Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: BALTIC_forest_brother_resistance_cat
Constructs: has_completed_focus, limit, has_government, has_country_flag, is_good, cancel_trigger, has_civil_war, cancel_effect
Source: game
File: common/decisions/BALTIC.txt

Code:
BALTIC_forest_brother_resistance_cat = {
	BALTIC_forest_brothers_resistance = {
		allowed = {
			OR = {
				tag = EST LIT LAT
			}
		}
		icon = GFX_decision_revolt
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 120
		is_good = no
		cancel_trigger = {
			has_completed_focus = BALTIC_crush_forest_brothers
		}
		activation = {
			has_government = communism
			NOT = {
				has_completed_focus = BALTIC_crush_forest_brothers
			}
			has_completed_focus = BALTIC_overthrow_the_government
			has_civil_war = no
		}
		visible = {

		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = recent_forest_brothers_1 recent_forest_brothers_2 recent_forest_brothers_3 recent_forest_brothers_4
			}
		}
		timeout_effect = {
			random_list = {
				25 = {
					country_event = {
						id = BALTIC_events.11
					}
					modifier = {
						factor = 0
						has_country_flag = recent_forest_brothers_1
					}
				} {
					hidden_effect = {
						random_owned_state = {
							limit = {
								OR = {
									arms_factory = > 0
									industrial_complex = > 0
								}
							}
							save_event_target_as = forest_brothers_raid_state_target
						}
					}
					country_event = {
						id = BALTIC_events.12
					}
					modifier = {
						factor = 0
						has_country_flag = recent_forest_brothers_2
					}
				} {
					hidden_effect = {
						random_owned_state = {
							limit = {
								is_core_of = ROOT
							}
							save_event_target_as = forest_brothers_raid_state_target
						}
					}
					country_event = {
						id = BALTIC_events.13
					}
					modifier = {
						factor = 0
						has_country_flag = recent_forest_brothers_3
					}
				} {
					country_event = {
						id = BALTIC_events.14
					}
					modifier = {
						factor = 0
						has_country_flag = recent_forest_brothers_4
					}
				}
			}
			hidden_effect = {
				clr_country_flag = recent_forest_brothers_1 recent_forest_brothers_2 recent_forest_brothers_3 recent_forest_brothers_4
			}
			activate_mission = BALTIC_forest_brothers_resistance
		}
		ai_will_do = {
			factor = 200
		}
	}
}
### Entity: Event
Component: mtg_britain.17
Constructs: is_triggered_only, limit, add_ideas, add_stability, add_opinion_modifier
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.17
	title = mtg_britain.17.t
	desc = mtg_britain.17.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_britain.17.a
		if = {
			limit = {
				tag = CAN
			}
			effect_tooltip = {
				add_stability = 0.05
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_guiding_the_colonies
				}
				add_ideas = ENG_guided_by_britain_1
			}
		} {
			limit = {
				tag = AST
			}
			effect_tooltip = {
				add_stability = 0.05
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_guiding_the_colonies
				}
				add_ideas = ENG_guided_by_britain_1
			}
		} {
			limit = {
				tag = NZL
			}
			effect_tooltip = {
				add_stability = 0.05
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_guiding_the_colonies
				}
				add_ideas = ENG_guided_by_britain_1
			}
		} {
			limit = {
				tag = SAF
			}
			effect_tooltip = {
				add_stability = 0.05
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_guiding_the_colonies
				}
				add_ideas = ENG_guided_by_britain_1
			}
		}
	}
}
### Entity: Idea
Component: renard_no_wuw
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/belgium.txt

Code:
renard_no_wuw = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = BEL
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		multi_role_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: NAH
Component: NAH_technology
Constructs: set_technology
Source: game
File: history/countries/NAH - Nahua.txt

Code:
# Starting Technologies for NAH
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Order of Battle
Component: 505e Rgt. de Chars de Combat
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939_nsb.txt

Code:
division = {
	name = 505e Rgt. de Chars de Combat
	location = 11606
	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: Character
Component: ENG_george_orwell
Constructs: limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/ENG.txt

Code:
ENG_george_orwell = {
	name = ENG_george_orwell
	portraits = {
		army = {
			small = GFX_idea_ENG_george_orwell
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_george_orwell
		available = {
			has_government = communism
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		allowed = {
			original_tag = ENG
			has_dlc = Man the Guns
		}
		traits = {
			socialist_novelist
		}
		ai_will_do = {
			base = 1.5
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_central_intelligence
Constructs: prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_central_intelligence
	icon = GFX_goal_generic_spy_connection
	relative_position_id = VEN_radio_technologies
	x = 2
	y = 1
	cost = 10
	allow_branch = {
		has_dlc = La Resistance
	}
	prerequisite = {
		focus = VEN_radio_technologies
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_ideas = GER_abwehr_contacts
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_embrace_radical_nationalism
Constructs: prerequisite, add_war_support, completion_reward, add_popularity, unlock_decision_tooltip, add_timed_idea
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_embrace_radical_nationalism
	icon = GFX_goal_support_fascism
	mutually_exclusive = {
		focus = BHU_denounce_the_aristocracy BHU_constitutional_parlementarism
	}
	prerequisite = {
		focus = BHU_new_ideas
	}
	relative_position_id = BHU_new_ideas
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_tooltip = BHU_denounce_the_treaty_of_punakha
		add_timed_idea = {
			idea = nationalism
			days = 1095
		}
	}
}
### Entity: Scripted Trigger
Component: ITA_is_kinda_fascist
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_kinda_fascist = {
	OR = {
		has_government = fascism neutrality
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_trigger_tooltip = {
				tooltip = ITA_is_constitutional_monarchy_tt
				AND = {
					has_government = democratic
					OR = {
						has_completed_focus = ITA_christian_democracy ITA_democratic_king
					}
				}
			}
		}
	}
}
### Entity: Character
Component: IRQ_mustafa_al_quidsi
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_mustafa_al_quidsi = {
	name = IRQ_mustafa_al_quidsi
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = IRQ_mustafa_al_quidsi
		traits = {
			military_theorist
		}
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
			original_tag = IRQ
		}
	}
}
### Entity: Character
Component: IRQ_faisal_ii
Constructs: has_government, has_dlc, is_hired_as_advisor
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_faisal_ii = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_faisal_ii
		portraits = {
			civilian = {
				large = GFX_portrait_Faisal_II
				small = GFX_portrait_IRQ_faisal_ii_small
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1949.1.1.12
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_faisal_ii
			can_be_fired = no
			allowed = {
				original_tag = IRQ
			}
			visible = {
				IRQ_ghazi_i = {
					is_hired_as_advisor = no
				}
				IRQ_abd_al_ilah = {
					is_hired_as_advisor = no
				}
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				underage_monarch
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_faisal_ii
		portraits = {
			civilian = {
				large = GFX_portrait_Faisal_II
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1949.1.1.12
			id = -1
		}
	}
}
### Entity: Order of Battle
Component: 45ya Mekhanizirovaniy Korpus
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = 45ya Mekhanizirovaniy Korpus
	location = 11437
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = BT-5
			amount = 250
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_imperial_revolution
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_imperial_revolution
	icon = GFX_goal_tfv_burn_the_royal_portraits
	prerequisite = {
		focus = SWE_improve_red_army
	}
	relative_position_id = SWE_improve_red_army
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = ENG
		}
		ENG = {
			NOT = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			target = ENG
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Character
Component: JAP_koki_hirota
Source: game
File: common/characters/JAP.txt

Code:
JAP_koki_hirota = {
	name = JAP_koki_hirota
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_koki_hirota
			small = GFX_portrait_JAP_koki_hirota_small
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Event
Component: kmt.249
Constructs: is_triggered_only, ai_chance, has_war_with, is_major, is_historical_focus_on, add_to_war
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.249
	title = kmt.249.t
	desc = kmt.249.d
	picture = GFX_report_event_nationalist_china_machinegun_firing
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 5
			modifier = {
				is_historical_focus_on = no
				add = 10
			} {
				any_country = {
					is_major = yes
					has_war_with = ENG
				}
				add = -40
			}
		}
		name = kmt.249.a
		add_to_war = {
			targeted_alliance = CHI
			enemy = JAP
		}
	} {
		name = kmt.249.b
		ai_chance = {
			base = 95
			modifier = {
				is_historical_focus_on = no
				add = -10
			} {
				any_country = {
					is_major = yes
					has_war_with = ENG
				}
				add = 40
			}
		}
		CHI = {
			country_event = {
				id = kmt.250
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Generic_Focus_Tree
Source: wiki
File: wiki/Remilitarization_of_the_Rhineland.html

Doc:
Generic Focus Tree[edit]

Add contents of tree, and their effects here?

Retrieved from "http://www.hoi4wiki.com/index.php?title=National_Focus&oldid=2716#Germany"
### Entity: Character
Component: POL_wladyslaw_raczkiewicz
Source: game
File: common/characters/POL.txt

Code:
POL_wladyslaw_raczkiewicz = {
	name = POL_wladyslaw_raczkiewicz
	portraits = {
		civilian = {
			large = GFX_portrait_POL_wladyslaw_raczkiewicz
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			democratic_restorationist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Country History
Country: IRE
Component: IRE_army
Source: game
File: history/countries/IRE - Ireland.txt

Code:
# OOB & Army Setup for IRE
oob = IRE_1936
### Entity: Name List
Component: BOS
Source: game
File: common/names/00_names.txt

Code:
BOS = {
	male = {
		names = {
			Abaz Adi Adin Admir Afan Ajnija Alija Almin Amil Anel Ardian Arhimed Asklepije Avdo Azrudin Badem Bahrudin Bahtija Bahto Berin Bizas Cejvan Danin Danis Delo Dervis Dilaver Diogen Diomed Dzaner Dzemal Dzemil Dzenan Dzenet Dzevad Edin Eldin Elmin Elvir Eman Emran Ensar Eratosten Ermin Esad Euripid Ezan Fahret Fahrudin Feda Fiko Fikrija Hardijan Halid Heraklit Husnija Irnes Jasin Karloman Kerim Leukip Lomar Mak Menelaj Merzet Miralem Muhedin Nadin Nedim Neptun Nidal Nuredin Okean Orfej Pasa Pelagije Perzej Plinije Posejdon Prokopije Protej Radamant Rejjan Rijad Rusmir Sadik Salko Seki Seleuk Semir Semsudin Senijad Sit Sokrat Sulejman Tezej Trankvil Vedad Vergilije Vildan Zijad
		}
	}
	female = {
		names = {
			Abasa Adaleta Ademija Adiba Adna Advija Afrodita Ajda Ajna Ajnija Aldijana Alja Almina Amra Anesa Arialda Arnela Asija Asmira Badema Belkisa Berina Dalija Danira Dervisa Dzana Dzejlana Dzemala Dzemila Dzenana Dzeneta Edina Ejla Eldina Elmedina Elzana Emela Envera Ervina Ezana Faketa Feba Ferida Fika Fikrija Hanka Hestija Ilhana Izida Kerima Kviterija Maida Mediha Medisa Melika Merima Merjema Mersada Mileva Mima Minja Munisa Nadija Nadza Nedzada Nedzma Nejra Ninela Nuredina Pemba Prozerpina Rapka Rejhana Ruvejda Sadika Sajra Salacija Sanija Sefika Seh Seherzada Sejla Semka Semsida Senada Sibi Suada Sumeja Tajra Tetija Umihana Vildan Zana Zeineb Zekija Zijada Zulejha Zumreta
		}
	}
	surnames = {
		Abdagic Ademovic Aganspahic Ahmic Alajbegovic Alispahic Arslanagic Avdic Bahtijarevic Bajramovic Baljic Baseskija Bazdarevic Becirspahic Begic Behmen Berberic Bererovic Beslagic Bucan Buric Catakovic Cejvan Cemalovic Ceric Corali Custovic Cuvidina Dautbegovic Dedovic Delemovic Delic Deovic Dervishalidovic Dilberovic Dizdarevic Dugalic Duheric Duro Dzafic Dzanic Dzidic Dzinovic Ekmecic Fazlagic Fejzic Gadzo Gluhacevic Guso Hadzialagic Hadziz Hadzifejzovic Hadzihalilovic Hadzijamakovic Hadzimuratovic Hadziomerovic Hadziselimovic Hajdarevic Hajradinovic Hajrulahovic Halilovic Halitovic Hamzagic Handzic Hasanbegovic Hasanefendic Hasecic Haskovic Hebibovic Hodzig Hrustanbegovic Husedzinovic Huseinbegovic Husejnagic Ibisevic Ibrisimovic Ihtijarevic Islamovic Izetbegovic Jahovic Jelavic Jusufbegovic Kagvedzic Kapetanovic Karahasan Karamehmedovic Kikanovic Kolakovic Konjevic Koric Kremic Krlicevic Krupinac Kulenovice Kurjak Lagumdzija Ljub
# ... (truncated)
### Entity: Country History
Country: SER
Component: SER_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/SER - Serbia.txt

Code:
# Leaders & Characters for SER
recruit_character = SER_acd2 SER_communist_guy SER_acr SER_fascist_guy SER_aa2 SER_democratic_guy SER_ncm SER_nt SER_awt SER_ar SER_stc SER_ai2 SER_aco2 SER_ncs SER_coi SER_acgs SER_acas SER_pot SER_nccr SER_mt
create_country_leader = {
	name = Draza Mihailovic
	desc = 
	picture = GFX_portrait_Draza_Mihailovic
	expire = 1965.1.1
	ideology = conservatism
	traits = {

	}
}
{
	name = Milan Nedic
	desc = 
	picture = GFX_portrait_Milan_Nedic
	expire = 1965.1.1
	ideology = fascism_ideology
	traits = {

	}
}
{
	name = Peter Karadordevic
	desc = 
	picture = GFX_portrait_Peter_Karadordevic
	expire = 1965.1.1
	ideology = Despotism
	traits = {

	}
}
{
	name = Zivorad Jovanovic
	desc = 
	picture = GFX_portrait_Zivorad_Jovanovic
	expire = 1965.1.1
	ideology = leninism
	traits = {

	}
}
### Entity: Event
Component: englandmod.18
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.18
	title = englandmod.18.t
	desc = englandmod.18.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = englandmod.18.a
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_37
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_37 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 37
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 37
	}
}
### Entity: Operation
Component: infiltration_submarine
Constructs: is_coastal
Source: game
File: common/operation_phases/lar_infiltration.txt

Code:
infiltration_submarine = {
	name = infiltration_submarine
	desc = infiltration_submarine_desc
	outcome = infiltration_submarine_outcome
	picture = GFX_phase_infiltration_submarine
	icon = GFX_phase_infiltration_submarine_small
	requirements = {
		FROM = {
			any_controlled_state = {
				is_coastal = yes
			}
		}
	}
	equipment = {

	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_democratic_diplo
Constructs: has_completed_focus, prerequisite, has_government, add_opinion_modifier, completion_reward, is_subject, add_timed_idea, set_rule
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_democratic_diplo
	icon = GFX_focus_generic_the_giant_wakes
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 100
			has_government = democratic
		} {
			factor = 50
			has_completed_focus = SWI_compromise
		}
	}
	prerequisite = {
		focus = SWI_end_neutral
	}
	mutually_exclusive = {
		focus = SWI_fascist_diplo SWI_stay_neutral SWI_recognize_ussr
	}
	available = {
		OR = {
			AND = {
				country_exists = FRA
				FRA = {
					has_government = democratic
				}
			} {
				country_exists = ITA
				ENG = {
					has_government = democratic
				}
			}
		} {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = EYE_overlord_democratic_tt
				OVERLORD = {
					has_government = democratic
				}
			}
		}
	}
	x = 22
	y = 3
	completion_reward = {
		add_timed_idea = {
			idea = democratic_influence
			days = 360
		}
		set_rule = {
			can_send_volunteers = yes
		}
		swap_ideas = {
			remove_idea = SWI_flexible_foreign_policy
			add_idea = SWI_flexible_foreign_policy_2
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_chosen_ally
			}
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_chosen_ally
			}
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.12
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.12
	title = mongol_foreign_influence.12.t
	desc = mongol_foreign_influence.12.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.12.a
	}
}
### Entity: Idea
Component: PRC_socialism_with_chinese_characteristics_2
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_socialism_with_chinese_characteristics_2 = {
	name = PRC_socialism_with_chinese_characteristics
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		trade_opinion_factor = 0.2
	}
}
### Entity: Event
Component: ethiopia.4002
Constructs: ai_chance, fire_only_once, has_idea, add_resource
Source: game
File: events/r56_ethiopia.txt

Code:
country_event = {
	id = ethiopia.4002
	title = Rubber Plantations
	desc = A government initiative to improve agriculture has improved the crop of our rubber plantations.
	picture = GFX_report_event_generic_sign_treaty3
	trigger = {
		ETH = {
			controls_state = 271
		}
		has_idea = ETH_lion_roar_focus_lesser
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 365
	}
	option = {
		ai_chance = {
			base = 10
		}
		name = Our production has never been better!
		add_resource = {
			type = rubber
			amount = 20
			state = 271
		}
	}
}
### Entity: Character
Component: TUR_sabiha_gokcen
Constructs: has_completed_focus, has_country_flag, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_sabiha_gokcen = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_sabiha_gokcen
		portraits = {
			army = {
				small = GFX_idea_sabiha_gocen
			}
		}
		advisor = {
			cost = 200
			slot = high_command
			idea_token = TUR_sabiha_gokcen
			ledger = air
			name = TUR_sabiha_gokcen
			allowed = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			available = {
				has_completed_focus = TUR_hava_okulu
				NOT = {
					has_country_flag = TUR_ottoman_officers_invited_back
				}
			}
			visible = {
				NOT = {
					has_country_flag = TUR_ottoman_officers_invited_back
				}
			}
			traits = {
				air_tactical_bombing_3
			}
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_sabiha_gokcen
		portraits = {
			army = {
				small = GFX_idea_sabiha_gocen
			}
		}
		advisor = {
			slot = high_command
			idea_token = TUR_sabiha_gokcen
			ledger = air
			allowed = {
				original_tag = TUR
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				air_strategic_bombing_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: List_of_video_games
Source: wiki
File: wiki/Paradox.html

Doc:
List of video games[edit]
List of games developed by Paradox Development Studio.

Name
Year

Crusader Kings |
2004
|

Crusader Kings II |
2012
|

Europa Universalis |
2000
|

Europa Universalis II |
2001
|

Europa Universalis III |
2007
|

Europa Universalis IV |
2013
|

Europa Universalis: Rome |
2008
|

Hearts of Iron |
2002
|

Hearts of Iron II |
2005
|

Hearts of Iron III |
2009
|

Hearts of Iron IV |
2016
|

Stellaris |
2016
|

March of the Eagles |
2013
|

Sengoku |
2011
|

Victoria: An Empire Under the Sun |
2003
|

Victoria II |
2010
|

Crown of the North (Svea Rike series) |
2000
|

Two Thrones (Svea Rike series) |
2004
|
### Entity: Order of Battle
Component: 4 Dokuritsu Shubirentai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = 4 Dokuritsu Shubirentai
	location = 10368
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Character
Component: PUE_acas
Source: game
File: common/characters/PUE.txt

Code:
PUE_acas = {
	advisor = {
		slot = high_command
		idea_token = PUE_acas
		ledger = air
		allowed = {
			original_tag = PUE
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Event
Component: CZE.106
Constructs: is_triggered_only, limit, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.106
	title = CZE.106.t
	desc = CZE.106.d
	picture = GFX_CZKE_emil_kolben_report
	is_triggered_only = yes
	option = {
		name = CZE.106.a
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}