Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: SPR_concessions_to_the_left_increase
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SPR_scripted_effects.txt

Code:
SPR_concessions_to_the_left_increase = {
	if = {
		limit = {
			has_completed_focus = SPA_a_great_spain
			has_idea = SPR_national_strikes_4
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_4
			add_idea = SPR_national_strikes_5
		}
	} {
		limit = {
			has_completed_focus = SPR_the_popular_front
			has_idea = SPR_national_strikes_8
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_8
			add_idea = SPR_national_strikes_9
		}
	}
	else_if = {
		limit = {
			has_completed_focus = SPA_a_great_spain
			has_idea = SPR_national_strikes_3
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_3
			add_idea = SPR_national_strikes_4
		}
	} {
		limit = {
			has_completed_focus = SPA_a_great_spain
			has_idea = SPR_national_strikes_2
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_2
			add_idea = SPR_national_strikes_3
		}
	} {
		limit = {
			has_completed_focus = SPA_a_great_spain
			has_idea = SPR_national_strikes_1
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_1
			add_idea = SPR_national_strikes_2
		}
	} {
		limit = {
			has_completed_focus = SPR_the_popular_front
			has_idea = SPR_national_strikes_3
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_3
			add_idea = SPR_national_strikes_8
		}
	} {
		limit = {
			has_completed_focus = SPR_the_popular_front
			has_idea = SPR_national_strikes_7
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_7
			add_idea = SPR_national_strikes_3
		}
	} {
		limit = {
			has_completed_focus = SPR_the_popular_front
			has_idea = SPR_national_strikes_6
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_6
			add_idea = SPR_national_strikes_7
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_consolidate_british_territory
Constructs: has_completed_focus, prerequisite, completion_reward, is_owned_and_controlled_by, allow_branch, has_global_flag, add_core_of
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_consolidate_british_territory
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = PER_iran_for_iranians
	}
	x = -1
	y = 1
	relative_position_id = PER_iran_for_iranians
	cost = 10
	available = {
		765 = {
			is_owned_and_controlled_by = PER
		}
		658 = {
			is_owned_and_controlled_by = PER
		}
		656 = {
			is_owned_and_controlled_by = PER
		}
	}
	bypass = {

	}
	allow_branch = {
		has_global_flag = SOV_agreed_anglo_soviet_invasion_of_iran_flag
		has_completed_focus = PER_swear_fealty
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		765 = {
			add_core_of = PER
		}
		658 = {
			add_core_of = PER
		}
		656 = {
			add_core_of = PER
		}
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Modding Documentation
Construct: easy_decisions
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## easy_decisions
* Aliases: ezd

Toggles Easy Decisions Mode which makes all decisions with days_remove take only 1 day to be removed, and all decisions with cost not have any cost or cost trigger.
### Entity: National Focus
Tree: sov_focus
Component: SOV_interest_in_cuba_old
Constructs: prerequisite, has_war, has_government, is_major, completion_reward, is_faction_leader, has_global_flag
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_interest_in_cuba_old
	text = SOV_interest_in_cuba
	icon = GFX_goal_sov_communist_cuba
	prerequisite = {
		focus = SOV_expand_western_spy_rings_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_expand_western_spy_rings_old
	cost = 5
	ai_will_do = {
		factor = 0.9
		modifier = {
			add = 25
			OR = {
				USA = {
					exists = yes
					is_major = yes
					has_war = no
					is_faction_leader = yes
				}
				ENG = {
					exists = yes
					is_major = yes
					has_war = no
					is_faction_leader = yes
				}
			}
			ROOT = {
				has_war = no
				is_faction_leader = yes
				is_major = yes
			}
			has_global_flag = r56_ww2_got_done_early_make_ai_move_toward_ww3
		}
	}
	available = {
		CUB = {
			exists = yes
		}
	}
	bypass = {
		OR = {
			CUB = {
				has_government = communism
				exists = no
			}
		}
	}
	completion_reward = {
		CUB = {
			country_event = {
				id = r56.soviet.92
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: liechtenstein.12
Constructs: is_triggered_only, has_country_flag, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.12
	picture = GFX_report_event_SWI_guisan_soldiers
	title = {
		trigger = {
			has_country_flag = AUS_liechtenstein_border_war_flag
		}
		text = liechtenstein.12.t.b
	} {
		trigger = {
			NOT = {
				has_country_flag = AUS_liechtenstein_border_war_flag
			}
		}
		text = liechtenstein.12.t.a
	}
	desc = {
		trigger = {
			has_country_flag = AUS_liechtenstein_border_war_flag
		}
		text = liechtenstein.12.d.b
	} {
		trigger = {
			NOT = {
				has_country_flag = AUS_liechtenstein_border_war_flag
			}
		}
		text = liechtenstein.12.d.a
	}
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.12.a
	}
}
### Entity: Country History
Country: ZAM
Component: ZAM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ZAM - Zambia.txt

Code:
# Politics & Parties for ZAM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 55
	fascism = 15
	communism = 5
	neutrality = 25
}
### Entity: Idea
Component: SPA_carlism_4
Constructs: has_government
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_carlism_4 = {
	name = SPA_carlism
	picture = SPA_carlism
	allowed = {
		original_tag = SPR
		OR = {
			has_government = fascism neutrality
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.01
		army_infantry_attack_factor = 0.05
		army_infantry_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_eisenstadt_conference
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, random_hours
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_the_eisenstadt_conference
	icon = GFX_goal_old_ties
	relative_position_id = AUS_past_glories
	x = 0
	y = 3
	available = {
		has_government = neutrality
		is_subject = no
	}
	prerequisite = {
		focus = AUS_return_of_habsburgs
	}
	bypass = {
		HUN = {
			OR = {
				exists = no
				has_war_with = AUS
				is_subject = yes
			}
		}
	}
	will_lead_to_war_with = HUN
	cost = 10
	completion_reward = {
		HUN = {
			country_event = {
				id = austria.87
				days = 1
				random_hours = 12
			}
		}
	}
}
### Entity: Shared Focus
Component: MICRO_the_root_air_fleet
Constructs: shared_focus, prerequisite, completion_reward, has_cosmetic_tag, add_tech_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_the_root_air_fleet
	text = MNC_the_monegasque_air_fleet
	prerequisite = {
		focus = MICRO_build_capital_airport
	}
	relative_position_id = MICRO_build_capital_airport
	icon = {
		GFX_goal_MNC_air = {
			original_tag = MNC
		}
		GFX_goal_MLT_air = {
			original_tag = MLT
		}
		GFX_goal_LUX_air = {
			original_tag = LUX
		}
		GFX_goal_generic_medicine_crescent = {
			original_tag = ADR
			has_cosmetic_tag = CAT
		}
		GFX_goal_generic_air_fighter = yes
	}
	cost = 10
	x = 0
	y = 1
	completion_reward = {
		air_experience = 20
		add_tech_bonus = {
			name = MNC_the_monegasque_air_fleet
			bonus = 0.5
			uses = 1
			category = light_air
		} {
			name = MNC_the_monegasque_air_fleet
			bonus = 0.5
			uses = 1
			category = medium_air
		} {
			name = MNC_the_monegasque_air_fleet
			bonus = 0.5
			uses = 1
			category = heavy_air
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: new_ger.169
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.169
	title = new_ger.169.t
	desc = new_ger.169.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.169.a
		ai_chance = {
			base = 2
		}
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			diplomatic_relation = {
				country = ROOT
				relation = air_base_access
				active = yes
			}
		}
		set_country_flag = GER_air_base_access_flag
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = new_ger.169.b
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: Character
Component: LIT_feliksas_baltusis
Source: game
File: common/characters/LIT.txt

Code:
LIT_feliksas_baltusis = {
	name = LIT_feliksas_baltusis
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
	advisor = {
		slot = army_chief
		idea_token = LIT_feliksas_baltusis
		allowed = {
			original_tag = LIT
		}
		traits = {
			army_chief_drill_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: SEA_PRC_border_war_events.4
Constructs: is_triggered_only, add_equipment_to_stockpile, add_political_power, add_mastery
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_border_war_events.4
	is_triggered_only = yes
	title = SEA_PRC_border_war_events.4.t
	desc = SEA_PRC_border_war_events.4.desc
	picture = GFX_report_event_generic_destroyed_vehicles
	option = {
		name = SEA_PRC_border_war_events.2.a
		trigger = {
			original_tag = PRC
		}
		army_experience = 15
		add_mastery = {
			amount = 50
			track = infantry
		}
		add_equipment_to_stockpile = {
			type = artillery_equipment_1
			amount = 125
			producer = SHX
		}
	} {
		name = SEA_PRC_border_war_events.2.b
		trigger = {
			NOT = {
				original_tag = PRC
			}
		}
		add_political_power = 25
	}
}
### Entity: Character
Component: fascist_corporatist
Constructs: industrial_capacity_factory, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
fascist_corporatist = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	industrial_capacity_factory = 0.05
	political_power_factor = 0.05
}
### Entity: Order of Battle
Component: Mediterranean Command
Source: game
File: history/units/ENG_1936_Naval_Legacy.txt

Code:
fleet = {
	name = Mediterranean Command
	naval_base = 4076
	task_force = {
		name = Mediterranean Fleet
		location = 4076
		ship = {
			name = HMS Glorious
			definition = carrier
			equipment = {
				carrier_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Warspite
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Barham
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Malaya
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Devonshire
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Shropshire
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Sussex
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Arethusa
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Amphion Class
				}
			}
		} {
			name = HMS Galatea
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Amphion Class
				}
			}
		} {
			name = HMS Coventry
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Wolsey
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Stronghold
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Stuart
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Comet
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
					version_name = A/B/C/D Class
				}
			}

# ... (truncated)
### Entity: Event
Component: KMT_event.16
Constructs: is_triggered_only, ai_chance, add_political_power, send_embargo
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.16
	title = KMT_event.16.t
	desc = KMT_event.16.desc
	picture = GFX_report_event_radar_01
	is_triggered_only = yes
	option = {
		name = KMT_event.16.a
		add_political_power = -50
		ai_chance = {
			base = 0
		}
	} {
		name = KMT_event.16.b
		send_embargo = CHI
	}
}
### Entity: Scripted Effect
Component: EAI_PC_save_project_inputs
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_save_project_inputs = {
	set_temp_variable = {
		tmp_project_building_type = _project_building_type
	} {
		tmp_project_target_level = _project_target_level
	} {
		tmp_project_queue_num = _project_queue_num
	} {
		tmp_project_province_id = _project_province_id
	} {
		tmp_project_priority = _project_priority
	} {
		tmp_project_type_id = _project_type_id
	} {
		tmp_project_cancel_unbuildable = _project_cancel_unbuildable
	} {
		tmp_project_replace_shared = _project_replace_shared
	} {
		tmp_project_build_for_ally = _project_build_for_ally
	} {
		tmp_project_queue_max = _project_queue_max
	}
}
### Entity: Character
Component: MAN_kanjurjab
Source: game
File: common/characters/MAN.txt

Code:
MAN_kanjurjab = {
	name = MAN_kanjurjab
	portraits = {
		army = {
			small = GFX_portrait_MAN_kanjurjab_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = MAN_kanjurjab
		allowed = {
			original_tag = MAN
		}
		available = {

		}
		cost = 150
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Character
Component: TZN_coi
Source: game
File: common/characters/TZN.txt

Code:
TZN_coi = {
	advisor = {
		slot = political_advisor
		idea_token = TZN_coi
		allowed = {
			original_tag = TZN
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Modifier Reference
Component: CZE_ceskoslovenska_armada_dynamic_modifier
Constructs: conscription_factor, coordination_bonus, mobilization_speed
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_ceskoslovenska_armada_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CZE_ceskoslovenska_armada
	training_time_factor = CZE_ceskoslovenska_armada_training_time_factor
	experience_gain_army_unit_factor = CZE_ceskoslovenska_armada_experience_gain_army_unit_factor
	army_org_factor = CZE_ceskoslovenska_armada_army_org_factor
	supply_combat_penalties_on_core_factor = CZE_ceskoslovenska_armada_supply_combat_penalties_on_core_factor
	out_of_supply_factor = CZE_ceskoslovenska_armada_out_of_supply_factor
	conscription_factor = CZE_ceskoslovenska_armada_conscription_factor
	dig_in_speed_factor = CZE_ceskoslovenska_armada_dig_in_speed_factor
	recon_factor_while_entrenched = CZE_ceskoslovenska_armada_recon_factor_while_entrenched
	special_forces_out_of_supply_factor = CZE_ceskoslovenska_armada_special_forces_out_of_supply_factor
	special_forces_cap = CZE_ceskoslovenska_armada_special_forces_cap
	unit_artillery_brigade_design_cost_factor = CZE_ceskoslovenska_armada_unit_artillery_brigade_design_cost_factor
	army_speed_factor = CZE_ceskoslovenska_armada_army_speed_factor
	org_loss_when_moving = CZE_ceskoslovenska_armada_org_loss_when_moving
	army_core_defence_factor = CZE_ceskoslovenska_armada_army_core_defence_factor
	army_armor_speed_factor = CZE_ceskoslovenska_armada_army_armor_speed_factor
	truck_attrition_factor = CZE_ceskoslovenska_armada_truck_attrition_factor
	army_armor_attack_factor = CZE_ceskoslovenska_armada_army_armor_attack_factor
	field_officer_promotion_penalty = CZE_ceskoslovenska_armada_field_officer_promotion_penalty
	military_leader_cost_factor = CZE_ceskoslovenska_armada_military_leader_cost_factor
	max_dig_in_factor = CZE_ceskoslovenska_armada_max_dig_in_factor
	army_core_attack_factor = CZE_ceskoslovenska_armada_army_core_attack_factor
	coordination_bonus = CZE_ceskoslovenska_armada_coordination_bonus
	army_org_regain = CZE_ceskoslovenska_armada_army_regain
	acclimatization_cold_climate_gain_factor = CZE_ceskoslovenska_armada_acclimatization_cold_climate_gain_factor
	cas_damage_reduction = CZE_ceskoslovenska_armada_cas_damage_reduction
	equipment_capture_factor = CZE_ceskoslovenska_armada_equipment_capture_factor
	intel_from_combat_factor = CZE_ceskoslovenska_armada_intel_from_combat_factor
	experience_gain_army_factor = CZE_ceskoslovenska_armada_experience_gain_army_factor
	modifier_army_sub_unit_militia_defence_factor = CZE
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_military_advisors
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_military_advisors
	prerequisite = {
		focus = ETH_soviet_aid
	}
	icon = GFX_focus_generic_military_mission
	relative_position_id = ETH_soviet_aid
	x = 1
	y = 1
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		SOV = {
			country_event = {
				hours = 1
				id = BBA_ethiopia_communist_events.11
			}
		}
		custom_effect_tooltip = ETH_military_advisors_tt ETH_soviet_rejection_tt
		ETH_BOP_centralization_large_effect = yes
	}
}
### Entity: Character
Component: CHI_lin_sen
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_lin_sen = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_lin_sen
		portraits = {
			civilian = {
				small = GFX_idea_CHI_lin_sen
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHI_lin_sen
			allowed = {
				original_tag = CHI
				has_dlc = Waking the Tiger
			}
			traits = {
				CHI_chairman_of_the_republic_trait
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_lin_sen
		portraits = {
			civilian = {
				small = GFX_idea_CHI_lin_sen
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHI_lin_sen
			allowed = {
				original_tag = CHI
				has_dlc = Waking the Tiger
			}
			traits = {
				popular_figurehead
			}
		}
	}
}
### Entity: Character
Component: anti_colonialist
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_colonialist = {
	random = no
	sprite = 13
	stability_factor = 0.1
	political_power_factor = 0.05
	democratic_drift = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: 1st Army Tank Brigade
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = 1st Army Tank Brigade
	location = 9458
	division_template = Tank Brigade
	start_experience_factor = 0.3
}
### Entity: Scripted Effect
Component: SIA_increase_military_approval
Constructs: limit, has_country_flag, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_increase_military_approval = {
	if = {
		limit = {
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		if = {
			limit = {
				has_idea = idea_SIA_military_rebellious
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_rebellious
				add_idea = idea_SIA_military_opposition
			}
		}
		else_if = {
			limit = {
				has_idea = idea_SIA_military_opposition
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_opposition
				add_idea = idea_SIA_military_neutral
			}
		} {
			limit = {
				has_idea = idea_SIA_military_neutral
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_neutral
				add_idea = idea_SIA_military_slight_support
			}
		} {
			limit = {
				has_idea = idea_SIA_military_slight_support
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_slight_support
				add_idea = idea_SIA_military_full_support
			}
		} {
			limit = {
				has_idea = idea_SIA_military_full_support
			}
		}
	}
}
### Entity: Country History
Country: NMB
Component: NMB_characters
Constructs: recruit_character
Source: game
File: history/countries/NMB - Namibia.txt

Code:
# Leaders & Characters for NMB
recruit_character = NMB_stc NMB_aco2 NMB_aa2 NMB_ncs NMB_nt NMB_acas NMB_acd2 NMB_democratic_guy NMB_mt NMB_ai2 NMB_coi NMB_acr NMB_pot NMB_awt NMB_communist_guy NMB_ncm NMB_acgs NMB_nccr NMB_fascist_guy NMB_ar
### Entity: Order of Battle
Component: Latvijas Kara Flote
Source: game
File: history/units/LAT_1936_naval_mtg.txt

Code:
fleet = {
	name = Latvijas Kara Flote
	naval_base = 9340
	task_force = {
		name = Latvijas Kara Flote
		location = 9340
		ship = {
			name = Ronis
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = LAT
					version_name = Ronis Class
				}
			}
		} {
			name = Spidola
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = LAT
					version_name = Ronis Class
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: south_american_navy_modifier
Constructs: refit_speed, screening_efficiency
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
south_american_navy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_navy_bonus
	experience_gain_navy = JUNO_navy_experience_gain_navy_factor
	mines_planting_by_fleets_factor = JUNO_navy_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = JUNO_navy_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = JUNO_navy_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = JUNO_navy_convoy_retreat_speed
	refit_speed = JUNO_navy_refit_speed
	spotting_chance = JUNO_navy_spotting_chance
	repair_speed_factor = JUNO_navy_repair_speed_factor
	production_speed_dockyard_factor = JUNO_navy_production_speed_dockyard_factor
	industrial_capacity_dockyard = JUNO_navy_industrial_capacity_dockyard
	extra_marine_supply_grace = JUNO_navy_extra_marine_supply_grace
	naval_invasion_capacity = JUNO_navy_naval_invasion_capacity
	naval_mines_effect_reduction = JUNO_navy_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = JUNO_navy_experience_gain_navy_unit_factor
	naval_coordination = JUNO_navy_naval_coordination
	naval_equipment_upgrade_xp_cost = JUNO_navy_naval_equipment_upgrade_xp_cost
	naval_morale_factor = JUNO_naval_morale_factor
	screening_efficiency = JUNO_screening_efficiency
	convoy_escort_efficiency = JUNO_convoy_escort_efficiency
	navy_capital_ship_defence_factor = JUNO_navy_capital_ship_defence_factor
	naval_accidents_chance = JUNO_naval_accidents_chance
	navy_screen_defence_factor = JUNO_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = JUNO_modifier_production_speed_coastal_bunker_factor
}
### Entity: Character
Component: vfb_trait_aranha
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_aranha = {
	random = no
	sprite = 13
	trade_opinion_factor = 0.125
	opinion_gain_monthly_factor = 0.25
	opinion_gain_monthly_same_ideology_factor = 0.25
}