Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_lithuanian_rail
Constructs: prerequisite, completion_reward, build_railway
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_lithuanian_rail
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = LIT_POL_union
	}
	relative_position_id = LIT_POL_union
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		815 = {
			controls_or_subject_of = yes
		}
		784 = {
			controls_or_subject_of = yes
		}
		11 = {
			controls_or_subject_of = yes
		}
		814 = {
			controls_or_subject_of = yes
		}
		97 = {
			controls_or_subject_of = yes
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				11342 11226 9246 9374 530 6376 9483
			}
		} {
			path = {
				11357 400 3254 11312
			}
		} {
			path = {
				6296 9357 9438 9374
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_industrialisation_of_nature
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_industrialisation_of_nature
	icon = GFX_focus_generic_low_cost_housing
	prerequisite = {
		focus = PRC_sea_soviet_advisors PRC_sea_aid_from_soviet_bolsheviks
	}
	x = -1
	y = 1
	relative_position_id = PRC_sea_soviet_advisors
	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_POLITICAL
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = prc_tsr_urbanization_efforts
	}
}
### Entity: Order of Battle
Component: 7. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 7. Kuva-yi Milliye Tugayi
	location = 6938
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Character
Component: SWI_benno_schaeppi
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_benno_schaeppi = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_benno_schaeppi
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
			NOT = {
				has_completed_focus = SWI_ban_national_movement_for_switzerland
			}
		}
		traits = {
			SWI_fascist_propagandist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_AI_is_fascist = yes
			} {
				factor = 0.1
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_benno_schaeppi
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Character
Component: PRU_rafael_escardo
Source: game
File: common/characters/PRU.txt

Code:
PRU_rafael_escardo = {
	advisor = {
		slot = high_command
		idea_token = PRU_rafael_escardo
		ledger = army
		allowed = {
			original_tag = PRU
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Rafael Escardo
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Event
Component: KMT_event.60
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, set_variable, set_country_flag, has_wargoal_against
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.60
	title = KMT_event.60.t
	desc = KMT_event.60.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		name = KMT_event.60.a
		end_puppet = FROM
	} {
		name = KMT_event.60.b
		FROM = {
			set_variable = {
				CHI_democratic_popularity = FROM.party_popularity_100@democratic
			} {
				CHI_communism_popularity = FROM.party_popularity_100@communism
			} {
				CHI_neutrality_popularity = FROM.party_popularity_100@neutrality
			} {
				CHI_fascism_popularity = FROM.party_popularity_100@fascism
			}
			clamp_variable = {
				var = CHI_democratic_popularity
				min = 0
				max = 100
			} {
				var = CHI_communism_popularity
				min = 0
				max = 100
			} {
				var = CHI_neutrality_popularity
				min = 0
				max = 100
			} {
				var = CHI_fascism_popularity
				min = 0
				max = 100
			}
			if = {
				limit = {
					has_government = democratic
				}
				set_country_flag = CHI_is_democratic_flag
			} {
				limit = {
					has_government = neutrality
				}
				set_country_flag = CHI_is_neutral_flag
			} {
				limit = {
					has_government = communism
				}
				set_country_flag = CHI_is_communistic_flag
			} {
				limit = {
					has_government = fascism
				}
				set_country_flag = CHI_is_fascist_flag
			} {
				limit = {
					has_wargoal_against = COV
				}
				remove_wargoal = {
					type = all
					target = COV
				}
			}
			set_autonomy = {
				target = FROM
				autonomous_state = autonomy_dominion
				end_wars = no
				end_civil_wars = no
			}
			FROM = {
				set_popularities = {
					democratic = CHI_democratic_popularity
					fascism = CHI_fascism_popularity
					communism = CHI_communism_popularity
					neutrality = CHI_neutrality_popularity
				}
				if = {
					limit = {
						has_country_flag = CHI_is_democratic_flag
					}
					set_politics = {
						ruling_party = democratic
					}
					clr_country_flag = CHI_is_democratic_flag
				} {
					limit = {
						has_country_flag = CHI_is_neutral_flag
					}
					set_politics = {
						ruling_party = neutrality
					}
					clr_country_flag = CHI_is_neutral_flag
				} {
					limit = {
						has_country_flag = CHI_is_communistic_flag
					}
					set_politics = {
						ruling_party = communism
					}
					clr_country_flag = CHI_is_communistic_flag
				} {
					limit = {
						has_country_flag = CHI_is_fascist_flag
					}
					set_politics =
# ... (truncated)
### Entity: AI Strategy
Component: SWE_armored_production
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_armored_production = {
	enable = {
		original_tag = SWE
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 5
	} {
		type = equipment_production_min_factories
		id = armor
		value = 1
	} {
		type = equipment_market_for_sale_factor
		id = armor
		value = 200
	} {
		type = equipment_market_spend_factories
		id = armor
		value = 1
	} {
		type = equipment_market_max_for_sale
		id = armor
		value = 200
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_national_recovery_act
Constructs: has_completed_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_national_recovery_act
	icon = GFX_goal_polish_wartime_industry
	x = 2
	y = 0
	relative_position_id = VEN_expand_oil_industry
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		NOT = {
			has_completed_focus = VEN_cult_of_creole
		}
	}
	prerequisite = {
		focus = VEN_national_development
	}
	mutually_exclusive = {
		focus = VEN_expand_oil_industry
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_oil
			add_idea = VEN_oil_2
		}
		custom_effect_tooltip = VEN_attempt_reduce_oil
	}
}
### Entity: Event
Component: denmark_resistance_event.23
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, has_opinion, has_civil_war, has_capitulated, add_cic
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.23
	title = denmark_resistance_event.23.t
	desc = denmark_resistance_event.23.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.23.a
		ai_chance = {
			base = 0
			modifier = {
				add = 25
				has_war_with = var:DEN.DEN_overlord_nation
			} {
				add = 10
				has_government = FROM
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = > 10
				}
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = > 40
				}
			} {
				add = 20
				has_opinion = {
					target = FROM
					value = > 80
				}
			} {
				factor = 0
				OR = {
					has_war_with = FROM
					has_civil_war = yes
					has_capitulated = yes
				}
			}
		}
		navy_experience = 5
		add_cic = 1500
		FROM = {
			country_event = {
				id = denmark_resistance_event.24
				days = 2
			}
		}
		set_country_flag = DEN_sold_ships_to_denmark_flag
	} {
		name = denmark_resistance_event.23.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_resistance_event.25
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_begin_economic_mobilization
Constructs: prerequisite, has_war, limit, add_ideas, add_war_support, add_stability, completion_reward, has_country_leader
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_begin_economic_mobilization
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = TUR_rejuvenate_the_great_war_arsenal
	}
	x = 3
	y = 1
	relative_position_id = TUR_rejuvenate_the_great_war_arsenal
	cost = 10
	available = {
		OR = {
			has_war = yes
			threat = > 0.5
			custom_trigger_tooltip = {
				tooltip = TUR_ataturk_has_died_tt
				NOT = {
					has_country_leader = {
						character = TUR_mustafa_kemal_ataturk
						ruling_only = yes
					}
					has_idea = TUR_mustafa_kemal_ataturk_figurehead
				}
			}
		}
		has_capitulated = no
	}
	ai_will_do = {
		factor = 1000
	}
	completion_reward = {
		add_stability = -0.03
		if = {
			limit = {
				OR = {
					has_idea = TUR_etatism_economy_law_idea civilian_economy
				}
			}
			add_ideas = partial_economic_mobilisation
			random_owned_controlled_state = {
				prioritize = {
					797
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				OR = {
					has_idea = low_economic_mobilisation partial_economic_mobilisation
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					797
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				OR = {
					has_idea = war_economy tot_economic_mobilisation
				}
			}
			add_war_support = 0.05
			random_owned_controlled_state = {
				prioritize = {
					797
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			} {
				prioritize = {
					49 340 347
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: mexico.8
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, has_war_with, is_major, save_event_target_as
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.8
	title = mexico.8.title
	desc = mexico.8.desc
	picture = GFX_report_event_canadian_tank
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = alliance_inviter
			FROM = {
				save_event_target_as = alliance_applicant
			}
		}
	}
	option = {
		name = mexico.8.a
		if = {
			limit = {
				original_tag = ENG
			}
			add_to_tech_sharing_group = MEX_ENG_tech_group
			FROM = {
				add_to_tech_sharing_group = MEX_ENG_tech_group
			}
		} {
			limit = {
				original_tag = GER
			}
			add_to_tech_sharing_group = MEX_GER_tech_group
			FROM = {
				add_to_tech_sharing_group = MEX_GER_tech_group
			}
		} {
			limit = {
				original_tag = SOV
			}
			add_to_tech_sharing_group = MEX_SOV_tech_group
			FROM = {
				add_to_tech_sharing_group = MEX_SOV_tech_group
			}
		} {
			limit = {
				original_tag = USA
			}
			add_to_tech_sharing_group = MEX_USA_tech_group
			FROM = {
				add_to_tech_sharing_group = MEX_USA_tech_group
			}
		} {
			limit = {
				is_faction_leader = yes
			}
			add_to_faction = FROM
			hidden_effect = {
				news_event = {
					id = news.289
					hours = 12
				}
			}
			FROM = {
				country_event = {
					id = generic.3
					hours = 6
				}
			}
		} {
			limit = {
				is_faction_leader = no
			}
			random_other_country = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				country_event = {
					id = mexico.9
					days = 1
				}
			}
		}
		ai_chance = {
			factor = 75
			modifier = {
				factor = 2.0
				has_war = yes
			} {
				factor = 0.5
				MEX = {
					has_war = yes
					any_enemy_country = {
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			} {
				factor = 0
				MEX = {
					has_war = yes
					any_enemy_country = {
						NOT = {
							has_war_with = ROOT
						}
						OR = {
							has_government = ROOT
							is_major = yes
						}
					}
				}
			}
		}
	} {
		name = mexico.8.b
		FROM = {
			country_event = {
				id = generic.4
				hours = 6
			}
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.1
				MEX = {
					OR = {
						has_government = ROOT
						is_major = yes
						is_ai = no
					}
				}
			}
		}
	}
}
### Entity: Operation
Component: operation_infiltrate_armed_forces_army
Constructs: has_war, has_government, has_operation_token, operation_cost, add_operation_token, random_list, add_intel, has_equipment
Source: game
File: common/operations/00_operations.txt

Code:
operation_infiltrate_armed_forces_army = {
	icon = GFX_operations_infiltrate_armed_forces
	map_icon = GFX_operations_infiltrate_armed_forces_map
	name = operation_infiltrate_armed_forces_army
	desc = operation_infiltrate_armed_forces_army_desc
	priority = 4
	days = 75
	network_strength = 50
	operatives = 2
	visible = {
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		NOT = {
			has_operation_token = {
				tag = FROM
				token = token_army
			}
		}
	}
	equipment = {

	}
	available = {

	}
	awarded_tokens = {
		token_army
	}
	risk_chance = 0.1
	risk_modifiers = {
		operation_infiltrate_risk operation_risk
	}
	outcome_extra_chance = 0.25
	outcome_modifiers = {
		operation_infiltrate_outcome operation_outcome
	}
	cost_modifiers = {
		operation_infiltrate_cost operation_cost
	}
	outcome_execute = {
		ROOT = {
			add_operation_token = {
				tag = FROM
				token = token_army
			}
		}
	}
	outcome_extra_execute = {
		random_list = {
			33 = {
				ROOT = {
					add_operation_token = {
						tag = FROM
						token = token_army
					}
					army_experience = 10
					add_intel = {
						target = FROM
						army_intel = 10
					}
				}
			}
			67 = {
				ROOT = {
					add_operation_token = {
						tag = FROM
						token = token_army
					}
					army_experience = 10
				}
			}
		}
	}
	outcome_potential = {
		ROOT = {
			add_operation_token = {
				tag = FROM
				token = token_army
			}
		}
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		infiltration_diplomatic = {
			base = 25
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			}
		}
	} {
		infiltrate_military_bribe = {
			base = 25
		}
		infiltrate_military_seduction = {
			base = 25
		}
		infiltrate_military_turned_pow = {
			base = 25
			modifier = {
				FROM = {
					has_war = no
				}
				factor = 0
			}
		}
		infiltrate_military_ideological_supporter = {
			base = 25
			modifier = {
				FROM = {
					has_government = ROOT
				}
				factor = 0
			}
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}

# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_socialist_welfare
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_socialist_welfare
	icon = GFX_focus_generic_welfare
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_socialist_economic_union
	}
	relative_position_id = AFG_socialist_economic_union
	cost = 8
	bypass = {

	}
	completion_reward = {
		add_ideas = AFG_socialist_welfare_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_remove_support_PD_50
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_to_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_remove_support_PD_50 = {
	set_temp_variable = {
		support_to_remove = 5.0
	}
	if = {
		limit = {
			check_variable = {
				LUX.PD_support = > support_to_remove
			}
		}
		add_to_variable = {
			LUX.PD_support = support_to_remove
		}
		if = {
			limit = {
				check_variable = {
					LUX.PRL_support = > 4.999
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PRL_support
			if = {
				limit = {
					check_variable = {
						LUX.LSAP_support = > 2.499
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_LSAP_support
				if = {
					limit = {
						check_variable = {
							LUX.KPL_support = > 1.667
						}
					}
					add_to_temp_variable = {
						support_counter = 1
					}
					set_country_flag = remove_KPL_support
				}
			}
			else_if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 2.499
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		} {
			limit = {
				has_country_flag = remove_PRL_support
			}
			subtract_from_variable = {
				LUX.PRL_support = support_to_remove
			}
			clr_country_flag = remove_PRL_support
		} {
			limit = {
				has_country_flag = remove_LSAP_support
			}
			subtract_from_variable = {
				LUX.LSAP_support = support_to_remove
			}
			clr_country_flag = remove_LSAP_support
		} {
			limit = {
				has_country_flag = remove_KPL_support
			}
			subtract_from_variable = {
				LUX.KPL_support = support_to_remove
			}
			clr_country_flag = remove_KPL_support
		}
		else_if = {
			limit = {
				check_variable = {
					LUX.LSAP_support = > 4.999
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_LSAP_support
			if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 2.499
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		}
		else = {
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_KPL_support
		}
		divide_temp_variable = {
			support_to_remove = support_counter
		}
	}
	else = {
		set_temp_variable = {
			temp_support_to_add = LUX.PD_support
		}
		set_variable = {
			LUX.PD_support = 0
		}
		if = {
			limit = {
				check_variable = {
					PRL_support = > 0
				}
			}
			ad
# ... (truncated)
### Entity: Event
Component: CHI_warlords.49
Constructs: is_triggered_only, add_opinion_modifier, add_political_power
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.49
	title = CHI_warlords.49.t
	desc = CHI_warlords.49.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = CHI_warlords.49.a
		add_opinion_modifier = {
			target = FROM
			modifier = refused_cooperation
		}
		add_political_power = -25
	}
}
### Entity: Character
Component: NEP_bhakti_thapa
Source: game
File: common/characters/NEP.txt

Code:
NEP_bhakti_thapa = {
	name = NEP_bhakti_thapa
	portraits = {
		civilian = {
			large = GFX_portrait_Bhakti_Thapa
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			economist editor
		}
		expire = 1951.1.1.12
		id = -1
	}
}
### Entity: Achievement
Component: duce_nukedem
Constructs: has_government, has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
duce_nukedem = {
	id = 15
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ITA
	}
	happened = {
		has_government = fascism
		has_country_flag = achievement_has_nuked_california
	}
}
### Entity: Character
Component: ZIM_nccr
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = ZIM_nccr
		allowed = {
			original_tag = ZIM
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Screens
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Screens
	icon = GFX_goal_generic_navy_cruiser
	cost = 10.0
	prerequisite = {
		focus = SPR_Naval_2
	}
	x = 15
	y = 2
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		navy_experience = 10
		add_tech_bonus = {
			name = SRP_Ship_Bonus
			bonus = 1
			uses = 2
			category = ca_tech dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHI_yongli_chemical_industries
Constructs: is_literally_china_not_prc, has_dlc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_yongli_chemical_industries = {
	picture = CHI_yongli_chemical_industries
	allowed = {
		is_literally_china_not_prc = yes
		has_dlc = No Compromise, No Surrender
	}
	available = {
		tag = event_target:WTT_current_china_leader
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.15
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		refinery_concern
	}
}
### Entity: Technology
Component: improved_heavy_battery
Constructs: research_cost, enable_equipment_modules, has_tech
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1939
	path = {
		leads_to_tech = improved_heavy_shell
		research_cost_coeff = 1
	}
	enable_equipment_modules = {
		ship_heavy_battery_3 ship_medium_battery_3
	}
	on_research_complete = {
		custom_effect_tooltip = heavy_battery_advice_tt
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 3
			y = 11
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_tech = improved_ship_hull_heavy
			factor = 20
		} {
			OR = {
				tag = GER JAP
			}
			factor = 2
		} {
			factor = 1.5
			date = > 1939.1.1
		} {
			factor = 1.5
			date = > 1940.1.1
		} {
			factor = 3
			OR = {
				tag = USA ENG
			}
		}
	}
	categories = {
		naval_artillery naval_equipment ship_modules_tech cat_ship_heavy_battery mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: EAI_DD_7/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}