Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_romania.81
Constructs: is_triggered_only, ai_chance, has_war, add_political_power, has_idea, set_country_flag, add_timed_idea, is_justifying_wargoal_against
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.81
	title = DOD_romania.81.t
	desc = DOD_romania.81.desc
	picture = GFX_report_event_ROM_mistress
	is_triggered_only = yes
	trigger = {
		has_idea = ROM_king_carol_ii_hedonist
	}
	immediate = {
		set_country_flag = DOD_romania.81_fired
	}
	option = {
		name = DOD_romania.81.a
		ai_chance = {
			base = 1
			modifier = {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 2
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 1
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						army_chief
					}
				}
			}
		}
		add_timed_idea = {
			idea = ROM_king_carol_ii_consumer_penalty
			days = 90
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	} {
		name = DOD_romania.81.b
		ai_chance = {
			base = 4
			modifier = {
				add = -2
				date = < 1937.01.02
				has_war = no
			} {
				add = 20
				OR = {
					has_war = yes
					any_other_country = {
						OR = {
							is_justifying_wargoal_against = ROOT
							has_wargoal_against = ROOT
						}
					}
				}
			} {
				add = 20
				date = > 1937.01.02
			}
		}
		add_political_power = -90
		add_timed_idea = {
			idea = ROM_king_carol_ii_paid_with_pp
			days = 90
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_sangriacus
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_sangriacus = {
	random = no
	sprite = 3
	navy_submarine_detection_factor = 0.5
}
### Entity: Military Industrial Organization
Component: BUL_dar_organization
Constructs: has_completed_focus, limit, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/BUL_organization.txt

Code:
BUL_dar_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_bul_dar
	allowed = {
		tag = BUL
	}
	available = {
		if = {
			limit = {
				has_dlc = Battle for the Bosporus
			}
			FROM = {
				has_completed_focus = BUL_darzhavna_aeroplanna_rabotilnitsa
			}
		}
	}
	add_trait = {
		token = BUL_mio_trait_prussia_of_the_balkans
		name = BUL_prussia_of_the_balkans
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = @prussia_of_the_balkans_position_X
			y = @prussia_of_the_balkans_position_Y
		}
		available = {
			FROM = {
				has_completed_focus = BUL_prussia_of_the_balkans
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = @prussia_of_the_balkans_research_bonus
		}
		production_bonus = {
			production_capacity_factor = @prussia_of_the_balkans_production_capacity_factor
		}
	}
}
### Entity: Decision
Component: SPA_preparing_the_carlist_insurrection
Constructs: has_dlc
Source: game
File: common/decisions/categories/SPR_decision_categories.txt

Code:
SPA_preparing_the_carlist_insurrection = {
	priority = 7
	icon = spr_preparing_the_carlist_insurrection
	allowed = {
		original_tag = SPR
		has_dlc = La Resistance
	}
}
### Entity: Effect Reference
Construct: cancel_purchase_contract
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## cancel_purchase_contract

* Supported Scopes: PURCHASE_CONTRACT
* Supported Targets: none

```
Cancels the scoped purchase contract.
Example:
contract =  {cancel_purchase_contract = yes}
```
### Entity: Decision
Component: fascist_coup
Constructs: every_owned_state, limit, has_country_flag, add_stability, fire_only_once, complete_effect, set_country_flag, has_state_flag
Source: game
File: common/decisions/PAK_decisions.txt

Code:
fascist_coup = {
	choose_fascism = {
		icon = generic_nationalism
		fire_only_once = yes
		complete_effect = {
			set_country_flag = fascism_choosen
		}
		ai_will_do = {
			factor = 15
		}
	}
	fascist_power_base = {
		ai_will_do = {
			factor = 500
		}
		icon = generic_nationalism
		available = {

		}
		state_target = yes
		visible = {
			FROM = {
				NOT = {
					has_state_flag = pak_influence
				}
				is_owned_by = PAK
			}
			has_country_flag = fascism_choosen
		}
		targets = {
			445 443 1093 442 440 430 787 444 441
		}
		target_trigger = {
			FROM = {
				AND = {
					is_owned_by = PAK
					is_core_of = PAK
				}
			}
		}
		days_remove = 50
		fire_only_once = no
		cost = 50
		modifier = {

		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				set_state_flag = pak_influence
				custom_effect_tooltip = Now supports our new government
			}
			ROOT = {
				add_popularity = {
					ideology = fascism
					popularity = 0.075
				}
			}
		}
	}
	PAK_Storm_Karachi_f = {
		allowed = {

		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 750
				AND = {
					1093 = {
						has_state_flag = pak_influence
					}
					443 = {
						has_state_flag = pak_influence
					}
					444 = {
						has_state_flag = pak_influence
					}
				}
			}
		}
		icon = generic_nationalism
		available = {
			any_owned_state = {
				has_state_flag = pak_influence
			}
		}
		cost = 100
		fire_only_once = yes
		visible = {
			tag = PAK
		}
		highlight_states = {
			highlight_state_targets = {
				state = 1093
			}
		}
		complete_effect = {
			add_stability = -0.4
			every_owned_state = {
				limit = {
					has_state_flag = pak_influence
				}
				ROOT = {
					add_stability = 0.05
				}
			} {
				limit = {
					NOT = {
						has_state_flag = pak_influence
					}
				}
				remove_core_of = PAK
				custom_effect_tooltip = This state can be recored later
				set_state_flag = PAK_uncored
			}
			set_politics = {
				ruling_party = fascism
				last_election = 1936.1.1
				election_frequency = 48
				elections_allowed = no
			}
			if = {
				limit = {
					is_subject = yes
				}
				set_autonomy = {
					target = PAK
					autonomy_state = autonomy_free
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: CZE_historical_strategy_plan
Constructs: has_government, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/CZE_historical_strategy_plan.txt

Code:
CZE_historical_strategy_plan = {
	name = CZE historical plan
	desc = Let's die to Germany! Yaaaaaaaaaay!
	allowed = {
		original_tag = CZE
		NOT = {
			has_dlc = Peace For Our Time
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = CZE_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = CZE_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = CZE_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			GER = {
				not = {
					has_government = fascism
				}
			}
			FRA = {
				not = {
					has_government = democratic
				}
			}
		}
		has_game_rule = {
			rule = CZE_ai_behavior
			option = DEFAULT
		}
	}
	ai_national_focuses = {
		CZE_fortification_studies CZE_sudeten_1 CZE_industrial_legacy CZE_political_direction CZE_sudeten_2 CZE_democratic_bastion CZE_strategy_decisions CZE_trust_in_the_west CZE_sudeten_3 CZE_arms_exports_1 CZE_military_research_institute CZE_inf_and_artillery_advancement CZE_military_aeronautical_institute CZE_air_is_our_sea CZE_fallback_line CZE_internal_redoubts CZE_balanced_1 CZE_balanced_2 CZE_armour_bonus_1 CZE_hungarian_line CZE_polish_line
	}
	research = {
		industry = 20.0
		infantry_tech = 5.0
		armor = 25.0
		artillery = 18.0
		support_tech = 0
	}
	ideas = {

	}
	ai_strategy = {
		type = alliance
		id = FRA
		value = 200
	} {
		type = equipment_production_factor
		id = armor
		value = 5
	} {
		type = equipment_production_min_factories
		id = armor
		value = 2
	} {
		type = added_military_to_civilian_factory_ratio
		value = 15
	} {
		type = role_ratio
		id = armor
		value = 5
	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
		prince_of_terror = 0
		backroom_backstabber = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Character
Component: GER_wilhelm_pieck
Source: game
File: common/characters/GER.txt

Code:
GER_wilhelm_pieck = {
	name = GER_wilhelm_pieck
	portraits = {
		civilian = {
			large = GFX_portrait_GER_wilhelm_pieck
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			staunch_stalinist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Order of Battle
Component: Chahar Jingbei
Constructs: division_template
Source: game
File: history/units/SHX_1936.txt

Code:
division = {
	name = Chahar Jingbei
	location = 7158
	division_template = Juntuán
	start_equipment_factor = 0.2
}
### Entity: Scripted Trigger
Component: CZE_has_neutrality_idea
Constructs: has_idea
Source: game
File: common/scripted_triggers/CZE_scripted_triggers.txt

Code:
CZE_has_neutrality_idea = {
	OR = {
		has_idea = neutrality_idea HOL_aloof_neutrality SWI_swiss_neutrality
	}
}
### Entity: Idea
Component: CRC_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/curacao.txt

Code:
CRC_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = CRC
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: alb_isolation
Constructs: has_government
Source: game
File: common/ai_strategy/TOY.txt

Code:
alb_isolation = {
	enable = {
		tag = ALB
		has_government = communism
	}
	abort = {
		NOT = {
			has_government = communism
		}
	}
	ai_strategy = {
		type = alliance
		id = SOV
		value = -500
	} {
		type = alliance
		id = GER
		value = -500
	} {
		type = alliance
		id = ENG
		value = -500
	} {
		type = alliance
		id = FRA
		value = -500
	}
}
### Entity: AI Strategy
Component: ENG_heavy_tanks
Constructs: has_war, is_major, has_tech, any_of
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_heavy_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	basic_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_tech = improved_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_heavy_two_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 = secondary_turret_hmg
				special_type_slot_2 = secondary_turret_hmg
				special_type_slot_3 = secondary_turret_hmg
				special_type_slot_4 = secondary_turret_hmg
			}
			upgrades = {
				tank_nsb_engine_upgrade = 7
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_high_velocity_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine secondary_turret_hmg tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
	improved_heavy_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_cannon_2 tank_medium_cannon tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_heavy_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 7
				tank_nsb_armor_upgrade = {
					base = 7
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_med
# ... (truncated)
### Entity: State History
Component: 1062
Constructs: add_core_of
Source: game
File: history/states/1062 - Kelantan.txt

Code:
state = {
	id = 1062
	name = STATE_1062
	manpower = 546200
	state_category = town
	resources = {
		tungsten = 30
		aluminium = 4
		rubber = 77
	}
	history = {
		owner = MAL
		add_core_of = MAL
		victory_points = {
			7329 1
		} {
			12199 1
		}
		buildings = {
			infrastructure = 1
			dockyard = 1
			arms_factory = 1
			7329 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		7329 10227 13410 1348 4355 12199
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_improve_our_logistics
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_improve_our_logistics
	icon = GFX_focus_generic_truck
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_victory_through_firepower
	}
	relative_position_id = AFG_victory_through_firepower
	completion_reward = {
		custom_effect_tooltip = AFG_logistics_tt r56_newline
		add_to_variable = {
			AFG_supply_grace = 24
		} {
			AFG_supply_consumption = -0.1
		} {
			AFG_army_planning_speed = 0.05
		}
		add_tech_bonus = {
			name = logistics_company_tech_bonus_name
			bonus = 1
			uses = 1
			ahead_reduction = 0.5
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_create_the_national_railway_administration
Constructs: limit, has_country_flag, completion_reward, random_owned_controlled_state, is_in_home_area, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_create_the_national_railway_administration
	icon = GFX_goal_generic_construct_infrastructure
	cost = 10
	x = 50
	y = 0
	available = {
		NOT = {
			has_country_flag = VIN_war_of_independence_flag
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 1
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 1
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_bombefly
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_mio_size, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_bombefly
	icon = GFX_focus_generic_long_range_aircraft
	prerequisite = {
		focus = DEN_flyvertaktisk_kommando DEN_air_force_power_projection
	}
	mutually_exclusive = {
		focus = DEN_jagerfly DEN_luftstotte
	}
	relative_position_id = DEN_domestic_designs
	x = 4
	y = 4
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 25
		mio:DEN_flyvertroppernes_organization = {
			add_mio_size = 1
		}
		DEN_improve_flyvevabnet_NS = yes
		add_to_variable = {
			DEN_flyvevabnet_air_bombing_targetting = 0.05
			tooltip = air_bombing_targetting_tt
		} {
			DEN_flyvevabnet_strategic_bomber = 0.05
			tooltip = air_strategic_bomber_bombing_factor_tt
		} {
			DEN_flyvevabnet_air_agility = 0.05
			tooltip = air_agility_factor_tt
		}
		add_tech_bonus = {
			name = DEN_bombefly
			bonus = 1.0
			uses = 2
			category = tactical_bomber cat_strategic_bomber
		}
	}
}
### Entity: Character
Component: KUM_wild_horse
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KUM_wild_horse = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	cavalry_attack_factor = 0.1
	cavalry_defence_factor = 0.1
}
### Entity: National Focus
Tree: por_focus
Component: POR_protectors_of_the_countryside
Constructs: prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_protectors_of_the_countryside
	prerequisite = {
		focus = POR_long_term_economic_planning
	}
	icon = GFX_focus_generic_population_growth
	cost = 8
	ai_will_do = {
		base = 10
	}
	x = -1
	y = 1
	relative_position_id = POR_long_term_economic_planning
	completion_reward = {
		add_stability = 0.03
		custom_effect_tooltip = POR_protectors_of_the_countryside_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: OSY
Component: OSY_characters
Constructs: recruit_character
Source: game
File: history/countries/OSY - OppositeSyria.txt

Code:
# Leaders & Characters for OSY
recruit_character = SYR_mehemed_ali_abed
### Entity: National Focus
Tree: chi_focus
Component: CHI_liberate_the_peoples_of_asia
Constructs: prerequisite, limit, completion_reward, is_faction_leader, every_other_country, is_on_continent, is_subject, is_core_of
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_liberate_the_peoples_of_asia
	icon = GFX_focus_generic_asia_liberation
	prerequisite = {
		focus = CHI_start_looking_outwards
	}
	x = 0
	y = 1
	relative_position_id = CHI_start_looking_outwards
	cost = 10
	available = {
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_liberate_the_peoples_of_asia_tt generic_skip_one_line_tt CHI_liberate_the_peoples_of_asia_tt_2
		every_other_country = {
			limit = {
				OR = {
					AND = {
						capital_scope = {
							is_on_continent = asia
						}
						is_subject = yes
					}
					any_controlled_state = {
						is_on_continent = asia
						NOT = {
							is_core_of = PREV
						}
					}
				}
				is_literally_china = no
				NOT = {
					is_ally_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = liberate_wargoal
					target = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: CHI_beacon_of_communism
Constructs: has_government, production_speed_buildings_factor, removal_cost, communism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_beacon_of_communism = {
	picture = jap_the_unthinkable_option
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.1
		political_power_cost = 0.3
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: KUW_ncm
Source: game
File: common/characters/KUW.txt

Code:
KUW_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = KUW_ncm
		allowed = {
			original_tag = KUW
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_purchase_foreign_ships
Constructs: prerequisite, completion_reward, set_technology, create_equipment_variant, create_ship, add_timed_idea
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_purchase_foreign_ships
	icon = GFX_goal_navy_funding
	relative_position_id = MPL_develop_ports
	x = 2
	y = 1
	prerequisite = {
		focus = MPL_develop_ports
	}
	cost = 10
	completion_reward = {
		set_technology = {
			basic_ship_hull_light = 1
			early_ship_hull_cruiser = 1
			basic_ship_hull_cruiser = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		create_equipment_variant = {
			type = ship_hull_light_2
			name = Light Destroyer
			modules = {
				mid_1_custom_slot = ship_torpedo_2
				rear_1_custom_slot = ship_anti_air_2
				fixed_ship_battery_slot = ship_light_battery_2
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_radar_slot = ship_sonar_1
				fixed_ship_engine_slot = light_ship_engine_2
			}
		} {
			type = ship_hull_cruiser_2
			name = Light Cruiser
			modules = {
				front_1_custom_slot = ship_light_medium_battery_2
				mid_1_custom_slot = ship_torpedo_1
				mid_2_custom_slot = ship_torpedo_1
				rear_1_custom_slot = ship_light_medium_battery_2
				fixed_ship_battery_slot = ship_light_medium_battery_2
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_radar_slot = ship_sonar_1
				fixed_ship_engine_slot = cruiser_ship_engine_2
			}
		}
		create_ship = {
			type = ship_hull_light_2
			equipment_variant = Light Destroyer
		} {
			type = ship_hull_light_2
			equipment_variant = Light Destroyer
		} {
			type = ship_hull_light_2
			equipment_variant = Light Destroyer
		} {
			type = ship_hull_cruiser_2
			equipment_variant = Light Cruiser
		}
		add_timed_idea = {
			idea = MPL_navy_payments
			days = 90
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Character
Component: CAN_andrew_mcnaughton
Source: game
File: common/characters/CAN.txt

Code:
CAN_andrew_mcnaughton = {
	name = CAN_andrew_mcnaughton
	portraits = {
		army = {
			small = GFX_idea_CAN_andrew_mcnaughton
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CAN_andrew_mcnaughton
		allowed = {
			original_tag = CAN
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: BBA_italy_communist_events.07
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, give_guarantee, random_hours
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_communist_events.07
	title = BBA_italy_communist_events.07.t
	desc = BBA_italy_communist_events.07.desc
	picture = GFX_report_event_spr_anarchists
	is_triggered_only = yes
	option = {
		name = BBA_italy_communist_events.06.a
		add_political_power = 35
		give_guarantee = FROM
		FROM = {
			give_guarantee = ROOT
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = ITA_united_anarchist_confederations
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ITA_united_anarchist_confederations
		}
		hidden_effect = {
			news_event = {
				id = bba_news.111
				hours = 24
				random_hours = 12
			}
		}
	}
}