Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modding Documentation
Construct: notations
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Shorthand notations
There is currently one shorthand notation for collections: Using only input. This allows you only provide
the input to the collection instead of the complete object. For example, the following collections are equivalent:
```
my_collection = {
	input = game:all_states
}

my_collection = game:all_states
```
### Entity: Event
Component: ww_BEL_event_diplomatic.12
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_equipment_to_stockpile, limit, has_government, add_opinion_modifier, give_guarantee
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.12
	title = ww_BEL_event_diplomatic.12.t
	desc = ww_BEL_event_diplomatic.12.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.12.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				original_tag = SOV
				FROM = {
					OR = {
						has_completed_focus = BEL_raise_the_red_flag
						has_government = communism
					}
				}
			} {
				factor = 0.1
				FROM = {
					has_government = fascism
				}
			}
		}
		give_guarantee = FROM
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 100
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.13
				hours = 12
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			FROM = {
				add_equipment_subsidy = {
					cic = 1500
					equipment_type = infantry_equipment
					seller_tags = {
						ROOT
					}
				}
			}
		}
		ELSE = {
			FROM = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 1000
					producer = ROOT
				}
			}
		}
	} {
		name = ww_BEL_event_diplomatic.12.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				original_tag = SOV
				FROM = {
					NOT = {
						has_completed_focus = BEL_raise_the_red_flag
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.14
				hours = 12
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_research_slot
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_research_slot

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Adds a research slot (negative values subtracts)
```
### Entity: Order of Battle
Component: 18a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 18a Brigada Legionario
	location = 794
	division_template = Brigada Legionario
}
### Entity: Idea
Component: knilm
Constructs: research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
knilm = {
	allowed = {
		original_tag = INS
	}
	picture = INS_knilm
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		civilian_airway_company
	}
}
### Entity: Idea
Component: MAN_banditry
Constructs: stability_factor, war_support_factor, has_country_flag, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_banditry = {
	available = {
		OR = {
			has_country_flag = MAN_northern_bandits MAN_eastern_bandits MAN_western_bandits
		}
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = chi_army_corruption2
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: Order of Battle
Component: Brigada Militar do Rio Grande do Sul
Constructs: division_template
Source: game
File: history/units/BRA_cohen.txt

Code:
division = {
	name = Brigada Militar do Rio Grande do Sul
	location = 10447
	division_template = Divisão de Infantaria 3
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: Event
Component: soviet.5
Constructs: is_triggered_only, create_wargoal, take_state
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.5
	title = soviet.5.t
	desc = soviet.5.d
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	option = {
		name = soviet.5.a
		create_wargoal = {
			type = take_state
			target = FROM
			generator = {
				78
			}
		}
		hidden_effect = {
			SOV = {
				country_event = {
					days = 1
					id = news.11
				}
			}
		}
	}
}
### Entity: Event
Component: lar_france_volunteers.1
Constructs: is_triggered_only, ai_chance, limit, has_government, set_variable, set_country_flag, add_manpower
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_volunteers.1
	title = lar_france_volunteers.1.t
	desc = lar_france_volunteers.1.desc
	picture = GFX_report_event_spain_civil_war_volunteers_01
	immediate = {
		if = {
			limit = {
				has_government = fascism
			}
			set_variable = {
				volunteer_strength = FRA.party_popularity@fascism
			}
		}
		else_if = {
			limit = {
				has_government = communism
			}
			set_variable = {
				volunteer_strength = FRA.party_popularity@communism
			}
		} {
			limit = {
				has_government = democratic
			}
			set_variable = {
				volunteer_strength = FRA.party_popularity@democratic
			}
			multiply_variable = {
				volunteer_strength = 0.5
			}
		} {
			limit = {
				has_government = neutrality
			}
			set_variable = {
				volunteer_strength = FRA.party_popularity@neutrality
			}
		}
		multiply_variable = {
			volunteer_strength = 1000
		}
	}
	is_triggered_only = yes
	option = {
		name = lar_france_volunteers.1.a
		ai_chance = {
			factor = 40
		}
		set_country_flag = FRA_has_received_volunteers
		add_manpower = volunteer_strength
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_rally_bakhtiari_and_qashqai
Constructs: division_template, prerequisite, completion_reward, is_subject, allow_branch, is_locked, random_core_state, create_unit
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_rally_bakhtiari_and_qashqai
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = PER_azadi
	}
	x = 1
	y = 1
	relative_position_id = PER_azadi
	cost = 10
	available = {
		PER = {
			is_subject = yes
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = PER_recruit_rebels_tt
		division_template = {
			name = Bakhtiari Rebels
			is_locked = no
			template_counter = 4
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
			override_model = PER_militia_alt_1_entity
		} {
			name = Qashqai Rebels
			is_locked = no
			template_counter = 4
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
			override_model = PER_militia_alt_1_entity
		}
		hidden_effect = {
			random_core_state = {
				create_unit = {
					allow_spawning_on_enemy_provs = yes
					division = name = "Bakhtiari Rebel Group 1" 	division_template = "Bakhtiari Rebels" 	start_experience_factor = 1.0 start_equipment_factor = 1
					owner = ROOT
				} {
					allow_spawning_on_enemy_provs = yes
					division = name = "Bakhtiari Rebel Group 2" 	division_template = "Bakhtiari Rebels" 	start_experience_factor = 1.0 start_equipment_factor = 1
					owner = ROOT
				} {
					allow_spawning_on_enemy_provs = yes
					division = name = "Qashqai Rebels Rebel Group 1" 	division_template = "Qashqai Rebels" 	start_experience_factor = 1.0 start_equipment_factor = 1
					owner = ROOT
				} {
					allow_spawning_on_enemy_provs = yes
					division = name = "Qashqai Rebels Rebel Group 2" 	division_template = "Qashqai Rebels" 	start_experience_factor = 1.0 start_equipment_factor = 1
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_RESOURCE_steel_extraction_decision
Constructs: has_country_flag, has_political_power
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_steel_extraction_decision = {
	OR = {
		AND = {
			has_political_power = > 175
			OR = {
				has_country_flag = EAI_extract_steel EAI_allies_need_steel
			}
		}
	}
}
### Entity: Event
Component: r56_eng.1
Constructs: is_triggered_only
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.1
	title = r56_eng.1.t
	desc = r56_eng.1.desc
	picture = GFX_report_event_eng_mosley_speech
	is_triggered_only = yes
	option = {
		name = r56_eng.1.a
	}
}
### Entity: Event
Component: kmt.186
Constructs: is_triggered_only, ai_chance, limit, has_war_with, white_peace, set_country_flag, is_faction_leader, create_faction_from_template
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.186
	title = kmt.186.t
	desc = kmt.186.d
	picture = GFX_report_event_nationalist_china_machinegun_firing
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
		}
		name = kmt.186.a
		white_peace = CHI
		CHI = {
			country_event = {
				id = kmt.187
			}
		}
	} {
		ai_chance = {
			base = 90
		}
		name = kmt.186.b
		white_peace = CHI
		set_country_flag = peace_and_factioned
		if = {
			limit = {
				CHI = {
					is_faction_leader = no
				}
			}
			CHI = {
				create_faction_from_template = faction_template_chinese_united_front
			}
		}
		CHI = {
			country_event = {
				id = kmt.187
			}
			add_to_faction = ROOT
		}
		add_to_war = {
			targeted_alliance = CHI
			enemy = JAP
		}
	} {
		name = kmt.186.c
		CHI = {
			country_event = {
				id = kmt.188
			}
		}
	} {
		trigger = {
			NOT = {
				has_war_with = JAP
			}
		}
		name = kmt.186.e
		CHI = {
			country_event = {
				id = kmt.188
			}
		}
		JAP = {
			country_event = {
				id = kmt.189
				days = 2
			}
		}
	}
}
### Entity: Idea
Component: FIN_funds_from_kalevala_koru_oy
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_funds_from_kalevala_koru_oy = {
	picture = FIN_funs_from_kalevala_koru_oy
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.25
	}
}
### Entity: Event
Component: r56.news_event.36
Constructs: is_triggered_only, has_war_with, has_cosmetic_tag
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.36
	title = r56.news_event.36.t
	desc = r56.news_event.36.desc
	picture = GFX_news_event_south_american_argentine_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.36.a
		trigger = {
			has_cosmetic_tag = PLA
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = r56.news_event.36.b
		trigger = {
			NOT = {
				has_cosmetic_tag = PLA
			} {
				has_war_with = FROM
			}
		}
	} {
		name = r56.news_event.36.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Idea
Component: SOV_civil_war_ignited
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_civil_war_ignited = {
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_war = yes
	}
	picture = chi_war_of_resistance
	modifier = {
		ai_call_ally_desire_factor = -60
		ai_join_ally_desire_factor = -40
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_air_bases
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_air_bases
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = ALG_develop_air_doctrines
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 42
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				459
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 3
				}
			}
			add_building_construction = {
				type = air_base
				level = 4
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: LUX_charles_marx
Source: game
File: common/characters/LUX.txt

Code:
LUX_charles_marx = {
	name = LUX_charles_marx
	portraits = {
		civilian = {
			large = GFX_portrait_LUX_charles_marx
			small = GFX_portrait_LUX_charles_marx_small
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			marxist_academic
		}
		expire = 1951.1.1.12
		id = -1
	}
}
### Entity: Event
Component: war_justification.208
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.208
	title = war_justification.208.t
	desc = war_justification.208.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = war_justification.208.a
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.161
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.161
	title = SEA_imperial_influence_events.161.t
	desc = SEA_imperial_influence_events.161.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_army_faction_demands_more_artillery
	}
}
### Entity: Character
Component: SWE_martin_ekstrom
Source: game
File: common/characters/SWE.txt

Code:
SWE_martin_ekstrom = {
	advisor = {
		slot = high_command
		idea_token = SWE_martin_ekstrom
		ledger = army
		allowed = {
			original_tag = SWE
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SWE_martin_ekstrom
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_no_attachment
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_no_attachment = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/attachment = global.EAI_NO_ATTACHMENT
		} {
			EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_NO_ATTACHMENT
		}
		AND = {
			OR = {
				EAI_No_Attachment_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/attachment EAI_FOCUS/LAND/attachment_OVERRIDE
			}
		}
	}
}
### Entity: Character
Component: AOI_prince_amedeo
Constructs: has_government
Source: game
File: common/characters/AOI.txt

Code:
AOI_prince_amedeo = {
	name = AOI_prince_amedeo
	portraits = {
		civilian = {
			large = GFX_portrait_AOI_amedeo_di_savoia_aosta
			small = GFX_portrait_AOI_amedeo_di_savoia_aosta_small
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			duke_of_aosta iron_duke
		}
		expire = 1943.1.1.1
		id = -1
	} {
		ideology = despotism
		traits = {
			duke_of_aosta viceroy_of_aoi
		}
		expire = 1943.1.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			politically_connected inflexible_strategist
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism democratic
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Category%3AMilitary.html

Doc:
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;Invert selection &#160;Associated namespace |
Tag filter: | |
Page name: | Show changes to pages linked to the given page instead |

10 April 2016
| &#160;m&#160;&#160;&#160;16:12&#160; | Experience‎‎ (2 changes | history) . . (+90)‎ . . [Denkt‎ (2×)] |
| &#160;m&#160;&#160;&#160; | 16:12 (cur | prev) . . (+36)‎ . . Denkt (Talk | contribs) |

| &#160;m&#160;&#160;&#160; | 15:54 (cur | prev) . . (+54)‎ . . Denkt (Talk | contribs) (Experience effect on combat effectivness) |

9 April 2016
&#160;&#160;&#160;&#160;&#160;19:44&#160; | Commander‎ (diff | hist) . . (+18)‎ . . 140.254.169.40 (Talk) (Wordsmithing) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Category:Military"
### Entity: Idea
Component: AST_cabinet_trust_state_4_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_cabinet_trust_state_4_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AST_cabinet_trust4_idea
	modifier = {
		stability_factor = -0.15
		political_power_factor = -0.12
		war_support_factor = -0.07
	}
}
### Entity: Trigger Reference
Construct: is_fighting_in_weather
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_fighting_in_weather

* Supported Scopes: COMBATANT
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks the weather on a combat
Example:
### Entity: Character
Component: minister_of_finance_mariyam
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
minister_of_finance_mariyam = {
	random = no
	sprite = 10
	research_speed_factor = 0.02
	production_lack_of_resource_penalty_factor = -0.1
	production_speed_infrastructure_factor = 0.1
}
### Entity: Event
Component: tuva.11
Constructs: is_triggered_only, ai_chance, has_government, has_opinion
Source: game
File: events/Tuva.txt

Code:
country_event = {
	id = tuva.11
	title = tuva.11.t
	desc = tuva.11.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = tuva.11.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_government = ROOT
			} {
				factor = 3
				has_opinion = {
					target = ROOT
					value = > 24
				}
			}
		}
		TAN = {
			country_event = {
				id = tuva.12
				days = 1
			}
		}
	} {
		name = tuva.11.b
		ai_chance = {
			base = 10
		}
		TAN = {
			country_event = {
				id = tuva.13
				days = 1
			}
		}
		custom_effect_tooltip = AFG_industrial_events_31_tt
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_join_the_axis
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, is_major, completion_reward
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_join_the_axis
	icon = GFX_goal_generic_the_axis
	x = 1
	y = 1
	offset = {
		x = 13
		y = 0
		trigger = {
			has_completed_focus = AFG_handle_the_king
		}
	}
	cost = 5
	prerequisite = {
		focus = AFG_invite_abwehr_agents AFG_german_equipment
	}
	mutually_exclusive = {
		focus = AFG_neutrality_reaffirmed
	}
	relative_position_id = AFG_invite_abwehr_agents
	available = {
		is_in_faction = no
		is_subject = no
		OR = {
			has_government = fascism neutrality
		}
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = GER
			any_other_country = {
				is_faction_leader = yes
				has_capitulated = no
				has_government = fascism
				is_in_faction_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_country_flag = AFG_AI_RANDOM_HASHIM
			add = 60
		}
	}
}
### Entity: Idea
Component: PRC_agrarian_society_1936_fake
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_agrarian_society_1936_fake = {
	picture = generic_agrarian_society
	name = PRC_agrarian_society
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.1
		research_speed_factor = -0.2
		industrial_capacity_factory = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_18
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_18 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 18
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 18
	}
}
### Entity: Event
Component: palestine.66
Constructs: is_triggered_only
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.66
	picture = GFX_report_event_generic_battle
	title = palestine.66.t
	desc = palestine.66.d
	is_triggered_only = yes
	option = {
		name = palestine.66.a
		PAL = {
			transfer_state = 455 1021 1022
		}
	} {
		name = palestine.66.b
		PAL = {
			country_event = palestine.67
		}
	}
}
### Entity: Decision
Component: BOL_bolivian_irredentism
Source: game
File: common/decisions/categories/BOL_decision_categories.txt

Code:
BOL_bolivian_irredentism = {
	allowed = {
		original_tag = BOL
	}
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	priority = 100
	visible_when_empty = no
	visible = {

	}
}
### Entity: Character
Component: GER_walther_wever
Source: game
File: common/characters/GER.txt

Code:
GER_walther_wever = {
	name = GER_walther_wever
	portraits = {
		army = {
			small = GFX_idea_walther_wever
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = walther_wever
		ledger = air
		allowed = {
			original_tag = GER
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Event
Component: englandmod.6
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.6
	title = englandmod.6.t
	desc = englandmod.6.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = englandmod.6.a
		ENG = {
			transfer_state = 113 134 135
		}
	}
}
### Entity: Unit Template
Component: SOV_MAR_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_MAR_01 = {
	name = Marine Division
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dya Diviziya Morskoi Pekhoty
	ordered = {
		1 = {
			%dya Diviziya Morskoi Pekhoty
		}
		2 = {
			%dya Diviziya Morskoi Pekhoty
		}
		3 = {
			%dya Diviziya Morskoi Pekhoty
		}
		4 = {
			%dya Diviziya Morskoi Pekhoty
		}
		5 = {
			%dya Diviziya Morskoi Pekhoty
		}
		6 = {
			%dya Diviziya Morskoi Pekhoty
		}
		7 = {
			%dya Diviziya Morskoi Pekhoty
		}
		8 = {
			%dya Diviziya Morskoi Pekhoty
		}
		9 = {
			%dya Diviziya Morskoi Pekhoty
		}
		10 = {
			%dya Diviziya Morskoi Pekhoty
		}
	}
}