Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_invite_pince_su
Constructs: create_country_leader, prerequisite, limit, completion_reward, add_popularity, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_invite_pince_su
	icon = GFX_goal_generic_spy_connection
	prerequisite = {
		focus = MON_approach_japan
	} {
		focus = MON_rally_the_radicals
	}
	x = 0
	y = 2
	relative_position_id = MON_approach_japan
	cost = 10
	mutually_exclusive = {
		focus = MON_search_new_bogd_khan MON_shelter_the_banished
	}
	available = {
		fascism = > 0.15
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.05
		}
		MON_jap_low_influence_increase_effect = yes
		create_country_leader = {
			name = Pince Su
			desc =  
			picture = GFX_MON_Portrait_pince_su
			expire = 1965.1.1
			ideology = fascism_ideology
			traits = {
				intelligence_analyst r56_trait_opposed_to_communism
			}
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = yes
			}
			add_timed_idea = {
				idea = MON_japanese_administrative_assistance_lar
				days = 365
			}
		}
		else = {
			add_timed_idea = {
				idea = MON_japanese_administrative_assistance
				days = 365
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: Idea
Component: JAP_army_arsenals_emptied_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_arsenals_emptied_idea = {
	picture = SWE_hodgepodge_of_equipment
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = -0.1
	}
}
### Entity: Idea
Component: TUR_fundamentalism
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_fundamentalism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		weekly_manpower = 2500
	}
}
### Entity: Character
Component: UZB_baymirza_hayit
Source: game
File: common/characters/UZB.txt

Code:
UZB_baymirza_hayit = {
	name = UZB_baymirza_hayit
	portraits = {
		army = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_asia_2_democracy.dds
			small = GFX_idea_generic_army_asia_7
		}
	}
	advisor = {
		slot = army_chief
		idea_token = UZB_baymirza_hayit
		allowed = {
			original_tag = UZB
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
	}
}
### Entity: Event
Component: belgium.5
Constructs: is_triggered_only
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.5
	title = belgium.5.t
	desc = belgium.5.d
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = belgium.5.a
	}
}
### Entity: Idea
Component: BEL_aa_expertise
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_aa_expertise = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	modifier = {
		production_speed_anti_air_building_factor = 0.3
	}
}
### Entity: State History
Component: 902
Constructs: add_core_of
Source: game
File: history/states/902-Andorra.txt

Code:
state = {
	id = 902
	name = Andorra
	history = {
		owner = ADO
		add_core_of = ADO SPR FRA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			13316 1
		}
	}
	provinces = {
		13316
	}
	manpower = 35390
	buildings_max_level_factor = 1.0
	state_category = pastoral
}
### Entity: AI Strategy
Component: FRA_heavy_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_heavy_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 50
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 20
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 6
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 6
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_canno
# ... (truncated)
### Entity: Event
Component: himalaya_tibet.31
Constructs: is_triggered_only, fire_only_once, add_political_power, unlock_national_focus, set_country_flag
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.31
	title = himalaya_tibet.31.t
	desc = himalaya_tibet.31.desc
	picture = GFX_report_event_potala
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = himalaya_tibet.31.a
		add_political_power = -15
		effect_tooltip = {
			unlock_national_focus = TIB_persuade_the_regent
		}
		activate_mission = TIB_regent_resigns_mission
		deactivate_advisor = TIB_trimon_shappe
		hidden_effect = {
			set_country_flag = TIB_trimon_has_resigned
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_AIR_FTR_aircraft_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_FTR_aircraft_production_strategy = {
	enable = {
		has_country_flag = EAI_FTR_aircraft_production_strategy
		NOT = {
			has_country_flag = EAI_block_aircraft_production_strategy
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 100
	}
}
### Entity: Idea
Component: QUE_national_trade_unions
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_national_trade_unions = {
	allowed_civil_war = {
		always = no
	}
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_buildings_factor = 0.05
		industry_repair_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.075
		industrial_capacity_factory = 0.1
	}
}
### Entity: Character
Component: CHI_wang_yaowu
Source: game
File: common/characters/CHI.txt

Code:
CHI_wang_yaowu = {
	name = CHI_wang_yaowu
	portraits = {
		army = {
			large = GFX_portrait_chi_wang_yaowu
			small = GFX_idea_CHI_wang_yaowu
		}
	}
	corps_commander = {
		traits = {
			trait_cautious infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Shared Focus
Component: GUAY_nationalize_foreign_owned_companies
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_nationalize_foreign_owned_companies
	icon = GFX_focus_generic_annex_country_2
	x = 0
	y = 1
	relative_position_id = GUAY_disperse_military_power
	prerequisite = {
		focus = GUAY_disperse_military_power
	}
	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
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_uralbomber_program
Constructs: prerequisite, limit, completion_reward, add_mastery_bonus, add_doctrine_cost_reduction, add_tech_bonus, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_uralbomber_program
	icon = GFX_focus_generic_long_range_aircraft
	prerequisite = {
		focus = GER_aeronautical_research_institute
	}
	mutually_exclusive = {
		focus = GER_dive_bombers GER_tactical_bombers
	}
	x = 2
	y = 1
	relative_position_id = GER_aeronautical_research_institute
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_military_high_command generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = GER_robert_knauss
		add_mastery_bonus = {
			name = GER_uralbomber_program
			bonus = 0.05
			days = 180
			grand_doctrine = new_strategic_destruction
		} {
			name = GER_uralbomber_program
			bonus = 0.15
			days = 180
			track = heavy_aircraft
		}
		add_doctrine_cost_reduction = {
			name = GER_uralbomber_program
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
		add_tech_bonus = {
			name = GER_uralbomber_program
			bonus = 0.5
			uses = 1
			category = heavy_air
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = Ju 89
				type = large_plane_airframe_1
				allow_without_tech = no
				design_team = mio:GER_heinkel_organization
				modules = {
					fixed_main_weapon_slot = large_bomb_bay
					fixed_auxiliary_weapon_slot_1 = empty
					fixed_auxiliary_weapon_slot_2 = empty
					engine_type_slot = engine_2_4x
					special_type_slot_1 = lmg_defense_turret_2x
					special_type_slot_2 = lmg_defense_turret
				}
				icon = GFX_GER_strategic_bomber1_medium
				model = GER_strat_bomber_equipment_1_entity
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = heinkel
				}
				swap_ideas = {
					remove_idea = heinkel
					add_idea = GER_heinkel_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = heinkel
						add_idea = GER_heinkel_improved
					}
				}
			}
		}
		GER_modify_airforce_modifier = yes
		add_to_variable = {
			GER_military_air_range_factor = 0.15
			tooltip = air_range_factor_tt
		} {
			GER_military_air_strategic_bomber_bombing_factor = 0.05
			tooltip = air_strategic_bomber_bombing_factor_tt
		}
		
# ... (truncated)
### Entity: Event
Component: israel.33
Constructs: is_triggered_only, limit, add_to_variable, set_country_flag, check_variable, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.33
	title = israel.33.t
	desc = israel.33.d
	is_triggered_only = yes
	option = {
		name = israel.33.a
		add_to_variable = {
			ISR_conscription_factor_var = 0.1
		}
		custom_effect_tooltip = ISR_modify_constitution ISR_constitution_manpower ISR_urf_no_constitution
		set_country_flag = ISR_urf_no_constitution ISR_conscription_addressed
		subtract_from_variable = {
			ISR_constitution_votes = ISR_urf_seats
		}
		if = {
			limit = {
				check_variable = {
					ISR_constitution_votes = > 60
				}
			}
			country_event = {
				id = israel.34
				days = 1
				random_hours = 12
			}
		}
		else = {
			effect_tooltip = {
				country_event = {
					id = israel.34
					days = 1
					random_hours = 12
				}
			}
			hidden_effect = {
				country_event = {
					id = israel.39
					days = 1
					random_hours = 12
				}
			}
		}
	} {
		name = israel.33.b
		country_event = {
			id = israel.34
			days = 1
			random_hours = 12
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_why_we_fight
Constructs: prerequisite, add_ideas, completion_reward, has_defensive_war, create_corps_commander
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_why_we_fight
	icon = GFX_focus_focus_fra_revolution_utmost
	mutually_exclusive = {
		focus = BEL_launch_V_campaign
	}
	prerequisite = {
		focus = BEL_benelux_faction BEL_join_britain_alliance BEL_armed_neutrality
	}
	available = {
		OR = {
			threat = > 0.8
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	relative_position_id = BEL_join_britain_alliance
	x = -3
	y = 2
	cost = 10
	ai_will_do = {
		base = 2
	}
	completion_reward = {
		add_ideas = why_we_fight_focus
		create_corps_commander = {
			name = Jean-Baptiste Piron
			portrait_path = gfx/leaders/BEL/Portrait_BEL_Jean-Baptiste_Piron.dds
			traits = {
				cavalry_leader combined_arms_expert
			}
			skill = 4
			attack_skill = 4
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 4
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: mongol.29
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, remove_ideas, add_war_support, save_event_target_as, clr_state_flag, clear_variable
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.29
	title = mongol.29.t
	desc = mongol.29.d
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			randomize_variable = {
				var = num_guns_loss_in_failed_medium_raid
				distribution = uniform
				min = 400
				max = 600
			} {
				var = num_support_loss_in_failed_medium_raid
				distribution = uniform
				min = 50
				max = 150
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM.FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_small_raid_cancelled
			}
		}
	}
	option = {
		name = mongol.29.a
		add_war_support = 0.05
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = num_guns_loss_in_failed_medium_raid
			producer = FROM.FROM
		}
		if = {
			limit = {
				has_tech = tech_support
			}
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = num_support_loss_in_failed_medium_raid
				producer = FROM.FROM
			}
		} {
			limit = {
				tag = MEN
				has_idea = MEN_mongol_raids
			}
			add_to_variable = {
				MEN_mongol_raid_counter = 1
			}
			if = {
				limit = {
					check_variable = {
						MEN_mongol_raid_counter = > 2
					}
				}
				remove_ideas = MEN_mongol_raids
			}
		}
	}
}
### Entity: Scripted Effect
Component: lerp
Constructs: set_temp_variable, add_to_temp_variable, set_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
lerp = {
	set_temp_variable = {
		x = lerp_x
	} {
		a = lerp_a
	} {
		b = lerp_b
	} {
		b_minus_a = b
	}
	clamp_temp_variable = {
		var = x
		min = 0
		max = 1
	}
	subtract_from_temp_variable = {
		b_minus_a = a
	}
	multiply_temp_variable = {
		b_minus_a = x
	}
	add_to_temp_variable = {
		b_minus_a = a
	}
	set_variable = {
		lerp_result = b_minus_a
	}
}
### Entity: AI Strategy
Component: GER_protect_swedish_ore
Constructs: has_war_with, has_capitulated, is_fully_controlled_by
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_protect_swedish_ore = {
	allowed = {
		original_tag = GER
	}
	enable = {
		NOT = {
			has_war_with = SWE
		}
		SWE = {
			has_capitulated = no
		}
		142 = {
			is_fully_controlled_by = ROOT
		}
		110 = {
			is_fully_controlled_by = ROOT
		}
		143 = {
			is_fully_controlled_by = ROOT
		}
		144 = {
			is_fully_controlled_by = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.05
		order_id = 1
		states = {
			142 110 143 144
		}
		area = europe
	}
}
### Entity: State History
Component: 825
Constructs: add_core_of
Source: game
File: history/states/825-Liechtenstein.txt

Code:
state = {
	id = 825
	name = Liechtenstein
	provinces = {
		13365
	}
	history = {
		owner = LIE
		victory_points = {
			13365 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 5
		}
		add_core_of = LIE
	}
	manpower = 10500
	state_category = large_town
	buildings_max_level_factor = 1.0
}
### Entity: Scripted Trigger
Component: EAI_LAW_available_war_economy
Constructs: has_completed_focus, has_war, limit, has_government, has_idea, has_war_support, has_dlc, has_defensive_war
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_war_economy = {
	NOT = {
		has_idea = war_economy
	}
	has_war_support = > 0.5
	OR = {
		has_government = fascism communism
		if = {
			limit = {
				PHI_SEA = yes
			}
			if = {
				limit = {
					has_idea = PHI_ties_with_nationalist_spain
				}
				has_idea = PHI_ties_with_nationalist_spain
			}
			else_if = {
				limit = {
					has_idea = PHI_ties_with_nationalist_spain_2
				}
				has_idea = PHI_ties_with_nationalist_spain_2
			}
			else = {
				hidden_trigger = {
					always = no
				}
			}
		}
		else = {
			hidden_trigger = {
				always = no
			}
		}
		custom_trigger_tooltip = {
			tooltip = or_clarification_tooltip
			always = no
		}
		AND = {
			has_war = yes
			any_enemy_country = {
				ic_ratio = {
					tag = ROOT
					ratio = > 0.4
				}
			}
		}
	}
	IF = {
		limit = {
			original_tag = HUN
			has_dlc = Death or Dishonor
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat
			}
		}
		ELSE = {
			NOT = {
				has_idea = HUN_treaty_of_triannon
			}
		}
	}
	ELSE_IF = {
		limit = {
			original_tag = HUN
			has_dlc = Gotterdammerung
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
					}
				}
			}
		}
		ELSE = {
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
					}
				}
			}
		}
	}
	if = {
		limit = {
			has_completed_focus = USA_limited_intervention
			has_defensive_war = no
		}
		has_war_support = > 0.75
		congress_high_support_trigger = yes
	} {
		limit = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		NOT = {
			OR = {
				has_active_mission = TUR_etatism_crisis_1 TUR_etatism_crisis_2 TUR_etatism_crisis_4
			}
		}
	}
}
### Entity: Character
Component: KMT_failed_organizer2
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_failed_organizer2 = {
	random = no
	sprite = 13
	political_power_factor = -0.1
	stability_factor = -0.025
	consumer_goods_factor = 0.05
}
### Entity: Event
Component: political.18
Constructs: is_triggered_only, add_stability, set_politics
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.18
	title = political.18.t
	desc = political.18.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = political.18.c
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_stability = -0.05
	}
}
### Entity: Order of Battle
Component: Baltiyskiy Flot
Source: game
File: history/units/SOV_1939_naval_mtg.txt

Code:
fleet = {
	name = Baltiyskiy Flot
	naval_base = 3151
	task_force = {
		name = Baltiyskiy Flot
		location = 3151
		ship = {
			name = Marat
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = SOV
					version_name = Marat Class
				}
			}
		} {
			name = Oktyabrskaya Revolutsiya
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = SOV
					version_name = Marat Class
				}
			}
		} {
			name = Kirov
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SOV
					version_name = Kirov Class
				}
			}
		} {
			name = Marti
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SOV
					version_name = Marti Class
				}
			}
		} {
			name = Leningrad
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Leningrad & Minsk Class
				}
			}
		} {
			name = Gremyashchiy
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Gnevnyy Class
				}
			}
		} {
			name = Groznyy
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Gnevnyy Class
				}
			}
		} {
			name = Gnevnyy
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Gnevnyy Class
				}
			}
		} {
			name = Gordyy
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Gnevnyy Class
				}
			}
		} {
			name = Minsk
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Leningrad & Minsk Class
				}
			}
		} {
			name = Gromkiy
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Gnevnyy Class
				}
			}
		} {
			name = Smetlivyy
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Gnevnyy Class
				}
			}
		} {
			name = Stremitelnyy
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Gnevnyy C
# ... (truncated)