Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Achievement
Component: grand_siam
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
grand_siam = {
	id = 293
	possible = {
		tag = SIA
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievement_grand_siam
	}
}
### Entity: Event
Component: AST_diplomatic_events.66
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.66
	title = AST_diplomatic_events.66.t
	desc = AST_diplomatic_events.66.desc
	picture = GFX_report_event_generic_factory
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.66.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -2500
			producer = AST
		}
	}
}
### Entity: Scripted Effect
Component: SWE_folkhemmet_big_swap
Constructs: limit, has_dynamic_modifier, add_to_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_folkhemmet_big_swap = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = SWE_folkhemmet
				} {
					modifier = SWE_folkhemmet_communism
				}
			}
		}
		custom_effect_tooltip = SWE_folkhemmet_modification_tt
		add_to_variable = {
			folkhemmet_war_support = 0.16
			tooltip = war_support_factor_whitespace_tt
		} {
			folkhemmet_stability = -0.16
			tooltip = stability_factor_whitespace_tt
		} {
			folkhemmet_mil = 0.1
			tooltip = production_speed_arms_factory_factor_whitespace_tt
		} {
			folkhemmet_dockyard = 0.1
			tooltip = production_speed_dockyard_factor_whitespace_tt
		} {
			folkhemmet_civ = -0.1
			tooltip = production_speed_industrial_complex_factor_whitespace_tt
		} {
			folkhemmet_infra = -0.1
			tooltip = production_speed_infrastructure_factor_whitespace_tt
		}
	}
}
### Entity: Country History
Country: SNG
Component: SNG_technology
Constructs: set_technology
Source: game
File: history/countries/SNG - Singapur.txt

Code:
# Starting Technologies for SNG
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_mountaineers = 1
	tech_support = 1
	tech_recon = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Idea
Component: material_destruction_spirit
Constructs: has_air_academy, has_doctrine, research_bonus, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
material_destruction_spirit = {
	ledger = air
	available = {
		AND = {
			has_air_academy = yes
			has_doctrine = new_operational_integrity
		}
	}
	research_bonus = {
		tactical_bomber = 0.05
	}
	modifier = {
		medium_plane_airframe_design_cost_factor = -0.75
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Unit Template
Component: ARG_BB_HISTORICAL
Source: game
File: common/units/names_ships/ARG_ship_names.txt

Code:
ARG_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		ARG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARA 
	fallback_name = Acorazado %d
	unique = {
		Rivadavia Moreno Azopardo Sarandí Espora
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_expand_british_cooperation_r56
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_expand_british_cooperation_r56
	prerequisite = {
		focus = SIA_negotiation_with_the_old_powers_r56
	}
	icon = GFX_focus_ENG_home_defense
	x = 0
	y = 1
	relative_position_id = SIA_negotiation_with_the_old_powers_r56
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_ANNEXATION
	}
	bypass = {
		ENG = {
			OR = {
				exists = no
				is_subject = yes
			}
		}
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ENG
		}
	}
	completion_reward = {
		add_opinion_modifier = {
			target = ENG
			modifier = BUL_strengthened_relations_with_us
		}
		reverse_add_opinion_modifier = {
			target = ENG
			modifier = BUL_strengthened_relations_with_us
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		unlock_decision_tooltip = SIA_request_british_protection_r56 SIA_restore_the_anglo_siamese_alliance_r56 SIA_request_revision_of_the_northwestern_border_r56
		show_ideas_tooltip = SIA_josiah_crosby
	}
}
### Entity: Idea
Component: BUL_tsar_boris_positive_02
Constructs: has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_tsar_boris_positive_02 = {
	picture = bul_tsar_boris_positive
	name = BUL_tsar_boris_positive_01
	allowed = {
		original_tag = BUL
		has_country_leader = {
			character = BUL_boris_iii
		}
	}
	allowed_civil_war = {
		has_country_leader = {
			character = BUL_boris_iii
		}
		NOT = {
			has_government = communism
		} {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.2
	}
}
### Entity: Event
Component: INS_revolution_events.28
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.28
	title = INS_revolution_events.28.t
	desc = INS_revolution_events.28.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.28.a
	}
}
### Entity: Trigger Reference
Construct: career_profile_has_player_flag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## career_profile_has_player_flag

* Supported Scopes: any
* Supported Targets: any

```
Checks if the flag is set for the local player
```
### Entity: Event
Component: lar_portugal_naval_blockade.1
Constructs: is_triggered_only, limit, every_country, has_war_with, unlock_decision_tooltip
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_naval_blockade.1
	title = lar_portugal_naval_blockade.1.t
	desc = lar_portugal_naval_blockade.1.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = lar_portugal_naval_blockade.1.a
		custom_effect_tooltip = lar_portugal_naval_blockade.1_tt
		every_country = {
			limit = {
				has_war_with = ENG
			}
			unlock_decision_tooltip = POR_evade_blockade_with_portuguese_convoys
		}
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_japanese_phosphate
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, has_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_japanese_phosphate
	icon = GFX_goal_generic_befriend_japan_alt
	relative_position_id = NRU_reap_the_benefits
	available = {
		JAP = {
			exists = yes
		}
		is_in_faction_with = JAP
		has_government = JAP
		has_idea = NRU_reap_the_benefits_idea
	}
	mutually_exclusive = {
		focus = NRU_britian_phosphate NRU_soviet_phosphate
	}
	prerequisite = {
		focus = NRU_reap_the_benefits
	}
	x = 2
	y = 1
	cost = 8
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_tooltip = NRU_trade_with_japan
	}
}
### Entity: Event
Component: axis_minors_vichy_france.7
Constructs: ai_chance, has_country_flag, fire_only_once, random_list, clr_country_flag, set_country_flag
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.7
	title = axis_minors_vichy_france.7.t
	desc = axis_minors_vichy_france.7.desc
	picture = GFX_report_event_french_liberation
	trigger = {
		tag = VIC
		has_country_flag = delattre_imprisonned
	}
	mean_time_to_happen = {
		days = 295
	}
	fire_only_once = yes
	option = {
		name = axis_minors_vichy_france.7.a
		ai_chance = {
			base = 100
		}
		random_list = {
			80 = {
				VIC = {
					country_event = {
						id = axis_minors_vichy_france.8
					}
					clr_country_flag = delattre_imprisonned
					set_country_flag = delattre_free
				}
			}
			10 = {
				VIC = {
					country_event = {
						id = axis_minors_vichy_france.10
					}
				}
				clr_country_flag = delattre_imprisonned
				set_country_flag = delattre_died
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_panama_push
Constructs: prerequisite, limit, completion_reward, has_war_with_major, is_in_faction_with, create_wargoal, annex_everything, add_timed_idea
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_panama_push
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = BRA_provoke_argentina BRA_attack_chile
	}
	x = 1
	y = 1
	relative_position_id = BRA_attack_chile
	will_lead_to_war_with = ECU VEN PRU PAN COL
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			has_war_with_major = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				ECU = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = ECU
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				VEN = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = VEN
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				PRU = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = PRU
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				PAN = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = PAN
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				COL = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = COL
				type = annex_everything
				expire = 0
			}
		}
		add_timed_idea = {
			idea = BRA_panama_push
			days = 365
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_TEMPLATE_use_mass_infantry_abort
Constructs: limit, has_country_flag, check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_TEMPLATE_use_mass_infantry_abort = {
	if = {
		limit = {
			has_country_flag = EAI_MASS_INFANTRY_TEMPLATE
		}
		NOT = {
			check_variable = {
				deployed_army_manpower_k = < EAI_TEMPLATE_use_mass_infantry_target
			}
		}
	}
	else = {
		always = no
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_strike_down_the_enemy_of_the_people
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_owned_by, is_on_continent, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_strike_down_the_enemy_of_the_people
	icon = GFX_focus_GER_end_european_communism
	x = -1
	y = 1
	relative_position_id = JAP_the_great_spiritual_evil
	prerequisite = {
		focus = JAP_the_great_spiritual_evil
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_country = {
			any_state = {
				is_owned_by = PREV
				is_on_continent = asia
			}
			has_government = communism
		}
	}
	bypass = {

	}
	will_lead_to_war_with = SIK PRC MON TAN
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = JAP_strike_down_the_enemy_of_the_people_tt
		every_other_country = {
			limit = {
				OR = {
					is_in_faction_with = ROOT
					is_guaranteed_by = ROOT
					has_non_aggression_pact_with = ROOT
				}
				has_government = communism
			}
			IF = {
				limit = {
					ROOT = {
						is_faction_leader = yes
					}
				}
				ROOT = {
					remove_from_faction = PREV
				}
			} {
				limit = {
					ROOT = {
						has_guaranteed = PREV
					}
				}
				ROOT = {
					diplomatic_relation = {
						country = PREV
						relation = guarantee
						active = no
					}
				}
			} {
				limit = {
					has_non_aggression_pact_with = ROOT
				}
				ROOT = {
					diplomatic_relation = {
						country = PREV
						relation = non_aggression_pact
						active = no
					}
				}
			}
			ELSE_IF = {
				limit = {
					is_faction_leader = yes
				}
				ROOT = {
					leave_faction = yes
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
					expire = 0
				}
			}
		} {
			limit = {
				capital_scope = {
					is_on_continent = asia
				}
				has_government = communism
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: Idea
Component: TUR_german_advisors
Constructs: has_government, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_german_advisors = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = german_advisors
	removal_cost = -1
	modifier = {
		land_doctrine_cost_factor = -0.05
	}
}
### Entity: Military Industrial Organization
Component: LUX_hadir_organization
Source: game
File: common/military_industrial_organization/organizations/LUX_organization.txt

Code:
LUX_hadir_organization = {
	name = LUX_hadir
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		tag = LUX
	}
}
### Entity: Idea
Component: KMT_powerful_blueshirts5
Constructs: stability_factor, has_government, removal_cost, fascism_drift, neutrality_drift, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_powerful_blueshirts5 = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = neutrality fascism
			}
		}
	}
	modifier = {
		stability_factor = -0.2
		political_power_factor = 0.075
		fascism_drift = 0.075
		neutrality_drift = 0.03
		communism_drift = -0.01
		resistance_damage_to_garrison = -0.3
		land_reinforce_rate = 0.075
		decryption = 0.15
		civilian_intel_factor = 0.05
		army_intel_factor = 0.05
		civilian_intel_to_others = -10
		army_intel_to_others = -10
		intel_network_gain_factor = 0.05
		crypto_strength = 3
		operative_slot = 1
		intelligence_agency_defense = 2
	}
}
### Entity: State History
Component: 158
Constructs: add_core_of
Source: game
File: history/states/158-Piedmont.txt

Code:
state = {
	id = 158
	name = STATE_158
	manpower = 4765476
	state_category = metropolis
	resources = {
		steel = 24
		aluminium = 16
		chromium = 2
		tungsten = 1
		coal = 1
	}
	history = {
		owner = ITA
		victory_points = {
			6788 10
		} {
			6780 5
		}
		buildings = {
			infrastructure = 4
			arms_factory = 7
			industrial_complex = 1
			dockyard = 2
			air_base = 8
			6788 = {
				naval_base = 8
			}
		}
		add_core_of = ITA SPM
		1939.1.1 = {
			buildings = {
				arms_factory = 10
				industrial_complex = 2
				dockyard = 3
				6788 = {
					naval_facility = 1
				}
			}
		}
	}
	provinces = {
		611 770 771 776 3772 3782 6635 6780 6788 9738 9741 11570 11721 11723 11726 11730 11891
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_stockholms_orlogsvarv
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_stockholms_orlogsvarv
	icon = GFX_goal_SWE_coa_navy
	relative_position_id = SWE_bofors_kanoner
	prerequisite = {
		focus = SWE_bofors_kanoner
	}
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				141
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_reclaim_bohemia
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, is_in_faction_with, is_subject_of, every_state
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_reclaim_bohemia
	icon = GFX_full_czech_citizenship
	x = 2
	y = 1
	relative_position_id = LIE_a_new_union
	cost = 10
	prerequisite = {
		focus = LIE_a_new_union
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = CZE
		}
	}
	bypass = {
		OR = {
			CZE = {
				is_subject_of = ROOT
			}
			AND = {
				owns_state = 69 9 75 74 1078
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 69 9 75 74 1078
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 69 9 75 74 1078
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Event
Component: palestine.16
Constructs: is_triggered_only, ai_chance, add_stability, add_resistance
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.16
	picture = GFX_report_event_danzig_joins_nazis
	title = palestine.16.t
	desc = palestine.16.d
	is_triggered_only = yes
	option = {
		name = palestine.16.a
		ai_chance = {
			base = 70
		}
		add_stability = -0.05
		PAL = {
			country_event = palestine.17
		}
		554 = {
			add_resistance = 15
		}
	} {
		name = palestine.16.b
		ai_chance = {
			base = 30
		}
		ROOT = {
			add_stability = 0.05
		}
		PAL = {
			diplomatic_relation = {
				country = ROOT
				relation = non_aggression_pact
				active = yes
			}
			transfer_state = 554
		}
	}
}
### Entity: Idea
Component: TMS_acr
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_acr = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = TMS
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Armada Nacional
Source: game
File: history/units/URG_1936_naval_mtg.txt

Code:
fleet = {
	name = Armada Nacional
	naval_base = 10362
	task_force = {
		name = Armada Nacional
		location = 10362
		ship = {
			name = ROU Uruguay
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = URG
					version_name = Uruguay Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_an_arabic_base
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_government_in_exile, has_legitimacy, has_opinion, every_state
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_an_arabic_base
	icon = GFX_focus_ETH_an_arabic_base
	prerequisite = {
		focus = ETH_an_ethiopian_navy_in_exile
	}
	mutually_exclusive = {
		focus = ETH_an_empire_in_the_shade_of_the_sun
	}
	x = -1
	y = 1
	relative_position_id = ETH_an_ethiopian_navy_in_exile
	cost = 10
	ai_will_do = {
		base = 2
	}
	available = {
		NOT = {
			JAP = {
				is_in_faction_with = ENG
			}
		}
		custom_trigger_tooltip = {
			tooltip = ETH_uk_arabia_tt
			any_state = {
				OR = {
					region = 236 238 196 237
				}
				OWNER = {
					OR = {
						tag = ENG
						is_in_faction_with = ENG
					}
				}
			}
		}
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			has_legitimacy = > 80
			var:ETH.host_nation = {
				has_opinion = {
					target = ROOT
					value = > 79
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					region = 236 238 196 237
				}
				OWNER = {
					OR = {
						tag = ENG
						is_in_faction_with = ENG
					}
				}
			}
			ROOT = {
				add_state_claim = PREV
				add_to_array = {
					ETH_promised_states_array = PREV
				}
			}
			add_dynamic_modifier = {
				modifier = ETH_arranged_expansion_modifier
			}
		}
		JAP = {
			country_event = {
				id = BBA_ethiopia_exile_events.24
				hours = 1
			}
		}
	}
}
### Entity: Event
Component: cuba.5
Constructs: has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.5
	title = cuba.5.t
	desc = cuba.5.d
	picture = GFX_report_event_generic_parliament
	fire_only_once = yes
	trigger = {
		focus_progress = {
			focus = CUB_the_nine_cent_law
			progress = > 0.7
		}
		NOT = {
			has_country_flag = gomez_impeached_flag
		}
	}
	option = {
		name = cuba.5.a
		set_country_flag = gomez_impeached_flag
		promote_character = CUB_federico_bru
	}
}
### Entity: Order of Battle
Component: 11ya Mekhanizirovaniy Korpus
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = 11ya Mekhanizirovaniy Korpus
	location = 149
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = T-26TU mod. 1933
			amount = 150
		}
	}
}
### Entity: Idea
Component: AOI_africa_orientale_italiana_idea
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
AOI_africa_orientale_italiana_idea = {
	picture = ITA_aoi
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		resistance_damage_to_garrison = -0.15
		non_core_manpower = 0.25
		industry_repair_factor = 0.3
		consumer_goods_factor = -0.15
		weekly_manpower = 150
	}
}
### Entity: Event
Component: rt56.rom_bulgaria_situation.2
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_bulgaria_situation.2
	title = rt56.rom_bulgaria_situation.2.t
	desc = rt56.rom_bulgaria_situation.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_bulgaria_situation.2.a
		puppet = BUL
	}
}
### Entity: Joint Focus
Component: INSHOL_renville_agreement
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, check_variable
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_renville_agreement
	icon = GFX_focus_PHI_military_requisitions
	text_icon = INSHOL_INS_focus_style
	available = {
		tag = INS
		has_war_with = HOL
		custom_trigger_tooltip = {
			tooltip = war_escalation_10_or_more_tt
			INS = {
				check_variable = {
					var = INS_war_escalation_level
					value = 10
					compare = greater_than_or_equals
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_seek_foreign_help
	}
	mutually_exclusive = {
		focus = INSHOL_no_compromise INSHOL_end_to_bloodshed
	}
	x = 0
	y = 1
	relative_position_id = INSHOL_seek_foreign_help
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		base = 2
		modifier = {
			add = 15
			INS_check_plan_true_historical = yes
		}
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			USA = {
				country_event = {
					id = INS_revolution_events.33
					hours = 4
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			USA = {
				country_event = {
					id = INS_revolution_events.33
					hours = 4
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Unit Template
Component: NOR_DD_HISTORICAL
Source: game
File: common/units/names_ships/NOR_ship_names.txt

Code:
NOR_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		NOR
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HNoMS 
	fallback_name = Ødeleggeren %d
	unique = {
		Svenner Stord Oslo Bergen Trondheim Stavanger Arendal Haugesund Tromsø Glaisdale Eskdale Sleipner Gyller Aeger Odin Balder Draug Troll Garm
	}
}