Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AFG_tournament_of_shadows_distrustful_idea
Constructs: has_war_with, has_capitulated, is_ally_with
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_tournament_of_shadows_distrustful_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		AFG = {
			OR = {
				exists = no
				has_capitulated = yes
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	targeted_modifier = {
		tag = AFG
		generate_wargoal_tension_against = -0.4
		trade_cost_for_target_factor = 0.25
	}
}
### Entity: Idea
Component: POR_funding_underground_resistance_groups
Constructs: removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_funding_underground_resistance_groups = {
	removal_cost = -1
	picture = MEX_politicised_army
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	modifier = {
		target_sabotage_factor = 0.2
		resistance_damage_to_garrison_on_our_occupied_states = 0.15
	}
}
### Entity: Character
Component: POL_marian_kukiel
Source: game
File: common/characters/POL.txt

Code:
POL_marian_kukiel = {
	name = POL_marian_kukiel
	portraits = {
		army = {
			large = GFX_portrait_POL_marian_kukiel
			small = GFX_idea_POL_marian_kukiel
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Scripted Trigger
Component: game_weight_can_add_democratic
Constructs: check_variable
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
game_weight_can_add_democratic = {
	GER = {
		AND = {
			OR = {
				check_variable = {
					democratic_game_weight = < fascist_game_weight
				} {
					democratic_game_weight = fascist_game_weight
				}
			}
		} {
			OR = {
				check_variable = {
					democratic_game_weight = < unaligned_game_weight
				} {
					democratic_game_weight = unaligned_game_weight
				}
			}
		} {
			OR = {
				check_variable = {
					democratic_game_weight = < communist_game_weight
				} {
					democratic_game_weight = communist_game_weight
				}
			}
		}
	}
}
### Entity: Character
Component: ENG_corgis_2
Constructs: has_completed_focus, has_government, has_country_leader, has_dlc
Source: game
File: common/characters/ENG.txt

Code:
ENG_corgis_2 = {
	name = ENG_corgis_2
	portraits = {
		army = {
			small = GFX_idea_ENG_corgis_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_corgis_2
		available = {
			has_government = neutrality
			has_completed_focus = ENG_the_kings_party
			has_country_leader = {
				name = Elizabeth II
				ruling_only = yes
			}
		}
		visible = {
			has_country_leader = {
				name = Elizabeth II
				ruling_only = yes
			}
		}
		allowed = {
			original_tag = ENG
			has_dlc = Man the Guns
		}
		traits = {
			heels_nipper
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.72
Constructs: is_triggered_only, ai_chance, has_war_with, has_opinion, is_in_faction
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.72
	title = AAT_Sweden_flashpoints.72.t
	desc = AAT_Sweden_flashpoints.72.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.72.a
		trigger = {
			NOT = {
				has_war_with = ENG
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				add = 10
				is_in_faction = yes
			} {
				factor = 10
				SWE_is_historical_ai = yes
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.73
				days = 7
			}
		}
	} {
		name = AAT_Sweden_flashpoints.72.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				SWE_is_historical_ai = yes
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.74
				days = 7
			}
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_synthetic_rubber_expertise
Constructs: prerequisite, completion_reward, modify_building_resources, add_tech_bonus
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_synthetic_rubber_expertise
	icon = GFX_goal_generic_basic_oil
	prerequisite = {
		focus = ARM_support_chemical_factories ARM_industrial_advancements
	}
	relative_position_id = ARM_support_chemical_factories
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		modify_building_resources = {
			building = synthetic_refinery
			resource = rubber
			amount = 2
		}
		add_tech_bonus = {
			name = GER_coal_liquidization
			bonus = 0.5
			ahead_reduction = 0.5
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RUBBER
	}
}
### Entity: Character
Component: BRD_fascist_guy
Constructs: has_government
Source: game
File: common/characters/BRD.txt

Code:
BRD_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BRD_fascist_guy
		allowed = {
			original_tag = BRD
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_increase_pope_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_increase_pope_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -1
		tooltip_side = ITA_pope_side
	}
}
### Entity: Idea
Component: r56_CAN_camp_borden_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_camp_borden_idea = {
	name = r56_CAN_camp_borden_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = r56_CAN_military_hat
	modifier = {
		training_time_factor = -0.1
		experience_gain_army = 0.01
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_the_pacific_coast_air_defence_radar_system
Constructs: prerequisite, limit, completion_reward, has_tech, cancel_if_invalid, complete_tooltip, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_the_pacific_coast_air_defence_radar_system
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = CAN_rcaf_station_borden
	}
	x = 1
	y = 1
	relative_position_id = CAN_rcaf_station_borden
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		has_tech = radio
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_tech_bonus = {
			name = CAN_the_pacific_coast_air_defence_radar_system
			bonus = 1.0
			uses = 1
			category = radar_tech
		}
		random_state = {
			limit = {
				has_state_flag = CAN_the_pacific_coast_air_defence_radar_system_radar1
			}
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = CAN_the_pacific_coast_air_defence_radar_system_radar2
			}
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = CAN_the_pacific_coast_air_defence_radar_system_radar3
			}
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_tech_bonus = {
			name = CAN_the_pacific_coast_air_defence_radar_system
			bonus = 1.0
			uses = 1
			category = radar_tech
		}
		if = {
			limit = {
				has_tech = radio_detection
			}
			random_owned_controlled_state = {
				prioritize = {
					473
				}
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = radar_station
						size = > 0
					}
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
				set_state_flag = CAN_the_pacific_coast_air_defence_radar_system_radar1
			} {
				limit = {
					NOT = {
						has_state_flag = CAN_the_pacific_coast_air_defence_radar_system_radar1
					}
					is_in_home_area = yes
					free_building_slots = {
						building = radar_station
						size = > 0
					}
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
				set_state_flag = CAN_the_pacific_coast_air_defence_radar_syst
# ... (truncated)
### Entity: AI Strategy
Component: EAI_dont_declare_on_IRQ
Constructs: is_in_faction, is_subject
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_dont_declare_on_IRQ = {
	enable = {
		IRQ = {
			OR = {
				is_in_faction = yes
				is_subject = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = IRQ
		value = 5000
	}
}
### Entity: Event
Component: spain.7
Constructs: has_country_flag, add_opinion_modifier, has_civil_war, is_lend_leasing, clr_country_flag
Source: game
File: events/Spain.txt

Code:
country_event = {
	id = spain.7
	title = spain.7.t
	desc = spain.7.d
	picture = GFX_report_event_spain_civil_war_volunteers_01
	trigger = {
		has_country_flag = promised_help_republican_spain
		SPR = {
			has_civil_war = yes
		}
		is_lend_leasing = SPR
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = spain.7.a
		clr_country_flag = promised_help_republican_spain
		SPR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = lend_leased_spanish_civil_war
			}
		}
	}
}
### Entity: Idea
Component: SNCAC
Constructs: has_completed_focus, has_country_flag, research_bonus
Source: game
File: common/ideas/france.txt

Code:
SNCAC = {
	picture = FRA_sncac
	allowed = {
		original_tag = FRA
	}
	visible = {
		has_completed_focus = FRA_reorganize_the_aviation_industry
	}
	available = {
		has_country_flag = FRA_SNCAC_formed
	}
	research_bonus = {
		air_equipment = 0.3
	}
	traits = {
		aircraft_manufacturer
	}
}
### Entity: Decision
Component: PAL_containing_husseinism
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, remove_ideas, has_country_flag, add_stability, fire_only_once, check_variable
Source: game
File: common/decisions/PAL.txt

Code:
PAL_containing_husseinism = {
	PAL_lower_resistance = {
		icon = GFX_decision_eng_trade_unions_support
		visible = {
			has_completed_focus = PAL_dismantle_secular_nationalism
		}
		fire_only_once = yes
		available = {
			custom_trigger_tooltip = {
				tooltip = MPL_order_above_50
				check_variable = {
					var = PAL_islamist_level
					value = 50
					compare = greater_than_or_equals
				}
			}
		}
		ai_will_do = {
			factor = 5000
		}
		complete_effect = {
			swap_ideas = {
				remove_idea = PAL_islamist_level1
				add_idea = PAL_islamist_level2
			}
		}
	}
	PAL_lower_resistance_2 = {
		icon = GFX_decision_eng_trade_unions_support
		visible = {
			has_idea = PAL_islamist_level2
			has_completed_focus = PAL_dismantle_secular_nationalism
		}
		fire_only_once = yes
		available = {
			custom_trigger_tooltip = {
				tooltip = MPL_order_above_75
				check_variable = {
					var = PAL_islamist_level
					value = 75
					compare = greater_than_or_equals
				}
			}
		}
		ai_will_do = {
			factor = 5000
		}
		complete_effect = {
			swap_ideas = {
				remove_idea = PAL_islamist_level2
				add_idea = PAL_islamist_level3
			}
		}
	}
	PAL_lower_resistance_3 = {
		icon = GFX_decision_eng_trade_unions_support
		visible = {
			has_idea = PAL_islamist_level3
			has_completed_focus = PAL_dismantle_secular_nationalism
		}
		fire_only_once = yes
		available = {
			custom_trigger_tooltip = {
				tooltip = MPL_order_100
				check_variable = {
					var = PAL_islamist_level
					value = 100
					compare = greater_than_or_equals
				}
			}
		}
		ai_will_do = {
			factor = 5000
		}
		complete_effect = {
			remove_ideas = PAL_islamist_level3
			clear_variable = PAL_islamist_level
			set_country_flag = PAL_finished_order
		}
	}
	PAL_islamist_resistance = {
		icon = GFX_decision_revolt
		days_mission_timeout = 45
		visible = {
			has_completed_focus = PAL_dismantle_secular_nationalism
		}
		allowed = {
			always = no
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = MPL_order_100
				check_variable = {
					var = PAL_islamist_level
					value = 100
					compare = greater_than_or_equals
				}
			}
		}
		is_good = no
		timeout_effect = {
			add_to_variable = {
				PAL_islamist_level = -10
			}
			custom_effect_tooltip = PAL_islamist_down_10
			hidden_effect = {
				activate_mission = PAL_islamist_resistance
			}
			if = {
				limit = {
					check_variable = {
						var = PA
# ... (truncated)
### Entity: Doctrine
Component: air_subdoctrine_naval_strike_tactics
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_strike_aircraft_subdoctrines.txt

Code:
air_subdoctrine_naval_strike_tactics = {
	track = strike_aircraft
	name = SUBDOCTRINE_NAVAL_STRIKE_TACTICS
	description = SUBDOCTRINE_NAVAL_STRIKE_TACTICS_DESC
	icon = GFX_doctrine_naval_strike_tactics_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 75
			original_tag = USA
		} {
			factor = 0
			is_major = no
		}
	}
	naval_strike_targetting_factor = 0.1
	rewards = {
		naval_disruption = {
			category_nav_bomber = {
				air_defence = 0.07
				air_attack = 0.07
			}
		}
		attack_synchronization = {
			air_nav_efficiency = 0.12
		}
		naval_strike_aces = {
			air_ace_generation_chance_factor = 0.05
			ace_effectiveness_factor = 0.1
		}
		safety_protocols = {
			air_accidents_factor = -0.1
		}
		optimized_payload = {
			category_nav_bomber = {
				air_range = 0.05
				naval_strike_attack = 0.05
			}
		}
	}
}
### Entity: Technology
Component: rangers_recon_terrain_training
Constructs: force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	xp_research_type = army
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	xor = {
		rangers_fire_support_integration
	}
	rangers_support = {
		jungle = {
			attack = 0.05
			defence = 0.05
			movement = 0.05
		}
		forest = {
			attack = 0.05
			defence = 0.05
			movement = 0.05
		}
	}
	path = {
		leads_to_tech = rangers_urban_combat
		research_cost_coeff = 1
	}
	categories = {
		special_forces_doctrine cat_rangers_doctrine
	}
	doctrine = yes
	research_cost = 2.25
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 6
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_promote_the_national_currency
Constructs: has_completed_focus, completion_reward, add_political_power, has_game_rule, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_promote_the_national_currency
	icon = GFX_focus_CHI_promote_national_currency
	x = 12
	y = 0
	relative_position_id = CHI_strengthening_our_resolve
	offset = {
		x = -60
		y = 0
		trigger = {
			has_completed_focus = CHI_end_military_primacy
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -14
		y = 0
		trigger = {
			has_completed_focus = CHI_dang_guo
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -14
		y = 0
		trigger = {
			has_completed_focus = CHI_prepare_for_a_change_in_leadership
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -5
		y = 0
		trigger = {
			has_completed_focus = CHI_denounce_feudalism
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 25
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = -0.05
			tooltip = political_power_gain_tt
		} {
			CHI_corruption_consumer_goods = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			CHI_corruption_economy_cost_factor = -0.1
			tooltip = economy_cost_factor_tt
		}
	}
}
### Entity: Event
Component: wtt_germany.52
Constructs: is_triggered_only, ai_chance, add_to_war
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.52
	title = wtt_germany.52.t
	desc = wtt_germany.52.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = wtt_germany.52.a
		GER = {
			add_to_war = {
				targeted_alliance = FROM
				enemy = FROM.FROM
				hostility_reason = asked_to_join
			}
		}
	} {
		name = wtt_germany.52.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: State History
Component: 438
Constructs: add_to_array
Source: game
File: history/states/438-Lucknow.txt

Code:
state = {
	id = 438
	name = STATE_438
	manpower = 33491000
	state_category = rural
	history = {
		owner = RAJ
		add_to_array = {
			state_victory_points = 12137
		}
		victory_points = {
			12137 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
	}
	provinces = {
		1377 1983 2005 4045 4299 4410 5040 5055 5086 5096 7064 7938 8082 8114 9951 9973 10332 12137 12777 12786
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: HON
Source: game
File: common/units/names/00_names.txt

Code:
HON = {
	submarine = {
		prefix = ARH
		generic = {
			Submarino
		}
		unique = {
			Guaymuras Honduras Hibueras Yojoa Goascoran Petula Ulua Choluteca Piraña Tegucigalpa Chamelecán Lempira Morazan
		}
	}
	destroyer = {
		prefix = ARH
		generic = {
			Destructor
		}
		unique = {
			Guaymuras Honduras Hibueras Yojoa Goascoran Petula Ulua Choluteca Piraña Tegucigalpa Chamelecán Lempira Morazan
		}
	}
	light_cruiser = {
		prefix = ARH
		generic = {
			Crucero Ligero
		}
		unique = {
			San Antonio de Cortes El Progreso Puerto Cortés Iriona La Ceiba
		}
	}
	heavy_cruiser = {
		prefix = ARH
		generic = {
			Crucero Pesado
		}
		unique = {
			San Antonio de Cortes El Progreso Puerto Cortés Iriona La Ceiba
		}
	}
	battle_cruiser = {
		prefix = ARH
		generic = {
			Crucero de Batalla
		}
		unique = {
			Tegucigalpa San Pedro Sula
		}
	}
	battleship = {
		prefix = ARH
		generic = {
			Acorazado
		}
		unique = {
			Tegucigalpa San Pedro Sula
		}
	}
	carrier = {
		prefix = ARH
		generic = {
			Portaaviones
		}
		unique = {
			República de Honduras La Paloma
		}
	}
}
### Entity: AI Strategy
Component: marines_JAP
Constructs: has_war_with, has_tech
Source: game
File: common/ai_templates/templates_JAP.txt

Code:
marines_JAP = {
	available_for = {
		JAP
	}
	role = marines
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = marines
			}
		}
	}
	marine_default_JAP = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 2
				has_war_with = USA
			}
		}
		target_template = {
			support = {
				engineer = 1
				logistics_company = 1
				recon = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				fire_support = 1
			}
			regiments = {
				marine = 9
			}
		}
	}
	marine_armored_JAP = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 2
				has_war_with = USA
			} {
				not = {
					has_tech = amphibious_tank
				}
				factor = 0
			}
		}
		target_template = {
			support = {
				recon = 1
				engineer = 1
				logistics_company = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				fire_support = 1
			}
			regiments = {
				amphibious_armor = 2
				marine = 8
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: YUG_ikarus_organization
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/military_industrial_organization/organizations/YUG_organization.txt

Code:
YUG_ikarus_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_YUG_ikarus
	allowed = {
		tag = YUG
	}
	available = {
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			owner = {
				has_completed_focus = YUG_ikarus
			}
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_shipbuilding_contacts
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_shipbuilding_contacts
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = CEL_naval_effort
	}
	relative_position_id = CEL_naval_effort
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		navy_experience = 10
		random_owned_controlled_state = {
			prioritize = {
				133
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_ideas = SCO_idea_shipbuilding_contacts
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_escort_ship_organization = {
				add_mio_funds = 500
			}
		}
	}
}
### Entity: Character
Component: TAN_vladimir_sokoline
Source: game
File: common/characters/TAN.txt

Code:
TAN_vladimir_sokoline = {
	advisor = {
		slot = political_advisor
		idea_token = TAN_vladimir_sokoline
		allowed = {
			original_tag = TAN
		}
		traits = {
			armaments_organizer
		}
	}
	name = Vladimir Sokoline
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Character
Component: BRA_henrique_aristides_guilhem
Source: game
File: common/characters/BRA.txt

Code:
BRA_henrique_aristides_guilhem = {
	name = BRA_henrique_aristides_guilhem
	portraits = {
		army = {
			large = GFX_portrait_BRA_henrique_guilhem
			small = GFX_portrait_BRA_henrique_guilhem_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = BRA_henrique_aristides_guilhem
		allowed = {
			OR = {
				original_tag = BRA POR
			}
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: r56.ger.32
Constructs: has_completed_focus, remove_ideas, fire_only_once, has_idea, retire_character
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.32
	title = r56.ger.32.t
	desc = r56.ger.32.d
	picture = GFX_report_event_europe_funeral
	trigger = {
		date = > 1938.7.1
		has_completed_focus = GER_contact_ludendorff
		has_idea = GER_medical_costs
	}
	mean_time_to_happen = {
		days = 90
	}
	fire_only_once = yes
	option = {
		name = r56.ger.32.a
		retire_character = GER_erich_ludendorff
		remove_ideas = GER_medical_costs
	}
}
### Entity: State History
Component: 1059
Constructs: add_core_of
Source: game
File: history/states/1059 - Limbang.txt

Code:
state = {
	id = 1059
	name = STATE_1059
	manpower = 89800
	resources = {
		oil = 1
		coal = 2
	}
	state_category = rural
	history = {
		owner = MAL
		add_core_of = MAL SAR BRN
		victory_points = {
			13378 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		10269 13377 13378
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: JER
Component: JER_characters
Constructs: recruit_character
Source: game
File: history/countries/JER - Jersey & Guernsey.txt

Code:
# Leaders & Characters for JER
recruit_character = JER_alexander_coutanche JER_norman_le_brocq
### Entity: Modifier Reference
Construct: experience_gain_navy_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## experience_gain_navy_factor

* Number with 1 decimal places
* **Categories**: naval, unit_leader, military_advancements