Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: dismissal_rule_world_tension
Constructs: has_government, is_faction_leader, has_added_tension_amount
Source: game
File: common/factions/rules/dismissal_rules.txt

Code:
dismissal_rule_world_tension = {
	type = dismissal_rules
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_government = democratic
			is_faction_leader = yes
		}
	}
	dismiss_member_trigger = {
		has_added_tension_amount = > 0.1
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: limit, every_country, has_country_flag, remove_from_array, change_scope, set_country_flag, is_in_array, add_to_array
Source: game
File: common/scripted_guis/IC_invasion_control_scripted_gui.txt

Code:
scripted_gui = {
	IC_state_icon_new_rules_window = {
		window_name = IC_state_icon_new_rules_window
		context_type = state_mapicon
		visible = {
			ROOT = {
				has_country_flag = IC_show_border_avoidance_window
			}
		}
		mapicon_targets = {
			target_array = ROOT.IC_target_state_array
		}
		effects = {
			IC_new_icon_click = {
				remove_from_array = {
					ROOT.IC_target_state_array = THIS.id
				}
				ROOT = {
					IC_refresh_gui = yes
				}
			}
		}
	}
	IC_main_window = {
		context_type = player_context
		window_name = IC_window
		parent_window_token = selected_country_view_diplomacy
		dirty = ROOT.IC_refresh_gui
		visible = {
			has_country_flag = IC_show_border_avoidance_window
		}
		dynamic_lists = {
			IC_selected_country_grid = {
				array = IC_selected_country_array
				change_scope = yes
				entry_container = IC_selected_country_entry
			}
			IC_countries_with_rules_grid = {
				array = IC_countries_with_rules_array
				change_scope = yes
				entry_container = IC_countries_with_rules_entry
			}
		}
		properties = {
			IC_selected_country_flag_icon = {
				image = [This.GetFlag]
			}
			IC_countries_with_rules_flag_icon = {
				image = [This.GetFlag]
			}
		}
		effects = {
			IC_set_button_click = {
				for_each_scope_loop = {
					array = ROOT.IC_selected_country_array
					set_country_flag = {
						flag = EAI_MILITARY_NAVAL_invasion_force_reselection
						value = 1
						days = 14
					}
					for_each_scope_loop = {
						array = ROOT.IC_target_country_array
						if = {
							limit = {
								NOT = {
									tag = PREV
								}
							}
							if = {
								limit = {
									NOT = {
										is_in_array = {
											PREV.IC_active_other_country_rules = THIS.id
										}
									}
								}
								add_to_array = {
									PREV.IC_active_other_country_rules = THIS.id
								}
							} {
								limit = {
									NOT = {
										is_in_array = {
											ROOT.IC_countries_with_rules_array = PREV.id
										}
									}
								}
								add_to_array = {
									ROOT.IC_countries_with_rules_array = PREV.id
								}
							}
						}
					} {
						array = ROOT.IC_target_state_array
						if = {
							limit = {
								NOT = {
									is_in_array = {
										PREV.IC_active_state_rules = THIS.id
									}
								}
							}
							add_to_array = {
								PREV.IC_active_state_rules = THIS.id
							}
						} {
							limi
# ... (truncated)
### Entity: Name List
Component: YEM
Source: game
File: common/names/00_names.txt

Code:
YEM = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir Chandler
		}
		surnames = {
			ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
		}
	}
	female = {
		names = {
			Nadiyya Adila Amsha Asiya Faghira Habiba Hanifa Jahaira Kamala Layla Maryam Nafisa Nyawela Parand Parween Paymaneh Paywand Qamara Rafiqa Rasa Rashida Reshawna Saaman Sabba Saghar Sahba Sajida Samira Semeah Setara Shahrbano Shahzadah Shameem Shararah Sheeftah Sheeva Shogofa Shokouh Shola Sholah Simin Souzan Taliba Tanaz Taneen Yagana Yakta Yasmin Zaynab
		}
		surnames = {
			bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far ibm Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf al-Najdi al-Hijazi
		}
	}
}
### Entity: Idea
Component: MNT_armed_villagers
Source: game
File: common/ideas/tykn_generic.txt

Code:
MNT_armed_villagers = {
	available = {
		original_tag = MNT
	}
	allowed_civil_war = {
		always = yes
	}
	picture = citizen_militia_1
	modifier = {
		conscription = 0.005
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_persecute_believers
Constructs: prerequisite, has_government, add_stability, completion_reward, add_timed_idea, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_persecute_believers
	icon = GFX_goal_CRO_muslims_excluded
	x = 1
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_form_khad
	}
	relative_position_id = AFG_form_khad
	ai_will_do = {
		factor = 1
	}
	cost = 8
	completion_reward = {
		add_stability = -0.1
		add_timed_idea = {
			idea = AFG_persecuted_believers
			days = 365
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = 0.1
			tooltip_side = AFG_khalq_side
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Unit Leader
Component: too_young_too_simple
Constructs: gain_xp, planning_speed
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
too_young_too_simple = {
	type = field_marshal
	trait_type = personality_trait
	allowed = {
		always = no
	}
	gain_xp = {
		always = no
	}
	modifier = {
		land_reinforce_rate = 1
		planning_speed = 10
		max_planning = 1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: india.4271
Constructs: is_triggered_only, ai_chance, set_variable, add_extra_state_shared_building_slots, add_building_construction, random_list
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4271
	title = india.4271.t
	desc = india.4271.desc
	picture = GFX_report_event_picture_RAJ_Hyderabad_Palace
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 1013
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4271.a
		427 = {
			prince_integration = yes
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		var:current_state = {
			random_list = {
				0 = {
					modifier = {
						add = var:temp_calc_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.10130
							hours = 48
						}
					}
				} {
					modifier = {
						add = var:voting_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.10131
							hours = 48
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Decision
Component: PHI_american_intervention_category
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, is_good, has_war_with_major, cancel_trigger, set_country_flag
Source: game
File: common/decisions/PHI.txt

Code:
PHI_american_intervention_category = {
	PHI_american_intervention_declare_war_mission = {
		icon = GFX_decision_generic_prepare_civil_war
		fire_only_once = yes
		is_good = yes
		days_mission_timeout = PHI_american_intervention_original_timer
		allowed = {
			always = no
		}
		available = {
			has_war_with_major = yes
			USA = {
				has_war_with_major = yes
			}
		}
		cancel_trigger = {
			OR = {
				has_country_flag = PHI_american_intervention_is_over
				has_completed_focus = PHI_treaty_of_manila
			}
		}
		timeout_effect = {
			USA = {
				country_event = {
					id = SEA_PHI_political_events.13
				}
			}
			custom_effect_tooltip = PHI_america_declare_war
			set_country_flag = PHI_american_intervention_is_over
		}
	}
	PHI_american_intervention_donate_us_senate = {
		icon = GFX_decision_hol_exchange_intelligence_data
		cost = 75
		days_re_enable = 60
		complete_effect = {
			set_variable = {
				PHI_american_intervention_value_to_add = -15
			}
			PHI_american_intervention_change_value = yes
			custom_effect_tooltip = PHI_american_intervention_change_value_medium_decrease_tt
			if = {
				limit = {
					NOT = {
						has_country_flag = PHI_has_bribed_senate
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt PHI_repeatable_except_delay
				set_country_flag = PHI_has_bribed_senate
				add_days_mission_timeout = {
					mission = PHI_american_intervention_declare_war_mission
					days = 60
				}
			}
		}
		ai_will_do = {
			base = 250
			modifier = {
				add = -50
				has_country_flag = PHI_has_bribed_senate
			}
		}
	}
	PHI_american_intervention_ban_communist_paper = {
		icon = GFX_decision_generic_police_action
		cost = 25
		days_re_enable = 60
		visible = {
			NOT = {
				has_country_flag = PHI_block_paper_banning
			}
		}
		complete_effect = {
			set_variable = {
				PHI_american_intervention_value_to_add = -10
			}
			PHI_american_intervention_change_value = yes
			custom_effect_tooltip = PHI_american_intervention_change_value_small_decrease_tt generic_skip_one_line_tt
			if = {
				limit = {
					NOT = {
						has_country_flag = PHI_has_banned_paper
					}
				}
				set_country_flag = PHI_has_banned_paper
				add_days_mission_timeout = {
					mission = PHI_american_intervention_declare_war_mission
					days = 90
				}
				custom_effect_tooltip = PHI_repeatable_except_delay generic_skip_one_line_tt PHI_american_interference_dynamic_modifier
# ... (truncated)
### Entity: Character
Component: BUL_nikola_totev_markov
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_nikola_totev_markov = {
	advisor = {
		slot = navy_chief
		idea_token = BUL_nikola_totev_markov
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
			original_tag = BUL
		}
		traits = {
			navy_chief_decisive_battle_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BUL_nikola_totev_markov
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
}
### Entity: Character
Component: PHI_philantropic_falangist
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
PHI_philantropic_falangist = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	opinion_gain_monthly_same_ideology_factor = 0.25
	fascism_drift = 0.05
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_join_the_axis
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_join_the_axis
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = AUS_demand_hungarian_submission AUS_bring_hungary_back_into_the_fold
	}
	mutually_exclusive = {
		focus = AUS_reforming_the_central_powers AUS_a_royal_alliance
	}
	x = 4
	y = 2
	relative_position_id = AUS_demand_hungarian_submission
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			GER = {
				exists = yes
				OR = {
					has_government = fascism neutrality
				}
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			ITA = {
				exists = yes
				OR = {
					has_government = fascism neutrality
				}
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		is_in_faction = no
		is_subject = no
	}
	bypass = {

	}
	offset = {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_bring_hungary_back_into_the_fold AUS_legacy_of_the_empire
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				AND = {
					GER = {
						exists = yes
						OR = {
							has_government = fascism neutrality
						}
						is_faction_leader = yes
					}
				}
			}
			GER = {
				country_event = {
					id = AUS_political_events.40
					hours = 6
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AUS_join_the_axis_tt
		}
		ELSE_IF = {
			limit = {
				AND = {
					ITA = {
						exists = yes
						OR = {
							has_government = fascism neutrality
						}
						is_faction_leader = yes
					}
				}
			}
			ITA = {
				country_event = {
					id = AUS_political_events.40
					hours = 6
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: set_division_template_lock
Constructs: division_template, set_division_template_lock, is_locked
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_division_template_lock

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Set lock status for a division template
Example: set_division_template_lock = { division_template = <name> is_locked = <bool (default:true)> }
```
### Entity: Effect Reference
Construct: country_lock_all_division_template
Constructs: country_lock_all_division_template, set_division_template_lock, is_locked
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## country_lock_all_division_template

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Lock all the division template at the country level. Note that you need to unlock them in the same way Can also supply the reason it is locked with localization key(You can't use 'set_division_template_lock' individually, because the lock at the country level will not be removed)Ex:country_lock_all_division_template = yescountry_lock_all_division_template = {  is_locked = yes  desc = LOC_KEY}
```
### Entity: Idea
Component: SWE_gotaverken_retooled_for_rapid_repairs
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_gotaverken_retooled_for_rapid_repairs = {
	picture = generic_navy_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	allowed = {
		tag = SWE
	}
	modifier = {
		repair_speed_factor = 0.25
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_air_transport
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_air_transport
* description: Total produced equipment of typeair_transport
### Entity: Event
Component: INS_dutch_events.3
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_dutch_events.3
	title = INS_dutch_events.3.t
	desc = INS_dutch_events.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_dutch_events.3.a
		custom_effect_tooltip = INSHOL_naval_program_rejected_tt
		hidden_effect = {
			INS = {
				set_country_flag = INS_navy_transfer_rejected_flag
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Idea
Component: SIA_professional_army_r56
Constructs: removal_cost, mobilization_speed, coordination_bonus
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_professional_army_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_lead_by_example
	modifier = {
		army_org_factor = 0.1
		army_core_defence_factor = 0.05
		army_morale_factor = 0.1
		training_time_army_factor = -0.1
		mobilization_speed = 0.1
		mobilization_laws_cost_factor = -0.25
		army_strength_factor = 0.1
		coordination_bonus = 0.1
		land_reinforce_rate = 0.03
		conscription = 0.015
		non_core_manpower = 0.03
	}
}
### Entity: Event
Component: nsb_news.12
Constructs: is_triggered_only, has_country_leader_ideology
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.12
	title = nsb_news.12.t
	desc = nsb_news.12.desc
	picture = GFX_news_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = nsb_news.12.a
		trigger = {
			NOT = {
				has_country_leader_ideology = stalinism
			}
		}
	} {
		name = nsb_news.12.b
		trigger = {
			has_country_leader_ideology = stalinism
		}
	}
}
### Entity: Order of Battle
Component: 1st Gemunu Watch
Constructs: division_template
Source: game
File: history/units/SRL_1936.txt

Code:
division = {
	name = 1st Gemunu Watch
	location = 1213
	division_template = Gemunu Watch
	start_experience_factor = 0.4
	start_equipment_factor = 0.7
}
### Entity: Character
Component: EST_august_jakobson
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_august_jakobson = {
	name = EST_august_jakobson
	portraits = {
		army = {
			small = GFX_idea_EST_august_jakobson
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_august_jakobson
		allowed = {
			OR = {
				original_tag = EST SWE
			}
			has_dlc = No Step Back
		}
		available = {
			OR = {
				has_completed_focus = BALTIC_revolutionary_cabinet
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			revolutionary_poet
		}
	}
}
### Entity: Event
Component: austria.5019
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.5019
	title = austria.5019.t
	desc = austria.5019.d
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	option = {
		name = austria.5019.a
		create_wargoal = {
			target = FROM
			expire = 0
			type = take_state_focus
			generator = {
				82 83 84 76
			}
		}
	}
}
### Entity: Effect Reference
Construct: set_mio_task_capacity
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_mio_task_capacity

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Set the maximum task capacity in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Input value cannot be negative.
If the capacity is reduced and the MIO becomes over-assigned, the current tasks will be allowed.
It's only later that the player will feel the new restrictions.
ex:
mio:my_mio = {
  set_mio_task_capacity = 3
  set_mio_task_capacity = var:my_number_var
}
```
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/SWI_1939_BBA.txt

Code:
division = {
	location = 9622
	division_template = Swiss Citizen Militia
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: National Focus
Tree: ast_focus
Component: AST_fund_australian_defense_research
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_fund_australian_defense_research
	icon = GFX_focus_research
	prerequisite = {
		focus = AST_rationing_and_recycling
	} {
		focus = AST_classify_aliens
	}
	x = 1
	y = 4
	relative_position_id = AST_establish_advisory_war_council
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Modifier Reference
Construct: navy_intel_to_others
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_intel_to_others

* Number with 1 decimal places
* **Categories**: country
### Entity: Order of Battle
Component: Foreign Stations Command
Source: game
File: history/units/ENG_1939_Naval.txt

Code:
fleet = {
	name = Foreign Stations Command
	naval_base = 11064
	task_force = {
		name = North Atlantic Fleet
		location = 4135
		ship = {
			name = HMS Colombo
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = C-Class
				}
			}
		} {
			name = HMS Capetown
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = C-Class
				}
			}
		} {
			name = HMS Wryneck
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Keppel
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Vidette
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Vortigern
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Velox
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Watchman
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Douglas
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Active
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = A/B/C/D Class
				}
			}
		} {
			name = HMS Wishart
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Wrestler
			definition = destroyer
			start_experience_factor = 0.25
			equipment =
# ... (truncated)
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_singapore_conferences
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, has_full_control_of_state, add_doctrine_cost_reduction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_singapore_conferences
	prerequisite = {
		focus = HOL_go_with_britain
	}
	available = {
		has_completed_focus = HOL_unity_through_democracy
		has_government = democratic
		is_in_faction_with = ENG AST MAL
		NOT = {
			has_war_with = USA
		}
		OR = {
			MAL = {
				has_full_control_of_state = 336
			}
			ENG = {
				has_full_control_of_state = 336
			}
		}
	}
	bypass = {
		has_war_with = JAP
		NOT = {
			has_completed_focus = HOL_oranje_boven
		}
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 1
	y = 1
	relative_position_id = HOL_go_with_britain
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = HOL_the_singapore_conferences
			cost_reduction = 0.5
			uses = 4
			category = naval_doctrine
		}
	}
}
### Entity: Country History
Country: FRI
Component: FRI_characters
Constructs: recruit_character
Source: game
File: history/countries/FRI - French Indochina.txt

Code:
# Leaders & Characters for FRI
recruit_character = FRI_rené_robin FRI_jules_brévie FRI_georges_thierry_dargenlieu FRI_nguyen_tuong_tam FRI_ho_chi_minh FRI_cuong_de FRI_jean_decoux FRI_raoul_salan FRI_jules_antoine_buhrer FRI_maurice_martin FRI_ngo_dinh_diem FRI_henri_maux FRI_edmond_giscard_d_estain FRI_andre_homberg FRI_jean_de_beaumont FRI_ernest_outrey FRI_pierre_andre_michel_pages FRI_le_huu_canh FRI_truong_chinh FRI_tran_trong_kim FRI_frederic_geille FRI_henry_martin FRI_aime_le_tacon FRI_gabriel_sabattier FRI_eugene_mordant FRI_marcel_alessandri FRI_pierre_perrier