Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_clear_cooldown
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_clear_cooldown = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_SECTOR_cooldown
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_sector_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_SECTOR_clear_cooldown
		}
		for_each_loop = {
			array = EAI_MILITARY_SECTOR_cooldown
			if = {
				limit = {
					check_variable = {
						v = 1
					}
				}
				set_variable = {
					EAI_MILITARY_SECTOR_cooldown^i = 0
				}
			}
		}
	}
}
### Entity: Event
Component: r56_australia.4
Constructs: is_triggered_only, limit, has_country_leader
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.4
	title = r56_australia.4.t
	desc = {
		text = r56_australia.4.uap
		trigger = {
			has_country_leader = {
				ruling_only = yes
				character = AST_joseph_lyons
			}
		}
	} {
		text = r56_australia.4.labor
		trigger = {
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = AST_joseph_lyons
				}
			}
		}
	}
	picture = GFX_report_event_AST_funeral
	is_triggered_only = yes
	option = {
		name = r56_australia.4.a
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = AST_joseph_lyons
				}
			}
			kill_country_leader = yes
			AST_set_earle_page = yes
			hidden_effect = {
				country_event = {
					id = r56_australia.5
					days = 19
				}
			}
		}
	}
}
### Entity: Character
Component: GHA_ai2
Source: game
File: common/characters/GHA.txt

Code:
GHA_ai2 = {
	advisor = {
		slot = high_command
		idea_token = GHA_ai2
		ledger = army
		allowed = {
			original_tag = GHA
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Character
Component: ETH_ras_kebbede
Source: game
File: common/characters/ETH.txt

Code:
ETH_ras_kebbede = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ETH_ras_kebbede
		ledger = army
		allowed = {
			original_tag = ETH
		}
		traits = {
			military_theorist
		}
	}
	name = ETH_ras_kebbede
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_joint_military_training
Constructs: prerequisite, has_government, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_joint_military_training
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = ICE_royal_marines
	}
	x = 0
	y = 1
	relative_position_id = ICE_royal_marines
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		overlord = {
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
		}
	}
}
### Entity: National Focus
Component: ah_equipment_effort_3
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_equipment_effort_3
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = ah_equipment_effort_2
	}
	x = 0
	y = 2
	relative_position_id = ah_equipment_effort_2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.1
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 2
			uses = 1
			category = infantry_weapons artillery
		}
	}
}
### Entity: Modifier Reference
Component: SWI_seized_gold
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_seized_gold = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SPR_seize_the_gold_reserves
	consumer_goods_factor = SWI_gold_seized_consumer_goods_factor
	production_speed_buildings_factor = SWI_gold_seized_building_speed_factor
	research_speed_factor = SWI_gold_seized_research_speed_factor
	production_lack_of_resource_penalty_factor = SWI_gold_seized_lack_of_resource_penalty_factor
	production_factory_max_efficiency_factor = SWI_gold_seized_factory_max_efficiency_factor
}
### Entity: AI Strategy
Component: TUR_balkan_pact_plan
Constructs: has_completed_focus, has_war_with, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/TUR_alternate_strategy_plan.txt

Code:
TUR_balkan_pact_plan = {
	name = Turkey Balkan Entente Plan
	desc = Turkey will commit itself to security in the Balkans and try to form a faction.
	enable = {
		OR = {
			has_country_flag = TUR_AI_RANDOM_BALKAN_ENTENTE
			has_game_rule = {
				rule = TUR_ai_behavior
				option = BALKAN_ENTENTE
			}
		}
	}
	abort = {
		OR = {
			GRE = {
				has_completed_focus = GRE_bring_home_the_exiled_republicans
			}
			ROM = {
				has_completed_focus = ROM_balkans_dominance
			}
			YUG = {
				has_completed_focus = YUG_recognize_the_soviet_union
			}
			AND = {
				GRE = {
					has_war_with = TUR
				}
				ROM = {
					has_war_with = TUR
				}
				YUG = {
					has_war_with = TUR
				}
			}
		}
	}
	ai_national_focuses = {
		SSB_expand_turkeys_military_infrastructure SSB_expand_turkish_chromium_deposits TUR_the_montreux_convention TUR_continue_the_policy_of_etatism TUR_hava_okulu TUR_ratify_the_six_arrows TUR_peace_at_home TUR_turkish_state_railways TUR_the_second_five_year_plan TUR_treaty_of_saadabad TUR_the_sanayiciler TUR_continue_the_sumerbank_industrialization_scheme TUR_learning_from_the_great_war TUR_the_guardians_of_kemalism TUR_assess_our_future TUR_the_hatay_issue TUR_millet_mektebi_focus TUR_turk_ulusu TUR_cooperate_with_the_debt_council TUR_utilize_foreign_capital TUR_modernising_the_army TUR_expand_the_golcuk_naval_base TUR_peace_in_the_world TUR_variant_turkish_tax_focus SSB_expand_road_and_rail_connections SSB_coordinate_military_production TUR_abuse_the_office_of_soil_products TUR_continue_to_prioritise_balkan_integrity TUR_balkan_defense_council TUR_three_year_industrial_plan TUR_united_against_imperialism TUR_the_treaty_for_prosperity_and_trade TUR_create_the_balkan_central_bank TUR_joint_budgets_on_fortifications TUR_connecting_our_capitals TUR_fortifying_contentious_areas TUR_integrated_armed_forces TUR_the_balkan_academy_of_science TUR_preempt_bulgarian_alignment TUR_peninsular_network_of_factories TUR_combined_operational_strategies TUR_edirne_research_exchange TUR_crush_the_warmongers_in_rome
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: XSM_ma_bukang
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_bukang = {
	name = XSM_ma_bukang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_5.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = XSM_ma_bukang
		ledger = army
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_cavalry_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	} {
		cost = 100
		slot = theorist
		idea_token = XSM_ma_bukang2
		ledger = army
		allowed = {
			original_tag = XSM
		}
		traits = {
			military_theorist
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Event
Component: austria.123
Constructs: is_triggered_only, unlock_decision_category_tooltip, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.123
	title = austria.123.t
	desc = austria.123.d
	picture = GFX_report_event_yugoslavia_partisans
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			unlock_decision_category_tooltip = AUS_infiltrate_croatia_category
			activate_mission = AUS_declare_war
			set_country_flag = AUS_croatia_war_flag
			custom_effect_tooltip = r56_newline AFG_will_lead_to_war_PAK
		}
	}
	option = {
		name = austria.123.a
		effect_tooltip = {
			unlock_decision_category_tooltip = AUS_infiltrate_croatia_category
			activate_mission = AUS_declare_war
			set_country_flag = AUS_croatia_war_flag
			custom_effect_tooltip = r56_newline AFG_will_lead_to_war_PAK
		}
	}
}
### Entity: Character
Component: ITA_giacomo_acerbo
Source: game
File: common/characters/ITA.txt

Code:
ITA_giacomo_acerbo = {
	name = ITA_giacomo_acerbo
	portraits = {
		army = {
			small = GFX_portrait_ITA_giacomo_acerbo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_giacomo_acerbo
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			ITA_government_is_really_fascist = yes
		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			base = 3.0
			modifier = {
				factor = 0
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
					ITA_is_monarchist_ai = yes
					ITA_is_christian_democracy_ai = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_army_maneuvers
Constructs: completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_army_maneuvers
	icon = GFX_goal_generic_army_doctrines
	x = 40
	y = 0
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 50
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_solidify_the_fronts_nat
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_timed_idea, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_solidify_the_fronts_nat
	text = SPR_solidify_the_fronts
	available = {
		has_country_flag = spanish_civil_war_started_flag
	}
	icon = GFX_focus_GRE_a_land_of_mountains
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_unionify_the_faction_nat
	}
	x = 0
	y = 5
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = SPR_solidify_the_fronts_idea
			days = 730
		}
		if = {
			limit = {
				ROOT = {
					has_full_control_of_state = 176
				}
			}
			176 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = 957
				}
			}
		}
	}
}
### Entity: Character
Component: stalin_great_commander
Constructs: war_support_factor, annex_cost_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_great_commander = {
	random = no
	war_support_factor = 0.1
	army_morale_factor = 0.05
	annex_cost_factor = -0.1
}
### Entity: Modding Documentation
Construct: any_war_score
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### any_war_score
* description: compares the warscore of all wars in a country to see if any fullfills the comparison condition 0-100 - Example: any_war_score > 40
* (Auto generated using the trigger with same name)
### Entity: Scripted Trigger
Component: EAI_ftr_air_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_ftr_air_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/fighter = global.EAI_FTR_A
		} {
			EAI_FOCUS/AIR/fighter_OVERRIDE = global.EAI_FTR_A
		}
		AND = {
			OR = {
				EAI_Fighter_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/fighter EAI_FOCUS/AIR/fighter_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Event
Component: britain.13372
Constructs: is_triggered_only, ai_chance, create_wargoal, take_state_focus
Source: game
File: events/r56_ethiopia.txt

Code:
country_event = {
	id = britain.13372
	title = Solomonian Claims
	desc = Ethopia Demand British Somolia, Abu Dhabi, and Aden.
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
		}
		name = [ETH.getleader] is the rightful heir to King Solomon's kingdom.
		ETH = {
			transfer_state = 455
		} {
			transfer_state = 1021
		} {
			transfer_state = 1022
		} {
			transfer_state = 454
		} {
			transfer_state = 949
		} {
			transfer_state = 966
		} {
			transfer_state = 453
		} {
			transfer_state = 1016
		} {
			transfer_state = 1017
		}
	} {
		ai_chance = {
			base = 0
		}
		name = This land is ours, no one can take it from us. We must crush the Ethiopian menance.
		create_wargoal = {
			type = take_state_focus
			target = ETH
			generator = {
				271
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_advanced_weapon_projects
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_advanced_weapon_projects = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_advanced_weapon_projects_dm
				}
			}
		}
		custom_effect_tooltip = JAP_add_advanced_weapon_projects_dm
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_advanced_weapon_projects_dm
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = JAP_modify_advanced_weapon_projects_dm
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_aliyah_question
Constructs: prerequisite, completion_reward, random_hours
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_aliyah_question
	icon = GFX_goal_ISR_aliyah_2
	relative_position_id = MPL_two_people_union
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_two_people_union
	}
	ai_will_do = {
		factor = 100
	}
	cost = 5
	completion_reward = {
		country_event = {
			id = mandate_palestine.30
			days = 1
			random_hours = 12
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_anti_tank
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_anti_tank
* description: Total produced equipment of typeanti_tank
### Entity: Character
Component: SWE_interventionist_firebrand
Constructs: send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_interventionist_firebrand = {
	random = no
	sprite = 13
	send_volunteers_tension = -0.7
	send_volunteer_divisions_required = -0.5
	send_volunteer_size = 3
	army_attack_against_major_factor = 0.08
	army_defence_against_major_factor = 0.08
}
### Entity: Faction
Component: faction_template_european_dominance
Constructs: has_government, is_on_continent, change_leader_rule_manpower
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_european_dominance = {
	name = european_dominance_faction
	manifest = faction_manifest_european_dominance
	can_leader_join_other_factions = yes
	icon = GFX_faction_logo_generic_fascist
	visible = {
		capital_scope = {
			is_on_continent = europe
		}
		has_government = fascism
	}
	goals = {
		faction_goal_control_ploiesti_oil_fields faction_goal_defeat_of_anti_fascists
	}
	default_rules = {
		joining_rule_neighbors_only faction_peace_take_claimed_focus change_leader_rule_manpower
	}
}
### Entity: Character
Component: connetable_of_france
Source: game
File: common/country_leader/r56_traits.txt

Code:
connetable_of_france = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	army_core_attack_factor = 0.05
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_invite_foreign_settlers
Constructs: prerequisite, completion_reward, is_subject, add_manpower
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_invite_foreign_settlers
	icon = GFX_focus_ETH_invite_italian_settlers
	prerequisite = {
		focus = HOA_a_loyal_subject
	}
	x = 1
	y = 1
	relative_position_id = HOA_a_loyal_subject
	cost = 10
	available = {
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		capital_scope = {
			ETH_upgrade_state_category = yes
			add_manpower = 75000
		}
	}
}
### Entity: State History
Component: 501
Constructs: add_core_of
Source: game
File: history/states/501-Saol Paulo.txt

Code:
state = {
	id = 501
	name = STATE_501
	manpower = 6199200
	state_category = city
	resources = {
		aluminium = 6
	}
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			arms_factory = 1
			industrial_complex = 3
			infrastructure = 3
			5112 = {
				naval_base = 4
			}
		}
		victory_points = {
			10513 20
		} {
			5112 1
		}
	}
	provinces = {
		1583 5186 7636 10513 10947 10994 11003 11008 12937 12972 10432 5112 5167 7553
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: category_test_decisions
Constructs: is_debug
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
category_test_decisions = {
	priority = 110
	visible = {
		is_debug = yes
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_iron_guard
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, has_idea, swap_ideas
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_iron_guard
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ROM_appoint_german_friendly_government
	}
	x = -1
	y = 1
	relative_position_id = ROM_appoint_german_friendly_government
	mutually_exclusive = {
		focus = ROM_national_christian_party
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_idea = ROM_the_sentinel_of_the_motherland
			}
			swap_ideas = {
				add_idea = ROM_iron_guard
				remove_idea = ROM_the_sentinel_of_the_motherland
			}
			else = {
				remove_ideas = ROM_the_sentinel_of_the_motherland
				add_ideas = ROM_iron_guard
			}
		} {
			limit = {
				has_idea = ROM_securitate
			}
			remove_ideas = ROM_securitate
			else = {
				if = {
					limit = {
						has_idea = ROM_constitutional_guarantees
					}
					remove_ideas = ROM_constitutional_guarantees
					else = {
						custom_effect_tooltip = ROM_appoint_german_friendly_government_tooltip
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = ROM_national_christian_party_in_power
				}
				remove_ideas = ROM_national_christian_party_in_power
			}
		}
	}
}
### Entity: Idea
Component: HUN_ward_against_extremism_idea
Constructs: has_government, fascism_drift, communism_drift, conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_ward_against_extremism_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = CHL_liberal_party_in_power
	modifier = {
		fascism_drift = -0.03
		communism_drift = -0.03
		army_core_defence_factor = 0.05
		conscription_factor = 0.1
	}
}
### Entity: Character
Component: MAN_kawashima_naniwa
Source: game
File: common/characters/MAN.txt

Code:
MAN_kawashima_naniwa = {
	name = MAN_kawashima_naniwa
	portraits = {
		army = {
			small = GFX_portrait_MAN_kawashima_naniwa_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = MAN_kawashima_naniwa
		allowed = {
			original_tag = MAN
		}
		traits = {
			MAN_continental_ronin
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.7
Constructs: is_triggered_only, add_country_leader_trait
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.7
	title = BBA_italy_interaction_events.7.t
	desc = BBA_italy_interaction_events.7.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.7.a
		add_country_leader_trait = ITA_head_of_the_national_committee
	}
}
### Entity: Effect Reference
Construct: drop_cosmetic_tag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## drop_cosmetic_tag

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Drops country cosmetic tag.
Example: INS = { drop_cosmetic_tag }
```
### Entity: Order of Battle
Component: Special Assignment Forces
Source: game
File: history/units/USA_1936_naval_mtg.txt

Code:
fleet = {
	name = Special Assignment Forces
	naval_base = 7617
	task_force = {
		name = Naval Detachment Atlantic
		location = 6732
		ship = {
			name = USS Dickerson
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Herbert
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Dahlgren
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		}
	} {
		name = Special Service Squadron
		location = 7617
		ship = {
			name = USS Tattnall
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS J Fred Talbott
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		}
	} {
		name = 3rd Submarine Squadron
		location = 7617
		ship = {
			name = USS S-42
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-43
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-44
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-45
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-46
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-47
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		}
	}
}
### Entity: Idea
Component: MEX_triumph_of_synarchism
Constructs: has_government, removal_cost, fascism_drift, mobilization_speed
Source: game
File: common/ideas/mexico.txt

Code:
MEX_triumph_of_synarchism = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		fascism_drift = 0.2
		mobilization_speed = 0.2
	}
}