval_rearmament_focus
	} {
		focus = uk_service_focus
	}
	icon = GFX_focus_generic_cruiser2
	x = 3
	y = 2
	offset = {
		x = -1
		y = 0
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	}
	relative_position_id = naval_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ENG_secure_the_imperial_shipping_routes
			bonus = 1.0
			uses = 2
			category = ca_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = ENG_secure_the_imperial_shipping_routes
	}
}
### Entity: Order of Battle
Component: Latvijas Juras Speki
Source: game
File: history/units/LAT_1939_naval_mtg.txt

Code:
fleet = {
	name = Latvijas Juras Speki
	naval_base = 9340
	task_force = {
		name = Latvijas Juras Speki
		location = 9340
		ship = {
			name = Ronis
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = LAT
					version_name = Ronis Class
				}
			}
		} {
			name = Spidola
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = LAT
					version_name = Ronis Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_a_new_grand_fleet
Constructs: prerequisite, limit, add_ideas, completion_reward, is_coastal, is_controlled_by, has_dlc, add_mio_funds
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_a_new_grand_fleet
	icon = GFX_focus_generic_adriatic_sea_focus
	prerequisite = {
		focus = VNZ_skilled_pilots
	}
	relative_position_id = VNZ_skilled_pilots
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:VNZ_IENPV_battlefleet_organization = {
				add_mio_funds = 2000
			}
			mio:VNZ_porto_industriale_di_venezia_organization = {
				add_mio_funds = 2000
			}
		} {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
		navy_experience = 25
		every_navy_leader = {
			add_defense = 1
			add_coordination = 1
		}
		add_ideas = ENG_admiralty_naval_staff
		else_if = {
			limit = {
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_
# ... (truncated)
### Entity: National Focus
Tree: den_focus
Component: DEN_full_employment
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_full_employment
	icon = GFX_focus_generic_full_employment
	prerequisite = {
		focus = DEN_increase_produce_production DEN_increase_maritime_trade DEN_north_sea_oil_drilling
	}
	mutually_exclusive = {
		focus = DEN_limited_social_mobilization DEN_five_year_plan DEN_full_social_mobilization
	}
	relative_position_id = DEN_import_machinery_and_material
	x = 0
	y = 4
	cost = 10
	bypass = {

	}
	available = {

	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.1
		DEN_bop_medium_decrease_effect = yes
		if = {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_political_edicts_conscription_factor = -0.1
			tooltip = conscription_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 3
		} {
			DEN_industrial_capability_local_resources = 0.05
			tooltip = local_resources_factor_tt
		} {
			DEN_industrial_capabilities_consumer_goods = -0.2
			tooltip = consumer_goods_factor_tt
		} {
			DEN_industrial_capabilities_retention_efficiency = 0.05
			tooltip = line_change_production_efficiency_factor_tt
		} {
			DEN_industrial_capabilities_factory_output = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			DEN_industrial_capabilities_dockyard_output = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			DEN_industrial_capabilities_equipment_conversion = 0.05
			tooltip = equipment_conversion_speed_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_bring_the_rest_of_arabia_into_the_fold
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject, has_army_manpower, has_war_with_major, is_subject_of
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_bring_the_rest_of_arabia_into_the_fold
	icon = GFX_goal_generic_seize_arabia
	relative_position_id = EGY_united_arab_republic
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_united_arab_republic
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 15
			has_army_manpower = {
				size = > 199999
			}
			1016 = {
				owner = {
					OR = {
						has_war_with_major = yes
						NOT = {
							is_subject_of = ENG
						}
					}
				}
			}
		}
	}
	will_lead_to_war_with = IRQ FRA ITA ENG SAU YEM OMA SYR LEB KUR LBA MPL PAL ISR
	completion_reward = {
		add_war_support = 0.05
		every_other_country = {
			limit = {
				NOT = {
					tag = TUR PER AFG SOV
					is_ally_with = ROOT
				}
				any_owned_state = {
					is_on_continent = middle_east
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_revolutionary_women
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_revolutionary_women
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = MEX_focus_ban_political_militias MEX_focus_legacy_of_revolution
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_ban_political_militias
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 277 479 477
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 479
Constructs: add_core_of
Source: game
File: history/states/479-Tamaulipas.txt

Code:
state = {
	id = 479
	name = STATE_479
	manpower = 1032988
	state_category = town
	resources = {
		oil = 9
	}
	history = {
		owner = MEX
		add_core_of = MEX RIG
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			4956 10
		} {
			5015 5
		}
	}
	provinces = {
		1952 2083 4956 5015 5021 12721 13088
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Local_Recruitment
Constructs: prerequisite, completion_reward, add_manpower
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Local_Recruitment
	icon = GFX_goal_generic_multinational_army
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = DEN_Alliance_with_the_Communists
	}
	x = 38
	y = 2
	available_if_capitulated = yes
	completion_reward = {
		add_manpower = 7500
	}
}
### Entity: Idea
Component: ICE_home_defense4
Constructs: equipment_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense4 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.15
		army_morale_factor = 0.05
		conscription = 0.02
		training_time_army_factor = -0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			reliability = 0.05
		}
		artillery = {
			reliability = 0.05
		}
	}
}
### Entity: Idea
Component: alternate_political_corruption_exposed
Constructs: removal_cost
Source: game
File: common/ideas/_event.txt

Code:
alternate_political_corruption_exposed = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = ETH_corrupt_bureaucracy
	modifier = {
		political_power_cost = 0.15
	}
}
### Entity: Unit Template
Component: AST_SS_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = HMAS 
	fallback_name = Submarine %s
	unique = {
		Oxley Otway Onslow Ovens Orion Otama Attack Acute Adroit Advance Archer Ardent Arrow Assail Aware Bandolier Barbette Barricade Bayonet Bombard Buccaneer
	}
}
### Entity: Character
Component: BLZ_communist_guy
Constructs: has_government
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BLZ_communist_guy
		allowed = {
			original_tag = BLZ
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_an_industrial_power
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_an_industrial_power
	icon = GFX_focus_generic_industrial_experts
	prerequisite = {
		focus = MAN_tsr_proclaim_the_republic_of_china
	}
	x = -1
	y = 1
	relative_position_id = MAN_tsr_proclaim_the_republic_of_china
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = MAN_an_industrial_power
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: Decision
Component: DEN_danish_faction_category
Constructs: has_completed_focus, has_country_flag, has_dlc
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_danish_faction_category = {
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_generic_nordic_league
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 40
	visible = {
		OR = {
			has_completed_focus = DEN_denmark_first DEN_scandinavian_security
			has_country_flag = DEN_create_northern_national_front_flag
		}
	}
}
### Entity: AI Strategy
Component: DOCTRINE_MA_aifc_human_infantry_offensive
Constructs: has_completed_track, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MA_aifc_human_infantry_offensive = {
	enable = {
		has_completed_track = infantry
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 5
	}
}
### Entity: Character
Component: SAF_guy_hallifax
Source: game
File: common/characters/SAF.txt

Code:
SAF_guy_hallifax = {
	name = SAF_guy_hallifax
	portraits = {
		army = {
			large = GFX_SAF_guy_halifax
			small = GFX_portrait_SAF_guy_hallifax_small
		}
	}
	navy_leader = {
		traits = {
			battleship_adherent
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.21
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.21
	title = BBA_italy_interaction_events.21.t
	desc = BBA_italy_interaction_events.21.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.21.a
		ai_chance = {
			base = 70
		}
		FROM = {
			country_event = {
				id = BBA_italy_interaction_events.22
				days = 1
				random = 2
			}
		}
	} {
		name = BBA_italy_interaction_events.21.b
		ai_chance = {
			base = 30
		}
		FROM = {
			country_event = {
				id = BBA_italy_interaction_events.23
				days = 1
				random = 2
			}
		}
	}
}
### Entity: Idea
Component: jadransko_brodogradiliste
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/yugoslavia.txt

Code:
jadransko_brodogradiliste = {
	picture = generic_naval_manufacturer_2
	allowed = {
		original_tag = YUG
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Decision
Component: political_actions
Constructs: has_government, fire_only_once, remove_effect, complete_effect, create_field_marshal
Source: game
File: common/decisions/UZB.txt

Code:
political_actions = {
	UZB_take_command_of_the_troops = {
		icon = attache
		fire_only_once = yes
		allowed = {
			original_tag = UZB
		}
		available = {
			has_government = fascism
		}
		visible = {
			tag = UZB
		}
		remove_effect = {

		}
		complete_effect = {
			create_field_marshal = {
				name = Veli Kayum
				portrait_path = gfx/leaders/Asia/Portrait_Asia_Generic_3.dds
				traits = {
					cavalry_leader
				}
				skill = 3
				attack_skill = 4
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 3
			}
		}
	}
}
### Entity: Character
Component: ALG_ncs
Source: game
File: common/characters/ALG.txt

Code:
ALG_ncs = {
	advisor = {
		slot = high_command
		idea_token = ALG_ncs
		ledger = navy
		allowed = {
			original_tag = ALG
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: Modifier Reference
Construct: naval_has_potf_in_combat_defense
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_has_potf_in_combat_defense

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Event
Component: BBA_italy_missiolinis.202
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.202
	title = BBA_italy_missiolinis.202.t
	desc = BBA_italy_missiolinis.202.desc
	picture = GFX_report_event_ITA_grand_council
	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.202.a
		ITA_missiolini_bolster_political_cabinet_failure_effect = yes
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_means_to_wage_war
Constructs: prerequisite, completion_reward, set_variable, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_means_to_wage_war
	icon = GFX_SOV_the_means_to_wage_war_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_pc_of_mechanical_engineering
	}
	x = 1
	y = 1
	relative_position_id = SOV_pc_of_mechanical_engineering
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		set_variable = {
			SOV_defense_industry_materiel_manufacturer_cost_factor = -0.25
		}
		custom_effect_tooltip = SOV_the_means_to_wage_war_ns_tt
		add_tech_bonus = {
			name = SOV_the_means_to_wage_war
			bonus = 0.5
			uses = 2
			category = support_tech
		}
	}
}
### Entity: Unit Template
Component: COS_CL_HISTORICAL
Source: game
File: common/units/names_ships/COS_ship_names.txt

Code:
COS_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		COS
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARCR 
	fallback_name = Crucero Ligero %d
	unique = {
		Punta Arenas Nicoya Liberia Bagaces Puerto Jesús
	}
}
### Entity: Idea
Component: air_exercises
Constructs: removal_cost
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
air_exercises = {
	cost = 50
	removal_cost = -1
	picture = generic_army_south_america_2
	modifier = {
		experience_gain_air = 0.4
		experience_gain_air_factor = 0.1
		air_ace_generation_chance_factor = 0.2
	}
}