Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_empower_the_emperor
Constructs: prerequisite, limit, has_country_flag, completion_reward, cancel_if_invalid, add_country_leader_role, swap_ideas, remove_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_empower_the_emperor
	icon = GFX_focus_JAP_empower_the_emperor
	mutually_exclusive = {
		focus = JAP_empower_the_shogun
	}
	x = 1
	y = 1
	relative_position_id = JAP_embrace_kokutai
	prerequisite = {
		focus = JAP_embrace_kokutai
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_country_flag = JAP_emperor_hirohito_has_abdicated_flag
			}
			add_country_leader_role = {
				character = JAP_emperor_yasuhito
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1952.1.1.1
					traits = {
						sessho_trait
					}
				}
			}
			hidden_effect = {
				add_country_leader_role = {
					character = JAP_emperor_yasuhito
					promote_leader = yes
					country_leader = {
						ideology = emperor_fascism
						expire = 1952.1.1.1
						traits = {
							sessho_trait
						}
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				OR = {
					has_country_flag = JAP_hirohito_has_been_killed_flag JAP_emperor_hirohito_under_house_arrest_flag
				}
			}
			add_country_leader_role = {
				character = JAP_emperor_yasuhito
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1952.1.1.1
					traits = {
						emperor_genka
					}
				}
			}
			hidden_effect = {
				add_country_leader_role = {
					character = JAP_emperor_yasuhito
					promote_leader = yes
					country_leader = {
						ideology = emperor_fascism
						expire = 1952.1.1.1
						traits = {
							emperor_genka
						}
					}
				}
			}
		}
		ELSE = {
			add_country_leader_role = {
				character = JAP_emperor_hirohito
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1952.1.1.1
					traits = {
						emperor_showa_2
					}
				}
			}
			hidden_effect = {
				add_country_leader_role = {
					character = JAP_emperor_hirohito
					promote_leader = yes
					country_leader = {
						ideology = emperor_fascism
						expire = 1952.1.1.1
						traits = {
							emperor_showa_2
						}
					}
				}
			}
		}
		swap_ideas = {
			remove_idea = JAP_militarism
			add_idea = JAP_militarism_showa
		}
		hidden_effect = {
			set_cosmetic_tag = JAP_empero
# ... (truncated)
### Entity: Character
Component: XSM_hu_songshan
Constructs: has_government
Source: game
File: common/characters/XSM.txt

Code:
XSM_hu_songshan = {
	name = Hu Songshan
	portraits = {
		army = {
			small = GFX_kr_portrait_central_asia_generic_7_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_hu_songshan
		allowed = {
			original_tag = NXM
		}
		visible = {

		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			well_mannered_iman
		}
	}
}
### Entity: Character
Component: JAP_fascist_poet
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_fascist_poet = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	war_support_factor = 0.05
	stability_factor = 0.05
}
### Entity: National Focus
Tree: usa_focus
Component: USA_labour_management_relations_act
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_labour_management_relations_act
	icon = GFX_focus_generic_military_academy
	x = 0
	y = 1
	prerequisite = {
		focus = USA_adjusted_compensation_act
	}
	relative_position_id = USA_adjusted_compensation_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		congress_medium_support_trigger = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		add_ideas = USA_labour_management_relations_act
		if = {
			limit = {
				communism = < 0.1
			}
			USA_congress_small_opposition = yes
		}
		else = {
			USA_congress_medium_opposition = yes
		}
	}
}
### Entity: AI Strategy
Component: CHI_warlord_historical_plan_communist
Constructs: is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_warlord_historical_strategy_plan.txt

Code:
CHI_warlord_historical_plan_communist = {
	name = Chinese Warlord historical plan supporting Communists
	desc = Historical behavior for Chinese Warlord
	allowed = {
		OR = {
			original_tag = SHX SIK
		}
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		NOT = {
			has_focus_tree = china_warlord_focus
		}
	}
	ai_national_focuses = {
		CHI_secure_internal_politics CHI_cooperation_with_the_communists CHI_land_redistribution CHI_land_value_tax CHI_communist_administrators CHI_industrial_investment CHI_public_education_reform CHI_local_arms_production CHI_long_term_economic_planning CHI_ideological_education CHI_judiciary_reforms CHI_strenghten_warlord_authority CHI_local_arms_development CHI_heavy_weapons_development CHI_public_works CHI_labor_reform CHI_rural_militias
	}
	focus_factors = {
		CHI_join_the_chinese_soviet = 0
		CHI_the_yanan_incident = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_underground_production_centers
Constructs: prerequisite, limit, add_ideas, completion_reward, has_capitulated, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_underground_production_centers
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = LIT_prepare_resistance
	}
	x = 1
	y = 1
	relative_position_id = LIT_prepare_resistance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_DLC = Man the Guns
			}
			has_capitulated = yes
		} {
			limit = {
				NOT = {
					has_DLC = Man the Guns
				}
			}
			surrender_progress = > 0.5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_influx_of_exiles
		}
		add_offsite_building = {
			type = arms_factory
			level = 4
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_increase_italian_business_relations
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_opinion_modifier, completion_reward, set_technology, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_increase_italian_business_relations
	icon = GFX_focus_BRA_joint_italian_motor_development
	prerequisite = {
		focus = IRQ_bakr_sidqi_coup
	}
	x = 0
	y = 1
	relative_position_id = IRQ_bakr_sidqi_coup
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = IRQ_purchased_our_equipment
			}
		}
		add_equipment_to_stockpile = {
			type = motorized_equipment_1
			amount = 200
			producer = ITA
		}
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			set_technology = {
				armored_car1 = 1
				popup = no
			}
			add_equipment_to_stockpile = {
				type = gw_armored_car_equipment
				amount = 200
				producer = ITA
			}
		}
	}
}
### Entity: Character
Component: CHI_chen_lifu
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_chen_lifu = {
	name = CHI_chen_lifu
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_chen_lifu_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_chen_lifu
		available = {

		} {
			OR = {
				has_completed_focus = CHI_draw_support_from_the_big_families CHI_co_opt_the_koh_hsin_movement
			}
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			CHI_minister_of_education
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_end_military_primacy
			}
		}
	}
}
### Entity: Idea
Component: FIN_finnish_goods
Constructs: has_government, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_finnish_goods = {
	picture = generic_supply_depot
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		supply_consumption_factor = -0.05
	}
}
### Entity: Idea
Component: PRC_lack_skilled_personnel_8
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_lack_skilled_personnel_8 = {
	name = PRC_lack_skilled_personnel
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = indochina_illiteracy
	research_bonus = {
		electronics = -0.11
		nuclear = -0.13
		industry = -0.07
		armor = -0.02
	}
	modifier = {
		naval_doctrine_cost_factor = 0.04
		air_doctrine_cost_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AMaintenance_company.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Maintenance_company.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Order of Battle
Component: I Flotta Navale
Source: game
File: history/units/ITA_1939_naval_legacy.txt

Code:
fleet = {
	name = I Flotta Navale
	naval_base = 11837
	task_force = {
		name = I Squadra Navale
		location = 11837
		ship = {
			name = RI Zara
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Gorizia
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Fiume
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RCT Vittorio Alfieri
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Giosuè Carducci
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Vincenzo Gioberti
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Alfredo Oriani
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		}
	} {
		name = IV Squadra Navale
		location = 11837
		ship = {
			name = RI Luigi Cadorna
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Armando Diaz
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Alberico da Barbiano
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Alberto da Giussano
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RCT Antonio da Noli
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Ugolino Vivaldi
			definition = destroyer
		
# ... (truncated)
### Entity: Trigger Reference
Construct: is_ironman
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_ironman

* Supported Scopes: any
* Supported Targets: none

```
Check if current game is ironman.
```
### Entity: Character
Component: URG_bernardo_gonzalez
Source: game
File: common/characters/URG.txt

Code:
URG_bernardo_gonzalez = {
	portraits = {
		civilian = {
			large = GFX_portrait_Bernardo_Gonzalez
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			eager_collaborator war_industrialist
		}
		expire = 1944.1.1.12
		id = -1
	}
}
### Entity: Unit Template
Component: LAT_MNT_01
Source: game
File: common/units/names_divisions/LAT_names_divisions.txt

Code:
LAT_MNT_01 = {
	name = Mountain Division
	for_countries = {
		LAT
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		LAT_INF_01
	}
	fallback_name = %d. Kalnu Kājnieku Divīzija
	ordered = {
		1 = {
			%d. Kalnu Kājnieku Divīzija
		}
		2 = {
			%d. Kalnu Kājnieku Divīzija
		}
		3 = {
			%d. Kalnu Kājnieku Divīzija
		}
		4 = {
			%d. Kalnu Kājnieku Divīzija
		}
		5 = {
			%d. Kalnu Kājnieku Divīzija
		}
		6 = {
			%d. Kalnu Kājnieku Divīzija
		}
		7 = {
			%d. Kalnu Kājnieku Divīzija
		}
		8 = {
			%d. Kalnu Kājnieku Divīzija
		}
		9 = {
			%d. Kalnu Kājnieku Divīzija
		}
		10 = {
			%d. Kalnu Kājnieku Divīzija
		}
	}
}
### Entity: Event
Component: tfv_south_africa.73
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.73
	title = tfv_south_africa.73.t
	desc = tfv_south_africa.73.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		ERI = {
			if = {
				limit = {
					SAF = {
						controls_state = 550
					}
				}
				transfer_state = 550
			}
		}
		SAF = {
			puppet = ERI
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		ERI = {
			if = {
				limit = {
					SAF = {
						controls_state = 550
					}
				}
				transfer_state = 550
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = ERI
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_extended_supply_lines
Constructs: prerequisite, add_ideas, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_extended_supply_lines
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = SWI_multipurpose_tanks SWI_rolling_fortresses
	}
	relative_position_id = SWI_multipurpose_tanks
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			SWI_extended_supply_lines_idea
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_medium_armor_3
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_medium_armor_3 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 200
		EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 190
				EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_amphibious_chassis
		value = 10
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_autonomy_in_the_kriegsschulen
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, add_to_variable, has_character, gain_xp
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_autonomy_in_the_kriegsschulen
	icon = GFX_focus_GER_appease_the_wehrmacht
	prerequisite = {
		focus = GER_bribe_senior_officers
	}
	mutually_exclusive = {
		focus = GER_army_indoctrination
	}
	x = 1
	y = 1
	relative_position_id = GER_bribe_senior_officers
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
			name = GER_autonomy_in_the_kriegsschulen
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_experience_gain_army_factor = 0.1
			tooltip = experience_gain_army_factor_tt
		} {
			GER_military_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		} {
			GER_military_command_power_gain_mult = 0.1
			tooltip = command_power_gain_mult_tt
		}
		if = {
			limit = {
				has_character = GER_ewald_von_kleist
			}
			GER_ewald_von_kleist = {
				gain_xp = 250
			}
		} {
			limit = {
				has_character = GER_wilhelm_list
			}
			GER_wilhelm_list = {
				gain_xp = 250
			}
		} {
			limit = {
				has_character = GER_johannes_blaskowitz
			}
			GER_johannes_blaskowitz = {
				gain_xp = 250
			}
		}
	}
}
### Entity: Character
Component: SOV_metropolitan_nikolay
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/SOV.txt

Code:
SOV_metropolitan_nikolay = {
	name = SOV_metropolitan_nikolay
	portraits = {
		army = {
			small = GFX_idea_SOV_metropolitan_nikolay
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_metropolitan_nikolay
		allowed = {
			original_tag = SOV
		}
		visible = {
			has_completed_focus = SOV_beaten_but_not_defeated
		}
		available = {
			has_completed_focus = SOV_the_declaration
		}
		traits = {
			theocratic_diplomat
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_for_greater_good
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, set_rule
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_for_greater_good
	icon = GFX_focus_generic_soldier_salute
	prerequisite = {
		focus = AST_borderless_solidarity
	}
	relative_position_id = AST_borderless_solidarity
	overlay = GFX_focus_fast_overlay_conscription
	dynamic = yes
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = ast_support_for_comrades_idea
			add_idea = ast_support_for_comrades_idea_improved
		}
		set_rule = {
			can_send_volunteers = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_conscription_law_so_far
		hidden_effect = {
			AST_conscription_level_scripted_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: EAI_DD_5/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Nederlands-Indië Marine
Source: game
File: history/units/INS_1936_naval_mtg.txt

Code:
fleet = {
	name = Nederlands-Indië Marine
	naval_base = 7381
	task_force = {
		name = Nederlands-Indië Eskader
		location = 7381
		ship = {
			name = HrMs Soerabaja
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = INS
					version_name = Soerabaja Class
				}
			}
		} {
			name = HrMs Java
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = INS
					version_name = Java Class
				}
			}
		} {
			name = HrMs Sumatra
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = INS
					version_name = Java Class
				}
			}
		} {
			name = HrMs De Ruyter
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = INS
					version_name = De Ruyter Class
				}
			}
		} {
			name = HrMs Van Ghent
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = INS
					version_name = Van Ghent Class
				}
			}
		} {
			name = HrMs Evertsen
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = INS
					version_name = Van Ghent Class
				}
			}
		} {
			name = HrMs Kortenaer
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = INS
					version_name = Van Ghent Class
				}
			}
		} {
			name = HrMs Piet Hein
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = INS
					version_name = Van Ghent Class
				}
			}
		} {
			name = HrMs Witte de With
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = INS
					version_name = Van Galen Class
				}
			}
		} {
			name = HrMs Banckert
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = INS
					version_name = Van Galen Class
				}
			}
		} {
			name = HrMs Van Nes
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = INS
					version_name = Van Galen Class
				}
			}
		}
	} {
		name = Nederlands-Indië Onderzeeboot Smaldeel
		location = 4608
		ship = {
			ordered_name = 7
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = INS
					version_name = K-III Class
				}
			}
		} {
# ... (truncated)
### Entity: Idea
Component: BRA_departamento_de_political_e_social_no_lar
Constructs: encryption_factor, decryption_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_departamento_de_political_e_social_no_lar = {
	picture = generic_spy_coup
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		encryption_factor = 0.05
		decryption_factor = 0.05
	}
}
### Entity: Event
Component: INS_union_events.5
Constructs: is_triggered_only, ai_chance, has_capitulated
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.5
	title = INS_union_events.5.t
	desc = INS_union_events.5.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = INS_union_events.5.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 20
				has_capitulated = yes
			}
		}
		INS = {
			country_event = {
				id = INS_union_events.6
				hours = 12
			}
			effect_tooltip = {
				indonesia_union_INS_START_effect = yes
			}
		}
		custom_effect_tooltip = INS_hey_btw_you_are_gonna_die_just_know_that_yeah_tt
	} {
		name = INS_union_events.5.b
		ai_chance = {
			base = 0
		}
		INS = {
			country_event = {
				id = INS_union_events.7
				hours = 12
			}
		}
	}
}
### Entity: Character
Component: JAP_chuichi_nagumo
Source: game
File: common/characters/JAP.txt

Code:
JAP_chuichi_nagumo = {
	name = JAP_chuichi_nagumo
	portraits = {
		army = {
			small = GFX_idea_chuichi_nagumo
		}
	}
	advisor = {
		slot = high_command
		idea_token = chuichi_nagumo
		ledger = air
		allowed = {
			original_tag = JAP
		}
		traits = {
			navy_carrier_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: AI Strategy
Component: ENG_training
Source: game
File: common/ai_navy/goals/goals_ENG.txt

Code:
ENG_training = {
	objective_type = training
	available_for = {
		ENG
	}
	min_priority = 10
	max_priority = 20
}