Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: poland.92
Constructs: is_triggered_only, ai_chance, limit, has_government, has_idea_with_trait, is_in_faction_with, is_subject, set_autonomy
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.92
	title = poland.92.t
	desc = poland.92.d
	picture = GFX_report_event_josef_beck
	is_triggered_only = yes
	option = {
		name = poland.92.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.2
				strength_ratio = {
					tag = POL
					ratio = < 0.4
				}
			}
		}
		POL = {
			country_event = poland.93
		}
	} {
		name = poland.92.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 1.35
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 0
				OR = {
					ROM = {
						is_in_faction_with = SOV
					} {
						is_in_faction_with = GER
					} {
						is_in_faction_with = FRA
					} {
						is_in_faction_with = ENG
					} {
						is_in_faction_with = ITA
					}
				}
			} {
				factor = 0.4
				strength_ratio = {
					tag = POL
					ratio = > 0.65
				}
			} {
				factor = 0
				strength_ratio = {
					tag = POL
					ratio = > 0.75
				}
			} {
				factor = 0
				is_subject = yes
			}
		}
		if = {
			limit = {
				POL = {
					has_government = fascism
				}
			}
			custom_effect_tooltip = POL_Romanian_Intervention_tooltip_DOD
			hidden_effect = {
				POL = {
					set_autonomy = {
						target = ROM
						autonomous_state = autonomy_satellite
						freedom_level = 0.55
					}
				}
			}
			else = {
				custom_effect_tooltip = POL_Romanian_Intervention_tooltip_TFV
				hidden_effect = {
					POL = {
						set_autonomy = {
							target = ROM
							autonomous_state = autonomy_dominion
							freedom_level = 0.55
						}
					}
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = -0.15
		}
		POL = {
			country_event = poland.94
		}
	}
}
### Entity: Event
Component: wtt_news.32
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.32
	title = wtt_news.32.t
	desc = wtt_news.32.desc
	picture = GFX_news_event_chinese_soldiers_march
	immediate = {
		set_global_flag = chiang_needs_to_die
	}
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.32.a
		trigger = {
			original_tag = PRC
		}
	} {
		name = wtt_news.31.c
		trigger = {
			original_tag = CHI
		}
	} {
		name = wtt_news.32.e
		trigger = {
			OR = {
				original_tag = JAP MAN
			}
		}
	} {
		name = wtt_news.32.c
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.32.d
		trigger = {
			NOT = {
				original_tag = PRC CHI SOV JAP MAN
			}
		}
	}
}
### Entity: Idea
Component: MEX_astimar_gulf
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_astimar_gulf = {
	allowed = {
		original_tag = MEX
	}
	available = {
		has_completed_focus = MEX_focus_gulf_coast_naval_yards
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
}
### Entity: Idea
Component: bra_1930_2
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_1930_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_30
	modifier = {
		war_support_factor = -0.15
		stability_factor = -0.15
		production_factory_efficiency_gain_factor = -0.05
		line_change_production_efficiency_factor = -0.05
	}
}
### Entity: AI Strategy
Component: EAI_CHI_china_PREPARE_JAP
Constructs: has_war, has_war_with, is_literally_china, is_justifying_wargoal_against, has_wargoal_against
Source: game
File: common/ai_strategy/CHI_EAI.txt

Code:
EAI_CHI_china_PREPARE_JAP = {
	allowed = {
		is_literally_china = yes
	}
	enable = {
		is_literally_china = yes
		NOT = {
			has_war_with = CHI
		}
		date = < 1939.1.1
		has_war = no
		OR = {
			JAP = {
				is_justifying_wargoal_against = CHI
			} {
				has_wargoal_against = CHI
			} {
				focus_progress = {
					focus = JAP_reinforce_the_beijing_garrison
					progress = > 0
				}
			}
		}
	}
	abort = {
		OR = {
			has_war = yes
			NOT = {
				date = < 1939.1.1
			}
		}
	}
	ai_strategy = {
		type = prepare_for_war
		id = JAP
		value = 200
	} {
		type = prepare_for_war
		id = MEN
		value = 200
	} {
		type = prepare_for_war
		id = MAN
		value = 200
	}
}
### Entity: Order of Battle
Component: 25th Army Tank Brigade
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = 25th Army Tank Brigade
	location = 9397
	division_template = Tank Brigade
	start_experience_factor = 0.2
}
### Entity: Modifier Reference
Component: mafia_domination
Source: game
File: common/dynamic_modifiers/cw_dynamic_modifiers.txt

Code:
mafia_domination = {
	icon = GFX_looting_resistance_icon
	local_factories = -0.7
}
### Entity: Event
Component: INS_loyalist_events.13
Constructs: is_triggered_only, ai_chance, is_ai, is_in_faction_with, give_resource_rights, give_military_access, create_wargoal, take_state_focus
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.13
	title = INS_loyalist_events.13.t
	desc = INS_loyalist_events.13.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.13.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				INS = {
					is_ai = no
				}
			} {
				factor = 2
				is_in_faction_with = INS
			} {
				factor = 2
				is_in_faction_with = INS
				INS = {
					faction_influence_ratio = > 0.05
				}
			} {
				factor = 2
				is_in_faction_with = INS
				INS = {
					faction_influence_ratio = > 0.1
				}
			} {
				factor = 2
				is_in_faction_with = INS
				INS = {
					faction_influence_ratio = > 0.15
				}
			} {
				factor = 2
				is_in_faction_with = INS
				INS = {
					faction_influence_ratio = > 0.2
				}
			}
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.14
				hours = 6
			}
			effect_tooltip = {
				transfer_state = 1021
				give_resource_rights = {
					receiver = FROM
					state = 1021
				}
				give_military_access = FROM
			}
		}
	} {
		name = INS_loyalist_events.13.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.15
				hours = 6
			}
			effect_tooltip = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = {
						1021
					}
				}
			}
		}
	}
}
### Entity: Event
Component: news.701
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
news_event = {
	id = news.701
	title = news.701.t
	desc = news.701.d
	picture = GFX_news_event_011
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = news.701.o
	}
}
### Entity: AI Strategy
Component: SWE_nils_flyg_is_in_charge_and_he_is_a_weird_communist_that_does_not_like_stalin_so_we_like_him
Constructs: has_government, has_country_leader
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_nils_flyg_is_in_charge_and_he_is_a_weird_communist_that_does_not_like_stalin_so_we_like_him = {
	allowed = {
		original_tag = GER
	}
	enable = {
		country_exists = SWE
		SWE = {
			has_country_leader = {
				ruling_only = yes
				character = SWE_nils_flyg
			}
			has_government = communism
		}
	}
	abort = {
		SWE = {
			NOT = {
				has_government = communism
				has_country_leader = {
					ruling_only = yes
					character = SWE_nils_flyg
				}
			}
		}
	}
	ai_strategy = {
		type = avoid_starting_wars
		id = SWE
		value = 200
	} {
		type = befriend
		id = SWE
		value = 200
	} {
		type = alliance
		id = SWE
		value = 1000
	}
}
### Entity: Character
Component: LIB_stewart_holland
Source: game
File: common/characters/LIB.txt

Code:
LIB_stewart_holland = {
	advisor = {
		slot = theorist
		idea_token = LIB_stewart_holland
		ledger = navy
		allowed = {
			original_tag = LIB
		}
		traits = {
			naval_theorist
		}
	}
	name = Stewart Holland
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Idea
Component: GER_the_great_red_menace
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_the_great_red_menace = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = ger_the_great_red_menace
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		communism_drift = -0.02
		democratic_drift = 0.02
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_subjugate_mexico
Constructs: prerequisite, has_government, completion_reward, is_subject, is_subject_of, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_subjugate_mexico
	icon = GFX_focus_attack_mexico
	prerequisite = {
		focus = QUE_expand_into_america
	}
	relative_position_id = QUE_our_own_way
	x = -1
	y = 3
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject = yes
		}
		has_government = fascism
	}
	bypass = {
		MEX = {
			OR = {
				exists = no
				is_subject_of = QUE
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = MEX
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_clamp_and_update_ui_effect
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_clamp_and_update_ui_effect = {
	clamp_variable = {
		var = SOV_paranoia
		min = 0
		max = 100
	}
	SOV_update_ui_effect = yes
}
### Entity: Idea
Component: AFG_communist_graduates
Constructs: stability_factor, removal_cost, communism_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_communist_graduates = {
	allowed = {
		tag = AFG
	}
	removal_cost = -1
	picture = AFG_communist_graduates
	modifier = {
		stability_factor = -0.1
		communism_drift = 0.03
	}
}
### Entity: State History
Component: 684
Constructs: add_core_of
Source: game
File: history/states/684-Caroline Islands.txt

Code:
state = {
	id = 684
	name = STATE_684
	manpower = 42357
	state_category = small_island
	history = {
		owner = JAP
		add_core_of = FSM
		buildings = {
			infrastructure = 2
			air_base = 3
			2489 = {
				naval_base = 6
				coastal_bunker = 5
			}
			13028 = {
				naval_base = 1
			}
			13030 = {
				naval_base = 1
			}
			13031 = {
				naval_base = 1
			}
			13032 = {
				naval_base = 1
			}
			13034 = {
				naval_base = 1
			}
			13035 = {
				naval_base = 1
			}
			13036 = {
				naval_base = 1
			}
		}
		victory_points = {
			2489 5
		} {
			13028 1
		}
		strategic_province_location = {
			natural_harbor = 2489
		}
		strategic_state_location = {
			favorable_approach = 13031
		}
	}
	provinces = {
		2489 13027 13028 13029 13030 13031 13032 13033 13034 13035 13036
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_northern_front
Constructs: prerequisite, limit, completion_reward, is_in_faction, is_subject, set_rule, add_ai_strategy, build_army
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_northern_front
	icon = GFX_goal_generic_authority
	relative_position_id = SWE_return_to_european_scene
	mutually_exclusive = {
		focus = SWE_march_alongside_the_british_blackshirts SWE_approach_germany
	}
	prerequisite = {
		focus = SWE_return_to_european_scene
	}
	x = 2
	y = 2
	cost = 5
	bypass = {
		is_in_faction = yes
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
			can_join_factions = yes
		}
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_SWE_stockholm_accord
				name = northern_front
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = northern_front
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: AFG_political_events.40
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_government, has_war_with, add_war_support, is_in_faction_with
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.40
	title = AFG_political_events.40.t
	desc = AFG_political_events.40.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.40.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 10
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.41
				days = 3
				random_days = 3
			}
		}
		IF = {
			limit = {
				has_idea = AFG_communist_influence
				NOT = {
					FROM = {
						has_government = communism
					}
				}
			}
			remove_ideas = AFG_communist_influence
		} {
			limit = {
				has_idea = AFG_democratic_influence_2
				NOT = {
					FROM = {
						has_government = democratic
					}
				}
			}
			remove_ideas = AFG_democratic_influence_2
		} {
			limit = {
				has_idea = AFG_fascist_influence
				NOT = {
					FROM = {
						has_government = fascism
					}
				}
			}
			remove_ideas = AFG_fascist_influence
		}
	} {
		name = AFG_political_events.40.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = AFG_political_events.42
				days = 3
				random_days = 3
			}
		}
		add_war_support = 0.1
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_maintaining_the_fire
Constructs: prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_maintaining_the_fire
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_all_must_bear_the_torch
	}
	icon = GFX_goal_generic_propaganda
	x = 1
	y = 1
	relative_position_id = SPR_all_must_bear_the_torch
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.15
	}
}
### Entity: Trigger Reference
Construct: all_collection_elements
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_collection_elements

* Supported Scopes: any
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Checks if the triggers are true for all of the elements in the collection.
### Entity: State History
Component: 345
Constructs: add_core_of
Source: game
File: history/states/345-Mersin.txt

Code:
state = {
	id = 345
	name = STATE_345
	history = {
		owner = TUR
		victory_points = {
			10056 1
		} {
			11810 5
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = TUR
	}
	provinces = {
		1122 4008 4124 4127 7026 7143 10056 11810
	}
	manpower = 411798
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_7/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Character
Component: GER_hans_kahle
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_hans_kahle = {
	name = GER_hans_kahle
	portraits = {
		army = {
			large = GFX_portrait_GER_hans_kahle
			small = GFX_portrait_GER_hans_kahle_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		visible = {
			has_completed_focus = GER_reorganize_nationale_volksarmee
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_90
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_90 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 90
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 90
		value = 10000
	} {
		type = naval_avoid_region
		id = 90
		value = -200
	} {
		type = strategic_air_importance
		id = 90
		value = 25000
	}
}
### Entity: Scripted Effect
Component: JAP_create_john_farnsworth_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_create_john_farnsworth_operative = {
	create_operative_leader = {
		name = JAP_john_semer_farnsworth
		GFX = GFX_portrait_JAP_john_semer_farnsworth
		gender = male
		traits = {

		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			USA
		}
	}
}
### Entity: Idea
Component: idea_INS_great_depression_fake
Constructs: removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_great_depression_fake = {
	name = INS_great_depression
	picture = great_depression
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		min_export = -0.7
	}
}
### Entity: Unit Template
Component: SAF_INF_01
Source: game
File: common/units/names_divisions/SAF_names_divisions.txt

Code:
SAF_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		SAF
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d South African Infantry Div.
	ordered = {
		1 = {
			%dst South African Infantry Div.
		}
		2 = {
			%dnd South African Infantry Div.
		}
		3 = {
			%drd South African Infantry Div.
		}
		4 = {
			%dth South African Infantry Div.
		}
		5 = {
			%dth South African Infantry Div.
		}
		6 = {
			%dth South African Infantry Div.
		}
		7 = {
			%dth South African Infantry Div.
		}
		8 = {
			%dth South African Infantry Div.
		}
		9 = {
			%dth South African Infantry Div.
		}
		10 = {
			%dth South African Infantry Div.
		}
		11 = {
			%dth South African Infantry Div.
		}
		12 = {
			%dth South African Infantry Div.
		}
		13 = {
			%dth South African Infantry Div.
		}
		14 = {
			%dth South African Infantry Div.
		}
		15 = {
			%dth South African Infantry Div.
		}
		16 = {
			%dth South African Infantry Div.
		}
		17 = {
			%dth South African Infantry Div.
		}
		18 = {
			%dth South African Infantry Div.
		}
		19 = {
			%dth South African Infantry Div.
		}
		20 = {
			%dth South African Infantry Div.
		}
		21 = {
			%dst South African Infantry Div.
		}
		22 = {
			%dnd South African Infantry Div.
		}
		23 = {
			%drd South African Infantry Div.
		}
		24 = {
			%dth South African Infantry Div.
		}
		25 = {
			%dth South African Infantry Div.
		}
		26 = {
			%dth South African Infantry Div.
		}
		27 = {
			%dth South African Infantry Div.
		}
		28 = {
			%dth South African Infantry Div.
		}
		29 = {
			%dth South African Infantry Div.
		}
		30 = {
			%dth South African Infantry Div.
		}
		31 = {
			%dst South African Infantry Div.
		}
		32 = {
			%dnd South African Infantry Div.
		}
		33 = {
			%drd South African Infantry Div.
		}
		34 = {
			%dth South African Infantry Div.
		}
		35 = {
			%dth South African Infantry Div.
		}
		36 = {
			%dth South African Infantry Div.
		}
		37 = {
			%dth South African Infantry Div.
		}
		38 = {
			%dth South African Infantry Div.
		}
		39 = {
			%dth South African Infantry Div.
		}
		40 = {
			%dth South African Infantry Div.
		}
		41 = {
			%dst South African Infantry Div.
		}
		42 = {
			%dnd South African Infantry Div.
		}
		43 = {
			%drd South African Infantry Div.
		}
		44 = {
			%dth South African Infantry Div.
		}
		45 = {
			%dth South African Infantry Div.
		}
		46 = {
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_SP_build_land_facility
Constructs: is_major
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_build_land_facility = {
	is_major = yes
	date = > 1937.6.1
	num_of_civilian_factories = > 50
	land_facility = < 1
}
### Entity: Character
Component: SOL_nt
Source: game
File: common/characters/SOL.txt

Code:
SOL_nt = {
	advisor = {
		slot = theorist
		idea_token = SOL_nt
		ledger = navy
		allowed = {
			original_tag = SOL
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: State History
Component: 324
Constructs: add_core_of
Source: game
File: history/states/324-Bhutan.txt

Code:
state = {
	id = 324
	name = STATE_324
	manpower = 450000
	state_category = town
	resources = {
		tungsten = 2
	}
	history = {
		owner = BHU
		buildings = {
			infrastructure = 1
			arms_factory = 1
			industrial_complex = 2
		}
		victory_points = {
			8010 3
		}
		add_core_of = BHU
	}
	provinces = {
		8010 12860
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: Example
Source: vanilla_docs
File: documentation/script_collection_operator.md

Doc:
### Example
```
collection_size = {
    input = game:all_countries
    operators = { faction_members }
    value > 3
}
```
### Entity: Modding Documentation
Construct: dump_synchronized_members
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## dump_synchronized_members

Dump the synchronized game state (the one that has checksum ID 2)
### Entity: Event
Component: news.61
Constructs: is_triggered_only, has_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.61
	title = news.60.t
	desc = {
		text = news.61.d
		trigger = {
			has_global_flag = end_of_czechoslovakia
		}
	} {
		text = news.61.d_2
		trigger = {
			NOT = {
				has_global_flag = end_of_czechoslovakia
			}
		}
	}
	picture = GFX_news_event_german_inspect_troops
	major = yes
	is_triggered_only = yes
	option = {
		name = news.60.a
		trigger = {
			NOT = {
				TAG = GER ENG FRA HUN
			}
		}
	} {
		name = news.60.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.60.c
		trigger = {
			OR = {
				TAG = FRA ENG
			}
		}
	} {
		name = news.60.e
		trigger = {
			TAG = HUN
		}
	}
}
### Entity: Unit Template
Component: HON_CV_HISTORICAL
Source: game
File: common/units/names_ships/HON_ship_names.txt

Code:
HON_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		HON
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARH 
	fallback_name = Portaaviones %d
	unique = {
		República de Honduras La Paloma
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_ratify_battleplans
Constructs: prerequisite, completion_reward, add_command_power, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_ratify_battleplans
	icon = GFX_goal_generic_secret_documents
	prerequisite = {
		focus = MON_expand_the_general_staff
	} {
		focus = MON_organize_army_inspection
	}
	x = -7
	y = 1
	relative_position_id = MON_expand_the_general_staff
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_command_power = 50
		unlock_decision_tooltip = MON_draw_battleplan_against_FROM
	}
}