Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_check_division_limits
Constructs: limit, has_country_flag, set_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_division_limit_effects.txt

Code:
EAI_check_division_limits = {
	set_temp_variable = {
		division_production_was_adjusted = 0
	}
	EAI_calculate_division_cap = yes
	if = {
		limit = {
			EAI_infantry_division_limit = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_infantry_division_limit
				}
			}
			set_temp_variable = {
				division_production_was_adjusted = 1
			}
			set_country_flag = EAI_infantry_division_limit
			if = {
				limit = {
					has_country_flag = EAI_division_limit_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIVISION LIMIT: infantry, [?EAI_division_cap_10k]0000
			}
		}
	} {
		limit = {
			EAI_anti_tank_division_limit = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_anti_tank_division_limit
				}
			}
			set_country_flag = EAI_anti_tank_division_limit
			if = {
				limit = {
					has_country_flag = EAI_division_limit_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIVISION LIMIT: anti tank
			}
		}
	} {
		limit = {
			OR = {
				EAI_armored_division_limit = yes
				has_country_flag = EAI_armor_production_design_upgrade_fix
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_armored_division_limit
				}
			}
			set_country_flag = EAI_armored_division_limit
			if = {
				limit = {
					has_country_flag = EAI_division_limit_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIVISION LIMIT: armor [?EAI_arm_bat_count] > [?EAI_armor_division_cap]
			}
		}
	} {
		limit = {
			EAI_light_armor_division_limit = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_light_armor_division_limit
				}
			}
			set_country_flag = EAI_light_armor_division_limit
			if = {
				limit = {
					has_country_flag = EAI_division_limit_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIVISION LIMIT: EAI_light_armor_division_limit
			}
		}
	} {
		limit = {
			EAI_medium_armor_division_limit = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_medium_armor_division_limit
				}
			}
			set_country_flag = EAI_medium_armor_division_limit
			if = {
				limit = {
					has_country_flag = EAI_division_limit_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIVISION LIMIT: EAI_medium_armor_division_limit
			}
		}
	} {
		limit = {
			EAI_heavy_armor_division_limit = yes
		}
		if = {
			limit = {
				NOT = {
					h
# ... (truncated)
### Entity: Event
Component: bftb_greece.45
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.45
	title = bftb_greece.45.t
	desc = bftb_greece.45.desc
	picture = GFX_report_event_tur_upheaval_celebration
	is_triggered_only = yes
	option = {
		name = bftb_greece.45.a
		add_stability = 0.1
		add_political_power = 120
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_expand_mazagon_dock
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_expand_mazagon_dock
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = RAJ_industrial_expansion
	}
	x = 3
	y = 1
	relative_position_id = RAJ_industrial_expansion
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = RAJ_expand_mazagon_dock
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			if = {
				limit = {
					has_state_flag = RAJ_expand_mazagon_dock_NB
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 1349
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 50
		random_owned_controlled_state = {
			prioritize = {
				429
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = RAJ_expand_mazagon_dock
			if = {
				limit = {
					state = 429
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 1349
				}
				set_state_flag = RAJ_expand_mazagon_dock_NB
			}
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_listen_to_the_islamists
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_listen_to_the_islamists
	icon = GFX_goal_MAL_the_council
	prerequisite = {
		focus = ADU_assessing_our_future
	}
	relative_position_id = ADU_assessing_our_future
	x = 6
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = fascism neutrality
			NOT = {
				has_completed_focus = ADU_unite_the_opposition
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Component: MICRO_root_naval_academy
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_cosmetic_tag
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_root_naval_academy
	text = MNC_monegasque_naval_academy
	prerequisite = {
		focus = MICRO_develop_our_dockyards
	}
	relative_position_id = MICRO_develop_our_dockyards
	icon = {
		GFX_goal_MNC_navy = {
			original_tag = MNC
		}
		GFX_goal_MLT_navy = {
			original_tag = MLT
		}
		GFX_goal_ADR_CATALAN_navy = {
			original_tag = ADR
			has_cosmetic_tag = CAT
		}
		GFX_goal_generic_admirality = yes
	}
	cost = 10
	x = 1
	y = 1
	completion_reward = {
		navy_experience = 25
		add_ideas = SCO_idea_national_admiralty
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Character
Component: GUA_juan_arevalo_bermejo
Source: game
File: common/characters/GUA.txt

Code:
GUA_juan_arevalo_bermejo = {
	advisor = {
		slot = political_advisor
		idea_token = GUA_juan_arevalo_bermejo
		allowed = {
			original_tag = GUA
		}
		traits = {
			war_industrialist
		}
	}
	name = Juan Arevalo Bermejo
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Character
Component: GER_secretary_to_the_fuhrer
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_secretary_to_the_fuhrer = {
	sprite = 13
	random = no
	political_advisor_cost_factor = -0.1
	political_power_factor = 0.1
}
### Entity: Idea
Component: RCG_ar
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = RCG
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: Style_guidelines
Source: wiki
File: wiki/User_talk%3AGrekulf.html

Doc:
Style guidelines[edit]
I recommend you read the style guidelines. In particular, your use of capitalization goes against it; capitalization should be restricted to actual proper nouns (E.G., "Germany", but not "Production Line"). ~ Meneth (talk) 16:06, 7 October 2015 (CEST)

I want us to follow the same capitalization rules we use in the games. A keyword/mechanic should have all its words capitalized to make it stand out from regular text. Production Lines should be written like so, and not Production lines. Grekulf (talk) 16:17, 7 October 2015 (CEST)
The standard that's been used so far on all the wikis is that only standard English grammar is to be used.
That is, only actual proper nouns are to be capitalized. So by those standards it'd be "a production line", not "a Production Line", "steel", not "Steel", etc.
In my opinion this makes the text simpler to read as game mechanics won't be misinterpreted as proper nouns. ~ Meneth (talk) 16:18, 7 October 2015 (CEST)
The thing is tho that usually that can make it less clear what is a mechanic/keyword and what is just "narrative" text. For example: "Our population growth has been significantly reduced as a result of recent wars." Is that a narrative text or does it refer to a mechanic? If I instead had written "Our Population Growth has been significantly reduced as a result of recent wars." it makes it more clear that you are talking about a game mechanic with effects, and not about a narrative. Although those are kind of bad examples, I know we had good reasons for adopting that standard in EU4. Grekulf (talk) 16:23, 7 October 2015 (CEST)
In-game, I definitely agree. On the wikis though there is no narrative text; everything describes either the mechanics or how the player can interact with the mechanics. So "the United States has great potential due to its massive amount of Civilian Factories" is just as clear with "civilian factories" uncapitalized. Which is why I don't see much of a reason to use such capitalization on the wikis. ~ Meneth (talk) 16:27, 7 October 2015 (CEST)
I am skeptical, but if you think it is as clear in a wiki-format I'll defer to your judgement in this case. Personally I strongly prefer reading the words capitalized as key words, because then I know that I am reading about a key words when I see the capitalized letters. Grekulf (talk) 16:37, 7 October 2015 (CEST)
Meneth has asked me fo
# ... (truncated)
### Entity: Event
Component: mtg_news.44
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.44
	title = mtg_news.44.t
	desc = mtg_news.44.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.44.a
		trigger = {
			original_tag = RAJ
		}
	} {
		name = mtg_news.44.b
		trigger = {
			original_tag = PAK
		}
	} {
		name = mtg_news.44.c
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.44.d
		trigger = {
			NOT = {
				original_tag = RAJ
			} {
				original_tag = PAK
			} {
				original_tag = ENG
			}
		}
	}
}
### Entity: Idea
Component: QAT_mt
Source: game
File: common/ideas/qatar.txt

Code:
QAT_mt = {
	ledger = army
	picture = generic_army_arab_1
	allowed = {
		original_tag = QAT
	}
	traits = {
		military_theorist
	}
}
### Entity: Event
Component: himalaya_tibet.2
Constructs: is_triggered_only
Source: game
File: events/Tibet.txt

Code:
news_event = {
	id = himalaya_tibet.2
	title = himalaya_tibet.2.t
	desc = himalaya_tibet.2.desc
	picture = GFX_news_event_TIB_british_mission
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.2.a
	}
}
### Entity: Unit Template
Component: PHI_MNT_01
Source: game
File: common/units/names_divisions/PHI_names_divisions.txt

Code:
PHI_MNT_01 = {
	name = Mountain Division
	for_countries = {
		PHI
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		PHI_INF_01
	}
	fallback_name = %dth Philippines Mountain Div.
	ordered = {
		1 = {
			%dst Philippine Mountain Div.
		}
		2 = {
			%dnd Philippine Mountain Div.
		}
		3 = {
			%drd Philippine Mountain Div.
		}
		4 = {
			%dth Philippine Mountain Div.
		}
		5 = {
			%dth Philippine Mountain Div.
		}
		6 = {
			%dth Philippine Mountain Div.
		}
		7 = {
			%dth Philippine Mountain Div.
		}
		8 = {
			%dth Philippine Mountain Div.
		}
		9 = {
			%dth Philippine Mountain Div.
		}
		10 = {
			%dth Philippine Mountain Div.
		}
	}
}
### Entity: AI Strategy
Component: USA_template_design_1
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_template_design_1 = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = < 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = template_prio
		id = mobile
		value = 10
	} {
		type = template_prio
		id = cavalry
		value = -100
	} {
		type = template_prio
		id = light_armor
		value = 50
	} {
		type = template_prio
		id = medium_armor
		value = -10
	} {
		type = template_prio
		id = heavy_armor
		value = -50
	} {
		type = template_prio
		id = paratroopers
		value = -50
	} {
		type = template_prio
		id = infantry
		value = 60
	}
}
### Entity: Event
Component: AUS_political_events.102
Constructs: ai_chance, has_completed_focus, limit, has_government, has_war_with, has_country_flag, fire_only_once, has_dlc
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.102
	title = AUS_political_events.102.t
	desc = AUS_political_events.102.desc
	picture = GFX_report_event_journalists_speech
	trigger = {
		has_dlc = Gotterdammerung
		original_tag = GER
		GER = {
			has_government = fascism
			has_country_leader = {
				ruling_only = yes
				character = GER_adolf_hitler
			}
			has_completed_focus = GER_remilitarize_the_rhineland
		}
		AUS = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = GER
			}
			has_country_flag = AUS_antischluss_active_flag
		}
		date = > 1937.11.5
	}
	fire_only_once = yes
	option = {
		name = AUS_political_events.102.a
		ai_chance = {
			base = 10
		}
		set_country_flag = GER_hitler_wants_austria_flag
		IF = {
			limit = {
				AUS = {
					OR = {
						has_government = neutrality
						has_completed_focus = AUS_reinstate_the_imperial_council
					}
					AND = {
						NOT = {
							has_completed_focus = AUS_ban_dnsap
						} {
							has_completed_focus = AUS_rebuild_democratic_systems
						} {
							has_completed_focus = AUS_clamp_down_on_dnsap
						}
					}
				}
			}
			custom_effect_tooltip = AUS_anschluss_ratio_ticking_down_monarchist
		}
		ELSE = {
			custom_effect_tooltip = AUS_anschluss_ratio_ticking_down
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_ship_designer_any_baltic
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_ship_designer_any_baltic = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_active_ship_designer_any_baltic_tt
		OR = {
			SOV_has_active_ship_designer_nevskoye = yes
			SOV_has_active_ship_designer_rubin = yes
		}
	}
}
### Entity: Trigger Reference
Construct: can_declare_war_on
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## can_declare_war_on

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
checks if the country could potentially declare a war on the target ( according to game rules, relationship, etc... ). Example can_declare_war_on = GER
```
### Entity: Modding Documentation
Construct: manpower
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## manpower
* Arguments: <Amount>

Adds manpower to player
### Entity: Event
Component: mtg_news.57
Constructs: is_triggered_only, limit, owns_state
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.57
	title = mtg_news.57.t
	desc = mtg_news.57.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.57.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.57.b
		trigger = {
			original_tag = CAN
		}
		ROOT = {
			custom_effect_tooltip = ENG_create_pan_north_american_state_tt
			effect_tooltip = {
				if = {
					limit = {
						NOT = {
							owns_state = 332
						} {
							owns_state = 331
						}
					}
					transfer_state = 332 331
				}
			}
		}
	} {
		name = mtg_news.57.c
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = CAN
			}
		}
	}
}
### Entity: Scripted Effect
Component: BRA_remove_economy_modifier
Constructs: has_completed_focus, limit, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
BRA_remove_economy_modifier = {
	effect_tooltip = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = BRA_undiversified_economy_modifier
				}
				OR = {
					has_completed_focus = BRA_war_production
					AND = {
						has_completed_focus = BRA_desenvolvimentismo BRA_banco_do_brasil
					}
				}
			}
			remove_dynamic_modifier = {
				modifier = BRA_undiversified_economy_modifier
			}
		}
	}
	IF = {
		limit = {
			has_dynamic_modifier = {
				modifier = BRA_undiversified_economy_modifier
			}
			has_completed_focus = BRA_war_production BRA_desenvolvimentismo BRA_banco_do_brasil
		}
		remove_dynamic_modifier = {
			modifier = BRA_undiversified_economy_modifier
		}
	}
}
### Entity: Name List
Component: CIN
Source: game
File: common/names/00_names.txt

Code:
CIN = {
	male = {
		names = {
			Abdula Abdulkhamid Ahmadkhan Akhmed Alaudin Amirkhan Amurkhan Apti Arbi Bekkhan Beslan Djamaldin Dzhamaldin Israpil Isrofil “Khadzhi-murat” Khamzat Khasbulat “Khas-magomed” Khavaz Khazhbikar Khizir Khuseyn “Lom-Ali” Lors Maksharip Movsar Nazyr Rakhim Said Sulambek Tamerlan Tarkhan Umalat Zelimxan Anzor Aslan Dukvakha Ibragim Mokhmad Ruslan Salambek Timur Shamil Vakha Zaur Zelimkhan Ramzan Khasan Mairbek
		}
	}
	female = {
		names = {
			Aminat Ayshet Aza Makka Rabiat Xava Zalina Zarema Zaydat Aishat Khava
		}
	}
	surnames = {
		Abadiyev Akhriev Aushev Baysarova Kostoyev Malsagov Arsamakov Chakhkiev Timurziev Evolev Bakayev Shishkhanov Ela Gheza Mansur Tamieyev Gendargeno Benoa Chechenskiy Shali Tsentara Idrisov Israilov Sheripov “Muhamed-Mirazev” Makhshadov Sadulayev Aladdin Ramzi Shekhvet “ash-Shishani” Chechen Jammoh Labazanov
	}
	callsigns = {

	}
}
### Entity: Unit Template
Component: SAF_CA_HISTORICAL
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		SAF
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = HMSAS 
	fallback_name = Heavy Cruiser %s
	unique = {
		Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria Kimberley Mosselbaai Walvisbaai Windhoek Kaapstad
	}
}
### Entity: State History
Component: 393
Constructs: add_core_of
Source: game
File: history/states/393-Michigan.txt

Code:
state = {
	id = 393
	name = STATE_393
	resources = {
		steel = 60
		oil = 6
	}
	state_category = metropolis
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 6
			air_base = 4
		}
		add_core_of = USA
		victory_points = {
			6710 20
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 7
				6710 = {
					land_facility = 1
				}
			}
		}
	}
	provinces = {
		691 695 709 751 3766 4854 5205 6710 6769 6782 7420 9684 9724 9746 9747 10233 10303 10599 11641 11656 11669 11685 11714 11731 13155 13199 13200 13201
	}
	manpower = 4842323
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: USA_lets_do_a_navy
Constructs: has_government, build_building
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_lets_do_a_navy = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_government = democratic
		date = > 1937.10.1
		dockyard = < 75
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = dockyard
		value = 20
	}
}
### Entity: Event
Component: naw_norway.204
Constructs: is_triggered_only, has_war_with, add_war_support, fire_only_once, has_army_manpower, set_country_flag
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.204
	title = naw_norway.204.t
	desc = naw_norway.204.d
	picture = GFX_news_event_NOR_join_faction_allies
	fire_only_once = yes
	is_triggered_only = yes
	major = yes
	option = {
		name = naw_norway.204.a
		trigger = {
			original_tag = NOR
			has_army_manpower = {
				size = > 99999
			}
		}
		add_war_support = 0.03
		hidden_effect = {
			set_country_flag = NOR_neutrality_broken
		}
	} {
		name = naw_norway.204.b
		trigger = {
			original_tag = NOR
			has_army_manpower = {
				size = > 69999
			} {
				size = < 100000
			}
		}
		hidden_effect = {
			set_country_flag = NOR_neutrality_broken
		}
	} {
		name = naw_norway.204.c
		trigger = {
			original_tag = NOR
			has_army_manpower = {
				size = < 70000
			}
		}
		add_war_support = -0.03
		hidden_effect = {
			set_country_flag = NOR_neutrality_broken
		}
	} {
		name = naw_norway.204.p
		trigger = {
			has_war_with = NOR
		}
	} {
		name = naw_norway.204.e
		trigger = {
			NOT = {
				original_tag = NOR
				has_war_with = NOR
			}
		}
	}
}
### Entity: Idea
Component: SPA_no_compromise_on_carlist_ideals
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_no_compromise_on_carlist_ideals = {
	picture = SPA_carlism
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SPA
		attack_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: Idea
Component: COR_coi
Source: game
File: common/ideas/corsica.txt

Code:
COR_coi = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = COR
	}
	traits = {
		captain_of_industry
	}
}
### Entity: State History
Component: 1094
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1094-Antwerp.txt

Code:
state = {
	id = 1094
	name = STATE_1094
	manpower = 1800000
	resources = {
		coal = 2
	}
	state_category = metropolis
	history = {
		owner = BEL
		add_core_of = BEL FLA
		add_to_array = {
			state_victory_points = 6598
		} {
			state_victory_points = 13068
		}
		victory_points = {
			6598 30
		} {
			13068 1
		}
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 3
			air_base = 1
			6598 = {
				naval_base = 8
			}
		}
	}
	provinces = {
		6598 9574 13068 11419
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_ASW_DD_navy_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ASW_DD_navy_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_A_ASW_DD_DESIGN
		} {
			EAI_FOCUS/NAVY/ASW_destroyer_OVERRIDE = global.EAI_A_ASW_DD_DESIGN
		}
		AND = {
			OR = {
				EAI_ASW_Destroyer_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/ASW_destroyer EAI_FOCUS/NAVY/ASW_destroyer_OVERRIDE
			}
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_a_land_of_mountains
Constructs: shared_focus, prerequisite, completion_reward, set_technology, allow_branch
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_a_land_of_mountains
	icon = GFX_focus_SMB_a_land_of_mountains
	relative_position_id = SMB_atacama_training
	prerequisite = {
		focus = SMB_atacama_training SMB_tierra_del_fuego_training
	}
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	allow_branch = {
		original_tag = CHL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = GRE_mountain_training_effect
		hidden_effect = {
			set_technology = {
				mountain_warfare = 1
			}
		}
	}
}
### Entity: Character
Component: MAN_urzhin_garmaev
Source: game
File: common/characters/MAN.txt

Code:
MAN_urzhin_garmaev = {
	name = MAN_urzhin_garmaev
	portraits = {
		army = {
			large = GFX_portrait_MAN_urzhin_garmaev
			small = GFX_portrait_MAN_urzhin_garmaev_small
		}
	}
	corps_commander = {
		traits = {
			winter_specialist winter_expert
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: Character
Component: ITA_arturo_riccardi
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_arturo_riccardi = {
	name = ITA_arturo_riccardi
	portraits = {
		army = {
			small = GFX_idea_arturo_riccardi
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = arturo_riccardi
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			navy_chief_naval_aviation_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}