Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: VEN_the_push_to_end_captalism
Constructs: has_government, army_attack_factor
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_the_push_to_end_captalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	picture = home_of_the_revolution
	modifier = {
		justify_war_goal_time = -0.15
		army_attack_factor = 0.05
		conscription = 0.02
	}
}
### Entity: Event
Component: wtt_germany.1
Constructs: is_triggered_only, division_template, add_equipment_to_stockpile, set_stability, limit, has_government, has_country_flag, add_stability
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.1
	title = wtt_germany.1.t
	desc = wtt_germany.1.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = wtt_germany.1.a
		IF = {
			limit = {
				has_country_flag = GER_promised_erich_raeder_a_great_navy_flag
			}
			hidden_effect = {
				set_global_flag = GER_civil_war_has_started
				set_capital = {
					state = 55
				}
				start_civil_war = {
					ruling_party = neutrality
					ideology = fascism
					size = 0.5
					navy_ratio = 0.1
					capital = 64
					states = all
					keep_all_characters = yes
					states_filter = {
						OR = {
							state = 64 61 52 53 54 60 65 66 67 68 62 63 5
						}
						is_controlled_by = ROOT
					}
					PREV = {
						GER_adolf_hitler = {
							set_nationality = PREV.PREV
						}
						GER_heinrich_himmler = {
							set_nationality = PREV.PREV
						}
						GER_walter_model = {
							set_nationality = PREV.PREV
						}
						GER_hermann_hoth = {
							set_nationality = PREV.PREV
						}
						GER_walter_kruger = {
							set_nationality = PREV.PREV
						}
						GER_paul_hausser = {
							set_nationality = PREV.PREV
						}
						GER_sepp_dietrich = {
							set_nationality = PREV.PREV
						}
						GER_felix_steiner = {
							set_nationality = PREV.PREV
						}
					}
					IF = {
						limit = {
							PREV.PREV = {
								NOT = {
									has_country_leader = {
										ruling_only = yes
										character = GER_adolf_hitler
									}
								}
								has_civil_war = yes
							}
						}
						PREV.PREV = {
							promote_character = {
								character = GER_adolf_hitler
								ideology = nazism
							}
						}
					}
					PREV.PREV = {
						set_variable = {
							GER_monthly_consumer_goods_increase = GER_monthly_consumer_goods_start
						} {
							GER_industrial_consumer_goods_factor = 0.1
						} {
							GER_industrial_civilian_intel_to_others = -25
						} {
							GER_industrial_army_intel_to_others = -25
						} {
							GER_industrial_navy_intel_to_others = -25
						} {
							GER_industrial_airforce_intel_to_others = -25
						} {
							GER_industrial_production_speed_arms_factory_factor = 0.1
						} {
							GER_industrial_production_speed_dockyard_factor = 0.1
						} {
							GER_industrial_industrial_capacity_factory = 0
						} {
							GER_industrial_industrial_capacity_dockyard = 0
						} {
							GER_industrial_p
# ... (truncated)
### Entity: Unit Template
Component: SOV_BC_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		SOV
	}
	can_use = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	fallback_name = Lineyny Kreyser %d
	unique = {
		Kronshtadt Sevastopol Stalingrad Moskva Kirov Frunze Kalinin Oktyabrskaya Revolutsiya Dzerzhinsky Admiral Ushakov Admiral Lazarev Admiral Nakhimov Yuri Andropov Admiral Kuznetsov
	}
}
### Entity: AI Strategy
Component: default_artillery_equipment_major_at_war
Constructs: has_war, is_major, has_template_containing_unit
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_artillery_equipment_major_at_war = {
	enable = {
		num_of_military_factories = > 20
		is_major = yes
		has_war = yes
		OR = {
			has_template_containing_unit = artillery artillery_brigade
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = artillery
		value = 1
	}
}
### Entity: Character
Component: POL_Freighter_Manufacturer
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Freighter_Manufacturer = {
	random = no
	trade_opinion_factor = 0.15
	production_factory_start_efficiency_factor = 0.05
}
### Entity: Unit Template
Component: INS_INF_01
Source: game
File: common/units/names_divisions/INS_names_divisions.txt

Code:
INS_INF_01 = {
	name = TKR Infantry Division
	for_countries = {
		INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Divisi %d TKR
}
### Entity: Unit Template
Component: FIN_DD_HISTORICAL
Source: game
File: common/units/names_ships/FIN_ship_names.txt

Code:
FIN_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		FIN
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = Hävittäjä %d
	unique = {
		Hämeenmaa Matti Kurki Uusimaa Karjala Turunmaa Sisu Hurja Isku Syöksy Nuoli Vinha Raju Vasama Vihuri Viima
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_pugno_alzato
Constructs: prerequisite, has_war, limit, has_government, add_war_support, is_major, completion_reward, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_pugno_alzato
	icon = GFX_focus_ITA_corpo_volontari_della_liberta
	prerequisite = {
		focus = ITA_gruppi_di_difesa_della_donna ITA_a_new_era_for_the_red_shirts
	}
	x = 1
	y = 1
	relative_position_id = ITA_gruppi_di_difesa_della_donna
	cost = 10
	available = {
		has_war = yes
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_war_support = 0.1
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = ITA_pugno_alzato_wargoals_tt
		if = {
			limit = {

			}
			custom_effect_tooltip = generic_current_effects
			every_other_country = {
				limit = {
					has_government = fascism
					OR = {
						is_major = yes
						is_neighbor_of = ROOT
					}
				}
				ROOT = {
					create_wargoal = {
						type = topple_government
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_royal_regiment_of_canadian_artillery
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_royal_regiment_of_canadian_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = CAN_canadian_infantry_corps
	}
	x = -1
	y = 3
	relative_position_id = CAN_army_modernization
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.15
		}
		add_tech_bonus = {
			name = CAN_royal_regiment_of_canadian_artillery
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: Character
Component: XIC_young_marshall
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
XIC_young_marshall = {
	random = no
	sprite = 13
	stability_factor = -0.1
	defensive_war_stability_factor = 0.3
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_faith_resilience_heritage
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_faith_resilience_heritage
	icon = GFX_goal_orthodoxy
	prerequisite = {
		focus = ARM_royal_guards ARM_hayk_youth
	}
	relative_position_id = ARM_royal_guards
	x = 3
	y = 2
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		add_ideas = ARM_faith_resilience_heritage_idea
	}
}
### Entity: Event
Component: SEA_china.20
Constructs: is_triggered_only, ai_chance, remove_from_array
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.20
	title = SEA_china.20.t
	desc = SEA_china.20.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.20.a
		ai_chance = {
			base = 1
		}
		CHI = {
			CHI_reduce_nine_power_malus = yes
		}
		remove_from_array = {
			array = CHI.nine_power_treaty_signatories
			value = FROM
		}
	}
}
### Entity: State History
Component: 450
Constructs: add_core_of
Source: game
File: history/states/450-Benghasi.txt

Code:
state = {
	id = 450
	name = STATE_450
	manpower = 82535
	state_category = wasteland
	history = {
		owner = ITA
		victory_points = {
			11954 3
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			11954 = {
				naval_base = 1
			}
		}
		add_core_of = LBA
	}
	provinces = {
		1127 4120 10123 11954
	}
	local_supplies = 0.0
}
### Entity: Character
Component: POL_Flamboyant_Activist
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Flamboyant_Activist = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	drift_defence_factor = -0.05
}
### Entity: State History
Component: 1043
Constructs: add_claim_by, add_core_of, add_to_array
Source: game
File: history/states/1043-Suourland.txt

Code:
state = {
	id = 1043
	name = STATE_1043
	history = {
		owner = ICE
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			13331 1
		}
		add_claim_by = DEN
		add_core_of = ICE
		add_to_array = {
			state_victory_points = 13331
		}
	}
	provinces = {
		12689 13325 13326 13331 13332
	}
	manpower = 38623
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Event
Component: tsr_manchukuo_border_war.3
Constructs: is_triggered_only, set_state_owner_to
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo_border_war.3
	is_triggered_only = yes
	title = tsr_manchukuo_border_war.3.t
	desc = tsr_manchukuo_border_war.3.desc
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		name = tsr_manchukuo_border_war.3.a
		trigger = {
			original_tag = MAN
		}
		transfer_state = 608
	} {
		name = tsr_manchukuo_border_war.3.b
		trigger = {
			NOT = {
				original_tag = MAN
			}
		}
		effect_tooltip = {
			608 = {
				set_state_owner_to = MAN
			}
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_red_army
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_red_army
	icon = GFX_postive_heroism
	prerequisite = {
		focus = SCO_political_commissars
	}
	x = -1
	y = 1
	relative_position_id = SCO_political_commissars
	cost = 10
	ai_will_do = {
		factor = 12
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = GEN_red_army
	}
}
### Entity: Event
Component: lar_spain.70
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.70
	title = lar_spain.70.t
	desc = lar_spain.70.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_spain.70.a
	}
}
### Entity: Modifier Reference
Component: GER_navy_communist_modifier
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_navy_communist_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_navy
	custom_modifier_tooltip = GER_military_modifier_tt
	naval_heavy_gun_hit_chance_factor = GER_military_naval_heavy_gun_hit_chance_factor
	screening_efficiency = GER_military_screening_efficiency
	screening_without_screens = GER_military_screening_without_screens
	navy_max_range_factor = GER_military_navy_max_range_factor
	convoy_raiding_efficiency_factor = GER_military_convoy_raiding_efficiency_factor
	naval_light_gun_hit_chance_factor = GER_military_naval_light_gun_hit_chance_factor
	naval_hit_chance = GER_military_naval_hit_chance
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_timurid_bureaucracy
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_timurid_bureaucracy
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = RAJ_a_peacock_prince
	}
	x = 2
	y = 0
	relative_position_id = RAJ_sharpen_the_tulwar
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		if = {
			limit = {
				has_idea = RAJ_marginalized_muslim_community
			}
			swap_ideas = {
				remove_idea = RAJ_marginalized_muslim_community
				add_idea = idea_RAJ_timurid_bureaucracy
			}
		}
		else = {
			add_ideas = idea_RAJ_timurid_bureaucracy
		}
	}
}
### Entity: Special Project
Component: sp_air_generic_reward_major_progress_3
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, add_breakthrough_progress, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_major_progress_3 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_major_progress_flag
		}
	}
	option = {
		token = sp_air_generic_reward_option_major_breakthrough
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.high
					set_project_flag = sp_air_generic_reward_major_progress_flag
				}
				add_breakthrough_progress = {
					specialization = specialization_air
					value = sp_breakthrough_progress.medium
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_air
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_air
					}
				}
			}
		}
	}
}
### Entity: Character
Component: avid_turanist
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
avid_turanist = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	war_support_factor = 0.1
	non_core_manpower = 0.025
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_organize_the_iron_wolf
Constructs: prerequisite, completion_reward, has_active_mission, cancel_if_invalid
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_organize_the_iron_wolf
	icon = GFX_focus_LIT_organize_the_iron_wolf
	prerequisite = {
		focus = LIT_free_voldemares
	}
	x = -1
	y = 1
	relative_position_id = LIT_free_voldemares
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_active_mission = LIT_iron_wolf_partisans
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		LIT_iron_wolf_up_effect = yes
	}
}
### Entity: Modifier Reference
Component: night
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
night = {
	air_bombing_targetting = -0.5
	carrier_traffic = -1.0
	naval_hit_chance = -0.25
	naval_retreat_speed = 0.1
	air_attack_factor = -0.5
}
### Entity: AI Strategy
Component: MAN_shoudlnt_be_protected_by_europeans
Constructs: send_volunteers_desire
Source: game
File: common/ai_strategy/MAN_ai_strategies.txt

Code:
MAN_shoudlnt_be_protected_by_europeans = {
	allowed = {
		OR = {
			original_tag = GER ITA
		}
	}
	enable = {
		MAN = {
			exists = yes
		}
	}
	abort = {
		MAN = {
			exists = no
		}
	}
	ai_strategy = {
		type = protect
		id = MAN
		value = -100
	} {
		type = send_volunteers_desire
		id = MAN
		value = -50
	}
}
### Entity: Idea
Component: EAI_DD_10/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_direct_the_universities
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_direct_the_universities
	available = {
		num_of_factories = > 50
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_adopt_the_26_points
	}
	icon = GFX_focus_research2
	x = -1
	y = 1
	relative_position_id = SPA_adopt_the_26_points
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: State History
Component: 1064
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/1064-Arica.txt

Code:
state = {
	id = 1064
	name = STATE_1064
	manpower = 273465
	state_category = rural
	resources = {
		tungsten = 14
	}
	history = {
		owner = CHL
		add_core_of = CHL BOL
		add_claim_by = PRU
		add_to_array = {
			state_victory_points = 5131
		} {
			state_victory_points = 8217
		}
		buildings = {
			infrastructure = 1
			arms_factory = 1
			air_base = 1
		}
		victory_points = {
			5131 2
		} {
			8217 1
		}
	}
	provinces = {
		13362 5131 8231 8217 13484
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AEdit-inprogress.png.html

Doc:
File

File history

File usage

Metadata
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### Entity: National Focus
Tree: per_focus
Component: PER_promote_atheism
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_promote_atheism
	icon = GFX_goal_CRO_muslims_excluded
	cost = 10
	prerequisite = {
		focus = PER_nationalize_the_means_of_production PER_federalize_the_nation
	}
	mutually_exclusive = {
		focus = PER_islamic_socialism_focus
	}
	x = 11
	y = 4
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_stability = -0.1
		add_ideas = PER_promote_atheism
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Technology
Component: etax_air_defense_2
Constructs: is_major, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_moonshot
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1941
	category_fighter = {
		air_agility = 0.1
		air_attack = 0.05
		air_defence = 0.05
	}
	category_heavy_fighter = {
		air_agility = 0.1
		air_attack = 0.05
		air_defence = 0.05
	}
	folder = {
		name = etax_folder
		position = {
			x = -10
			y = 8
		}
	}
	categories = {
		r56_special_research_division air_doctrine air_equipment cat_strategic_destruction cat_battlefield_support cat_operational_integrity
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			AND = {
				date = > 1941.1.1
				is_major = yes
			}
		} {
			factor = 7
			AND = {
				date = > 1942.1.1
				is_major = yes
			}
		} {
			factor = 8
			AND = {
				date = > 1943.1.1
				is_major = yes
			}
		}
	}
}
### Entity: Event
Component: belgium.13
Constructs: is_triggered_only, add_opinion_modifier, set_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.13
	title = belgium.13.t
	desc = belgium.13.d
	picture = GFX_report_event_map_benelux
	is_triggered_only = yes
	option = {
		name = belgium.13.a
		set_country_flag = BEL_economic_iniative_yes_hol
		HOL = {
			add_opinion_modifier = {
				target = BEL
				modifier = bel_hol_diplomacy_focus
			}
		}
	}
}
### Entity: Character
Component: SWE_former_autocrat_upgraded
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_former_autocrat_upgraded = {
	random = no
	fascism_acceptance = 20
	neutrality_acceptance = 20
	neutrality_drift = 0.01
	command_power_gain_mult = 0.15
}
### Entity: Idea
Component: BOL_plurinational_democracy
Constructs: stability_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/bolivia.txt

Code:
BOL_plurinational_democracy = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = GFX_idea_BOL_plurinational_democracy
	modifier = {
		non_core_manpower = 0.25
		stability_factor = 0.15
		democratic_drift = 0.05
		army_core_defence_factor = 0.1
	}
}
### Entity: Character
Component: VEN_antonio_casas_gonzalez
Source: game
File: common/characters/VEN.txt

Code:
VEN_antonio_casas_gonzalez = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = VEN_antonio_casas_gonzalez
		ledger = navy
		allowed = {
			original_tag = VEN
		}
		traits = {
			naval_theorist
		}
	}
	name = Antonio Casas Gonzalez
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: Event
Component: AAT_norway_rikstanken.9
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, add_opinion_modifier, set_technology, has_variable, add_popularity
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_rikstanken.9
	title = AAT_norway_rikstanken.9.t
	desc = AAT_norway_rikstanken.9.desc
	picture = GFX_report_event_tanks_mexico_city
	trigger = {
		hidden_trigger = {
			NOR_tank_seller_still_exists = yes
		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_rikstanken.9.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		if = {
			limit = {
				has_variable = NOR_communist_tank_seller
			}
			add_popularity = {
				ideology = communism
				popularity = 0.12
			}
		} {
			limit = {
				FROM = {
					OR = {
						AND = {
							has_equipment = {
								light_tank_chassis = > 299
							}
							has_DLC = No Step Back
						} {
							has_equipment = {
								light_tank_equipment_1 = > 299
							}
							NOT = {
								has_DLC = No Step Back
							}
						}
					}
				}
			}
			add_equipment_subsidy = {
				cic = 750
				equipment_type = light_tank_chassis
				seller_tags = {
					FROM
				}
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.12
			}
		} {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				set_technology = {
					gwtank_chassis = 1
					popup = yes
				}
				add_equipment_to_stockpile = {
					type = light_tank_chassis
					amount = 300
					producer = FROM
				}
			}
			else = {
				set_technology = {
					gwtank = 1
					popup = yes
				}
				add_equipment_to_stockpile = {
					type = gw_tank_equipment
					amount = 300
					producer = FROM
				}
			}
			ROOT = {
				add_cic = 1500
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = NOR_bought_tanks_from_us
			}
		}
	}
}
### Entity: Idea
Component: JAP_mitsubishi_shipyard
Constructs: research_bonus
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_mitsubishi_shipyard = {
	allowed = {
		original_tag = JAP
	}
	picture = mitsubishi
	name = mitsubishi
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
	modifier = {

	}
}