Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: GER_make_some_radar_5
Constructs: has_tech, is_controlled_by, build_building
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_make_some_radar_5 = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_tech = radio_detection
		763 = {
			is_controlled_by = FROM
			free_building_slots = {
				building = radar_station
				size = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = radar_station
		target = 763
		value = 2000
	}
}
### Entity: Country History
Country: SNG
Component: SNG_army
Source: game
File: history/countries/SNG - Singapur.txt

Code:
# OOB & Army Setup for SNG
oob = SNG_1936
### Entity: National Focus
Component: wuw_HUN_the_spirit_of_the_aster_revolution
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_spirit_of_the_aster_revolution
	icon = GFX_focus_FIN_socialist_welfare
	prerequisite = {
		focus = wuw_HUN_establish_the_second_republic
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_establish_the_second_republic
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: Event
Component: r56i.event.03
Constructs: has_country_flag, clr_country_flag, set_country_flag
Source: game
File: events/r56i_events.txt

Code:
country_event = {
	id = r56i.event.03
	hidden = yes
	trigger = {
		has_country_flag = r56i_flag_riots_suppress_success
	}
	mean_time_to_happen = {
		days = 365
	}
	immediate = {
		clr_country_flag = r56i_flag_riots_suppress_success
		set_country_flag = r56i_flag_riots_possible_again
	}
}
### Entity: Idea
Component: EAI_HARD/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: URG_does_the_SCW_fascism_no_LAR
Constructs: has_government, has_dlc, has_global_flag, has_civil_war, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_URG.txt

Code:
URG_does_the_SCW_fascism_no_LAR = {
	allowed = {
		original_tag = URG
	}
	enable = {
		NOT = {
			has_dlc = La Resistance
		} {
			has_global_flag = scw_over
		}
		date = < 1939.1.1
		country_exists = SPR
		SPR = {
			has_government = fascism
		} {
			has_civil_war = yes
		}
		URG = {
			has_government = fascism
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = fascism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPR
		value = 100
	} {
		type = support
		id = SPR
		value = 100
	} {
		type = send_volunteers_desire
		id = SPR
		value = -125
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Escodrion.html

Doc:
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14:03, 23 December 2015 (diff | hist) . . (+31)‎ . . N User:Escodrion ‎ (Created page with "{{raw:Central::User:Escodrion}}") (current)

13:13, 23 December 2015 (diff | hist) . . (+1)‎ . . m German units ‎ (→‎Naval Units)

13:12, 23 December 2015 (diff | hist) . . (+988)‎ . . German units ‎ (→‎Naval Units)

12:59, 23 December 2015 (diff | hist) . . (-105)‎ . . m German units ‎ (→‎Light Airframe)

12:58, 23 December 2015 (diff | hist) . . (+1,371)‎ . . German units ‎ (Aircraft)

17:33, 22 September 2015 (diff | hist) . . (+93)‎ . . Hearts of Iron IV ‎ (→‎Developer diaries)

Retrieved from "http://www.hoi4wiki.com/Special:Contributions/Escodrion"
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_sea_region_51
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_sea_region_51 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_sea_regions = 51
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strike_force_home_base
		id = 51
		value = 10000
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_international_squadron
Constructs: prerequisite, completion_reward, has_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_international_squadron
	icon = GFX_focus_chi_flying_tigers
	prerequisite = {
		focus = CHI_scout_for_air_experts
	}
	mutually_exclusive = {
		focus = CHI_international_instructors
	}
	x = -1
	y = 1
	relative_position_id = CHI_scout_for_air_experts
	cost = 5
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		USA = {
			country_event = {
				id = wtt_china_shared.10
				hours = 12
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_MISC_PROD_civil_war_equipment
Constructs: is_major, has_civil_war, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_misc_strategies.txt

Code:
EAI_PROD_MISC_PROD_civil_war_equipment = {
	enable = {
		is_major = no
		num_of_military_factories = < 25
		has_civil_war = yes
		has_equipment = {
			infantry_equipment = < 25000
		}
	}
	abort = {
		NOT = {
			AND = {
				is_major = no
				num_of_military_factories = < 25
				has_civil_war = yes
				has_equipment = {
					infantry_equipment = < 50000
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 15
	} {
		type = equipment_production_min_factories_archetype
		id = artillery_equipment
		value = 1
	} {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 1
	} {
		type = equipment_variant_production_factor
		id = artillery_equipment
		value = -50
	} {
		type = equipment_variant_production_factor
		id = support_equipment
		value = -50
	}
}
### Entity: Scripted Trigger
Component: ITA_state_is_in_north_africa
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_state_is_in_north_africa = {
	OR = {
		region = 182 126 225 128 216
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_implement_social_reforms
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_implement_social_reforms
	icon = GFX_goal_generic_fascist_bills
	prerequisite = {
		focus = GUA_appease_the_german_colony GUA_crack_down_on_extremism
	}
	x = -1
	y = 1
	relative_position_id = GUA_appease_the_german_colony
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 25
		add_ideas = GUA_social_reforms
	}
}
### Entity: Scripted Effect
Component: BUL_bs_medium_popularity_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bs_medium_popularity_decrease_effect = {
	custom_effect_tooltip = BUL_bs_tt BUL_medium_popularity_decrease_tt
	add_to_variable = {
		BUL_bs_popularity = BUL_faction_medium_decrease
	}
	clamp_variable = {
		var = BUL_bs_popularity
		min = 0
		max = 100
	}
}
### Entity: Unit Template
Component: VIN_INF_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/VIN_names_divisions.txt

Code:
VIN_INF_02 = {
	name = Infantry Division
	for_countries = {
		VIN
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		infantry
	}
	fallback_name = %dème Division d'Infanterie
	ordered = {
		1 = {
			%dème Division d'Infanterie
		}
		2 = {
			%dème Division d'Infanterie
		}
		3 = {
			%dème Division d'Infanterie
		}
		4 = {
			%dème Division d'Infanterie
		}
		5 = {
			%dème Division d'Infanterie
		}
		6 = {
			%dème Division d'Infanterie
		}
		7 = {
			%dème Division d'Infanterie
		}
		8 = {
			%dème Division d'Infanterie
		}
		9 = {
			%dème Division d'Infanterie
		}
		10 = {
			%dème Division d'Infanterie
		}
		11 = {
			%dème Division d'Infanterie
		}
		12 = {
			%dème Division d'Infanterie
		}
		13 = {
			%dème Division d'Infanterie
		}
		14 = {
			%dème Division d'Infanterie
		}
		15 = {
			%dème Division d'Infanterie
		}
		16 = {
			%dème Division d'Infanterie
		}
		17 = {
			%dème Division d'Infanterie
		}
		18 = {
			%dème Division d'Infanterie
		}
		19 = {
			%dème Division d'Infanterie
		}
		20 = {
			%dème Division d'Infanterie
		}
	}
}
### Entity: Event
Component: SEA_japan_news_events.02
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
news_event = {
	id = SEA_japan_news_events.02
	title = SEA_japan_news_events.02.t
	desc = SEA_japan_news_events.02.desc
	picture = GFX_news_event_JAP_greater_east_asia_conference
	is_triggered_only = yes
	major = yes
	option = {
		name = SEA_japan_news_events.02.a
		trigger = {
			original_tag = JAP
		}
	} {
		name = SEA_japan_news_events.02.b
		trigger = {
			NOT = {
				original_tag = JAP
			}
		}
	}
}
### Entity: Idea
Component: acl
Constructs: research_bonus
Source: game
File: common/ideas/france.txt

Code:
acl = {
	picture = FRA_acl
	allowed = {
		original_tag = FRA
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_province_is_coastal
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_province_is_coastal = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_province_is_coastal > THIS=[this.getname] PREV=[prev.getname] _get_province_type_id=[?_get_province_type_id]
	}
	meta_trigger = {
		text = {
			any_province_building_level = {
				province = {
					id = [x]
					limit_to_coastal = yes
				}
				building = bunker
				level = < 11
			}
		}
		x = [?_get_province_type_id]
	}
}
### Entity: Event
Component: INS_revolution_events.3
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.3
	title = INS_revolution_events.3.t
	desc = INS_revolution_events.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.3.a
		effect_tooltip = {
			indonesia_HOL_sign_accord_effect = yes
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_merchant_navy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_merchant_navy
	icon = GFX_focus_generic_merchant_fleet
	prerequisite = {
		focus = PER_expand_dockyards
	}
	x = -2
	y = 1
	relative_position_id = PER_expand_dockyards
	mutually_exclusive = {
		focus = PER_expert_raiders
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_ideas = POR_convoy_build_efficiency
	}
}
### Entity: Joint Focus
Component: INSHOL_naval_secondchance
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_country_flag, completion_reward, allow_branch, random_owned_controlled_state
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_naval_secondchance
	icon = GFX_focus_generic_navy_research_bonus
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
	}
	allow_branch = {
		INS = {
			has_country_flag = {
				flag = INS_navy_transfer_rejected_flag
			}
			NOT = {
				has_completed_focus = INS_the_declaration_of_independence
			}
		}
	}
	prerequisite = {
		focus = INSHOL_request_naval_control
	}
	x = 0
	y = 3
	relative_position_id = INSHOL_naval_program
	cost = 10
	search_filters = {

	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			random_owned_controlled_state = {
				prioritize = {
					335 1058 1051
				}
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
					is_coastal = yes
					impassable = no
				}
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name = INSHOL_naval_secondchance
				bonus = 1.0
				uses = 1
				category = dd_tech
			} {
				name = INSHOL_naval_secondchance
				bonus = 0.5
				uses = 3
				category = naval_equipment
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name = INSHOL_naval_secondchance
				bonus = 0.75
				uses = 2
				category = naval_equipment
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Event
Component: egypt.67
Constructs: is_triggered_only, add_political_power, has_idea, has_country_leader, set_country_flag
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.67
	picture = GFX_report_event_EGY_marriage
	title = egypt.67.t
	desc = egypt.67.desc
	is_triggered_only = yes
	trigger = {
		OR = {
			has_idea = EGY_farouk_i_idea
			has_country_leader = {
				character = EGY_farouk_i
				ruling_only = yes
			}
		}
	}
	option = {
		name = egypt.67.a
		add_political_power = 5
		set_country_flag = EGY_royal_marriage_has_happened
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = EGY_farida
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_link_laos_to_annam
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_building_construction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_link_laos_to_annam
	icon = GFX_goal_generic_construction
	cost = 5
	prerequisite = {
		focus = FRI_finish_the_transindochinois
	}
	x = 4
	y = 1
	relative_position_id = FRI_continue_the_politique_politique_du_paysannat
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				671
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 0
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				670
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 1
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: SWE_fascist_puppet
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/SWE_alternate_strategy_plan.txt

Code:
SWE_fascist_puppet = {
	name = Puppet Fascist
	desc = The Swedish AI will align itself with Germany, become a puppet and stay loyal to them
	allowed = {
		SWE_AAT = yes
	}
	enable = {
		OR = {
			has_country_flag = SWE_AI_RANDOM_FASCIST_PUPPET
			has_game_rule = {
				rule = SWE_ai_behavior
				option = SWE_FASCIST_PUPPET
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		SWE_defense_act SWE_urbanization SWE_radiojanst SWE_work_projects_for_the_unemployed SWE_defense_above_all SWE_the_old_enemy_stirs SWE_prevent_a_red_dictatorship SWE_revoke_anti_militia_laws SWE_appeal_for_support SWE_unify_the_national_socialist_movement SWE_delegation_to_berlin SWE_economic_integration SWE_military_integration SWE_germanify_sweden SWE_finland_claims SWE_establish_nordland SWE_uranium_project SWE_as_the_barometer_falls SWE_land_air_warfare SWE_defense_in_depth SWE_ga_pa_tactics SWE_rapid_response_force SWE_tank_development SWE_end_the_fubkrieg SWE_standardize_equipment SWE_bofors_anti_tank_gun SWE_privately_managed_holidays SWE_reject_saltsjobaden SWE_research_slot_1 SWE_government_weapons_contract SWE_allow_landsverk_to_operate SWE_norma_projektilfabrik SWE_bofors_fly_swatter SWE_landverk_l_62 SWE_form_saab SWE_domestic_designs SWE_formation_flying SWE_airforce_modernization SWE_deep_mining_complexes
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_an_entente_of_our_own
Constructs: prerequisite, completion_reward, is_in_faction, is_in_faction_with, cancel_if_invalid, set_rule, create_faction_from_template
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_an_entente_of_our_own
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = CZE_strategy_decisions
	}
	mutually_exclusive = {
		focus = CZE_trust_in_the_west CZE_german_leanings
	}
	x = 3
	y = 1
	relative_position_id = CZE_strategy_decisions
	cost = 5
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		is_in_faction = no
	}
	bypass = {
		is_in_faction_with = FRA
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_the_little_entente
			name = CZE_little_entente
		}
	}
}
### Entity: Idea
Component: MEN_the_three_principles_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_the_three_principles_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = men_three_principles
	modifier = {
		stability_factor = 0.15
		consumer_goods_factor = -0.05
		political_power_factor = 0.05
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_promote_chinese_unity
Constructs: prerequisite, add_ideas, has_war_with, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_promote_chinese_unity
	icon = GFX_focus_prc_social_democracy
	prerequisite = {
		focus = MEN_favour_the_cooperationists
	}
	x = 0
	y = 1
	bypass = {

	}
	available = {
		country_exists = CHI PRC
		CHI = {
			NOT = {
				has_war_with = PRC ROOT
			}
		}
	}
	relative_position_id = MEN_favour_the_cooperationists
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_stability = 0.05
		PRC = {
			add_opinion_modifier = {
				target = CHI
				modifier = medium_increase
			}
		}
		CHI = {
			add_opinion_modifier = {
				target = PRC
				modifier = medium_increase
			}
		}
		add_ideas = CHI_chinese_unity_2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: CHI_tsr_low_legitimacy_4
Constructs: stability_factor, war_support_factor, has_dlc, removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_low_legitimacy_4 = {
	picture = man_low_legitimacy5
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Name List
Component: VLA
Source: game
File: common/names/00_names.txt

Code:
VLA = {
	male = {
		names = {
			Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Jelena Ludmila Ella Svetlana Margarita Elena Natalya Lydia Valentina Olga Alexandra Sofia Albina
		}
	}
	surnames = {
		Alexseyev Antonov Azarov Badanov Brusilov Budyonny Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Konev Konstantinov Kornilov Kolchak Kuropatkin Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Romanov Rozhestvensky Skobelev Shuvalov Surkov Tukhachevsky Yegorov Yudenich Vorontsov Voroshilov Zavoyko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: Event
Component: NSB_soviet_spanish_civil_war.1
Constructs: is_triggered_only, set_nationality
Source: game
File: events/NSB_Soviet.txt

Code:
unit_leader_event = {
	id = NSB_soviet_spanish_civil_war.1
	title = NSB_soviet_spanish_civil_war.1.t
	desc = NSB_soviet_spanish_civil_war.1.desc
	is_triggered_only = yes
	hidden = no
	option = {
		name = NSB_soviet_spanish_civil_war.1.a
		effect_tooltip = {
			var:SOV.SOV_spanish_general = {
				set_nationality = SOV
			}
		}
	}
}
### Entity: Idea
Component: VEN_gran_colombian_ideals2
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_gran_colombian_ideals2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = legitimize_gran_colombia
	modifier = {
		justify_war_goal_time = -0.25
		conscription = 0.015
	}
}
### Entity: Effect Reference
Construct: create_import
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_import

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Creates trade between two countries
```
### Entity: Character
Component: USB_victor_van_strydonck_de_burkel
Source: game
File: common/characters/USB.txt

Code:
USB_victor_van_strydonck_de_burkel = {
	advisor = {
		slot = high_command
		idea_token = USB_victor_van_strydonck_de_burkel
		ledger = army
		allowed = {
			original_tag = USB
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}