Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: SMI
Component: SMI_characters
Constructs: create_country_leader
Source: game
File: history/countries/SMI - Sami.txt

Code:
# Leaders & Characters for SMI
create_country_leader = {
	name = SMI_communism_council
	picture = GFX_portrait_SMI_sami_council
	expire = 1965.1.1
	ideology = marxism
}
{
	name = SMI_democratic_council
	picture = GFX_portrait_SMI_sami_council
	expire = 1965.1.1
	ideology = liberalism
}
{
	name = SMI_neutrality_council
	picture = GFX_portrait_SMI_sami_council
	expire = 1965.1.1
	ideology = centrism
}
{
	name = SMI_fascism_council
	picture = GFX_portrait_SMI_sami_council
	expire = 1965.1.1
	ideology = fascism_ideology
}
### Entity: Scripted Effect
Component: SOV_increase_propaganda_campaign_cost_effect
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_increase_propaganda_campaign_cost_effect = {
	multiply_variable = {
		SOV_propaganda_cost = SOV_propaganda_cost_increase
	}
}
### Entity: Scripted Trigger
Component: GER_is_RKO_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKO_state = {
	OR = {
		state = 94 95 96 194 204 206 11 784 189 12 190 13 191 814 815 809 808 810 813 812 811
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_zentrale_planung
Constructs: prerequisite, has_war, limit, add_ideas, has_government, completion_reward, has_war_with_major, has_civil_war
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_zentrale_planung
	icon = GFX_focus_generic_central_planning
	prerequisite = {
		focus = GER_concentrated_armament_program GER_establish_production_targets
	}
	x = 1
	y = 2
	relative_position_id = GER_concentrated_armament_program
	cost = 10
	available = {
		has_war_with_major = yes
		has_civil_war = no
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = partial_economic_mobilisation
				has_war_support = > 0.5
				OR = {
					has_government = fascism communism
					custom_trigger_tooltip = {
						tooltip = or_clarification_tooltip
						always = no
					}
					AND = {
						has_war = yes
						any_enemy_country = {
							ic_ratio = {
								tag = ROOT
								ratio = > 0.4
							}
						}
					}
				}
			}
			add_ideas = war_economy
		}
		else = {
			custom_effect_tooltip = GER_criteria_for_economy_laws_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_production_lack_of_resource_penalty_factor = -0.1
			tooltip = production_lack_of_resource_penalty_factor_tt
		} {
			GER_industrial_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			GER_industrial_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			GER_industrial_conversion_cost_civ_to_mil_factor = -0.2
			tooltip = conversion_cost_civ_to_mil_factor_tt
		}
	}
}
### Entity: Doctrine
Component: hunter_killers
Constructs: xp_cost, has_dlc
Source: game
File: common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt

Code:
hunter_killers = {
	track = screens
	name = SUBDOCTRINE_SCREEN_HUNTER_KILLERS
	description = SUBDOCTRINE_SCREEN_HUNTER_KILLERS_DESC
	icon = GFX_doctrine_hunter_killer_groups_medium
	xp_cost = 100
	xp_type = navy
	available = {

	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			OR = {
				original_tag = FRA SOV
			}
		}
	}
	naval_coordination = 0.1
	rewards = {
		search_and_destroy = {
			destroyer = {
				sub_detection = 0.15
			}
		}
		flotilla_leader = {
			carrier = {
				carrier_sub_detection = 0.15
			}
		}
		group_operations = {
			destroyer = {
				sub_attack = 0.1
			}
		}
		combat_readiness = {
			carrier = {
				max_organisation = 15
			}
		}
		escort_group_patrols = {
			carrier = {
				patrol_coordination = 0.2
			}
			destroyer = {
				patrol_coordination = 0.2
			}
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_revisit_colonial_policy
Constructs: has_completed_focus, limit, has_government, add_stability, completion_reward, add_political_power, allow_branch, has_dlc
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_revisit_colonial_policy
	mutually_exclusive = {
		focus = uk_empire_focus
	}
	allow_branch = {
		has_dlc = Man the Guns
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = uk_empire_focus
			}
		}
	}
	available = {
		is_subject = no
		OR = {
			has_government = democratic communism
		}
	}
	continue_if_invalid = yes
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	x = 34
	y = 0
	offset = {
		x = -16
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_revisit_colonial_policy
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_completed_focus = ENG_global_defense
				has_country_leader = {
					character = ENG_winston_churchill
					ruling_only = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_political_power = 80
		custom_effect_tooltip = ENG_concessions_to_the_trade_unions_tt_2
		hidden_effect = {
			news_event = {
				id = mtg_news.14
				days = 1
			}
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_submarine_effort
Constructs: prerequisite, completion_reward, add_mastery_bonus, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_submarine_effort
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_second_navy_reequipment
	}
	icon = GFX_goal_generic_navy_submarine
	x = -2
	y = 1
	relative_position_id = POR_second_navy_reequipment
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = POR_submarine_effort
			bonus = 0.1
			days = 240
			grand_doctrine = new_convoy_raiding
			track = submarines
		}
		add_doctrine_cost_reduction = {
			name = POR_submarine_effort
			cost_reduction = 0.2
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = POR_submarine_effort
			bonus = 0.75
			uses = 2
			category = ss_tech
		}
	}
}
### Entity: Idea
Component: POL_four_year_plan_complete_4
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_four_year_plan_complete_4 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_buildings_factor = 0.25
		consumer_goods_factor = -0.25
		industrial_capacity_factory = 0.15
	}
}
### Entity: Event
Component: AST_canberra_air_disaster_events.5
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_stability, add_opinion_modifier, add_political_power, create_wargoal
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_canberra_air_disaster_events.5
	title = AST_canberra_air_disaster_events.5.t
	desc = AST_canberra_air_disaster_events.5.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_canberra_air_disaster_events.5.a
		ai_chance = {
			base = 1
			modifier = {
				has_government = democratic
				add = 8
			}
		}
		add_stability = 0.05
		add_political_power = 100
	} {
		name = AST_canberra_air_disaster_events.5.b
		ai_chance = {
			base = 1
		}
		add_war_support = 0.05
		create_wargoal = {
			type = topple_government
			target = AST
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_opinion_modifier = {
			target = AST
			modifier = AST_australian_accusations_modifier
		}
		FROM = {
			country_event = {
				id = AST_canberra_air_disaster_events.6
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: COG_ai2
Source: game
File: common/ideas/congo.txt

Code:
COG_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = COG
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: tag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## tag

* Supported Scopes: COUNTRY, CHARACTER, COMBATANT
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
country tag trigger
```
### Entity: Character
Component: PER_abbas_darja_nawardi
Source: game
File: common/characters/PER.txt

Code:
PER_abbas_darja_nawardi = {
	advisor = {
		slot = high_command
		idea_token = PER_abbas_darja_nawardi
		ledger = navy
		allowed = {
			original_tag = PER
		}
		traits = {
			navy_capital_ship_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PER_abbas_darja_nawardi
	portraits = {
		army = {
			small = GFX_portrait_PER_generic_navy_1_small
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_proclaim_greater_hungary
Constructs: prerequisite, owns_state, add_stability, completion_reward, has_global_flag, cancel_if_invalid, set_cosmetic_tag
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_proclaim_greater_hungary
	icon = GFX_focus_HUN_proclaim_greater_hungary
	prerequisite = {
		focus = HUN_demand_the_vojvodina
	}
	x = 0
	y = 3
	relative_position_id = HUN_reaffirm_territorial_claims
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {
		OR = {
			owns_state = 664 73 76 84 83 82 45
		}
		NOT = {
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		set_cosmetic_tag = HUN_GREATER
		add_stability = 0.1
		hidden_effect = {
			news_event = {
				id = news.299
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: tulomsas
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
tulomsas = {
	picture = tur_tulomsas
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
	modifier = {
		motorized_defence_factor = 0.05
		mechanized_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Refinery
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Refinery
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = TAN_Excavation
	} {
		focus = TAN_Research
	}
	text = GEN_focus_on_synthetic_processing
	x = -2
	y = 1
	relative_position_id = TAN_Excavation
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		ROOT = {
			has_tech = synth_oil_experiments
		}
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = TAN_Refinery_1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
			set_state_flag = TAN_Refinery_1
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: Event
Component: new_ger.87
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, add_political_power, is_subject_of, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.87
	title = new_ger.87.t
	desc = new_ger.87.d
	picture = GFX_report_event_soviet_german_soldier_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.87.a
		IF = {
			limit = {
				85 = {
					controller = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			85 = {
				transfer_state_to = FROM
			}
		} {
			limit = {
				762 = {
					is_controlled_by_ROOT_or_subject = yes
				}
			}
			762 = {
				transfer_state_to = FROM
			}
		} {
			limit = {
				807 = {
					is_controlled_by_ROOT_or_subject = yes
				}
			}
			807 = {
				transfer_state_to = FROM
			}
		}
		86 = {
			transfer_state_to = FROM
		}
		add_political_power = -50
		add_war_support = -0.05
		FROM = {
			clr_country_flag = GER_poland_active
			country_event = CHI_warlords.20
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
	} {
		name = new_ger.87.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = new_ger.88
		}
		add_stability = -0.1
		add_political_power = -100
	}
}
### Entity: Event
Component: political.23
Constructs: ai_chance, has_completed_focus, limit, remove_ideas, has_government, has_country_flag, add_political_power, has_dlc
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.23
	title = political.23.t
	desc = political.23.d
	picture = GFX_report_event_gathering_protest
	trigger = {
		democratic = > 0.7
		num_of_controlled_states = > 1
		NOT = {
			has_government = democratic
		} {
			AND = {
				has_dlc = No Step Back
				OR = {
					original_tag = POL EST LAT LIT
					AND = {
						original_tag = FIN
						EST = {
							has_completed_focus = EST_national_pride_in_finland
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = Battle for the Bosporus
				OR = {
					original_tag = GRE TUR
				}
			}
		} {
			AND = {
				has_dlc = By Blood Alone
				original_tag = SWI
			}
		} {
			AND = {
				original_tag = SPR
				has_dlc = La Resistance
			}
		} {
			AND = {
				original_tag = SWI
				has_dlc = By Blood Alone
			}
		} {
			AND = {
				has_dlc = Arms Against Tyranny
				OR = {
					AND = {
						original_tag = NOR
						NOT = {
							has_country_flag = NOR_included_in_generic_political
						}
					} {
						original_tag = DEN
						OR = {
							has_elections = yes
							is_subject = yes
						}
					}
					original_tag = FIN
				}
			}
		} {
			AND = {
				has_dlc = Trial of Allegiance
				OR = {
					original_tag = BRA ARG
				}
			}
		} {
			AND = {
				has_dlc = Gotterdammerung
				OR = {
					original_tag = AUS BEL
				}
			}
		} {
			AND = {
				has_dlc = Graveyard of Empires
				OR = {
					original_tag = PER AFG
				}
			}
		} {
			AND = {
				has_dlc = Thunder at Our Gates
				OR = {
					original_tag = AST INS SIA
				}
			}
		}
		OR = {
			NOT = {
				tag = CHI
			}
			AND = {
				NOT = {
					country_exists = PRC
				}
				tag = CHI
			}
		}
		has_civil_war = no
		check_has_focus_tree_to_switch_to_democratic = yes
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		hidden_effect = {
			remove_ideas = democratic_revolutionaries
		}
	}
	option = {
		name = political.23.a
		ai_chance = {
			factor = 0
		}
		start_civil_war = {
			ideology = democratic
			size = 0.5
		}
	} {
		name = political.23.b
		ai_chance = {
			factor = 0
		}
		if = {
			limit = {
				has_government = neutrality
			}
			start_civil_war = {
				ruling_party = democratic
				ideology = neutrality
				size = 0.5
				keep_political_leader = yes
			}
		} {
			limit = {
				has_government = fascism
			}
			add_timed_idea = {
				idea = fascism_defeated
				days = 730
			}
			start_civil_war = {
				ruling_pa
# ... (truncated)
### Entity: Modding Documentation
Construct: total_equipment_produced_nuclear_missile
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_nuclear_missile
* description: Total produced equipment of typenuclear_missile
### Entity: State History
Component: 256
Constructs: add_core_of
Source: game
File: history/states/256-Cheboksary.txt

Code:
state = {
	id = 256
	name = STATE_256
	manpower = 786030
	state_category = town
	history = {
		victory_points = {
			9259 1
		}
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV CHU
	}
	provinces = {
		3282 6253 6312 6357 9244 9259 9307 9373 11356
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_join_axis
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject, has_idea, is_faction_leader
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_join_axis
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = AFG_permit_axis_airbases AFG_officer_training
	}
	x = 1
	y = 1
	relative_position_id = AFG_permit_axis_airbases
	cost = 5
	ai_will_do = {
		factor = 10
	}
	bypass = {
		OR = {
			is_in_faction_with = GER
			is_subject = yes
		}
	}
	available = {
		is_subject = no
		NOT = {
			has_idea = neutrality_idea
		} {
			has_war_with = GER
		}
		threat = > 0.25
		GER = {
			OR = {
				has_government = fascism neutrality
			}
			is_faction_leader = yes
		}
		is_in_faction = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER = {
			country_event = {
				id = generic.2
				hours = 4
			}
		}
	}
}
### Entity: State History
Component: 351
Constructs: add_core_of
Source: game
File: history/states/351-Vologda.txt

Code:
state = {
	id = 351
	name = STATE_351
	manpower = 2352100
	state_category = town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV
		victory_points = {
			9131 3
		}
	}
	provinces = {
		23 60 75 81 84 106 129 135 143 160 163 166 174 196 2996 3056 3057 3079 3087 3091 3099 3124 3135 3154 3157 3160 3164 3175 6017 6073 6077 6091 6097 6112 6113 6119 6158 6180 6182 6189 6190 9043 9102 9110 9113 9131 9133 9136 9168 9199 9200 9202 9207 9210 9222 11027 11035 11036 11062 11075 11086 11095 11103 11107 11143 11168 11177 11180 11189 11213
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_encourage_japanese_investment
Constructs: prerequisite, limit, has_war_with, has_country_flag, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_encourage_japanese_investment
	icon = GFX_focus_PHI_encourage_japanese_investment
	prerequisite = {
		focus = PHI_leverage_the_peso
	}
	relative_position_id = PHI_leverage_the_peso
	x = 2
	y = 1
	cost = 5
	available = {
		623 = {
			is_owned_and_controlled_by = ROOT
		}
		JAP = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
		if = {
			limit = {
				has_country_flag = PHI_military_emergency_flag
			}
			NOT = {
				has_country_flag = PHI_military_emergency_flag
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				623 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			623 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern PHI_south_seas_development_company_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: FRA_dont_get_involved_in_limited_war
Source: game
File: common/ai_strategy/SIA.txt

Code:
FRA_dont_get_involved_in_limited_war = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		threat = < 0.98
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = ENG
		value = 500
		target_country = SIA
	} {
		type = dont_join_wars_with
		id = BRM
		value = 500
		target_country = SIA
	} {
		type = dont_join_wars_with
		id = MAL
		value = 500
		target_country = SIA
	}
}
### Entity: Military Industrial Organization
Component: CZE_bohmische_mahrische_maschinenfabrik_ag_german_organization
Constructs: has_completed_focus, limit, add_trait, has_tech, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_bohmische_mahrische_maschinenfabrik_ag_german_organization = {
	include = CZE_tank_destroyer_organization
	icon = GFX_idea_CZE_ckd
	allowed = {
		original_tag = GER
	}
	available = {
		FROM = {
			OR = {
				controls_state = 9
				any_subject_country = {
					controls_state = 9
				}
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = GER
				}
			}
			FROM = {
				has_completed_focus = GER_integrate_czech_manufacturers
			}
		}
	}
	add_trait = {
		token = CZE_mio_trait_panzer_38t_chassis_conversion
		name = CZE_mio_trait_panzer_38t_chassis_conversion
		icon = GFX_generic_mio_department_icon_tank_light_tank_conversion
		special_trait_background = yes
		position = {
			x = 2
			y = 0
		}
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		available = {
			FROM = {
				has_tech = interwar_antitank
			}
		}
		limit_to_equipment_type = {
			light_tank_destroyer_chassis
		}
		production_bonus = {
			production_cost_factor = -0.05
			production_conversion_speed_factor = 0.1
			production_resource_need_factor = -0.05
		}
		equipment_bonus = {
			reliability = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = CZE_mio_trait_sturmhaubitze
		name = GER_mio_trait_sturmhaubitze
		icon = GFX_generic_mio_department_icon_tank_general_at
		special_trait_background = yes
		position = {
			x = 9
			y = 1
		}
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		available = {

		}
		all_parents = {
			CZE_mio_trait_heavy_mobile_siege_cannons
		}
		limit_to_equipment_type = {
			medium_tank_destroyer_chassis heavy_tank_destroyer_chassis
		}
		equipment_bonus = {
			ap_attack = 0.05
			hard_attack = 0.05
			breakthrough = 0.05
		}
		ai_will_do = {
			base = 3
		}
	}
	override_trait = {
		token = CZE_mio_trait_low_profile_ambushers_tank_destoryer
		any_parent = {
			CZE_mio_trait_mobile_tank_destroyers CZE_mio_trait_panzer_38t_chassis_conversion CZE_mio_trait_medium_tank_hunters_tank_destoryer
		}
	} {
		token = CZE_mio_trait_light_tank_destroyer_gun_improved_muzzle_breaks
		any_parent = {
			CZE_mio_trait_mobile_tank_destroyers CZE_mio_trait_panzer_38t_chassis_conversion
		}
	}
}
### Entity: Unit Template
Component: NZL_CITIES
Source: game
File: common/units/names_ships/NZL_ship_names.txt

Code:
NZL_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		NZL
	}
	type = ship
	prefix = HMNZS 
	unique = {
		Auckland Wellington Christchurch Hamilton Tauranga Napier-Hastings Dunedin Palmerston North Nelson Whangarei New Plymouth Invercargill Whanganui Gisborne
	}
}