Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: belgium.80
Constructs: create_country_leader, limit, has_government, has_country_flag, add_political_power, has_country_leader, is_in_faction, is_in_faction_with
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.80
	title = belgium.80.t
	desc = belgium.79.d
	picture = GFX_report_event_communism_belgium
	trigger = {
		tag = WLL
		SOV = {
			has_country_leader = {
				character = SOV_lev_trotsky
				ruling_only = yes
			}
			has_government = communism
		}
		OR = {
			NOT = {
				has_country_flag = WLL_walter_dauge
			} {
				is_in_faction = yes
				is_in_faction_with = SOV
				has_country_flag = WLL_walter_dauge
			}
		}
	}
	mean_time_to_happen = {
		days = 45
	}
	option = {
		trigger = {
			NOT = {
				has_government = communism
			}
		}
		name = belgium.79.a
		create_country_leader = {
			name = Walter Dauge
			desc = Walter Dauge
			picture = gfx/leaders/BEL/Portrait_Belgium_Walter_Dauge.dds
			expire = 1965.1.1
			ideology = leninism
			traits = {
				peace_proponent
			}
		}
		WLL = {
			set_country_flag = WLL_walter_dauge
		}
	} {
		name = belgium.79.b
		trigger = {
			has_government = communism
		}
		create_country_leader = {
			name = Walter Dauge
			desc = Walter Dauge
			picture = gfx/leaders/BEL/Portrait_Belgium_Walter_Dauge.dds
			expire = 1965.1.1
			ideology = leninism
			traits = {
				peace_proponent
			}
		}
		add_political_power = -50
		WLL = {
			set_country_flag = WLL_walter_dauge
		}
	} {
		name = belgium.79.c
		trigger = {
			has_government = communism
		}
		add_political_power = 50
		WLL = {
			set_country_flag = WLL_walter_dauge
		}
		if = {
			limit = {
				is_in_faction_with = SOV
			}
			remove_from_faction = WLL
		}
	}
}
### Entity: Event
Component: bftb_turkey.141
Constructs: is_triggered_only
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.141
	title = bftb_turkey.141.t
	desc = bftb_turkey.141.desc
	picture = GFX_report_event_tur_military_affair
	is_triggered_only = yes
	option = {
		name = bftb_turkey.141.a
		leave_faction = yes
	}
}
### Entity: Trigger Reference
Construct: pc_is_state_claimed_and_taken_by
Constructs: pc_is_state_claimed_and_taken_by, take_states
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_state_claimed_and_taken_by

* Supported Scopes: STATE
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Check if state is claimed with a take_states action in conference for TAG
Example:
pc_is_state_claimed_and_taken_by = SOV/ROOT/ROOT.FROM
```
### Entity: Order of Battle
Component: 37 Bubing Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 37 Bubing Shi
	location = 9843
	division_template = Sanjiao Jun
	start_experience_factor = 0.2
}
### Entity: Idea
Component: MEN_the_new_life_movement_1
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_the_new_life_movement_1 = {
	name = MEN_the_new_life_movement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		political_power_factor = 0.1
		fascism_drift = 0.01
		production_factory_efficiency_gain_factor = 0.05
		war_support_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Effect Reference
Construct: set_state_controller_to
Constructs: set_state_controller_to, random_core_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_state_controller_to

* Supported Scopes: STATE
* Supported Targets: THIS

```
Set controller of a state to a given country
Example:\n"
USA {
	random_core_state = {
		set_state_controller_to = JAM
	}
}

```
### Entity: Order of Battle
Component: 20. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 20. Kuva-yi Milliye Tugayi
	location = 9871
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_german_military_advisors
Constructs: prerequisite, completion_reward, add_command_power, add_doctrine_cost_reduction
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_german_military_advisors
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = FIN_cooperation_with_germany
	}
	x = 1
	y = 1
	relative_position_id = FIN_cooperation_with_germany
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		army_experience = 50
		add_command_power = 25
		add_doctrine_cost_reduction = {
			name = FIN_german_military_advisors
			cost_reduction = 0.25
			uses = 3
			category = land_doctrine air_doctrine naval_doctrine
		}
		custom_effect_tooltip = available_military_high_command
		show_ideas_tooltip = GER_nikolaus_von_falkenhorst
	}
}
### Entity: Country History
Country: ICE
Component: ICE_technology
Constructs: set_technology
Source: game
File: history/countries/ICE - Iceland.txt

Code:
# Starting Technologies for ICE
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_demand_balkan_submission
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_civil_war, is_subject, every_other_country, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_demand_balkan_submission
	icon = GFX_SOV_demand_balkan_submission_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_claim_on_bessarabia
	}
	x = -1
	y = 1
	relative_position_id = SOV_claim_on_bessarabia
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	mutually_exclusive = {
		focus = SOV_seek_balkan_cooperation
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		any_other_country = {
			BUL_is_balkan_nation = yes
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				BUL_is_balkan_nation = yes
			}
			add_timed_idea = {
				idea = communist_pressure
				days = 365
			}
			hidden_effect = {
				country_event = {
					id = generic.1
				}
			}
		}
		custom_effect_tooltip = SOV_demand_balkan_submission_decisions_tt
		hidden_effect = {
			activate_targeted_decision = {
				target = ROM
				decision = SOV_send_ultimatum_to_country_balkan
			} {
				target = BUL
				decision = SOV_send_ultimatum_to_country_balkan
			} {
				target = GRE
				decision = SOV_send_ultimatum_to_country_balkan
			} {
				target = YUG
				decision = SOV_send_ultimatum_to_country_balkan
			} {
				target = TUR
				decision = SOV_send_ultimatum_to_country_balkan
			}
		}
	}
}
### Entity: Idea
Component: AST_the_pacific_garrison_1
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_the_pacific_garrison_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_sea_focused_navy
	modifier = {
		base_fuel_gain_factor = 0.15
		convoy_escort_efficiency = 0.15
		naval_detection = 0.1
		spotting_chance = 0.1
	}
}
### Entity: AI Strategy
Component: SOV_market_management
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_market_management = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_for_sale_factor
		id = infantry
		value = -50
	}
}
### Entity: Decision
Component: FRA_intervention_in_overseas_territories
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/FRA_decision_categories.txt

Code:
FRA_intervention_in_overseas_territories = {
	allowed = {
		original_tag = FRA
	}
	visible = {
		has_completed_focus = FRA_appeal_to_overseas_territories
	}
}
### Entity: Idea
Component: OMA_modernization_initiatives_idea
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/ideas/iraq.txt

Code:
OMA_modernization_initiatives_idea = {
	picture = PER_metropolitan_iran_idea
	allowed = {
		original_tag = OMA
	}
	visible = {

	}
	modifier = {
		production_speed_buildings_factor = 0.1
		research_speed_factor = 0.05
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_Organise_Youth
Constructs: shared_focus, prerequisite, add_ideas, has_government, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_Organise_Youth
	text = GEN_Organise_Youth
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = TRK_Conquer
	}
	x = 1
	y = 1
	relative_position_id = TRK_Conquer
	cost = 10
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		add_political_power = 35
		add_war_support = 0.05
		add_ideas = GEN_Organise_Youth_Com_I
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_establish_the_regional_parliaments
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_establish_the_regional_parliaments
	icon = GFX_focus_hol_the_foundations_of_defense
	cost = 10
	prerequisite = {
		focus = VIN_dan_chu
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VIN_dan_chu
			add_idea = VIN_dan_chu2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	x = 24
	y = 3
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_form_air_service
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_form_air_service
	icon = GFX_goal_CAN_airforce_separation
	relative_position_id = MPL_modernize_army
	y = 1
	x = 3
	prerequisite = {
		focus = MPL_modernize_army
	}
	cost = 10
	completion_reward = {
		air_experience = 20
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Gloster Gladiator
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = bomb_locks
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				variant_name = Gloster Gladiator
				producer = ENG
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_technology = {
				iw_medium_airframe = 1
				iw_large_airframe = 1
				basic_small_airframe = 1
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_0
				amount = 40
				producer = ENG
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_technology = {
				fighter1 = 1
				early_bomber = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_secure_the_borders
Constructs: prerequisite, limit, completion_reward, random_army_leader, has_trait, add_trait, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_secure_the_borders
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = ARG_the_war_machine
	}
	x = 0
	y = 1
	relative_position_id = ARG_the_war_machine
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = ranger
				}
			}
			add_trait = {
				trait = ranger
			}
		} {
			limit = {
				NOT = {
					has_trait = ranger
				}
			}
			add_trait = {
				trait = ranger
			}
		} {
			limit = {
				NOT = {
					has_trait = ranger
				}
			}
			add_trait = {
				trait = ranger
			}
		}
		953 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 11009 13300
				}
				instant_build = yes
			}
		}
		954 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 5173 12946 2169
				}
				instant_build = yes
			}
		}
		955 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 8161 13306
				}
				instant_build = yes
			}
		}
		512 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 2199 8192
				}
				instant_build = yes
			}
		}
		511 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 2215 10992 2179
				}
				instant_build = yes
			}
		}
		960 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 8253 12928
				}
				instant_build = yes
			}
		}
		508 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 8195 13310
				}
				instant_build = yes
			}
		}
		959 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 2224 11001
				}
				instant_build = yes
			}
		}
		510 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 8238 11007
				}
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: denmark_protection_event.7
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_country_flag, add_opinion_modifier, fire_only_once, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.7
	title = denmark_protection_event.7.t
	desc = denmark_protection_event.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.7.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_country_flag = DEN_danish_trading_partner_flag
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 5
				has_war = no
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			}
		}
		effect_tooltip = {
			DEN_guarantee_tech_sharing = yes
			ROOT = {
				add_opinion_modifier = {
					modifier = DEN_deepening_partnership
					target = FROM
				}
			}
			FROM = {
				add_opinion_modifier = {
					modifier = DEN_deepening_partnership
					target = ROOT
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.8
				days = 2
			}
		}
	} {
		name = denmark_protection_event.7.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.9
				days = 2
			}
		}
	}
}
### Entity: Idea
Component: SIA_bottom_up_societal_modernization_r56_idea
Constructs: research_speed_factor, stability_factor, removal_cost, democratic_drift, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_bottom_up_societal_modernization_r56_idea = {
	name = SIA_beacon_of_progress_r56
	removal_cost = -1
	picture = r56_production
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		SIA_prioritize_socioeconomic_progress_r56_branch_trigger = no
	}
	modifier = {
		political_power_factor = -0.15
		stability_factor = 0.08
		research_speed_factor = 0.12
		army_leader_start_defense_level = 1
		democratic_drift = -0.01
		conscription_factor = 0.12
		non_core_manpower = 0.03
	}
}
### Entity: Event
Component: news.147
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.147
	title = news.103.t
	desc = news.147.d
	picture = GFX_news_event_056
	major = yes
	trigger = {
		195 = {
			is_controlled_by = FIN
		} {
			is_owned_by = SOV
		}
		SOV = {
			has_war_with = FIN
		}
		NOT = {
			has_global_flag = fall_of_leningrad_fin
		}
	}
	immediate = {
		set_global_flag = fall_of_leningrad_fin
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = FIN SOV
			}
		}
	} {
		name = news.132.b
		trigger = {
			TAG = FIN
		}
	} {
		name = news.100.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/land_doctrine
Constructs: limit, has_country_flag, random_list, check_variable, is_ai, has_doctrine, has_available_idea_with_traits, set_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/land_doctrine = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_MW_doctrine = yes
							NOT = {
								EAI_MW_doctrine = yes
								EAI_SF_doctrine = yes
								EAI_GB_doctrine = yes
								EAI_MA_doctrine = yes
							}
						}
						check_variable = {
							EAI_FOCUS/LAND/land_doctrine = 0
						}
						NOT = {
							AND = {
								EAI_civil_war_country = yes
								NOT = {
									EAI_has_OVERRIDE_focuses = yes
								}
								any_other_country = {
									is_ai = yes
									has_country_flag = EAI_military_focus_config_finished
									NOT = {
										has_country_flag = EAI_player_is_configuring_this_country
									}
									ROOT = {
										original_tag = PREV
									}
								}
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 0.5
				NOT = {
					EAI_major_country = yes
				}
			} {
				factor = 0
				NOT = {
					EAI_MW_doctrine = yes
				}
				OR = {
					has_doctrine = superior_firepower grand_battleplan mass_assault
				}
			} {
				factor = 100
				OR = {
					has_available_idea_with_traits = {
						idea = mobile_warfare_expert
					} {
						idea = blitzkrieg_theorist
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
			} {
				limit = {
					OR = {
						has_doctrine = superior_firepower grand_battleplan mass_assault
					}
				}
				set_country_flag = EAI_fix_land_doctrine_switch
			}
			set_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_SF_doctrine = yes
							NOT = {
								EAI_MW_doctrine = yes
								EAI_SF_doctrine = yes
								EAI_GB_doctrine = yes
								EAI_MA_doctrine = yes
							}
						}
						check_variable = {
							EAI_FOCUS/LAND/land_doctrine = 0
						}
						NOT = {
							AND = {
								EAI_civil_war_country = yes
								NOT = {
									EAI_has_OVERRIDE_focuses = yes
								}
								any_other_country = {
									is_ai = yes
									has_country_flag = EAI_military_focus_config_finished
									NOT = {
										has_country_flag = EAI_player_is_configuring_this_country
									}
									ROOT = {
										original_
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_our_arsenal
Constructs: prerequisite, has_war, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_expand_our_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	x = -7
	y = 4
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 20
			OR = {
				has_war = yes
				has_government = fascism communism
			}
		}
	}
	prerequisite = {
		focus = CHL_famae
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				279
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: GER_market_management_after_sudetenland
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_market_management_after_sudetenland = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
		has_completed_focus = GER_demand_sudetenland
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_for_sale_threshold
		id = infantry
		value = 400000
	} {
		type = equipment_market_for_sale_threshold
		id = support
		value = 3000
	} {
		type = equipment_market_for_sale_threshold
		id = artillery
		value = 3000
	} {
		type = equipment_market_for_sale_threshold
		id = anti_air
		value = 2000
	} {
		type = equipment_market_for_sale_threshold
		id = anti_tank
		value = 3000
	} {
		type = equipment_market_for_sale_threshold
		id = armor
		value = 2000
	} {
		type = equipment_market_for_sale_threshold
		id = motorized
		value = 4000
	} {
		type = equipment_market_for_sale_threshold
		id = train
		value = 400
	}
}
### Entity: State History
Component: 1060
Constructs: add_core_of
Source: game
File: history/states/1060 - Johor.txt

Code:
state = {
	id = 1060
	name = STATE_1060
	manpower = 1023100
	state_category = town
	resources = {
		rubber = 40
		steel = 2
		aluminium = 2
	}
	history = {
		owner = MAL
		add_core_of = MAL
		victory_points = {
			13376 2
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			13376 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		4424 10313 13376 7427
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: Government
Source: wiki
File: wiki/British.html

Doc:
Government[edit]
Political Advisors and starting traits of the UK.

The UK starts with British Stoicism: Ideology drift defense: +50%, can create factions as well as the War to End All Wars: -5% to manpower.

Political Advisors

Advisor
Type
Effect
Cost

Harry Pollitt |
Communist Revolutionary |
Example |
150 pp
|

John Beckett |
Fascist Demagogue |
Example |
150 pp
|

Nevile Henderson |
Backroom Backstabber |
Weekly national unity: -0.1%, Political Power Gain: +20.0% |
150 pp
|

Leslie Hore-Belisha |
Armaments Organizer |
Civilian to Military conversion speed + 20.0% |
150 pp
|

Clement Attlee |
Democratic Reformer |
Example |
150 pp
|

Philip Kerr |
Silent Workhorse |
Political Power Gain + 10.0% |
150 pp
|

Maxwell Aitken |
War Industrialist |
Military Factory Construction Speed +20.0%, Dockyard Construction Speed + 20.0% |
150 pp
|

Ernest Bevin |
Quartermaster General |
Air and Naval base, Rocket Site, Radar Station and Nuclear Reactor Construction Speeds +15.0% |
150 pp
|
### Entity: Event
Component: wtt_news.14
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.14
	title = wtt_news.12.t
	desc = wtt_news.14.desc
	picture = GFX_news_event_german_inspect_troops
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.12.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.12.b
		trigger = {
			original_tag = FRA
		}
	} {
		name = wtt_news.14.c
		trigger = {
			original_tag = ENG
		}
	} {
		name = wtt_news.14.d
		trigger = {
			NOT = {
				original_tag = GER FRA ENG
			}
		}
	}
}