Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: AUS_empire_restored
Constructs: stability_factor, war_support_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_empire_restored = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_empire_restored
	war_support_factor = AUS_empire_restored_war_support_factor
	conscription_factor = AUS_empire_restored_conscription_factor
	stability_factor = AUS_empire_restored_stability_factor
	justify_war_goal_time = AUS_empire_restored_justify_war_goal_time
	army_attack_factor = AUS_empire_restored_army_attack_factor
	compliance_growth = AUS_empire_restored_compliance_growth
	resistance_growth = AUS_empire_restored_resistance_growth
}
### Entity: Unit Template
Component: BAY_MOT_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		BAY_INF_01
	}
	fallback_name = %d. Infanterie-Division (mot.)
	ordered = {
		1 = {
			%d. Infanterie-Division (mot.)
		}
		2 = {
			%d. Infanterie-Division (mot.)
		}
		3 = {
			%d. Infanterie-Division (mot.)
		}
		4 = {
			%d. Infanterie-Division (mot.)
		}
		5 = {
			%d. Infanterie-Division (mot.)
		}
		6 = {
			%d. Infanterie-Division (mot.)
		}
		7 = {
			%d. Infanterie-Division (mot.)
		}
		8 = {
			%d. Infanterie-Division (mot.)
		}
		10 = {
			%d. Infanterie-Division (mot.)
		}
		11 = {
			%d. Infanterie-Division (mot.)
		}
		12 = {
			%d. Infanterie-Division (mot.)
		}
		13 = {
			%d. Infanterie-Division (mot.)
		}
		14 = {
			%d. Infanterie-Division (mot.)
		}
		15 = {
			%d. Infanterie-Division (mot.)
		}
		16 = {
			%d. Infanterie-Division (mot.)
		}
		17 = {
			%d. Infanterie-Division (mot.)
		}
		18 = {
			%d. Infanterie-Division (mot.)
		}
		19 = {
			%d. Infanterie-Division (mot.)
		}
		20 = {
			%d. Infanterie-Division (mot.)
		}
		21 = {
			%d. Infanterie-Division (mot.)
		}
		22 = {
			%d. Infanterie-Division (mot.)
		}
		23 = {
			%d. Infanterie-Division (mot.)
		}
		24 = {
			%d. Infanterie-Division (mot.)
		}
		25 = {
			%d. Infanterie-Division (mot.)
		}
		26 = {
			%d. Infanterie-Division (mot.)
		}
		27 = {
			%d. Infanterie-Division (mot.)
		}
		28 = {
			%d. Infanterie-Division (mot.)
		}
		29 = {
			%d. Infanterie-Division (mot.)
		}
		30 = {
			%d. Infanterie-Division (mot.)
		}
		31 = {
			%d. Infanterie-Division (mot.)
		}
		32 = {
			%d. Infanterie-Division (mot.)
		}
		33 = {
			%d. Infanterie-Division (mot.)
		}
		34 = {
			%d. Infanterie-Division (mot.)
		}
		35 = {
			%d. Infanterie-Division (mot.)
		}
		36 = {
			%d. Infanterie-Division (mot.)
		}
		37 = {
			%d. Infanterie-Division (mot.)
		}
		38 = {
			%d. Infanterie-Division (mot.)
		}
		39 = {
			%d. Infanterie-Division (mot.)
		}
		40 = {
			%d. Infanterie-Division (mot.)
		}
		41 = {
			%d. Infanterie-Division (mot.)
		}
		42 = {
			%d. Infanterie-Division (mot.)
		}
		43 = {
			%d. Infanterie-Division (mot.)
		}
		44 = {
			%d. Infanterie-Division (mot.)
		}
		45 = {
			%d. Infanterie-Division (mot.)
		}
		46 = {
			%d. Infanterie-Division (mot.)
		}
		47 = {
			%d. Infanterie-Division (mot.)
		}
		48 = 
# ... (truncated)
### Entity: Technology
Component: technical_training_focus
Constructs: research_cost
Source: game
File: common/technologies/infantry_extra_tech.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		max_organisation = -2
	}
	category_support_battalions = {
		max_organisation = 5
		default_morale = 0.1
	}
}
### Entity: Decision
Component: prospect_for_resources
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
prospect_for_resources = {
	icon = generic_prospect_for_resources
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_motorization_of_the_army
Constructs: prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_motorization_of_the_army
	icon = GFX_goal_generic_army_motorized
	relative_position_id = BRM_defence_services_academy
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = BRM_defence_services_academy
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1
			uses = 2
			category = motorized_equipment cat_mechanized_equipment supply_node_tech
		}
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_FACTORY_strategy_update
Constructs: clr_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_FACTORY_strategy_update = {
	clr_country_flag = EAI_BUILDING_construction_queue_MIC EAI_BUILDING_construction_queue_NIC EAI_BUILDING_construction_queue_CIC
	EAI_BUILDING_FACTORY_get_building_values = yes
	EAI_BUILDING_FACTORY_assign_building_weights = yes
	EAI_BUILDING_FACTORY_set_building_target_flags = yes
}
### Entity: Event
Component: SEA_PHI_political_events.17
Constructs: is_triggered_only, ai_chance, has_character, add_country_leader_role
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.17
	title = SEA_PHI_political_events.17.t
	desc = SEA_PHI_political_events.17.desc
	picture = GFX_report_event_PHI_communism_in_philippines
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.17.a
		trigger = {
			has_character = PHI_cristanto_evangelista
		}
		ai_chance = {
			base = 20
			modifier = {

			}
		}
		add_country_leader_role = {
			character = PHI_cristanto_evangelista
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1.1
				traits = {
					PHI_radical_leader
				}
			}
		}
	} {
		name = SEA_PHI_political_events.17.b
		trigger = {
			has_character = PHI_jose_abad_santos
		}
		ai_chance = {
			base = 5
			modifier = {

			}
		}
		add_country_leader_role = {
			character = PHI_pedro_abad_santos
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1.1
				traits = {
					PHI_pioneer_marxist
				}
			}
		}
	}
}
### Entity: Character
Component: stalin_father_of_nations
Constructs: compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_father_of_nations = {
	random = no
	stability_weekly = 0.001
	compliance_gain = 0.05
	justify_war_goal_when_in_major_war_time = -0.5
	conscription = 0.02
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_hrafninn_flygur
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, add_doctrine_cost_reduction, random_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_hrafninn_flygur
	icon = GFX_focus_ICE_hrafninn_flygur
	prerequisite = {
		focus = ICE_iceland_air
	}
	x = 0
	y = 1
	relative_position_id = ICE_iceland_air
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = ICE_hrafninn_flygur
			bonus = 0.25
			uses = 2
			category = air_equipment
		}
		add_doctrine_cost_reduction = {
			name = ICE_hrafninn_flygur
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		air_experience = 50
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_cs_victory
Constructs: prerequisite, has_country_flag, completion_reward, add_popularity, set_politics, random_hours
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_cs_victory
	icon = GFX_goal_AUS_vf_2
	relative_position_id = AUS_begin_election_campaigns
	x = 7
	y = 1
	available = {
		has_country_flag = AUS_cs_won
	}
	prerequisite = {
		focus = AUS_begin_election_campaigns
	}
	mutually_exclusive = {
		focus = AUS_sdapo_victory
	}
	cost = 1
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
			long_name = Christlichsoziale Partei
			name = CSP
		}
		hidden_effect = {
			country_event = {
				id = austria.51
				days = 10
				random_hours = 24
			}
		}
	}
}
### Entity: Character
Component: naw_welfare_proponent
Source: game
File: common/country_leader/r56_traits.txt

Code:
naw_welfare_proponent = {
	sprite = 10
	random = yes
	consumer_goods_factor = 0.04
	economy_cost_factor = -0.1
	surrender_limit = 0.05
}
### Entity: Character
Component: MEX_jesus_degollado_guizar
Source: game
File: common/characters/MEX.txt

Code:
MEX_jesus_degollado_guizar = {
	name = MEX_jesus_degollado_guizar
	portraits = {
		civilian = {
			large = GFX_portrait_MEX_jesus_degollado_guizar
		}
		army = {
			large = GFX_portrait_MEX_jesus_degollado_guizar
			small = GFX_portrait_MEX_jesus_degollado_guizar_small
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_reinforce_the_north
Constructs: prerequisite, completion_reward, has_civil_war, has_capitulated, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_reinforce_the_north
	icon = GFX_focus_generic_coastal_fort
	relative_position_id = EGY_expand_the_defence_department
	x = -2
	y = 1
	cost = 5
	available = {
		has_civil_war = no
		controls_state = 447 907
	}
	bypass = {
		OR = {
			has_capitulated = yes
			AND = {
				NOT = {
					controls_state = 551 907
				}
			}
		}
	}
	prerequisite = {
		focus = EGY_expand_the_defence_department
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		447 = {
			add_building_construction = {
				type = bunker
				province = 4076
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				province = 4076
				level = 1
				instant_build = yes
			}
		}
		907 = {
			add_building_construction = {
				type = bunker
				province = 10005
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				province = 10005
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: news.702
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.702
	title = news.702.t
	desc = news.702.desc
	picture = GFX_news_event_hitler_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.702.a
	}
}
### Entity: Unit Template
Component: CHI_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/CHI_operative_codenames.txt

Code:
CHI_OPERATIVE_CODENAME_HISTORICAL = {
	name = CHI_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		CHI PRC GXC YUN SIK GXC SHX XSM MAN
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Zhou Qin Han Jin Di Liang Sui Tang Liao Song Yuan Ming Qing Xia Shang Wu Shun Dali Ning Tang Huai Changsheng Miao
	}
}
### Entity: Event
Component: lar_spain.4
Constructs: is_triggered_only, has_country_flag, has_global_flag, random_list, has_decision, has_unit_leader_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.4
	trigger = {
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	is_triggered_only = yes
	hidden = yes
	immediate = {
		random_list = {
			35 = {
				activate_mission = SPR_primo_de_rivera_speech_mission
				modifier = {
					factor = 0
					has_country_flag = SPA_primo_de_rivera_imprisoned
				} {
					factor = 0
					has_decision = SPR_imprison_primo_de_rivera
				}
			}
			15 = {
				activate_mission = SPR_political_assassination_mission
			}
			20 = {
				activate_mission = SPR_sway_leader_loyalty_mission
				modifier = {
					factor = 0
					any_unit_leader = {
						has_unit_leader_flag = SPA_swayed_leader_loyalty_flag
					}
				}
			}
			30 = {
				activate_mission = SPR_suppress_the_strikes_mission
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_develop_the_electricity_sector
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_develop_the_electricity_sector
	icon = GFX_focus_ARG_develop_the_electricity_sector
	prerequisite = {
		focus = ARG_production_initiative
	}
	x = 0
	y = 1
	relative_position_id = ARG_production_initiative
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ARG_tech_initiative_bonus
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_fight_for_liberty
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_fight_for_liberty
	icon = GFX_goal_generic_liberty
	x = 0
	y = 2
	prerequisite = {
		focus = PAL_the_new_curriculum
	} {
		focus = PAL_societal_liberalisation
	}
	cost = 5
	relative_position_id = PAL_societal_liberalisation
	completion_reward = {
		add_ideas = PAL_fight_for_liberty
	}
}
### Entity: Idea
Component: HOL_de_crisisjaren_5
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_de_crisisjaren_5 = {
	picture = great_depression
	name = HOL_de_crisisjaren
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.5
	}
}
### Entity: Unit Template
Component: DDR_INF_01
Source: game
File: common/units/names_divisions/DDR_names_divisions.txt

Code:
DDR_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		DDR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Schützen-Division
	ordered = {
		1 = {
			%d. Schützen-Division
		}
		4 = {
			%d. Schützen-Division
		}
		7 = {
			%d. Schützen-Division
		}
		8 = {
			%d. Schützen-Division
		}
		9 = {
			%d. Schützen-Division
		}
		11 = {
			%d. Schützen-Division
		}
		6 = {
			%d. Schützen-Division
		}
		10 = {
			%d. Schützen-Division
		}
		17 = {
			%d. Schützen-Division
		}
		19 = {
			%d. Schützen-Division
		}
		20 = {
			%d. Schützen-Division
		}
		21 = {
			%d. Schützen-Division
		}
		22 = {
			%d. Schützen-Division
		}
		23 = {
			%d. Schützen-Division
		}
		24 = {
			%d. Schützen-Division
		}
		25 = {
			%d. Schützen-Division
		}
		26 = {
			%d. Schützen-Division
		}
		27 = {
			%d. Schützen-Division
		}
		28 = {
			%d. Schützen-Division
		}
		29 = {
			%d. Schützen-Division
		}
		30 = {
			%d. Schützen-Division
		}
		100 = {
			Wach-Division Feliks Dzierzynski
		}
		101 = {
			Wach-Division Friedrich Engels
		}
		102 = {
			Wach-Division Hugo Eberlein
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_hire_scania_vabis
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_mio_funds
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_hire_scania_vabis
	icon = GFX_goal_generic_modernizing_the_cavalry
	prerequisite = {
		focus = SWE_fund_carl_gustafs_gevarsfaktori
	} {
		focus = SWE_motorization_initiative
	}
	relative_position_id = SWE_fund_carl_gustafs_gevarsfaktori
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 25
		add_tech_bonus = {
			name = SWE_hire_scania_vabis
			bonus = 0.5
			uses = 2
			category = motorized_equipment
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:SWE_scania_vabis_organization = {
				add_mio_funds = 1000
			}
			mio:SWE_volvo_organization = {
				add_mio_funds = 1000
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: AI Strategy
Component: EAI_GER_balkans_DEPLOY_YUG
Constructs: has_completed_focus, has_global_flag, force_concentration_factor, force_concentration_front_factor, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_balkans_DEPLOY_YUG = {
	allowed = {
		tag = GER
	}
	enable = {
		OR = {
			has_global_flag = {
				flag = EAI_GER_blitz_yugoslavia_365d
				days = < 180
			}
			AND = {
				focus_progress = {
					focus = GER_demand_slovenia
					progress = > 0
				}
				NOT = {
					has_completed_focus = GER_demand_slovenia
				}
			}
		}
		YUG = {
			EAI_PREV_deploy_against_THIS = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 24
		value = 50000
	} {
		type = front_armor_score
		id = YUG
		value = 50000
	} {
		type = force_concentration_factor
		value = 20
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = 50
		strategic_region = 24
	} {
		type = force_concentration_target_weight
		value = 50
		state = 107
	}
}
### Entity: Idea
Component: KMT_national_character3
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_national_character3 = {
	removal_cost = -1
	picture = can_send_in_the_zombies
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = 0.1
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		democratic_drift = 0.05
		stability_factor = 0.05
		production_factory_max_efficiency_factor = 0.075
	}
}
### Entity: Character
Component: ENG_alan_cunningham
Source: game
File: common/characters/ENG.txt

Code:
ENG_alan_cunningham = {
	name = ENG_alan_cunningham
	portraits = {
		army = {
			large = GFX_portrait_ENG_alan_cunningham
			small = GFX_portrait_ENG_alan_cunningham_small
		}
	}
	corps_commander = {
		skill = 4
		attack_skill = 4
		defense_skill = 1
		planning_skill = 4
		logistics_skill = 4
		legacy_id = 0
	}
}
### Entity: Technology
Component: r56_convoy_highways
Constructs: is_major, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	research_cost = 2.0
	start_year = 1941
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -8
			y = 10
		}
	}
	path = {
		leads_to_tech = r56_convoy_highways_2
		research_cost_coeff = 1
	}
	supply_node_range = 0.05
	truck_attrition_factor = -0.05
	repair_speed_supply_node_factor = 0.05
	special_project_specialization = {
		specialization_land
	}
	categories = {
		motorized_equipment logistics_tech supply_node_tech mio_cat_tech_all_motorized_mechanized
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 0.75
			date = > 1940.1.1
		} {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 4
			AND = {
				OR = {
					original_tag = USA GER SOV
				}
				date = > 1940.1.1
			}
		} {
			factor = 3
			date = > 1941.1.1
		} {
			factor = 4
			AND = {
				OR = {
					original_tag = FRA ENG JAP
				}
				date = > 1942.1.1
			}
		} {
			factor = 5
			date = > 1943.1.1
		} {
			is_major = no
			factor = 0.5
		}
	}
}
### Entity: Character
Component: YUG_milan_grol
Source: game
File: common/characters/YUG.txt

Code:
YUG_milan_grol = {
	name = YUG_milan_grol
	portraits = {
		civilian = {
			large = GFX_portrait_YUG_milan_grol
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_research_city_excursions
Constructs: prerequisite, has_country_flag, completion_reward, is_in_faction_with, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_research_city_excursions
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = RAJ_indian_peoples_army
	}
	x = -1
	y = 2
	relative_position_id = RAJ_seek_help_from_soviet
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_in_faction_with = SOV
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		SOV = {
			add_to_tech_sharing_group = comintern_research
		}
		add_to_tech_sharing_group = comintern_research
	}
}
### Entity: Idea
Component: ROM_revenge_against_germany
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/romania.txt

Code:
ROM_revenge_against_germany = {
	picture = generic_communism_drift_bonus
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		communism_drift = 0.1
		communism_acceptance = 100
	}
}
### Entity: Event
Component: mtg_britain.42
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.42
	title = mtg_britain.42.t
	desc = mtg_britain.42.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = unfortunate
	}
}
### Entity: Country History
Country: SNG
Component: SNG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SNG - Singapore.txt

Code:
# Politics & Parties for SNG
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 50
	fascism = 20
	communism = 25
	neutrality = 5
}
### Entity: Character
Component: LAT_vilhelms_munters
Source: game
File: common/characters/LAT.txt

Code:
LAT_vilhelms_munters = {
	name = LAT_vilhelms_munters
	portraits = {
		army = {
			small = GFX_idea_LAT_vilhelms_munters
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_vilhelms_munters
		allowed = {
			original_tag = LAT
		}
		traits = {
			smooth_talking_charmer
		}
	}
}
### Entity: State History
Component: 219
Constructs: has_dlc, add_core_of
Source: game
File: history/states/219-Moscow Area.txt

Code:
state = {
	id = 219
	name = STATE_219
	manpower = 8335992
	state_category = megalopolis
	resources = {
		steel = 16
		coal = 16
	}
	history = {
		owner = SOV
		victory_points = {
			6380 50
		}
		buildings = {
			infrastructure = 4
			arms_factory = 7
			industrial_complex = 3
			air_base = 10
			6380 = {
				landmark_kremlin = {
					level = 1
					allowed = {
						has_dlc = Gotterdammerung
					}
				}
			}
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				industrial_complex = 4
				arms_factory = 10
				3391 = {
					land_facility = 1
				}
			}
		}
	}
	provinces = {
		301 350 366 401 3259 3290 3327 3358 3391 6283 6290 6348 6380 6414 9235 9282 9302 9348 9378 9395 11217 11236 11268 11282 11330
	}
	local_supplies = 6.0
}
### Entity: Idea
Component: EAI_DD_2/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: CAN_tim_buck
Source: game
File: common/characters/CAN.txt

Code:
CAN_tim_buck = {
	name = CAN_tim_buck
	portraits = {
		civilian = {
			large = GFX_portrait_CAN_tim_buck
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		traits = {
			veteran_communist
		}
		id = -1
	}
}
### Entity: Character
Component: PRU_luis_navarrete
Source: game
File: common/characters/PRU.txt

Code:
PRU_luis_navarrete = {
	advisor = {
		slot = high_command
		idea_token = PRU_luis_navarrete
		ledger = air
		allowed = {
			original_tag = PRU
		}
		traits = {
			navy_carrier_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Luis Navarreté
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}