Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: egy_focus
Component: EGY_british_university_of_egypt
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_british_university_of_egypt
	icon = GFX_focus_research
	relative_position_id = EGY_commonwealth_research_cooperation
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = EGY_commonwealth_investors
	} {
		focus = EGY_continue_british_arms_shipments
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Game Data
Component: Mountain
Source: game
File: common/units/names_divisions/BRA_names_divisions.txt

Code:
BRA_MNT_01 = 
{
	name = "Mountain Division"

	for_countries = { BRA ANG GNB MZB }				# Also includes releasable Portuguese colonlies

	can_use = { always = yes }

	division_types = { "mountaineers" }

	# Number reservation system will tie to another group.
	link_numbering_with = { BRA_INF_01 }

	fallback_name = "%da Divisão de Inf. de Montanha"

	# Names with numbers (only one number per entry). 
	# It's okay to have gaps in numbering.
	ordered =
	{
		1 = { "%da Divisão de Inf. de Montanha" }
		2 = { "%da Divisão de Inf. de Montanha" }
		3 = { "%da Divisão de Inf. de Montanha" }
		4 = { "%da Divisão de Inf. de Montanha" }
		5 = { "%da Divisão de Inf. de Montanha" }
		6 = { "%da Divisão de Inf. de Montanha" }
		7 = { "%da Divisão de Inf. de Montanha" }
		8 = { "%da Divisão de Inf. de Montanha" }
		9 = { "%da Divisão de Inf. de Montanha" }
		10 = { "%da Divisão de Inf. de Montanha" }
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_bob_semple_tank
Constructs: prerequisite, limit, add_ideas, completion_reward, has_tech, cancel_if_invalid, add_breakthrough_progress, has_dlc
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_bob_semple_tank
	icon = GFX_focus_NZL_bob_semple_tank
	prerequisite = {
		focus = NZL_army_reforms
	}
	x = 1
	y = 1
	relative_position_id = NZL_army_reforms
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {
		OR = {
			has_tech = basic_light_tank basic_light_tank_chassis
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = NZL_bob_semple_tank
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			add_tech_bonus = {
				name = NZL_bob_semple_tank
				bonus = 1.0
				uses = 1
				technology = basic_light_tank
			}
		}
		else = {
			add_tech_bonus = {
				name = NZL_bob_semple_tank
				bonus = 1.0
				uses = 1
				technology = basic_light_tank_chassis
			}
		}
	}
}
### Entity: Idea
Component: r56_CAN_pjdnb_idea
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_pjdnb_idea = {
	name = r56_CAN_pjdnb_idea
	allowed = {
		NOT = {
			USA = {
				has_war_with = CAN
			}
		}
	}
	allowed_civil_war = {

	}
	picture = generic_war_preparation
	removal_cost = -1
	modifier = {
		experience_gain_navy = 0.02
		experience_gain_army = 0.02
		experience_gain_air = 0.02
	}
}
### Entity: Shared Focus
Tree: pla_focus
Component: PLA_improve_local_infrastructure
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, random_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/r56_platine_shared.txt

Code:
shared_focus = {
	id = PLA_improve_local_infrastructure
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = PLA_platine_unification
	}
	relative_position_id = PLA_platine_unification
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3AStub.html

Doc:
Example

```
{{Stub}}
```

Will display this:

|
This article is a Stub, which means that it does not sufficiently cover its subject matter.
Please help expand this article if you can. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Stub&oldid=658"
### Entity: Character
Component: ENG_nevile_henderson
Source: game
File: common/characters/ENG.txt

Code:
ENG_nevile_henderson = {
	name = ENG_nevile_henderson
	portraits = {
		army = {
			small = GFX_idea_ENG_nevile_henderson
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_nevile_henderson
		allowed = {
			original_tag = ENG
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: Event
Component: germany.24
Constructs: is_triggered_only, remove_ideas, has_country_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.24
	title = germany.24.t
	desc = germany.24.d
	picture = [GetHitlerChinaEventPicture]
	is_triggered_only = yes
	option = {
		name = germany.24.a
		trigger = {
			NOT = {
				has_country_flag = GER_von_falkenhausen_promise_to_china
			}
		}
		JAP = {
			country_event = {
				days = 1
				id = japan.8
			}
		}
		CHI = {
			country_event = {
				days = 1
				id = china.2
			}
			effect_tooltip = {
				remove_ideas = german_advisors
				show_ideas_tooltip = german_advisors
			}
		}
	} {
		name = germany.24.b
		trigger = {
			NOT = {
				has_country_flag = GER_von_falkenhausen_promise_to_china
			}
		}
		JAP = {
			country_event = {
				days = 1
				id = japan.9
			}
		}
	} {
		name = germany.24.c
		trigger = {
			has_country_flag = GER_von_falkenhausen_promise_to_china
		}
		JAP = {
			country_event = {
				days = 1
				id = japan.9
			}
		}
	}
}
### Entity: Idea
Component: KMT_investigating_nanjing
Constructs: stability_factor, removal_cost, has_country_leader
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_investigating_nanjing = {
	removal_cost = -1
	picture = CHL_the_Hacienda_inquilinaje_system
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		political_power_factor = -0.05
		stability_factor = -0.05
		drift_defence_factor = 0.1
		civilian_intel_to_others = -5
	}
}
### Entity: Character
Component: SOL_nccr
Source: game
File: common/characters/SOL.txt

Code:
SOL_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = SOL_nccr
		allowed = {
			original_tag = SOL
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_end_france
Constructs: prerequisite, has_war, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_end_france
	icon = GFX_focus_attack_france
	x = 6
	y = 1
	relative_position_id = ALG_secure_suez
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_war_with = FRA
			is_in_faction_with = FRA
			is_subject_of = FRA
		}
	}
	prerequisite = {
		focus = ALG_secure_suez ALG_interventionist_foreign_policy ALG_deterrence
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FRA
			expire = 0
		}
	}
}
### Entity: Decision
Component: EYE_form_alamannia_category
Constructs: has_completed_focus, is_subject, has_global_flag, complete_effect, set_cosmetic_tag, add_state_core, set_global_flag, is_historical_focus_on
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
EYE_form_alamannia_category = {
	SWI_form_alamannia = {
		icon = generic_form_nation
		allowed = {
			original_tag = SWI
		}
		highlight_states = {
			highlight_state_targets = {
				state = 153 28 42 1053 50 52 53 54
			}
		}
		available = {
			is_subject = no
			controls_state = 153 28 42 1053 50 52 53 1053 54 923
		}
		visible = {
			OR = {
				has_completed_focus = SWI_irredentism
				controls_state = 153 28 42 1053 50 52 53 54
			}
			NOT = {
				has_global_flag = SWI_formed_alamannia
			}
		}
		complete_effect = {
			set_cosmetic_tag = SWI_alamannia
			add_state_core = 153 28 42 1053 50 52 53 54 923
			hidden_effect = {
				set_global_flag = SWI_formed_alamannia
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Idea
Component: ICE_akureyi
Constructs: has_war_with
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_akureyi = {
	picture = generic_war_preparation
	allowed = {
		NOT = {
			has_war_with = ICE
		} {
			has_war_with = ENG
		}
	}
	modifier = {
		special_forces_attack_factor = 0.1
		special_forces_defence_factor = 0.1
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_militia_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_militia_defence_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: chl_focus
Component: CHL_introduce_the_franc
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_introduce_the_franc
	icon = GFX_focus_fra_devalue_the_franc
	relative_position_id = CHL_ibanez_as_prime_minister
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_ibanez_as_prime_minister CHL_an_absolute_monarchy
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = -0.1
		add_ideas = CHL_introduced_the_franc_idea
	}
}
### Entity: Event
Component: r56.soviet.16
Constructs: ai_chance, has_completed_focus, limit, remove_ideas, has_government, has_country_flag, fire_only_once, add_political_power
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.16
	title = r56.soviet.16.t
	desc = r56.soviet.16.d
	picture = GFX_CZKE_explosia_report
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		date = > 1938.5.1
		has_government = communism
		NOT = {
			has_country_flag = SOV_five_year_punishment_fired
			has_completed_focus = SOV_third_five_year_plan
		}
		has_idea = SOV_revolutionized_industry_ghost
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = r56.soviet.16.a
		ai_chance = {
			base = 9
		}
		add_political_power = -5
		remove_ideas = SOV_revolutionized_industry_ghost
		if = {
			limit = {
				NOT = {
					has_idea = SOV_industry_slow_down
				}
			}
			modify_timed_idea = {
				idea = SOV_industry_slow_down
				days = 365
			}
			else = {
				add_timed_idea = {
					idea = SOV_industry_slow_down
					days = 365
				}
			}
			add_manpower = -1
			set_country_flag = SOV_five_year_punishment_fired
		}
	} {
		name = r56.soviet.16.b
		ai_chance = {
			base = 1
		}
		add_political_power = -250
		set_country_flag = SOV_five_year_punishment_fired
	}
}
### Entity: Country History
Country: SEN
Component: SEN_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SEN - Senegal.txt

Code:
# Misc for SEN
capital = 272
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Character
Component: WLS_ncm
Source: game
File: common/characters/WLS.txt

Code:
WLS_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = WLS_ncm
		allowed = {
			original_tag = WLS
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Character
Component: guerilla_expert
Source: game
File: common/country_leader/00_traits.txt

Code:
guerilla_expert = {
	random = no
	sprite = 13
	resistance_growth_on_our_occupied_states = 0.15
	resistance_damage_to_garrison_on_our_occupied_states = 0.1
	resistance_target_on_our_occupied_states = 0.1
}
### Entity: Modifier Reference
Component: JAP_japanese_airforce_dm
Constructs: sortie_efficiency
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_japanese_airforce_dm = {
	icon = GFX_idea_JAP_air_services
	enable = {
		always = yes
	}
	custom_modifier_tooltip = JAP_lightweight_fighters_tt
	air_nav_efficiency = JAP_airforce_air_nav_efficiency
	air_wing_xp_loss_when_killed_factor = JAP_airforce_air_wing_xp_loss_when_killed_factor
	air_untrained_pilots_penalty_factor = JAP_airforce_air_untrained_pilots_penalty_factor
	air_cas_efficiency = JAP_airforce_air_cas_efficiency
	sortie_efficiency = JAP_airforce_sortie_efficiency
	air_escort_efficiency = JAP_airforce_air_escort_efficiency
	air_range_factor = JAP_airforce_air_range_factor
	air_defence_factor = JAP_airforce_air_defence_factor
	mines_planting_by_air_factor = JAP_airforce_mines_planting_by_air_factor
	port_strike = JAP_airforce_port_strike
	air_mission_efficiency = JAP_airforce_air_mission_efficiency
	air_accidents_factor = JAP_airforce_air_accidents_factor
}
### Entity: National Focus
Tree: per_focus
Component: PER_motorize_the_cavalry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_motorize_the_cavalry
	icon = GFX_goal_generic_cavalry
	cost = 10
	prerequisite = {
		focus = PER_rifles_modernisation
	}
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_motorize_the_cavalry
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_rifles_modernisation
	x = 1
	y = 1
}
### Entity: Event
Component: mexico.44
Constructs: is_triggered_only, has_global_flag, is_in_faction_with
Source: game
File: events/Mexico.txt

Code:
news_event = {
	id = mexico.44
	title = mexico.44.title
	desc = {
		text = mexico.44.desc1
		trigger = {
			has_global_flag = flag_america_plans_to_punish_mexico_for_canal_attack
		}
	} {
		text = mexico.44.desc2
		trigger = {
			has_global_flag = flag_america_ignores_mexican_attack_on_canal
		}
	}
	picture = GFX_news_event_039
	major = yes
	is_triggered_only = yes
	option = {
		name = mexico.44.a
		trigger = {
			OR = {
				original_tag = MEX
				is_in_faction_with = MEX
			}
		}
	} {
		name = mexico.44.b
		trigger = {
			OR = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
	} {
		name = mexico.44.c
		trigger = {
			NOT = {
				OR = {
					original_tag = MEX USA
					is_in_faction_with = MEX USA
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: DOCTRINE_MW_mobile_warfare_ratios
Constructs: has_doctrine
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MW_mobile_warfare_ratios = {
	enable = {
		has_doctrine = new_mobile_warfare
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 10
	} {
		type = role_ratio
		id = motorized
		value = 2
	}
}
### Entity: AI Strategy
Component: JAP_USA_we_love_islands
Constructs: has_war_with, is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_USA_we_love_islands = {
	allowed = {
		OR = {
			original_tag = JAP USA
		}
	}
	enable = {
		OR = {
			JAP = {
				has_war_with = USA
			}
			CHI = {
				is_subject_of = JAP
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = pacific
		value = 140
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GER_1939_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_1
			creator = GER
			version_name = Bf 109 E
		}
		requested_factories = 4
		progress = 0.15
		efficiency = 100
		industrial_manufacturer = mio:GER_messerschmitt_organization
	} {
		equipment = {
			type = small_plane_cas_airframe_1
			creator = GER
			version_name = Ju 87
		}
		requested_factories = 4
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:GER_junkers_organization
	} {
		equipment = {
			type = medium_plane_airframe_1
			creator = GER
			version_name = He 111
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 100
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.286
Constructs: is_triggered_only, ai_chance, add_political_power, add_autonomy_score, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.286
	title = NSB_soviet_foreign_politics_events.286.t
	desc = NSB_soviet_foreign_politics_events.286.desc
	picture = GFX_report_event_soviet_tanks_snow
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.286.a
		ai_chance = {
			base = 1
		}
		FROM = {
			add_autonomy_score = {
				value = 500
				localization = NSB_soviet_foreign_politics_events.286.t
			}
		}
	} {
		name = NSB_soviet_foreign_politics_events.286.b
		trigger = {
			has_political_power = > 74
		}
		ai_chance = {
			base = 0
		}
		add_political_power = -75
		FROM = {
			add_autonomy_score = {
				value = 250
				localization = NSB_soviet_foreign_politics_events.286.t
			}
		}
	}
}
### Entity: Event
Component: news.9
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.9
	title = news.9.t
	desc = news.9.d
	picture = GFX_news_event_004
	major = yes
	is_triggered_only = yes
	option = {
		name = news.9.a
		trigger = {
			NOT = {
				TAG = JAP SOV
			}
		}
	} {
		name = news.9.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.9.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Decision
Component: LUX_regional_development
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_LUX_decision_categories.txt

Code:
LUX_regional_development = {
	allowed = {
		original_tag = LUX
	}
	visible = {
		has_completed_focus = LUX_regional_development
	}
}
### Entity: Idea
Component: EAI_DD_8/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.52
Constructs: is_triggered_only, ai_chance, add_political_power, set_autonomy, remove_from_faction, create_wargoal, annex_everything
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.52
	title = SEA_japan_foreign_policy.52.t
	desc = SEA_japan_foreign_policy.52.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.52.a
		ai_chance = {
			base = 95
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
			end_wars = no
			end_civil_wars = no
		}
		remove_from_faction = FROM
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = FROM
			expire = 0
		}
	} {
		name = SEA_japan_foreign_policy.52.b
		ai_chance = {
			base = 5
		}
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_prince_gustafs_coup
Constructs: prerequisite, limit, remove_ideas, completion_reward, set_cosmetic_tag, is_ai, has_idea, set_politics
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_prince_gustafs_coup
	icon = GFX_goal_SWE_prince_gustaf
	prerequisite = {
		focus = SWE_royalist_return
	}
	mutually_exclusive = {
		focus = SWE_king_gustafs_government
	}
	relative_position_id = SWE_royalist_return
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		neutrality = > 0.45
	}
	completion_reward = {
		hidden_effect = {
			set_cosmetic_tag = SWE_swedish_empire_cosmetic
		} {
			if = {
				limit = {
					is_ai = yes
					has_idea = SWE_carl_petersen
				}
				remove_ideas = SWE_carl_petersen
			}
		}
		custom_effect_tooltip = SWE_integrate_imperial_territories_tt
		promote_character = SWE_gustaf_adolf_vi
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		remove_ideas = SWE_kungen_gustaf_v_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: NOR_BB_HISTORICAL
Source: game
File: common/units/names_ships/NOR_ship_names.txt

Code:
NOR_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		NOR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HNoMS 
	fallback_name = Slagskip %d
	unique = {
		Vestlandet Finnmark Norge Eidsvold Akershus Bergen Nidaros Narvik Tordenskjold Harald Haarfagre
	}
}
### Entity: Event
Component: NSB_Soviet_fascist_civil_war.001
Constructs: is_triggered_only, ai_chance, has_global_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_Soviet_fascist_civil_war.001
	title = NSB_Soviet_fascist_civil_war.001.t
	desc = NSB_Soviet_fascist_civil_war.001.desc
	picture = GFX_report_event_SOV_military_offensive
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_global_flag = SOV_soviet_civil_war
		}
	}
	immediate = {
		hidden_effect = {
			SOV_initiate_civil_war = yes
		}
	}
	option = {
		name = NSB_Soviet_fascist_civil_war.001.a
		ai_chance = {
			base = 10
		}
		SOV_set_up_civil_war_capital = yes
		hidden_effect = {
			SOV_set_up_civil_war_army_fractions = yes
			SOV_promote_to_country_leader_provisional = yes
			SOV_start_civil_war = yes
			SOV_exiles_civil_war_start = yes
		}
	}
}
### Entity: Unit Template
Component: CHI_SS_HISTORICAL
Source: game
File: common/units/names_ships/CHI_ship_names.txt

Code:
CHI_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		CHI PRC GXC XSM SIK MAN YUN SHX
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	fallback_name = %d Qianting
	unique = {
		Ching Po Lung Tuan Fen Yang An Shan Yu Chang Chang Feng Fu Po Fei Hung Tan Yang Shen Yang
	}
}
### Entity: Modding Documentation
Construct: deployed_navy_manpower_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### deployed_navy_manpower_k
* description: total deployed navy manpower of country in thousands.
### Entity: State History
Component: 1077
Constructs: add_core_of
Source: game
File: history/states/1077 - Central Siam.txt

Code:
state = {
	id = 1077
	name = STATE_1077
	resources = {

	}
	state_category = town
	history = {
		owner = SIA
		add_core_of = SIA
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10398 1
		} {
			10221 5
		}
	}
	provinces = {
		10221 12173 10411 10398 12345 7572 7353
	}
	manpower = 1735572
	buildings_max_level_factor = 1.0
}