Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_yugoslavia.184
Constructs: is_triggered_only, ai_chance, limit, random_country, has_war_with, set_variable, add_to_variable, set_country_flag
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.184
	title = DOD_yugoslavia.184.t
	desc = DOD_yugoslavia.184.d
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	immediate = {
		set_variable = {
			var = yug_total_com_size
			value = party_popularity@communism
		}
		add_to_variable = {
			var = yug_total_com_size
			value = yug_additional_communist_support
		}
	}
	option = {
		name = DOD_yugoslavia.184.a
		trigger = {
			num_of_controlled_states = > 1
		}
		ai_chance = {
			factor = 100
		}
		set_country_flag = had_yugo_civil_war_flag
		start_civil_war = {
			ideology = communism
			size = yug_total_com_size
		}
		hidden_effect = {
			if = {
				limit = {
					YUG = {
						is_faction_leader = yes
					}
					any_other_country = {
						NOT = {
							tag = YUG
						} {
							original_tag = ROOT
						}
						has_war_with = ROOT
					}
				}
				random_country = {
					limit = {
						original_tag = ROOT
						has_war_with = ROOT
					}
					YUG = {
						add_to_faction = PREV
					}
				}
			}
		}
	} {
		name = DOD_yugoslavia.184.b
		ai_chance = {
			factor = 0
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_popularity = {
			ideology = communism
			popularity = yug_additional_communist_support
		}
		hidden_effect = {
			if = {
				limit = {
					original_tag = BUL
				}
				set_cosmetic_tag = YUG_puppet_1
			} {
				limit = {
					original_tag = ALB
				}
				set_cosmetic_tag = YUG_puppet_2
			} {
				limit = {
					original_tag = GRE
				}
				set_cosmetic_tag = YUG_puppet_3
			} {
				limit = {
					original_tag = ROM
				}
				set_cosmetic_tag = YUG_puppet_4
			} {
				limit = {
					original_tag = HUN
				}
				set_cosmetic_tag = YUG_puppet_5
			} {
				limit = {
					original_tag = TUR
				}
				set_cosmetic_tag = YUG_puppet_6
			}
		}
	}
}
### Entity: Character
Component: SWI_socialist_pacifist
Constructs: stability_factor, political_power_gain, war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_socialist_pacifist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	war_support_factor = -0.2
	political_power_gain = 0.25
	stability_factor = 0.05
}
### Entity: Character
Component: army_regrouping_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_regrouping_1 = {
	sprite = 5
	army_morale_factor = 0.04
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: r56i_laws_social_revolutionary
Constructs: research_speed_factor, stability_factor, limit, industrial_capacity_factory, has_global_flag, has_power_balance, add_power_balance_value, cancel_if_invalid
Source: game
File: common/ideas/r56i_laws_social.txt

Code:
r56i_laws_social_revolutionary = {
	available = {
		hidden_trigger = {
			NOT = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		research_speed_factor = 0.1
		stability_factor = -0.05
		special_project_speed_factor = 0.1
		production_speed_facility_factor = 0.1
		industrial_capacity_factory = -0.1
	}
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
	}
	cost = 175
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
		modifier = {
			has_political_power = > 200
			amount_taken_ideas = {
				amount = > 2
				slots = {
					political_advisor
				}
			} {
				amount = > 2
				slots = {
					high_command
				}
			} {
				amount = > 0
				slots = {
					army_chief
				}
			} {
				amount = > 0
				slots = {
					industrial_concern
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				amount_taken_ideas = {
					amount = > 0
					slots = {
						tank_manufacturer
					}
				} {
					amount = > 0
					slots = {
						aircraft_manufacturer
					}
				} {
					amount = > 0
					slots = {
						materiel_manufacturer
					}
				}
			}
			NOT = {
				OR = {
					has_idea = r56i_laws_social_normal r56i_laws_social_unity r56i_laws_social_diversity
				}
			}
			add = 1
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_Army_Aviation.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_Army_Aviation.png &#8206;(120 × 75 pixels, file size: 3 KB, MIME type: image/png)
### Entity: Unit Template
Component: COL_CA_HISTORICAL
Source: game
File: common/units/names_ships/COL_ship_names.txt

Code:
COL_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		COL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARC 
	fallback_name = Crucero Pesado %d
	unique = {
		Medellín Cartagena Barranquilla Santa Marta Bucaramanga Tumaco Buenaventura
	}
}
### Entity: Character
Component: veteran_minister
Source: game
File: common/country_leader/00_traits.txt

Code:
veteran_minister = {
	random = no
	sprite = 13
	experience_gain_army_factor = 0.1
	high_command_cost_factor = -0.15
	max_command_power = 20
	command_power_gain_mult = 0.1
}
### Entity: AI Strategy
Component: JAP_raiding_fleet_2
Source: game
File: common/ai_navy/fleet/JAP_fleet_templates.txt

Code:
JAP_raiding_fleet_2 = {
	required_taskforces = {
		JAP_ConvoyRaiding_1 = 4
	}
	optional_taskforces = {
		JAP_ConvoyRaiding_1 = 2
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_deal_with_genden
Constructs: prerequisite, completion_reward, add_political_power, add_command_power
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_deal_with_genden
	icon = GFX_goal_JAP_the_unthinkable_option
	x = -5
	y = 1
	relative_position_id = MON_hold_plenum_of_central_committee
	cost = 3
	prerequisite = {
		focus = MON_hold_plenum_of_central_committee
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 25
		add_command_power = 20
		country_event = {
			id = mongol.35
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Faction
Component: faction_template_BUL_balkan_federation_democratic
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_BUL_balkan_federation_democratic = {
	name = BUL_balkan_federation_democratic
	manifest = faction_manifest_balkan_control
	icon = GFX_faction_logo_generic_15
	goals = {
		faction_goal_industrial_expansion faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_balkans_only change_leader_rule_industry
	}
}
### Entity: Idea
Component: SWE_nkvd_model
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_nkvd_model = {
	picture = nkvd_2
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		tag = SOV
	}
	modifier = {
		operative_slot = 1
		root_out_resistance_effectiveness_factor = 0.05
		resistance_damage_to_garrison = -0.05
	}
}
### Entity: Scripted Trigger
Component: GER_is_soviet_greater_finland_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_soviet_greater_finland_state = {
	OR = {
		state = 216 215 213
	}
}
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_OTHER_COAST_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_OTHER_COAST_WEIGHT = {
0.0 , 0.0 , 0.0
}
### Entity: Country History
Country: SOO
Component: SOO_technology
Constructs: set_technology
Source: game
File: history/countries/SOO - OSSETIA.txt

Code:
# Starting Technologies for SOO
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Character
Component: HAW_charles_fujimoto
Source: game
File: common/characters/HAW.txt

Code:
HAW_charles_fujimoto = {
	name = Charles Fujimoto
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_1.dds
		}
	}
	country_leader = {
		ideology = marxism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Character
Component: ENG_horatio_dundas
Source: game
File: common/characters/ENG.txt

Code:
ENG_horatio_dundas = {
	name = ENG_horatio_dundas
	portraits = {
		civilian = {
			large = GFX_portrait_ENG_horatio_dundas
		}
	}
	country_leader = {
		ideology = centrism
		traits = {
			quartermaster_general compassionate_gentleman
		}
		expire = 1945.1.1.12
		id = -1
	}
}
### Entity: Order of Battle
Component: air_wing_41
Source: game
File: history/units/SPA_1939_air_bba.txt

Code:
air_wings = {
	41 = {
		small_plane_airframe_0 = {
			owner = SPR
			amount = 80
			creator = GER
			version_name = He 51
		}
		small_plane_cas_airframe_0 = {
			owner = SPR
			amount = 24
			creator = GER
			version_name = Do 17
		}
	}
}
### Entity: Country History
Country: ATJ
Component: ATJ_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ATJ - Atjeh.txt

Code:
# Politics & Parties for ATJ
set_politics = {
	ruling_party = neutrality
	last_election = 1930.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	communism = 5
	neutrality = 90
	fascism = 0
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_northern_crowns
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_tech, is_fully_controlled_by, is_coastal
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_northern_crowns
	icon = GFX_goal_generic_multiple_ships
	prerequisite = {
		focus = SWE_north_sea_supremacy
	}
	relative_position_id = SWE_north_sea_supremacy
	x = -1
	y = 1
	cost = 20
	available = {
		has_tech = improved_ship_hull_heavy improved_ship_hull_cruiser
		any_owned_state = {
			is_fully_controlled_by = ROOT
			is_coastal = yes
		}
	}
	select_effect = {
		add_ideas = SWE_extensive_naval_project_funding
	}
	completion_reward = {
		hidden_effect = {
			remove_ideas = SWE_extensive_naval_project_funding
		}
		create_equipment_variant = {
			name = Stockholm
			type = ship_hull_heavy_3
			parent_version = 0
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_3
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_2
				fixed_ship_radar_slot = ship_radar_2
				fixed_ship_engine_slot = heavy_ship_engine_3
				fixed_ship_secondaries_slot = dp_ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_3
				front_1_custom_slot = ship_heavy_battery_2
				mid_1_custom_slot = ship_anti_air_2
				mid_2_custom_slot = dp_ship_secondaries_1
				rear_1_custom_slot = ship_heavy_battery_2
			}
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_heavy_3
				creator = SWE
				version_name = Stockholm
			}
			requested_factories = 5
			progress = 0.6
		}
		if = {
			limit = {
				110 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			create_equipment_variant = {
				name = Oslo
				type = ship_hull_cruiser_3
				parent_version = 0
				modules = {
					front_1_custom_slot = ship_light_medium_battery_3
					mid_1_custom_slot = ship_torpedo_2
					mid_2_custom_slot = ship_secondaries_1
					rear_1_custom_slot = ship_anti_air_2
					rear_2_custom_slot = ship_airplane_launcher_2
					fixed_ship_battery_slot = ship_light_medium_battery_3
					fixed_ship_anti_air_slot = ship_anti_air_2
					fixed_ship_fire_control_system_slot = ship_fire_control_system_1
					fixed_ship_radar_slot = ship_sonar_1
					fixed_ship_engine_slot = cruiser_ship_engine_3
					fixed_ship_secondaries_slot = ship_secondaries_1
					fixed_ship_armor_slot = ship_armor_cruiser_3
				}
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_cruiser_3
					creator = SWE
					version_name = Oslo
				}
				requested_factories = 5
				progress = 0.3
			}
		} {
			limi
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_foreign_economic_aid
Constructs: prerequisite, limit, has_government, completion_reward, has_opinion, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_foreign_economic_aid
	icon = GFX_focus_generic_industrialists
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_push_army_reforms AFG_construct_the_great_north_road
	}
	relative_position_id = AFG_construct_the_great_north_road
	ai_will_do = {
		factor = 1
	}
	bypass = {
		AND = {
			ENG = {
				exists = no
			}
			GER = {
				exists = no
			}
			SOV = {
				exists = no
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = AFG_foreign_economic_aid_tt
		hidden_effect = {
			if = {
				limit = {
					country_exists = GER
					GER = {
						has_opinion = {
							target = AFG
							value = > 80
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = infrastructure
							size = > 0
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				} {
					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
					}
				}
			} {
				limit = {
					country_exists = SOV
					SOV = {
						has_opinion = {
							target = AFG
							value = > 80
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = infrastructure
							size = > 0
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				} {
					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
					}
				}
			} {
				limit = {
					country_exists = ENG
					ENG = {
						has_opinion = {
							target = AFG
							value = > 80
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = infrastructure
							size = > 0
						}
					}
					ad
# ... (truncated)
### Entity: Event
Component: DOD_hungary.145
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_war_with, is_in_faction_with, has_global_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.145
	title = DOD_hungary.145.t
	desc = DOD_hungary.145.desc
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	option = {
		name = DOD_hungary.145.a
		ai_chance = {
			factor = 35
			modifier = {
				is_in_faction_with = GER
				factor = 10
			}
		}
		trigger = {
			NOT = {
				has_war_with = GER
			} {
				has_government = communism
			}
		}
		GER = {
			country_event = DOD_hungary.146
		}
	} {
		name = DOD_hungary.145.b
		ai_chance = {
			factor = 35
			modifier = {
				is_in_faction_with = FRA
				factor = 10
			}
		}
		trigger = {
			NOT = {
				has_global_flag = HUN_FRA_engaged
				has_war_with = FRA
			}
		}
		FRA = {
			country_event = DOD_hungary.146
		}
	} {
		name = DOD_hungary.145.c
		trigger = {
			has_government = communism
			SOV = {
				has_government = communism
			}
		}
		ai_chance = {
			factor = 35
			modifier = {
				is_in_faction_with = SOV
				factor = 10
			}
		}
		SOV = {
			country_event = DOD_hungary.146
		}
	} {
		name = DOD_hungary.145.d
		ai_chance = {
			factor = 35
			modifier = {
				is_in_faction_with = ITA
				factor = 10
			}
		}
		trigger = {
			ITA = {
				NOT = {
					is_in_faction_with = GER
				}
			}
			NOT = {
				has_war_with = ITA
			}
		}
		ITA = {
			country_event = DOD_hungary.146
		}
	} {
		name = DOD_hungary.145.e
		ai_chance = {
			factor = 35
			modifier = {
				is_in_faction_with = ENG
				factor = 10
			}
		}
		trigger = {
			ENG = {
				has_completed_focus = uk_balkan_strategy
			}
			NOT = {
				has_war_with = ENG
			}
		}
		ENG = {
			country_event = DOD_hungary.146
		}
	}
}
### Entity: Event
Component: AFG_political_events.173
Constructs: is_triggered_only, ai_chance, fire_only_once, set_nationality, add_country_leader_role
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.173
	title = AFG_political_events.173.t
	desc = AFG_political_events.173.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AFG_political_events.173.a
		ai_chance = {
			base = 7
		}
		hidden_effect = {
			AFG_shah_mahmud_khan = {
				set_nationality = ROOT
			}
		}
		add_country_leader_role = {
			character = AFG_shah_mahmud_khan
			promote_leader = yes
			country_leader = {
				ideology = oligarchism
				expire = 1965.1.1.1
				id = -1
				traits = {
					AFG_continuity_pm
				}
			}
		}
	} {
		name = AFG_political_events.173.b
		ai_chance = {
			base = 2
		}
		add_country_leader_role = {
			character = AFG_sardar_shah_wali_khan
			promote_leader = yes
			country_leader = {
				ideology = oligarchism
				expire = 1965.1.1.1
				id = -1
				traits = {
					JAP_military_prime_minister
				}
			}
		}
	} {
		name = AFG_political_events.173.c
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			AFG_mohammed_daoud_khan = {
				set_nationality = ROOT
			}
		}
		add_country_leader_role = {
			character = AFG_mohammed_daoud_khan
			promote_leader = yes
			country_leader = {
				ideology = oligarchism
				expire = 1965.1.1.1
				id = -1
				traits = {
					AFG_red_prince
				}
			}
		}
	}
}
### Entity: Unit Template
Component: JAP_MEC_01
Source: game
File: common/units/names_divisions/JAP_names_divisions.txt

Code:
JAP_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		JAP
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		JAP_INF_01
	}
	fallback_name = %d Kikaika Shidan
	ordered = {
		1 = {
			%d 'Gyoku' Kikaika Shidan
		}
		2 = {
			%d 'Isamu' Kikaika Shidan
		}
		3 = {
			%d 'Ko' Kikaika Shidan
		}
		4 = {
			%d 'Yodo' Kikaika Shidan
		}
		5 = {
			%d 'Koi' Kikaika Shidan
		}
		6 = {
			%d 'Akari' Kikaika Shidan
		}
		7 = {
			%d 'Kuma' Kikaika Shidan
		}
		8 = {
			%d 'Sugi' Kikaika Shidan
		}
		9 = {
			%d 'Take' Kikaika Shidan
		}
		10 = {
			%d 'Tetsu' Kikaika Shidan
		}
		11 = {
			%d 'Nishiki' Kikaika Shidan
		}
		12 = {
			%d 'Ken' Kikaika Shidan
		}
		13 = {
			%d 'Kyo' Kikaika Shidan
		}
		14 = {
			%d 'Sho' Kikaika Shidan
		}
		15 = {
			%d 'Sai' Kikaika Shidan
		}
		16 = {
			%d 'Kaki' Kikaika Shidan
		}
		17 = {
			%d 'Getsu' Kikaika Shidan
		}
		18 = {
			%d 'Kiku' Kikaika Shidan
		}
		19 = {
			%d 'Tora' Kikaika Shidan
		}
		20 = {
			%d 'Asa' Kikaika Shidan
		}
		21 = {
			%d 'Tou' Kikaika Shidan
		}
		22 = {
			%d 'Hara' Kikaika Shidan
		}
		23 = {
			%d 'Kyoku' Kikaika Shidan
		}
		24 = {
			%d 'Yama' Kikaika Shidan
		}
		35 = {
			%d 'Azuma' Kikaika Shidan
		}
		36 = {
			%d 'Yuki' Kikaika Shidan
		}
		37 = {
			%d 'Fuyu' Kikaika Shidan
		}
		38 = {
			%d 'Numa' Kikaika Shidan
		}
		39 = {
			%d 'Fuji' Kikaika Shidan
		}
		40 = {
			%d 'Kujira' Kikaika Shidan
		}
		41 = {
			%d 'Kawa' Kikaika Shidan
		}
		42 = {
			%d 'Isao' Kikaika Shidan
		}
		43 = {
			%d 'Homare' Kikaika Shidan
		}
		44 = {
			%d 'Tachibana' Kikaika Shidan
		}
		104 = {
			%d 'Ootori' Kikaika Shidan
		}
		116 = {
			%d 'Ran' Kikaika Shidan
		}
		25 = {
			%d 'Kuni' Kikaika Shidan
		}
		26 = {
			%d 'Izumi' Kikaika Shidan
		}
		27 = {
			%d 'Goku' Kikaika Shidan
		}
		28 = {
			%d 'Toyo' Kikaika Shidan
		}
		29 = {
			%d 'Ikazuchi' Kikaika Shidan
		}
		48 = {
			%d 'Umi' Kikaika Shidan
		}
		50 = {
			%d 'Yomogi' Kikaika Shidan
		}
		51 = {
			%d 'Moto' Kikaika Shidan
		}
		52 = {
			%d 'Kashiwa' Kikaika Shidan
		}
		53 = {
			%d 'Yasushi' Kikaika Shidan
		}
		54 = {
			%d 'Hei' Kikaika Shidan
		}
		55 = {
			%d 'Sou' Kikaika Shidan
		}
		56 = {
			%d 'Ryu' Kikaika Shidan
		}
		57 = {
			%d 'Oku' Kikaika Shidan
		}
		58 = {
			%d 'Kou' Kikaika Shidan
		}
		59 = {
			%d 'Koromo' Kikaika Shidan
		}
		60 = {
			%d 'Hoko' Kikaik
# ... (truncated)
### Entity: Unit Template
Component: ITA_BB_HISTORICAL
Source: game
File: common/units/names_ships/ITA_ship_names.txt

Code:
ITA_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		ITA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = RN 
	fallback_name = Corazzata %s
	unique = {
		Conte di Cavour Giulio Cesare Littorio Vittorio Veneto Roma Caio Duilio Andrea Doria Impero Italia Dante Alighieri Regina Elena Vittorio Emanuele
	}
}
### Entity: Decision
Component: AST_australian_demands_cat
Constructs: has_war_with, has_country_flag, has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_australian_demands_cat = {
	priority = 90
	icon = GFX_decision_category_generic_crisis
	allowed = {
		original_tag = ENG
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_country_flag = AST_australian_demands_flag
		NOT = {
			has_war_with = JAP
		}
	}
}
### Entity: Order of Battle
Component: 3 Su jun Zhiyuanjun
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements.txt

Code:
division = {
	name = 3 Su jun Zhiyuanjun
	location = 10629
	division_template = Erjinzhi Juntuán
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_unity_through_democracy
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_timed_idea, add_ai_strategy
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_unity_through_democracy
	prerequisite = {
		focus = HOL_cave_to_the_british
	}
	icon = GFX_goal_support_democracy
	x = 3
	y = 1
	relative_position_id = HOL_cave_to_the_british
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_timed_idea = {
			idea = HOL_unity_through_democracy
			days = 1095
		}
		show_ideas_tooltip = HOL_willem_schermerhorn
		hidden_effect = {
			if = {
				limit = {
					ENG = {
						has_government = democratic
					}
				}
				ENG = {
					add_ai_strategy = {
						type = alliance
						id = ROOT
						value = -200
					} {
						type = befriend
						id = ROOT
						value = -200
					} {
						type = protect
						id = ROOT
						value = -200
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: ITA_CITIES
Source: game
File: common/units/names_ships/ITA_ship_names.txt

Code:
ITA_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		ITA
	}
	type = ship
	prefix = RN 
	unique = {
		Milano Torino Napoli Palermo Firenze Genova Bologna Catania Padova Verona Brescia Treviso Parma Prato Modena Reggio Calabria Reggio Emilia Perugia Ravenna Livorno Cagliari Foggia Rimini Salerno Ferrara Sassari Monza Vicenza Como Siracusa Bergamo Pescara Forlì Lecce Trapani Mantova L'Aquila Siena La Spezia Pavia Terni Novara Piacenza Udine Arezzo Cesena Pesaro Alessandria Pistoia Catanzaro Lucca Asti Gela Cremona Viterbo Cosenza Savona
	}
}