Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GXC_zhang_renmin
Source: game
File: common/characters/GXC.txt

Code:
GXC_zhang_renmin = {
	name = Zhang Renmin
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_zhang_renmin
		ledger = army
		allowed = {
			original_tag = GXC
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			promising trait_cautious
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: denmark_expansion_event.302
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.302
	title = denmark_expansion_event.302.t
	desc = denmark_expansion_event.302.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.302.a
		clr_country_flag = DEN_offers_swedish_steel_flag
	}
}
### Entity: Character
Component: BEL_leopold_king_of_the_belgians
Constructs: stability_factor, conscription_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_leopold_king_of_the_belgians = {
	sprite = 10
	random = no
	stability_factor = 0.1
	conscription_factor = 0.15
	neutrality_drift = 0.01
	army_core_defence_factor = 0.1
}
### Entity: Character
Component: TXS_dan_moody
Source: game
File: common/characters/TXS.txt

Code:
TXS_dan_moody = {
	name = TXS_dan_moody
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_7.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1966.5.22
		id = -1
		traits = {
			conservative_grandee
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_invite_foreign_prospectors
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, random_state, add_resource
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_invite_foreign_prospectors
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ETH_modernizing_the_industry
	}
	mutually_exclusive = {
		focus = ETH_ethiopian_industrial_research_institute
	}
	x = 1
	y = 1
	relative_position_id = ETH_modernizing_the_industry
	cost = 10
	available = {
		OR = {
			835 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			836 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			is_in_faction_with = USA
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_state = {
			limit = {
				OR = {
					state = 835 836
				}
			}
			prioritize = {
				835
			}
			add_resource = {
				type = oil
				amount = 10
			}
		}
		custom_effect_tooltip = ETH_invite_foreign_prospectors_tt available_industrial_concern
		show_ideas_tooltip = ETH_tenneco ETH_standard_oil_california
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_66
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_66 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 66
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 66
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_anti_opposition_campaigns
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, is_in_faction, add_faction_influence_ratio
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_anti_opposition_campaigns
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = CHI_sea_cooperation_with_the_nationalists CHI_sea_cooperation_with_the_communists
	}
	x = 3
	y = 1
	relative_position_id = CHI_sea_cooperation_with_the_nationalists
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip
		if = {
			limit = {
				AND = {
					has_completed_focus = CHI_sea_cooperation_with_the_nationalists
					NOT = {
						any_other_country = {
							has_completed_focus = CHI_sea_cooperation_with_the_communists
						}
					}
				}
			}
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip_no_communists
		} {
			limit = {
				AND = {
					has_completed_focus = CHI_sea_cooperation_with_the_communists
					NOT = {
						any_other_country = {
							has_completed_focus = CHI_sea_cooperation_with_the_nationalists
						}
					}
				}
			}
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip_no_nationalists
		}
	}
	completion_reward = {
		custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip
		if = {
			limit = {
				AND = {
					has_completed_focus = CHI_sea_cooperation_with_the_nationalists
					NOT = {
						any_other_country = {
							has_completed_focus = CHI_sea_cooperation_with_the_communists
						}
					}
				}
			}
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip_no_communists
		} {
			limit = {
				AND = {
					has_completed_focus = CHI_sea_cooperation_with_the_communists
					NOT = {
						any_other_country = {
							has_completed_focus = CHI_sea_cooperation_with_the_nationalists
						}
					}
				}
			}
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip_no_nationalists
		}
		IF = {
			limit = {
				is_in_faction = yes
			}
			add_faction_influence_ratio = 0.01
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_soviet_artillery
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_tech_bonus, has_full_control_of_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_soviet_artillery
	icon = GFX_SOV_soviet_artillery_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_superior_war_machines
	}
	x = -1
	y = 1
	relative_position_id = SOV_superior_war_machines
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_government = communism
			}
			add_tech_bonus = {
				name = SOV_soviet_artillery_tech_bonus_name_default
				bonus = 0.75
				uses = 2
				ahead_reduction = 2
				category = artillery
			}
		} {
			limit = {
				has_full_control_of_state = 572
				572 = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
			}
			572 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					has_tech = antitank5
				}
				create_equipment_variant = {
					name = SU-100
					type = medium_tank_destroyer_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_high_velocity_cannon_3
						turret_type_slot = tank_medium_fixed_superstructure_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 8
					}
					icon = GFX_SOV_advanced_medium_td_medium
				}
			} {
				limit = {
					has_tech = artillery4
				}
				create_equipment_variant = {
					name = SU-122
					type = medium_tank_artillery_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_heavy_howitzer
						turret_type_slot = tank_medium_fixed_superstructure_turret
						suspension_type_slot = tank_bogie_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 8
					}
					icon = GFX_SOV_improved_medium_art_medium
				}
			}
			else_if = {
				limit = {
					has_tech = antitank4
				}
				create_equipment_variant = {
					name = SU-100
					type = medium_tank_destroyer_ch
# ... (truncated)
### Entity: Doctrine
Component: new_strategic_destruction
Constructs: limit, xp_cost, has_variable, set_variable, add_to_variable
Source: game
File: common/doctrines/grand_doctrines/air_grand_doctrines.txt

Code:
new_strategic_destruction = {
	folder = air
	name = GRAND_DOCTRINE_STRATEGIC_DESTRUCTION
	description = GRAND_DOCTRINE_STRATEGIC_DESTRUCTION_DESC
	icon = GFX_doctrine_strategic_destruction_medium
	available = {
		always = yes
	}
	xp_cost = 100
	xp_type = air
	ai_will_do = {
		base = 1
	}
	tracks = {
		fighter_aircraft strike_aircraft medium_aircraft heavy_aircraft
	}
	air_escort_efficiency = 0.25
	air_strategic_bomber_bombing_factor = 0.2
	milestones = {
		{
			category_fighter = {
				air_agility = 0.1
			}
			air_intercept_efficiency = 0.2
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = fighters_milestone_var
						}
					}
					set_variable = {
						fighters_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						fighters_milestone_var = 1
					}
				}
			}
		} {
			army_bonus_air_superiority_factor = 0.15
			air_nav_efficiency = 0.15
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = strikers_milestone_var
						}
					}
					set_variable = {
						strikers_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						strikers_milestone_var = 1
					}
				}
			}
		} {
			category_heavy_fighter = {
				air_agility = 0.1
			}
			air_strategic_bomber_defence_factor = 0.25
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = mediums_milestone_var
						}
					}
					set_variable = {
						mediums_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						mediums_milestone_var = 1
					}
				}
			}
		} {
			air_strategic_bomber_bombing_factor = 0.2
			air_mission_xp_gain_factor = 0.05
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = heavies_milestone_var
						}
					}
					set_variable = {
						heavies_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						heavies_milestone_var = 1
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: ISR_defense_of_zion
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_defense_of_zion = {
	picture = ISR_defend_israel_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.04
		army_org_factor = 0.1
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		army_core_defence_factor = 0.2
		army_core_attack_factor = 0.05
		defensive_war_stability_factor = 0.2
		offensive_war_stability_factor = 0.1
		ai_focus_defense_factor = 0.5
	}
	rule = {
		can_create_factions = yes
	}
}
### Entity: Idea
Component: EAI_DD_4/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
}
### Entity: Event
Component: mongol.26
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_country_flag, save_event_target_as, set_variable, clr_state_flag, clr_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.26
	title = mongol.26.t
	desc = mongol.26.d
	picture = GFX_report_event_british_artillery
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
			}
			set_variable = {
				num_guns_from_medium_raid = 0
			} {
				num_support_from_medium_raid = 0
			} {
				num_arty_from_medium_raid = 0
			}
			randomize_variable = {
				var = num_guns_from_medium_raid
				distribution = uniform
				min = 350
				max = 650
			} {
				var = num_support_from_medium_raid
				distribution = uniform
				min = 100
				max = 150
			} {
				var = num_arty_from_medium_raid
				distribution = uniform
				min = 80
				max = 140
			}
			if = {
				limit = {
					FROM.FROM = {
						NOT = {
							has_country_flag = MON_raid_ignored
						}
					}
				}
				FROM.FROM.FROM = {
					clr_state_flag = border_incident_active
					save_event_target_as = their_state
				}
				FROM = {
					clr_state_flag = border_incident_active
				}
			}
			FROM.FROM = {
				save_event_target_as = their_country
				if = {
					limit = {
						has_country_flag = MON_raid_ignored
					}
					clr_country_flag = MON_raid_ignored
				}
			}
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_small_raid_cancelled
			}
		}
	}
	option = {
		name = mongol.26.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = num_guns_from_medium_raid
			producer = FROM.FROM
		}
		if = {
			limit = {
				has_tech = tech_support
			}
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = num_support_from_medium_raid
				producer = FROM.FROM
			}
		} {
			limit = {
				OR = {
					has_tech = gw_artillery interwar_artillery
				}
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment_1
				amount = num_arty_from_medium_raid
				producer = FROM.FROM
			}
		}
		set_global_flag = MON_had_won_the_first_medium_raid
	} {
		name = mongol.26.b
		trigger = {
			NOT = {
				has_global_flag = MON_had_won_the_first_medium_raid
			}
		}
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		} {
			name = infantry_weapons_bonus
			bonus = 0.25
			uses = 1
			category = support_tech
		} {
			name = infantry_artillery_bonus
			bonus = 0.25
			uses = 1
			category = artillery
# ... (truncated)
### Entity: Modding Documentation
Construct: operatives
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### operatives
* description: all operatives of a country
### Entity: Event
Component: mtg_britain.97
Constructs: is_triggered_only, limit, add_war_support, add_opinion_modifier, add_political_power, check_variable, set_variable, add_to_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.97
	title = mtg_britain.97.t
	desc = mtg_britain.97.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_britain.97.a
		effect_tooltip = {
			FROM = {
				add_political_power = -25
				add_war_support = 0.1
				add_opinion_modifier = {
					target = ROOT
					modifier = ENG_imperial_conference_approved_resolution
				}
			}
		}
		add_war_support = 0.03
		if = {
			limit = {
				NOT = {
					check_variable = {
						var = ENG_imperial_conference_appeasement_answers
						value = 1
						compare = greater_than_or_equals
					}
				}
			}
			set_variable = {
				var = ENG_imperial_conference_appeasement_answers
				value = 0
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_appeasement_answers
			value = 1
		}
		ENG_imperial_conference_clear_in_progress_flags = yes
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.11
Constructs: is_triggered_only, ai_chance, create_wargoal, take_core_state
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.11
	title = BBA_ethiopia_imperial_events.11.t
	desc = BBA_ethiopia_imperial_events.11.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_imperial_events.11.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = take_core_state
			target = FROM
			generator = {
				908
			}
		}
	} {
		name = BBA_ethiopia_imperial_events.11.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASuper_heavy_tank_cropped.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Super_heavy_tank_cropped.png &#8206;(71 × 30 pixels, file size: 18 KB, MIME type: image/png)
### Entity: Event
Component: turkey.116
Constructs: is_triggered_only, add_war_support, add_political_power
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.116
	title = turkey.116.t
	desc = turkey.116.d
	picture = GFX_report_event_german_turkish_pact
	is_triggered_only = yes
	option = {
		name = turkey.116.a
		add_war_support = -0.03
		add_political_power = -25
	}
}
### Entity: Idea
Component: KMT_baihua_stage_2_idea
Constructs: has_government, has_country_flag, removal_cost, is_subject, is_puppet, democratic_drift, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_baihua_stage_2_idea = {
	removal_cost = -1
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = communism
			}
			has_country_flag = baihua_completed
			AND = {
				NOT = {
					has_government = democratic
				}
				OR = {
					is_subject = yes
					is_puppet = yes
				}
			}
		}
	}
	modifier = {
		foreign_subversive_activites = 0.5
		drift_defence_factor = -0.2
		democratic_drift = 0.08
		fascism_drift = 0.01
	}
}
### Entity: Scripted Effect
Component: ISR_generate_random_party_seats
Constructs: set_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/ISR_scripted_effects.txt

Code:
ISR_generate_random_party_seats = {
	set_variable = {
		ISR_maki_seats = random
	} {
		ISR_hashomer_seats = random
	} {
		ISR_mapai_seats = random
	} {
		ISR_new_aliyah_seats = random
	} {
		ISR_general_zionists_seats = random
	} {
		ISR_hatzohar_seats = random
	} {
		ISR_urf_seats = random
	} {
		ISR_urf_seats = 120
	}
	set_temp_variable = {
		total = ISR_maki_seats
	}
	add_to_temp_variable = {
		total = ISR_hashomer_seats
	} {
		total = ISR_mapai_seats
	} {
		total = ISR_new_aliyah_seats
	} {
		total = ISR_general_zionists_seats
	} {
		total = ISR_hatzohar_seats
	} {
		total = ISR_urf_seats
	}
	divide_variable = {
		ISR_maki_seats = total
	} {
		ISR_hashomer_seats = total
	} {
		ISR_mapai_seats = total
	} {
		ISR_new_aliyah_seats = total
	} {
		ISR_general_zionists_seats = total
	} {
		ISR_hatzohar_seats = total
	}
	multiply_variable = {
		ISR_maki_seats = 120
	} {
		ISR_hashomer_seats = 120
	} {
		ISR_mapai_seats = 120
	} {
		ISR_new_aliyah_seats = 120
	} {
		ISR_general_zionists_seats = 120
	} {
		ISR_hatzohar_seats = 120
	}
	round_variable = ISR_maki_seats ISR_hashomer_seats ISR_mapai_seats ISR_new_aliyah_seats ISR_general_zionists_seats ISR_hatzohar_seats
	subtract_from_variable = {
		ISR_urf_seats = ISR_maki_seats
	} {
		ISR_urf_seats = ISR_hashomer_seats
	} {
		ISR_urf_seats = ISR_mapai_seats
	} {
		ISR_urf_seats = ISR_new_aliyah_seats
	} {
		ISR_urf_seats = ISR_general_zionists_seats
	} {
		ISR_urf_seats = ISR_hatzohar_seats
	}
	ISR_init_knesset = yes
}
### Entity: Trigger Reference
Construct: has_border_war_between
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_border_war_between

* Supported Scopes: any
* Supported Targets: any

```
Checks if a there is a border war between two states
```
### Entity: National Focus
Tree: hol_focus
Component: HOL_fokker
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, has_dlc, add_mio_size, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_fokker
	available = {
		has_full_control_of_state = 7
	}
	prerequisite = {
		focus = HOL_expand_the_ijmuiden_steel_mill
	}
	icon = GFX_focus_hol_fokker
	x = 0
	y = 1
	relative_position_id = HOL_expand_the_ijmuiden_steel_mill
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:HOL_fokker_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = HOL_fokker_tt
		}
		7 = {
			if = {
				limit = {
					7 = {
						free_building_slots = {
							building = arms_factory
							size = > 3
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = arms_factory
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_add_multirole_aircraft_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_multirole_aircraft_templates = {
	create_equipment_variant = {
		name = Cant.Z506
		type = medium_plane_airframe_2
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = medium_bomb_bay
			fixed_auxiliary_weapon_slot_1 = torpedo_mounting
			engine_type_slot = engine_1_3x
			special_type_slot_1 = flying_boat_medium
			special_type_slot_2 = hmg_defense_turret
		}
		icon = GFX_ITA_fighter2_medium
	} {
		name = Ca.311
		type = small_plane_cas_airframe_1
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = bomb_locks
			fixed_auxiliary_weapon_slot_1 = light_mg_2x
			engine_type_slot = engine_1_2x
			special_type_slot_1 = lmg_defense_turret
			special_type_slot_2 = armor_plate_small
		}
		icon = GFX_ITA_fighter3_medium
	}
}
### Entity: Character
Component: CHL_carlos_ibanez
Constructs: has_completed_focus, has_government, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_carlos_ibanez = {
	advisor = {
		slot = political_advisor
		idea_token = CHL_carlos_ibanez
		allowed = {
			original_tag = CHL
		}
		traits = {
			JUNO_ibanismo
		}
		visible = {
			NOT = {
				has_government = communism
				has_completed_focus = CHL_address_the_mapuche_conflict CHL_the_straight_line
			}
		}
		available = {
			NOT = {
				has_government = communism
				has_completed_focus = CHL_address_the_mapuche_conflict CHL_the_straight_line
				has_country_leader = {
					ruling_only = yes
					character = CHL_carlos_ibanez
				}
			}
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		id = -1
		traits = {
			JUNO_the_general_president
		}
	}
	corps_commander = {
		traits = {
			infantry_leader trait_mountaineer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
	name = CHL_carlos_ibanez
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_carlos_ibanez
			small = GFX_portrait_CHL_carlos_ibanez_small
		}
		army = {
			large = GFX_portrait_CHL_carlos_ibanez_army
		}
	}
}
### Entity: Unit Template
Component: USA_MINELAYERS_HISTORICAL
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_MINELAYERS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_MINELAYERS
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser ship_hull_light destroyer
	}
	prefix = USS 
	fallback_name = Minelayer CM-%d
	unique = {
		Terror Robert H Smith Thomas E Fraser Shannon Harry F Bauer Adams Tolman Henry A Wiley Shea J William Ditter Lindsey Gwin Aaron Ward Oglala Aroostook Chimo Planter Barricade Barbicon Bastion Obstructor Picket Trapper Camanche Canonicus Miantonomah Monadnock Nausett BG Henry L Abbott Col. Charles W Bundy Col. George Reacher Col. John Storey Col. George Armistead Col. Henry J. Hunt 1LT William G Sylvester Gen. Henry Knox MG Arthur Murray BG Royal T Frank MG Erasmus Weaver Gen. Samuel L Mills Maj. Samuel Ringgold MG Wallace F Randolph Col. Alfred A Maybach 	Col. Horace F Spurgin Shawmut Lancaster Pensacola Galena Marion Mohican Quinnebaug Swatara Boston Chicago Baltimore San Francisco Tahoe Yosemite Montgomery Anniston Minneapolis Olympia New Orleans Albany Des Moines Tacoma
	}
}