Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_17/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_anti_aircraft_cruisers
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_anti_aircraft_cruisers = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: AI Strategy
Component: JAP_dominance_fleet_1
Source: game
File: common/ai_navy/fleet/JAP_fleet_templates.txt

Code:
JAP_dominance_fleet_1 = {
	required_taskforces = {
		JAP_KidoButai_1 = 1
		JAP_PatrolDominanceForce_1 = 1
		JAP_PatrolReconForce_1 = 6
		JAP_NavalInvasionSupport_1 = 1
	}
	optional_taskforces = {
		JAP_StrikeForce_1 = 1
		JAP_PatrolDominanceForce_1 = 1
	}
}
### Entity: Idea
Component: SWE_baltic_sea_hegemon
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_baltic_sea_hegemon = {
	picture = MTG_naval_treaty_adherent
	allowed = {
		always = no
	}
	modifier = {
		industrial_capacity_dockyard = 0.15
	}
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.1
			instant = yes
		}
		ship_hull_cruiser = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_bidv
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_bidv
	icon = GFX_focus_usa_reestablish_the_gold_standard
	cost = 10
	prerequisite = {
		focus = VIN_the_flying_dragon_theory
	}
	completion_reward = {
		add_ideas = VIN_bidv
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 52
	y = 3
}
### Entity: AI Strategy
Component: ITA_light_tanks
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_light_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_light_tank
	}
	priority = {
		factor = 1000
	}
	great_war_tank_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_chassis_0
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_machine_gun tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	basic_light_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_chassis_1
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_machine_gun tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	improved_light_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_tech = advanced_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = light_tank_chassis_2
			modules = {
				main_armament_slot = tank_auto_cannon
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = 
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_bomb_proofing
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_bomb_proofing
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = ETH_increased_factory_output ETH_adapt_and_improve
	}
	mutually_exclusive = {
		focus = ETH_rapid_industrial_expansion
	}
	x = 0
	y = 1
	relative_position_id = ETH_increased_factory_output
	cost = 5
	available = {

	}
	ai_will_do = {
		base = 1
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_bomb_proofing_tt
		add_to_variable = {
			ETH_industrialization_industry_air_damage_factor = -0.1
		} {
			ETH_industrialization_industry_repair_factor = 0.1
		} {
			ETH_production_factory_max_efficiency_factor = 0.05
		}
	}
}
### Entity: Decision
Component: LIT_iron_wolf_appeasement
Constructs: fire_only_once, add_political_power, has_active_mission, complete_effect, add_command_power, remove_effect, add_to_variable, add_days_mission_timeout
Source: game
File: common/decisions/LIT.txt

Code:
LIT_iron_wolf_appeasement = {
	LIT_relocate_iron_wolf_recruitment = {
		allowed = {
			original_tag = LIT
		}
		days_remove = 100
		custom_cost_trigger = {
			command_power = > 74
		}
		custom_cost_text = decision_cost_CP_75
		available = {
			has_active_mission = LIT_iron_wolf_partisans
		}
		ai_will_do = {
			factor = 100
		}
		visible = {
			has_active_mission = LIT_iron_wolf_partisans
		}
		fire_only_once = yes
		complete_effect = {
			hidden_effect = {
				add_command_power = -75
			}
		}
		remove_effect = {
			add_to_variable = {
				var = iron_wolf_days_var
				value = 60
			}
			effect_tooltip = {
				add_days_mission_timeout = {
					mission = LIT_iron_wolf_partisans
					days = 60
				}
			}
		}
	}
	LIT_grant_concessions_to_iron_wolf = {
		allowed = {
			original_tag = LIT
		}
		days_remove = 70
		custom_cost_trigger = {
			command_power = > 49
			has_political_power = > 49
		}
		custom_cost_text = decision_cost_CP_50_pp_50
		available = {
			has_active_mission = LIT_iron_wolf_partisans
		}
		ai_will_do = {
			factor = 100
		}
		visible = {
			has_active_mission = LIT_iron_wolf_partisans
		}
		fire_only_once = yes
		complete_effect = {
			hidden_effect = {
				add_command_power = -50
				add_political_power = -50
			}
		}
		remove_effect = {
			LIT_iron_wolf_up_effect = yes
		}
	}
}
### Entity: Idea
Component: r56_idea_small_nation_buildup_nerf
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor, is_ai, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_idea_small_nation_buildup_nerf = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			num_of_civilian_factories = > 20
			num_of_military_factories = > 20
			is_ai = no
		}
	}
	removal_cost = -1
	modifier = {
		training_time_factor = 0.15
		minimum_training_level = 0.15
		experience_gain_army_factor = -0.1
		mobilization_speed = -0.25
		research_speed_factor = -0.05
		land_equipment_upgrade_xp_cost = 1
		air_accidents_factor = 0.05
		ai_focus_aviation_factor = -0.9
		ai_focus_naval_factor = -0.25
		ai_focus_military_equipment_factor = -0.25
		ai_focus_military_advancements_factor = -0.25
		ai_focus_war_production_factor = -0.01
		ai_focus_peaceful_factor = 0.05
		ai_desired_divisions_factor = -0.25
		production_speed_buildings_factor = -0.01
		industrial_capacity_factory = -0.01
	}
}
### Entity: Event
Component: chile.22
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.22
	title = Chile Requests Advisors
	desc = The nation of Chile has requested we send them an Advisor. Their recent National Socialist regime alligns quite closely to ourselves and it could be in our interests to have an ally in the region.
	picture = GFX_report_event_german_advisors_remain
	is_triggered_only = yes
	option = {
		name = We should send them some assitance.
		CHL = {
			country_event = chile.23
		}
		add_opinion_modifier = {
			target = CHL
			modifier = CHL_advisors
		}
	} {
		name = Germany has more important issues to attend to.
		CHL = {
			country_event = chile.24
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_australian_war_cabinet
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_australian_war_cabinet
	icon = GFX_focus_generic_conference
	prerequisite = {
		focus = AST_solidarity_by_the_empire
	}
	relative_position_id = AST_solidarity_by_the_empire
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = {
			AST_australian_war_cabinet_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: ITA_scientific_cooperation_ns
Constructs: removal_cost, has_dlc, is_in_faction_with
Source: game
File: common/ideas/italy.txt

Code:
ITA_scientific_cooperation_ns = {
	name = ITA_scientific_cooperation
	removal_cost = -1
	picture = generic_research_bonus
	allowed = {
		has_dlc = By Blood Alone
	}
	do_effect = {
		OR = {
			AND = {
				original_tag = ITA
				any_other_country = {
					is_in_faction_with = ITA
				}
			} {
				NOT = {
					original_tag = ITA
				}
				is_in_faction_with = ITA
			}
		}
	}
	modifier = {
		research_sharing_per_country_bonus_factor = 0.25
	}
}
### Entity: Unit Leader
Component: politically_connected
Constructs: is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/00_traits.txt

Code:
politically_connected = {
	type = land
	trait_type = personality_trait
	non_shared_modifier = {
		experience_gain_factor = -0.1
		promote_cost_factor = -0.5
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
	planning_skill_factor = 1
	logistics_skill_factor = 1
}
### Entity: Modding Documentation
Construct: release
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## release
* Aliases: rls
* Arguments: Tag of a country to be released

Released a given country
### Entity: Character
Component: USA_geoffrey_keyes
Source: game
File: common/characters/USA.txt

Code:
USA_geoffrey_keyes = {
	name = USA_geoffrey_keyes
	portraits = {
		army = {
			large = GFX_portrait_USA_geoffrey_keyes
			small = GFX_portrait_USA_geoffrey_keyes_small
		}
	}
	corps_commander = {
		traits = {
			career_officer armor_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Idea
Component: r56_CAN_self_sufficiency_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_self_sufficiency_idea = {
	name = r56_CAN_self_sufficiency_idea
	allowed = {
		always = no
	}
	picture = BEL_union_agreements
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.15
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_embrace_democratic_institutions
Constructs: prerequisite, completion_reward, is_subject, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_embrace_democratic_institutions
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = GER_social_ownership
	}
	x = 0
	y = 1
	relative_position_id = GER_social_ownership
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		GER_add_or_modify_politburo = yes
		add_to_variable = {
			GER_politburo_democratic_drift = 0.02
			tooltip = democratic_drift_tt
		} {
			GER_politburo_party_popularity_stability_factor = 0.15
			tooltip = party_popularity_stability_factor_tt
		} {
			GER_politburo_defensive_war_stability_factor = 0.15
			tooltip = defensive_war_stability_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_heavy_armor_2
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_heavy_armor_2 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
		EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 140
				EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Order of Battle
Component: Grenzschutz-Abschnitts-Kommando 13
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Grenzschutz-Abschnitts-Kommando 13
	location = 11478
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_expand_stpoltner_steelworks
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, has_tech, add_resource, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_expand_stpoltner_steelworks
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = AUS_courting_the_princess_of_industry
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_courting_the_princess_of_industry
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		152 = {
			is_owned_and_controlled_by = ROOT
		}
		has_tech = excavation2
	}
	bypass = {
		152 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		152 = {
			add_resource = {
				type = steel
				amount = 14
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: kmt.102
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.102
	title = kmt.102.t
	desc = kmt.102.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.102.a
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				728
			}
		}
	}
}
### Entity: Unit Template
Component: YEM_GAR_01
Source: game
File: common/units/names_divisions/YEM_names_divisions.txt

Code:
YEM_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		YEM
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		YEM_INF_01
	}
	fallback_name = Yemeni al-Mushati al-%dr
	ordered = {
		1 = {
			Alfurqat Alfursan Almalika
		}
		2 = {
			Yemeni al-Mushati al-%di
		}
		3 = {
			Yemeni al-Mushati al-%di
		}
		4 = {
			Yemeni al-Mushati al-%di
		}
		5 = {
			Yemeni al-Mushati al-%di
		}
		6 = {
			Yemeni al-Mushati al-%di
		}
		7 = {
			Yemeni al-Mushati al-%di
		}
		8 = {
			Yemeni al-Mushati al-%di
		}
		9 = {
			Yemeni al-Mushati al-%di
		}
		10 = {
			Yemeni al-Mushati al-%di
		}
		12 = {
			Yemeni al-Mushati al-%dr
		}
		13 = {
			Yemeni al-Mushati al-%dr
		}
		14 = {
			Yemeni al-Mushati al-%dr
		}
		15 = {
			Yemeni al-Mushati al-%dr
		}
		16 = {
			Yemeni al-Mushati al-%dr
		}
		17 = {
			Yemeni al-Mushati al-%dr
		}
		18 = {
			Yemeni al-Mushati al-%dr
		}
		19 = {
			Yemeni al-Mushati al-%dr
		}
		20 = {
			Yemeni al-Mushati al-%dr
		}
	}
}
### Entity: Trigger Reference
Construct: game_rules_allow_achievements
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## game_rules_allow_achievements

* Supported Scopes: any
* Supported Targets: none

```
Returns true if all of the active game rule options allow achievements.
```
### Entity: Event
Component: lar_portugal_purchase_ships.2
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, add_offsite_building, set_country_flag
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_purchase_ships.2
	title = lar_portugal_purchase_ships.2.t
	desc = lar_portugal_purchase_ships.2.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	option = {
		name = lar_portugal_purchase_ships.2.a
		ai_chance = {
			base = 34
		}
		FROM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			add_opinion_modifier = {
				target = POR
				modifier = POR_bought_ships
			}
		}
		if = {
			limit = {
				FROM = {
					tag = ENG
				}
			}
			add_opinion_modifier = {
				target = ENG
				modifier = POR_sold_ships
			} {
				target = ENG
				modifier = POR_ships_trade
			}
			activate_decision = POR_british_submarines_construction_progress
			set_country_flag = POR_purchase_british_submarines_flag
		}
		else_if = {
			limit = {
				FROM = {
					tag = ITA
				}
			}
			add_opinion_modifier = {
				target = ITA
				modifier = POR_sold_ships
			} {
				target = ITA
				modifier = POR_ships_trade
			}
			activate_decision = POR_italian_submarines_construction_progress
			set_country_flag = POR_purchase_italian_submarines_flag
		}
	} {
		name = lar_portugal_purchase_ships.2.b
		ai_chance = {
			base = 33
		}
		FROM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			add_opinion_modifier = {
				target = POR
				modifier = POR_bought_ships
			}
		}
		if = {
			limit = {
				FROM = {
					tag = ENG
				}
			}
			add_opinion_modifier = {
				target = ENG
				modifier = POR_sold_ships
			} {
				target = ENG
				modifier = POR_ships_trade
			}
			activate_decision = POR_british_destroyers_construction_progress
			set_country_flag = POR_purchase_british_destroyers_flag
		}
		else_if = {
			limit = {
				FROM = {
					tag = ITA
				}
			}
			add_opinion_modifier = {
				target = ITA
				modifier = POR_sold_ships
			} {
				target = ITA
				modifier = POR_ships_trade
			}
			activate_decision = POR_italian_destroyers_construction_progress
			set_country_flag = POR_purchase_italian_destroyers_flag
		}
	} {
		name = lar_portugal_purchase_ships.2.c
		ai_chance = {
			base = 33
		}
		FROM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			add_opinion_modifier = {
				target = POR
				modifier = POR_bought_ships
			}
		}
		if = {
			limit = {
				FROM = {
					tag = ENG
				}
			}
			add_opinion_modifier = {
				target = 
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_anti_air_construction
Constructs: prerequisite, limit, has_country_flag, completion_reward, random_owned_state, is_fully_controlled_by, add_building_construction, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_anti_air_construction
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = NOR_anti_air_artillery_research
	}
	x = 0
	y = 1
	relative_position_id = NOR_anti_air_artillery_research
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = anti_air_building
					size = > 1
				}
			}
			prioritize = {
				110 921 922 142 920
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_country_flag = NOR_luftforsvaret_flag
			}
			custom_effect_tooltip = NOR_modify_royal_air_force_dmod_TT
		}
		else = {
			custom_effect_tooltip = NOR_modify_air_force_dmod_TT
		}
		add_to_variable = {
			var = NOR.NOR_army_air_force_dmod_production_speed_anti_air_building_factor
			value = 0.5
			tooltip = production_speed_anti_air_building_factor_tt
		}
	}
}
### Entity: Character
Component: MAN_jonjurjab
Source: game
File: common/characters/MAN.txt

Code:
MAN_jonjurjab = {
	name = MAN_jonjurjab
	portraits = {
		army = {
			large = GFX_portrait_MAN_jonjurjab
			small = GFX_portrait_MAN_jonjurjab_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		idea_token = MAN_jonjurjab
		ledger = army
		allowed = {
			original_tag = MAN
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: new_ger.69
Constructs: is_triggered_only, add_war_support, add_political_power, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.69
	title = new_ger.69.t
	desc = new_ger.69.d
	picture = GFX_report_event_germany_victory
	is_triggered_only = yes
	option = {
		name = new_ger.69.a
		effect_tooltip = {
			188 = {
				transfer_state_to = FROM
			}
		}
		add_war_support = 0.01
		add_political_power = 15
		clr_country_flag = GER_memel_active
	}
}
### Entity: Unit Template
Component: ECU_BB_HISTORICAL
Source: game
File: common/units/names_ships/ECU_ship_names.txt

Code:
ECU_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		ECU
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = BAE 
	fallback_name = Acorazado %d
	unique = {
		Presidente Alfaro Morán Valverde
	}
}
### Entity: AI Strategy
Component: GER_start_the_blitz
Constructs: has_war_with, is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_start_the_blitz = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = ENG
		ENG = {
			controls_state = 126
		}
		FRA = {
			has_capitulated = yes
		}
		NOT = {
			has_war_with = SOV
		} {
			focus_progress = {
				focus = GER_war_with_the_ussr
				progress = > 0.01
			}
		}
		date = > 1940.1.1 < 1940.11.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 1
		value = 5000
	} {
		type = strategic_air_importance
		id = 18
		value = -20000
	}
}