Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AST_diplomatic_events.12
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.12
	title = AST_diplomatic_events.12.t
	desc = AST_diplomatic_events.12.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.12.a
	}
}
### Entity: Character
Component: RAJ_GOE_kodandera_subayya_thimayya
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_kodandera_subayya_thimayya = {
	name = RAJ_kodandera_subayya_thimayya
	portraits = {
		army = {
			large = GFX_portrait_RAJ_kodandera_subayya_thimayya
			small = GFX_portrait_RAJ_kodandera_subayya_thimayya_small
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = RAJ_GOE_kodandera_subayya_thimayya
		allowed = {
			original_tag = RAJ
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			jungle_rat infantry_officer loyalty_to_india
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 3
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_halt_sub_missions
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_halt_sub_missions = {
	enable = {
		has_country_flag = EAI_halt_sub_missions
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_CONVOY_RAIDING
		value = 50000
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_workers_rights_act
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_workers_rights_act
	prerequisite = {
		focus = PRU_protect_democratic_institutions
	} {
		focus = PRU_recover_from_the_economic_crisis
	}
	icon = GFX_goal_generic_light_industry
	x = 8
	y = 3
	relative_position_id = PRU_mediate_between_the_parties
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_weak_republic_1
			add_idea = PRU_weak_republic_2
		}
	}
}
### Entity: Character
Component: QUE_emile_godin
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_emile_godin = {
	name = QUE_emile_godin
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_6
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_emile_godin
		cost = 100.0
		allowed = {
			original_tag = QUE
		}
		available = {
			OR = {
				has_government = communism
				has_completed_focus = QUE_collectivism
			}
		}
		visible = {

		}
		traits = {
			communist_revolutionary
		}
		ai_will_do = {
			factor = 4
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Ace.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Ace:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Commander ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Ace"
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_79
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_79 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 79
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 79
	}
}
### Entity: Idea
Component: FRA_defeatism
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/france.txt

Code:
FRA_defeatism = {
	picture = generic_army_problems
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.5
		resistance_growth_on_our_occupied_states = -0.25
		legitimacy_gain_factor = -0.5
	}
}
### Entity: Event
Component: belgium.34
Constructs: is_triggered_only, fire_only_once, set_global_flag
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.34
	title = bel_cityfall.6.t
	desc = bel_cityfall.6.d
	picture = GFX_news_event_BEL_army_parade
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_paris_bel
	}
	option = {
		name = bel_cityfall.6.a
		trigger = {
			NOT = {
				TAG = FRA BEL
			}
		}
	} {
		name = bel_cityfall.6.b
		trigger = {
			TAG = BEL
		}
	} {
		name = bel_cityfall.6.c
		trigger = {
			TAG = FRA
		}
	}
}
### Entity: Character
Component: SWI_marcel_pilet_golaz
Source: game
File: common/characters/SWI.txt

Code:
SWI_marcel_pilet_golaz = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_marcel_pilet_golaz
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_fascist_appeaser
		}
		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 = 0.1
				OR = {
					SWI_AI_is_imperial = yes
					SWI_AI_is_dem_exp = yes
					SWI_AI_is_dem_allied = yes
				}
			} {
				factor = 2
				SWI_AI_is_fascist = yes
			}
		}
	}
	name = SWI_marcel_pilet_golaz
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_marcel_pilet_golaz_small
			large = GFX_portriat_SWI_marcel_pilet_golaz
		}
	}
}
### Entity: Scripted Trigger
Component: PHI_usa_focus_done_T2
Constructs: has_completed_focus, limit, check_variable
Source: game
File: common/scripted_triggers/PHI_scripted_triggers.txt

Code:
PHI_usa_focus_done_T2 = {
	if = {
		limit = {
			has_completed_focus = PHI_declare_military_emergency
		}
		custom_trigger_tooltip = {
			tooltip = PHI_usa_focus_done_T2_alt_tt
			check_variable = {
				PHI_amount_of_usa_focus_done = > 1
			}
		}
	}
	else = {
		custom_trigger_tooltip = {
			tooltip = PHI_usa_focus_done_T2_tt
			check_variable = {
				PHI_amount_of_usa_focus_done = > 1
			}
		}
	}
}
### Entity: Idea
Component: BALTIC_communist_militancy
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_communist_militancy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system_communism
	modifier = {
		communism_drift = 0.1
		war_support_weekly = -0.02
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_prepare_for_the_next_blockade_ww
Constructs: add_equipment_to_stockpile, prerequisite, has_war, add_war_support, completion_reward, is_subject, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_prepare_for_the_next_blockade_ww
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = GER_war_preparations
	}
	x = 0
	y = 2
	relative_position_id = GER_war_preparations
	cost = 10
	available = {
		is_subject = no
		has_war = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = GER_prepare_for_the_next_blockade_got
			days = 545
		}
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 50
			producer = ROOT
		} {
			type = train_equipment
			amount = 25
		}
	}
}
### Entity: Order of Battle
Component: 18. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 18. Kuva-yi Milliye Tugayi
	location = 9886
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Idea
Component: ARG_state_unions_idea
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_state_unions_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_state_unions
	modifier = {
		production_factory_max_efficiency_factor = 0.075
		production_speed_arms_factory_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Character
Component: NOR_permanent_revolutionary
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_permanent_revolutionary = {
	random = no
	sprite = 13
	communism_drift = 0.08
	war_stability_factor = -0.1
	non_core_manpower = 0.05
}
### Entity: Military Industrial Organization
Component: IRE_harland_and_wolff_tanks_organization
Constructs: has_completed_focus, limit, owns_state, is_core_of, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/IRE_organization.txt

Code:
IRE_harland_and_wolff_tanks_organization = {
	name = IRE_harland_and_wolff_tanks
	include = generic_infantry_tank_organization
	icon = GFX_idea_harland_wolff
	allowed = {
		OR = {
			tag = BRI WLS SCO IRE NIR
		}
	}
	available = {
		owner = {
			OR = {
				tag = IRE NIR
				has_completed_focus = CEL_develop_ireland
			}
			if = {
				limit = {
					OR = {
						original_tag = BRI WLS NIR SCO
					}
				}
				owns_state = 113
				113 = {
					is_core_of = PREV
				}
			}
		}
	}
	equipment_type = {
		armor
	}
	research_categories = {
		armor
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_tanks_designer
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			armor_value = 0.05
			maximum_speed = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_brown_water_navy
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_brown_water_navy
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = MEX_focus_pacific_coast_naval_yards MEX_focus_gulf_coast_naval_yards
	}
	x = -1
	y = 2
	relative_position_id = MEX_focus_pacific_coast_naval_yards
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			has_war_with = USA
		} {
			factor = 10
			has_war_with = ENG
		} {
			factor = 10
			has_war_with = GER
		} {
			factor = 10
			has_war_with = SOV
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = MEX_brown_water_navy
		add_doctrine_cost_reduction = {
			name = naval_doctrine
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = tooltip_escort_ships
			bonus = 1.0
			uses = 1
			category = dd_tech ca_tech
		}
	}
}
### Entity: Military Industrial Organization
Component: COG_explosifs_congo_organization
Constructs: has_completed_focus, has_dlc, equipment_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/COG_organization.txt

Code:
COG_explosifs_congo_organization = {
	include = generic_support_equipment_organization
	icon = GFX_idea_societe_africain_de_explosifes
	allowed = {
		tag = COG
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			has_completed_focus = COG_societe_africaine_dexplosifs_congo
		}
	}
	initial_trait = {
		name = HUN_mio_trait_army_ammunition_and_wepaons_works
		limit_to_equipment_type = {
			infantry_equipment
		}
		equipment_bonus = {
			reliability = 0.05
			breakthrough = 0.03
		}
		production_bonus = {
			production_cost_factor = -0.1
		}
	}
}
### Entity: Modding Documentation
Construct: debug_unit_entity
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_unit_entity
* Aliases: dbg_ue

Print out the entity hierarchy.
### Entity: National Focus
Tree: lie_focus
Component: LIE_production_quotas
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_production_quotas
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = LIE_form_the_military_budget
	} {
		focus = LIE_five_industries_initiative
	}
	x = -1
	y = 1
	relative_position_id = LIE_five_industries_initiative
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = LIE_production_quotas_idea
	}
}
### Entity: Idea
Component: KMT_national_character2
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_national_character2 = {
	removal_cost = -1
	picture = can_send_in_the_zombies
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = 0.1
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		democratic_drift = 0.03
		production_factory_max_efficiency_factor = 0.025
	}
}
### Entity: Idea
Component: PHI_island_nations_convoy_bonus_improved
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/philipines.txt

Code:
PHI_island_nations_convoy_bonus_improved = {
	picture = PLACEHOLDER_idea_icon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.25
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: 1st Independent Brigade
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 1st Independent Brigade
	location = 10004
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = GDC_fan_dexing
	}
}
### Entity: Event
Component: tfv_canada.63
Constructs: is_triggered_only, ai_chance, has_war, has_opinion, has_same_ideology, give_resource_rights
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.63
	title = tfv_canada.63.t
	desc = tfv_canada.63.d
	picture = GFX_report_event_canadian_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_canada.63.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 2
				has_war = yes
			} {
				factor = 1.5
				has_opinion = {
					target = CAN
					value = > 50
				}
			} {
				factor = 1.25
				CAN = {
					has_same_ideology = yes
				}
			}
		}
		effect_tooltip = {
			CAN = {
				transfer_state = 331 332
			}
		}
		CAN = {
			give_resource_rights = {
				receiver = ENG
				state = 473
			}
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.61
				}
			}
		}
	} {
		name = tfv_canada.63.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.25
				surrender_progress = > 0.25
			}
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.62
				}
			}
		}
	}
}
### Entity: Event
Component: ARG_political_events.37
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.37
	title = ARG_political_events.37.t
	desc = ARG_political_events.37.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = ARG_political_events.37.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_tea_exports
Constructs: production_speed_buildings_factor, is_subject_of, autonomy_gain
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_tea_exports = {
	enable = {
		is_subject_of = ENG
	}
	icon = GFX_idea_stiff_upper_lip
	autonomy_gain = RAJ_autonomy_gain_tea_exports
	production_speed_buildings_factor = RAJ_building_speed_tea_exports
}
### Entity: AI Strategy
Component: ETH_lon_dont_support_ethiopia_with_volunteers
Constructs: has_completed_focus, has_dlc, is_league_of_nations_member, has_global_flag, send_volunteers_desire
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_lon_dont_support_ethiopia_with_volunteers = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		is_league_of_nations_member = yes
		NOT = {
			tag = ETH
		}
	}
	abort = {
		OR = {
			NOT = {
				has_global_flag = second_italo_ethiopian_war_flag
			}
			ETH = {
				has_completed_focus = ETH_international_brigades
			} {
				has_completed_focus = ETH_international_mediation
			}
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = ETH
		value = -200
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_independence_movement
Constructs: is_subject, autonomy_gain, communism_drift
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_independence_movement = {
	enable = {
		is_subject = yes
	}
	icon = GFX_idea_RAJ_independence_movement
	resistance_activity = RAJ_resistance_activity_independence_movement
	resistance_target = RAJ_resistance_target_independence_movement
	autonomy_gain = RAJ_autonomy_gain_independence_movement
	communism_drift = RAJ_communism_drift_independence_movement
}
### Entity: Character
Component: member_of_the_suojeluskunta
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
member_of_the_suojeluskunta = {
	random = no
	max_surrender_limit_offset = 0.15
	stability_factor = -0.05
	drift_defence_factor = 0.15
}
### Entity: Event
Component: SEA_PRC_political_events.20
Constructs: is_triggered_only, limit, every_character, is_in_array, is_unit_leader, gain_xp, add_manpower
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.20
	title = SEA_PRC_political_events.20.t
	desc = SEA_PRC_political_events.20.desc
	picture = GFX_report_event_PRC_generals_flock
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.20.a
		every_character = {
			limit = {
				is_in_array = {
					array = global.PRC_generals_flipped
					value = THIS.id
				}
				is_unit_leader = yes
			}
			gain_xp = 50
		}
		add_manpower = 5000
	}
}
### Entity: State History
Component: 709
Source: game
File: history/states/709-Seychelles.txt

Code:
state = {
	id = 709
	name = STATE_709
	manpower = 126703
	state_category = small_island
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
			2188 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		2188
	}
	local_supplies = 0.0
}
### Entity: Event
Component: ww_BEL_event_spanish_interaction.4
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_spanish_interaction.4
	title = ww_BEL_event_spanish_interaction.4.t
	desc = ww_BEL_event_spanish_interaction.4.desc
	picture = GFX_report_event_generic_rally
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_spanish_interaction.4.a
		ai_chance = {
			base = 10
		}
		add_political_power = 150
	}
}
### Entity: Order of Battle
Component: Baltiyskiy Flot
Source: game
File: history/units/SOV_1936_naval_mtg.txt

Code:
fleet = {
	name = Baltiyskiy Flot
	naval_base = 3151
	task_force = {
		name = Baltiyskiy Flot
		location = 3151
		ship = {
			name = Marat
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = SOV
					version_name = Marat Class
				}
			}
		} {
			name = Oktyabrskaya Revolutsiya
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = SOV
					version_name = Marat Class
				}
			}
		} {
			name = Marti
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SOV
					version_name = Marti Class
				}
			}
		} {
			name = Engels
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Artyom
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Volodarskiy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Yakov Sverdlov
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Frunze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Lenin
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Voykov
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Rykov
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Karl Libknekht
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		}
	} {
		name = Baltiyskiy Podvodniy Flot
		location = 3151
		ship = {
			name = B-2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
			
# ... (truncated)
### Entity: Idea
Component: EAI_DD_6/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_equipment_effort_3
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_equipment_effort_3
	icon = GFX_goal_generic_army_artillery2
	text = ABC_equipment_effort_3
	prerequisite = {
		focus = AOI_equipment_effort
	}
	x = 2
	y = 1
	relative_position_id = AOI_equipment_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: KHM_ma_fuyuan
Source: game
File: common/characters/KHM.txt

Code:
KHM_ma_fuyuan = {
	name = Ma Fuyuan
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_4.dds
		}
	}
	corps_commander = {
		traits = {
			vigorous
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = KHM_ma_fuyuan
		allowed = {
			original_tag = KHM
		}
		traits = {
			war_industrialist
		}
	} {
		slot = high_command
		idea_token = KHM_ma_fuyuan2
		ledger = army
		allowed = {
			original_tag = KHM
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}