Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Türk Donanmasi
Source: game
File: history/units/TUR_1936_naval_legacy.txt

Code:
fleet = {
	name = Türk Donanmasi
	naval_base = 4112
	task_force = {
		name = Türk Donanmasi
		location = 4112
		ship = {
			name = TCG Yavuz
			pride_of_the_fleet = yes
			definition = battle_cruiser
			equipment = {
				battle_cruiser_1 = {
					amount = 1
					owner = TUR
				}
			}
		} {
			name = TCG Mecidiye
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = TUR
				}
			}
		} {
			name = TCG Hamidiye
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = TUR
				}
			}
		} {
			name = TCG Peyk
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = TUR
				}
			}
		} {
			name = TCG Berk
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = TUR
				}
			}
		} {
			name = TCG Kocatepe
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = TUR
					version_name = Kocatepe Class
				}
			}
		} {
			name = TCG Adatepe
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = TUR
					version_name = Kocatepe Class
				}
			}
		} {
			name = TCG Zafer
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = TUR
					version_name = Tinaztepe Class
				}
			}
		} {
			name = TCG Tinaztepe
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = TUR
					version_name = Tinaztepe Class
				}
			}
		}
	} {
		name = Filotilla Denizalti Kücük
		location = 11881
		ship = {
			name = TCG Birinci Inönü
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = TUR
				}
			}
		} {
			name = TCG Ikinci Inönü
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = TUR
				}
			}
		} {
			name = TCG Dumlupinar
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = TUR
					version_name = Dumlupinar Class
				}
			}
		} {
			name = TCG Sakarya
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = TUR
					version_name = Dumlupinar Class
				}
			}
		} {
			name = TCG Gür
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = TUR
					version_name = Dumlupinar Class
				}
			}
		}
	}
}
### Entity: Character
Component: YUG_arso_jovanovic
Source: game
File: common/characters/YUG.txt

Code:
YUG_arso_jovanovic = {
	advisor = {
		slot = high_command
		idea_token = YUG_arso_jovanovic
		ledger = army
		allowed = {
			original_tag = YUG
		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = YUG_arso_jovanovic
	portraits = {
		army = {
			small = GFX_idea_YUG_arso_jovanovic
		}
	}
}
### Entity: Game Rule
Component: BEL_AI_BEHAVIOR
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
BEL_AI_BEHAVIOR = {
	name = BEL_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Gotterdammerung
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_BEL_AI_DESC
		allow_achievements = yes
	} {
		name = NATIONALIST_FASCIST
		text = RULE_OPTION_NATIONALIST_FASCIST_BEL_AI
		desc = RULE_OPTION_NATIONALIST_FASCIST_BEL_AI_DESC
		allow_achievements = no
	} {
		name = EXPANSIONIST_FASCIST
		text = RULE_OPTION_EXPANSIONIST_FASCIST_BEL_AI
		desc = RULE_OPTION_EXPANSIONIST_FASCIST_BEL_AI_DESC
		allow_achievements = no
	} {
		name = DEFENSIVE_DEMOCRAT
		text = RULE_OPTION_DEFENSIVE_DEMOCRAT_BEL_AI
		desc = RULE_OPTION_DEFENSIVE_DEMOCRAT_BEL_AI_DESC
		allow_achievements = no
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST_BEL_AI
		desc = RULE_OPTION_COMMUNIST_BEL_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_smuggle_weapons
Constructs: prerequisite, completion_reward, add_offsite_building
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_smuggle_weapons
	icon = GFX_goal_machine_gun
	prerequisite = {
		focus = DNZ_danzig_military_institute
	}
	relative_position_id = DNZ_danzig_military_institute
	x = -2
	y = 1
	cost = 10
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: BRI
Component: BRI_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, set_convoys, complete_national_focus, complete_special_project
Source: game
File: history/countries/BRI - Brittany.txt

Code:
# Misc for BRI
capital = 14
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		naval_bomber1 = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		CAS1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		basic_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		basic_battery = 1
		basic_light_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		basic_heavy_armor_scheme = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	set_technology = {
		armored_car1 = 1
	}
}
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		support_weapons = 1
		support_weapons2 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		synth_oil_experiments = 1
		fuel_refining2 = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
	}
	set_grand_doctrine = grand_battleplan
# ... (truncated)
### Entity: National Focus
Tree: spr_focus
Component: SPR_Fortify_Islands
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Fortify_Islands
	icon = GFX_goal_generic_construct_military
	cost = 10.0
	prerequisite = {
		focus = SPR_Expand
	}
	x = 10
	y = 2
	ai_will_do = {
		factor = 5
	}
	available = {
		controls_state = 177 178 297
	}
	completion_reward = {
		custom_effect_tooltip = SPR_Island_Forts
		hidden_effect = {
			177 = {
				add_building_construction = {
					type = coastal_bunker
					level = 3
					province = 7114
					instant_build = yes
				} {
					type = coastal_bunker
					level = 3
					province = 9793
					instant_build = yes
				}
			}
			178 = {
				add_building_construction = {
					type = coastal_bunker
					level = 3
					province = 13071
					instant_build = yes
				}
			}
			297 = {
				add_building_construction = {
					type = coastal_bunker
					level = 3
					province = 1903
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 8244
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_political_power
Source: game
File: common/scripted_localisation/r56_LUX_scripted_localisation.txt

Code:
defined_text = {
	name = Get50PPCostTT
	text = {
		localization_key = decision_cost_pp_50_tt_blocked
		trigger = {
			has_political_power = < 50
		}
	} {
		localization_key = decision_cost_pp_50_tt_tooltip
		trigger = {
			has_political_power = > 49.99
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_dominance_in_the_aegean_sea
Constructs: prerequisite, limit, completion_reward, is_subject_of, is_in_faction_with, is_subject, every_state, is_controlled_by
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_dominance_in_the_aegean_sea
	prerequisite = {
		focus = BUL_dominance_in_the_black_sea
	}
	icon = GFX_focus_generic_aegean_sea_focus
	relative_position_id = BUL_dominance_in_the_black_sea
	x = -1
	y = 1
	cost = 5
	available = {
		any_state = {
			BUL_state_is_in_the_aegean_sea = yes
			controller = {
				NOT = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
		}
		is_subject = no
	}
	bypass = {
		NOT = {
			any_state = {
				BUL_state_is_in_the_aegean_sea = yes
				controller = {
					NOT = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = BUL_dominance_in_the_aegean_sea_claims_tt
		every_state = {
			limit = {
				BUL_state_is_in_the_aegean_sea = yes
				NOT = {
					is_controlled_by = ROOT
				} {
					any_country = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
						controls_state = PREV
					}
				} {
					is_claimed_by = ROOT
				}
			}
			add_claim_by = ROOT
			set_state_flag = BUL_dominance_in_the_seas_claim_flag
		}
		if = {
			limit = {
				any_other_country = {
					any_controlled_state = {
						BUL_state_is_in_the_aegean_sea = yes
					}
					NOT = {
						is_subject_of = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
			}
			custom_effect_tooltip = BUL_dominance_in_the_black_sea_wargoals_tt
			every_other_country = {
				limit = {
					any_controlled_state = {
						BUL_state_is_in_the_aegean_sea = yes
					}
					NOT = {
						is_subject_of = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
				hidden_effect = {
					ROOT = {
						create_wargoal = {
							type = annex_everything
							target = PREV
							expire = 730
						}
					}
				}
			}
		}
		effect_tooltip = {
			activate_mission = BUL_dominance_in_the_aegean_sea_mission
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_join_the_allies
Constructs: prerequisite, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_join_the_allies
	icon = GFX_allies
	prerequisite = {
		focus = IRQ_sell_oil_to_the_allies
	}
	available = {
		country_exists = ENG
		has_government = democratic
	}
	bypass = {
		OR = {
			AND = {
				has_war_with = ENG
				has_government = democratic
			}
			ENG = {
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	relative_position_id = IRQ_the_secular_movement
	x = 1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			country_event = {
				id = r56_iraq_faction.10
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: vickers_armstrong_bel
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
vickers_armstrong_bel = {
	picture = generic_tank_manufacturer_2
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		armor = 0.15
	}
	available = {
		has_completed_focus = BEL_fonderie_royale_de_canons_liege
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Puppet.html

Doc:
A puppet is a country whose politics are largely controlled by another country who has puppeted them.

In Hearts of Iron IV, only countries with a communist or fascist ideology can create new puppets through war. Puppeting also means installing a communist or fascist government.

Puppets have no control over their trade.

The Puppet will also be in the same faction as the pupeter

Retrieved from "http://www.hoi4wiki.com/index.php?title=Puppet&oldid=2663"
### Entity: Modifier Reference
Component: kurdish_rebellion
Constructs: disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
kurdish_rebellion = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_kurdish_rebellion
	compliance_growth = -0.1
	resistance_growth = 0.07
	resistance_target = 0.35
	resistance_decay = -0.25
	state_resources_factor = -0.33
	disable_strategic_redeployment = 1
}
### Entity: Idea
Component: POR_international_and_state_defense_force_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_international_and_state_defense_force_idea = {
	name = POR_international_and_state_defense_force
	picture = received_attache
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		operative_slot = 1
		enemy_operative_detection_chance = 0.15
		enemy_operative_capture_chance_factor = 0.05
		resistance_decay = 0.1
	}
}
### Entity: Decision
Component: GER_a_fourth_silesian_uprising_cat
Constructs: has_completed_focus, add_stability, fire_only_once, add_political_power, is_good, cancel_trigger, remove_effect, complete_effect
Source: game
File: common/decisions/GER.txt

Code:
GER_a_fourth_silesian_uprising_cat = {
	GER_fourth_silesian_uprising_mission = {
		priority = 100
		allowed = {
			always = no
		}
		icon = GFX_decision_generic_ignite_civil_war
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 210
		is_good = no
		fire_only_once = yes
		cancel_trigger = {
			OR = {
				has_completed_focus = GER_tend_to_the_future_of_germany
				SIL = {
					exists = yes
				}
			}
		}
		remove_effect = {

		}
		complete_effect = {

		}
		timeout_effect = {
			add_political_power = -50
			add_stability = -0.05
			custom_effect_tooltip = generic_skip_one_line_tt
			country_event = {
				id = wuw_GER_civil_war.5
			}
		}
		ai_will_do = {
			base = 250
		}
	}
	GER_reestablish_the_black_reichswehr = {
		priority = 90
		icon = GFX_decision_generic_army_support
		ai_will_do = {
			base = 200
		}
		visible = {
			has_active_mission = GER_fourth_silesian_uprising_mission
		}
		available = {
			SIL = {
				any_core_state = {
					is_controlled_by = ROOT
				}
			}
		}
		days_remove = 14
		cost = 25
		fire_only_once = yes
		complete_effect = {
			add_stability = -0.04
		}
		remove_effect = {
			GER_fedor_von_bock = {
				add_logistics = 1
				add_planning = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_days_mission_timeout = {
				mission = GER_fourth_silesian_uprising_mission
				days = 35
			}
		}
	}
	GER_mobilize_the_selbschutz = {
		priority = 80
		icon = GFX_decision_oppression
		ai_will_do = {
			base = 200
		}
		visible = {
			has_active_mission = GER_fourth_silesian_uprising_mission
		}
		available = {
			SIL = {
				any_core_state = {
					is_controlled_by = ROOT
				}
			}
		}
		cost = 15
		fire_only_once = yes
		complete_effect = {
			add_manpower = 150
			custom_effect_tooltip = generic_skip_one_line_tt
			add_days_mission_timeout = {
				mission = GER_fourth_silesian_uprising_mission
				days = 14
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_war_of_vengeance
Constructs: prerequisite, completion_reward, create_wargoal, take_state_focus, puppet_wargoal_focus, annex_everything
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_war_of_vengeance
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_press_the_gibraltar_claim
	} {
		focus = SPA_restore_the_iberian_union
	}
	icon = GFX_focus_spa_the_war_of_vengeance
	x = 1
	y = 1
	relative_position_id = SPA_press_the_gibraltar_claim
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = USA
			generator = {
				378 379 380 377 376 375
			}
			expire = 0
		} {
			type = puppet_wargoal_focus
			target = PHI
			expire = 0
		} {
			type = annex_everything
			target = CUB
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_bolster_strategic_resources_r56
Constructs: prerequisite, limit, completion_reward, has_tech, add_building_construction, add_extra_state_shared_building_slots, add_resource
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_bolster_strategic_resources_r56
	icon = GFX_focus_generic_mining_industry
	cost = 6
	x = 1
	y = 1
	prerequisite = {
		focus = SIA_national_road_development_plan_r56
	}
	relative_position_id = SIA_national_road_development_plan_r56
	ai_will_do = {
		base = 3
	}
	available = {
		has_tech = excavation1 excavation2
		724 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
	completion_reward = {
		724 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
				add_resource = {
					type = rubber
					amount = 6
				}
			}
			else = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = rubber
					amount = 13
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = SIA_vanich_pananont
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_open_mae_moh_lignite_mine_which_grants_tt
			869 = {
				add_resource = {
					type = coal
					amount = 13
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Historical_background
Source: wiki
File: wiki/Soviet_Union.html

Doc:
Historical background[edit]
Participation in World War II began with the Battle of Khalkhin Gol, with Japan in Mongolia in 1939. Later that year, protected with the Molotov-Ribbentrop Pact, it invaded eastern Poland about three weeks after the Germans invaded the west of the country. During the next eleven months the Soviets occupied and annexed the Baltic states (Estonia, Latvia, and Lithuania). The Soviet Union supported Germany in the war effort against Western Europe through the 1939 German–Soviet Commercial Agreement and larger 1940 German–Soviet Commercial Agreement with supplies of raw materials, significantly weakening the British naval blockade.

Following Finland's refusal of Soviet demands for military bases and a territorial swap, the Soviet Union invaded on 30 November 1939, in the Winter War. The Soviet Union also annexed Bessarabia leading Romania to ally with Germany. Germany launched a surprise attack on the Soviet Union in 1941. Thereafter, most of the German forces were concentrated on the Eastern Front. The Soviet Union played a crucial role in the defeat of Germany.

The Soviet Red Army mounted a successful counter-offensive during the winter, and gained the initiative with a series of major victories in 1943, culminating in the ultimate advance of Soviet forces into Eastern Europe and Germany in 1944 and 45, concluded with the Battle of Berlin. The Soviet Union suffered greater losses, both among civilians and military forces, than any of the other participants in the war. Following the end of the war in Europe and the American atomic bombing of Hiroshima, the Soviet Union declared war on Japan in 1945. The Soviet Union became one of the main victors and gained one of the permanent seats in the United Nations Security Council.
### Entity: Event
Component: wuw_GER_diplomacy.65
Constructs: is_triggered_only, limit, add_ideas, owns_state, fire_only_once, has_idea, give_guarantee, add_core_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.65
	title = wuw_GER_diplomacy.65.t
	desc = wuw_GER_diplomacy.65.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = no
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = wuw_GER_diplomacy.65.a
		IF = {
			limit = {
				NOT = {
					has_idea = anti_soviet_pact
				}
			}
			add_ideas = anti_soviet_pact
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				FROM = {
					original_tag = LIT
					owns_state = 188
				}
			}
			FROM = {
				add_ideas = anti_soviet_pact
			}
			give_guarantee = FROM
			188 = {
				transfer_state_to = ROOT
				add_core_of = ROOT
			}
		}
		ELSE_IF = {
			limit = {
				FROM = {
					original_tag = LIT
					NOT = {
						owns_state = 188
					}
				}
			}
			FROM = {
				add_ideas = anti_soviet_pact GER_paying_tributes_to_germany_idea
			}
			give_guarantee = FROM
			add_timed_idea = {
				idea = GER_recieving_payments_from_lithuania_idea
				days = 180
			}
		} {
			limit = {
				FROM = {
					original_tag = LAT
				}
			}
			FROM = {
				add_ideas = anti_soviet_pact GER_paying_tributes_to_germany_idea
			}
			give_guarantee = FROM
			add_timed_idea = {
				idea = GER_recieving_payments_from_latvia_idea
				days = 180
			}
		} {
			limit = {
				FROM = {
					original_tag = EST
				}
			}
			FROM = {
				add_ideas = anti_soviet_pact GER_paying_tributes_to_germany_idea
			}
			give_guarantee = FROM
			add_timed_idea = {
				idea = GER_recieving_payments_from_estonia_idea
				days = 180
			}
		}
		GER_lower_CGFF_small = yes
	}
}
### Entity: Character
Component: JUNO_miister_of_lands_and_colonization_2
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_miister_of_lands_and_colonization_2 = {
	sprite = 13
	random = no
	non_core_manpower = 0.06
	production_speed_buildings_factor = 0.1
	global_building_slots_factor = 0.25
	monthly_population = 0.1
}
### Entity: Character
Component: PNG_ncm
Source: game
File: common/characters/PNG.txt

Code:
PNG_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = PNG_ncm
		allowed = {
			original_tag = PNG
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}