Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_TRADE_allies_opinions
Constructs: limit, add_opinion_modifier, is_historical_focus_on
Source: game
File: common/scripted_effects/EAI_COUNTRY_trade_effects.txt

Code:
EAI_TRADE_allies_opinions = {
	if = {
		limit = {
			OR = {
				original_tag = ENG MEX BRA ARG TUR
			}
			is_historical_focus_on = yes
			NOT = {
				original_tag = USA
			}
		}
		THIS = {
			add_opinion_modifier = {
				target = USA
				modifier = EAI_trade_opinion_bonus_high_1
			} {
				target = USA
				modifier = EAI_trade_opinion_bonus_high_2
			} {
				target = USA
				modifier = EAI_trade_opinion_bonus_high_3
			} {
				target = USA
				modifier = EAI_trade_opinion_bonus_high_4
			}
		}
	} {
		limit = {
			OR = {
				original_tag = SOV ENG
			}
			is_historical_focus_on = yes
			NOT = {
				original_tag = USA
			}
		}
		THIS = {
			add_opinion_modifier = {
				target = USA
				modifier = EAI_trade_opinion_bonus_high_1
			} {
				target = USA
				modifier = EAI_trade_opinion_bonus_high_2
			} {
				target = USA
				modifier = EAI_trade_opinion_bonus_high_3
			} {
				target = USA
				modifier = EAI_trade_opinion_bonus_high_4
			}
			USA = {
				add_opinion_modifier = {
					target = PREV
					modifier = EAI_trade_opinion_bonus_high_1
				} {
					target = PREV
					modifier = EAI_trade_opinion_bonus_high_2
				} {
					target = PREV
					modifier = EAI_trade_opinion_bonus_high_3
				} {
					target = PREV
					modifier = EAI_trade_opinion_bonus_high_4
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_azadi
Constructs: prerequisite, add_ideas, add_opinion_modifier, completion_reward, is_subject, allow_branch, add_autonomy_score
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_azadi
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = PER_rebuilding_iran
	}
	x = 2
	y = 1
	relative_position_id = PER_rebuilding_iran
	mutually_exclusive = {
		focus = PER_declare_loyalty_to_britain
	}
	cost = 10
	available = {
		PER = {
			is_subject = yes
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 95
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_autonomy_score = {
			value = 200
			localization = PER_azadi_autonomy_effect
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_ideas = PER_azadi_idea
		OVERLORD = {
			add_opinion_modifier = {
				target = ROOT
				modifier = ETH_uncooperative_subject
			}
		}
	}
}
### Entity: Order of Battle
Component: Kungliga Svenska Marinen
Source: game
File: history/units/SWE_1936_naval_mtg.txt

Code:
fleet = {
	name = Kungliga Svenska Marinen
	naval_base = 6050
	task_force = {
		name = Kustflottan
		location = 6050
		ship = {
			name = HMS Dristigheten
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = SWE
					version_name = Äran Class
				}
			}
		} {
			name = HMS Örnen
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SWE
					version_name = Örnen Class
				}
			}
		} {
			name = HMS Jacob Bagge
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SWE
					version_name = Örnen Class
				}
			}
		} {
			name = HMS Clas Fleming
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SWE
					version_name = Clas Fleming Class
				}
			}
		}
	} {
		name = 1a Eskadern
		location = 11215
		ship = {
			name = HMS Gustaf V
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = SWE
					version_name = Sverige Class
				}
			}
		} {
			name = HMS Sverige
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = SWE
					version_name = Sverige Class
				}
			}
		} {
			name = HMS Drottning Victoria
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = SWE
					version_name = Sverige Class
				}
			}
		} {
			name = HMS Gotland
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SWE
					version_name = Gotland Class
				}
			}
		} {
			name = HMS Klas Horn
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SWE
					version_name = Ehrensköld Class
				}
			}
		} {
			name = HMS Klas Uggla
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SWE
					version_name = Ehrensköld Class
				}
			}
		} {
			name = HMS Ehrensköld
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SWE
					version_name = Ehrensköld Class
				}
			}
		} {
			name = HMS Nordenskjöld
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					own
# ... (truncated)
### Entity: Name List
Component: NGA
Source: game
File: common/names/00_names.txt

Code:
NGA = {
	male = {
		names = {
			Abidemi Abiodun Abubakar Adebayo Adebowale Adegoke Adisa Akachi Akpofure Alhaji Amadi Ayodele Ayomide Azubuike Babatunde Bitrus Chibueze Chibuzo Chidiebere Chidiegwu Chidubem Chijindum Chikelu Chima Chinedu Chinwe Chinwendu Chioma Cuks Chukwuemeka Dayo Efemena Ejiroghene Ekenedilichukwu Ekwueme Emem Enitan Eseoghene Folami Idowu Ikenna Iniobong Itoro Kayin Kyauta Lekan Ndidi Nkemdilim Obi Oghenekevwe Okafor Okonkwo Okoro Olamide Olanrewaju Olufemi Olufunmilayo Olujimi Olumide Oluwafunmilayo Oluwasegun Oluwaseyi Oluwayemisi Onyekachi Opeyemi Oyibo Udo Uduakobong Umukoro Uzoma
		}
	}
	female = {
		names = {
			Abeni Abiodun Adanna Ade Adebowale Detokunbo Akachi Akuchi Alheri Amara Anuli Ayodele Ayotunde Bosede Chiamaka Chibuike Chichi Chidiebere Chidiegwu Chijindum Chike Chikere Chinedu Chinwe Chinwendu Chinyelu Chioma Dada Ebele Efemena Ejiroghene Ekenedilichukwu Emem Enitan Fadimatu Fumnanya Gbemisola Idowu Ifiok Ime Inyene Kayin Mojisola Ndidi Nkechi Nkemdilim Nkiruka Nnenna Nwanneka Ogechukwukama Oghenekevwe Olamide Olubunmi Olufunke Olufunmilola Oluwakanyinsola Oluwaseun Oluwatoyin Omobolanle Oni Onyekachi Opeyemi Oyibo Temitope Udo Uduakobong Uzoma Yejide
		}
	}
	surnames = {
		Abdullahi Abiola Abioye Abubakar Adeoye Adoti Adebayo Adesina Adeyemi Aduba Agbaje Agrinya Agu Agumanu Akenzua Akerele Akinjide Akintola Akinyemi Akpabio Ali Aliu Amaechi Attah Azebry Azikiwe Baba Babangida Balogun Bankole Bassey Bello Bolaji Chukwu Danjuma Darego Effiong Ejiofor Etienam Eze Ezekwesili Gbadamosi Hassan Ibeh Ibrahim Igbinedion Ikande Imam Iwuchukwu Jaja Kabir Kalu Kazah Konkwo Lawal Mohammed Nenge Njoku Nwankwo Obasanjo Obi Oderasak Odoemene Odusanya Ojukwu Okafor Okeke Okereke Okonkwo Okorie Okoro Okoye Okpara Olanrewaju Olatunji Oni Onyilogwu Oparei Orji Osagie Osahon Oyawale Pepple Popoola Princewill Shehu Tersoo Tinubu Uba Umburter Uthman Voeman
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_thonburi_dockyard_project
Constructs: prerequisite, limit, completion_reward, is_coastal, is_owned_by, is_fully_controlled_by, random_core_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_thonburi_dockyard_project
	icon = GFX_focus_generic_navy_research_bonus
	x = -3
	y = 2
	relative_position_id = SIA_royal_thai_navy
	prerequisite = {
		focus = SIA_royal_thai_navy
	}
	mutually_exclusive = {
		focus = SIA_focus_on_commercial_civilian_ships
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
		1076 = {
			is_owned_by = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		custom_effect_tooltip = modify_royal_thai_navy
		add_to_variable = {
			SIA_royal_navy_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_now_or_never_unite_or_die
Constructs: prerequisite, limit, has_war_with, add_war_support, add_opinion_modifier, completion_reward, is_subject, is_neighbor_of
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_now_or_never_unite_or_die
	icon = GFX_goal_PAL_declare_jihad
	x = 1
	y = 1
	cost = 8
	prerequisite = {
		focus = AFG_demand_a_compromise AFG_ratify_the_durand_line
	}
	relative_position_id = AFG_ratify_the_durand_line
	available = {
		is_subject = no
		PAK = {
			has_war_with = RAJ
			is_neighbor_of = AFG
			NOT = {
				has_war_with = AFG
			}
		}
	}
	bypass = {
		PAK = {
			NOT = {
				has_war_with = RAJ
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.15
		if = {
			limit = {
				AFG = {
					is_in_faction = no
				}
				PAK = {
					is_in_faction = no
				}
			}
			create_faction_from_template = {
				template = faction_template_generic
				name = Afghan-Pakistani Coalition
			}
			AFG = {
				add_to_faction = PAK
			}
		}
		add_to_war = {
			targeted_alliance = PAK
			enemy = RAJ
			hostility_reason = asked_to_join
		}
		PAK = {
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Achievement
Component: cheese_your_fighter
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
cheese_your_fighter = {
	id = 176
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = NOR
	}
	happened = {
		tag = NOR
		has_country_leader = {
			character = NOR_peder_anker_wedel_jarlsberg
		}
		921 = {
			is_owned_and_controlled_by = NOR
		}
		338 = {
			is_owned_and_controlled_by = NOR
		}
		15 = {
			is_owned_and_controlled_by = NOR
		}
		159 = {
			is_owned_and_controlled_by = NOR
		}
		7 = {
			is_owned_and_controlled_by = NOR
		}
	}
}
### Entity: Modding Documentation
Construct: railwaygun
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## railwaygun
* Aliases: rg
* Not available in release build

create railway gun in supply capital
### Entity: Idea
Component: NZL_st_mary_bay_ship
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_st_mary_bay_ship = {
	picture = generic_naval_manufacturer_2
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Character
Component: DEN_aage_vedel
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_aage_vedel = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_aage_vedel
		portraits = {
			navy = {
				large = GFX_portrait_DEN_aage_vedel
				small = GFX_portrait_DEN_aage_vedel_small
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = DEN_aage_vedel
			allowed = {
				original_tag = DEN
			}
			available = {
				OR = {
					has_completed_focus = DEN_expand_ubadsvabnet DEN_collaboration_government
				}
			}
			traits = {
				navy_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		navy_leader = {
			traits = {
				superior_tactician navy_media_personality fleet_protector
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			maneuvering_skill = 3
			coordination_skill = 3
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_aage_vedel
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = DEN_aage_vedel
			allowed = {
				original_tag = DEN
			}
			traits = {
				navy_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_guarantee_the_hanoi_route
Constructs: shared_focus, has_completed_focus, prerequisite, has_war, has_war_with, completion_reward, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_guarantee_the_hanoi_route
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = CHI_sea_reach_out_to_france
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_reach_out_to_france
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			FRA = {
				has_war = yes
			}
			factor = 0
		}
	}
	available = {
		all_other_country = {
			NOT = {
				has_completed_focus = CHI_sea_guarantee_the_hanoi_route
			}
		}
		FRA_will_support = yes
		325 = {
			CONTROLLER = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		671 = {
			CONTROLLER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = FRA
					is_subject_of = FRA
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		671 = {
			set_state_flag = CHI_needed_for_hanoi_route
		}
		325 = {
			set_state_flag = CHI_needed_for_hanoi_route
		}
		set_variable = {
			CHI_hanoi_route_current_level = 3
		}
		add_offsite_building = {
			type = arms_factory
			level = 3
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_form_sumka
Constructs: prerequisite, completion_reward, allow_branch, add_country_leader_role, set_party_name, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_form_sumka
	icon = GFX_focus_PER_form_sumka
	prerequisite = {
		focus = PER_iranian_culture
	}
	x = 0
	y = 1
	relative_position_id = PER_iranian_culture
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_country_leader_role = {
			character = PER_davud_monshizadeh
			promote_leader = yes
			country_leader = {
				ideology = nazism
				expire = 1965.1.1.1
			}
		}
		set_party_name = {
			ideology = fascism
			name = PER_sumka_party
			long_name = PER_sumka_party_long
		}
		custom_effect_tooltip = PER_modify_opposition_tt
		add_to_variable = {
			var = PER_opposition_stability_factor
			value = -0.05
			tooltip = stability_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: GER_modify_army_modifier
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_modify_army_modifier = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_army_modifier
			}
		}
		custom_effect_tooltip = GER_modify_army_modifier_tt
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_army_communist_modifier
			}
		}
		custom_effect_tooltip = GER_modify_army_communist_modifier_tt
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_promise_arabs
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_promise_arabs
	icon = GFX_goal_generic_caliph
	relative_position_id = ISR_hashomer
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_hashomer
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_held_elections_westbank_tt ISR_significantly_strengthen_hashomer newline_tt ISR_not_held_elections_westbank_tt ISR_moderately_strengthen_hashomer
		if = {
			limit = {
				has_country_flag = ISR_holding_west_bank_elections
				controls_state = 966
			}
			add_to_variable = {
				ISR_hashomer_max_seats = 5
			} {
				ISR_hashomer_min_seats = 5
			}
		}
		else = {
			add_to_variable = {
				ISR_hashomer_max_seats = 3
			} {
				ISR_hashomer_min_seats = 3
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_heavy_fighter
Source: game
File: common/ai_equipment/USA_planes.txt

Code:
USA_heavy_fighter = {
	category = air
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		air_heavy_fighter
	}
	priority = {
		factor = 10
	}
	heavy_fighter_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_plane_fighter_airframe_1
			modules = {
				fixed_main_weapon_slot = heavy_mg_4x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			heavy_mg_4x aircraft_cannon_1_2x engine_2_2x
		}
	}
	heavy_fighter_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_plane_fighter_airframe_2
			modules = {
				fixed_main_weapon_slot = heavy_mg_4x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_3_2x
				special_type_slot_1 = armor_plate_medium
				special_type_slot_2 = fuel_tanks_medium
			}
		}
		allowed_modules = {
			heavy_mg_4x aircraft_cannon_1_2x armor_plate_medium fuel_tanks_medium engine_3_2x
		}
	}
	heavy_fighter_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_plane_fighter_airframe_3
			modules = {
				fixed_main_weapon_slot = aircraft_cannon_2_2x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_4_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			aircraft_cannon_2_2x aircraft_cannon_2_2x engine_4_2x
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Character
Component: DOM_rafael_trujillo
Source: game
File: common/characters/DOM.txt

Code:
DOM_rafael_trujillo = {
	name = Rafael Trujillo
	portraits = {
		civilian = {
			large = GFX_portrait_dominca_rafael_trujillo
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Unit Template
Component: NZL_BB_HISTORICAL
Source: game
File: common/units/names_ships/NZL_ship_names.txt

Code:
NZL_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		NZL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HMNZS 
	fallback_name = Battleship %s
	unique = {
		New Zealand Northland Auckland Gisborne Taranaki Hawkes Bay Wellington Nelson Westland Marlborough Canterbury Otago Southland
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_united_front_against_fascism
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_united_front_against_fascism
	prerequisite = {
		focus = BUL_unify_the_bourgeois_movement
	}
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	relative_position_id = BUL_unify_the_bourgeois_movement
	x = 0
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		BUL_bs_low_loyalty_increase_effect = yes
		BUL_bzns_low_loyalty_increase_effect = yes
		BUL_nsm_low_loyalty_decrease_effect = yes
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_low_increase_effect
Constructs: limit, has_country_flag, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_low_increase_effect = {
	if = {
		limit = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		custom_effect_tooltip = SOV_paranoia_low_increase_effect_tt
		add_to_variable = {
			SOV_paranoia = SOV_paranoia_low_increase
		}
		SOV_paranoia_clamp_and_update_ui_effect = yes
	}
}
### Entity: Event
Component: liechtenstein.31
Constructs: is_triggered_only, limit, remove_ideas, fire_only_once, set_cosmetic_tag, set_politics, has_guaranteed
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.31
	picture = GFX_report_event_bul_muraviev_protest
	title = liechtenstein.31.t
	desc = liechtenstein.31.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.31.a
		remove_ideas = LIE_the_rotter_opportunity_idea
		set_cosmetic_tag = LIE_fascism
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
			last_election = 1935.12.17
			election_frequency = 48
		}
		SWI = {
			if = {
				limit = {
					has_guaranteed = ROOT
				}
				diplomatic_relation = {
					country = LIE
					relation = guarantee
					active = no
				}
			}
			country_event = {
				id = liechtenstein.21
				hours = 6
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: AST_evan_deakin_and_company_organization
Constructs: has_completed_focus, has_dlc, add_trait, equipment_bonus, naval_speed, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_evan_deakin_and_company_organization = {
	name = AST_evan_deakin_and_company_organization
	include = generic_raider_ship_organization
	icon = GFX_idea_evans_deakin_co
	allowed = {
		original_TAG = AST
		has_dlc = Thunder at Our Gates
	}
	available = {
		owner = {
			has_completed_focus = AST_kangaroo_point_dry_dock_taog
		}
	}
	add_trait = {
		token = AST_mio_trait_evans_deakin_coral_sea_hunters
		name = AST_mio_trait_evans_deakin_coral_sea_hunters
		icon = GFX_generic_mio_trait_icon_torpedo_attack
		special_trait_background = yes
		position = {
			x = 5
			y = 1
		}
		any_parent = {
			generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding
		}
		equipment_bonus = {
			torpedo_attack = 0.05
			surface_detection = 0.05
		}
	} {
		token = AST_mio_trait_evans_deakin_pacific_raider_refit
		name = AST_mio_trait_evans_deakin_pacific_raider_refit
		icon = GFX_generic_mio_trait_icon_reliability
		special_trait_background = yes
		position = {
			x = 3
			y = 1
		}
		any_parent = {
			generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = AST_mio_trait_evans_deakin_lightweight_hull_construction
		name = AST_mio_trait_evans_deakin_lightweight_hull_construction
		icon = GFX_generic_mio_trait_icon_maximum_speed
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		equipment_bonus = {
			naval_speed = 0.05
			build_cost_ic = -0.05
		}
	}
}
### Entity: Event
Component: jordan.8
Constructs: is_triggered_only, ai_chance, remove_ideas, add_stability, add_political_power
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.8
	title = jordan.8.t
	desc = jordan.8.d
	picture = GFX_report_event_por_salazar_franco1
	is_triggered_only = yes
	option = {
		name = jordan.8.a
		add_stability = -0.1
		add_political_power = -150
		JOR = {
			remove_ideas = JOR_1928_treaty_idea
		}
		ai_chance = {
			base = 0
		}
	} {
		name = jordan.8.b
	}
}
### Entity: Order of Battle
Component: 5. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 5. SS-Sturmbrigade
	location = 692
	division_template = SS-Sturmbrigade
}