Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: vichy_french_focus
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, owns_state, has_war_with, add_war_support
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus_tree = {
	id = vichy_french_focus
	country = {
		factor = 0
		modifier = {
			add = 1
			tag = FRA
		}
	}
	default = no
	focus = {
		id = VIC_emergency_powers_to_petain
		icon = GFX_goal_generic_demand_territory
		x = 18
		y = 0
		offset = {
			x = 0
			y = 0
		}
		prerequisite = {

		}
		mutually_exclusive = {

		}
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			has_country_leader = {
				ruling_only = yes
				character = FRA_philippe_petain
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_country_leader_trait = emergency_powers
			if = {
				limit = {
					has_idea = FRA_disjointed_government
				}
				remove_ideas = {
					FRA_disjointed_government
				}
			}
		}
	} {
		id = VIC_the_national_revolution
		icon = GFX_focus_generic_strike_at_democracy1
		x = -5
		y = 1
		offset = {
			x = 0
			y = 0
		}
		prerequisite = {
			focus = VIC_emergency_powers_to_petain
		}
		relative_position_id = VIC_emergency_powers_to_petain
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_STABILITY
		}
		completion_reward = {
			add_stability = 0.1
		}
	} {
		id = VIC_long_term_economic_planning
		icon = GFX_goal_generic_construct_civilian
		x = -2
		y = 1
		offset = {
			x = 0
			y = 0
		}
		prerequisite = {
			focus = VIC_the_national_revolution
		}
		relative_position_id = VIC_the_national_revolution
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			add_tech_bonus = {
				name = VIC_long_term_economic_planning
				category = industry
				uses = 2
				bonus = 1
			}
		}
	} {
		id = VIC_aid_small_businesses
		icon = GFX_goal_generic_consumer_goods
		x = 0
		y = 2
		offset = {
			x = 0
			y = 0
		}
		prerequisite = {
			focus = VIC_long_term_economic_planning
		}
		relative_position_id = VIC_long_term_economic_planning
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		ava
# ... (truncated)
### Entity: Character
Component: SEY_marcel_lemarchand
Source: game
File: common/characters/SEY.txt

Code:
SEY_marcel_lemarchand = {
	name = Marcel Lemarchand
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_6.dds
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			editor
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Character
Component: democratic_council_trait
Constructs: conscription_factor, democratic_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
democratic_council_trait = {
	random = no
	sprite = 13
	conscription = 0.02
	conscription_factor = 0.1
	democratic_drift = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: MEX_revolutionary_army
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/mexico.txt

Code:
MEX_revolutionary_army = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		military_leader_cost_factor = 0.5
		planning_speed = -0.2
		max_command_power = 20
	}
}
### Entity: Idea
Component: AST_volunteer_defence_corps
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_volunteer_defence_corps = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		drift_defence_factor = 0.25
		foreign_subversive_activites = -0.5
	}
}
### Entity: Character
Component: humble
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
humble = {
	random = no
	neutrality_drift = 0.05
	consumer_goods_factor = -0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: GER_save_pp_vic
Constructs: has_war_with, has_opinion
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_save_pp_vic = {
	allowed = {
		original_tag = GER
	}
	enable = {
		country_exists = VIC
		OR = {
			has_war_with = SOV USA
			has_opinion = {
				target = VIC
				value = > 70
			}
		}
	}
	abort = {
		NOT = {
			country_exists = VIC
			has_war_with = SOV USA
		}
		has_opinion = {
			target = VIC
			value = < 20
		}
	}
	ai_strategy = {
		type = befriend
		id = VIC
		value = -200
	}
}
### Entity: Technology
Component: nuclear_reactor
Constructs: research_cost, enable_building
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	start_year = 1943
	research_cost = 5
	ai_will_do = {
		factor = 3
		modifier = {
			tag = USA
			factor = 2
		}
	}
	categories = {
		nuclear
	}
	special_project_specialization = {
		specialization_nuclear
	}
	enable_building = {
		building = nuclear_reactor
		level = 1
	}
}
### Entity: Idea
Component: ITA_expanded_intelligence_service_passive_defense
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_expanded_intelligence_service_passive_defense = {
	name = ITA_expanded_intelligence_service_basic
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		enemy_operative_detection_chance_factor = 0.1
	}
}
### Entity: Idea
Component: USA_banking_sector_deregulation
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_banking_sector_deregulation = {
	picture = generic_foreign_capital
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_rally_the_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_rally_the_industry
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = PRC_put_an_end_to_the_sufan
	}
	x = 0
	y = 1
	relative_position_id = PRC_put_an_end_to_the_sufan
	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_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1032 622
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		PRC_modify_industrial_modifier = yes
		add_to_variable = {
			PRC_industry_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			PRC_industry_production_speed_buildings_factor = 0.025
			tooltip = production_speed_buildings_factor_tt
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_promote_the_national_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_promote_the_national_industry
	prerequisite = {
		focus = PRU_expand_the_agricultural_sector
	}
	icon = GFX_goal_generic_construction_tools
	x = 1
	y = 4
	relative_position_id = PRU_commit_to_democratic_election
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: QUE_the_quebecois_economy
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_the_quebecois_economy = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_economic_increase
	modifier = {
		stability_factor = 0.025
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Character
Component: FRI_aime_le_tacon
Source: game
File: common/characters/FRI.txt

Code:
FRI_aime_le_tacon = {
	name = FRI_aime_le_tacon
	portraits = {
		army = {
			small = GFX_idea_FRA_generic_land_6
		}
	}
	advisor = {
		slot = high_command
		idea_token = FRI_aime_le_tacon
		ledger = army
		allowed = {
			original_tag = FRI
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1
		}
		cost = 100
	}
}
### Entity: Event
Component: wtt_news.51
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.51
	title = wtt_news.51.t
	desc = wtt_news.51.desc
	picture = GFX_news_event_generic_ruins
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.50.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.50.b
		trigger = {
			is_in_faction_with = GER
			NOT = {
				original_tag = GER
			}
		}
	} {
		name = wtt_news.51.c
		trigger = {
			has_war_with = GER
		}
	} {
		name = wtt_news.50.d
		trigger = {
			NOT = {
				has_war_with = GER
			} {
				original_tag = GER
			} {
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: Character
Component: PRC_maoism_4
Constructs: army_defence_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_maoism_4 = {
	random = no
	political_power_factor = 0.1
	command_power_gain = 0.1
	max_command_power = 15
	pocket_penalty = -0.1
	equipment_capture_factor = 0.05
	army_defence_factor = 0.05
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_return_to_livonia
Constructs: prerequisite, limit, completion_reward, is_subject, every_other_country, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_return_to_livonia
	icon = GFX_focus_generic_forest_brothers
	prerequisite = {
		focus = SWE_divide_denmark
	}
	relative_position_id = SWE_divide_denmark
	x = -1
	y = 2
	cost = 10
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
		any_state = {
			custom_trigger_tooltip = {
				tooltip = SWE_is_in_the_baltic_states_tt
				region = 37
				NOT = {
					state = 188 814 11 815 189
				}
			} {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = SWE_is_in_the_baltic_states_tt
						region = 37
						NOT = {
							state = 188 814 11 815 189
						}
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					region = 37
					NOT = {
						state = 188 814 11 815 189
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
				}
			}
		}
	}
}
### Entity: Event
Component: belgium.69
Constructs: remove_ideas, has_idea
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.69
	title = belgium.56.t
	desc = belgium.56.d
	picture = GFX_report_event_physics_lab_02
	trigger = {
		tag = COG
		has_idea = BEL_congo_uranium
		COG = {
			NOT = {
				controls_state = 889
			}
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = belgium.56.a
		ROOT = {
			remove_ideas = {
				BEL_congo_uranium
			}
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_break_diplomatic_relations_with_the_axis
Constructs: prerequisite, limit, remove_ideas, has_government, every_country, add_war_support, completion_reward, has_idea
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_break_diplomatic_relations_with_the_axis
	available = {

	} {

	}
	icon = GFX_focus_attack_germany
	x = 2
	y = 0
	cost = 5
	relative_position_id = URG_american_air_bases
	prerequisite = {
		focus = URG_investigate_german_and_italian_cultural_organization URG_law_no_9943
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			if = {
				limit = {
					GER = {
						NOT = {
							has_government = democratic
						}
					}
				}
				send_embargo = GER
				every_country = {
					limit = {
						is_in_faction_with = GER
						NOT = {
							original_tag = GER
						}
					}
					ROOT = {
						send_embargo = PREV
					}
				}
			}
		}
		add_war_support = 0.12
	}
}
### Entity: Event
Component: japan.12
Constructs: is_triggered_only, ai_chance, declare_war_on, puppet_wargoal_focus
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.12
	title = japan.12.t
	desc = japan.12.d
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	option = {
		name = japan.12.a
		ai_chance = {
			factor = 90
			modifier = {
				factor = 0
				strength_ratio = {
					tag = JAP
					ratio = > 0.75
				}
			}
		}
		JAP = {
			country_event = {
				id = japan.13
			}
			effect_tooltip = {
				puppet = SIA
			}
		}
	} {
		name = japan.12.b
		ai_chance = {
			factor = 10
		}
		JAP = {
			country_event = {
				id = japan.14
			}
			effect_tooltip = {
				declare_war_on = {
					target = SIA
					type = puppet_wargoal_focus
				}
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Exploit_the_Conquered_Lands
Constructs: prerequisite, limit, completion_reward, is_owned_by, is_core_of, random_controlled_state, set_state_flag, add_dynamic_modifier
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Exploit_the_Conquered_Lands
	icon = GFX_goal_polish_wartime_industry
	cost = 5
	available = {
		any_controlled_state = {
			NOT = {
				is_owned_by = DEN
				is_core_of = DEN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Danish_Autarky
	}
	x = 5
	y = 6
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		random_controlled_state = {
			limit = {
				NOT = {
					is_owned_by = DEN
					is_core_of = DEN
				}
			}
			set_state_flag = exploited
			add_dynamic_modifier = {
				modifier = r56_exploit_occupied
			}
		} {
			limit = {
				NOT = {
					is_owned_by = DEN
					is_core_of = DEN
					has_state_flag = exploited
				}
			}
			add_dynamic_modifier = {
				modifier = r56_exploit_occupied
			}
		}
	}
}
### Entity: Idea
Component: GRE_hostile_republicans
Constructs: stability_factor, check_variable, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_hostile_republicans = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			check_variable = {
				GRE_republican_loyalty = -1
				compare = equals
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
	}
}
### Entity: Idea
Component: EAI_DD_14/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Event
Component: austria.55
Constructs: limit, has_government, has_country_flag, fire_only_once, has_global_flag, set_country_flag, set_variable, add_to_variable
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.55
	title = {
		trigger = {
			has_country_flag = AUS_otto_bauer_unexiled
		}
		text = austria.55.t.a
	} {
		trigger = {
			NOT = {
				has_country_flag = AUS_otto_bauer_unexiled
			}
		}
		text = austria.55.t.b
	}
	desc = {
		trigger = {
			has_country_flag = AUS_otto_bauer_unexiled
		}
		text = austria.55.d.a
	} {
		trigger = {
			NOT = {
				has_country_flag = AUS_otto_bauer_unexiled
			}
		}
		text = austria.55.d.b
	}
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	trigger = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		} {
			has_country_flag = AUS_bauer_treated
		}
		original_tag = AUS
		date = > 1938.7.4
	}
	option = {
		name = austria.55.a
		custom_effect_tooltip = AUS_bauer_die AUS_sdapo_merge
		set_country_flag = AUS_bauer_died
		hidden_effect = {
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = communism_support_var
				value = 1
			}
			subtract_from_variable = {
				var = communism_support_var
				value = 1
			}
			add_to_variable = {
				democratic_support_var = communism_support_var
			}
			set_popularities = {
				democratic = democratic_support_var
				neutrality = neutrality_support_var
				fascism = fascism_support_var
				communism = communism_support_var
			}
		} {
			retire_character = AUS_otto_bauer
		}
		if = {
			limit = {
				has_government = communism
				has_country_leader = {
					character = AUS_otto_bauer
					ruling_only = yes
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
		} {
			limit = {
				NOT = {
					has_country_leader = {
						character = AUS_leopold_figl
						ruling_only = yes
					}
				}
			}
			set_party_name = {
				ideology = democratic
				long_name = Sozialdemokratische Partei Österreichs
				name = SDAPÖ
			}
		}
		set_party_name = {
			ideology = communism
			long_name = Kommunistische Partei Österreichs
			name = KPÖ
		}
		promote_character = AUS_alfred_klahr
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_reshuffle_the_green_gang
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_hired_as_advisor, set_country_flag, retire_character
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_reshuffle_the_green_gang
	icon = GFX_focus_CHI_reshuffle_green_gang
	prerequisite = {
		focus = CHI_reinforce_connections_with_shanghai_elites
	}
	mutually_exclusive = {
		focus = CHI_legitimise_du
	}
	x = -1
	y = 1
	relative_position_id = CHI_reinforce_connections_with_shanghai_elites
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				CHI_du_yuesheng = {
					is_hired_as_advisor = yes
				}
			}
			set_country_flag = did_hire_du_yuesheng
		} {
			limit = {
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
				has_country_flag = did_hire_du_yuesheng
			}
			custom_effect_tooltip = generic_skip_one_line_tt CHI_huang_jinrong
			hidden_effect = {
				activate_advisor = CHI_huang_jinrong
			}
		}
		retire_character = CHI_du_yuesheng
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CHI_huang_jinrong
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_increase_domestic_production_capacity
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_increase_domestic_production_capacity
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = PRC_develop_the_army
	}
	x = 1
	y = 1
	relative_position_id = PRC_develop_the_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 3
					include_locked = yes
				}
			}
			prioritize = {
				1032 622
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = arms_factory
				level = 4
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: AFG_loya_jirga.6
Constructs: is_triggered_only, remove_ideas, fire_only_once, set_country_flag, clear_variable
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = AFG_loya_jirga.6
	title = AFG_loya_jirga.6.t
	desc = AFG_loya_jirga.6.desc
	picture = GFX_report_event_AFG_loya_jirga_discussions
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AFG_loya_jirga.6.a
		remove_ideas = AFG_loya_jirga_idea
		set_country_flag = AFG_loya_jirga_finished
		clear_variable = AFG_loya_jirga_good_var_var AFG_loya_jirga_bad_var
	}
}
### Entity: Unit Template
Component: GRE
Source: game
File: common/units/names/00_names.txt

Code:
GRE = {
	submarine = {
		prefix = RHS
		generic = {
			Ypobrychio
		}
		unique = {
			Katsonis Papanikolis Protefs Nirefs Triton Glafkos Mastrozos Pipinos Delfin Argonautis Triaina Amfitriti Xifias Poseidon Okeanos
		}
	}
	destroyer = {
		prefix = RHS
		generic = {
			Metafero
		}
		unique = {
			Aetos Ierax Leon Panthir Kountouriotis Hydra Psara Spetsai Vasilefs Georgios I Vasilissa Olga Salamis Navarinon Aspis Kimon Lonchi Nearchos Sfendoni Theyella Themistocles Kriti Pindos Adrias Hastings Kanaris Miaoulis
		}
	}
	light_cruiser = {
		prefix = RHS
		generic = {
			Elafri Katadromiko
		}
		unique = {
			Elli Apostolis Kriezis Sakhtouris Tompazis Ellis Piraievs Kikladhes Alexandros Pátrai
		}
	}
	heavy_cruiser = {
		prefix = RHS
		generic = {
			Vari Katadromiko
		}
		unique = {
			Georgios Averof Piraievs Kikladhes Alexandros Pátrai Kríti Nísoi Aiyaíou Kithira Kefallinia
		}
	}
	battle_cruiser = {
		prefix = RHS
		generic = {
			Thoriktou
		}
		unique = {
			Athinai Thessalia Ipiros Peloponnisos Kilkis
		}
	}
	battleship = {
		prefix = RHS
		generic = {
			Thorikto
		}
		unique = {
			Kilkis Athinai Thessalia Ipiros Peloponnisos
		}
	}
	carrier = {
		prefix = RHS
		generic = {
			Aeroplanoforo
		}
		unique = {
			Ellas Socrates Vasilefs Georgios Vasilissa Olga Hydra Spetsai Psara
		}
	}
}
### Entity: Military Industrial Organization
Component: VEN_FVVN_organization
Source: game
File: common/military_industrial_organization/organizations/VEN_organization.txt

Code:
VEN_FVVN_organization = {
	name = VEN_FVVN
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_motorized_equipment_manufacturer_3
	allowed = {
		original_tag = VEN
	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}