Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: JAP_sumida_armored_car_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/r56_JAP_organization.txt

Code:
JAP_sumida_armored_car_organization = {
	name = Sumida
	include = generic_armored_car_organization
	icon = GFX_idea_generic_motorized_equipment_manufacturer_2
	allowed = {
		tag = JAP
		has_dlc = La Resistance
	}
	initial_trait = {
		name = generic_armored_car_organization
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
		}
	}
}
### Entity: Modifier Reference
Component: FIN_finnish_army
Constructs: mobilization_speed, conscription_factor, breakthrough_factor, initiative_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
FIN_finnish_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_FIN_finnish_army
	experience_gain_army_factor = FIN_finnish_army_experience_gain_army_factor
	land_reinforce_rate = FIN_finnish_army_land_reinforce_rate
	acclimatization_cold_climate_gain_factor = FIN_finnish_army_acclimatization_cold_climate_gain_factor
	army_spirit_category_type_cost_factor = FIN_finnish_army_army_spirit_category_type_cost_factor
	custom_modifier_tooltip = FIN_finnish_army_dynamic_modifier_tt
	dig_in_speed_factor = FIN_finnish_army_dig_in_speed_factor
	max_dig_in_factor = FIN_finnish_army_max_dig_in_factor
	training_time_factor = FIN_finnish_army_training_time_factor
	mobilization_speed = FIN_finnish_army_mobilization_speed
	conscription_factor = FIN_finnish_army_conscription_factor
	cas_damage_reduction = FIN_finnish_army_cas_damage_reduction
	winter_attrition_factor = FIN_finnish_army_winter_attrition_factor
	army_org_factor = FIN_finnish_army_army_org_factor
	special_forces_cap = FIN_finnish_army_special_forces_cap
	breakthrough_factor = FIN_finnish_army_breakthrough_factor
	special_forces_out_of_supply_factor = FIN_finnish_army_special_forces_out_of_supply_factor
	equipment_capture_factor = FIN_finnish_army_equipment_capture_factor
	equipment_conversion_speed = FIN_finnish_army_equipment_conversion_speed
	production_lack_of_resource_penalty_factor = FIN_finnish_army_production_lack_of_resource_penalty_factor
	supply_combat_penalties_on_core_factor = FIN_finnish_army_supply_combat_penalties_on_core_factor
	org_loss_when_moving = FIN_finnish_army_org_loss_when_moving
	recon_factor_while_entrenched = FIN_finnish_army_recon_factor_while_entrenched
	army_attack_speed_factor = FIN_finnish_army_army_attack_speed_factor
	intel_from_combat_factor = FIN_finnish_army_intel_from_combat_factor
	initiative_factor = FIN_finnish_army_initiative_factor
	modifier_army_sub_unit_long_range_patrol_support_attack_factor = FIN_finnish_army_modifier_army_sub_unit_long_range_patrol_support_attack_factor
	modifier_army_sub_unit_long_range_patrol_support_defence_factor = FIN_finnish_army_modifier_army_sub_unit_long_range_patrol_support_defence_factor
}
### Entity: AI Strategy
Component: ENG_prepare_for_war_with_iraq
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_prepare_for_war_with_iraq = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		IRQ = {
			focus_progress = {
				focus = IRQ_revoke_anglo_iraq_treaty
				progress = > 0
			}
		}
		NOT = {
			is_in_faction_with = IRQ
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = IRQ
		value = 100
	} {
		type = front_unit_request
		tag = IRQ
		value = 100
	} {
		type = put_unit_buffers
		ratio = 0.08
		area = middle_east
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	} {
		type = theatre_distribution_demand_increase
		id = 656
		value = 5
	}
}
### Entity: Event
Component: belgium.46
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.46
	title = belgium.news.44.t
	desc = belgium.news.44.d
	picture = GFX_news_event_dietsche_rijk
	major = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			tag = BEL
		}
	}
	option = {
		name = belgium.news.44.a
		trigger = {
			is_in_faction_with = BEL
		}
	} {
		name = belgium.news.44.b
		trigger = {
			has_war_with = BEL
		}
	} {
		name = belgium.news.44.c
		trigger = {
			NOT = {
				is_in_faction_with = BEL
				has_war_with = BEL
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.3
	title = GOE_RAJ.3.t
	desc = GOE_RAJ.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.3.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: AI Strategy
Component: CZE_mun_alternate_strategy_plan_communist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CZE_mun_alternate_strategy_plan.txt

Code:
CZE_mun_alternate_strategy_plan_communist = {
	name = CZE aims to be a good little people's republic
	desc = Let's all be comrades!
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	enable = {
		OR = {
			has_country_flag = CZE_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = CZE_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CZE_coalition_building CZE_increase_funding_from_moscow CZE_expand_the_communist_press CZE_raise_more_industrial_funds CZE_the_second_fortification_program CZE_anti_rearmament_propaganda CZE_anti_democratic_propaganda CZE_vonapo_20 CZE_revive_the_czechoslovak_legion_dynamic CZE_state_sponsored_recruitment_for_spain CZE_gottwald_faction
	}
	research = {
		industry = 30.0
		infantry_tech = 5.0
		artillery = 18.0
		support_tech = 10
	}
	ideas = {

	}
	traits = {
		socialist_writer = 20
		captain_of_industry = 5
		war_industrialist = 5
		prince_of_terror = 0
		backroom_backstabber = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		CZE_zapotocky_faction = 0
		CZE_form_workers_brigades = 0
		CZE_forgive_trading_debts = 0
		CZE_soviet_alliance = 0
		CZE_nationalize_key_industries = 7
		CZE_cooperation_with_the_ussr = 7
		CZE_exchange_military_expertise = 7
		CZE_join_comintern_pfot = 7
	}
}
### Entity: Idea
Component: EAI_DD_17/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Event
Component: axis_minors_bulgaria.42
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.42
	title = axis_minors_bulgaria.42.t
	desc = axis_minors_bulgaria.42.d
	picture = GFX_report_event_bulgarian_soldiers
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.42.a
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_construct_the_cakmak_line
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_construct_the_cakmak_line
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = TUR_superiority_of_arms
	}
	x = 0
	y = 1
	relative_position_id = TUR_superiority_of_arms
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		341 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 3893
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 11842
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 922
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_supporting_the_troops
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_supporting_the_troops
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = AUS_osterreichische_bundesheer
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_osterreichische_bundesheer
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AUS_supporting_the_troops
			bonus = 0.25
			uses = 2
			category = support_tech
		}
	}
}
### Entity: Character
Component: JUNO_mapuche_journalist
Constructs: stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_mapuche_journalist = {
	random = no
	sprite = 13
	resistance_target = -0.1
	stability_factor = 0.05
	political_power_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: SPR_popular_front_4
Constructs: has_government, communism_drift
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_popular_front_4 = {
	name = SPR_popular_front
	picture = SPR_the_popular_front
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.2
	}
	targeted_modifier = {
		tag = SPA
		attack_bonus_against = 0.05
		defense_bonus_against = 0.15
	}
}
### Entity: Character
Component: AFG_safe_hands
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_safe_hands = {
	random = no
	sprite = 13
	neutrality_drift = 0.02
	stability_factor = 0.1
	political_power_factor = -0.2
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_army_research_bonus
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_army_research_bonus
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = IRQ_training
	}
	x = 0
	y = 1
	relative_position_id = IRQ_training
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5 0.5
			name = IRQ_army_research_bonus
			uses = 2
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_compromise_with_conservatives
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, set_variable, add_to_variable, set_temp_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_compromise_with_conservatives
	icon = GFX_goal_generic_friendship_with_church
	relative_position_id = AUS_renner_government
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_renner_government
	}
	cost = 5
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			}
			add_ideas = AUS_leopold_figl
		}
		hidden_effect = {
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			divide_variable = {
				neutrality_support_var = 2
			}
			add_to_variable = {
				democratic_support_var = neutrality_support_var
			} {
				democratic_support_var = remaining_support
			}
			set_temp_variable = {
				remaining_support = 100
			}
			subtract_from_temp_variable = {
				remaining_support = democratic_support_var
			} {
				remaining_support = neutrality_support_var
			} {
				remaining_support = fascism_support_var
			} {
				remaining_support = communism_support_var
			}
			set_popularities = {
				democratic = democratic_support_var
				neutrality = neutrality_support_var
				fascism = fascism_support_var
				communism = communism_support_var
			}
		}
		custom_effect_tooltip = AUS_half_neutrality_to_democratic
	}
}
### Entity: Event
Component: germany.74
Constructs: is_triggered_only
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.74
	title = germany.74.t
	desc = germany.74.d
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = germany.74.a
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_support_king_zahir
Constructs: limit, has_government, completion_reward, add_political_power, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_support_king_zahir
	icon = GFX_focus_rom_royal_dictatorship
	x = -17
	y = 0
	relative_position_id = AFG_against_kabul
	mutually_exclusive = {
		focus = AFG_against_kabul
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		has_idea = AFG_mohammad_zahir_shah_ns
	}
	completion_reward = {
		custom_effect_tooltip = AFG_support_king_zahir_tt generic_skip_one_line_tt
		hidden_effect = {
			swap_ideas = {
				remove_idea = AFG_mohammad_zahir_shah_ns
				add_idea = AFG_mohammad_zahir_shah_ns_upgrade_1
			}
		} {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		add_political_power = 100
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_Combined_Arms.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_Combined_Arms.png &#8206;(120 × 75 pixels, file size: 3 KB, MIME type: image/png)
### Entity: Character
Component: secular_nationalist
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
secular_nationalist = {
	random = no
	sprite = 13
	stability_factor = -0.05
	industrial_capacity_factory = 0.05
}
### Entity: Idea
Component: PER_invite_foreign_officers
Constructs: removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_invite_foreign_officers = {
	picture = generic_infantry_bonus
	removal_cost = -1
	modifier = {
		training_time_factor = -0.1
		attrition = -0.1
	}
}
### Entity: Country Tag
Component: GZR
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
GZR = {
	original_tag = GER
	has_country_flag = r56_conservative_germany_aliases_set
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_enact_religious_organizations_law
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, unlock_decision_category_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_enact_religious_organizations_law
	icon = GFX_focus_jap_spiritual_mobilization
	x = -1
	y = 1
	relative_position_id = JAP_issue_the_ten_commandments_for_marriage
	prerequisite = {
		focus = JAP_issue_the_ten_commandments_for_marriage JAP_sea_state_general_mobilization_law
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		JAP_add_or_modify_state_shintoism = yes
		add_to_variable = {
			JAP_state_shinotism_pocket_penalty = -0.05
			tooltip = pocket_penalty_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		unlock_decision_category_tooltip = JAP_state_shintoism_decisions
		show_ideas_tooltip = JAP_heisuke_yanagawa
	}
}
### Entity: Modifier Reference
Construct: air_strategic_bomber_bombing_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_strategic_bomber_bombing_factor

* Number with 1 decimal places
* **Categories**: air
### Entity: Unit Template
Component: MAL_INF_02
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_INF_02 = {
	name = People's Infantry Regiment
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Rejimen Rakyat Melayu
	ordered = {
		1 = {
			%d Rejimen Rakyat Melayu
		}
		2 = {
			%d Rejimen Rakyat Melayu
		}
		3 = {
			%d Rejimen Rakyat Melayu
		}
	}
}
### Entity: Character
Component: AFG_bukharan_jadidist
Constructs: production_speed_buildings_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_bukharan_jadidist = {
	random = no
	sprite = 13
	democratic_drift = 0.08
	political_power_factor = 0.1
	production_speed_buildings_factor = 0.05
}
### Entity: Order of Battle
Component: 28th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 28th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_allow_new_elections
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_allow_new_elections
	icon = GFX_goal_generic_multipartism
	x = 2
	y = 1
	relative_position_id = VEN_abolish_death_penalty
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	prerequisite = {
		focus = VEN_abolish_death_penalty
	} {
		focus = VEN_tax_reforms
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		remove_ideas = VEN_corruption_2
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_tech_agreement_with_ussr
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_tech_agreement_with_ussr
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = PRC_two_soviets_together
	}
	x = 0
	y = 1
	relative_position_id = PRC_two_soviets_together
	mutually_exclusive = {
		focus = PRC_deepen_the_dixie_mission
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_allied_country = {
			NOT = {
				has_war_with = SOV
			}
		}
		SOV = {
			is_subject = no
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 74
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_opinion_modifier = {
			target = SOV
			modifier = PRC_deepened_communist_ties_opinion
		} {
			target = USA
			modifier = PRC_approached_the_soviets_opinion
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = PRC_deepened_communist_ties_opinion
			}
		}
		add_tech_bonus = {
			name = PRC_tech_agreement_with_ussr
			bonus = 0.25
			uses = 1
			category = armor
		} {
			name = PRC_tech_agreement_with_ussr
			bonus = 0.25
			uses = 1
			category = air_equipment
		} {
			name = PRC_tech_agreement_with_ussr
			bonus = 0.25
			uses = 1
			category = support_tech
		} {
			name = PRC_tech_agreement_with_ussr
			bonus = 0.25
			uses = 1
			category = infantry_weapons
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_doctrine = armored_cavalry
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_tech_agreement_with_ussr
				sub_doctrine = armored_cavalry
			}
		} {
			limit = {
				PRC_neighboring_SOV = yes
			}
			add_ideas = PRC_SOV_lend_lease_idea_1
		}
		else = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 365
				name = PRC_tech_agreement_with_ussr
				track = armor
			}
		}
	}
}
### Entity: Event
Component: lar_spain.44
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.44
	title = lar_spain.44.t
	desc = lar_spain.44.desc
	picture = GFX_report_event_read_write
	is_triggered_only = yes
	option = {
		name = lar_spain.44.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Unit Template
Component: DOM_CL_HISTORICAL
Source: game
File: common/units/names_ships/DOM_ship_names.txt

Code:
DOM_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		DOM
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARD 
	fallback_name = Crucero Ligero %d
	unique = {
		El Benefactor Santo Domingo Santiago San Pedro La Romana
	}
}
### Entity: Event
Component: wtt_news.11
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.11
	title = wtt_news.11.t
	desc = wtt_news.11.desc
	picture = GFX_news_event_soviet_tanks
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.11.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.11.b
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.11.c
		trigger = {
			is_in_faction_with = GER
			NOT = {
				original_tag = GER
			}
		}
	} {
		name = wtt_news.11.d
		trigger = {
			NOT = {
				original_tag = GER SOV POL FIN EST LAT LIT
				is_in_faction_with = GER
			}
		}
	} {
		name = wtt_news.11.e
		trigger = {
			NOT = {
				is_in_faction_with = GER
			}
			OR = {
				original_tag = POL FIN EST LAT LIT
			}
		}
	}
}