Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mpl_focus
Component: MPL_liberalize_economy
Constructs: prerequisite, limit, add_ideas, completion_reward, check_variable, is_ai, add_days_mission_timeout, has_idea
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_liberalize_economy
	icon = GFX_goal_generic_industrial_democracy
	relative_position_id = MPL_democratic_victory
	x = -4
	y = 1
	prerequisite = {
		focus = MPL_democratic_victory
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_supports_above_50
			OR = {
				AND = {
					check_variable = {
						MPL_arab_support = > 49
					} {
						MPL_jewish_support = > 49
					} {
						MPL_minority_support = > 49
					}
				}
				is_ai = yes
			}
		}
	}
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0
			check_variable = {
				MPL_path_selection = > 90
			}
		}
	}
	cost = 10
	completion_reward = {
		add_days_mission_timeout = {
			mission = MPL_stabilize_union_mission
			days = 100
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = MPL_liberalized
		if = {
			limit = {
				has_idea = MPL_two_people_union_1
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_2
				remove_idea = MPL_two_people_union_1
			}
		}
		else_if = {
			limit = {
				has_idea = MPL_two_people_union_2
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_3
				remove_idea = MPL_two_people_union_2
			}
		} {
			limit = {
				has_idea = MPL_two_people_union_3
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_4
				remove_idea = MPL_two_people_union_3
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					add_idea = MPL_two_people_union_2
					remove_idea = MPL_two_people_union_1
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = MPL
				NOT = {
					state = 966
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: SHX_liao_ting
Source: game
File: common/characters/SHX.txt

Code:
SHX_liao_ting = {
	name = SHX_liao_ting
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/portrait_asia_generic_4.dds
		}
	}
	country_leader = {
		ideology = nazism
		expire = 1951.1.1.12
		id = -1
	}
}
### Entity: AI Strategy
Component: generic_modern_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_modern_tanks = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_modern_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = easy_maintenance
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 2
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_diesel_engine sloped_armor smoke_launchers easy_maintenance tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_ghale_morghi_air_bases
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_ghale_morghi_air_bases
	icon = GFX_goal_generic_airport
	cost = 6.0
	prerequisite = {
		focus = PER_local_fighters_development
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		266 = {
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		}
		air_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = PER_local_fighters_development
	x = -1
	y = 1
}
### Entity: Event
Component: AAT_finland_national_defense.03
Constructs: is_triggered_only, ai_chance, remove_dynamic_modifier, set_country_flag
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_national_defense.03
	title = AAT_finland_national_defense.03.t
	desc = AAT_finland_national_defense.03.desc
	picture = GFX_report_event_china_ledo_road
	is_triggered_only = yes
	option = {
		name = AAT_finland_national_defense.03.a
		ai_chance = {
			base = 0
		}
		effect_tooltip = {
			FROM.FROM.FROM = {
				remove_dynamic_modifier = {
					modifier = FIN_weapon_caches_modifier
				}
			}
		}
		custom_effect_tooltip = FIN_weapon_caches_seized_event_spam_tt
	} {
		name = AAT_finland_national_defense.03.b
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			FROM.FROM.FROM = {
				remove_dynamic_modifier = {
					modifier = FIN_weapon_caches_modifier
				}
			}
		}
		set_country_flag = FIN_weapon_caches_finland_no_more_spam_tack_flag
		custom_effect_tooltip = FIN_weapon_caches_seized_event_no_spam_tt
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_dominate_the_balkans
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, has_army_manpower, every_state, add_claim_by
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_dominate_the_balkans
	icon = GFX_goal_ROM_balkans_domination
	relative_position_id = EGY_reclaim_the_sehzade
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_reclaim_the_sehzade
	}
	bypass = {
		owns_state = 211 801 212 48 184 731 185 47 186 187 182 164 46 81 955 77 106 950 803 802 953 108 107 104 963 105 910 44 805
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			has_army_manpower = {
				size = > 149999
			}
			any_neighbor_country = {
				original_tag = BUL
			}
		}
	}
	will_lead_to_war_with = GRE YUG BUL ROM
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 211 801 212 48 184 731 185 47 186 187 182 164 46 81 955 77 106 950 803 802 953 108 107 104 963 105 910 44 805
				}
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_owned_state = {
					OR = {
						state = 211 801 212 48 184 731 185 47 186 187 182 164 46 81 955 77 106 950 803 802 953 108 107 104 963 105 910 44 805
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Idea
Component: ISR_reading_power_station_idea
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_reading_power_station_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = POL_succesful_four_year_plan
	removal_cost = -1
	modifier = {
		min_export = -0.05
		production_lack_of_resource_penalty_factor = -0.05
		consumer_goods_factor = -0.12
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_warfare_from_afar
Constructs: prerequisite, completion_reward, add_units_to_division_template
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_warfare_from_afar
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = HOA_the_roars_of_thunder
	}
	x = 0
	y = 1
	relative_position_id = HOA_the_roars_of_thunder
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_units_to_division_template = {
			template_name = East African Irregulars
			support = {
				artillery = 0
			}
			regiments = {
				artillery_brigade = 2
			}
		}
	}
}
### Entity: Order of Battle
Component: Dali Baoan Ke
Constructs: division_template
Source: game
File: history/units/YUN_1939.txt

Code:
division = {
	name = Dali Baoan Ke
	location = 10346
	division_template = Binary Infantry
}
### Entity: National Focus
Tree: urg_focus
Component: URG_mercado_modelo
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, random_core_state, is_controlled_by
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_mercado_modelo
	available = {
		controls_state = 300
	}
	prerequisite = {
		focus = URG_rapid_industrialization
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_generic_industry_1
	x = 6
	y = 1
	cost = 10
	relative_position_id = URG_rapid_industrialization
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		300 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 300
				}
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: Country History
Country: OSY
Component: OSY_technology
Constructs: set_technology
Source: game
File: history/countries/OSY - OppositeSyria.txt

Code:
# Starting Technologies for OSY
set_technology = {
	camelry = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_mountaineers = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	support_weapons = 1
	gw_artillery = 1
	interwar_antiair = 1
	motorised_infantry = 1
	tech_trucks = 1
}
### Entity: Event
Component: austria.0
Constructs: limit, has_government, has_war_with, has_country_flag, fire_only_once, has_global_flag, is_in_faction_with, is_subject_of
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.0
	title = austria.0.t
	desc = austria.0.d
	picture = GFX_report_event_german_volunteers
	trigger = {
		original_tag = AUS
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		} {
			has_country_flag = AUS_nazis_crushed
		}
		OR = {
			has_country_flag = AUS_civil_war_triggered
			AND = {
				is_in_faction_with = GER
				NOT = {
					is_subject_of = GER
				}
			}
			has_war_with = GER
		}
	}
	fire_only_once = yes
	option = {
		name = austria.0.a
		r56_bundeslaender_civil_war_outbreak = yes
		news_event = {
			id = austria.65
			days = 1
			random_hours = 12
		}
		if = {
			limit = {
				GER = {
					has_government = fascism
					has_civil_war = no
				}
			}
			GER = {
				country_event = austria.74
			}
		}
	} {
		name = austria.0.b
		r56_bundeslaender_civil_war_outbreak = yes
		ANZ = {
			change_tag_from = AUS
		}
		news_event = {
			id = austria.65
			days = 1
			random_hours = 12
		}
		if = {
			limit = {
				GER = {
					has_government = fascism
					has_civil_war = no
				}
			}
			GER = {
				country_event = austria.74
			}
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_the_dupong_ministry
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_the_dupong_ministry
	icon = GFX_goal_LUX_conservative_victory
	cost = 0
	x = 9
	y = 1
	offset = {
		trigger = {
			OR = {
				has_country_flag = LUX_maulkuerfgesetz_passed
				has_completed_focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
			}
		}
		x = -3
	}
	relative_position_id = LUX_finalise_government_formation
	prerequisite = {
		focus = LUX_finalise_government_formation
	}
	allow_branch = {
		NOT = {
			has_completed_focus = LUX_contest_election_results LUX_begin_workers_revolution
		}
	}
	mutually_exclusive = {
		focus = LUX_liberal_victory LUX_first_social_democratic_government LUX_begin_workers_revolution
	}
	available = {
		has_country_flag = LUX_elections_PD_winner
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_invest_in_the_armed_forces
Constructs: prerequisite, limit, completion_reward, remove_dynamic_modifier, random_core_state, is_owned_and_controlled_by, has_dynamic_modifier, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_invest_in_the_armed_forces
	icon = GFX_goal_generic_military_deal
	x = -2
	y = 1
	relative_position_id = BRA_constitutional_monarchy
	prerequisite = {
		focus = BRA_constitutional_monarchy
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = BRA_weak_government
		}
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					has_dynamic_modifier = {
						modifier = BRA_neglected_state_dynamic_modifier
					}
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Game Data
Component: SUBDOCTRINE_SUBMARINE_COASTAL_MINELAYING
Constructs: xp_cost, has_dlc, naval_speed
Source: game
File: common/doctrines/subdoctrines/sea/navy_submarine_doctrines.txt

Code:
coastal_minelaying = {
	track = submarines
    name = SUBDOCTRINE_SUBMARINE_COASTAL_MINELAYING
    description = SUBDOCTRINE_SUBMARINE_COASTAL_MINELAYING_DESC
    icon = GFX_doctrine_convoy_interdiction_medium

    xp_cost = 100
    xp_type = navy

    available = {
        always = yes
    }
    visible = {
        has_dlc = "No Compromise, No Surrender"
    }

    naval_mines_effect_reduction = 0.1

    rewards = {

    	covert_buildup = {
    		submarine = {
    			naval_speed = 0.1
    			mines_planting = 0.25
    		}

    	}

    	placement_for_effect = {
    		naval_mines_damage_factor = 0.25
    	}


    	minefield_patrols = {
    		destroyer = {
    			mines_planting = 0.25
    			lg_attack = 0.1
    		}

    	}
    	overhead_protection = {
    		destroyer = {
    			anti_air_attack = 0.1
    		}

    	}
    	clearing_procedures = {
    		destroyer = {
    			mines_sweeping = 0.25
    		}
    	}
    }
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_persian_gulf_supremacy
Constructs: limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_persian_gulf_supremacy
	icon = GFX_focus_IRQ_navy
	x = 19
	y = 0
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 10
		random_owned_controlled_state = {
			prioritize = {
				1045
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_assault_infantry
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_assault_infantry = {
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine_path = global.EAI_LEFT_PATH
	}
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_seize_colonial_stockpiles
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_seize_colonial_stockpiles
	icon = GFX_goal_generic_seize_stockpiles
	relative_position_id = BRM_unite_the_burmese_people
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = BRM_preserve_burma BRM_unite_the_burmese_people
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = ENG
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.5
			uses = 2
			category = infantry_weapons artillery
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_establish_corfo
Constructs: prerequisite, limit, completion_reward, has_country_leader, add_to_variable, random_state, is_capital, is_owned_and_controlled_by
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_establish_corfo
	icon = GFX_focus_spa_the_spanish_miracle
	relative_position_id = CHL_1938_chilean_presidential_election
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_1938_chilean_presidential_election
	}
	mutually_exclusive = {
		focus = CHL_work_towards_laissex_faire
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			has_country_leader = {
				character = CHL_gustavo_ross_santa_maria
				ruling_only = yes
			}
		} {
			factor = 2
			has_country_leader = {
				character = CHL_pedro_aguirre_cerda
				ruling_only = yes
			}
		} {
			factor = 1.5
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro CHL_skip_one_line_tt CHL_skip_one_line_tt available_industrial_concern
		add_to_variable = {
			CHL_economy_local_resources_factor = 0.1
			tooltip = local_resources_factor_tt
		} {
			CHL_economy_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
		random_state = {
			limit = {
				is_capital = yes
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		show_ideas_tooltip = CHL_corporacion_fomento_production
	}
}
### Entity: Event
Component: austria.11
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_popularity, random_hours, set_country_flag, complete_national_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.11
	title = austria.11.t
	desc = austria.11.d
	is_triggered_only = yes
	picture = GFX_report_event_FRA_blum_cabinet
	option = {
		name = austria.11.a
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
		FROM = {
			country_event = {
				id = austria.8
				days = 1
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				diplomatic_relation = {
					country = AUS
					relation = guarantee
				}
			}
		}
		set_country_flag = AUS_west_allied AUS_west_refused_habsburg_still_allied
		complete_national_focus = AUS_look_west
	} {
		name = austria.11.b
		set_country_flag = AUS_west_rejected
		country_event = austria.2
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Order of Battle
Component: 138th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 138th Division
	location = 12724
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_tang_ying
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_wienfilm_propaganda_effort
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_wienfilm_propaganda_effort
	icon = GFX_focus_generic_fascist_propaganda
	prerequisite = {
		focus = AUS_fit_for_fight
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_fit_for_fight
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_stability = 0.1
	}
}
### Entity: Scripted Trigger
Component: has_war_escalation_level_6
Constructs: has_war_escalation_level_6, has_war_escalation_level_6_tt, check_variable
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
has_war_escalation_level_6 = {
	custom_trigger_tooltip = {
		tooltip = has_war_escalation_level_6_tt
		check_variable = {
			ETH.ETH_war_escalation_level = > 5
		}
	}
}
### Entity: Order of Battle
Component: Home Command
Source: game
File: history/units/ENG_1936_Naval.txt

Code:
fleet = {
	name = Home Command
	naval_base = 11064
	task_force = {
		name = Home Fleet
		location = 11064
		ship = {
			name = HMS Furious
			definition = carrier
			start_experience_factor = 0.25
			equipment = {
				ship_hull_carrier_conversion_bb = {
					amount = 1
					owner = ENG
					version_name = Courageous Class
				}
			}
		} {
			name = HMS Nelson
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Nelson Class
				}
			}
		} {
			name = HMS Rodney
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Nelson Class
				}
			}
		} {
			name = HMS Royal Oak
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Royal Sovereign
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Ramillies
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Hood
			pride_of_the_fleet = yes
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Admiral Class
				}
			}
		} {
			name = HMS Repulse
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Renown Class
				}
			}
		} {
			name = HMS Renown
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Renown Class
				}
			}
		} {
			name = HMS Norfolk
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Calcutta
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owne
# ... (truncated)
### Entity: Idea
Component: BOS_awt
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_awt = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = BOS
	}
	traits = {
		air_warfare_theorist
	}
}