Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: The_destiny_of_azerbaijan_category
Constructs: division_template, limit, random_country, has_government, owns_state, has_war_with, has_country_flag, add_opinion_modifier
Source: game
File: common/decisions/Azerbaijan_decisions.txt

Code:
The_destiny_of_azerbaijan_category = {
	AZR_form_azerbaijani_national_council = {
		icon = generic_nationalism
		available = {
			229 = {
				owner = {
					has_war_with = ROOT
					NOT = {
						original_tag = AZR
					}
				}
			}
			has_capitulated = no
		}
		cost = 75
		fire_only_once = yes
		days_remove = 30
		ai_will_do = {
			factor = 3
		}
		visible = {
			OR = {
				AND = {
					has_government = fascism
					NOT = {
						has_global_flag = azerbaijani_national_council_fascist
					}
				} {
					OR = {
						has_government = democratic neutrality
					}
					NOT = {
						has_global_flag = azerbaijani_national_council_neutral_democratic
					}
				}
			}
		}
		complete_effect = {

		}
		remove_effect = {
			if = {
				limit = {
					has_government = fascism
				}
				set_global_flag = azerbaijani_national_council_fascist
				set_country_flag = azerbaijani_national_council_fascist
			} {
				limit = {
					OR = {
						has_government = democratic neutrality
					}
				}
				set_global_flag = azerbaijani_national_council_neutral_democratic
				set_country_flag = azerbaijani_national_council_neutral_democratic
			}
		}
	}
	AZR_establish_azerbaijani_legion = {
		icon = generic_prepare_civil_war
		available = {
			229 = {
				owner = {
					has_war_with = ROOT
					surrender_progress = > 0.15
				}
			}
			AZR = {
				exists = no
			}
			NOT = {
				OR = {
					has_global_flag = azerbaijani_national_council_fascist azerbaijani_national_council_neutral azerbaijani_national_council_democratic azerbaijani_national_council_neutral_democratic
				}
			}
			command_power = > 24
			has_army_experience = > 9
			has_political_power = > 24
		}
		fire_only_once = yes
		custom_cost_text = AZR_establish_azerbaijani_legion_cost
		custom_cost_trigger = {
			command_power = > 24
			has_army_experience = > 9
			has_political_power = > 24
		}
		days_remove = 90
		ai_will_do = {
			factor = 5
		}
		visible = {
			OR = {
				has_country_flag = azerbaijani_national_council_neutral_democratic azerbaijani_national_council_fascist
			}
		}
		complete_effect = {
			army_experience = -10
			add_political_power = -25
			add_command_power = -25
		}
		remove_effect = {
			division_template = {
				name = Azerbaijani Volunteers
				is_locked = yes
				division_names_group = AZR_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} 
# ... (truncated)
### Entity: Idea
Component: POL_Active_Foreign_Policy
Constructs: has_government, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Active_Foreign_Policy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	picture = ROM_balkans_dominance
	removal_cost = -1
	modifier = {
		join_faction_tension = -0.7
		send_volunteers_tension = -0.15
		guarantee_tension = -0.05
		ai_get_ally_desire_factor = 20
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_99
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_99 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 99
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 99
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_reinstate_qajars
Constructs: has_completed_focus, prerequisite, completion_reward, is_subject_of, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_reinstate_qajars
	icon = GFX_focus_generic_monarchy_2
	prerequisite = {
		focus = PER_declare_loyalty_to_britain
	}
	x = -3
	y = 1
	relative_position_id = PER_declare_loyalty_to_britain
	cost = 10
	available = {
		PER = {
			is_subject_of = ENG
		}
	}
	bypass = {

	}
	allow_branch = {
		OR = {
			PER = {
				is_subject_of = ENG
			}
			has_completed_focus = PER_reinstate_qajars
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_reinstate_qajars_tt
		PER = {
			country_event = {
				id = PER_imperial_events.230
				hours = 1
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_shine_effect_on_focus
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_shine_effect_on_focus

* Supported Scopes: COUNTRY
* Supported Targets: none

Check if country has shine effect on focus (either manually achieved or by being worked on).

Note that tooltips are only shown in debug mode.
### Entity: Idea
Component: SOV_commit_to_the_orthodox_church
Constructs: political_power_gain, removal_cost, fascism_drift, mobilization_speed
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_commit_to_the_orthodox_church = {
	name = SOV_commit_to_the_orthodox_church
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_intel_bonus
	modifier = {
		political_power_gain = 0.15
		fascism_drift = 0.1
		mobilization_speed = 0.1
	}
}
### Entity: Character
Component: ITA_pietro_pintor
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_pietro_pintor = {
	name = ITA_pietro_pintor
	portraits = {
		army = {
			small = GFX_portrait_ITA_pietro_pintor_small
			large = GFX_portrait_ITA_pietro_pintor
		}
	}
	corps_commander = {
		traits = {
			old_guard inflexible_strategist
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			has_government = fascism
		}
	}
}
### Entity: Order of Battle
Component: air_wing_43
Source: game
File: history/units/HUN_1936_air_legacy.txt

Code:
air_wings = {
	43 = {
		fighter_equipment_0 = {
			owner = HUN
			creator = ITA
			amount = 72
		}
	}
}
### Entity: Decision
Component: DEN_swedish_steel_production_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_swedish_steel_production_category = {
	icon = GFX_decision_category_generic_democracy
	allowed = {
		original_tag = DEN
	}
	priority = 30
	visible = {
		has_completed_focus = DEN_swedish_steel_production
	}
}
### Entity: Idea
Component: HOL_production_under_license
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_production_under_license = {
	picture = generic_production_bonus
	allowed = {
		original_tag = HOL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		license_infantry_eq_cost_factor = -1
		license_artillery_eq_cost_factor = -1
		license_infantry_eq_tech_difference_speed_factor = 0.5
		license_artillery_eq_tech_difference_speed_factor = 0.5
		license_infantry_eq_production_speed_factor = 0.25
		license_artillery_eq_production_speed_factor = 0.25
	}
}
### Entity: Idea
Component: AUS_host_of_communist_dissidents
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/austria.txt

Code:
AUS_host_of_communist_dissidents = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.02
		weekly_manpower = 10
	}
}
### Entity: National Focus
Component: wuw_HUN_invest_in_ludovica_academy
Constructs: prerequisite, limit, has_government, completion_reward, has_idea, cancel_if_invalid, every_army_leader, add_planning
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_invest_in_ludovica_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = wuw_HUN_negotiate_the_restrictions
	}
	x = 9
	y = 2
	relative_position_id = wuw_HUN_negotiate_the_restrictions
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		wuw_HUN_does_not_have_trianon = yes
		NOT = {
			has_idea = HUN_promises_of_peace
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_army_leader = {
			add_planning = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_army
		show_ideas_tooltip = HUN_ferenc_szombathelyi HUN_vilmos_roder
		IF = {
			limit = {
				NOT = {
					OR = {
						has_government = communism democratic
					}
				}
			}
			show_ideas_tooltip = HUN_karoly_beregfy
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_conversion_to_civ_STRATEGIES
Constructs: limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_conversion_to_civ_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_conversion_to_civ_STRATEGIES = 0
	}
	if = {
		limit = {
			OR = {
				AND = {
					OR = {
						check_variable = {
							EAI_aluminium_resource_massive_shortage = 3
						} {
							EAI_rubber_resource_massive_shortage = 3
						} {
							EAI_steel_resource_massive_shortage = 3
						}
					}
				}
			}
		}
		set_temp_variable = {
			EAI_PC_conversion_to_civ_STRATEGIES = 1
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_align_czechoslovakia
Constructs: prerequisite, completion_reward, is_subject, is_faction_leader, is_in_faction, is_subject_of, random_hours
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_align_czechoslovakia
	icon = GFX_focus_generic_befriend_czechoslovakia
	prerequisite = {
		focus = GER_the_austrian_question GER_brothers_in_arms
	}
	mutually_exclusive = {
		focus = GER_carve_up_czechoslovakia
	}
	x = 0
	y = 1
	relative_position_id = GER_the_austrian_question
	cost = 5
	available = {
		is_subject = no
		is_faction_leader = yes
		CZE = {
			exists = yes
			is_in_faction = no
			is_subject = no
		}
	}
	bypass = {
		CZE = {
			OR = {
				is_in_faction = yes
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		CZE = {
			country_event = {
				id = wuw_GER_realpolitik.1
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: Character
Component: POL_Tractor_Manufacturer
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Tractor_Manufacturer = {
	random = no
	production_factory_efficiency_gain_factor = 0.03
	production_speed_buildings_factor = 0.03
}
### Entity: Modding Documentation
Construct: NAME
Source: vanilla_docs
File: documentation/script_collection_input.md

Doc:
## collection NAME
Use a named collection as input.
### Entity: Modding Documentation
Construct: naval_invasion_dominance_weight
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `naval_invasion_dominance_weight`
Used to make the AI focus more of their navy on increasing naval supremacy in regions where one of their naval invasions passes through
```
ai_strategy = {
	type = naval_invasion_dominance_weight
	value = 30
}
```
### Entity: Event
Component: JUNO_brazil_events.45
Constructs: is_triggered_only, ai_chance, has_war
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.45
	title = JUNO_brazil_events.45.t
	desc = JUNO_brazil_events.45.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.45.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				FROM = {
					has_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.46
				days = 1
			}
		}
	} {
		name = JUNO_brazil_events.45.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.47
				days = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_RAJ_ignore_ENG
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_RAJ_ignore_ENG = {
	allowed = {
		tag = RAJ
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = dont_defend_ally_borders
		id = ENG
		value = 500
	} {
		type = dont_defend_ally_borders
		id = FRA
		value = 500
	}
}
### Entity: Idea
Component: bra_medium_aircraft_manufacturer
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_medium_aircraft_manufacturer = {
	picture = varig
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = medium_aircraft_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_the_brazilian_air_force
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_lessons_from_the_civil_war
Constructs: prerequisite, remove_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_lessons_from_the_civil_war
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_all_must_do_their_part
	}
	icon = GFX_goal_generic_army_doctrines
	x = 0
	y = 1
	relative_position_id = SPR_all_must_do_their_part
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		remove_ideas = SPR_disbanded_army_2
		add_doctrine_cost_reduction = {
			name = SPA_doctrinal_advancements
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, fire_only_once, has_civil_war, is_owned_by, is_fully_controlled_by, remove_effect, add_core_of
Source: game
File: common/decisions/AST_r56.txt

Code:
political_actions = {
	AST_assimilate_new_zealand = {
		icon = generic_nationalism
		cost = 75
		fire_only_once = yes
		days_remove = 60
		allowed = {
			original_tag = AST
		}
		available = {
			surrender_progress = < 0.3
			has_civil_war = no
			284 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 70
				resistance = < 25
			}
			1136 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 70
				resistance = < 25
			}
			1140 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 70
				resistance = < 25
			}
			723 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 70
				resistance = < 25
			}
			1139 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 70
				resistance = < 25
			}
		}
		visible = {
			OR = {
				has_completed_focus = AST_R56_intergrate_new_zealand AST_R56_liberate_new_zealand AST_R56_seize_the_seventh_state
			}
		}
		remove_effect = {
			284 = {
				add_core_of = ROOT
			}
			1136 = {
				add_core_of = ROOT
			}
			1140 = {
				add_core_of = ROOT
			}
			723 = {
				add_core_of = ROOT
			}
			1139 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 5
		}
	}
}
### Entity: Special Project
Component: sp_r56_anti_tank_rifle_grenade
Constructs: set_technology, has_tech, breakthrough_cost, resource_cost
Source: game
File: common/special_projects/projects/r56_land_projects.txt

Code:
sp_r56_anti_tank_rifle_grenade = {
	specialization = specialization_land
	icon = sp_r56_anti_tank_rifle_grenade
	project_tags = {
		sp_tag_r56_infantry
	}
	available = {
		FROM = {
			has_tech = infantry_at
		}
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium
	breakthrough_cost = {
		specialization_land = 1
	}
	resource_cost = {
		resources = {
			aluminium = 1
			steel = 1
			chromium = 1
		}
	}
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = r56_anti_tank_rifle_grenade_tech
			}
			custom_override_tooltip = {
				tooltip = tech_effect|r56_anti_tank_rifle_grenade_tech
				set_technology = {
					r56_anti_tank_rifle_grenade_tech = 1
					popup = no
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2
	}
	unique_prototype_rewards = {

	}
}
### Entity: Order of Battle
Component: air_wing_79
Source: game
File: history/units/ROM_1936_air_bba.txt

Code:
air_wings = {
	79 = {
		small_plane_airframe_0 = {
			owner = ROM
			amount = 24
			version_name = IAR 14
		}
	}
}
### Entity: Event
Component: new_ger.71
Constructs: is_triggered_only, ai_chance, limit, has_government, add_war_support, add_political_power, set_country_flag, is_core_of
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.71
	title = new_ger.71.t
	desc = new_ger.71.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.71.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				has_government = democratic
			} {
				factor = 0.5
				has_government = fascism
			}
		}
		add_political_power = 25
		hidden_effect = {
			FROM = {
				country_event = new_ger.72
				set_country_flag = GER_memel_demanded
			}
		} {
			FROM = {
				country_event = {
					id = new_ger.73
					days = 30
				}
			}
		}
		country_event = {
			id = new_ger.73
			days = 30
		}
	} {
		name = new_ger.71.b
		ai_chance = {
			base = 1
		}
		IF = {
			limit = {
				188 = {
					is_core_of = ROOT
				}
			}
			188 = {
				remove_core_of = ROOT
				force_enable_resistance = ROOT
				set_resistance = 50
			}
		}
		add_war_support = 0.025
		FROM = {
			country_event = new_ger.74
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_south_african_steel
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_south_african_steel
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = SAF_infrastructure_effort
	}
	x = 1
	y = 3
	relative_position_id = SAF_south_african_railways
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		controls_state = 275
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		275 = {
			add_resource = {
				type = steel
				amount = 16
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_stop_the_spread
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_ally_with, every_neighbor_country, create_wargoal
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_stop_the_spread
	icon = GFX_focus_focus_fra_fascist_threat
	relative_position_id = AUS_the_three_arrows
	x = 2
	y = 1
	available = {
		is_subject = no
		any_neighbor_country = {
			NOT = {
				original_tag = GER ITA
			} {
				is_ally_with = AUS
			}
			has_government = fascism
		}
	}
	prerequisite = {
		focus = AUS_the_three_arrows
	}
	cost = 10
	completion_reward = {
		every_neighbor_country = {
			limit = {
				has_government = fascism
				NOT = {
					original_tag = GER ITA
				}
			}
			AUS = {
				create_wargoal = {
					target = PREV
					type = topple_government
				}
			}
		}
	}
}
### Entity: Idea
Component: SWE_crusade_against_the_eastern_threat
Source: game
File: common/ideas/sweden.txt

Code:
SWE_crusade_against_the_eastern_threat = {
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_crush_the_revolution
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Unit Template
Component: NZL_MAR_01
Source: game
File: common/units/names_divisions/NZL_names_divisions.txt

Code:
NZL_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		NZL
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d Marine Division
	ordered = {
		1 = {
			%dst NZ Marine Division
		}
		2 = {
			%dnd NZ Marine Division
		}
		3 = {
			%drd NZ Marine Division
		}
		4 = {
			%dth NZ Marine Division
		}
		5 = {
			%dth NZ Marine Division
		}
		6 = {
			%dth NZ Marine Division
		}
		7 = {
			%dth NZ Marine Division
		}
		8 = {
			%dth NZ Marine Division
		}
		9 = {
			%dth NZ Marine Division
		}
		10 = {
			%dth NZ Marine Division
		}
		11 = {
			%dth NZ Marine Division
		}
		12 = {
			%dth NZ Marine Division
		}
		13 = {
			%dth NZ Marine Division
		}
		14 = {
			%dth NZ Marine Division
		}
		15 = {
			%dth NZ Marine Division
		}
		16 = {
			%dth NZ Marine Division
		}
		17 = {
			%dth NZ Marine Division
		}
		18 = {
			%dth NZ Marine Division
		}
		19 = {
			%dth NZ Marine Division
		}
		20 = {
			%dth NZ Marine Division
		}
		21 = {
			%dst NZ Marine Division
		}
		22 = {
			%dnd NZ Marine Division
		}
		23 = {
			%drd NZ Marine Division
		}
		24 = {
			%dth NZ Marine Division
		}
		25 = {
			%dth NZ Marine Division
		}
		26 = {
			%dth NZ Marine Division
		}
		27 = {
			%dth NZ Marine Division
		}
		28 = {
			%dth NZ Marine Division
		}
		29 = {
			%dth NZ Marine Division
		}
		30 = {
			%dth NZ Marine Division
		}
	}
}
### Entity: Idea
Component: TRI_nccr
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = TRI
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: libya.8
Constructs: owns_state, has_war_with, has_country_flag, add_stability, fire_only_once, lose_kosovo, has_full_control_of_state, has_civil_war
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.8
	title = libya.8.t
	desc = libya.8.d
	picture = GFX_report_event_german_inspect_troops
	hidden = yes
	fire_only_once = yes
	trigger = {
		ALB = {
			NOT = {
				has_country_flag = lose_kosovo
			}
			has_war_with = YUG
			OR = {
				YUG = {
					has_full_control_of_state = 802
				} {
					owns_state = 802
				}
				surrender_progress = > 0.25
			}
			has_civil_war = no
			is_subject = no
		}
	}
	immediate = {
		hidden_effect = {
			news_event = {
				id = news.602
			}
		}
		YUG = {
			add_stability = 0.05
			white_peace = ALB
			annex_country = {
				target = KOS
			}
			transfer_state = 802
		}
		ALB = {
			set_country_flag = lose_kosovo
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			add_timed_idea = {
				idea = big_defeat
				days = 180
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			} {
				ideology = democratic
				popularity = 0.08
			} {
				ideology = communism
				popularity = 0.03
			}
		}
	}
}
### Entity: Idea
Component: GER_speer_reich_minister_of_armaments
Constructs: political_power_gain, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_speer_reich_minister_of_armaments = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.3
		production_speed_buildings_factor = 0.05
		fascism_drift = 0.01
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Event
Component: CHL_political_events.99
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.99
	title = CHL_political_events.99.t
	desc = CHL_political_events.99.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.99.a
	}
}