Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: que_focus
Component: QUE_order_authority_nation
Constructs: prerequisite, limit, add_ideas, has_government, add_stability, completion_reward, is_subject, has_dlc
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_order_authority_nation
	icon = GFX_goal_crush_resistance
	prerequisite = {
		focus = QUE_purge_clerical_elements
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = -2
	y = 4
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = {
					name = Sûreté du Québec
					icon = GFX_intelligence_agency_logo_generic_5
				}
			}
			add_ideas = QUE_surete_du_quebec_lar
		}
		else = {
			add_ideas = QUE_surete_du_quebec
		}
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CZE_skoda_infantry_focus_optimization_5_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_infantry_focus_optimization_5_idea = {
	name = CZE_skoda_infantry_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		infantry_weapons = 0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = 0.1
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = 0.1
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
	modifier = {
		materiel_manufacturer_cost_factor = -0.1
		production_speed_arms_factory_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.1
		production_speed_industrial_complex_factor = -0.1
		production_factory_efficiency_gain_factor = -0.1
		factory_energy_consumption = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_MSPART_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_MSPART_tech_focus = {
	date = > 1936.2.1
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/motorized_design = global.EAI_B_MOT_DESIGN
		}
	}
}
### Entity: Country History
Country: KUM
Component: KUM_technology
Constructs: set_technology
Source: game
File: history/countries/KUM - Kumul Khanate.txt

Code:
# Starting Technologies for KUM
set_technology = {
	infantry_weapons = 1
	tech_recon = 1
	tech_support = 1
	tech_mountaineers = 1
	gw_artillery = 1
}
### Entity: Character
Component: leftist_independent
Source: game
File: common/country_leader/00_traits.txt

Code:
leftist_independent = {
	random = no
	sprite = 13
	army_morale_Factor = 0.1
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
}
### Entity: Scripted Effect
Component: POL_set_attempted_royal_takeover_flag
Constructs: limit, set_country_flag
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_set_attempted_royal_takeover_flag = {
	hidden_effect = {
		if = {
			limit = {
				original_tag = POL
			}
			FROM = {
				set_country_flag = attempted_royal_takeover_in_POL
			}
		}
		else_if = {
			limit = {
				original_tag = LIT
			}
			FROM = {
				set_country_flag = attempted_royal_takeover_in_LIT
			}
		} {
			limit = {
				original_tag = ROM
			}
			FROM = {
				set_country_flag = attempted_royal_takeover_in_ROM
			}
		} {
			limit = {
				original_tag = CZE
			}
			FROM = {
				set_country_flag = attempted_royal_takeover_in_CZE
			}
		}
	}
}
### Entity: Event
Component: kmt.359
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.359
	title = kmt.359.t
	desc = kmt.359.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = kmt.359.a
		effect_tooltip = {
			create_wargoal = {
				target = FROM
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_local_resistance
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_in_array, add_dynamic_modifier
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_local_resistance
	icon = GFX_focus_GER_support_the_proletarian_uprising
	available = {

	}
	prerequisite = {
		focus = INS_resist_occupation
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INS_resist_occupation
	cost = 10
	search_filters = {

	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_in_array = {
					array = INS.owned_states_at_game_start
					value = THIS
				}
			}
			add_dynamic_modifier = {
				modifier = INS_local_resistance_state
			}
		}
	}
}
### Entity: Idea
Component: PRC_socialism_with_chinese_characteristics_3
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_socialism_with_chinese_characteristics_3 = {
	name = PRC_socialism_with_chinese_characteristics
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.03
		trade_opinion_factor = 0.2
	}
}
### Entity: Character
Component: NIR_communist_guy
Constructs: has_government
Source: game
File: common/characters/NIR.txt

Code:
NIR_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NIR_communist_guy
		allowed = {
			original_tag = NIR
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_affirm_constitutional_monarchy
Constructs: prerequisite, limit, add_ideas, completion_reward, is_historical_focus_on, has_civil_war, add_corps_commander_role
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_affirm_constitutional_monarchy
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = NOR_til_dovre_faller
	}
	mutually_exclusive = {
		focus = NOR_traditions_and_monarchy
	} {
		focus = NOR_reject_constitutional_monarchy
	}
	x = -2
	y = 1
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		base = 30
		modifier = {
			factor = 2
			is_historical_focus_on = yes
			date = > 1939.1.1
		} {
			factor = 1.5
			is_historical_focus_on = yes
			date = > 1938.1.1
		}
	}
	available = {
		has_civil_war = no
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = NOR_kongens_garde
		if = {
			limit = {
				OR = {
					tag = NOR
					has_civil_war = no
				}
			}
			custom_effect_tooltip = NOR_new_commanders_enabled_tt
			add_corps_commander_role = {
				character = NOR_oswald_nordlie
				traits = {
					infantry_officer
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
				legacy_id = -1
			} {
				character = NOR_birger_ljungberg
				traits = {
					career_officer media_personality
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 1
				legacy_id = -1
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = NOR_haakon_steen_lie
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: OMA_suleiman_al_ryami
Source: game
File: common/characters/OMA.txt

Code:
OMA_suleiman_al_ryami = {
	advisor = {
		slot = army_chief
		idea_token = OMA_suleiman_al_ryami
		allowed = {
			original_tag = OMA
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Suleiman al Ryami
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Game Data
Component: and_i_took_that_personally
Constructs: owns_state, has_war_with, has_any_custom_difficulty_setting, has_country_leader, is_in_faction
Source: game
File: common/achievements/rt56-achievements.txt

Code:
and_i_took_that_personally = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = KHM
	}
	happened = {
		has_country_leader = {
			name = Ma Hushan
			ruling_only = yes
		}
		owns_state = 618 617 619 760 287 759
		AND = {
			has_war_with = SOV
			is_in_faction = no
		}
	}
}
### Entity: Scripted Effect
Component: GER_autarky_achieved_effects
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, add_to_variable, check_variable, clr_country_flag, set_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_autarky_achieved_effects = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
			add_dynamic_modifier = {
				modifier = GER_wirtschaftswunder_modifier
			}
		}
		custom_effect_tooltip = GER_replace_mefo_bills_with_wirtschaftswunder_tt
		add_to_variable = {
			GER_mefo_bills_civilian_intel_to_others = 0.25
			tooltip = civilian_intel_to_others_tt
		} {
			GER_mefo_bills_army_intel_to_others = 0.25
			tooltip = army_intel_to_others_tt
		} {
			GER_mefo_bills_navy_intel_to_others = 0.25
			tooltip = navy_intel_to_others_tt
		} {
			GER_mefo_bills_airforce_intel_to_others = 0.25
			tooltip = airforce_intel_to_others_tt
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_economy_of_conquest_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = GER_economy_of_conquest_modifier
			}
			add_dynamic_modifier = {
				modifier = GER_wirtschaftswunder_modifier
			}
		}
		if = {
			limit = {
				check_variable = {
					var = GER_industrial_consumer_goods_factor
					value = 1
					compare = greater_than_or_equals
				}
			}
			clr_country_flag = GER_mefo_bills_penalty_flag
			subtract_from_variable = {
				GER_industrial_consumer_goods_expected_value = GER_expected_consumer_goods_penalty
			}
			add_to_variable = {
				GER_industrial_industrial_capacity_factory = GER_factory_output_penalty
			} {
				GER_industrial_industrial_capacity_dockyard = GER_dockyard_output_penalty
			}
		}
		custom_effect_tooltip = GER_replace_economy_of_conquest_with_wirtschaftswunder_tt
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_recovering_economy_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = GER_recovering_economy_modifier
			}
			add_dynamic_modifier = {
				modifier = GER_wirtschaftswunder_modifier
			}
		}
		custom_effect_tooltip = GER_replace_recovering_economy_with_wirtschaftswunder_tt
	}
	add_to_variable = {
		GER_industrial_production_speed_arms_factory_factor = 0.05
		tooltip = production_speed_arms_factory_factor_tt
	} {
		GER_industrial_production_speed_dockyard_factor = 0.05
		tooltip = production_speed_dockyard_factor_tt
	} {
		GER_industrial_industrial_capacity_factory = 0.05
		tooltip = industrial_capacity_factory_tt
	} 
# ... (truncated)
### Entity: Scripted Localization
Component: defined_text
Constructs: has_variable, check_variable
Source: game
File: common/scripted_localisation/EAI_custom_bonus_scripted_loc.txt

Code:
defined_text = {
	name = EAI_GetCustomBonus_22_Value
	text = {
		trigger = {
			has_variable = EAI_configuration_target
			NOT = {
				check_variable = {
					Root.EAI_custom_bonus_22_temp = 0
				}
			}
		}
		localization_key = EAI_custom_bonus_22_text
	} {
		trigger = {
			NOT = {
				has_variable = EAI_configuration_target
			} {
				check_variable = {
					global.EAI_custom_bonus_22 = 0
				}
			}
		}
		localization_key = EAI_custom_bonus_22_global
	} {
		trigger = {

		}
		localization_key = EAI_config_custom_bonus_off
	}
}
### Entity: Character
Component: fascism_follower
Source: game
File: common/country_leader/r56_traits.txt

Code:
fascism_follower = {
	random = no
	fascism_acceptance = 10
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_a_new_strategy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_a_new_strategy
	icon = GFX_goal_CZE_a_new_strategy
	x = -2
	y = 1
	relative_position_id = CZE_return_to_the_coastline
	available = {

	}
	bypass = {

	}
	cost = 5
	mutually_exclusive = {
		focus = CZE_rebuild_our_navy
	}
	prerequisite = {
		focus = CZE_return_to_the_coastline
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 20
		custom_effect_tooltip = generic_skip_one_line_tt available_military_high_command generic_skip_one_line_tt
		show_ideas_tooltip = CZE_zdenko_hudecek
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = cat_trade_interdiction
		}
		add_tech_bonus = {
			name = ss_bonus
			bonus = 0.5
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Order of Battle
Component: Compagnie d'Artillerie et de Génie
Constructs: division_template
Source: game
File: history/units/COG_1939.txt

Code:
division_template = {
	name = Compagnie d'Artillerie et de Génie
	division_names_group = FREN_INFB_01
	template_counter = 6
	role = garrison
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
	support = {
		engineer = {
			x = 0
			y = 0
		}
		artillery = {
			x = 0
			y = 1
		}
	}
}
### Entity: Technology
Component: improved_dp_light_battery
Constructs: research_cost, enable_equipment_modules
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1940
	enable_equipment_modules = {
		dp_light_battery_3 dp_ship_secondaries_3
	}
	on_research_complete = {
		custom_effect_tooltip = secondary_battery_advice_tt
	}
	path = {
		leads_to_tech = advanced_dp_light_battery
		research_cost_coeff = 1
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 13
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			OR = {
				tag = ENG USA JAP
			}
			factor = 20
		}
	}
	categories = {
		naval_artillery naval_equipment ship_modules_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: AUS_political_events.90
Constructs: is_triggered_only, ai_chance, fire_only_once, remove_country_leader_role, add_country_leader_role, set_politics
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.90
	title = AUS_political_events.90.t
	desc = AUS_political_events.90.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.90.a
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			news_event = {
				id = AUS_news_events.12
				hours = 24
			}
			AUS_kurt_schuschnigg = {
				remove_country_leader_role = {
					ideology = despotism
				}
			}
		} {
			AUS_kurt_schuschnigg = {
				promote_character = yes
			}
		}
		AUS_kurt_schuschnigg = {
			add_country_leader_role = {
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					id = -1
					traits = {
						AUS_abolished_austrofascism
					}
				}
			}
		}
		custom_effect_tooltip = AUS_political_events.90.a_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			election_frequency = 48
			long_name = AUS_democratic_christlichsoziale_partei_long
			name = AUS_democratic_christlichsoziale_partei
		}
	} {
		name = AUS_political_events.90.b
		ai_chance = {
			base = 10
		}
		promote_character = AUS_karl_renner
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			election_frequency = 48
		}
		hidden_effect = {
			news_event = {
				id = AUS_news_events.12
				hours = 24
			}
		}
	} {
		name = AUS_political_events.90.c
		ai_chance = {
			base = 1
		}
		promote_character = AUS_vinzenz_schumy
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			election_frequency = 48
			long_name = AUS_democratic_landbund_long
			name = AUS_democratic_landbund
		}
		hidden_effect = {
			news_event = {
				id = AUS_news_events.12
				hours = 24
			}
		}
	}
}
### Entity: Event
Component: lar_news.11
Constructs: is_triggered_only, has_country_flag, has_global_flag, has_volunteers_amount_from
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.11
	title = lar_news.11.t
	desc = {
		text = lar_news.11.desc
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
		}
	} {
		text = lar_news.11.desc_2
		trigger = {
			has_global_flag = scw_early_end
		}
	}
	picture = GFX_news_event_spr_spanish_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.11.a
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
			OR = {
				tag = SPA SPB
				SPA = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
				SPB = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
			}
		}
	} {
		name = lar_news.11.b
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
			OR = {
				tag = SPD
				SPD = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
			}
		}
	} {
		name = lar_news.11.b_2
		trigger = {
			has_global_flag = scw_early_end
			OR = {
				tag = SPD SPC
				has_country_flag = SPR_sent_volunteers_to_SPD_flag
			}
		}
	} {
		name = lar_news.11.c
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
			tag = SPC
		}
	} {
		name = lar_news.10.c_2
		trigger = {
			has_global_flag = scw_early_end
			has_country_flag = SPR_sent_volunteers_to_SPA_flag
		}
	} {
		name = lar_news.11.d
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			} {
				tag = SPA SPB SPC SPD
				SPA = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
				SPB = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
				SPD = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
			}
		}
	} {
		name = lar_news.10.d_2
		trigger = {
			has_global_flag = scw_early_end
			NOT = {
				tag = SPD SPC
				has_country_flag = SPR_sent_volunteers_to_SPA_flag
			}
		}
	}
}
### Entity: Idea
Component: PRC_SOV_lend_lease_idea_1
Constructs: has_dlc, is_in_faction_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/comchina.txt

Code:
PRC_SOV_lend_lease_idea_1 = {
	picture = generic_supply_line
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {
		any_neighbor_country = {
			OR = {
				original_tag = SOV
				is_in_faction_with = SOV
				AND = {
					is_in_faction_with = ROOT
					any_neighbor_country = {
						OR = {
							original_tag = SOV
							is_in_faction_with = SOV
						}
					}
				}
			}
		}
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		support_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		artillery_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
	modifier = {
		custom_modifier_tooltip = PRC_SOV_lend_lease_idea_1_tt
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.63
Constructs: is_triggered_only, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.63
	title = bftb_bulgaria_factions.63.t
	desc = bftb_bulgaria_factions.63.desc
	picture = GFX_report_event_bul_boris_military
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.63.a
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bs_high_popularity_decrease_effect = yes
		add_political_power = 50
	}
}
### Entity: Unit Template
Component: NZL
Source: game
File: common/units/names/00_names.txt

Code:
NZL = {
	submarine = {
		prefix = HMNZS
		generic = {
			Submarine
		}
		unique = {
			Arabis Arbutus Hawea Kaniere Pukaki Rotoiti Taupo Tutira Echuca Thrust Inverell Kiama Stawell Otago Taranaki Waikato Blackpool Canterbury
		}
	}
	destroyer = {
		prefix = HMNZS
		generic = {
			Destroyer
		}
		unique = {
			Arabis Arbutus Hawea Kaniere Pukaki Rotoiti Taupo Tutira Echuca Thrust Inverell Kiama Stawell Otago Taranaki Waikato Blackpool Canterbury
		}
	}
	light_cruiser = {
		prefix = HMNZS
		generic = {
			Light Cruiser
		}
		unique = {
			Leander Achilles Gambia Arabis Arbutus Monowai Cook Islands Northland Auckland Gisborne Taranaki Hawkes Bay Wellington Nelson Westland Marlborough Canterbury Otago Southland
		}
	}
	heavy_cruiser = {
		prefix = HMNZS
		generic = {
			Heavy Cruiser
		}
		unique = {
			Northland Auckland Gisborne Taranaki Hawkes Bay Wellington Nelson Westland Marlborough Canterbury Otago Southland
		}
	}
	battle_cruiser = {
		prefix = HMNZS
		generic = {
			Battlecruiser
		}
		unique = {
			New Zealand Northland Auckland Gisborne Taranaki Hawkes Bay Wellington Nelson Westland Marlborough Canterbury Otago Southland
		}
	}
	battleship = {
		prefix = HMNZS
		generic = {
			Battleship
		}
		unique = {
			New Zealand Northland Auckland Gisborne Taranaki Hawkes Bay Wellington Nelson Westland Marlborough Canterbury Otago Southland
		}
	}
	carrier = {
		prefix = HMNZS
		generic = {
			Carrier
		}
		unique = {
			Vengeance Melbourne Sydney Northland Auckland Gisborne Taranaki Hawkes Bay Wellington Nelson Westland Marlborough Canterbury Otago Southland Stafford Seddon Hall-Jones Ward Massey
		}
	}
	air_wing_names_template = AIR_WING_NAME_NZL_FALLBACK
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Squadron RNZN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
	cv_small_plane_cas_airframe = {
		prefix = 
		generic = {
			Squadron RNZN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
	cv_small_plane_naval_bomber_airframe = {
		prefix = 
		generic = {
			Squadron RNZN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.5
Constructs: is_triggered_only, ai_chance, is_ai, random_hours, set_global_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.5
	title = wuw_GER_realpolitik.5.t
	desc = wuw_GER_realpolitik.5.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.5.a
		ai_chance = {
			base = 60
			modifier = {
				factor = 0
				LIT = {
					is_ai = no
				}
			}
		}
		LIT = {
			country_event = {
				id = wuw_GER_realpolitik.6
				hours = 6
				random_hours = 12
			}
		}
		set_global_flag = GER_wishes_to_annex_lithuania_flag
	} {
		name = wuw_GER_realpolitik.5.b
		ai_chance = {
			base = 40
		}
		LIT = {
			country_event = {
				id = wuw_GER_realpolitik.7
				hours = 6
				random_hours = 12
			}
		}
		set_global_flag = GER_wishes_to_puppet_lithuania_flag
	}
}