Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AST_thiess_bros_ic
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_thiess_bros_ic = {
	picture = AST_thiess_bros
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		construction_tech = 0.15
	}
	traits = {
		construction_company
	}
	modifier = {

	}
}
### Entity: Idea
Component: EAI_VERY_HARD/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_strike_the_german_threat
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_faction_leader, is_subject, every_other_country
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_strike_the_german_threat
	icon = GFX_focus_attack_germany
	cost = 5
	x = 0
	y = 1
	relative_position_id = LUX_united_and_ready
	prerequisite = {
		focus = LUX_united_and_ready
	}
	will_lead_to_war_with = GER
	available = {
		is_faction_leader = yes
		is_subject = no
		any_other_country = {
			original_tag = GER
			NOT = {
				has_government = democratic
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				original_tag = GER
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				OR = {
					original_tag = ROOT
					is_in_faction_with = ROOT
				}
			}
			add_timed_idea = {
				idea = r56_LUX_beating_the_giant
				days = 180
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.12
Constructs: is_triggered_only, limit, every_controlled_state, add_compliance
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.12
	title = AAT_finland_diplomacy.12.t
	desc = AAT_finland_diplomacy.12.desc
	picture = GFX_report_event_spr_occupation_of_tangiers
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.12.a
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 213 215 216
					}
				}
				ROOT = {
					transfer_state = PREV
				}
				add_compliance = 50
			}
		}
	}
}
### Entity: Unit Template
Component: IRE_CL_HISTORICAL
Source: game
File: common/units/names_ships/IRE_ship_names.txt

Code:
IRE_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		IRE
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = LE 
	fallback_name = Light Cruiser %d
	unique = {
		Deirdre Emer Eithne Clíona Meabh Mucha William Smith O'Brien Donal O'Sullivan Beare Theobald Wolfe Tone William Butler Yeats
	}
}
### Entity: AI Strategy
Component: ENG_dont_get_involved_in_limited_war
Constructs: is_in_faction
Source: game
File: common/ai_strategy/SIA.txt

Code:
ENG_dont_get_involved_in_limited_war = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		SIA = {
			is_in_faction = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = FRA
		value = 500
		target_country = SIA
	}
}
### Entity: AI Strategy
Component: CHI_dont_defend_SND
Constructs: has_dlc, is_literally_china, is_in_faction_with, is_controlled_by
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_dont_defend_SND = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		is_literally_china = yes
	}
	enable = {
		is_in_faction_with = SND
		597 = {
			is_controlled_by = SND
		}
		1038 = {
			is_controlled_by = SND
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = SND
		value = 100
	}
}
### Entity: State History
Component: 513
Constructs: add_core_of
Source: game
File: history/states/513-Southern Algeria.txt

Code:
state = {
	id = 513
	name = STATE_513
	manpower = 811486
	state_category = wasteland
	history = {
		owner = FRA
		add_core_of = ALG
		victory_points = {
			12034 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1126 1128 1141 1967 3991 4018 4150 4970 5053 7008 7033 7040 7149 9943 9960 10045 10059 12018 12020 12034 12888 13074
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ast_focus
Component: AST_western_australian_government_railways
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, build_railway, random_owned_state, add_building_construction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_western_australian_government_railways
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = AST_standard_gauge_railway
	} {
		focus = AST_industries_assistance_corporation
	}
	x = 1
	y = 1
	relative_position_id = AST_standard_gauge_railway
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {
		NOT = {
			controls_state = 522 519 871
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				1652 2157 10983 1526 10949 8200 10969 2191 12948 5197 8165 10927 8186
			}
		}
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				NOT = {
					state = 674
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				NOT = {
					state = 674
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Leader
Component: 9
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
9 = {
	cost = 25600
	type = field_marshal
	modifier = {
		planning_speed = 0.45
		max_planning = 0.18
	}
}
### Entity: Event
Component: israel.42
Constructs: is_triggered_only
Source: game
File: events/israel.txt

Code:
news_event = {
	id = israel.42
	title = israel.42.t
	desc = israel.42.d
	picture = GFX_news_event_isr_sinai
	major = yes
	is_triggered_only = yes
	option = {
		name = israel.42.a
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_increase_aircraft_production
Constructs: prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, add_to_variable, remove_dynamic_modifier
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_increase_aircraft_production
	icon = GFX_SOV_increase_aircraft_production_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_expand_the_aircraft_industry
	}
	x = 0
	y = 2
	relative_position_id = SOV_expand_the_aircraft_industry
	cost = 10
	mutually_exclusive = {
		focus = SOV_intensify_pilot_training_program
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		hidden_effect = {
			add_ideas = SOV_increased_aircraft_production_ns_bonus
			add_to_variable = {
				SOV_soviet_airforce_air_accidents_factor = 0.05
			}
		} {
			if = {
				limit = {
					has_government = communism
				}
				remove_dynamic_modifier = {
					modifier = SOV_soviet_airforce_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = SOV_soviet_airforce_aircraft_production_focus_dynamic_modifier
				}
			}
			else = {
				remove_dynamic_modifier = {
					modifier = SOV_soviet_airforce_dynamic_modifier_alt
				}
				add_dynamic_modifier = {
					modifier = SOV_soviet_airforce_aircraft_production_focus_dynamic_modifier_alt
				}
			}
		}
		custom_effect_tooltip = SOV_increase_aircraft_production_ns_tt
		add_tech_bonus = {
			name = SOV_increase_aircraft_production
			bonus = 1.0
			uses = 2
			category = light_air
		}
	}
}
### Entity: Order of Battle
Component: 1ya BVO Mekhanizirovanaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = 1ya BVO Mekhanizirovanaya Gruppa
	location = 126
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: Event
Component: DOD_hungary.41
Constructs: is_triggered_only, ai_chance
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.41
	title = DOD_hungary.41.t
	desc = DOD_hungary.41.desc
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = DOD_hungary.41.a
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				ic_ratio = {
					tag = FROM
					ratio = > 1.0
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1.0
				}
			}
		}
		FROM = {
			country_event = {
				id = DOD_hungary.43
			}
		}
	} {
		name = DOD_hungary.41.b
		ai_chance = {
			factor = 75
		}
		FROM = {
			country_event = {
				id = DOD_hungary.44
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_host_exiled_scientists
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_host_exiled_scientists
	icon = GFX_focus_research2
	prerequisite = {
		focus = TUR_the_anglo_turkish_agreement
	}
	x = 1
	y = 1
	relative_position_id = TUR_the_anglo_turkish_agreement
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = TUR_sheltered_foreign_outcasts
	}
}
### Entity: Idea
Component: HOL_bastion_of_true_communism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_bastion_of_true_communism = {
	picture = generic_wall_line
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Event
Component: news.130
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.130
	title = news.128.t
	desc = news.130.d
	picture = GFX_news_event_german_reichstag_ruins_02
	major = yes
	trigger = {
		64 = {
			is_controlled_by = FRA
		} {
			is_owned_by = GER
		}
		FRA = {
			has_war_with = GER
		}
		NOT = {
			has_global_flag = fall_of_berlin_fra
		}
	}
	immediate = {
		set_global_flag = fall_of_berlin_fra
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = FRA GER
			}
		}
	} {
		name = news.130.b
		trigger = {
			TAG = FRA
		}
	} {
		name = news.100.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Order of Battle
Component: Singapore Fortress
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Singapore Fortress
	location = 12299
	division_template = Colonial Garrison
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: National Focus
Tree: adr_focus
Component: ADR_continue_the_policy_of_neutrality
Constructs: add_stability, completion_reward
Source: game
File: common/national_focus/andorra.txt

Code:
focus = {
	id = ADR_continue_the_policy_of_neutrality
	icon = GFX_goal_generic_neutrality_focus
	x = 9
	y = 0
	cost = 10
	mutually_exclusive = {
		focus = ADR_abandon_the_policy_of_neutrality
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ADR_ramon_iglesias_i_navarri
	}
}
### Entity: Event
Component: hon.9
Constructs: is_triggered_only, add_core_of, declare_war_on, take_state
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.9
	title = hon.9.t
	desc = hon.9.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.9.a
		317 = {
			add_core_of = ROOT
		}
		declare_war_on = {
			target = NIC
			type = take_state
			generator = {
				317
			}
		}
	} {
		name = hon.9.b
		317 = {
			add_core_of = ROOT
		}
	}
}
### Entity: Event
Component: lar_congress_of_paris.3
Constructs: is_triggered_only
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_congress_of_paris.3
	title = lar_congress_of_paris.3.t
	desc = lar_congress_of_paris.3.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = lar_congress_of_paris.3.a
	}
}
### Entity: Character
Component: infantry_tank_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
infantry_tank_manufacturer = {
	random = no
	equipment_bonus = {
		armor = {
			soft_attack = 0.05
			armor_value = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mtg_netherlands.67
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.67
	title = mtg_netherlands.67.t
	desc = {
		text = mtg_netherlands.67.d.a
		trigger = {
			original_tag = HOL
		}
	} {
		text = mtg_netherlands.67.d.b
		trigger = {
			original_tag = ENG
		}
	}
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.66.a
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_netherlands.67.b
		trigger = {
			original_tag = ENG
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_upscale_military_production
Constructs: prerequisite, limit, has_government, completion_reward, allow_branch, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_upscale_military_production
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = PER_stand_our_ground
	}
	x = 1
	y = 1
	relative_position_id = PER_stand_our_ground
	cost = 10
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Technology
Component: paras_combat_drop
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_PAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = air
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	xor = {
		paras_dispersed_drop
	}
	path = {
		leads_to_tech = paras_airborne_light_armor
		research_cost_coeff = 1
	}
	doctrine = yes
	research_cost = 4.5
	paratroopers_special_forces_contribution_factor = -0.1
	on_research_complete = {
		custom_effect_tooltip = SF_PARAS_combat_effect_tt
	}
	categories = {
		special_forces_doctrine cat_paratroopers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 1
			y = 2
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Character
Component: JAP_osami_nagano
Constructs: has_active_mission
Source: game
File: common/characters/JAP.txt

Code:
JAP_osami_nagano = {
	name = JAP_osami_nagano
	portraits = {
		army = {
			small = GFX_idea_osami_nagano
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = osami_nagano
		allowed = {
			original_tag = JAP
		}
		traits = {
			navy_chief_commerce_raiding_1
		}
		cost = 50
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 15
				has_active_mission = JAP_naval_faction_demands_political_appointment
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_ferenghi
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_ferenghi
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = ETH_plea_to_lon
	}
	available = {
		has_idea = second_italo_ethiopian_war
	}
	x = 8
	y = 3
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = ETH_swedish_red_cross
		army_experience = 10
	}
}
### Entity: Country History
Country: SIC
Component: SIC_technology
Constructs: set_technology
Source: game
File: history/countries/SIC - Sichuan.txt

Code:
# Starting Technologies for SIC
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: EGY_ncm
Source: game
File: common/ideas/egypt.txt

Code:
EGY_ncm = {
	picture = generic_navy_arab_3
	allowed = {
		original_tag = EGY
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_maintain_trade_neutrality
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, add_political_power, check_variable, cancel_if_invalid
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_maintain_trade_neutrality
	prerequisite = {
		focus = HOL_gateway_to_europe
	}
	mutually_exclusive = {
		focus = HOL_cave_to_the_germans HOL_cave_to_the_british
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = HOL_maintain_trade_neutrality2_tt
			check_variable = {
				var = ENG.eng_gateway_to_europe_influence
				value = 50
				compare = greater_than_or_equals
			} {
				var = GER.ger_gateway_to_europe_influence
				value = 50
				compare = greater_than_or_equals
			}
		} {
			tooltip = HOL_maintain_trade_neutrality_tt
			check_variable = {
				var = eng_temp_trade_influence
				value = 5
				compare = less_than_or_equals
			} {
				var = eng_temp_trade_influence
				value = -5
				compare = greater_than_or_equals
			}
		}
		NOT = {
			has_war_with = ENG
		} {
			has_war_with = GER
		}
	}
	bypass = {
		OR = {
			GER = {
				NOT = {
					has_government = fascism
				}
			}
			ENG = {
				NOT = {
					has_government = democratic
				}
			}
		}
		NOT = {
			OR = {
				focus_progress = {
					focus = HOL_cave_to_the_british
					progress = > 0
				} {
					focus = HOL_cave_to_the_germans
					progress = > 0
				}
			}
		}
	}
	icon = GFX_goal_generic_positive_trade_relations
	cancel_if_invalid = no
	x = 0
	y = 1
	relative_position_id = HOL_gateway_to_europe
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 100
			OR = {
				HOL_check_plan_alternate_fascist = yes
				HOL_check_plan_alternate_communist = yes
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ROOT = {
			custom_effect_tooltip = HOL_trade_influence_tt
			add_political_power = gateway_to_europe_influence_pp_total
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_opinion_modifier = {
			target = GER
			modifier = HOL_essential_dutch_trade
		} {
			target = ENG
			modifier = HOL_essential_dutch_trade
		}
		GER = {
			add_opinion_modifier = {
				target = HOL
				modifier = HOL_maintained_trade_neutrality
			} {
				target = HOL
				modifier = HOL_essential_dutch_trade
			}
		}
		ENG = {
			add_opinion_modifier = {
				target = HOL
				modifier = HOL_maintained_trade_neutrality
			} {
				target = HOL
				modifier = HOL_essential_dutch_trade
			}
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.12
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_form_the_khamba_traders_association
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_form_the_khamba_traders_association
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = TIB_topple_the_feudal_regime
	}
	relative_position_id = TIB_topple_the_feudal_regime
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		controls_state = 601
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				601
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = TIB_khamba_traders_association
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 1046
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1046-Karbala.txt

Code:
state = {
	id = 1046
	name = STATE_1046
	manpower = 98543
	state_category = town
	history = {
		owner = IRQ
		victory_points = {
			8001 3
		} {
			7994 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = IRQ
		add_to_array = {
			state_victory_points = 8001
		} {
			state_victory_points = 7994
		}
	}
	provinces = {
		2004 8001 7994 10876
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: USA_DD_HISTORICAL
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = USS 
	fallback_name = Destroyer DD-%d
	unique = {
		Porter Phelps Clark Moffett Balch Selfridge McDougal Winslow Mahan Cummings Case Conyngham Cassin Shaw Cushing Perkins Flusser Reid Tucker Smith Drayton Downes Preston Dunlap Lamson Fanning Gridley Craven McCall Maury Bagley Mugford Ralph Talbot Henley Blue Helm Patterson Jarvis Somers Sampson Warrington Davis Jouett Benham Mayrant Trippe Rowan Stack Ellet Rhind Lang Sterett Wilson Sims Mustin Russell Anderson Hammann Buck Hughes Morris Roe Wainwright O'Brien Walke Gleaves Benson Plunkett Niblack Madison Mayo Lansdale Hilary P Jones Kearny Charles F Hughes Livermore Eberle Gwin Meredith Grayson Monssen Woolsey Ludlow Edison Ericsson Wilkes Nicholson Swanson Ingraham Bristol Ellyson Hambleton Rodman Emmons Macomb Forrest Fitch Corry Hobson Aaron Ward Buchanan Cowie Knight Laffey Woodworth Farenholt Bailey Duncan Lansdowne Lardner McCalla Bancroft Barton Beatty Tillman Mervine Quick Boyle Champlin Meade Murphy Parker Caldwell Coghlan Frazier Gansevoort Gillespie Doran Earle Butler Gherardi Davison Edwards Glennon Jeffers Maddox Nelson Carmick Doyle Endicott McCook Frankford Hobby Kalk Kendrick Laub MacKenzie McLanahan Nields Ordronaux Herndon Shubrick Stevenson Stockton Thorn Turner Baldwin Harding Satterlee Thompson Welles Fletcher Radford La Vallette Nicholas Jenkins O'Bannon Chevalier Saufley Waller Strong Taylor De Haven Bache Beale Guest Bennett Fullam Hudson Hutchins Pringle Stanly Stevens Halford Leutze Philip Renshaw Ringgold Schroeder Sigsbee Conway Cony Converse Eaton Foote Spence Terry Thatcher Anthony Wadsworth Walker Brownson Daly Isherwood Kimberly Luce Abner Read Ammen Mullany Bush Trathen Hazelwood Aulick Charles Ausburne Claxton Dyson Harrison John Rodgers McKee Murray Heermann Hoel McCord Miller Owen The Sullivans Stephen Potter Boyd Bradford Brown Cowell Capps David W Taylor Evans John D Henley Franks Haggard Sproston Wickes William D Porter Young Charrette Conner Hall Halligan Haraden Newcomb Bell Burns Izard Abbot Braine Erben Hale Sigourney Stembel Albert W Grant Caperton Cogswell Ingersoll Knapp Charles J Badger Colahan Dashiell Bullard Kidd Black Chauncey Clarence K Bronson Cotten Dortch Gatling Healy Hickox Hunt Lewis Hancock 
# ... (truncated)
### Entity: Idea
Component: SPR_equipment_shipments
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_equipment_shipments = {
	picture = generic_artillery_regiments
	allowed = {
		OR = {
			original_tag = ITA GER SOV FRA
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		lend_lease_tension = -0.5
		request_lease_tension = -0.5
	}
}