Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bhu_focus
Component: BHU_constitutional_parlementarism
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_constitutional_parlementarism
	icon = GFX_goal_constitutional_monarchy
	mutually_exclusive = {
		focus = BHU_denounce_the_aristocracy BHU_embrace_radical_nationalism
	}
	prerequisite = {
		focus = BHU_new_ideas
	}
	relative_position_id = BHU_new_ideas
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		add_timed_idea = {
			idea = AFG_constitutional_monarchy_idea
			days = 365
		}
	}
}
### Entity: Country History
Country: OSY
Component: OSY_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/OSY - OppositeSyria.txt

Code:
# Politics & Parties for OSY
add_ideas = {
	extensive_conscription
}
set_stability = 0.3
set_war_support = 1
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 85
	fascism = 10
	communism = 5
	democratic = 0
}
### Entity: Character
Component: SHX_navy_chief
Source: game
File: common/characters/SHX.txt

Code:
SHX_navy_chief = {
	name = Admiral in Chief
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SHX_navy_chief
		allowed = {
			original_tag = SHX
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: AUS_news_events.7
Constructs: is_triggered_only
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.7
	title = AUS_news_events.7.t
	desc = AUS_news_events.7.desc
	picture = GFX_news_event_royal_visit
	is_triggered_only = yes
	major = yes
	option = {
		name = AUS_news_events.7.a
		trigger = {
			original_tag = AUS
		}
	} {
		name = AUS_news_events.7.b
		trigger = {
			OR = {
				original_tag = FRA ENG ITA JAP YUG
			}
		}
	} {
		name = AUS_news_events.7.c
		trigger = {
			NOT = {
				original_tag = AUS FRA ENG ITA JAP YUG
			}
		}
	}
}
### Entity: Character
Component: BEG_alam_seged_hailu
Constructs: has_government
Source: game
File: common/characters/BEG.txt

Code:
BEG_alam_seged_hailu = {
	name =  Alam Seged Hailu
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_land_6
			small = GFX_kr_portrait_africa_generic_land_6_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BEG_alam_seged_hailu
		allowed = {
			original_tag = BEG
		}
		available = {
			OR = {
				has_government = neutrality fascism
			}
		}
		traits = {
			royal_legitimist
		}
	}
	corps_commander = {
		traits = {
			hill_fighter irregulars_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			OR = {
				has_government = neutrality fascism
			}
		}
	}
}
### Entity: Idea
Component: SWI_standing_army_2
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_standing_army_2 = {
	allowed_civil_war = {
		tag = SWI
	}
	picture = generic_manpower_bonus
	modifier = {
		conscription = -0.001
		army_org = -5
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_exploit_hydroelectricity
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_exploit_hydroelectricity
	icon = GFX_goal_italy_expand_hydroelectricity_production
	prerequisite = {
		focus = QUE_enforce_local_ressource_exploitation
	}
	relative_position_id = QUE_collectivize_the_means_of_production
	x = -2
	y = 2
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_hydroquebec
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reinforce_southern_naval_bases
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, has_full_control_of_state, add_building_construction, set_state_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reinforce_southern_naval_bases
	icon = GFX_SOV_reinforce_southern_naval_bases_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_expand_the_red_fleet
	}
	x = 1
	y = 1
	relative_position_id = SOV_expand_the_red_fleet
	cost = 5
	available = {
		OR = {
			192 = {
				is_owned_and_controlled_by = ROOT
			}
			137 = {
				is_owned_and_controlled_by = ROOT
			}
			218 = {
				is_owned_and_controlled_by = ROOT
			}
			234 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 192
			}
			192 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
					province = 11670
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 11670
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_full_control_of_state = 137
			}
			137 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = coastal_bunker
					level = 3
					instant_build = yes
					province = 3686
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_full_control_of_state = 218
			}
			218 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
					province = 9417
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 9417
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_full_control_of_state = 234
			}
			234 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
					province = 719
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 719
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_BB_navy_production
Constructs: is_major, has_tech, is_special_project_completed
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_BB_navy_production = {
	OR = {
		AND = {
			EAI_BB_tech_focus = yes
			OR = {
				has_tech = basic_ship_hull_heavy basic_battleship
			}
		} {
			EAI_SHBB_tech_focus = yes
			is_special_project_completed = sp:sp_naval_super_heavy_battleship
		}
	} {
		is_major = yes
		EAI_major_country = yes
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_orthadox_resurgance
Constructs: prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_orthadox_resurgance
	icon = GFX_goal_orthodoxy
	prerequisite = {
		focus = SOV_civil_war_adopt_soviet_policies
	}
	relative_position_id = SOV_civil_war_adopt_soviet_policies
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.15
	}
}
### Entity: Event
Component: bftb_bulgaria_yugoslavian_influence.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, every_owned_state, limit, add_ideas, every_country, add_opinion_modifier
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_yugoslavian_influence.1
	title = bftb_bulgaria_yugoslavian_influence.1.t
	desc = bftb_bulgaria_yugoslavian_influence.1.desc
	picture = GFX_report_event_bul_ff_troops_yugoslavia
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_yugoslavian_influence.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = BUL
					value = > 50
				}
			} {
				factor = 2
				BUL = {
					has_completed_focus = BUL_condemn_macedonian_organizations
				}
			} {
				factor = 5
				BUL = {
					NOT = {
						has_idea = BUL_imro_01 BUL_imro_04 BUL_imro_05
					}
				}
			} {
				factor = 2
				strength_ratio = {
					tag = BUL
					ratio = < 1
				}
			} {
				factor = 5
				strength_ratio = {
					tag = BUL
					ratio = < 0.5
				}
			} {
				factor = 0
				has_opinion = {
					target = BUL
					value = < -50
				}
			}
		}
		set_country_flag = BUL_ongoing_balkan_project_flag
		every_owned_state = {
			limit = {
				is_claimed_by = FROM
			}
			remove_claim_by = FROM
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_strengthened_relations_with_us
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_strengthened_relations_with_us
			}
		} {
			add_ideas = BUL_balkan_federation_project_propaganda
		}
		BUL_remove_balkan_opinion_modifiers = yes
		add_ideas = BUL_balkan_federation_project_propaganda
		every_country = {
			limit = {
				BUL_country_can_influence_bulgaria = yes
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_in_faction_with = FROM
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_approached_yugoslavia
			}
		}
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_yugoslavian_influence.2
			}
			news_event = {
				id = bftb_news.14
				hours = 8
				random_hours = 4
			}
		}
	} {
		name = bftb_bulgaria_yugoslavian_influence.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = BUL
					value = < 0
				}
			} {
				factor = 5
				BUL = {
					has_completed_focus = BUL_support_macedonian_organizations
				}
			} {
				factor = 10
				BUL = {
					has_idea = BUL_imro_05
				}
			} {
				factor = 2
				strength_ratio = {
					tag = BUL

# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PC_dynamic_strategy_GENERIC_daily
Constructs: limit, has_country_flag, check_variable, clr_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_dynamic_strategy_GENERIC_daily = {
	if = {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 1
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_PC_dynamic_strategy_delay_effect
				NOT = {
					has_country_flag = EAI_PC_dynamic_strategy_delay_effect_duration
				}
			}
			clr_country_flag = EAI_PC_dynamic_strategy_delay_effect
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_northern_ireland_for_assistance
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, is_owned_by, has_capitulated, is_faction_leader
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_northern_ireland_for_assistance
	icon = GFX_goal_IRE_united_ireland
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_ira_defense_force_memebrship
	}
	relative_position_id = IRE_ira_defense_force_memebrship
	mutually_exclusive = {
		focus = IRE_promote_neutrality
	}
	available = {
		119 = {
			NOT = {
				is_owned_by = ROOT
				owner = {
					has_war_with = ROOT
				}
			}
		}
		OR = {
			ENG = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = democratic
				has_capitulated = no
				is_faction_leader = yes
				has_opinion = {
					target = ROOT
					value = > 0
				}
			}
			any_other_country = {
				is_major = yes
				has_government = democratic
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
			}
		}
	}
	bypass = {
		119 = {
			OR = {
				is_owned_by = ROOT
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = ireland.1
				days = 3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: EAI_CAS_air_focus
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_CAS_air_focus = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/ground_bomber = global.EAI_CAS_AIR
		} {
			EAI_FOCUS/AIR/ground_bomber_OVERRIDE = global.EAI_CAS_AIR
		}
		AND = {
			OR = {
				EAI_Close_air_Support_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/ground_bomber EAI_FOCUS/AIR/ground_bomber_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_new_korean_army
Constructs: prerequisite, has_government, completion_reward, is_subject_of, load_oob, add_doctrine_cost_reduction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_new_korean_army
	icon = GFX_goal_generic_democratic_army
	prerequisite = {
		focus = KOR_collaboration_with_japan KOR_collaboration_with_overlord
	}
	mutually_exclusive = {
		focus = KOR_experience_of_the_korean_liberation_army
	}
	relative_position_id = KOR_collaboration_with_japan
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			is_subject_of = JAP
		}
	}
	available = {
		is_subject_of = JAP
		OR = {
			has_government = fascism neutrality
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = KOR_Korean_army_tt
		hidden_effect = {
			load_oob = KOR_1936
		}
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: default_railway_gun_management
Constructs: is_major, has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
default_railway_gun_management = {
	enable = {
		num_divisions = > 150
		is_major = yes
		has_dlc = No Step Back
	}
	abort = {
		num_divisions = < 120
	}
	ai_strategy = {
		type = railway_gun_divisions_ratio
		value = 4
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_our_own_way
Constructs: prerequisite, completion_reward, is_in_faction, set_rule
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_our_own_way
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = BHU_new_ideas BHU_create_an_army
	}
	relative_position_id = BHU_new_ideas
	x = 5
	y = 1
	cost = 5
	available = {
		is_in_faction = no
		num_of_factories = > 15
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_rapid_industrialization
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_rapid_industrialization
	available = {

	}
	prerequisite = {
		focus = URG_ministry_of_public_works
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_generic_modernize_industry
	x = 0
	y = 1
	cost = 10
	relative_position_id = URG_ministry_of_public_works
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_URG_rapid_industrialization
			days = 720
		}
	}
}
### Entity: Decision
Component: RAJ_GOE_famine_cat
Constructs: has_completed_focus, limit, has_country_flag, has_dynamic_modifier, complete_effect, set_country_flag, every_other_country, is_in_faction_with
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_GOE_famine_cat = {
	RAJ_reveal_famine_timeframe = {
		icon = GFX_decision_generic_prepare_civil_war
		visible = {
			has_country_flag = RAJ_famine_has_started
			hidden_trigger = {
				NOT = {
					has_country_flag = reveal_true_famine_timeframe
				}
			}
		}
		available = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_famine_country
			}
		}
		complete_effect = {
			custom_effect_tooltip = RAJ_reveal_famine_timeframe_tt
			hidden_effect = {
				set_country_flag = reveal_true_famine_timeframe
			}
		}
		cost = 25
		ai_will_do = {
			base = 0
		}
	}
	RAJ_ask_for_aid = {
		icon = GFX_decision_generic_prepare_civil_war
		visible = {
			has_country_flag = RAJ_famine_has_started
			NOT = {
				has_country_flag = RAJ_asked_for_famine_help
			}
		}
		available = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_famine_country
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				has_dynamic_modifier = {
					modifier = idea_RAJ_famine_state
				}
			}
		}
		complete_effect = {
			every_other_country = {
				limit = {
					OR = {
						is_in_faction_with = ROOT
						original_tag = IRQ
					}
					NOT = {
						original_tag = ROOT
					}
					exists = yes
					has_capitulated = no
					industrial_complex = > 5
					has_equipment = {
						convoy_1 = > 50
					}
				}
				country_event = {
					id = GOE_RAJ_famine.9
					days = 4
					random_days = 2
				}
				custom_effect_tooltip = if_they_accept
				event_option_tooltip = GOE_RAJ_famine.11.a
			}
			set_country_flag = RAJ_asked_for_famine_help
		}
		cost = 150
		ai_will_do = {
			base = 1
		}
	}
	RAJ_deploy_emergency_healthcare = {
		icon = GFX_decision_generic_prepare_civil_war
		visible = {
			has_country_flag = RAJ_famine_has_started
		}
		available = {
			OR = {
				has_completed_focus = RAJ_quinine
				has_tech = tech_field_hospital
			}
		}
		days_remove = 70
		modifier = {
			civilian_factory_use = 3
		}
		remove_effect = {
			add_to_variable = {
				RAJ_famine_shield = 10
				tooltip = RAJ_famine_shield_tt
			}
		}
		cost = 10
		ai_will_do = {
			base = 1
		}
	}
	RAJ_shut_down_black_markets = {
		icon = GFX_decision_generic_prepare_civil_war
		state_target = yes
		target_root_trigger = {
			is_raj_or_raj_inheritor = yes
		}
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = idea_RAJ_famine_state
				}
			}
		}
		visible = {
			has_country_flag = RAJ_
# ... (truncated)
### Entity: National Focus
Tree: den_focus
Component: DEN_DKP_Takeover
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, has_stability, set_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_DKP_Takeover
	icon = GFX_goal_mexico_united_mexican_unions
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_stability = < 0.5
		communism = > 0.4
		has_government = democratic
	}
	mutually_exclusive = {
		focus = DEN_Social_Democratic_Majority DEN_Conservative_Majority DEN_DNSAP_Takeover DEN_King_Christian_Coup
	}
	bypass = {
		has_government = communism
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Organize_Nationwide_Strikes
	}
	x = 0
	y = 3
	relative_position_id = DEN_An_Appeal_to_the_Proletariat
	completion_reward = {
		set_country_flag = political_violence_resolved
		hidden_effect = {
			remove_mission = den_upcoming_political_violence
		} {
			if = {
				limit = {
					fascism = > 0.2
				}
				country_event = {
					id = denmark.6
					days = 50
					random_days = 100
				}
			} {
				limit = {
					democratic = > 0.3
				}
				country_event = {
					id = denmark.5
					days = 50
					random_days = 100
				}
			}
		}
		custom_effect_tooltip = den_disable_political_violence_tt den_upper_eqilibrium_0
		set_politics = {
			ruling_party = communism
			elections_allowed = yes
		}
		if = {
			limit = {
				is_in_faction = yes
				any_country = {
					is_in_faction_with = DEN
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
				}
			}
			leave_faction = yes
		} {
			limit = {
				ICE = {
					is_subject_of = DEN
					NOT = {
						has_government = communism
					}
				}
			}
			DEN = {
				set_autonomy = {
					target = ICE
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				GRN = {
					is_subject_of = DEN
					NOT = {
						has_government = communism
					}
				}
			}
			DEN = {
				set_autonomy = {
					target = GRN
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				NOT = {
					has_idea = den_revolutionary_zeal_0
				}
				has_completed_focus = DEN_Organize_Nationwide_Strikes
			}
			add_ideas = den_revolutionary_zeal_1
		}
		else = {
			swap_ideas = {
				remove_idea = den_revolutionary_zeal_0
				add_idea = den_revolutionary_zeal_1
			}
		}
		add_to_variable = {
			den_lower_equilibrium = 15
			tooltip = den_lower_equilibrium_tooltip
		} {
			den_middle_equilibrium = -20
			tooltip = den_middle_equilibrium_tooltip
		} {
			den_upper_influence = -15
			tooltip = den_upper_influence_tool
# ... (truncated)
### Entity: Character
Component: legitimate_heir
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
legitimate_heir = {
	random = no
	stability_factor = 0.1
	political_power_factor = 0.1
}
### Entity: Order of Battle
Component: Kongelige Norske Marine
Source: game
File: history/units/NOR_1939_naval_mtg.txt

Code:
fleet = {
	name = Kongelige Norske Marine
	naval_base = 9296
	task_force = {
		name = 1. Sjøforsvarsdistrikt
		location = 9296
		ship = {
			name = HNoMS Harald Haarfagre
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = NOR
					version_name = Norge Class
				}
			}
		} {
			name = HNoMS Tordenskjold
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = NOR
					version_name = Norge Class
				}
			}
		} {
			name = HNoMS Olaf Tryggvason
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = NOR
					version_name = Olaf Tryggvason Class
				}
			}
		} {
			name = HNoMS Frøya
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = NOR
					version_name = Frøya Class
				}
			}
		} {
			name = HNoMS Gyller
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = NOR
					version_name = Sleipner & Odin Class
				}
			}
		} {
			name = HNoMS A2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = NOR
					version_name = A & B Class
				}
			}
		} {
			name = HNoMS A3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = NOR
					version_name = A & B Class
				}
			}
		} {
			name = HNoMS A4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = NOR
					version_name = A & B Class
				}
			}
		} {
			name = HNoMS B2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = NOR
					version_name = A & B Class
				}
			}
		} {
			name = HNoMS B4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = NOR
					version_name = A & B Class
				}
			}
		} {
			name = HNoMS B5
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = NOR
					version_name = A & B Class
				}
			}
		}
	} {
		name = 2. Sjøforsvarsdistrikt
		location = 122
		ship = {
			name = HNoMS Draug
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = NOR
					version_name = Draug Class
				}
			}
		} {
			name = HNoMS Tr
# ... (truncated)