Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: FRA_super_heavy_tanks
Constructs: has_war, has_government, is_major, any_of
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_super_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_super_heavy_tank
	}
	priority = {
		factor = 10
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_super_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_government = fascism
				factor = 50
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = super_heavy_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_super_heavy_four_man_tank_turret
				suspension_type_slot = tank_interleaved_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_petrol_electric_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = secondary_turret_hmg
				special_type_slot_3 = auto_loader
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 10
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_super_heavy_cannon tank_super_heavy_four_man_tank_turret tank_interleaved_suspension tank_cast_armor tank_petrol_electric_engine tank_radio_3 tank_radio_2 tank_radio_1 secondary_turret_hmg sloped_armor auto_loader
		}
	}
}
### Entity: Event
Component: tfv_australia.50
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.50
	title = tfv_australia.50.t
	desc = tfv_australia.50.d
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = tfv_australia.50.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			add_to_faction = AST
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = tfv_australia.51
				}
			}
		}
	} {
		name = tfv_australia.50.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = tfv_australia.52
				}
			}
		}
	}
}
### Entity: Character
Component: LIT_antanas_kaskelis
Source: game
File: common/characters/LIT.txt

Code:
LIT_antanas_kaskelis = {
	name = LIT_antanas_kaskelis
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = LIT_antanas_kaskelis
		allowed = {
			original_tag = LIT
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: ENG_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_COS
Constructs: has_government, is_ai
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_COS = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		threat = < 0.7
		tag = ENG
		ENG = {
			has_government = democratic
		}
		country_exists = USA COS
		USA = {
			has_government = democratic
		}
		COS = {
			AND = {
				is_ai = yes
				has_government = democratic
			}
		}
	}
	abort = {
		NOT = {
			country_exists = COS
		}
	}
	ai_strategy = {
		type = befriend
		id = COS
		value = -800
	} {
		type = alliance
		id = COS
		value = -180
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_end_fiat_ansaldo_duopoly
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_to_variable, has_dlc, has_tech
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_end_fiat_ansaldo_duopoly
	icon = GFX_focus_ITA_fiat_ansaldo_duopoly
	prerequisite = {
		focus = ITA_self_propelled_guns
	}
	mutually_exclusive = {
		focus = ITA_modernize_ansaldo_facilities
	}
	x = -1
	y = 1
	relative_position_id = ITA_self_propelled_guns
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			ITA_military_industry_dm_production_lack_of_resource_penalty_factor = -0.1
		} {
			ITA_iri_consumer_goods_factor = 0.02
		}
		custom_effect_tooltip = ITA_end_fiat_ansaldo_duopoly_military_industry_tt ITA_ricostruzione_industriale_cg_penalty_tt
		hidden_effect = {
			remove_ideas = ITA_hidden_research_penalties_ns
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					has_tech = improved_medium_tank_chassis
				}
				ITA_add_improved_medium_tank_templates = yes
			} {
				limit = {
					has_tech = improved_heavy_tank_chassis
				}
				ITA_add_improved_heavy_tank_templates = yes
			}
			else = {
				custom_effect_tooltip = ITA_end_fiat_ansaldo_duopoly_medium_templates_tt
				effect_tooltip = {
					ITA_add_improved_medium_tank_templates = yes
				}
			} {
				custom_effect_tooltip = ITA_end_fiat_ansaldo_duopoly_heavy_templates_tt
				effect_tooltip = {
					ITA_add_improved_heavy_tank_templates = yes
				}
			}
		}
		ITA_improve_regio_esercito_dm_effect = yes
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_shared_rd_programs_ww
Constructs: prerequisite, limit, completion_reward, is_faction_leader, add_to_variable, set_temp_variable, check_variable, add_dynamic_modifier
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_shared_rd_programs_ww
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = GER_reverse_the_brain_drain_ww
	}
	x = -1
	y = 1
	relative_position_id = GER_reverse_the_brain_drain_ww
	cost = 10
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				num_faction_members = > 1
			}
			for_each_scope_loop = {
				array = ROOT.allies
				add_to_variable = {
					GER.GER_rnd_programs_modifier_allies_count = 1
				}
				log = [This.GetName] was added to the RnD Program§
			}
			set_temp_variable = {
				temp_targets_index = GER_rnd_programs_modifier_allies_count
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						temp_targets_index = > 0
					} {
						var = GER_rnd_programs_modifier_research_speed_factor
						value = 0.1
						compare = less_than_or_equals
					}
				}
				add_to_variable = {
					GER_rnd_programs_modifier_research_speed_factor = 0.01
				}
				subtract_from_temp_variable = {
					temp_targets_index = 1
				}
			}
			hidden_effect = {
				subtract_from_variable = {
					GER.GER_rnd_programs_modifier_research_speed_factor = 0.01
				}
			}
		}
		add_dynamic_modifier = {
			modifier = GER_rnd_programs_modifier
		}
		custom_effect_tooltip = GER_shared_rd_programs_ww_tt
	}
}
### Entity: AI Strategy
Component: ENG_naval_escort_carrier
Constructs: is_major
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
ENG_naval_escort_carrier = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_carrier_light
	}
	priority = {
		factor = 1
		modifier = {
			factor = 10
			is_major = yes
		}
	}
	carrier_escort = {
		name = Avenger Class
		priority = {
			factor = 10
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_escort_carrier
			modules = {
				fixed_ship_engine_slot = carrier_ship_engine_1
				fixed_ship_deck_slot_1 = ship_escort_deck_space
				fixed_ship_deck_slot_2 = ship_escort_deck_space
				front_1_custom_slot = empty
				mid_1_custom_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_secondaries ship_anti_air carrier_ship_engine ship_radar ship_escort_deck_space ship_carrier_armor
		}
	}
	improved_carrier_escort = {
		name = Attacker Class
		priority = {
			factor = 15
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 1500.0
			type = ship_hull_escort_carrier
			modules = {
				fixed_ship_engine_slot = carrier_ship_engine
				fixed_ship_deck_slot_1 = ship_escort_deck_space
				fixed_ship_deck_slot_2 = ship_escort_deck_space
				front_1_custom_slot = empty
				mid_1_custom_slot = empty
				fixed_ship_radar_slot = ship_radar
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_secondaries ship_anti_air carrier_ship_engine ship_radar ship_escort_deck_space ship_carrier_armor
		}
	}
}
### Entity: Faction
Component: faction_manifest_security_through_expansion
Constructs: is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_security_through_expansion = {
	name = security_through_expansion_goal_name
	description = security_through_expansion_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:comintern_controllable_border_states
		completed_amount_collection = collection:comintern_controlled_border_states
		scale = {
			war_stability_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					communism_drift_from_guarantees = 0.1
					can_guarantee_other_ideologies = 1
					generate_wargoal_tension = -0.15
				}
			}
		}
	}
}
### Entity: Character
Component: JAP_kaiso
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_kaiso = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	army_morale_factor = 0.1
}
### Entity: Event
Component: GOE_RAJ_loyalist.77
Constructs: is_triggered_only, ai_chance, is_ai, random_hours, annex_country
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.77
	title = GOE_RAJ_loyalist.77.t
	desc = GOE_RAJ_loyalist.07.desc
	picture = GFX_report_event_indian_parade
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.07.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0.5
				FROM = {
					is_ai = no
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = GOE_RAJ_loyalist.09
					hours = 8
					random_hours = 2
				}
			}
		}
	} {
		name = GOE_RAJ_loyalist.07.b
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				any_enemy_country = {
					is_ai = no
				}
				FROM = {
					is_ai = yes
				}
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = GOE_RAJ_loyalist.10
					hours = 8
					random_hours = 2
				}
			}
		}
	}
}
### Entity: National Focus
Component: latvia_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, prerequisite, limit, random_country, add_ideas
Source: game
File: common/national_focus/latvia.txt

Code:
focus_tree = {
	id = latvia_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = LAT
			has_dlc = No Step Back
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1000
	}
	shared_focus = BALTIC_rejoin_the_railways BALTIC_restore_workers_republic
	focus = {
		id = LAT_suspend_the_constitution
		icon = GFX_focus_LAT_suspend_constitution_of_latvia
		mutually_exclusive = {
			focus = BALTIC_restore_workers_republic
		}
		x = 34
		y = 0
		cost = 10
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = BALTIC_restore_workers_republic
				}
			}
		}
		offset = {
			x = -12
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = LAT_suspend_the_constitution
			}
		}
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 100
			activate_mission_tooltip = LAT_perkonkrust_uprising
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	} {
		id = LAT_appease_democrats
		icon = GFX_focus_generic_treaty
		prerequisite = {
			focus = LAT_suspend_the_constitution
		}
		x = 0
		y = 1
		relative_position_id = LAT_suspend_the_constitution
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
		}
		completion_reward = {
			add_ideas = LAT_saeima_idea
		}
	} {
		id = LAT_renew_kviesis_term
		icon = GFX_focus_LAT_renew_kviesis_term
		prerequisite = {
			focus = LAT_appease_democrats
		}
		mutually_exclusive = {
			focus = LAT_martial_prime_minister
		}
		x = -2
		y = 1
		relative_position_id = LAT_appease_democrats
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			F
# ... (truncated)
### Entity: Event
Component: wuw_GER_diplomacy.89
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, set_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.89
	title = wuw_GER_diplomacy.89.t
	desc = wuw_GER_diplomacy.89.desc
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.89.a
		ai_chance = {
			base = 10
		}
		FROM = {
			set_country_flag = GER_SOV_agreed_sphere_of_influence
			country_event = {
				id = wuw_GER_diplomacy.104
				hours = 6
			}
		}
		GER_setup_GER_sphere_of_influence_array = yes
		GER_setup_SOV_sphere_of_influence_array = yes
	} {
		name = wuw_GER_diplomacy.89.b
		ai_chance = {
			base = 1
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
			country_event = {
				id = wuw_GER_diplomacy.105
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: LIE_eduard_von_liechtenstein
Constructs: has_completed_focus
Source: game
File: common/characters/LIE.txt

Code:
LIE_eduard_von_liechtenstein = {
	name = Eduard von Liechtenstein
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_eduard_von_liechtenstein
		allowed = {
			original_tag = LIE
		}
		available = {
			has_completed_focus = LIE_restore_the_1862_constitution
		}
		traits = {
			staunch_monarchist
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Effect Reference
Construct: set_faction_military_unlocked
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_faction_military_unlocked

* Supported Scopes: any
* Supported Targets: none

Sets wheter the current countries faction can make changes to the faction research section
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_light_tank_recon_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_light_tank_recon_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Country History
Country: RGR
Component: RGR_misc
Constructs: set_country_flag, set_convoys, set_research_slots
Source: game
File: history/countries/RGR - Reformed Government of ROC(jap puppet).txt

Code:
# Misc for RGR
capital = 613
set_country_flag = JAP_puppet
set_convoys = 10
set_research_slots = 2
### Entity: Idea
Component: EAI_DD_4/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
}
### Entity: Idea
Component: puppet_advisor
Constructs: puppet_advisor, removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
puppet_advisor = {
	cost = 50
	removal_cost = 0
	traits = {

	}
	picture = generic_political_advisor_europe_2
	research_bonus = {

	}
	modifier = {
		political_advisor_cost_factor = -0.15
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15
		political_power_factor = 0.1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_artillery_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_artillery_development
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = NOR_drobak_coastal_fort
	}
	x = 1
	y = 1
	relative_position_id = NOR_drobak_coastal_fort
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = NOR_artillery_development
			bonus = 0.75
			uses = 2
			category = artillery
		}
	}
}
### Entity: Scripted Trigger
Component: LIE_has_haus_liechtenstein
Constructs: has_government
Source: game
File: common/scripted_triggers/LIE_scripted_triggers.txt

Code:
LIE_has_haus_liechtenstein = {
	NOT = {
		has_government = communism
	}
}
### Entity: Idea
Component: SWE_international_volunteers_idea
Constructs: send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_international_volunteers_idea = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		always = no
	}
	modifier = {
		send_volunteer_divisions_required = -0.6
		send_volunteer_size = 2
	}
}
### Entity: Trigger Reference
Construct: is_demilitarized_zone
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_demilitarized_zone

* Supported Scopes: STATE
* Supported Targets: any

```
checks if a state is a demilitarized zone
```
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AC-CC-BY-SA_3.0-self.html

Doc:
|
I, the copyright holder of this work, hereby publish it under the following license: Creative Commons Attribution-ShareAlike 3.0 Unported.

You are free to share and adapt under the following terms: attribution and share alike. |
### Entity: Idea
Component: HUN_hungarian_national_defense_association_greenshirts_turan_hunters
Constructs: war_support_factor, has_government, conscription_factor, fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_national_defense_association_greenshirts_turan_hunters = {
	name = HUN_hungarian_national_defense_association_greenshirts
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	picture = HUN_wuw_HUN_hungarian_national_defense_association
	modifier = {
		conscription_factor = 0.15
		war_support_factor = 0.05
		fascism_drift = 0.03
		modifier_army_sub_unit_militia_attack_factor = 0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.05
		modifier_army_sub_unit_militia_defence_factor = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_strenghten_warlord_authority
Constructs: limit, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_strenghten_warlord_authority
	icon = GFX_focus_generic_military_dictatorship
	x = 20
	y = 0
	cost = 10
	relative_position_id = CHI_sea_secure_internal_politics
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = CHI_warlord_state_idea
			}
			swap_ideas = {
				remove_idea = CHI_warlord_state_idea
				add_idea = CHI_warlord_state_idea_2
			}
		} {
			limit = {
				original_tag = KHM
				has_idea = KHM_unrest
			}
			swap_ideas = {
				remove_idea = KHM_unrest
				add_idea = KHM_unrest_2
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Military
Source: wiki
File: wiki/Netherlands.html

Doc:
Military[edit]
The Battle of the Netherlands (Dutch: Slag om Nederland) was part of Case Yellow (German: Fall Gelb), the German invasion of the Low Countries (Belgium, Luxembourg, and the Netherlands) and France during World War II.

The battle lasted from 10 May 1940 until the main Dutch forces surrendered on the 14th. Dutch troops in the province of Zealand continued to resist the Wehrmacht until 17 May when Germany completed its occupation of the whole nation.

The Battle of the Netherlands saw one of the first major uses of paratroopers to occupy crucial targets prior to ground troops reaching the area. The German Luftwaffe utilised paratroopers in the capture of several major airfields in the Netherlands in and around key cities such as Rotterdam and The Hague in order to quickly overrun the nation and immobilise Dutch forces.

The battle ended soon after the devastating bombing of Rotterdam by the German Luftwaffe and the subsequent threat by the Germans to bomb other large Dutch cities if Dutch forces refused to surrender. The Dutch General Staff knew it could not stop the bombers and surrendered in order to prevent other cities from suffering the same fate. The Netherlands remained under German occupation until 1945, when the last Dutch territory was liberated.

Source:
http://en.wikipedia.org/wiki/Battle_of_the_Netherlands

Army[edit]
Royal Dutch Army
Major Dutch defence lines

In the Netherlands, all the objective conditions were present for a successful defence: a dense population, wealthy, young, disciplined and well-educated; a geography favouring the defender; and a strong technological and industrial base including an armaments industry. However, these had not been exploited: while the Wehrmacht at the time still had many shortcomings in equipment and training, the Dutch army in comparison was like David compared to Goliath.[34] The myth of the general German equipment advantage over the opposing armies in the Battle of France was in fact a reality in the case of the Battle of the Netherlands. On the one hand there was the modern German army with tanks and dive bombers (such as the Junkers Ju 87 Stuka) and on the other hand the Dutch army, whose armoured forces comprised only 39 armoured cars and five tankettes, and an air force for a large part consisting of biplanes. The Dutch government's attitude towards war was reflected in the state of t
# ... (truncated)
### Entity: Event
Component: AAT_finland_political.09
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_political.09
	title = AAT_finland_political.05.t
	desc = AAT_finland_political.09.desc
	picture = GFX_report_event_FIN_paasikivi_president
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_political.09.a
		FIN_paasikivi_becomes_country_leader = yes
	}
}
### Entity: Idea
Component: NZL_railways_board
Constructs: removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_railways_board = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_railroads
	modifier = {
		political_power_factor = -0.1
		production_speed_rail_way_factor = -0.2
	}
}
### Entity: Modifier Reference
Construct: enemy_operative_recruitment_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_operative_recruitment_chance

* Number with 0 decimal places
* **Categories**: intelligence_agency