Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: kor_focus
Component: KOR_industrial_modernization_plan
Constructs: prerequisite, has_government, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_industrial_modernization_plan
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = KOR_encourage_collectivism
	}
	relative_position_id = KOR_encourage_collectivism
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		} {
			name = construction_tech_bonus
			bonus = 1
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: Human Slave of Blunt
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave of Blunt
	location = 8030
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: Wiki Documentation
Construct: Special_keys
Source: wiki
File: wiki/Template%3AKey_press.html

Doc:
Special keys

Key press
Usage
Render
Notes

Enter |
Enter, enter, Ent, ent |
&#8629;&#160;Enter |

|

Ctrl |
Ctrl, ctrl, control |
^Ctrl |

|

Space Bar |
Space, space |
&#9251; Space |

|

Home |
home, Home |
&#127968; Home |
Does not always render correctly, depending on the browser and installed fonts
|

Escape |
Esc, esc, Escape, escape |
&#8592;Esc |

|

Tab |
tab, Tab |
&#8646;Tab |

|

Maj |
LockMaj, Maj, maj |
&#128274;Maj |
Does not always render correctly, depending on the browser and installed fonts
|

Shift |
shift, Shift |
&#8679;Shift |

|

Delete |
del, Del, suppr, Suppr, delete, Delete |
Delete
|

Back |
back, Back |
&#8592;&#160;&#160;&#160;&#160; |

|

Numpad |
1, 2, 3, 4, 5, 6, 7, 8, 9, 0 and second parameter numpad or NumPad |
NumPad 1 |
needs both parameters. If only first, renders normaly
|

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Key_press&oldid=2176"
### Entity: Character
Component: GER_reich_architect
Constructs: production_speed_buildings_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_architect = {
	sprite = 10
	random = no
	production_speed_buildings_factor = 0.05
	fascism_drift = 0.01
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_crack_down_on_illicit_goods
Constructs: prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_crack_down_on_illicit_goods
	icon = GFX_focus_CHI_crackdown_on_illicit_goods
	prerequisite = {
		focus = CHI_decree_the_end_to_corruption
	}
	mutually_exclusive = {
		focus = CHI_turn_a_blind_eye
	}
	x = -1
	y = 1
	relative_position_id = CHI_decree_the_end_to_corruption
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.15
		CHI_modify_illicit_goods_event_trigger = yes
	}
}
### Entity: Technology
Component: thermonuclear_bombs
Constructs: research_cost
Source: game
File: common/technologies/special_projects_tech.txt

Code:
technology = {
	start_year = 1950
	research_cost = 5
	ai_will_do = {
		factor = 10
	}
	thermonuclear_production = 1
	categories = {
		nuclear
	}
}
### Entity: Character
Component: FRA_jeanmarie_charles_abrial
Source: game
File: common/characters/FRA.txt

Code:
FRA_jeanmarie_charles_abrial = {
	name = FRA_jeanmarie_charles_abrial
	portraits = {
		army = {
			large = GFX_portrait_FRA_jeanmarie_charles_abrial
			small = GFX_portrait_FRA_jeanmarie_charles_abrial_small
		}
	}
	navy_leader = {
		traits = {
			chief_engineer superior_tactician
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: Order of Battle
Component: 509e Rgt. de Chars de Combat
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939_nsb.txt

Code:
division = {
	name = 509e Rgt. de Chars de Combat
	location = 9559
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = FRA
			version_name = H-35
		}
	}
}
### Entity: Decision
Component: ROM_change_sides
Constructs: limit, random_country, has_government, has_war_with, has_country_flag, fire_only_once, is_faction_leader, has_capitulated
Source: game
File: common/decisions/ROM.txt

Code:
ROM_change_sides = {
	ROM_change_sides_to_allies = {
		icon = decision_generic_nationalism
		allowed = {
			original_tag = ROM
		}
		available = {
			is_faction_leader = no
			has_capitulated = no
			any_country = {
				is_faction_leader = yes
				has_war_with = ROM
				OR = {
					has_government = democratic
					original_tag = ENG USA
				}
			}
			OR = {
				has_country_leader = {
					character = ROM_king_michael
					ruling_only = yes
				}
				has_government = neutrality democratic
			}
			NOT = {
				FACTION_LEADER = {
					has_government = democratic
				}
			}
			hidden_trigger = {
				NOT = {
					has_country_flag = romania_has_flipped_sides
				}
			}
		}
		visible = {
			is_faction_leader = no
			original_tag = ROM
			NOT = {
				has_country_flag = romania_has_flipped_sides
			}
			hidden_trigger = {
				has_country_flag = can_change_sides_dem
			}
		}
		cost = 0
		fire_only_once = yes
		remove_effect = {
			hidden_effect = {
				clr_country_flag = can_change_sides_dem
			}
		}
		complete_effect = {
			hidden_effect = {
				random_country = {
					limit = {
						is_in_faction_with = ROOT
						is_faction_leader = yes
					}
					save_global_event_target_as = romania_former_ally_target
				}
			} {
				set_country_flag = romania_has_flipped_sides
			}
			if = {
				limit = {
					any_country = {
						is_faction_leader = yes
						has_war_with = ROM
						has_government = democratic
						OR = {
							original_tag = ENG
							is_in_faction_with = ENG
						}
					}
				}
				random_enemy_country = {
					limit = {
						is_faction_leader = yes
						has_war_with = ROM
						has_government = democratic
						OR = {
							original_tag = ENG
							is_in_faction_with = ENG
						}
					}
					save_event_target_as = romania_new_ally_target
				}
			}
			else_if = {
				limit = {
					any_country = {
						is_faction_leader = yes
						has_war_with = ROM
						has_government = democratic
						OR = {
							original_tag = USA
							is_in_faction_with = USA
						}
					}
				}
				random_enemy_country = {
					limit = {
						is_faction_leader = yes
						has_war_with = ROM
						has_government = democratic
						OR = {
							original_tag = USA
							is_in_faction_with = USA
						}
					}
					save_event_target_as = romania_new_ally_target
				}
			}
			else = {
				random_enemy_country = {
					limit = {
						is_faction_leader = yes
						has
# ... (truncated)
### Entity: Event
Component: wuw_GER_civil_war.5
Constructs: is_triggered_only, ai_chance, division_template, limit, every_country, is_on_continent, add_core_of, is_locked
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_civil_war.5
	title = wuw_GER_civil_war.5.t
	desc = wuw_GER_civil_war.5.desc
	picture = GFX_report_event_generic_polish_machinegunners
	immediate = {
		hidden_effect = {
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
				}
				news_event = {
					id = wuw_GER_news.2
					hours = 12
				}
			}
			IF = {
				limit = {
					any_country = {
						original_tag = GER
						controls_state = 66
					}
				}
				66 = {
					transfer_state_to = SIL
				}
			} {
				limit = {
					any_country = {
						original_tag = GER
						controls_state = 67
					}
				}
				67 = {
					transfer_state_to = SIL
				}
			} {
				limit = {
					any_country = {
						original_tag = GER
						controls_state = 762
					}
				}
				762 = {
					transfer_state_to = SIL
				}
			} {
				limit = {
					any_country = {
						original_tag = GER
						controls_state = 74
					}
				}
				74 = {
					transfer_state_to = SIL
					add_core_of = SIL
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_civil_war.5.a
		ai_chance = {
			base = 100
		}
		hidden_effect = {
			SIL = {
				delete_unit_template_and_units = {
					division_template = Polska Organizacja Wojskowa Górnego Śląska
					disband = yes
				} {
					division_template = Ferajn Gůrnoślůnzokůw Rebels
					disband = yes
				}
				division_template = {
					name = Polska Organizacja Wojskowa Górnego Śląska
					is_locked = yes
					division_names_group = POL_INF_01
					priority = 0
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
				} {
					name = Ferajn Gůrnoślůnzokůw Rebels
					is_locked = yes
					division_names_group = POL_INF_01
					priority = 0
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
					}
				}
			}
		}
		random_state = {
			limit = {
				OR = {
					state = 66 67 762 74
				}
				is_owned_and_controlled_by = SIL
			}
			create_unit = {
				division = name = "1. Polska Organizacja Wojskowa Górnego Śląska" division_template = "Polska Organizacja Woj
# ... (truncated)
### Entity: AI Strategy
Component: BEL_alternate_democratic_benelux_plan
Constructs: has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/BEL_r56_alternate_strategy_plan.txt

Code:
BEL_alternate_democratic_benelux_plan = {
	name = BEL: Belgium Alternate Benelux Plan
	desc = Benelux behaviour for Belgium.
	allowed = {
		original_tag = BEL
	}
	enable = {
		NOT = {
			has_global_flag = bel_dlc_focus_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = BEL_ai_behavior
					option = DEMOCRATIC_BEL_BENELUX
				}
			}
			has_country_flag = BEL_AI_RANDOM_DEMOCRATIC_ALTERNATE
		}
	}
	abort = {
		OR = {
			NOT = {
				has_government = democratic
			}
			HOL = {
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	ai_national_focuses = {
		BEL_urban_projects_capital BEL_form_coalition_government BEL_urbanize_wallonie BEL_begin_rearmement BEL_democratic_influence BEL_army_linguistic_divide BEL_benelux_economic_cooperation BEL_benelux_faction BEL_invest_in_FN_Herstal BEL_fortress_belgium BEL_reinforce_antwerp_brussels BEL_urban_projects_capital_industry BEL_Expand_the_port_of_Antwerp BEL_form_air_guard_of_the_territory BEL_revise_air_doctrine BEL_lessons_from_wwi BEL_motorised_support BEL_light_tank_destroyers BEL_support_tungsten_mining BEL_transform_the_congo
	}
	ai_strategy = {
		type = alliance
		id = HOL
		value = 200
	} {
		type = alliance
		id = LUX
		value = 200
	}
	traits = {
		silent_workhorse = 5
	}
	focus_factors = {
		BEL_go_left = 0
		BEL_go_right = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_pan_baltic_bank
Constructs: prerequisite, limit, completion_reward, is_faction_leader, swap_ideas, add_idea, remove_idea, every_other_country
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_pan_baltic_bank
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = EST_baltic_economic_union
	}
	x = -1
	y = 1
	relative_position_id = EST_baltic_economic_union
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			add_idea = BALTIC_economic_union_2
			remove_idea = BALTIC_economic_union_1
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.3
			}
			swap_ideas = {
				add_idea = BALTIC_economic_union_2
				remove_idea = BALTIC_economic_union_1
			}
		}
	}
}
### Entity: Character
Component: USB_charles_bastin
Source: game
File: common/characters/USB.txt

Code:
USB_charles_bastin = {
	advisor = {
		slot = army_chief
		idea_token = USB_charles_bastin
		allowed = {
			original_tag = USB
		}
		traits = {
			army_chief_morale_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Modding Documentation
Construct: sp_research_all
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## sp_research_all
* Aliases: sp_ra

"Research all special projects. If no scientist exist it will create one, otherwise it will pick an arbitrary one. Imagine there is a secret hidden facility
in a controlled province where the projects are researched."
### Entity: Character
Component: AST_herbert_lloyd
Source: game
File: common/characters/AST.txt

Code:
AST_herbert_lloyd = {
	name = AST_herbert_lloyd
	portraits = {
		army = {
			large = GFX_portrait_AST_herbert_lloyd
			small = GFX_portrait_AST_herbert_lloyd_small
		}
	}
	corps_commander = {
		traits = {
			organizer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Scorer
Component: ai_generic_operation_target_scorer
Constructs: has_government, has_war_with, is_major, has_capitulated, is_ally_with, is_in_array, check_variable, set_temp_variable
Source: game
File: common/scorers/country/generic_operation_target_scorer.txt

Code:
ai_generic_operation_target_scorer = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		score = {
			base = 100
			modifier = {
				OR = {
					exists = no
					has_capitulated = yes
					is_ally_with = FROM
				}
				factor = 0
			} {
				has_war_with = FROM
				factor = 4.0
			} {
				OR = {
					is_in_array = {
						FROM.potential_and_current_enemies = this
					} {
						FROM.enemies_of_allies = this
					}
				}
				factor = 1.5
			} {
				NOT = {
					has_war_with = FROM
				}
				OR = {
					check_variable = {
						FROM.ai_strategy_conquer@THIS = > 0
					} {
						FROM.ai_strategy_antagonize@THIS = > 0
					} {
						FROM.ai_strategy_declare_war@THIS = > 0
					} {
						FROM.ai_strategy_prepare_for_war@THIS = > 0
					} {
						FROM.ai_strategy_contain@THIS = > 0
					}
				}
				factor = 1.3
			} {
				is_in_array = {
					FROM.neighbors = this
				}
				factor = 1.5
			} {
				is_major = yes
				factor = 1.1
			} {
				has_government = FROM
				NOT = {
					has_war_with = FROM
				}
				factor = 0.6
			} {
				set_temp_variable = {
					temp_score = armies^num
				}
				divide_temp_variable = {
					temp_score = 100
				}
				add_to_temp_variable = {
					temp_score = 1.0
				}
				clamp_temp_variable = {
					var = temp_score
					max = 2.2
				}
				factor = temp_score
			} {
				check_variable = {
					id = generic_operation_target
				}
				factor = 2.0
			} {
				FROM = {
					has_operation_token = {
						tag = PREV
						token = token_resistance_contacts
					}
				}
				factor = 4.0
			}
		}
	}
}
### Entity: Effect Reference
Construct: get_highest_scored_country_temp
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## get_highest_scored_country_temp

* Supported Scopes: COUNTRY
* Supported Targets: none

```
calculates the highest scored country that is defined in a country scorer and sets it to a variable. Example: 
get_highest_scored_country_temp = { 
  scorer = scorer_id 
  var = var_name # variable name that the result will be stored. default is highest_scored_country 
}
```
### Entity: Character
Component: TUR_nihal_atsiz
Constructs: has_completed_focus, has_dlc, has_idea, has_country_leader
Source: game
File: common/characters/TUR.txt

Code:
TUR_nihal_atsiz = {
	name = TUR_nihal_atsiz
	portraits = {
		civilian = {
			large = GFX_portrait_tur_nihal_atsiz
			small = GFX_idea_tur_nihal_atsiz
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_nihal_atsiz
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = TUR_can_only_have_one_prime_minister_tt
				NOT = {
					OR = {
						has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi
					}
				}
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = TUR_nihal_atsiz
				}
			}
		}
		visible = {
			has_completed_focus = TUR_turanist_ambition
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = TUR_nihal_atsiz
				}
			}
		}
		traits = {
			prime_minister_atsiz
		}
	}
}
### Entity: Event
Component: kmt.111
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.111
	title = kmt.111.t
	desc = kmt.111.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = kmt.111.a
		add_opinion_modifier = {
			modifier = gzw_demo_kpt
			target = FROM
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Coastal_Defence_Fleet
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, has_focus_autohide_rule_trigger_r56, has_subdoctrine_in_track, add_daily_mastery
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Coastal_Defence_Fleet
	icon = GFX_focus_generic_destroyer
	cost = 6
	ai_will_do = {
		base = 2
	}
	x = 1
	y = 1
	offset = {
		x = 2
		trigger = {
			has_completed_focus = RAJ_asias_regional_naval_power_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	prerequisite = {
		focus = RAJ_Reform_the_Royal_Indian_Navy
	}
	relative_position_id = RAJ_Reform_the_Royal_Indian_Navy
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = screens
			}
			add_daily_mastery = {
				name = RAJ_Coastal_Defence_Fleet
				amount = 0.2
				days = 180
				track = screens
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = RAJ_Coastal_Defence_Fleet
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}
		}
		add_tech_bonus = {
			name = RAJ_Coastal_Defence_Fleet
			bonus = 1
			uses = 1
			category = dd_tech cl_tech
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.403
Constructs: is_triggered_only, ai_chance, limit, add_stability, has_rule, set_rule, has_tech_sharing_feature, create_faction_from_template
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.403
	title = denmark_expansion_event.502.t
	desc = denmark_expansion_event.502.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.400.b
		ai_chance = {
			base = 5
		}
		if = {
			limit = {
				NOT = {
					has_rule = can_create_factions
				}
			}
			set_rule = {
				can_create_factions = yes
			}
		} {
			limit = {
				has_tech_sharing_feature = yes
			}
			custom_effect_tooltip = DEN_invite_allies_to_tech_sharing_decision_tt
		}
		create_faction_from_template = {
			template = faction_template_DEN_nordic_cooperation_alliance
			name = DEN_northern_security_pact
			icon = GFX_faction_logo_generic_8
		}
		unlock_decision_tooltip = DEN_northern_security_pact_invitation
		custom_effect_tooltip = DEN_remove_declaration_of_neutrality_tt
		set_country_flag = DEN_can_create_faction_flag
	} {
		name = denmark_expansion_event.400.c
		ai_chance = {
			base = 1
		}
		add_stability = 0.05
	}
}
### Entity: Name List
Component: EZO
Source: game
File: common/names/00_names.txt

Code:
EZO = {
	male = {
		names = {
			Aritomo Goro Gentaro Gonnohyoe Heihachiro Hiroshi Hikonojo Hyoe Hayao Iwao Jiro Jinzaburo Kiyotaka Kuranosuke Kozo Kantaro Koichiro Kagenori Kageaki Kotohito Keisuke Kazushige Kenkichi Maresuke Masujiro Michisura Masatake Mitsuomi Mitsue Mineo Nariaki Nobuyoshi Rokuro Sukeyuki Sukenori Shoin Sumiyoshi Samata Soroku Shichiro Shigeto Sotokichi Shigeru Sadao Shinsaku Takayoshi Takamori Toshimichi Tsugumichi Tadakuni Tomonosuke Taro Toshiyoshi Tetsutaro Taruhito Takeaki Tamemoto Tomasaburo Yoshika Yoshinobu Yoshimichi Yoshida Yasukata Yahachi Yusaku Yoshifuru Yoshinori Yasuyoshi
		}
	}
	female = {
		names = {
			Aimi Asami Asuka Ai Aki Fujiko Kaori Kimiko Haruno Hanako Kotoe Masae Junko Itsumi Chie Chitose Chiyo Mai Maki Nodoka Ruri Sae Sachie Yae Nami Ritsuko
		}
	}
	surnames = {
		Arisugawa Arichi Akiyama Araki Dewa Enomoto Hasegawa Honjo Ito Inoue Ichinohe Itagaki Kido Kuroda Katsura Kodama Kabayama Kawamura Kuroki Kawakami Kamimura Kataoka Kamio Kato Kanin Katsu Makino Muto Minami Masaki Matsudaira Nakamuta Nogi Nire Nozu Okubo Oyama Omura Oku Okada Osumi Saigo Suzuki Sato Sakura Shibayama Shimamura Shirakawa Togo Takashima Tsuboi Tachibana Terauchi Tamon Takasugi Tokugawa Uehara Uryu Ugaki Ueda Yamagata Yamamoto Yamakawa Yashiro Yui Yamashita Yamaya
	}
	callsigns = {
		Viper Lightning Devil Dragon Fury Bat Beer Sake Demon Dirty Lance Panther Shogun Vampire War Lord
	}
	prefix = o_operation
	first = {
		o_ichi o_ni o_san o_yon o_ko o_roku o_nana o_hachi o_kyu o_ju o_ju_ichi o_ju_ni o_ju_san o_ju_yon o_ju_ko o_ju_roku o_ju_hachi o_ju_kyu o_ni_ju o_ni_ju_ichi o_ni_ju_ni o_ni_ju_san o_ni_ju_yon o_ni_ju_ko o_ni_ju_roku o_ni_ju_hachi o_ni_ju_kyu o_san_ju o_san_ju_ichi o_san_ju_ni o_san_ju_san o_san_ju_yon o_san_ju_ko o_san_ju_roku o_san_ju_hachi o_san_ju_kyu o_yon_ju o_yon_ju_ichi o_yon_ju_ni o_yon_ju_san o_yon_ju_yon o_yon_ju_ko o_yon_ju_roku o_yon_ju_hachi o_yon_ju_kyu o_roku_ju o_roku_ju_ichi o_roku_ju_ni o_roku_ju_san o_roku_ju_yon o_roku_ju_ko o_roku_ju_roku o_roku_ju_hachi o_roku_ju_kyu
	}
	second = {
		o_go
	}
	operation = {
		142 = {
			o_fu
		}
		105 = {
			o_ai
		}
		159 = {
			o_e o_b
		}
		187 = {
			o_de o_l o_t
		}
		158 = {
			o_de
		}
		167 = {
			o_de o_sr
		} {
			o_mo
		}
		289 = {
			o_t
		}
		188 = {
			o_t
		}
		160 = {
			o_m
		}
		33 = {
			o_al
		}
		189 = {
			o_b
		}
		101 = {
			o_d
		}
		93 = {
			o_j

# ... (truncated)
### Entity: Event
Component: wtt_britain_lease_azores.4
Constructs: has_war, has_country_flag, fire_only_once
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain_lease_azores.4
	title = wtt_britain_lease_azores.4.t
	desc = wtt_britain_lease_azores.4.desc
	picture = GFX_report_event_ast_navy
	trigger = {
		has_country_flag = wtt_britain_lease_azores_accepted
		has_war = no
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	option = {
		name = wtt_britain_lease_azores.4.a
		POR = {
			transfer_state = 698
			country_event = wtt_britain_lease_azores.5
		}
	}
}