Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_kings_guard
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, has_country_leader, has_capitulated, random_owned_controlled_state
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_kings_guard
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = POL_soldier_king
	}
	relative_position_id = POL_soldier_king
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = POL_karl_albrecht
		}
	}
	bypass = {
		has_capitulated = yes
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_royal_guard
		}
		division_template = {
			name = Oddział Gwardii Królewskiej
			priority = 2
			division_names_group = POL_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				}
				artillery_brigade = {
					x = 3
					y = 0
				} {
					x = 3
					y = 1
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				88
			}
			create_unit = {
				division = name = "Oddział Gwardii Królewskiej" division_template = "Oddział Gwardii Królewskiej" start_experience_factor = 1.0
				owner = POL
			} {
				division = name = "Oddział Gwardii Królewskiej" division_template = "Oddział Gwardii Królewskiej" start_experience_factor = 1.0
				owner = POL
			}
		}
	}
}
### Entity: Resistance
Component: sabotage_nuclear_reactor_heavy_water
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_nuclear_reactor_heavy_water = {
	available = {
		non_damaged_building_level = {
			building = nuclear_reactor_heavy_water
			level = > 0
		}
	}
	weight = {
		base = 1
	}
	effect = {
		damage_building = {
			type = nuclear_reactor_heavy_water
			damage = 0.15
		}
	}
	alert_text = building_is_sabotaged
}
### Entity: Character
Component: JAP_popular_diplomat
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_popular_diplomat = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	war_support_factor = -0.05
	stability_factor = 0.05
	political_power_factor = 0.1
}
### Entity: Character
Component: NIR_awt
Source: game
File: common/characters/NIR.txt

Code:
NIR_awt = {
	advisor = {
		slot = theorist
		idea_token = NIR_awt
		ledger = air
		allowed = {
			original_tag = NIR
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: Game Data
Component: battlecruiser_operational
Constructs: has_any_custom_difficulty_setting, has_navy_size
Source: game
File: common/achievements/rt56-achievements.txt

Code:
battlecruiser_operational = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = JAP
	}
	happened = {
		has_navy_size = {
			unit = battle_cruiser
			size = > 0
		}
		OR = {
			tag = KOR NKR
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_UPGRADE_infantry_eq
Constructs: has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_UPGRADE_infantry_eq = {
	enable = {
		has_equipment = {
			infantry_equipment = < 10000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = infantry_equipment_3
		value = -100
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_embrace_the_1919_map
Constructs: prerequisite, has_war, limit, add_ideas, has_government, add_war_support, is_major, completion_reward
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_embrace_the_1919_map
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = UKR_demand_ukrainian_bessarabia
	}
	x = 0
	y = 1
	relative_position_id = UKR_demand_ukrainian_bessarabia
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = no
			factor = 3
		}
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	completion_reward = {
		add_named_threat = {
			threat = 2
			name = GEN_seeking_expansive_t
		}
		add_war_support = 0.05
		add_ideas = GEN_Conquer_I
		ROOT = {
			every_neighbor_country = {
				limit = {
					exists = yes
					has_war = no
					has_capitulated = no
					is_major = no
					NOT = {
						is_in_faction_with = ROOT
					}
				}
				news_event = {
					hours = 8
					id = r56.news_event.10
				}
			}
		}
		add_state_claim = 94 194 240 137 218 234
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: rt56.balkan_pact.20
Constructs: is_triggered_only, limit, remove_ideas, add_war_support, add_stability, add_opinion_modifier, fire_only_once, every_enemy_country
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.balkan_pact.20
	title = rt56.balkan_pact.20.t
	desc = rt56.balkan_pact.20.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = rt56.balkan_pact.20.a
		FROM = {
			every_enemy_country = {
				limit = {
					tag = BUL
				}
				ROOT = {
					add_to_faction = FROM
					add_to_war = {
						targeted_alliance = FROM
						enemy = PREV
						hostility_reason = asked_to_join
					}
				}
			}
		}
	} {
		name = rt56.balkan_pact.20.b
		add_war_support = -0.15
		add_stability = -0.1
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = betrayed_alliance
				}
			}
			every_other_country = {
				limit = {
					OR = {
						tag = GRE ROM TUR YUG
					}
					NOT = {
						tag = FROM
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = betrayed_alliance
				}
			}
		}
		remove_ideas = r56_YUG_balkan_pact
	}
}
### Entity: Idea
Component: GLC_mt
Source: game
File: common/ideas/galicia.txt

Code:
GLC_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = GLC
	}
	traits = {
		military_theorist
	}
}
### Entity: Shared Focus
Tree: mal_focus
Component: MAL_UNIFIED_defend_the_new_union
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_majapahit_shared.txt

Code:
shared_focus = {
	id = MAL_UNIFIED_defend_the_new_union
	icon = GFX_goal_class_a_reservists
	cost = 10
	text = GCO_UNIFIED_defend_the_new_union
	prerequisite = {
		focus = MAL_UNIFIED_majapahit_unification
	}
	relative_position_id = MAL_UNIFIED_majapahit_unification
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	allow_branch = {

	}
	completion_reward = {
		add_ideas = idea_r56_defense_of_the_union
	}
}
### Entity: Character
Component: TOG_ncs
Source: game
File: common/characters/TOG.txt

Code:
TOG_ncs = {
	advisor = {
		slot = high_command
		idea_token = TOG_ncs
		ledger = navy
		allowed = {
			original_tag = TOG
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Technology
Component: sp_artillery_rocket_assisted_projectiles_tech
Constructs: is_major, allow_branch, has_dlc, is_special_project_completed, has_tech, is_special_project_tech, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_land_super_heavy_howitzer
			has_tech = experimental_rockets
		}
	}
	is_special_project_tech = yes
	super_heavy_artillery = {
		soft_attack = 0.1
	}
	self_propelled_super_heavy_artillery = {
		soft_attack = 0.1
	}
	research_cost = 1.5
	start_year = 1940
	folder = {
		name = artillery_folder
		position = {
			x = -2
			y = 6
		}
	}
	categories = {
		artillery mio_cat_all_artillery_equipment mio_cat_artillery
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		base = 5
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 2
			date = > 1942.1.1
		}
	}
}
### Entity: Event
Component: KMT_event.30
Constructs: is_triggered_only, add_ideas, add_stability, unlock_national_focus, set_politics, add_popularity, set_party_name
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.30
	title = KMT_event.30.t
	desc = KMT_event.30.desc
	picture = GFX_report_event_french_resistance_01
	is_triggered_only = yes
	option = {
		name = KMT_event.30.a
		add_stability = -0.03
	} {
		name = KMT_event.30.b
		kill_country_leader = yes
		add_stability = -0.1
		unlock_national_focus = KMT_the_results
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.25
		}
		add_ideas = KMT_tumultuous_democracy
		set_party_name = {
			ideology = communism
			long_name = Kuomintang Leftists
			name = KMT (L)
		} {
			ideology = democratic
			long_name = Kuomintang Leftists
			name = KMT (L)
		} {
			ideology = neutrality
			long_name = Kuomintang Rightists
			name = KMT (R)
		}
	}
}
### Entity: Event
Component: germany.78
Constructs: is_triggered_only, add_ideas, add_tech_bonus
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.78
	title = germany.78.t
	desc = germany.78.d
	picture = GFX_report_event_radar_01
	is_triggered_only = yes
	option = {
		name = germany.78.a
		add_ideas = GER_air_innovations_2_idea
		add_tech_bonus = {
			name = radar_tech_bonus
			bonus = 1.0
			uses = 1
			category = radar_tech
		}
	}
}
### Entity: Event
Component: ethiopia.1009
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_ethiopia.txt

Code:
country_event = {
	id = ethiopia.1009
	title = Reclaim the Kingdom of Solomon
	desc = The Kingdom of Solomon must be returned to the rightful heir Haile Selassie.
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
		}
		name = Make a formal claim for the ancient borders of King Solomon's territory
		ENG = {
			country_event = {
				id = britain.13372
				days = 1
			}
		}
	}
}
### Entity: Order of Battle
Component: 3 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 3 Renmin Jundui
	location = 10629
	division_template = Erjinzhi Juntuán
}
### Entity: Character
Component: SWI_walter_allgower
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_walter_allgower = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_walter_allgower
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
			has_completed_focus = SWI_gotthard_union
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_militaristic_democrat
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_is_historical_ai = no
			}
		}
	}
	name = SWI_walter_allgower
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_towards_a_new_europe
Constructs: create_country_leader, prerequisite, add_stability, completion_reward, is_subject, is_subject_of, cancel_if_invalid, set_party_name
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_towards_a_new_europe
	icon = GFX_goal_tripartite_pact
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_diplomatic_freedom
	}
	mutually_exclusive = {
		focus = FRA_latin_entente
	}
	relative_position_id = FRA_diplomatic_freedom
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = -0.05
		create_country_leader = {
			name = Jacques Doriot
			desc = POLITICS_ÉDOUARD_DALADIER_DESC
			picture = GFX_portrait_fra_jacques_doriot
			expire = 1965.1.1
			ideology = nazism
			traits = {
				eager_collaborator
			}
		}
		set_party_name = {
			ideology = fascism
			long_name = FRA_ppf_party_long
			name = FRA_ppf_party
		}
	}
}
### Entity: Event
Component: rt56.rom_bulg_pressure.11
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_bulg_pressure.11
	title = rt56.rom_bulg_pressure.11.t
	desc = rt56.rom_bulg_pressure.11.d
	is_triggered_only = yes
	option = {
		name = rt56.rom_bulg_pressure.11.a
		custom_effect_tooltip = ROM_bulg_pressure_3_tt
	}
}
### Entity: Modifier Reference
Construct: crypto_strength
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## crypto_strength

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Name List
Component: RAA
Source: game
File: common/names/00_names.txt

Code:
RAA = {
	male = {
		names = {
			John Alf Adrian Louis Hallam Henry Shane Stafford William Frederick Thomas Ronald Lawrence Bruce Ray Stuart Brian Bob Scott Guy
		}
	}
	female = {
		names = {
			Sheila Wanda Mary Amelia Chloe Leslie Zoe Sophie Evie Barbera Olivia Charlotte Amelia Ava Mia Chloe Zoe Evie Sophie Emily Ella Matilda
		}
	}
	surnames = {
		Hope Tennyson Northcote War Thesinger Denman Forster Baird Issac Stewart Fisher Cook Davis Armstrong Anderson Mitchell MacKenzie
	}
	callsigns = {

	}
}
### Entity: Modifier Reference
Construct: air
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope air

* [ace_effectiveness_factor](#ace_effectiveness_factor)
* [air_accidents](#air_accidents)
* [air_accidents_factor](#air_accidents_factor)
* [air_ace_bonuses_factor](#air_ace_bonuses_factor)
* [air_ace_generation_chance_factor](#air_ace_generation_chance_factor)
* [air_advisor_cost_factor](#air_advisor_cost_factor)
* [air_agility_factor](#air_agility_factor)
* [air_attack_factor](#air_attack_factor)
* [air_bombing_targetting](#air_bombing_targetting)
* [air_carrier_night_penalty_reduction_factor](#air_carrier_night_penalty_reduction_factor)
* [air_cas_efficiency](#air_cas_efficiency)
* [air_cas_present_factor](#air_cas_present_factor)
* [air_close_air_support_org_damage_factor](#air_close_air_support_org_damage_factor)
* [air_defence_factor](#air_defence_factor)
* [air_detection](#air_detection)
* [air_escort_efficiency](#air_escort_efficiency)
* [air_fuel_consumption_factor](#air_fuel_consumption_factor)
* [air_home_defence_factor](#air_home_defence_factor)
* [air_intercept_efficiency](#air_intercept_efficiency)
* [air_interception_detect_factor](#air_interception_detect_factor)
* [air_invasion_division_cap](#air_invasion_division_cap)
* [air_invasion_preparation](#air_invasion_preparation)
* [air_manpower_requirement_factor](#air_manpower_requirement_factor)
* [air_maximum_speed_factor](#air_maximum_speed_factor)
* [air_mission_efficiency](#air_mission_efficiency)
* [air_mission_xp_gain_factor](#air_mission_xp_gain_factor)
* [air_nav_efficiency](#air_nav_efficiency)
* [air_night_penalty](#air_night_penalty)
* [air_power_projection_factor](#air_power_projection_factor)
* [air_range_factor](#air_range_factor)
* [air_strategic_bomber_bombing_factor](#air_strategic_bomber_bombing_factor)
* [air_strategic_bomber_defence_factor](#air_strategic_bomber_defence_factor)
* [air_strategic_bomber_night_penalty](#air_strategic_bomber_night_penalty)
* [air_superiority_detect_factor](#air_superiority_detect_factor)
* [air_superiority_efficiency](#air_superiority_efficiency)
* [air_training_xp_gain_factor](#air_training_xp_gain_factor)
* [air_untrained_pilots_penalty_factor](#air_untrained_pilots_penalty_factor)
* [air_weather_penalty](#air_weather_penalty)
* [air_wing_xp_loss_when_killed_factor](#air_wing_xp_loss_when_killed_factor)
* [army_bonus_air_superiority_factor](#army_bonus_air_superiority_factor)
* [carrier_night_traffic](#carrier_night
# ... (truncated)
### Entity: Idea
Component: LBA_nt
Source: game
File: common/ideas/libya.txt

Code:
LBA_nt = {
	ledger = navy
	picture = generic_navy_arab_3
	allowed = {
		original_tag = LBA
	}
	traits = {
		naval_theorist
	}
}
### Entity: AI Strategy
Component: FRA_build_priorities
Source: game
File: common/ai_strategy/r56_default.txt

Code:
FRA_build_priorities = {
	allowed = {
		tag = FRA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = factory_build_score_factor
		target = 20
		value = 10
	} {
		type = factory_build_score_factor
		target = 31
		value = 5
	}
}
### Entity: Event
Component: news.199
Constructs: is_triggered_only, has_war_with, save_event_target_as, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.199
	title = news.199.t
	desc = news.199.d
	picture = GFX_news_events_generic_sign_treaty2
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	immediate = {
		ROM = {
			save_event_target_as = Romania
		}
	}
	option = {
		name = news.199.a
		trigger = {
			is_in_faction_with = SOV
		}
	} {
		name = news.199.b
		trigger = {
			has_war_with = SOV
		}
	} {
		name = news.199.c
		trigger = {
			NOT = {
				is_in_faction_with = SOV
			} {
				has_war_with = SOV
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_ALLIES_STRATEGIC_BOMBING_stop_bombing_germany
Constructs: has_war_with, is_in_faction_with, has_war_together_with, is_historical_focus_on
Source: game
File: common/ai_strategy/EAI_allies.txt

Code:
EAI_ALLIES_STRATEGIC_BOMBING_stop_bombing_germany = {
	allowed = {
		always = yes
	}
	enable = {
		EAI_MODE_challenging = yes
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction_with = USA
				has_war_together_with = ENG
			}
		}
		has_war_with = GER
		AND = {
			AND = {
				is_historical_focus_on = yes
				date = < 1941.6.1
			}
			NOT = {
				GER = {
					has_war_with = SOV
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 19
		value = -50000
	} {
		type = strategic_air_importance
		id = 208
		value = -50000
	} {
		type = strategic_air_importance
		id = 5
		value = -50000
	} {
		type = area_priority
		id = EAI_area_priority_region_208
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_19
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_5
		value = -100
	} {
		type = area_priority
		id = europe
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_6
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_7
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_8
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_21
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_22
		value = -100
	}
}
### Entity: Character
Component: cruiser_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
cruiser_producer_mass_1 = {
	random = no
	equipment_bonus = {
		ship_hull_cruiser = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: personal_agenda_kallio
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_kallio = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_kallio_tt
}
### Entity: Event
Component: lar_spain.6
Constructs: is_triggered_only, limit, remove_ideas, set_global_flag, every_state, set_state_flag, add_dynamic_modifier
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.6
	title = lar_spain.6.t
	desc = lar_spain.6.desc
	picture = GFX_report_event_spr_spanish_civil_war2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_global_flag = scw_frontlines_solidify
			remove_ideas = SPA_planned_uprising
			every_state = {
				limit = {
					OR = {
						state = 41 165 166 167 168 169 170 171 172 173 174 175 176 788 789 790 791 792 793 794
					}
				}
				set_state_flag = SPR_unplanned_offensive_flag
				add_dynamic_modifier = {
					modifier = unplanned_offensive
				}
			}
		}
	}
	option = {
		name = lar_spain.6.a
		if = {
			limit = {
				tag = SPA
			}
			effect_tooltip = {
				remove_ideas = SPA_planned_uprising
			}
		}
		effect_tooltip = {
			every_state = {
				limit = {
					OR = {
						state = 41 165 166 167 168 169 170 171 172 173 174 175 176 788 789 790 791 792 793 794
					}
				}
				add_dynamic_modifier = {
					modifier = unplanned_offensive
				}
			}
		}
		custom_effect_tooltip = lar_spain.6_tt
	}
}
### Entity: Idea
Component: ICE_civilian_fleet
Constructs: removal_cost, equipment_bonus, build_cost_ic, transport_capacity
Source: game
File: common/ideas/iceland.txt

Code:
ICE_civilian_fleet = {
	picture = generic_the_london_naval_treaty
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
	modifier = {
		transport_capacity = -0.1
	}
}
### Entity: Modding Documentation
Construct: DeleteUnitEachTick
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Debug.DeleteUnitEachTick
* Type: Boolean
* Not available in release build
### Entity: Order of Battle
Component: Far East Command
Source: game
File: history/units/ENG_1939_Naval_Legacy.txt

Code:
fleet = {
	name = Far East Command
	naval_base = 12299
	task_force = {
		name = East Indies Fleet
		location = 10201
		ship = {
			name = HMS Gloucester
			definition = light_cruiser
			equipment = {
				light_cruiser_2 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Manchester
			definition = light_cruiser
			equipment = {
				light_cruiser_2 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Liverpool
			definition = light_cruiser
			equipment = {
				light_cruiser_2 = {
					amount = 1
					owner = ENG
				}
			}
		}
	} {
		name = Hong Kong Destroyer Division
		location = 10062
		ship = {
			name = HMS Scout
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Tenedos
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Thanet
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Thracian
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		}
	} {
		name = Singapore Squadron
		location = 12299
		ship = {
			name = HMS Eagle
			definition = carrier
			equipment = {
				carrier_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Kent
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Cornwall
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Dorsetshire
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Birmingham
			definition = light_cruiser
			equipment = {
				light_cruiser_2 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Duncan
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
					version_name = A/B/C/D Class
				}
			}
		} {
			name = HMS Decoy
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
					version_name = A/B/C/D Class
				}
			}
		} {
			name = HMS Defender
		
# ... (truncated)