Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_ethiopia_exile_events.30
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_faction_leader, random_other_country, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.30
	title = BBA_ethiopia_exile_events.30.t
	desc = BBA_ethiopia_exile_events.30.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_conference
	option = {
		name = BBA_ethiopia_exile_events.30.a
		ai_chance = {
			base = 10
		}
		trigger = {
			any_country = {
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				} {
					any_allied_country = {
						has_war_with = ROOT
					}
				}
				has_war_with = ITA
			}
		}
		random_other_country = {
			limit = {
				is_faction_leader = yes
				has_war_with = ITA
				NOT = {
					has_war_with = ROOT
				} {
					any_allied_country = {
						has_war_with = ROOT
					}
				}
			}
			country_event = {
				id = BBA_ethiopia_exile_events.32
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = BBA_ethiopia_exile_events.30.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
			}
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_exile_events.31
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Idea
Component: SWE_hedgehog_of_the_baltic
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_hedgehog_of_the_baltic = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		NOT = {
			any_enemy_country = {
				original_tag = SWE
			}
		}
	}
	picture = SWE_hedgehog_defense
	modifier = {
		surrender_limit = 0.95
	}
}
### Entity: Idea
Component: ITA_crda_cant_improved
Constructs: has_completed_focus, has_idea, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_crda_cant_improved = {
	name = ITA_crda_cant
	picture = ITA_crda_cant
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = ITA_has_crda_tt
			OR = {
				has_idea = crda ITA_crda_improved
			}
		}
		controls_State = 736
		ITA_is_northern_designer_improved = yes
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	modifier = {
		naval_strike_targetting_factor = 0.05
	}
}
### Entity: AI Strategy
Component: ENG_naval_bomber
Constructs: any_of
Source: game
File: common/ai_equipment/ENG_planes.txt

Code:
ENG_naval_bomber = {
	category = air
	available_for = {
		ENG
	}
	roles = {
		air_naval_bomber
	}
	priority = {
		factor = 500
	}
	naval_bomber_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_naval_bomber_airframe_1
			modules = {
				fixed_main_weapon_slot = nav_bomber_weapon
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			nav_bomber_weapon engine_2_1x
		}
	}
	naval_bomber_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = small_plane_naval_bomber_airframe_2
			modules = {
				fixed_main_weapon_slot = nav_bomber_weapon
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_2x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
				special_type_slot_3 = self_sealing_fuel_tanks_small
			}
		}
		allowed_modules = {
			nav_bomber_weapon lmg_defense_turret bomb_locks engine_2_2x self_sealing_fuel_tanks_small
		}
	}
	naval_bomber_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = small_plane_naval_bomber_airframe_3
			modules = {
				fixed_main_weapon_slot = nav_bomber_weapon
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				fixed_auxiliary_weapon_slot_2 = small_bomb_bay
				engine_type_slot = {
					any_of = {
						engine_3_2x engine_2_2x
					}
				}
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = self_sealing_fuel_tanks_small
			}
		}
		allowed_modules = {
			nav_bomber_weapon small_bomb_bay bomb_locks engine_3_2x engine_2_2x lmg_defense_turret self_sealing_fuel_tanks_small
		}
	}
}
### Entity: Unit Template
Component: NOR_GAR_01
Source: game
File: common/units/names_divisions/NOR_names_divisions.txt

Code:
NOR_GAR_01 = {
	name = Garrison Division
	for_countries = {
		NOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		NOR_INF_01
	}
	fallback_name = %d. Militærdistriktet
	ordered = {
		1 = {
			%d. Militærdistriktet
		}
		2 = {
			%d. Militærdistriktet
		}
		3 = {
			%d. Militærdistriktet
		}
		4 = {
			%d. Militærdistriktet
		}
		5 = {
			%d. Militærdistriktet
		}
		6 = {
			%d. Militærdistriktet
		}
		7 = {
			%d. Militærdistriktet
		}
		8 = {
			%d. Militærdistriktet
		}
		9 = {
			%d. Militærdistriktet
		}
		10 = {
			%d. Militærdistriktet
		}
	}
}
### Entity: Idea
Component: LIE_liechtenstein_red_cross_idea
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_liechtenstein_red_cross_idea = {
	picture = generic_manpower_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		experience_loss_factor = -0.05
		monthly_population = 0.15
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_oil_baron
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_oil_baron
	icon = GFX_focus_PER_oil_baron
	prerequisite = {
		focus = PER_form_oil_company
	}
	x = -1
	y = 1
	relative_position_id = PER_form_oil_company
	mutually_exclusive = {
		focus = PER_profit_from_war
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = PER_oil_baron_idea
		custom_effect_tooltip = CHL_skip_one_line_tt
	}
}
### Entity: Unit Template
Component: GENERIC_BEL_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/BEL_operative_codenames.txt

Code:
GENERIC_BEL_OPERATIVE_CODENAME_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_OPERATIVES
	for_countries = {
		BEL WLL
	}
	type = codename
	fallback_name = A-%d
	unique = {
		Trappiste Léonke Cornet Cosmique Gaufre 212 Carabitje Flupke Carbonnades Vannier Fricandelle Waterzooi Boma Baraki Spip Bernardus Kriek Jommeke VIII Cuistax Peket Locomotive Quicke Kroll Dubus Tome Thermomètre Jardin Frisko Saxo Codex Autel Cravate Moustache
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_a_powerful_bulgarian_navy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_a_powerful_bulgarian_navy
	prerequisite = {
		focus = BUL_an_aegean_sea_fleet
	}
	icon = GFX_focus_generic_navy_battleship2
	relative_position_id = BUL_an_aegean_sea_fleet
	x = 0
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_strike_from_the_seas
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = BUL_a_powerful_bulgarian_navy
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = BUL_a_powerful_bulgarian_navy
			bonus = 1
			uses = 1
			category = bb_tech
		}
	}
}
### Entity: Character
Component: PRC_zhou_enlai
Constructs: has_dlc, is_hired_as_advisor, is_historical_focus_on
Source: game
File: common/characters/PRC.txt

Code:
PRC_zhou_enlai = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender La Resistance
		}
		name = PRC_zhou_enlai
		portraits = {
			civilian = {
				small = GFX_portrait_PRC_zhou_enlai_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_zhou_enlai
			allowed = {
				original_tag = PRC
			}
			traits = {
				PRC_multi_talented_diplomat_lar
			}
			available = {
				PRC_kang_sheng = {
					is_hired_as_advisor = no
				}
			}
			ai_will_do = {
				base = 5
				modifier = {
					factor = 1.4
					is_historical_focus_on = yes
				}
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = PRC_zhou_enlai
		portraits = {
			civilian = {
				small = GFX_portrait_PRC_zhou_enlai_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_zhou_enlai
			allowed = {
				original_tag = PRC
			}
			traits = {
				PRC_multi_talented_diplomat_no_lar
			}
			available = {

			}
			ai_will_do = {
				base = 5
				modifier = {
					factor = 1.4
					is_historical_focus_on = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_zhou_enlai
		portraits = {
			civilian = {
				small = GFX_idea_PRC_zhou_enlai
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_zhou_enlai
			allowed = {
				original_tag = PRC
			}
			traits = {
				ideological_crusader
			}
		}
	}
}
### Entity: Doctrine
Component: air
Source: game
File: common/doctrines/folders/doctrine_folders.txt

Code:
air = {
	allowed = {
		always = yes
	}
	name = air_doctrine_folder
	ledger = air
	ledger_gfx = GFX_air_doctrine_folder_icon
	tab_gfx = GFX_airdoctrine_tab_large
	color_frame = 3
	sound = ui_doctrine_tab_air
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_nordljus
Constructs: prerequisite, limit, completion_reward, is_special_project_completed, is_subject_of, has_capitulated, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_nordljus
	icon = GFX_goal_generic_navy_battleship
	x = 1
	y = 1
	cost = 20
	prerequisite = {
		focus = SWE_nordic_defense_fleet
	}
	relative_position_id = SWE_nordic_defense_fleet
	ai_will_do = {
		factor = 10
	}
	available = {
		is_special_project_completed = sp:sp_naval_super_heavy_battleship
		FIN = {
			is_subject_of = ROOT
			exists = yes
			has_capitulated = no
		}
		NOR = {
			is_subject_of = ROOT
			exists = yes
			has_capitulated = no
		}
		DEN = {
			is_subject_of = ROOT
			exists = yes
			has_capitulated = no
		}
		ICE = {
			is_subject_of = ROOT
			exists = yes
			has_capitulated = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			create_equipment_variant = {
				name = Nordljus
				type = ship_hull_super_heavy_1
				parent_version = 0
				modules = {
					fixed_ship_anti_air_slot = ship_anti_air_2
					fixed_ship_radar_slot = ship_radar_2
					fixed_ship_engine_slot = heavy_ship_engine_2
					fixed_ship_secondaries_slot = ship_secondaries_2
					fixed_ship_armor_slot = ship_armor_shbb
					front_1_custom_slot = ship_super_heavy_battery_1
					rear_1_custom_slot = ship_anti_air_2
					fixed_ship_battery_slot = ship_super_heavy_battery_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_2
					rear_2_custom_slot = ship_super_heavy_battery_1
					front_2_custom_slot = ship_super_heavy_battery_1
				}
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_super_heavy_1
					creator = SWE
					version_name = Nordljus
				}
				requested_factories = 5
				progress = 0.6
			}
		}
		else = {
			add_equipment_production = {
				equipment = {
					type = SH_battleship_1
					creator = SWE
					version_name = Nordljus
				}
				requested_factories = 1
				progress = 0.6
				amount = 1
			}
		}
		custom_effect_tooltip = SWE_nordljus_tt_2 SWE_nordljus_tt
		add_timed_idea = {
			idea = SWE_economic_strain
			days = 365
		}
		for_each_scope_loop = {
			array = SWE_nordic_defense_council_members
			if = {
				limit = {
					has_capitulated = no
					is_subject_of = ROOT
				}
				add_timed_idea = {
					idea = SWE_economic_strain
					days = 365
				}
			}
		}
		effect_tooltip = {
			add_timed_idea = {
				idea = SWE_economic_strain
				days =
# ... (truncated)
### Entity: Event
Component: BBA_italy_interaction_events.15
Constructs: is_triggered_only, set_demilitarized_zone
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.15
	title = BBA_italy_interaction_events.15.t
	desc = BBA_italy_interaction_events.15.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.15.a
		342 = {
			set_demilitarized_zone = yes
		}
		339 = {
			set_demilitarized_zone = yes
		}
	}
}
### Entity: Idea
Component: EAI_attrition_reduction3
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_attrition_reduction3 = {
	modifier = {
		attrition = -0.75
	}
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
}
### Entity: Idea
Component: JAP_influenced_economy
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_influenced_economy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_factory_strikes
	modifier = {
		industrial_capacity_factory = 0.1
		min_export = 0.05
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.29
Constructs: is_triggered_only, ai_chance, limit, remove_core_of, is_controlled_by, is_core_of, add_core_of, is_subject
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.29
	title = BBA_italy_interaction_events.29.t
	desc = BBA_italy_interaction_events.29.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.29.a
		ai_chance = {
			base = 100
		}
		802 = {
			remove_core_of = YUG
		}
		IF = {
			limit = {
				NOT = {
					802 = {
						is_controlled_by = ALB
					}
				}
			}
			ALB = {
				transfer_state = 802
			}
		} {
			limit = {
				NOT = {
					802 = {
						is_core_of = ALB
					}
				}
			}
			802 = {
				add_core_of = ALB
			}
		}
	} {
		name = BBA_italy_interaction_events.29.b
		ai_chance = {
			base = 0
		}
		trigger = {
			is_subject = no
		}
		ROOT = {
			leave_faction = yes
		}
	}
}
### Entity: Character
Component: VOL_acas
Source: game
File: common/characters/VOL.txt

Code:
VOL_acas = {
	advisor = {
		slot = high_command
		idea_token = VOL_acas
		ledger = air
		allowed = {
			original_tag = VOL
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Order of Battle
Component: air_wing_10
Source: game
File: history/units/POL_1939_air_legacy.txt

Code:
air_wings = {
	10 = {
		fighter_equipment_0 = {
			owner = POL
			amount = 54
		}
	}
}
### Entity: Idea
Component: NOR_hirdens_air_corps
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_hirdens_air_corps = {
	allowed_civil_war = {
		has_government = fascism
	}
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_fascist_army
	modifier = {
		naval_strike_attack_factor = 0.05
		air_superiority_efficiency = 0.1
		air_intercept_efficiency = 0.1
	}
}
### Entity: Event
Component: ww_congo.31
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.31
	title = ww_congo.31.t
	desc = ww_congo.31.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.31.a
		ai_chance = {
			factor = 100
		}
		add_political_power = 75
	}
}
### Entity: Scripted Effect
Component: EAI_advisor_types
Constructs: set_variable
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_advisor_types = {
	set_variable = {
		global.EAI_silent_workhorse_TYPE = 1
	} {
		global.EAI_captain_of_industry_TYPE = 2
	} {
		global.EAI_war_industrialist_TYPE = 3
	} {
		global.EAI_head_of_intelligence_TYPE = 4
	} {
		global.EAI_popular_queen_TYPE = 5
	} {
		global.EAI_popular_figurehead_TYPE = 6
	} {
		global.EAI_marxist_fundementalist_TYPE = 7
	} {
		global.EAI_autocratic_archbishop_TYPE = 8
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_victory_in_trust
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_victory_in_trust
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = LIT_soviet_mutual_assistance
	}
	x = 0
	y = 1
	relative_position_id = LIT_soviet_mutual_assistance
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = {
			LIT_victory_in_trust_idea
		}
	}
}
### Entity: State History
Component: 1026
Constructs: add_core_of
Source: game
File: history/states/1026 - Serbian Sandzak.txt

Code:
state = {
	id = 1026
	name = STATE_1026
	history = {
		victory_points = {
			13293 3
		}
		owner = YUG
		add_core_of = YUG
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		3922 13293
	}
	manpower = 234568
	buildings_max_level_factor = 1.0
	state_category = pastoral
}
### Entity: Scripted Effect
Component: SIA_thai_students_in_the_oss_effect
Constructs: limit, has_dlc, create_intelligence_agency, add_decryption, add_tech_bonus, add_intel, add_offsite_building
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_thai_students_in_the_oss_effect = {
	if = {
		limit = {
			has_dlc = La Resistance
		}
		create_intelligence_agency = yes
		upgrade_intelligence_agency = upgrade_form_department upgrade_commando_training upgrade_army_department
		custom_effect_tooltip = newline_tt newline_tt
		USA = {
			create_intelligence_agency = yes
			upgrade_intelligence_agency = upgrade_form_department upgrade_commando_training upgrade_army_department
			add_decryption = {
				target = JAP
				ratio = 0.5
			}
		}
		add_decryption = {
			target = JAP
			ratio = 0.5
		}
	}
	else = {
		add_tech_bonus = {
			name = SIA_thai_students_in_the_oss
			bonus = 2
			uses = 2
			category = encryption_tech
		}
	}
	add_intel = {
		target = JAP
		civilian_intel = 20
		army_intel = 20
		navy_intel = 20
		airforce_intel = 20
	}
	custom_effect_tooltip = newline_tt
	USA = {
		add_intel = {
			target = JAP
			civilian_intel = 20
			army_intel = 20
			navy_intel = 20
			airforce_intel = 20
		}
	}
	add_offsite_building = {
		type = industrial_complex
		level = 2
	}
}
### Entity: Country History
Country: SCO
Component: SCO_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SCO - Scotland.txt

Code:
# Misc for SCO
capital = 121
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		synth_oil_experiments = 1
		fuel_silos = 1
		oil_processing = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_we_have_the_hurricane
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_we_have_the_hurricane
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = CAN_rcaf_station_borden
	}
	x = -1
	y = 1
	relative_position_id = CAN_rcaf_station_borden
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAN_we_have_the_hurricane
			bonus = 1.0
			uses = 1
			category = light_fighter
		}
	}
}
### Entity: Character
Component: NZL_edmund_rupert_drummond
Source: game
File: common/characters/NZL.txt

Code:
NZL_edmund_rupert_drummond = {
	name = NZL_edmund_rupert_drummond
	portraits = {
		army = {
			large = GFX_NZL_edmund_drummond
			small = GFX_portrait_NZL_edmund_rupert_drummond_small
		}
	}
	navy_leader = {
		skill = 3
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.7
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_popularity
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.7
	title = AAT_Sweden_nationalists.7.t
	desc = AAT_Sweden_nationalists.7.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.7.a
		ai_chance = {
			base = 10
		}
		add_stability = -0.02
		add_war_support = 0.07
		add_popularity = {
			ideology = fascism
			popularity = 0.09
		}
	}
}
### Entity: Technology
Component: degaussing
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1938
	naval_mines_effect_reduction = 0.5
	destroyer = {
		sub_detection = 0.1
	}
	light_cruiser = {
		sub_detection = 0.1
	}
	heavy_cruiser = {
		sub_detection = 0.1
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 1
			y = 10
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER USA ENG SOV
			}
			factor = 5
		}
	}
	categories = {
		naval_mines naval_minesweeping naval_equipment mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_submarine_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: CHL_political_events.91
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_political_power, add_claim_by, create_wargoal, take_claimed_state
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.91
	title = CHL_political_events.91.t
	desc = CHL_political_events.91.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.91.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		add_war_support = 0.05
	} {
		name = CHL_political_events.91.b
		ai_chance = {
			base = 0
		}
		270 = {
			add_claim_by = ROOT
		}
		create_wargoal = {
			type = take_claimed_state
			target = FROM
			generator = {
				270
			}
		}
	}
}
### Entity: Trigger Reference
Construct: all_of
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_of

* Supported Scopes: any
* Supported Targets: any

```
Runs a loop on an array and check a trigger for each value, if any false returns false. otherwise returns true
Example: all_of = {
	array = array_name
	value = value_name #optional (default 'v') current value in array will be stored in this temp variable
	index = index_name #optional (default 'i') current index in array will be stored in this temp variable
 #trigger 1
 #trigger 2 ...
}
```
### Entity: Scripted Effect
Component: NORDIC_decrease_war_participation
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_decrease_war_participation = {
	if = {
		limit = {
			check_variable = {
				NORDIC_war_participation_level = > 0
			}
		}
		add_to_variable = {
			NORDIC_war_participation_level = -1
		}
	}
}