Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bul_focus
Component: BUL_toppling_giants
Constructs: prerequisite, limit, random_country, add_war_support, is_major, completion_reward, random_neighbor_country, is_in_faction_with
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_toppling_giants
	select_effect = {
		random_neighbor_country = {
			limit = {
				is_major = yes
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	prerequisite = {
		focus = BUL_the_fate_of_the_balkans
	}
	icon = GFX_goal_generic_major_war
	relative_position_id = BUL_the_fate_of_the_balkans
	x = -1
	y = 1
	cost = 10
	available = {
		any_country = {
			is_major = yes
			is_neighbor_of = ROOT
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				any_country = {
					is_major = yes
					is_neighbor_of = ROOT
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			hidden_effect = {
				every_other_country = {
					limit = {
						is_major = yes
						is_neighbor_of = ROOT
						NOT = {
							is_in_faction_with = ROOT
						}
					}
					ROOT = {
						create_wargoal = {
							type = puppet_wargoal_focus
							target = PREV
						}
					}
				}
			}
			custom_effect_tooltip = BUL_toppling_giants_wargoal_1_tt
			every_other_country = {
				limit = {
					is_major = yes
					is_neighbor_of = ROOT
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
		} {
			limit = {
				any_other_country = {
					is_major = yes
					NOT = {
						is_in_faction_with = ROOT
					}
					is_neighbor_of = ROOT
					capital_scope = {
						is_on_continent = europe
					}
				}
			}
			custom_effect_tooltip = BUL_toppling_giants_ns_targets_tt
			every_other_country = {
				limit = {
					is_major = yes
					NOT = {
						is_in_faction_with = ROOT
					}
					is_neighbor_of = ROOT
					capital_scope = {
						is_on_continent = europe
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = BUL_toppling_giants_wargoal_2_tt
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					is_major = yes
					NOT = {
						is_in_faction_with = ROOT
					}
					is_neighbor_of = ROOT
					capital_scope = {
						is_on_continent = europe
					}
				}
				BUL_add_hidden_targeted_ns = yes
			}
		}
		add_timed_idea = {
			idea = BUL_toppling_giants
			days = 730
		}
		random_country = {
			limit = {
				is_major = yes
				is_neighbor_of = ROOT
				NOT = {
					is_in_faction_with = ROOT
				}
		
# ... (truncated)
### Entity: Idea
Component: PER_maintain_universal_drafting
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_maintain_universal_drafting = {
	picture = MEX_politicised_army
	removal_cost = -1
	modifier = {
		conscription = 0.02
		mobilization_speed = 0.15
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_save_navy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_save_navy = {
	enable = {
		has_country_flag = EAI_MILITARY_NAVAL_save_navy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_PATROL
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_STRIKE_FORCE
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_RAIDING
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_NAVAL_INVASION_SUPPORT
		value = 500000
	}
}
### Entity: Decision
Component: POL_Endecja_Social_Reform
Constructs: has_completed_focus, has_government, is_subject, has_capitulated
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
POL_Endecja_Social_Reform = {
	icon = GFX_decision_poland_national_democracy
	picture = GFX_decision_cat_poland_social_policy
	allowed = {
		original_tag = POL
	}
	visible = {
		OR = {
			has_government = neutrality democratic
		}
		has_completed_focus = POL_The_Endecja_Movement
		is_subject = no
		has_capitulated = no
	}
}
### Entity: Unit Template
Component: SPR_INF_04
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_INF_04 = {
	name = Guardia Civil
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da Brigada de la Guardia Civil
	ordered = {

	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_cult_of_creole
Constructs: prerequisite, remove_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_cult_of_creole
	icon = GFX_goal_enpower_creole
	x = 6
	y = 1
	relative_position_id = VEN_rebellion
	cost = 5
	prerequisite = {
		focus = VEN_rebellion
	}
	mutually_exclusive = {
		focus = VEN_enpower_the_pcv VEN_bolivarian_socialist_theory
	} {

	}
	available = {
		NOT = {
			has_war_with = VCW
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			hours = 12
			id = venezuela.40
		}
		hidden_effect = {
			remove_ideas = VEN_ARDI_resurgence# VEN_corruption_11
		}
	}
}
### Entity: Character
Component: PHI_paulino_santos
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_paulino_santos = {
	name = PHI_paulino_santos
	portraits = {
		army = {
			small = GFX_portrait_PHI_paulino_santos_small
		}
	}
	advisor = {
		slot = army_chief
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = PHI_self_reliance_defense
		}
		idea_token = PHI_paulino_santos
		ledger = army
		traits = {
			PHI_self_reliance_defense_character
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_collaboration_with_the_left
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_collaboration_with_the_left
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = FIN_political_unity
	}
	x = 1
	y = 1
	relative_position_id = FIN_political_unity
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		FIN_bop_very_low_increase_effect = yes
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_vaino_tanner FIN_miina_sillanpaa
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_study_foreign_built_ships
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_study_foreign_built_ships
	icon = GFX_focus_generic_shipbuilding
	prerequisite = {
		focus = IRQ_persian_gulf_supremacy
	}
	relative_position_id = IRQ_persian_gulf_supremacy
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = POL_study_foreign_built_ships
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = SPR_navy_modernization
			bonus = 2
			uses = 1
			category = asw_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_fighter_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_fighter_focus
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = CRO_aviation_effort
	}
	mutually_exclusive = {
		focus = CRO_bomber_focus CRO_airplanes_licenses
	}
	relative_position_id = CRO_aviation_effort
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = CRO_fighter_focus
				bonus = 1
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				category = light_fighter cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 946
Constructs: add_core_of
Source: game
File: history/states/946-Namibia.txt

Code:
state = {
	id = 946
	name = Namibia
	history = {
		owner = NMB
		buildings = {
			industrial_complex = 1
			infrastructure = 2
		}
		victory_points = {
			4879 3
		}
		add_core_of = NMB SAF
	}
	provinces = {
		4879 5154 5189 7605 10963
	}
	manpower = 401969
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: small
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
small

left = Makes it a smaller left aligned message box. This also makes the default images smaller. Note that any data fed to the smallimage, smallimageright and smalltext parameters is only used if "small=left". To make it so your template also understands the small parameter you can use this code:

```
small = {{{small|}}}
```

|
small = left |

|
type = style
small = left |
### Entity: Event
Component: r56_eng.21
Constructs: is_triggered_only, create_faction_from_template
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.21
	title = r56_eng.21.t
	desc = r56_eng.21.desc
	picture = GFX_report_event_eng_mosley_speech
	is_triggered_only = yes
	option = {
		name = r56_eng.21.a
		ROOT = {
			dismantle_faction = yes
			create_faction_from_template = {
				template = faction_template_ENG_fascist_strategic_resource_control
				name = ENG_british_hegemony
				icon = GFX_faction_logo_generic_11
			}
			custom_effect_tooltip = implement_faction_mandate_strategic_resource_control_tooltip
		}
	} {
		name = r56_eng.21.b
		ROOT = {
			dismantle_faction = yes
			create_faction_from_template = {
				template = faction_template_ENG_fascist_anti_communist
				name = ENG_british_hegemony
				icon = GFX_faction_logo_generic_10
			}
			custom_effect_tooltip = implement_faction_mandate_suppress_communism_tooltip
		}
	} {
		name = r56_eng.21.c
		ROOT = {
			dismantle_faction = yes
			create_faction_from_template = {
				template = faction_template_ENG_fascist_european_dominance
				name = ENG_british_hegemony
				icon = GFX_faction_logo_generic_11
			}
			custom_effect_tooltip = implement_faction_mandate_european_dominance_tooltip
		}
	} {
		name = r56_eng.21.d
		ROOT = {
			dismantle_faction = yes
			create_faction_from_template = {
				template = faction_template_regional_anti_democratic
				name = ENG_british_hegemony
				icon = GFX_faction_logo_generic_11
			}
			custom_effect_tooltip = implement_faction_mandate_suppress_democracy_tooltip
		}
	}
}
### Entity: Name List
Component: NAH
Source: game
File: common/names/00_names.txt

Code:
NAH = {
	male = {
		names = {
			Anastasio Feliciano Cipactli Cuauhtémoc Ehecatl Itzcoatl Meztli Moctezuma Montezuma Motecuhzoma Tlaloc Tonalli Tonatiuh Yolotli Tolotl Yolotzin Yāōtl Matlalihuitl Nōchēhuatl Coātl Tōtōtl Cuāuhtl Tōchtli Zōlin Mātlal Xōchitl Mazatl Ōlli Itzcuīntli Huitzitl Ōcēlōtl Ozomatli Cuetlāchtli Tecolōtl Miztli Cipac Ocuil Cuīxtli Tapayaxi Cōzahtli Necuametl Huitztecol Ēlōxōchitl Xōchipepe
		}
	}
	female = {
		names = {
			Prudencia Nantzin Alicia Ameyalli Citali Citalli Malinalli Quetzalli Tlalli Xitalli Xóchilt Xochiquetzal Xóchitl Yoloxochitl Zeltzin
		}
	}
	surnames = {
		Siu Chico Watzapan Ama Ayala Aquino Pipil Nahua Chālchiuhtlatona Aca Ahuatl Amayo Ajactle Astts Atlahua Azcatl Calihua Chapul Chincoya Coyac Cuautli Ehecatl Huehuetenango Pale Huitzil Papaqui Popoca Tepetl Tlatilpa Zitalpopopa
	}
	callsigns = {
		Kuskatan Tlaxcala Aztec Toltec
	}
}
### Entity: Event
Component: lar_spain.89
Constructs: is_triggered_only, limit, has_country_flag, clr_country_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.89
	title = lar_spain.89.t
	desc = lar_spain.89.desc
	picture = GFX_report_event_soviet_army_greeted
	is_triggered_only = yes
	option = {
		name = lar_spain.89.a
		if = {
			limit = {
				SOV = {
					has_country_flag = SOV_annexed_spanish_land
				}
			}
			SOV = {
				clr_country_flag = SOV_annexed_spanish_land
			}
			effect_tooltip = {
				FROM = {
					transfer_state = 165 167 794
				}
			}
		}
	}
}
### Entity: Event
Component: ss_recruitment_event.24
Constructs: is_triggered_only, limit, random_list, has_country_leader, set_country_flag, set_variable, add_country_leader_role
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.24
	title = ss_recruitment_event.13.t
	desc = ss_recruitment_event.24.desc
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.24.a
		random_list = {
			30 = {
				if = {
					limit = {
						has_country_leader = {
							ruling_only = yes
							character = GER_hermann_goring
						}
					}
					set_country_flag = GER_SS_Goering_dead
				}
				kill_country_leader = yes
				set_variable = {
					var = SS_anger
					value = 0
				}
				GER_heinrich_himmler = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = nazism
							expire = 1965.1.1.1
							traits = {

							}
						}
					}
				}
				country_event = ss_recruitment_event.26
				hidden_effect = {
					news_event = {
						id = wtt_news.52
						days = 1
					}
				}
			}
			70 = {
				country_event = {
					id = ss_recruitment_event.25
					days = 1
				}
			}
		}
	}
}
### Entity: Decision
Component: ALB_assimilate_the_albanian_territories
Constructs: limit, add_stability, fire_only_once, is_core_of, is_fully_controlled_by, complete_effect, remove_effect, is_claimed_by
Source: game
File: common/decisions/ALB.txt

Code:
ALB_assimilate_the_albanian_territories = {
	ALB_assimilate_kosovo = {
		icon = generic_nationalism
		cost = 25
		fire_only_once = yes
		days_remove = 30
		visible = {
			NOT = {
				802 = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			802 = {
				is_fully_controlled_by = ROOT
				compliance = > 30
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 802
			}
		}
		complete_effect = {
			add_stability = -0.01
		}
		remove_effect = {
			hidden_effect = {
				if = {
					limit = {
						802 = {
							is_claimed_by = ROOT
						}
					}
					remove_state_claim = 802
				}
			}
			add_state_core = 802
		}
		ai_will_do = {
			factor = 10
		}
	}
	ALB_promote_the_integration_of_kosovo = {
		icon = GFX_decision_eng_propaganda_campaigns
		cost = 25
		fire_only_once = yes
		days_remove = 30
		visible = {
			802 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			802 = {
				is_fully_controlled_by = ROOT
				resistance = < 30
				compliance = < 80
			}
			NOT = {
				OR = {
					has_decision = ALB_assimilate_kosovo
					802 = {
						is_core_of = ROOT
					}
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 802
			}
		}
		complete_effect = {

		}
		remove_effect = {
			802 = {
				add_compliance = 10
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
	ALB_assimilate_mitrovica = {
		icon = generic_nationalism
		cost = 40
		fire_only_once = yes
		days_remove = 30
		highlight_states = {
			highlight_state_targets = {
				state = 953
			}
		}
		available = {
			953 = {
				is_fully_controlled_by = ROOT
				compliance = > 50
			}
			802 = {
				is_core_of = ROOT
			}
		}
		visible = {
			NOT = {
				953 = {
					is_core_of = ROOT
				}
			}
		}
		complete_effect = {
			add_stability = -0.02
		}
		remove_effect = {
			hidden_effect = {
				if = {
					limit = {
						953 = {
							is_claimed_by = ROOT
						}
					}
					remove_state_claim = 953
				}
			}
			add_state_core = 953
		}
		ai_will_do = {
			factor = 10
		}
	}
	ALB_promote_the_integration_of_mitrovica = {
		icon = GFX_decision_eng_propaganda_campaigns
		cost = 25
		fire_only_once = yes
		days_remove = 30
		visible = {
			953 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			953 = {
				is_fully_controlled_by = ROOT
				resistance = < 30
				compliance = < 80
			}
			NOT = {
				OR = {
					has_decision = AL
# ... (truncated)
### Entity: Achievement
Component: hunt_for_the_desert_fox
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
hunt_for_the_desert_fox = {
	id = 276
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievement_captured_rommel
	}
}
### Entity: Character
Component: PHI_resident_commissioner
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_resident_commissioner = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	trade_opinion_factor = 0.1
	opinion_gain_monthly_same_ideology_factor = 0.1
	democratic_drift = 0.05
}
### Entity: Character
Component: KAZ_mt
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_mt = {
	advisor = {
		slot = theorist
		idea_token = KAZ_mt
		ledger = army
		allowed = {
			original_tag = KAZ
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_6
		}
	}
}
### Entity: Character
Component: SEN_ar
Source: game
File: common/characters/SEN.txt

Code:
SEN_ar = {
	advisor = {
		slot = high_command
		idea_token = SEN_ar
		ledger = army
		allowed = {
			original_tag = SEN
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: National Focus
Tree: adr_focus
Component: ADR_encourage_foreign_investment
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/andorra.txt

Code:
focus = {
	id = ADR_encourage_foreign_investment
	icon = GFX_goal_generic_business_bills
	relative_position_id = ADR_expand_the_tourist_industry
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = ADR_expand_the_tourist_industry
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Atlantic Fleet
Source: game
File: history/units/USA_1939_naval_mtg.txt

Code:
fleet = {
	name = Atlantic Fleet
	naval_base = 788
	task_force = {
		name = Atlantic Squadron
		location = 788
		ship = {
			name = USS Ranger
			definition = carrier
			equipment = {
				ship_hull_carrier_1 = {
					amount = 1
					owner = USA
					version_name = Ranger Class
				}
			}
		} {
			name = USS Arkansas
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = New York Class
				}
			}
		} {
			name = USS New York
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = New York Class
				}
			}
		} {
			name = USS Texas
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = New York Class
				}
			}
		} {
			name = USS Wichita
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = USA
					version_name = Wichita Class
				}
			}
		} {
			name = USS Vincennes
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = USA
					version_name = New Orleans Class
				}
			}
		} {
			name = USS Quincy
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = USA
					version_name = New Orleans Class
				}
			}
		} {
			name = USS San Francisco
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = USA
					version_name = New Orleans Class
				}
			}
		} {
			name = USS Tuscaloosa
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = USA
					version_name = New Orleans Class
				}
			}
		} {
			name = USS Decatur
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Reuben James
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Go
# ... (truncated)
### Entity: Character
Component: ITA_antonio_gramsci
Source: game
File: common/characters/ITA.txt

Code:
ITA_antonio_gramsci = {
	name = ITA_antonio_gramsci
	portraits = {
		civilian = {
			large = GFX_portrait_ITA_antonio_gramsci
		}
	}
}
### Entity: Character
Component: head_of_special_committe_for_katanga
Constructs: stability_factor, war_support_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_special_committe_for_katanga = {
	random = no
	sprite = 13
	stability_factor = -0.1
	war_support_factor = -0.05
	consumer_goods_factor = -0.15
	production_speed_buildings_factor = 0.05
	local_resources_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: Chalupa
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = Chalupa
	location = 3513
	division_template = Taco Bell Value Pack
	start_experience_factor = 0.75
}
### Entity: Event
Component: mtg_generic.1
Constructs: is_triggered_only, limit, has_government, add_timed_idea, set_politics
Source: game
File: events/MTG_generic.txt

Code:
country_event = {
	id = mtg_generic.1
	title = mtg_generic.1.title
	desc = mtg_generic.1.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = mtg_generic.1.a
		if = {
			limit = {
				FROM = {
					has_government = neutrality
				}
			}
			effect_tooltip = {
				add_timed_idea = {
					idea = political_turmoil
					days = 365
				}
				set_politics = {
					ruling_party = neutrality
					elections_allowed = no
				}
			}
		} {
			limit = {
				FROM = {
					has_government = democratic
				}
			}
			effect_tooltip = {
				add_timed_idea = {
					idea = political_turmoil
					days = 365
				}
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
				}
			}
		} {
			limit = {
				FROM = {
					has_government = fascism
				}
			}
			effect_tooltip = {
				add_timed_idea = {
					idea = political_turmoil
					days = 365
				}
				set_politics = {
					ruling_party = fascism
					elections_allowed = no
				}
			}
		} {
			limit = {
				FROM = {
					has_government = communism
				}
			}
			effect_tooltip = {
				add_timed_idea = {
					idea = political_turmoil
					days = 365
				}
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
			}
		}
	}
}