Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_center_of_nuclear_chemistry
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_dynamic_modifier, add_to_variable, add_breakthrough_progress
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_center_of_nuclear_chemistry
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = BEL_center_for_advanced_military_studies
	}
	relative_position_id = BEL_center_for_advanced_military_studies
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 1
	y = 2
	cost = 10
	available = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = BEL_academies_of_belgium_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = BEL_academies_of_belgium_dynamic_modifier
			}
			add_to_variable = {
				BEL_academies_of_belgium_specialization_nuclear_speed_factor = 0.05
				tooltip = specialization_nuclear_speed_factor_tt
			}
			else = {
				custom_effect_tooltip = BEL_academies_of_belgium_dynamic_modifier_tt
				add_to_variable = {
					BEL_academies_of_belgium_specialization_nuclear_speed_factor = 0.05
					tooltip = specialization_nuclear_speed_factor_tt
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.25
		}
	}
}
### Entity: Scripted Effect
Component: EAI_LAW_upgrade_conscription_law
Constructs: has_war, limit, add_ideas, has_country_flag, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_law_effects.txt

Code:
EAI_LAW_upgrade_conscription_law = {
	if = {
		limit = {
			EAI_LAW_upgrade_manpower_law = yes
			OR = {
				AND = {
					has_war = yes
				} {
					has_war = no
					NOT = {
						EAI_LAW_upgrade_economy_law = yes
						EAI_LAW_upgrade_trade_law = yes
					}
				}
			}
		}
		set_temp_variable = {
			EAI_man_law_cost = modifier@mobilization_laws_cost_factor
		}
		add_to_temp_variable = {
			EAI_man_law_cost = 1
		}
		multiply_temp_variable = {
			EAI_man_law_cost = 150
		}
		if = {
			limit = {
				set_temp_variable = {
					_check_pp = EAI_man_law_cost
				}
				EAI_PP_has_check_pp = yes
			}
			if = {
				limit = {
					EAI_LAW_get_volunteer_only = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_man_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_conscription_law
				} {
					limit = {
						has_country_flag = EAI_law_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSCRIPTION LAW: volunteer_only (script) current mp = [?manpower_k|0]k current army = [?deployed_army_manpower_k]k
				}
				add_ideas = volunteer_only
			}
			else_if = {
				limit = {
					EAI_LAW_get_limited_conscription = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_man_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_conscription_law
				} {
					limit = {
						has_country_flag = EAI_law_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSCRIPTION LAW: limited_conscription (script) current mp = [?manpower_k|0]k current army = [?deployed_army_manpower_k]k
				}
				add_ideas = limited_conscription
			} {
				limit = {
					EAI_LAW_get_extensive_conscription = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_man_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_conscription_law
				} {
					limit = {
						has_country_flag = EAI_law_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSCRIPTION LAW: extensive_conscription (script) current mp = [?manpower_k|0]k current army = [?deployed_army_manpower_k]k
				}
				add_ideas = extensive_conscription
			} {
				limit = {
					EAI_LAW_get_service_by_
# ... (truncated)
### Entity: AI Strategy
Component: ITA_dont_take_claims_on_yug
Constructs: is_historical_focus_on, declare_war
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_dont_take_claims_on_yug = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		country_exists = YUG
		is_historical_focus_on = yes
		date = < 1941.4.30
	}
	abort = {
		OR = {
			NOT = {
				country_exists = YUG
			}
			date = > 1941.5.1
		}
	}
	ai_strategy = {
		type = declare_war
		id = YUG
		value = -200
	} {
		type = ignore_claim
		id = YUG
		value = 1
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_destroy_stalinism
Constructs: prerequisite, limit, has_government, completion_reward, is_faction_leader, has_country_leader_ideology, every_other_country, create_wargoal
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_destroy_stalinism
	icon = GFX_goal_SOV_trot_destalinization
	cost = 10
	x = 0
	y = 1
	relative_position_id = LUX_lead_the_opposition
	prerequisite = {
		focus = LUX_lead_the_opposition
	}
	available = {
		has_government = communism
		is_faction_leader = yes
		NOT = {
			has_country_leader_ideology = stalinism anti_revisionism
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					has_country_leader_ideology = stalinism anti_revisionism
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = topple_government
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_levantine_union
Constructs: prerequisite, limit, has_country_flag, add_stability, completion_reward, has_game_rule, is_subject
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_levantine_union
	icon = GFX_goal_MPL_union
	relative_position_id = MPL_peel_commision
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_peel_commision
	}
	mutually_exclusive = {
		focus = MPL_two_states
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 100
			NOT = {
				has_game_rule = {
					rule = MPL_ai_behavior
					option = MPL_DISSOVLED
				}
			}
		}
	}
	cost = 1
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = MPL_peel_commision_union
				always = no
			}
			is_subject = no
		}
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	completion_reward = {
		add_stability = -0.1
		custom_effect_tooltip = MPL_peel_commision_union_effect
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: HUN_dezso_magos
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_dezso_magos = {
	name = HUN_dezso_magos
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_dezso_magos_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_dezso_magos
		allowed = {
			original_tag = HUN
		}
		available = {
			has_completed_focus = wuw_HUN_construct_the_arpad_line
		}
		traits = {
			fortress_architecht
		}
		ai_will_do = {
			base = 3
		}
	}
}
### Entity: Unit Template
Component: EST_MNT_01
Source: game
File: common/units/names_divisions/EST_names_divisions.txt

Code:
EST_MNT_01 = {
	name = Mountain Division
	for_countries = {
		EST
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		EST_INF_01
	}
	fallback_name = %s Mägidiviisi
	ordered = {
		1 = {
			%s Mägidiviisi
		}
		2 = {
			%s Mägidiviisi
		}
		3 = {
			%s Mägidiviisi
		}
		4 = {
			%s Mägidiviisi
		}
		5 = {
			%s Mägidiviisi
		}
		6 = {
			%s Mägidiviisi
		}
		7 = {
			%s Mägidiviisi
		}
		8 = {
			%s Mägidiviisi
		}
		9 = {
			%s Mägidiviisi
		}
		10 = {
			%s Mägidiviisi
		}
	}
}
### Entity: Idea
Component: ETH_CZE_skoda_artillery
Constructs: has_completed_focus, limit, has_war_with, has_idea, has_opinion, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_CZE_skoda_artillery = {
	picture = generic_artillery_manufacturer_2
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_CZE_skoda_artillery
				}
			}
			CZE = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = CZE
			}
		}
	}
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: AI Strategy
Component: SOV_heavy_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_heavy_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_fixed_superstructure_turret tank_torsion_bar_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 6
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 6
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 t
# ... (truncated)
### Entity: Idea
Component: JAP_japanese_influence_growing_mongolia
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_japanese_influence_growing_mongolia = {
	name = JAP_japanese_influence_growing_tibet
	picture = JAP_japanese_influence_growing
	allowed = {
		original_tag = MON
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.12
	}
	targeted_modifier = {
		tag = JAP
		defense_bonus_against = -0.05
		attack_bonus_against = -0.05
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_finance_construction_programs
Constructs: prerequisite, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_finance_construction_programs
	icon = GFX_focus_generic_industry_1
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = PRU_the_peruvian_industry PRU_our_natural_resources
	}
	relative_position_id = PRU_implement_autarky
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_controlled_state = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_invade_soviet_union
Constructs: prerequisite, has_war_with, completion_reward, has_wargoal_against, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_invade_soviet_union
	icon = GFX_goal_attack_communists
	prerequisite = {
		focus = KOR_militarism
	}
	x = 1
	y = 1
	relative_position_id = KOR_militarism
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			surrender_progress = > 0.1
			factor = 0
		}
	}
	available = {
		r56_script_i_am_sane = yes
		SOV = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		OR = {
			has_war_with = SOV
			has_wargoal_against = SOV
			SOV = {
				exists = no
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			target = SOV
			expire = 0
			type = puppet_wargoal_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: SIA_start_opposing_civil_war
Constructs: limit, has_government, add_war_support, add_stability, has_civil_war
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_start_opposing_civil_war = {
	if = {
		limit = {
			has_civil_war = no
		}
		if = {
			limit = {
				has_government = fascism
			}
			start_civil_war = {
				ideology = democratic
				ruling_party = fascism
				size = 0.45
				keep_all_characters = yes
			}
		}
		else_if = {
			limit = {
				has_government = neutrality
			}
			start_civil_war = {
				ideology = democratic
				ruling_party = neutrality
				size = 0.45
				keep_all_characters = yes
			}
		} {
			limit = {
				has_government = democratic
			}
			start_civil_war = {
				ideology = fascism
				ruling_party = democratic
				size = 0.45
				keep_all_characters = yes
			}
		} {
			limit = {
				has_government = communism
			}
			start_civil_war = {
				ideology = fascism
				ruling_party = communism
				size = 0.45
				keep_all_characters = yes
			}
		}
	}
	else = {
		add_stability = -0.4
		add_war_support = -0.4
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_invest_into_civilian_infanstructure
Constructs: prerequisite, completion_reward, add_building_construction, add_offsite_building
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_invest_into_civilian_infanstructure
	icon = GFX_goal_generic_road
	cost = 8
	x = 1
	y = 1
	relative_position_id = SAM_new_zealand_commisar
	available = {

	}
	prerequisite = {
		focus = SAM_new_zealand_commisar
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		726 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		SAM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: Character
Component: RAJ_GOE_mughal_air_guy
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_mughal_air_guy = {
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
	advisor = {
		slot = air_chief
		visible = {
			has_completed_focus = RAJ_the_mughal_uprising
		}
		idea_token = RAJ_GOE_mughal_air_guy
		allowed = {
			original_tag = RAJ
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: iceland_events.14
Constructs: is_triggered_only, ai_chance, limit, is_owned_by, add_claim_by, create_wargoal, take_claimed_state
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.14
	title = iceland_events.14.t
	desc = iceland_events.14.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.14.a
		ai_chance = {
			base = 1
		}
		IF = {
			limit = {
				101 = {
					is_owned_by = FROM
				}
			}
			101 = {
				add_claim_by = ROOT
			}
		} {
			limit = {
				337 = {
					is_owned_by = FROM
				}
			}
			337 = {
				add_claim_by = ROOT
			}
		}
		ROOT = {
			create_wargoal = {
				type = take_claimed_state
				target = FROM
				generator = {
					101 337
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_716
Source: game
File: history/units/JAP_1939_air_legacy.txt

Code:
air_wings = {
	716 = {
		fighter_equipment_1 = {
			owner = JAP
			amount = 72
		}
		CAS_equipment_1 = {
			owner = JAP
			amount = 54
		}
		tac_bomber_equipment_1 = {
			owner = JAP
			amount = 54
		}
	}
}
### Entity: Country History
Country: COS
Component: COS_army
Source: game
File: history/countries/COS - Costa Rica.txt

Code:
# OOB & Army Setup for COS
oob = COS_1936
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_nationalize_major_infrastructure_hubs
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_nationalize_major_infrastructure_hubs
	icon = GFX_goal_generic_construction3
	prerequisite = {
		focus = BRA_R56_council_for_economics_and_finances
	}
	relative_position_id = BRA_R56_council_for_economics_and_finances
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		498 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		499 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		496 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		500 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		501 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_sukarnos_industrialization
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_resource
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_sukarnos_industrialization
	icon = GFX_focus_GER_factories_for_resources
	available = {

	}
	prerequisite = {
		focus = INS_enact_militarism
	}
	mutually_exclusive = {

	}
	x = -1
	y = 2
	relative_position_id = INS_guided_democracy
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
			}
			prioritize = {
				1058 335 1051
			}
			add_resource = {
				type = coal
				amount = 10
			} {
				type = steel
				amount = 8
			} {
				type = tungsten
				amount = 8
			}
		} {
			limit = {
				impassable = no
			}
			prioritize = {
				1058 335 1051
			}
			add_resource = {
				type = coal
				amount = 10
			} {
				type = steel
				amount = 8
			} {
				type = tungsten
				amount = 8
			}
		}
	}
}
### Entity: State History
Component: 1075
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/1075 - West Queensland.txt

Code:
state = {
	id = 1075
	name = STATE_1075
	state_category = wasteland
	manpower = 12000
	impassable = yes
	force_link_ownership_to = 873
	history = {
		owner = AST
		add_core_of = AST
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		2205 5206 8206 10336 10936 10955 13171
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: USA_BC_CONFEDERATE
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_BC_CONFEDERATE = {
	name = NAME_THEME_CONFEDERATE_BC
	for_countries = {
		CSA USA
	}
	can_use = {
		OR = {
			tag = CSA
			has_completed_focus = USA_honor_the_confederacy
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = CSS 
	fallback_name = Battlecruiser BC-%d
	unique = {
		Yellow Jacket Copperhead Fire Ant Rattler Black Widow Hornet Water Moccasin Wasp Scorpion Honey Bee Coral Snake Bumble Bee Chigger
	}
}
### Entity: Character
Component: QUE_claude_henri_grignon
Constructs: has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_claude_henri_grignon = {
	name = Claude-Henri Grignon
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_claude_henri_grignon
		available = {
			NOT = {
				has_government = communism
			}
		}
		allowed = {
			original_tag = QUE
		}
		traits = {
			QUE_author
		}
	}
}
### Entity: Order of Battle
Component: HMS Vanguard
Source: game
File: history/units/ENG_vanguard_communist.txt

Code:
fleet = {
	name = HMS Vanguard
	naval_base = 6395
	task_force = {
		name = HMS Vanguard
		location = 6395
		ship = {
			name = WLNS Vanguard
			definition = battleship
			equipment = {
				ship_hull_heavy_4 = {
					amount = 1
					owner = ENG
					version_name = Vanguard
				}
			}
		}
	}
}
### Entity: Event
Component: nsb_news.102
Constructs: is_triggered_only, limit, has_global_flag, clr_global_flag, clear_global_event_target
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.102
	title = nsb_news.102.t
	desc = {
		text = nsb_news.102.desc_default
		trigger = {
			NOT = {
				has_global_flag = SOV_collective_security_pact_poland_inlcuded_flag
			}
		}
	} {
		text = nsb_news.102.desc_poland
		trigger = {
			has_global_flag = SOV_collective_security_pact_poland_inlcuded_flag
		}
	}
	picture = [GetSovietPactImage]
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.102.a
		trigger = {
			NOT = {
				tag = SOV event_target:SOV_collective_security_pact_integrant
				AND = {
					tag = POL
					has_global_flag = SOV_collective_security_pact_poland_inlcuded_flag
				}
			}
		}
	} {
		name = nsb_news.102.b
		trigger = {
			OR = {
				tag = SOV event_target:SOV_collective_security_pact_integrant
				AND = {
					tag = POL
					has_global_flag = SOV_collective_security_pact_poland_inlcuded_flag
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					tag = SOV
					has_global_flag = SOV_collective_security_pact_poland_inlcuded_flag
				}
				clr_global_flag = SOV_collective_security_pact_poland_inlcuded_flag
			}
			clear_global_event_target = SOV_collective_security_pact_integrant
		}
	}
}
### Entity: Idea
Component: branch_independence_spirit
Constructs: has_air_academy, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
branch_independence_spirit = {
	ledger = air
	available = {
		has_air_academy = yes
	}
	modifier = {
		experience_gain_air = 0.1
		airforce_intel_to_others = -5
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Country History
Country: NGA
Component: NGA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/NGA - Nigeria.txt

Code:
# Politics & Parties for NGA
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Character
Component: ROM_gheorghe_argeseanu
Source: game
File: common/characters/ROM.txt

Code:
ROM_gheorghe_argeseanu = {
	name = ROM_gheorghe_argeseanu
	portraits = {
		army = {
			small = GFX_idea_ROM_gheorghe_argeseanu
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ROM_gheorghe_argeseanu
		allowed = {
			original_tag = ROM
		}
		traits = {
			silent_workhorse
		}
	}
}