Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_yugoslavia.1
Constructs: ai_chance, limit, has_government, has_war_with, has_country_flag, fire_only_once, is_in_faction_with, has_idea
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.1
	title = DOD_yugoslavia.1.t
	desc = DOD_yugoslavia.1.desc
	picture = GFX_report_event_yugoslavian_king_peter
	fire_only_once = yes
	trigger = {
		tag = YUG
		is_in_faction_with = GER
		has_idea = anti_german_military
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		NOT = {
			has_country_flag = has_already_decided_yugo_coup_flag
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		hidden_effect = {
			set_country_flag = has_already_decided_yugo_coup_flag
		}
	}
	option = {
		name = DOD_yugoslavia.1.a
		ai_chance = {
			factor = 70
			modifier = {
				has_war_with = ENG
				factor = 0
			}
		}
		IF = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = YUG_peter_ii
					}
				}
			}
			retire_country_leader = yes
		}
		if = {
			limit = {
				date = < 1941.09.06
			}
			custom_effect_tooltip = DOD_yugoslavia.1.a.tt
			hidden_effect = {
				YUG_peter_ii = {
					promote_character = {
						ideology = despotism
					} {
						ideology = conservatism
					}
				}
				retire_character = YUG_prince_paul YUG_milan_grol
			}
		} {
			limit = {
				is_in_faction_with = GER
			}
			GER = {
				remove_from_faction = YUG
			}
		} {
			limit = {
				is_puppet_of = GER
			}
			GER = {
				set_autonomy = {
					target = YUG
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				has_government = fascism
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.5
			}
			set_party_name = {
				ideology = neutrality
				long_name = YUG_royal_party
				name = YUG_royal_party
			}
		}
		else = {
			custom_effect_tooltip = DOD_yugoslavia.1.a.tt
			swap_ruler_traits = {
				remove = underage_monarch
				add = legitimate_heir
			}
			hidden_effect = {
				YUG_peter_ii = {
					promote_character = {
						ideology = despotism
					} {
						ideology = conservatism
					}
				}
				retire_character = YUG_prince_paul YUG_milan_grol
			} {
				YUG_peter_ii = {
					set_portraits = {
						civilian = {
							large = GFX_portrait_yugoslavia_peter_ii_old
						}
					}
				}
				if = {
					limit = {
						has_government = neutrality
					}
					remove_trait = {
						character = YUG_peter_ii
						ideology = conservatism
						trait = underage_monarch
					}
			
# ... (truncated)
### Entity: Idea
Component: SWE_small_scale_strikes
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_small_scale_strikes = {
	picture = generic_production_bonus
	removal_cost = -1
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
		stability_factor = -0.05
	}
}
### Entity: Name List
Component: USA
Source: game
File: common/names/00_names.txt

Code:
USA = {
	male = {
		names = {
			Abner Adam Albert Alexander Alfred Allison Ambrose Amos Augustus Benjamin Braxton Cadmus Carnot Charles Chester Christopher Cyrus Daniel Donald Edmund Edward Elkanah Eugene Evander Ezra Felix Francis Frank George Gideon Hamilton Henry Hinchie Hiram Horace Howard Isaac James Jeffrey Jerome Jesse John Jonas Jonathan Joseph Joshua Jubal Kirby Lafayette Lawrence Lemual Leonida Leslie Lewis Louis Lucas Luke Malvin Mark Matthew Michael Nathan Nathaniel Norton Oscar Patrick Peter Pierre Rand Randolph Raphael Richard Robert Russell Samuel Simon Sterling Steven Stonewall Thomas Ulysses Wade Walter Wilburn William Wilton Zach
		}
	}
	female = {
		names = {
			Mary Jane Kate Eleanor Charlotte Lisa Isabel Jay Carol Nancy Margaret
		}
	}
	surnames = {
		Abbott Abercrombie Allen Ames Anderson Andrews Appleton Archer Armistead Armstrong Arthur Asboth Atkins Babcock Baker Banks Barkhauer Barksdale Barnard Barnes Barnum Barry Barstow Bartlett Bates Baxter Beatty Beauregard Bee Belknap Bender Benning Benton Blair Blunt Bowie Bradley Bragg Breckenridge Brown Buckner Buell Buford Burnside Butler Caldwell Campbell Carr Chamberlain Chapman Cheatham Chipman Clayton Cleburne Clemens Coburn Connor Conrad Cook Cooper Crittenden Custer Davies Davis Dotson Doubleday Early Ector Ewell Ewing Farnsworth Floyd Ford Forrest Forsyth Foster Franklin French Fry Gano Garnett Gibbs Gilbert Gordon Granbury Grant Green Gregg Griffin Halleck Hamlin Hampton Hancock Hardee Hardeman Harrison Hatch Hayes Hays Heintzelman Heth Hill Hindman Holmgren Hood Hooker Houston Howard Hunter Imboden Iverson Jackson Jenkins Johnson Johnston Jones Kemper Kershaw Keyes Kimball King Lane Law Lee Longstreet Loring Lyon Mabry Magruder Mahone Maxey McArthur McClellan McCook McCulloch McDowell McLaws Meade Mitchell Moore Morgan Mosby Nelson Paine Pemberton Pender Pettigrew Phelps Pickett Pillow Polk Pope Porter Posey Potter Powell Price Randal Reynolds Rhodes Rice Robertson Robinson Rodes Rosencrans Ross Rosser Saloman Scales Schenck Schofield Scott Scurry Sedgwick Semmes Seward Sheridan Sherman Sibley Sickles Smith Sprague Steele Stevens Stevenson Stone Stuart Sullivan Taylor Terrell Travis Trimble Tyler Van Dorn Wade Wadsworth Walker Wallace Ward Warner Washington Waterhouse Waul Wells Wharton Wheeler Whitfield Wigfall Wilcox Williams Wilson Wise Wofford Wright Young Zoidberg
	}
	callsi
# ... (truncated)
### Entity: State History
Component: 322
Constructs: add_core_of
Source: game
File: history/states/322-Tibet.txt

Code:
state = {
	id = 322
	name = STATE_322
	resources = {
		tungsten = 2.0
	}
	history = {
		owner = TIB
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		add_core_of = TIB
	}
	provinces = {
		2010 2093 4994 5011 7926 8068 10755 10918
	}
	manpower = 1722000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 2.0
}
### Entity: Character
Component: USA_henry_arnold
Source: game
File: common/characters/USA.txt

Code:
USA_henry_arnold = {
	name = USA_henry_arnold
	portraits = {
		army = {
			small = GFX_idea_henry_arnold
		}
	}
	advisor = {
		slot = air_chief
		idea_token = henry_arnold
		allowed = {
			original_tag = USA
		}
		traits = {
			air_chief_reform_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 950
Constructs: add_core_of
Source: game
File: history/states/950 - Khiva.txt

Code:
state = {
	id = 950
	name = STATE_831
	history = {
		victory_points = {
			12465 1
		}
		owner = UZB
		buildings = {
			infrastructure = 1
		}
		add_core_of = UZB KKP KHI
	}
	provinces = {
		10435 12324 12454 12465
	}
	manpower = 258430
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_fortify_the_canal
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_fortify_the_canal
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = MEX_focus_seize_the_panama_canal
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_seize_the_panama_canal
	cost = 5
	ai_will_do = {
		factor = 80
	}
	available = {
		controls_state = 685
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		685 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 7617
				instant_build = yes
			} {
				type = coastal_bunker
				level = 3
				province = 7617
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: PRU_peruvian_marshal
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
PRU_peruvian_marshal = {
	random = no
	mobilization_speed = 0.05
	conscription_factor = 0.1
}
### Entity: Idea
Component: CZE_liechtenstein_properties
Constructs: has_war_with, production_speed_buildings_factor
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_liechtenstein_properties = {
	picture = generic_economic_increase
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			NOT = {
				country_exists = LIE
			}
			has_war_with = LIE
		}
	}
	modifier = {
		global_building_slots_factor = 0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Event
Component: CZE.324
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_timed_idea, give_military_access
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.324
	title = CZE.324.t
	desc = CZE.324.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.324.a
		ai_chance = {
			factor = 0.5
		}
		SOV = {
			country_event = CZE.325
		}
		ROM = {
			add_timed_idea = {
				idea = CZE_soviet_military
				days = 365
			}
			give_military_access = SOV
			add_opinion_modifier = {
				target = CZE
				modifier = CZE_soviet_treaties_negative
			}
		}
	} {
		name = CZE.324.b
		ai_chance = {
			factor = 0.5
		}
		CZE = {
			country_event = CZE.328
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_danubian_membership
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_danubian_membership
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = GER_central_european_alliance
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		NOT = {
			has_war_with = AUS
		} {
			has_war_with = CZE
		} {
			has_war_with = HUN
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = AUS
			}
			AUS = {
				is_subject = yes
			}
			is_in_faction_with = AUS
		} {
			NOT = {
				country_exists = CZE
			}
			CZE = {
				is_subject = yes
			}
			is_in_faction_with = HUN
		} {
			NOT = {
				country_exists = HUN
			}
			HUN = {
				is_subject = yes
			}
			is_in_faction_with = HUN
		}
	}
	cancel_if_invalid = yes
	x = -2
	y = 1
	relative_position_id = GER_central_european_alliance
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = invite_non_fascist_communist_only_TT
		if = {
			limit = {
				AUS = {
					NOT = {
						has_government = communism fascism
					}
					exists = yes
					is_subject = no
				}
			}
			AUS = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				CZE = {
					NOT = {
						has_government = communism fascism
					}
					exists = yes
					is_subject = no
				}
			}
			CZE = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				HUN = {
					NOT = {
						has_government = communism fascism
					}
					exists = yes
					is_subject = no
				}
			}
			HUN = {
				country_event = {
					id = generic.5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_betar_revived
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_betar_revived
	icon = GFX_goal_iron_people
	relative_position_id = ISR_hatzohar
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_cooperate_religious
	} {
		focus = ISR_support_irgun_fighters
	} {
		focus = ISR_abandon_jordan ISR_affirm_territorial_claims
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_marginally_strengthen_hatzohar
		add_to_variable = {
			ISR_hatzohar_max_seats = 1
		} {
			ISR_hatzohar_min_seats = 2
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.41
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.41
	title = JUNO_brazil_events.41.t
	desc = JUNO_brazil_events.41.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.41.a
		ai_chance = {
			base = 10
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_expand_curacao_oil_refineries_taog
Constructs: prerequisite, has_war, limit, has_war_with, completion_reward, has_full_control_of_state, is_in_faction_with, has_idea
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_expand_curacao_oil_refineries_taog
	available = {
		has_full_control_of_state = 695
		OR = {
			threat = > 0.2
			has_war = yes
		} {
			GER = {
				is_in_faction_with = ROOT
			}
			AND = {
				USA = {
					NOT = {
						has_war_with = ROOT
					}
				}
				ENG = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		} {
			has_idea = free_trade export_focus
		}
	}
	prerequisite = {
		focus = HOL_the_western_possessions_taog
	}
	icon = GFX_goal_generic_oil_refinery
	x = 0
	y = 1
	relative_position_id = HOL_the_western_possessions_taog
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.6
			INS = {
				is_ai = no
			}
		} {
			factor = 1.1
			INS = {
				is_ai = yes
			}
		} {
			factor = 1.7
			INS = {
				is_ai = yes
			}
			date = > 1938.1.1
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = HOL_expand_curacao_oil_refineries_tt
		695 = {
			add_resource = {
				type = oil
				amount = 24
			}
			if = {
				limit = {
					695 = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = HOL_expand_curacao_oil_refineries
			bonus = 1.0
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: Unit Template
Component: YUG_BB_HISTORICAL
Source: game
File: common/units/names_ships/YUG_ship_names.txt

Code:
YUG_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		YUG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = KB 
	fallback_name = Vojni Brod %d
	unique = {
		Belgrade Zagreb Novi Sad Budva Cetinje Dubrovnik Pec Pizren Pristina Sarajevo Srbija Hrvatska Bosna Hercegovina Makedonija Slovenija Crna Gora Vojvodina
	}
}
### Entity: Character
Component: EGY_abdel_latif_boghdadi
Source: game
File: common/characters/EGY.txt

Code:
EGY_abdel_latif_boghdadi = {
	name = Abdel Latif Boghdadi
	portraits = {
		army = {
			small = GFX_idea_generic_air_air_combat_trainer_middle_eastern_2d
		}
	}
	advisor = {
		cost = 100
		slot = high_command
		idea_token = EGY_abdel_latif_boghdadi
		allowed = {
			original_tag = EGY
		}
		traits = {
			air_air_superiority_2
		}
	}
}
### Entity: Unit Template
Component: RAJ_GAR_01
Source: game
File: common/units/names_divisions/RAJ_names_divisions.txt

Code:
RAJ_GAR_01 = {
	name = Garrison Division
	for_countries = {
		RAJ
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Military District
	ordered = {
		101 = {
			Pashawar District
		}
		102 = {
			Kohat District
		}
		103 = {
			Rawalpindi District
		}
		104 = {
			Lahore District
		}
		105 = {
			Waziristan District
		}
		106 = {
			Meerut District
		}
		107 = {
			Lucknow District
		}
		108 = {
			Assam District
		}
		109 = {
			Deccan District
		}
		110 = {
			Bombay District
		}
		111 = {
			Madras District
		}
		112 = {
			Western District
		}
		113 = {
			Rangoon District
		}
		114 = {
			Mandalay District
		}
		115 = {
			Calcutta District
		}
		116 = {
			Dehli District
		}
		117 = {
			Bangalore District
		}
		118 = {
			Thal District
		}
		119 = {
			Quetta District
		}
		120 = {
			Zhob District
		}
		121 = {
			Sind District
		}
		122 = {
			Nowshera District
		}
		123 = {
			Landikotal District
		}
		124 = {
			Abbottabad District
		}
		125 = {
			Jhelum District
		}
		126 = {
			Jammu District
		}
		127 = {
			Kashmir District
		}
		128 = {
			Sealkot District
		}
		129 = {
			Ferozepore District
		}
		130 = {
			Jullundur District
		}
		131 = {
			Ampala District
		}
		132 = {
			Ramzak District
		}
		133 = {
			Bannu District
		}
		134 = {
			Wana District
		}
		135 = {
			Dehra District
		}
		136 = {
			Bareilly District
		}
		137 = {
			Jhansi District
		}
		138 = {
			Gwalior District
		}
		139 = {
			Allahabad District
		}
		140 = {
			Eastern Bengal District
		}
		141 = {
			Jubbulpore District
		}
		142 = {
			Poona District
		}
		143 = {
			Mhow District
		}
		144 = {
			Hyderabad District
		}
		1 = {
			%dst Military District
		}
		2 = {
			%dnd Military District
		}
		3 = {
			%drd Military District
		}
		4 = {
			%dth Military District
		}
		5 = {
			%dth Military District
		}
		6 = {
			%dth Military District
		}
		7 = {
			%dth Military District
		}
		8 = {
			%dth Military District
		}
		9 = {
			%dth Military District
		}
		10 = {
			%dth Military District
		}
		11 = {
			%dth Military District
		}
		12 = {
			%dth Military District
		}
		13 = {
			%dth Military District
		}
		14 = {
			%dth Military District
		}
		15 = {
			%dth Military District
		}
		16 = {
			%dth Military District
		}
		17 = {
			%dth Military District
		}
		18 = {
			%dth Military District
		}
		19 = {
			%dth Military D
# ... (truncated)
### Entity: Scripted Trigger
Component: is_alpine_state
Constructs: is_alpine_state
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_alpine_state = {
	custom_trigger_tooltip = {
		tooltip = is_alpine_TT
	}
	hidden_trigger = {
		OR = {
			state = 21 851 735 32 158 159 850 39 847 151 846 848 153 152 4 975 976
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_legalize_the_pcc
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_legalize_the_pcc
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = COL_workers_protection
	}
	relative_position_id = COL_workers_protection
	x = -1
	y = 1
	cost = 8
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.23
Constructs: every_owned_state, limit, has_war_with, fire_only_once, is_in_faction_with, annex_country, is_core_of, remove_core_of
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.23
	title = mtg_usa_civil_war_fascists.23.t
	desc = mtg_usa_civil_war_fascists.23.desc
	picture = GFX_report_event_pla_in_beijing
	fire_only_once = yes
	trigger = {
		original_tag = USA
		OR = {
			AND = {
				country_exists = USB
				not = {
					country_exists = CSA
				} {
					has_war_with = USB
				}
			}
			is_in_faction_with = USB
		}
	}
	option = {
		name = mtg_usa_civil_war_fascists.23.a
		annex_country = {
			target = USB
		}
		every_owned_state = {
			limit = {
				is_core_of = USB
			}
			remove_core_of = USB
			USA = {
				add_state_core = PREV
				USA_congress_add_state = yes
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: YUG_zastava_arms_organization
Source: game
File: common/military_industrial_organization/organizations/YUG_organization.txt

Code:
YUG_zastava_arms_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_zastava_arms
	allowed = {
		tag = YUG
	}
}
### Entity: Scripted Effect
Component: GER_remove_todt_effects
Constructs: limit, remove_ideas, has_idea, has_shine_effect_on_focus, clr_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_remove_todt_effects = {
	if = {
		limit = {
			has_idea = GER_todt_reich_minister_of_armaments
		}
		remove_ideas = GER_todt_reich_minister_of_armaments
	} {
		limit = {
			has_shine_effect_on_focus = GER_form_organization_todt
		}
		deactivate_shine_on_focus = GER_form_organization_todt
		clr_country_flag = GER_form_organization_todt_in_progress_flag
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_1 = 1
			}
		}
		set_variable = {
			GER_ascended_advisor_1 = 0
		}
	}
	else_if = {
		limit = {
			has_idea = GER_todt_reich_engineer
		}
		remove_ideas = GER_todt_reich_engineer
	} {
		limit = {
			has_shine_effect_on_focus = GER_autonomous_organization_todt
		}
		deactivate_shine_on_focus = GER_autonomous_organization_todt
		clr_country_flag = GER_autonomous_organization_todt_in_progress_flag
	} {
		limit = {
			has_shine_effect_on_focus = GER_wunderwaffe
			check_variable = {
				GER_wonder_weapons_focus_advisor = 1
			}
		}
		deactivate_shine_on_focus = GER_wunderwaffe
		clr_country_flag = GER_wunderwaffe_in_progress_flag
		set_variable = {
			GER_wonder_weapons_focus_advisor = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_2 = 1
			}
		}
		set_variable = {
			GER_ascended_advisor_2 = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_3 = 1
			}
		}
		set_variable = {
			GER_ascended_advisor_3 = 0
		}
	}
	else = {
		log = NOTHING TO REMOVE FROM TODT
	}
	uncomplete_national_focus = {
		focus = GER_ascension_of_todt
		uncomplete_children = no
		refund_political_power = no
	}
}
### Entity: Unit Template
Component: AST_CA_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_CA_COMMUNIST = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		AST
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = RNS 
	fallback_name = Heavy Cruiser %s
	unique = {
		Canberra Australia Perth Hobart Brisbane Adelaide Darwin Newcastle Christmas Island Coral Sea Norfolk Island Alice Springs Cooktown Broome Wagga Wagga
	}
}
### Entity: Idea
Component: WUR_coi
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_coi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = WUR
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Event
Component: r56.news_event.12
Constructs: is_triggered_only, has_government
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.12
	title = r56.news_event.12.t
	desc = r56.news_event.12.d
	picture = GFX_news_event_gathering_protest
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.12.a
		trigger = {
			OR = {
				has_government = democratic neutrality
			}
			NOT = {
				tag = HON
				has_government = fascism communism
			}
		}
	} {
		name = r56.news_event.12.b
		trigger = {
			tag = HON
			NOT = {
				has_government = communism
			}
		}
	} {
		name = r56.news_event.12.c
		trigger = {
			OR = {
				has_government = fascism communism
			}
			NOT = {
				tag = HON
				has_government = democratic neutrality
			}
		}
	}
}
### Entity: Event
Component: AAT_USA_events.09
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_USA_events.09
	title = AAT_USA_events.09.t
	desc = AAT_USA_events.09.desc
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_USA_events.09.a
		trigger = {
			FROM = {
				original_tag = USA
			}
		}
		ai_chance = {
			base = 10
		}
		add_political_power = 25
		effect_tooltip = {
			DEN = {
				transfer_state = 101
			}
		}
	} {
		name = AAT_USA_events.09.a
		trigger = {
			FROM = {
				original_tag = ENG
			}
		}
		ai_chance = {
			base = 10
		}
		add_political_power = 25
		effect_tooltip = {
			DEN = {
				transfer_state = 337
			}
		}
	}
}