Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: INS_political_events.15
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.15
	title = INS_political_events.15.t
	desc = INS_political_events.15.desc
	picture = GFX_report_event_japanese_parade
	is_triggered_only = yes
	option = {
		name = INS_political_events.15.a
		JAP_setup_faction_wide_aoe_effects_root = yes
	}
}
### Entity: Name List
Component: COL
Source: game
File: common/names/00_names.txt

Code:
COL = {
	male = {
		names = {
			Adolfo Agustín Alejandro Andrés Aníbal Antonio Aureliano Arcadio Bartolomé Bernardo David Diego Domingo Eduardo Emiliano Emilio Enrique Esteban Eusebio Federico Felipe Francisco Germán Hernando Hilarión Ignacio Isidoro Ismael Jorge José José Miguel Juan Juan Antonio Juan Francisco Justo Ladislao Luis Manuel Mariano Miguel Narciso Nicolás Pablo Patricio Pedro Ramón Rufino Ruperto Santiago Sebastián Severino Tomás
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Abaroa Ágreda Altamirano Arteaga Ballivián Baquedano Belzú Blanche Blanco Buendía Bulnes Cabrera Calvo Campero Castilla Corrico Daza de la Cruz de Santa Cruz de Velasco de Vidal Echenique Errázuriz Fernández Figueroa Franco Freire Gamarra Gorostiaga Grau Guilarte Iguarán La Mar Latorre Lynch Melgarejo Monje Montero Montes Montt Orbegoso Pezet Rebolledo Ruíz-Tagle Salaverry Santa María Siles Sotomayor Toro Valencia Zañartu Zapata
	}
	callsigns = {

	}
}
### Entity: Event
Component: KMT_event.85
Constructs: is_triggered_only, limit, declare_war_on, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.85
	title = KMT_event.85.t
	desc = KMT_event.85.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = KMT_event.85.a
		effect_tooltip = {
			IF = {
				limit = {
					FROM = {
						controls_state = 614
					}
				}
				614 = {
					transfer_state_to = ROOT
				}
			}
			FROM = {
				transfer_units_fraction = {
					target = ROOT
					size = 0.4
					stockpile_ratio = 0.25
				}
			}
			declare_war_on = {
				target = FROM
				type = annex_everything
			}
		}
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_very_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_very_high_decrease_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = -0.25
	}
}
### Entity: National Focus
Tree: ecu_focus
Component: ECU_focus_on_defending_quito
Constructs: prerequisite, add_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_ecuador.txt

Code:
focus = {
	id = ECU_focus_on_defending_quito
	icon = GFX_goal_generic_fortify_city
	mutually_exclusive = {
		focus = ECU_gallos_plan
	}
	prerequisite = {
		focus = ECU_desperate_mobilization
	}
	relative_position_id = ECU_Alert_in_the_front
	x = -1
	y = 2
	cost = 10
	available = {
		has_war_with = PRU
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ECU_defense_of_quito
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: GEN_Mass_Units_I
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Mass_Units_I = {
	allowed = {
		always = no
	}
	picture = HUN_secret_rearmament
	modifier = {
		training_time_factor = -0.1
		conscription = 0.025
	}
}
### Entity: Modding Documentation
Construct: whitepeace
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## whitepeace
* Aliases: wp
* Arguments: <country tags>

White peace with the specified countries.
### Entity: Event
Component: peru.50
Constructs: is_triggered_only, division_template, limit, has_government, has_country_flag, fire_only_once, is_locked, set_country_flag
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.50
	title = peru.50.t
	desc = peru.50.d
	picture = GFX_report_event_PRU_rally
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		division_template = {
			name = Milicias
			division_names_group = SPAN_INF_02
			is_locked = no
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				}
			}
		}
	}
	option = {
		name = peru.50.a
		start_civil_war = {
			ideology = neutrality
			size = 0.4
			capital = 492
			states = {
				492 491 494 1061
			}
			set_country_flag = PRU_republic_force
		}
		hidden_effect = {
			every_controlled_state = {
				create_unit = {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				}
			}
			random_other_country = {
				limit = {
					original_tag = PRU
					has_civil_war = yes
					has_government = neutrality
					has_country_flag = PRU_republic_force
				}
				retire_character = PRU_ernesto_montagne_markholz PRU_gobierno_provicional
				promote_character = PRU_junta_militar
				set_party_name = {
					ideology = neutrality
					long_name = PRU_neutrality_party_long_1
					name = PRU_neutrality_party_1
				}
				add_popularity = {
					ideology = neutrality
					popularity = 0.15
				}
				every_controlled_state = {
					create_unit = {
						division = name = "Milicias Republicana" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = PREV
					} {
						division = name = "Milicias Aprista" division_
# ... (truncated)
### Entity: Joint Focus
Component: INSHOL_netherlands_indonesia_union
Constructs: prerequisite, limit, joint_focus, completion_reward, has_capitulated, is_ai
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_netherlands_indonesia_union
	icon = GFX_focus_INS_netherlands_indonesia_union
	text_icon = INSHOL_INS_HOL_focus_style
	ai_will_do = {
		base = 0.2
		modifier = {
			add = 100
			original_tag = HOL
			HOL_check_plan_alternate_monarchist = yes
		} {
			add = 0.5
			surrender_progress = > 0.5
		} {
			add = 1
			has_capitulated = yes
		} {
			add = 1
			has_capitulated = yes
			days_since_capitulated = > 150
		} {
			add = 1
			has_capitulated = yes
			days_since_capitulated = > 300
		} {
			add = 1
			has_capitulated = yes
			days_since_capitulated = > 400
		} {
			add = 1
			has_capitulated = yes
			days_since_capitulated = > 500
		} {
			add = 1
			has_capitulated = yes
			days_since_capitulated = > 600
		} {
			add = 1
			has_capitulated = yes
			days_since_capitulated = > 700
		} {
			factor = 0
			original_tag = INS
		} {
			factor = 0
			original_tag = HOL
			INS = {
				is_ai = no
			}
		}
	}
	available = {
		OR = {
			original_tag = HOL INS
		}
	}
	prerequisite = {
		focus = INSHOL_autonomous_dominion INSHOL_industrialized_colony
	}
	mutually_exclusive = {
		focus = INSHOL_republic_of_indonesia INSHOL_economic_integration
	}
	x = -3
	y = 0
	relative_position_id = INSHOL_economic_integration
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			HOL = {
				country_event = {
					id = INS_union_events.5
					hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				indonesia_union_INS_START_effect = yes
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			INS = {
				country_event = {
					id = INS_union_events.8
					hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				indonesia_union_HOL_START_effect = yes
			}
		}
	}
	completion_reward_joint_member = {

	}
}
### Entity: Event
Component: belgium.40
Constructs: ai_chance, fire_only_once, set_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.40
	title = belgium.40.t
	desc = belgium.40.d
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		tag = BEL
		date = > 1936.10.1
	}
	mean_time_to_happen = {
		days = 15
	}
	option = {
		name = belgium.40.a
		ai_chance = {
			base = 100
		}
		promote_character = {
			character = BEL_xavier_relecom
			ideology = stalinism
		}
		set_country_flag = relecom_communist_leader
	} {
		name = belgium.40.b
		promote_character = BEL_julien_lahaut
		set_country_flag = lahaut_communist_leader
	}
}
### Entity: Idea
Component: AFG_bank_improved
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_bank_improved = {
	picture = PER_fund_state_intelligence_idea
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.2
		production_speed_buildings_factor = 0.05
		political_power_factor = 0.05
	}
}
### Entity: Idea
Component: RAJ_naval_invasion_support
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
RAJ_naval_invasion_support = {
	name = RAJ_support_naval_invasions
	picture = generic_naval_invasion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		naval_invasion_prep_speed = 0.15
		naval_invasion_capacity = 10
		modifier_army_sub_unit_marine_max_org_factor = 0.15
		industrial_capacity_dockyard = 0.2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_elevate_the_vsv
Constructs: prerequisite, add_ideas, completion_reward, is_controlled_by, add_daily_mastery, add_to_variable, every_army_leader, add_planning
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_elevate_the_vsv
	icon = GFX_focus_CZE_war_college
	prerequisite = {
		focus = CZE_bribery_investigations
	}
	x = 0
	y = 1
	relative_position_id = CZE_bribery_investigations
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		army_experience = 5
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_daily_mastery = {
			amount = 0.1
			days = 180
			name = CZE_elevate_the_vsv
			track = infantry
		}
		add_to_variable = {
			CZE_ceskoslovenska_armada_field_officer_promotion_penalty = -1
			tooltip = modifier_field_officer_promotion_penalty_tt
		} {
			CZE_ceskoslovenska_armada_military_leader_cost_factor = -0.25
			tooltip = military_leader_cost_factor_tt
		}
		effect_tooltip = {
			add_ideas = CZE_elevate_the_vsv_idea_1
		}
		hidden_effect = {
			CZE_vsv_idea_go_up = yes
		}
		every_army_leader = {
			add_planning = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Character
Component: lifelong_carlist
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
lifelong_carlist = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	stability_factor = 0.1
}
### Entity: Unit Template
Component: SOV_GRD_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_GRD_01 = {
	name = Guards Rifles
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dya Gvardyeiskaya Strelk. Div.
	ordered = {
		1 = {
			%dya 'Moskva' Gvds. Strelk. Div.
		}
		2 = {
			%dya 'Tamanskaya' Gvds. Strelk. Div.
		}
		3 = {
			%dya 'Volnovakhskaya' Gvds. Strelk. Div.
		}
		4 = {
			%dya 'Apostolov' Gvds. Strelk. Div.
		}
		5 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		6 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		7 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		8 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		9 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		10 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		11 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		12 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		13 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		14 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		15 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		16 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		17 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		18 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		19 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		20 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		21 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		22 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		23 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		24 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		25 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		26 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		27 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		28 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		29 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		30 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		31 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		32 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		33 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		34 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		35 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		36 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		37 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		38 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		39 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		40 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		41 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		42 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		43 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		44 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		45 = {
			%dya Gvardyeiskaya Strelk. Div.
		}
		46 = {
			%dya Gvardyeiskaya Strelk.
# ... (truncated)
### Entity: Trigger Reference
Construct: has_ideology_group
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_ideology_group

* Supported Scopes: CHARACTER
* Supported Targets: none

```
has_ideology_group = communism - Checks if the current character has a country leader role matching the ideology group
```
### Entity: Modifier Reference
Construct: grant_medal_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## grant_medal_cost_factor

* Number with 1 decimal places
* **Categories**: country
### Entity: Event
Component: BBA_swiss_expansion.11
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.11
	title = BBA_swiss_expansion.11.t
	desc = BBA_swiss_expansion.11.desc
	picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.11.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_unified_high_command
Constructs: has_war_with, add_stability, completion_reward, add_political_power, has_global_flag, is_subject_of, has_country_leader
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_unified_high_command
	icon = GFX_goal_PAL_arab_volunteers
	x = 7
	y = 0
	available = {
		NOT = {
			has_global_flag = MPL_jerusalem_conference
			is_subject_of = ISR
		}
	}
	bypass = {
		NOT = {
			has_war_with = ISR
			has_global_flag = MPL_jerusalem_conference
			is_subject_of = ISR
		}
		hidden_trigger = {
			has_country_leader = {
				name = Ahmed Hilmi Pasha
			}
		}
	}
	cost = 3
	completion_reward = {
		add_political_power = 125
		add_stability = 0.2
	}
}
### Entity: Character
Component: BEL_corrupt_old_guard
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_corrupt_old_guard = {
	sprite = 10
	random = no
	stability_factor = 0.05
	consumer_goods_factor = 0.1
	drift_defence_factor = 0.25
}
### Entity: National Focus
Tree: que_focus
Component: QUE_fund_small_corporations
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_fund_small_corporations
	icon = GFX_goal_generic_deals
	x = 2
	y = 2
	cost = 5
	relative_position_id = QUE_tackle_the_economic_issues
	prerequisite = {
		focus = QUE_enforce_economic_nationalism
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_economic_nationalism_idea
			add_idea = QUE_the_fund
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CAT_acd2
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_acd2 = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = CAT
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: DEN_trade_deal_category
Constructs: limit, remove_ideas, has_war_with, fire_only_once, has_opinion, is_ai, complete_effect, swap_ideas
Source: game
File: common/decisions/DEN.txt

Code:
DEN_trade_deal_category = {
	DEN_increase_trade_with_denmark = {
		priority = 1
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 0
			modifier = {
				add = 10
				has_opinion = {
					target = DEN
					value = > 25
				}
				DEN = {
					is_ai = no
				}
			}
		}
		available = {
			DEN_potential_trading_partners = yes
		}
		visible = {

		}
		target_trigger = {
			FROM = {
				tag = DEN
			}
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			FROM = {
				country_event = {
					id = denmark_trade_deal.4
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt war_will_cancel_deal_tt
			effect_tooltip = {
				swap_ideas = {
					remove_idea = DEN_danish_produce_export_ns
					add_idea = DEN_danish_produce_export_ns_improved
				}
				FROM = {
					add_offsite_building = {
						type = industrial_complex
						level = 1
					}
				}
			}
		}
	}
	DEN_cancel_trade_with_denmark = {
		priority = 1
		icon = GFX_decision_generic_break_treaty
		ai_will_do = {
			base = 0
			modifier = {
				add = 25
				DEN = {
					has_added_tension_amount = > 24
				}
			}
		}
		available = {
			DEN_potential_trading_partners = yes
		}
		visible = {
			NOT = {
				has_war_with = DEN
			}
		}
		target_trigger = {
			FROM = {
				tag = DEN
			}
		}
		fire_only_once = yes
		cost = 0
		complete_effect = {
			effect_tooltip = {
				if = {
					limit = {
						ROOT = {
							has_idea = DEN_danish_produce_export_ns
						}
					}
					ROOT = {
						remove_ideas = DEN_danish_produce_export_ns
					}
					custom_effect_tooltip = DEN_loses_one_offmap_civ_tt
				}
				else_if = {
					limit = {
						ROOT = {
							has_idea = DEN_danish_produce_export_ns_improved
						}
					}
					ROOT = {
						remove_ideas = DEN_danish_produce_export_ns_improved
					}
					custom_effect_tooltip = DEN_loses_two_offmap_civ_tt
				}
			}
			FROM = {
				country_event = {
					id = denmark_trade_deal.7
					hours = 3
				}
			}
		}
	}
	DEN_cancel_trade_with_country = {
		priority = 1
		icon = GFX_decision_generic_break_treaty
		ai_will_do = {
			base = 0
			modifier = {
				add = 25
				FROM = {
					has_added_tension_amount = > 24
				}
			}
		}
		allowed = {
			original_tag = DEN
		}
		visible = {
			NOT = {
				has_war_with = FROM
			}
		}
		target_trigger = {
			FROM = {
				DEN_potential_trading_partners = yes
				OR = {
					has_idea = DEN_danish_pr
# ... (truncated)
### Entity: Order of Battle
Component: Battle Force
Source: game
File: history/units/USA_1939_naval_mtg.txt

Code:
fleet = {
	name = Battle Force
	naval_base = 1562
	task_force = {
		name = Battleships, Battle Force
		location = 9814
		ship = {
			name = USS Nevada
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Nevada Class
				}
			}
		} {
			name = USS Pennsylvania
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Arizona
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Oklahoma
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Nevada Class
				}
			}
		} {
			name = USS Tennessee
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Tennessee Class
				}
			}
		} {
			name = USS California
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Tennessee Class
				}
			}
		} {
			name = USS New Mexico
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Mississippi
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Idaho
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Colorado
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Colorado Class
				}
			}
		} {
			name = USS Maryland
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
# ... (truncated)
### Entity: Event
Component: greece.26
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.26
	title = greece.26.t
	desc = greece.26.d
	picture = GFX_report_event_gre_militaristic_march
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = greece.26.a
		ai_chance = {
			modifier = {
				factor = 75
			}
		}
		add_to_faction = GRE
	} {
		name = greece.26.b
		ai_chance = {
			modifier = {
				factor = 25
			}
		}
		GRE = {
			country_event = greece.11
		}
	}
}