Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: CZE_armored_production
Source: game
File: common/ai_strategy/CZE.txt

Code:
CZE_armored_production = {
	allowed = {
		original_tag = CZE
	}
	enable = {
		ai_wants_divisions = > 24
	}
	abort = {
		ai_wants_divisions = < 25
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 5
	}
}
### Entity: Event
Component: kmt.5
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, annex_country, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.5
	title = kmt.5.t
	desc = kmt.5.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 20
		}
		name = kmt.5.a
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = kmt.2
				days = 1
			}
		}
	} {
		ai_chance = {
			base = 80
		}
		name = kmt.5.b
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = KMT_SHX_refused
			}
		} {
			country_event = {
				id = kmt.4
				days = 1
			}
		}
		ROOT = {
			add_opinion_modifier = {
				target = FROM
				modifier = SHX_SHX_refused
			}
		}
	}
}
### Entity: Character
Component: USA_marc_mitscher
Source: game
File: common/characters/USA.txt

Code:
USA_marc_mitscher = {
	name = USA_marc_mitscher
	portraits = {
		army = {
			small = GFX_idea_marc_mitscher
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = marc_mitscher
		ledger = navy
		allowed = {
			original_tag = USA
		}
		traits = {
			naval_aviation_pioneer
		}
	}
}
### Entity: Character
Component: medium_tank_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
medium_tank_producer_mass_1 = {
	random = no
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.1
		}
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.1
		}
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.1
		}
		medium_tank_aa_chassis = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Misc Config
Component: technology_sharing_group
Constructs: is_in_faction_with
Source: game
File: common/technology_sharing/r56_tech_sharing_group.txt

Code:
technology_sharing_group = {
	id = nordic_research
	name = nordic_research_name
	desc = nordic_research_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.1
	available = {
		OR = {
			is_in_faction_with = ICE NOR DEN SWE FIN EST
		}
	}
}
### Entity: Order of Battle
Component: air_wing_289
Source: game
File: history/units/SIA_1936_air_bba.txt

Code:
air_wings = {
	289 = {
		small_plane_airframe_0 = {
			owner = SIA
			amount = 128
			creator = USA
			version_name = P-6
		}
		small_plane_cas_airframe_0 = {
			owner = SIA
			amount = 12
			creator = USA
			version_name = O2U
		}
	}
}
### Entity: Technology
Component: super_heavy_tank_chassis
Constructs: has_completed_focus, limit, has_government, has_war_with, enable_equipments, enable_subunits, enable_equipment_modules, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	enable_equipments = {
		super_heavy_tank_chassis_1 super_heavy_tank_destroyer_chassis_1 super_heavy_tank_artillery_chassis_1 super_heavy_tank_aa_chassis_1
	}
	enable_subunits = {
		super_heavy_armor
	}
	enable_equipment_modules = {
		tank_super_heavy_cannon
	}
	research_cost = 3
	start_year = 1941
	folder = {
		name = nsb_armour_folder
		position = {
			x = 9
			y = @1941
		}
	}
	path = {
		leads_to_tech = sp_armored_lc_high_impact_obliterator_cannon_tech
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_armored_lc_naval_engine_conversion_tech
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_armored_lc_transmission_improvements_tech
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_armored_lc_specialized_field_manuals_tech
		research_cost_coeff = 1
	}
	on_research_complete = {
		if = {
			limit = {
				original_tag = ITA
			}
			if = {
				limit = {
					has_completed_focus = ITA_capo_supremo
				}
				ITA_add_il_duce_sh_tank_template_and_production = yes
			}
			else_if = {
				limit = {
					has_completed_focus = ITA_modern_musculus
				}
				ITA_add_modern_musculus_sh_tank_template_and_production = yes
			} {
				limit = {
					has_completed_focus = ITA_a_time_for_war
				}
				ITA_add_hand_of_god_sh_tank_template_and_production = yes
			}
		} {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_land_land_cruiser
			}
		}
		IF = {
			limit = {
				original_tag = JAP
				has_completed_focus = JAP_the_ultimate_tank
			}
			create_equipment_variant = {
				name = O-I
				type = super_heavy_tank_chassis_1
				parent_version = 0
				design_team = mio:JAP_mitsubishi_heavy_industries_organization
				modules = {
					main_armament_slot = tank_super_heavy_cannon
					turret_type_slot = tank_super_heavy_four_man_tank_turret
					suspension_type_slot = tank_christie_suspension
					armor_type_slot = tank_cast_armor
					engine_type_slot = tank_gasoline_engine
					special_type_slot_1 = secondary_turret_hmg
					special_type_slot_2 = additional_machine_guns
					special_type_slot_3 = squeezebore_adaptor
				}
				upgrades = {
					tank_nsb_engine_upgrade = 5
					tank_nsb_armor_upgrade = 8
				}
				icon = GFX_JAP_improved_heavy_tank_medium
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			date = > 1943.9.1
			NOT = {
				has_government = demo
# ... (truncated)
### Entity: National Focus
Tree: spr_focus
Component: SPR_Air_Officers
Constructs: completion_reward, has_idea, has_civil_war, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Air_Officers
	icon = GFX_goal_spr_expand_airforce_academies
	cost = 10.0
	x = 20
	y = 0
	available = {
		NOT = {
			has_idea = SPR_the_black_years
		}
		has_civil_war = no
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		air_experience = 10
		add_doctrine_cost_reduction = {
			name = SPR_Air_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: SAU_PAR_01
Source: game
File: common/units/names_divisions/SAU_names_divisions.txt

Code:
SAU_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		SAU
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		SAU_MAR_01
	}
	fallback_name = al-Mushati al-%dr
	ordered = {
		20 = {
			al-Mushati al-%dr
		}
		21 = {
			al-Mushati al-%dr
		}
		22 = {
			al-Mushati al-%dr
		}
		23 = {
			al-Mushati al-%dr
		}
		24 = {
			al-Mushati al-%dr
		}
		25 = {
			al-Mushati al-%dr
		}
		26 = {
			al-Mushati al-%dr
		}
		27 = {
			al-Mushati al-%dr
		}
		28 = {
			al-Mushati al-%dr
		}
		29 = {
			al-Mushati al-%dr
		}
		30 = {
			al-Mushati al-%dr
		}
	}
}
### Entity: Event
Component: CZE.208
Constructs: is_triggered_only, load_oob
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.208
	title = CZE.208.t
	desc = CZE.208.d
	picture = GFX_CZKE_border_regiments_report
	is_triggered_only = yes
	option = {
		name = CZE.208.a
		custom_effect_tooltip = new_template CZE_border_brigades_tooltip_reward
		hidden_effect = {
			load_oob = CZE_border_brigades
		}
	}
}
### Entity: National Focus
Component: belgium_focus
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/belgium.txt

Code:
focus_tree = {
	id = belgium_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = BEL
			has_dlc = Gotterdammerung
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1500
	}
	shared_focus = CONGO_belgian_congo CONGO_societe_generale_de_belgique CONGO_congo_investments
	initial_show_position = {
		focus = BEL_perpetual_neutrality
	}
	focus = {
		id = BEL_perpetual_neutrality
		icon = GFX_goal_generic_neutrality_focus
		x = 18
		y = 0
		cost = 10
		available = {

		}
		bypass = {
			OR = {
				has_war = yes
				has_completed_focus = BEL_growing_threat_of_fascism
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
		}
		completion_reward = {
			add_dynamic_modifier = {
				modifier = BEL_neutrality_dynamic_modifier
			}
		}
	} {
		id = BEL_independent_neutral_and_loyal
		icon = GFX_focus_BEL_independent_neutral_and_loyal
		prerequisite = {
			focus = BEL_perpetual_neutrality
		}
		relative_position_id = BEL_perpetual_neutrality
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
		}
		x = 0
		y = 1
		cost = 10
		available = {

		}
		bypass = {
			OR = {
				has_war = yes
				has_completed_focus = BEL_growing_threat_of_fascism
				AND = {
					NOT = {
						has_dynamic_modifier = {
							modifier = BEL_neutrality_dynamic_modifier
						}
					}
					has_completed_focus = BEL_perpetual_neutrality
				}
			}
		}
		completion_reward = {
			custom_effect_tooltip = BEL_modify_neutrality_dynamic_modifier_tt
			add_to_variable = {
				BEL_neutrality_production_speed_infrastructure_factor = 0.1
				tooltip = production_speed_infrastructure_factor_tt
			} {
				BEL_neutrality_production_speed_arms_factory_factor = 0.1
				tooltip = production_speed_arms_factory_factor_tt
			} {
				BEL_neutrality_production_speed_industrial_complex_factor = 0.1
				tooltip = production_speed_industrial_complex_factor_tt
			} {
				BEL_neutrality_enemy_justify_war_goal_time = 0.5
				tooltip = enemy_justify_war_goal_time_tt
			} {
				BEL_neutrality_send_volunteers_tension = 1
				tooltip = send_volunteers_tension_tt
			} {
				BEL_neutrality_lend_lease_tension = 1
				tooltip = lend_lease_tension_tt
			}
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				add_to_variable = {
					BEL_neutrality_embargo_threshold_factor = 1
					tooltip = embargo_threshold_factor_tt
				}
			}
		}
	} {
		id = BEL_defe
# ... (truncated)
### Entity: National Focus
Tree: aus_focus
Component: AUS_ban_dnsap
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, set_variable, set_popularities, set_politics
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_ban_dnsap
	icon = GFX_focus_generic_communism_anti_fascism
	prerequisite = {
		focus = AUS_rally_the_people
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_rally_the_people
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 5
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {
		has_government = communism
	}
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			AUS_fascist_vaterlandische_leader_setup = yes
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_popularities = {
				democratic = party_popularity_100@democratic
				neutrality = party_popularity_100@fascism
				fascism = party_popularity_100@neutrality
				communism = party_popularity_100@democratic
			}
			set_politics = {
				ruling_party = fascism
				last_election = 1934.11.9
				election_frequency = 48
				elections_allowed = no
			}
			every_other_country = {
				limit = {
					original_tag = GER
					has_government = fascism
				}
				country_event = {
					id = AUS_political_events.15
					days = 3
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_party_name = {
			ideology = neutrality
			long_name = AUS_greater_germany_party_long
			name = AUS_greater_germany_party
		} {
			ideology = fascism
			long_name = AUS_fascism_vaterlandische_front_long
			name = AUS_fascism_vaterlandische_front
		}
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = neutrality
			popularity = -0.05
		} {
			ideology = communism
			popularity = 0.1
		}
		add_war_support = -0.05
	}
}
### Entity: Character
Component: PNG_ncs
Source: game
File: common/characters/PNG.txt

Code:
PNG_ncs = {
	advisor = {
		slot = high_command
		idea_token = PNG_ncs
		ledger = navy
		allowed = {
			original_tag = PNG
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.29
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.29
	title = NSB_soviet_fascist_tsarist.25.t
	desc = NSB_soviet_fascist_tsarist.29.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.29.a
		FROM = {
			effect_tooltip = {
				add_to_faction = ROOT
			}
			country_event = NSB_soviet_fascist_tsarist.30
		}
	} {
		name = NSB_soviet_fascist_tsarist.29.b
		FROM = {
			country_event = NSB_soviet_fascist_tsarist.31
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_get_off_our_shores
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, is_controlled_by, add_timed_idea, has_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_get_off_our_shores
	icon = GFX_focus_ARG_establish_the_free_association
	x = 2
	y = 0
	relative_position_id = SIA_japanese_fighters
	prerequisite = {
		focus = SIA_standing_our_ground
	}
	cost = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		any_core_state = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_get_off_our_shores
			days = 42
		}
		custom_effect_tooltip = newline_tt newline_tt
		if = {
			limit = {
				NOT = {
					has_idea = tot_economic_mobilisation
				} {
					has_idea = war_economy
				}
			}
			add_ideas = war_economy
		}
		random_owned_controlled_state = {
			create_unit = {
				division = name = "Royal Thai Division" division_template = "Royal Thai Division" start_experience_factor = 1.0
				owner = PREV
			} {
				division = name = "Royal Thai Division" division_template = "Royal Thai Division" start_experience_factor = 1.0
				owner = PREV
			} {
				division = name = "Royal Thai Division" division_template = "Royal Thai Division" start_experience_factor = 1.0
				owner = PREV
			} {
				division = name = "Royal Thai Division" division_template = "Royal Thai Division" start_experience_factor = 1.0
				owner = PREV
			}
		}
	}
}
### Entity: Idea
Component: PRC_anti_jap_sentiment
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_anti_jap_sentiment = {
	removal_cost = -1
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_morale_factor = 0.05
	}
}
### Entity: Misc Config
Component: technology_sharing_group
Constructs: has_dynamic_modifier
Source: game
File: common/technology_sharing/13_goe_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = SSB_tech_sharing_group
	name = SSB_tech_sharing_group_name
	desc = SSB_tech_sharing_group_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.1
	available = {
		has_dynamic_modifier = {
			modifier = SSB_saadabad_pact
		}
	}
}
### Entity: National Focus
Component: italian_focus
Constructs: has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/italy.txt

Code:
focus_tree = {
	id = italian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				tag = ITA RSI RDS
			}
		}
	}
	default = no
	continuous_focus_position = {
		x = 1500
		y = 1500
	}
	initial_show_position = {
		x = 0
		y = 0
	}
	focus = {
		id = ITA_ethiopian_war_logistics_bba
		icon = GFX_goal_generic_position_armies
		x = 2
		y = 0
		offset = {
			x = 6
			y = 0
			trigger = {
				ITA_cw_branches_are_visible = yes
			}
		}
		cost = 5
		bypass = {
			OR = {
				NOT = {
					has_global_flag = second_italo_ethiopian_war_flag
				}
				AND = {
					550 = {
						NOT = {
							is_owned_and_controlled_by = ITA
						}
					}
					559 = {
						NOT = {
							is_owned_and_controlled_by = ITA
						}
					}
					844 = {
						NOT = {
							is_owned_and_controlled_by = ITA
						}
					}
				}
			}
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			if = {
				limit = {
					550 = {
						is_owned_and_controlled_by = ITA
					}
				}
				550 = {
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				} {
					add_building_construction = {
						type = naval_base
						level = 2
						province = 12766
						instant_build = yes
					}
				}
			} {
				limit = {
					559 = {
						is_owned_and_controlled_by = ITA
					}
				}
				559 = {
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				} {
					add_building_construction = {
						type = naval_base
						level = 2
						province = 12991
						instant_build = yes
					}
				}
			} {
				limit = {
					844 = {
						is_owned_and_controlled_by = ITA
					}
				}
				844 = {
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				} {
					add_building_construction = {
						type = naval_base
						level = 2
						province = 12941
						instant_build = yes
					}
				}
			}
		}
	} {
		id = ITA_italian_highways_bba
		icon = GFX_focus_generic_truck
		x = 6
		y = 0
		relative_position_id = ITA_ethiopian_war_logistics_bba
		cost = 5
		available = {
			OR = {
				controls_state = 2 117 162 158
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			2 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_building_constructio
# ... (truncated)
### Entity: Idea
Component: SPA_spanish_civil_war_commitments
Constructs: send_volunteer_size, send_volunteer_divisions_required
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_spanish_civil_war_commitments = {
	picture = generic_manpower_bonus
	allowed = {
		OR = {
			original_tag = ITA GER SOV FRA
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteer_divisions_required = -1
		lend_lease_tension = -0.3
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_german_romanian_oil_exploitation_company
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_puppet, cancel_if_invalid, random_owned_controlled_state, has_full_control_of_state
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_german_romanian_oil_exploitation_company
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = ROM_join_axis
	}
	x = -1
	y = 5
	relative_position_id = ROM_trade_treaty_with_germany
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction_with = GER
		GER = {
			exists = yes
			is_puppet = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				46
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_resource = {
				type = oil
				amount = 8
			}
		}
		GER = {
			random_owned_controlled_state = {
				limit = {
					GER = {
						has_full_control_of_state = PREV
					}
				}
				add_resource = {
					type = oil
					amount = 4
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: POL_pzinz_armored_car_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/POL_organization_r56.txt

Code:
POL_pzinz_armored_car_organization = {
	name = POL_pzinz_organization
	include = generic_armored_car_organization
	icon = GFX_idea_POL_pzinz
	allowed = {
		tag = POL
		has_dlc = La Resistance
	}
	initial_trait = {
		name = generic_armored_car_organization
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
		}
	}
}
### Entity: Country History
Country: GEN
Component: GEN_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/GEN - Generalgouvernement.txt

Code:
# Politics & Parties for GEN
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: Unit Template
Component: ENG_RIVERS
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_RIVERS = {
	name = NAME_THEME_RIVERS
	for_countries = {
		ENG
	}
	can_use = {
		NOT = {
			has_government = communism
		}
	}
	type = ship
	prefix = HMS 
	unique = {
		Severn Thames Trent Great Ouse Wye Ure Tay Clyde Spey Nene Bann Tweed Avon Eden Dee Witham Teme Don Foyle Teifi Twyi Ribble Tyne Derwent Aire Nith Tees Medway Mersey
	}
}
### Entity: Order of Battle
Component: 33rd Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 33rd Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Idea
Component: WUR_acgs
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_acgs = {
	picture = generic_air_europe_2
	allowed = {
		original_tag = WUR
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: POR_unreliable_army
Constructs: war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/portugal.txt

Code:
POR_unreliable_army = {
	picture = generic_army_problems
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		army_org_factor = -0.1
		conscription_factor = -0.25
		war_support_factor = -0.05
		army_attack_factor = -0.05
	}
}
### Entity: Idea
Component: SWE_adopted_ger_lang_idea
Constructs: research_speed_factor, stability_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_adopted_ger_lang_idea = {
	allowed_civil_war = {
		always = yes
	}
	picture = hol_caved_to_the_germans
	modifier = {
		research_speed_factor = 0.12
		stability_factor = -0.1
	}
}
### Entity: Decision
Component: communist_revolution
Constructs: has_completed_focus, has_government, has_country_flag, has_civil_war
Source: game
File: common/decisions/categories/PAK_decision_categories.txt

Code:
communist_revolution = {
	icon = generic_communism
	allowed = {
		tag = PAK
	}
	visible = {
		NOT = {
			has_civil_war = yes
		} {
			has_government = communism
		} {
			has_country_flag = fascism_choosen
		}
		has_completed_focus = PAK_Organize_a_Coup
	}
}
### Entity: Idea
Component: NOR_new_defense_budget
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_new_defense_budget = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_license_production
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		training_time_factor = -0.1
	}
}
### Entity: Order of Battle
Component: 72nd Division
Constructs: division_template
Source: game
File: history/units/SHX_1936_sea.txt

Code:
division = {
	name = 72nd Division
	location = 4174
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = SHX_chen_chanjie
	}
}