Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: frenchindochina.7
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/FrenchIndochinaEvents.txt

Code:
country_event = {
	id = frenchindochina.7
	title = frenchindochina.7.t
	desc = frenchindochina.7.d
	picture = GFX_report_event_bank_of_indochina
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = frenchindochina.7.a
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_communist_labor_total_war_committee
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_subject, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_communist_labor_total_war_committee
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = CAN_burn_the_royal_portraits
	}
	x = 0
	y = 1
	relative_position_id = CAN_burn_the_royal_portraits
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CAN_communist_ideals
			add_idea = CAN_communist_ideals_2
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_saboteurs
Constructs: prerequisite, has_government, completion_reward, has_defensive_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_saboteurs
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = NOR_gutta_paa_skauen
	}
	x = 0
	y = 1
	relative_position_id = NOR_gutta_paa_skauen
	cost = 5
	ai_will_do = {
		base = 2
		modifier = {
			factor = 15
			has_defensive_war = yes
		}
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = NOR_saboteurs_tt NOR_wip_light_tt
	}
}
### Entity: Character
Component: BEL_henri_de_man
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_henri_de_man = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_henri_de_man
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_henri_de_man
				small = GFX_portrait_BEL_henri_de_man_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_henri_de_man
			allowed = {
				original_tag = BEL
			}
			traits = {
				BEL_man_with_a_plan
			}
			cost = 150
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANATO_modern_armor.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to File:NATO modern armor.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:NATO_modern_armor.png"
### Entity: Event
Component: SEA_warlords.9
Constructs: is_triggered_only, fire_only_once, add_days_mission_timeout
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.9
	title = SEA_warlords.9.t
	desc = SEA_warlords.9.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.9.a
		hidden_effect = {
			add_days_mission_timeout = {
				mission = SIK_war_halting
				days = 180
			}
		}
		add_days_mission_timeout = {
			mission = KHM_holding_out
			days = 180
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AMilitary_police.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Military_police.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Event
Component: belgium.158
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/BEL_additional_events.txt

Code:
news_event = {
	id = belgium.158
	title = belgium.158.t
	desc = belgium.158.desc
	picture = GFX_news_event_flemish_lion
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = belgium.158.a
	}
}
### Entity: Country History
Country: IMO
Component: IMO_technology
Constructs: set_technology
Source: game
File: history/countries/IMO - Omani Imamate.txt

Code:
# Starting Technologies for IMO
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
}
### Entity: Modding Documentation
Construct: debug_lines
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_lines
* Not available in release build

Toggles Debuglines
### Entity: Character
Component: PRC_zhang_wentian
Constructs: has_dlc, is_historical_focus_on, has_country_leader
Source: game
File: common/characters/PRC.txt

Code:
PRC_zhang_wentian = {
	name = PRC_zhang_wentian
	portraits = {
		civilian = {
			large = GFX_portrait_PRC_zhang_wentian
			small = GFX_portrait_PRC_zhang_wentian_small
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			PRC_the_general_secretary
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		idea_token = PRC_zhang_wentian
		traits = {
			PRC_agricultural_reformist
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 1.2
				is_historical_focus_on = yes
			}
		}
		available = {
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = PRC_zhang_wentian
				}
			}
		}
	}
}
### Entity: Idea
Component: GRE_economic_fluctuations
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_economic_fluctuations = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = chi_hyper_inflation3
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.2
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_build_the_burgas_shipyards
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_build_the_burgas_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = BUL_heavy_vessels
	}
	relative_position_id = BUL_heavy_vessels
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 211
	}
	completion_reward = {
		navy_experience = 5
		211 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: PER_hellmand_altered_adopted_treaty
Constructs: stability_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
PER_hellmand_altered_adopted_treaty = {
	allowed = {
		tag = AFG
	}
	cancel = {
		AFG = {
			OR = {
				is_subject_of = PER
				exists = no
			}
		}
	}
	removal_cost = -1
	picture = AFG_helmand_adopted_treaty
	modifier = {
		stability_factor = -0.05
		consumer_goods_factor = 0.075
	}
}
### Entity: Idea
Component: AFG_indian_volunteer_influx
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_indian_volunteer_influx = {
	picture = r56_RAJ_india_legion
	allowed = {
		always = yes
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	targeted_modifier = {
		tag = RAJ
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
	modifier = {
		weekly_manpower = 200
	}
	cancel = {
		NOT = {
			has_war_with = RAJ
		}
	}
}
### Entity: State History
Component: 674
Constructs: add_core_of
Source: game
File: history/states/674-Central Australia.txt

Code:
state = {
	id = 674
	name = STATE_674
	state_category = pastoral
	manpower = 10000
	history = {
		owner = AST
		add_core_of = AST
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			2223 1
		}
	}
	provinces = {
		2223 5138 7623 8237 10979 11013 12906 12915 12936 12992 13132 13172 13131
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: EST_vaps_down_effect
Constructs: limit, has_country_flag, has_idea, is_ai, is_historical_focus_on, has_game_rule, swap_ideas, remove_idea
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
EST_vaps_down_effect = {
	if = {
		limit = {
			has_idea = EST_vaps_idea_4
		}
		if = {
			limit = {
				is_ai = yes
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = EST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = EST_AI_RANDOM_HISTORICAL
					has_game_rule = {
						rule = EST_ai_behavior
						option = HISTORICAL
					}
				}
			}
			start_civil_war = {
				ideology = fascism
				size = 0.2
				army_ratio = 0.2
			}
		}
		else = {
			start_civil_war = {
				ideology = fascism
				size = 0.5
				army_ratio = 0.35
			}
		}
	}
	else_if = {
		limit = {
			has_idea = EST_vaps_idea_3
		}
		swap_ideas = {
			remove_idea = EST_vaps_idea_3
			add_idea = EST_vaps_idea_4
		}
	} {
		limit = {
			has_idea = EST_vaps_idea_2
		}
		swap_ideas = {
			remove_idea = EST_vaps_idea_2
			add_idea = EST_vaps_idea_3
		}
	} {
		limit = {
			has_idea = EST_vaps_idea_1
		}
		swap_ideas = {
			remove_idea = EST_vaps_idea_1
			add_idea = EST_vaps_idea_2
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.57
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, random_days, add_core_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.57
	title = wuw_GER_diplomacy.57.t
	desc = wuw_GER_diplomacy.57.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.57.a
		ai_chance = {
			base = 90
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.58
				days = 1
				random_days = 2
			}
		}
		effect_tooltip = {
			912 = {
				transfer_state_to = FROM
				add_core_of = FROM
			}
		}
	} {
		name = wuw_GER_diplomacy.57.b
		ai_chance = {
			base = 10
		}
		add_war_support = 0.05
		add_stability = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.59
				days = 1
				random_days = 2
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful
Source: game
File: common/ai_focuses/generic.txt

Code:
ai_focus_peaceful = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_invite_german_advisors
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction, is_in_faction_with, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_invite_german_advisors
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = ROM_trade_treaty_with_germany
	}
	x = 0
	y = 2
	relative_position_id = ROM_trade_treaty_with_germany
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = GER
		}
		OR = {
			is_in_faction = no
			is_in_faction_with = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = ROM_invite_german_advisors_tt
		hidden_effect = {
			GER = {
				diplomatic_relation = {
					country = ROOT
					relation = military_access
					active = yes
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = ROM_invite_german_advisors
			cost_reduction = 0.35
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: AI Strategy
Component: ENG_light_tank_destroyers
Constructs: has_war, has_tech, has_template_containing_unit, any_of
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_light_tank_destroyers = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		factor = 100
		modifier = {
			NOT = {
				has_tech = basic_medium_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_medium_tank_chassis
			}
			factor = 15
		} {
			has_template_containing_unit = light_tank_destroyer_brigade
			factor = 10
		}
	}
	light_tank_destroyer_1 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = tank_high_velocity_cannon
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_wheeled_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_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 = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon tank_light_fixed_superstructure_turret tank_wheeled_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_destroyer_2 = {
		priority = {
			factor = 100
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = tank_radio_module
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_radio_3 tank_radio_2 tank_radio_1 tank_medium_cannon tank_medium_cannon_2 tank_high_ve
# ... (truncated)
### Entity: Shared Focus
Component: ARAB_get_rid_of_nepotism
Constructs: shared_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_get_rid_of_nepotism
	icon = GFX_goal_generic_hit_the_superstructure
	relative_position_id = ARAB_army_assessments
	x = -1
	y = 1
	prerequisite = {
		focus = ARAB_army_assessments
	}
	mutually_exclusive = {
		focus = ARAB_keep_nepotism
	}
	cost = 3
	ai_will_do = {
		factor = 500
		modifier = {
			original_tag = JOR
			factor = 2
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_ARAB_army_nepotism_1
			add_idea = ISR_ARAB_army_nepotism_2
		}
		custom_effect_tooltip = ARAB_keep_after_war
	}
}
### Entity: AI Strategy
Component: r56_SOV_ignore_caspiean_sea
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_ignore_caspiean_sea = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			has_war_with = PER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = central_asia
		value = -500
	} {
		type = front_unit_request
		area = central_asia
		value = -100
	} {
		type = put_unit_buffers
		ratio = 0
		states = {
			229 232 237 406 587 584 985
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_fifty_men_decree
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_fifty_men_decree
	icon = GFX_goal_generic_army_mobilization
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_golani_assumes_power
	}
	cost = 5
	relative_position_id = PAL_golani_assumes_power
	completion_reward = {
		add_ideas = PAL_fifty_men_order
	}
}
### Entity: Order of Battle
Component: Nadbrzezne Grupa Obrony
Constructs: division_template
Source: game
File: history/units/POL_1939.txt

Code:
division = {
	name = Nadbrzezne Grupa Obrony
	location = 362
	division_template = Dywizja Piechoty
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_french_military_mission
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_french_military_mission
	prerequisite = {
		focus = HOL_join_the_french
	}
	icon = GFX_goal_generic_army_doctrines
	x = 0
	y = 2
	relative_position_id = HOL_join_the_french
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = HOL_french_military_mission
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HOL_french_military_mission
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_immediate_rights
Constructs: prerequisite, has_government, completion_reward, is_country_leader, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_immediate_rights
	icon = GFX_focus_AUS_lawmaking_leniency
	prerequisite = {
		focus = AST_new_deal
	}
	mutually_exclusive = {
		focus = AST_department_of_aboriginal_affairs
	}
	relative_position_id = AST_new_deal
	x = 1
	y = 1
	cost = 5
	available = {
		OR = {
			has_government = communism
			AST_percy_stephensen = {
				is_country_leader = yes
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_monthly_population = 0.05
			tooltip = monthly_population_tt
		} {
			AST_strength_in_numbers_weekly_manpower = 200
			tooltip = weekly_manpower_tt
		} {
			AST_strength_in_numbers_stability_factor = -0.1
			tooltip = stability_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_prepare_a_war_with_japan
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, has_civil_war, is_in_faction_with, is_subject
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_prepare_a_war_with_japan
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = SOV_the_gobi_gambit SOV_two_red_flags SOV_support_the_kuomintang
	}
	x = 1
	y = 1
	relative_position_id = SOV_two_red_flags
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	bypass = {
		has_war_with = JAP
	}
	available = {
		surrender_progress = < 0.01
		country_exists = JAP
		NOT = {
			JAP = {
				is_in_faction_with = ROOT
			}
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_preparations_for_soviet_japanese_war
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = SOV_cancel_the_japanese_resource_rights_to_sakhalin_decision
			show_effect_tooltip = yes
		}
		every_country = {
			limit = {
				is_in_faction_with = ROOT ROOT
				SOV_is_chinese_tag = yes
			}
			hidden_effect = {
				country_event = NSB_soviet_foreign_politics_events.251
			}
			effect_tooltip = {
				add_timed_idea = {
					idea = SOV_preparations_for_soviet_japanese_war_china
					days = 365
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: LIE_historical_plan
Constructs: has_government
Source: game
File: common/ai_strategy_plans/LIE_historical_strategy_plan.txt

Code:
LIE_historical_plan = {
	name = LIE: Liechtenstein Historical AI Plan
	desc = Historical behaviour for Liechtenstein.
	allowed = {
		original_tag = LIE
	}
	enable = {

	}
	abort = {
		NOT = {
			has_government = democratic
		}
	}
	ai_national_focuses = {
		LIE_in_times_of_crisis LIE_five_industries_initiative LIE_tools_modernization LIE_develop_domestic_railways LIE_schaan_industrial_sectors LIE_princely_cabinet_of_national_defence LIE_asylum_for_jews LIE_emergency_commissions LIE_balanced_foreign_policy LIE_legalize_smuggling_operations LIE_form_the_military_budget LIE_on_the_back LIE_defence_in_depth LIE_increase_swiss_cooperation LIE_enact_the_1921_defence_act LIE_war_bonds LIE_maintain_international_neutrality LIE_foreign_gold_trade LIE_liechtenstein_military_academy LIE_modernize_our_weaponary LIE_ortswehren LIE_the_rhine_gunboat LIE_liechtenstein_loyalty_association LIE_binnenkanal LIE_resource_commission LIE_fund_military_development LIE_reintroduce_conscription LIE_national_fortifications LIE_alpine_specialization LIE_shooting_clubs LIE_ski_infantry LIE_expand_spy_networks LIE_national_motorization LIE_field_piece_research LIE_defence_through_intelligence LIE_coal_liquefaction LIE_wenzel_gun LIE_liechtenstein_red_cross
	}
	traits = {
		democratic_reformer = 100
		silent_workhorse = 50
		army_chief_old_guard = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: VIN_CV_NON_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_CV_NON_COMMUNIST = {
	name = Non-communist ship names
	for_countries = {
		VIN
	}
	can_use = {
		NOT = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = RVNS 
	fallback_name = HQ %d
}
### Entity: Scripted Trigger
Component: EAI_LAW_get_war_economy
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_get_war_economy = {
	EAI_LAW_wants_war_economy = yes
	EAI_LAW_available_war_economy = yes
}