Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_roars_of_thunder
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_roars_of_thunder
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = HOA_eyes_on_the_imperialists HOA_encourage_local_arms_production
	}
	mutually_exclusive = {
		focus = HOA_metal_beasts HOA_develop_indigenous_models
	}
	x = 1
	y = 1
	relative_position_id = HOA_eyes_on_the_imperialists
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = HOA_the_roars_of_thunder
			bonus = 0.5
			uses = 2
			category = artillery cat_anti_tank
		}
	}
}
### Entity: Event
Component: CHL_political_events.92
Constructs: is_triggered_only, ai_chance, fire_only_once, add_command_power, set_nationality, add_country_leader_role
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.92
	title = CHL_political_events.92.t
	desc = CHL_political_events.92.desc
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.92.a
		ai_chance = {
			base = 35
		}
		add_command_power = 25
		ROOT = {
			CHL_e_novoa_fuentes = {
				set_nationality = INC
			}
		}
		add_country_leader_role = {
			character = CHL_e_novoa_fuentes
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					JUNO_military_sapa_inca
				}
			}
		}
	} {
		name = CHL_political_events.92.b
		ai_chance = {
			base = 35
		}
		add_command_power = 25
		ROOT = {
			CHL_augusto_pimochet = {
				set_nationality = INC
			}
		}
		add_country_leader_role = {
			character = CHL_augusto_pimochet
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					JUNO_military_sapa_inca
				}
			}
		}
	} {
		name = CHL_political_events.92.c
		ai_chance = {
			base = 30
		}
		add_command_power = 25
		ROOT = {
			CHL_manuel_manquilef = {
				set_nationality = INC
			}
		}
		add_country_leader_role = {
			character = CHL_manuel_manquilef
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					JUNO_military_sapa_inca
				}
			}
		}
	}
}
### Entity: Idea
Component: HUN_horthyist_royal_guard_and_paramilitary
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_horthyist_royal_guard_and_paramilitary = {
	name = HUN_horthyist_royal_guard
	picture = generic_reserve_divisions
	allowed = {
		original_tag = HUN
	}
	available = {

	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		mobilization_speed = 0.1
		army_core_defence_factor = 0.1
		conscription_factor = 0.1
		drift_defence_factor = 0.15
		custom_modifier_tooltip = FIN_lotta_svard_support_battalions_bonus_tt
	}
}
### Entity: Technology
Component: artillery3
Constructs: enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	artillery = {
		soft_attack = 0.05
	}
	artillery_brigade = {
		soft_attack = 0.1
	}
	mot_artillery_brigade = {
		soft_attack = 0.1
	}
	category_self_propelled_artillery = {
		soft_attack = 0.05
	}
	enable_equipment_modules = {
		tank_medium_howitzer_2
	}
	path = {
		leads_to_tech = artillery4
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1941
	folder = {
		name = artillery_folder
		position = {
			x = 0
			y = 8
		}
	}
	categories = {
		artillery mio_cat_all_artillery_equipment mio_cat_artillery
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			date = > 1941.1.6
		} {
			factor = 5
			date = > 1942.1.1
		}
	}
}
### Entity: Idea
Component: NOR_marinens_flyvebaatfabrikk
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/norway.txt

Code:
NOR_marinens_flyvebaatfabrikk = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CZE_regional_investments_program_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_regional_investments_program_idea = {
	picture = r56_CAN_if_day
	allowed = {
		tag = CZE
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		political_power_cost = -0.1
		stability_weekly = 0.001
	}
}
### Entity: Faction
Component: faction_goal_control_caroline_islands
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_caroline_islands = {
	name = control_caroline_islands_goal_name
	description = control_caroline_islands_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = JAP FSM
				is_in_faction_with = JAP FSM
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 684
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		684 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 684
			}
			add_faction_initiative = 1
		}
		684 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = 2489
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			684 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		} {
			add = 1
			any_enemy_country = {
				original_tag = JAP
			}
		}
	}
}
### Entity: Unit Leader
Component: trait_SOV_stalinist
Constructs: has_country_flag
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
trait_SOV_stalinist = {
	type = {
		land navy
	}
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = SOV
		}
	}
	new_commander_weight = {
		factor = 0
		modifier = {
			add = 1
			FROM = {
				has_country_flag = SOV_stalinist_military_flag
			}
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.70
Constructs: is_triggered_only, limit, every_core_state, add_core_of, annex_country, has_cosmetic_tag, set_cosmetic_tag, add_timed_idea
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.70
	title = SEA_PHI_political_events.70.t
	desc = SEA_PHI_political_events.70.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.70.a
		FROM = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		if = {
			limit = {
				NOT = {
					has_cosmetic_tag = PHI_hispanic_empire_tag
				}
			}
			set_cosmetic_tag = PHI_hispanic_empire_tag
		}
		add_timed_idea = {
			idea = PHI_integration_efforts
			days = 120
		}
		clr_country_flag = PHI_awaiting_response
	}
}
### Entity: Scripted Effect
Component: SWI_trade_agreement_apply_opinions
Constructs: limit, has_government, add_opinion_modifier, is_ai, every_other_country
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_trade_agreement_apply_opinions = {
	if = {
		limit = {
			SWI = {
				is_ai = no
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SWI_trade_agreement
		}
		every_other_country = {
			limit = {
				SWI_is_country_to_balance = yes
				NOT = {
					original_tag = ROOT
					has_government = ROOT
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = SWI_grave_breach_of_neutrality
			}
		}
	}
}
### Entity: Country History
Country: KIR
Component: KIR_misc
Constructs: set_convoys, set_research_slots
Source: game
File: history/countries/KIR - Kiribati.txt

Code:
# Misc for KIR
capital = 639
set_convoys = 20
set_research_slots = 2
### Entity: Idea
Component: YUN_the_democratic_fortress_idea
Constructs: stability_factor, has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
YUN_the_democratic_fortress_idea = {
	name = YUN_the_democratic_fortress
	allowed = {
		original_tag = YUN
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism communism
		}
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = YUN_long_yun
			}
		}
	}
	picture = YUG_federal_defense_council
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.1
		enemy_justify_war_goal_time = 0.1
		drift_defence_factor = 0.15
		custom_modifier_tooltip = YUN_will_be_removed_if_no_long_yun_tt
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_580
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_580 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 580
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 580
	}
}
### Entity: Game Data
Component: SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/sea/navy_submarine_doctrines.txt

Code:
submarine_fleet_operations = {
    track = submarines
    name = SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS
    description = SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS_DESC
    icon = GFX_doctrine_submarine_operations_medium

    xp_cost = 100
    xp_type = navy

    available = {
        always = yes
    }

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 25
            original_tag = USA
        }
        modifier = {
            factor = 25
            original_tag = FRA
        }
        modifier = {
            factor = 25
            original_tag = ITA
        }
        modifier = {
            factor = 25
            original_tag = SOV
        }
    }

    # EFFECTS
	naval_torpedo_screen_penetration_factor = 0.05

    rewards = {
		long_range_patrol_schedule = {
			submarine = {
				surface_detection = 0.30
				naval_range = 0.1 #TODO: does this work?
			}
		}
		sustained_operations = {
			submarine = {
				max_organisation = 15
			}
		}
		ambush_tactics = {
			navy_submarine_attack_factor = 0.10
		}
		diverse_operations = {
			submarine = { mines_planting = 0.20 }
		}
		predictive_search_patterns = {
			submarine = {
				surface_detection = 0.20
				convoy_raiding_coordination = 0.20
			}
		}
    }
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_beacon_of_socialism
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_beacon_of_socialism
	available = {
		num_of_factories = > 50
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_nationalize_the_industry
	}
	icon = GFX_focus_research2
	x = -1
	y = 1
	relative_position_id = SPR_nationalize_the_industry
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: liechtenstein.bop.2
Constructs: is_triggered_only, fire_only_once, add_political_power, has_power_balance, add_power_balance_value
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.bop.2
	picture = GFX_report_event_LIE_otto_schaedler_speech
	title = liechtenstein.bop.2.t
	desc = liechtenstein.bop.2.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_power_balance = {
			id = LIE_landtag_balance_of_power
		}
	}
	option = {
		name = liechtenstein.bop.2.a
		add_political_power = 10
		add_power_balance_value = {
			id = LIE_landtag_balance_of_power
			value = -0.1
			tooltip_side = LIE_VU_side
		}
	}
}
### Entity: Character
Component: trade_concern
Source: game
File: common/country_leader/r56_traits.txt

Code:
trade_concern = {
	random = no
	economy_cost_factor = -0.5
	trade_laws_cost_factor = -0.5
	trade_opinion_factor = 0.5
}
### Entity: Shared Focus
Tree: pla_focus
Component: PLA_oil_in_the_tierra_del_fuego
Constructs: shared_focus, prerequisite, owns_state, completion_reward, allow_branch, add_resource, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_platine_shared.txt

Code:
shared_focus = {
	id = PLA_oil_in_the_tierra_del_fuego
	icon = GFX_goal_generic_oil_refinery
	x = 0
	y = 1
	cost = 10
	relative_position_id = PLA_develop_mining
	prerequisite = {
		focus = PLA_develop_mining
	} {
		focus = PLA_improve_local_infrastructure
	}
	ai_will_do = {
		factor = 4
	}
	text_icon = NORDIC_focus_style
	available = {
		owns_state = 507
	}
	allow_branch = {
		OR = {
			original_tag = BOL ARG URG PAR
		}
	}
	completion_reward = {
		add_resource = {
			type = oil
			amount = 8
			state = 507
		}
		507 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = refining_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: Event
Component: rt56.rom_transylvania.3
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_transylvania.3
	title = rt56.rom_transylvania.3.t
	desc = rt56.rom_transylvania.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_transylvania.3.a
		add_political_power = 10
	}
}
### Entity: Achievement
Component: this_is_madness
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements.txt

Code:
this_is_madness = {
	id = 118
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GRE
	}
	happened = {
		has_global_flag = form_greater_greece_flag
	}
}
### Entity: Character
Component: social_revolutionary
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
social_revolutionary = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	political_power_factor = 0.1
	war_support_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_the_second_yen_bai_mutiny
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, is_historical_focus_on, add_days_mission_timeout
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_the_second_yen_bai_mutiny
	icon = GFX_goal_generic_revolt
	cost = 14.4
	x = 2
	y = 1
	relative_position_id = FRI_gouverneur_jules_brevie
	available = {
		has_country_flag = r56_FRI_strikes_happened
		VIN = {
			exists = no
		}
	}
	prerequisite = {
		focus = FRI_gouverneur_jules_brevie
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 95
			AND = {
				is_historical_focus_on = no
				NOT = {
					has_completed_focus = FRI_concessions_to_the_strikers
				}
			}
		} {
			add = 1000
			date = > 1946.5.18
		}
	}
	completion_reward = {
		custom_effect_tooltip = FRI_the_second_yen_bai_mutiny_2_tt
		hidden_effect = {
			add_days_mission_timeout = {
				mission = r56_FRI_nationist_uprising_2
				days = -5000
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: INS_volksraad_events.60
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_political_power, has_autonomy_state, is_ai, is_historical_focus_on
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.60
	title = INS_volksraad_events.60.t
	desc = INS_volksraad_events.60.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.10.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.2
				INS = {
					has_completed_focus = INS_realign_supply_chains
				}
			} {
				factor = 1.2
				INS = {
					has_completed_focus = INS_prioritize_dutch_companies
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 5
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 10
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 15
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 20
				}
			} {
				factor = 2
				INS = {
					OR = {
						has_autonomy_state = autonomy_integrated_puppet autonomy_puppet
					}
				}
			} {
				factor = 0.8
				INS = {
					OR = {
						has_autonomy_state = autonomy_colony
					}
				}
			} {
				factor = 0.5
				INS = {
					OR = {
						has_autonomy_state = autonomy_dominion
					}
				}
			} {
				factor = 2
				INS = {
					is_ai = no
				}
			}
		}
		INS = {
			country_event = {
				id = INS_volksraad_events.61
				hours = 6
			}
			effect_tooltip = {
				indonesia_volksraad_knil_rank_limit_effect = yes
			}
		}
	} {
		name = INS_volksraad_events.10.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 1.5
				INS = {
					has_completed_focus = INS_first_come_first_serve
				}
			} {
				factor = 1.5
				INS = {
					has_completed_focus = INS_increased_trade_with_japan
				}
			} {
				factor = 1.5
				has_completed_focus = INSHOL_urge_gov_veto
			} {
				factor = 10
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
				}
			} {
				factor = 2
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
					has_autonomy_state = autonomy_colony
				}
			} {
				factor = 3
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
					has_autonomy_state = autonomy_dominion
				}
			}
		}
		INS = {
			country_event = {
				id = INS_volksraad_events.3
				hours = 6
			}
		}
		effect_tooltip = {
			indonesia_volksraad_reject_50_effect = yes
		}
		hidden_effect = {
			HOL = {
				add_political_power = -50
			}
		}
	}
}
### Entity: State History
Component: 225
Constructs: add_core_of
Source: game
File: history/states/225-Glukhov.txt

Code:
state = {
	id = 225
	name = STATE_225
	manpower = 1338280
	state_category = town
	history = {
		victory_points = {
			3520 3
		} {
			9566 1
		}
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV UKR
	}
	provinces = {
		463 501 522 3225 3455 3520 6565 9477 9566 11462 11553
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Chikogu Eira Kantai
Source: game
File: history/units/JAP_1939_naval_legacy.txt

Code:
fleet = {
	name = Chikogu Eira Kantai
	naval_base = 7014
	task_force = {
		name = 3 Kantai
		location = 1070
		ship = {
			name = Akagi
			definition = carrier
			equipment = {
				carrier_1 = {
					amount = 1
					owner = JAP
					version_name = Akagi Class
				}
			}
		} {
			name = Sendai
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Sendai Class
				}
			}
		} {
			name = Kinu
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma Class
				}
			}
		} {
			name = Yura
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma Class
				}
			}
		} {
			name = Asakaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Harukaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Hatakaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Matsukaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Akebono
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Sazanami
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Ushio
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Fumizuki
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Minazuki
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Nagatsuki
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Satsuki
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		}
	} {
		name = 4 Kantai
		location = 10000
		ship = {
			name = Ashigara
	
# ... (truncated)
### Entity: Event
Component: austria.96
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.96
	title = austria.96.t
	desc = austria.96.d
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	immediate = {
		set_country_flag = AUS_conference_will_collapse
	}
	option = {
		name = austria.96.a
		custom_effect_tooltip = AUS_conference_will_collapse
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAmbox_stub.png.html

Doc:
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