Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_template_PRC_asian_democratic_union
Constructs: change_leader_rule_industry, change_leader_rule_manpower
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_PRC_asian_democratic_union = {
	name = PRC_asian_democratic_union_faction
	manifest = faction_manifest_chinese_democratic_union
	icon = GFX_faction_logo_generic_democratic
	goals = {
		faction_goal_industrial_expansion faction_goal_defeat_of_fascism
	}
	default_rules = {
		joining_rule_democratic_non_aligned joining_rule_asia_only change_leader_rule_industry change_leader_rule_manpower
	}
}
### Entity: Decision
Component: EAI_construction_DECISIONS
Source: game
File: common/decisions/categories/EAI_decision_categories.txt

Code:
EAI_construction_DECISIONS = {
	priority = 9999
	allowed = {
		always = yes
	}
	visible = {
		always = yes
	}
}
### Entity: Unit Template
Component: INS_CL_HISTORICAL
Source: game
File: common/units/names_ships/INS_ship_names.txt

Code:
INS_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		INS
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = KRI 
	fallback_name = Light Cruiser %d
	unique = {
		Diponegoro Sultan Hasanuddin Sultan Iskandar Muda Frans Kaisiepo Bung Tomo John Lie Usman Harun Fatahillah Malahayati Nala Kapitan Pattimura Untung Suropati Nuku Lambung Mangkurat Cut Nyak Dien Sultan Thaha Syaifudin Sutanto Sutedi Senoputra Wiratno Tjiptadi Hasan Basri Imam Bonjol Teuku Umar Silas Papare
	}
}
### Entity: Trigger Reference
Construct: all_unit_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_unit_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if all Unit Leaders of the Country in scope match the triggers.
tooltip=key can be defined to override title.
ex: GER = {
  all_unit_leader = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... character scope triggers ...
  }
}
```
### Entity: AI Strategy
Component: HOL_distracted_garrison_1056
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_1056 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		1056 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			1056
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			673
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_private_sector
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_expand_private_sector
	icon = GFX_goal_generic_construct_civ_factory
	relative_position_id = CHL_consolidate_the_government
	x = 2
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_liberalism_over_socialism
	}
	available = {
		has_government = democratic
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = CHL_expanded_private_sector
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: POL_april_constitution_2
Constructs: has_government, is_subject, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_april_constitution_2 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		political_power_factor = -0.1
		political_advisor_cost_factor = 0.1
		economy_cost_factor = 0.1
		mobilization_laws_cost_factor = 0.1
		drift_defence_factor = 0.05
		neutrality_drift = 0.1
	}
}
### Entity: Effect Reference
Construct: launch_nuke
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## launch_nuke

* Supported Scopes: COUNTRY
* Supported Targets: none

```
launch nuke at a state. usage : 
launch_nuke = { 
   provinve = 42 #will nuke this province if specified
   state = 42 #use either province or state. if state is used it will prefer enemies first while picking a province to nuke. otherwise it will pick one of the neutrals
   controller = GER #if state and controller is specified, the effect will pick a province that is controlled by this tag
   use_nuke = yes #will consume nuke if specified
   nuke_type = nuclear_bomb # type of nuke to use (e.g. nuclear_bomb, thermonuclear_bomb etc.)
} 

```
### Entity: AI Strategy
Component: SAF_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/SAF_historical_strategy_plan.txt

Code:
SAF_historical = {
	name = South African historical plan
	desc = 
	allowed = {
		original_tag = SAF
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SAF_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SAF_AI_RANDOM_DEMOCRATIC_HISTORICAL britain_enforced_our_loyalty
			has_game_rule = {
				rule = SAF_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		SAF_south_african_railways SAF_support_the_policy_of_appeasement SAF_police_windhoek SAF_native_laws_amendment_act SAF_expand_the_mining_industry SAF_special_service_battalion SAF_commit_to_the_five_year_plan SAF_improve_the_three_oh_three SAF__south_african_military_college SAF_voortrekker_monument SAF_heavy_engineering SAF_infrastructure_effort SAF_improve_the_hawker_hartbees SAF_expand_the_south_african_artillery SAF_armament_effort SAF_equipment_effort SAF_mechanization_effort SAF_commemorate_the_battle_of_blood_river SAF_work_for_all_poor SAF_war_measures_act SAF_emergency_workers SAF_cape_garrison_artillery SAF_perfect_the_cab_rank_technique SAF_secure_the_cape_sea_route SAF_q_services_corps SAF_csir SAF_joint_air_training_scheme SAF_reconstitute_the_cape_corps SAF_seaward_defence_force SAF_protect_the_trade SAF_armor_effort SAF_sa_engineer_corps SAF_south_african_steel SAF_pretoria_arms SAF_anti_submarine_tactics SAF_expand_the_simons_town_base SAF_expand_the_rand_mines SAF_fund_the_university_of_south_africa SAF_anti_submarine_tactics SAF_strengthen_the_cape_garrison_artillery SAF_desert_air_force SAF_retain_experienced_pilots SAF_expand_the_cape_corps SAF_suppress_the_stormjaers SAF_desert_equipment SAF_south_african_special_forces SAF_establish_the_atomics_energy_board
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/EGY_1900.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 7011
	division_template = Alfurqat Almasha
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: tage_18
Constructs: removal_cost, conscription_factor, cancel_if_invalid
Source: game
File: common/ideas/tmodern_minimum_age.txt

Code:
tage_18 = {
	removal_cost = -1
	level = 6
	available = {

	}
	ai_will_do = {
		factor = 1
		modifier = {
			threat = > 0.5
			factor = 80
		}
	}
	modifier = {
		training_time_army_factor = -0.05
		conscription_factor = 0.05
	}
	cancel_if_invalid = no
}
### Entity: Joint Focus
Component: HABSBURG_industrializing_our_capitals
Constructs: prerequisite, limit, joint_focus, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, random_owned_controlled_state
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_industrializing_our_capitals
	dynamic = yes
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = HABSBURG_joint_ventures_in_resource_extraction HABSBURG_optimizing_the_land_usage HABSBURG_supplying_the_federation
	}
	relative_position_id = HABSBURG_joint_ventures_in_resource_extraction
	x = -3
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		random_owned_controlled_state = {
			limit = {
				is_capital = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward_joint_member = {
		random_owned_controlled_state = {
			limit = {
				is_capital = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: debug
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug
```
as a console command will turn on debug mode which can provide information about certain database entries, such as focuses, national spirits (and other ideas such as laws or designers), or technologies when hovering over them, as well as obtaining information when hovering over a province of IDs of the state and the province, as well as the 3-letter country tag of the country it belongs to. Note that while modding, the console command does not do everything that the launch option does and cannot serve as a substitute.

If that is impossible, using localisation is an alternative. To do that, navigate to the folder where the game is contained, then to the /Hearts of Iron IV/localisation/english/ folder. Each file in there contains localisation keys with values that actually appear in-game assigned to them. Using a non-default text editor can also allow using the 'Search in files' function (Such as in Notepad++, Sublime Text, or Visual Studio Code) in order to search through every single localisation file at the same time to find a specified value.

Disambiguation[edit | edit source]
In this article, there are 3 types of brackets used within commands:

Regular brackets as in
```
instantconstruction(ic)
```
are used to show aliases, alternate names for the console commands. In this case, using
```
### Entity: Unit Template
Component: SOV_DD_IMPERIAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_DD_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_DD
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = 
	fallback_name = Myenonosyets %s
	unique = {
		Zabiyaka Leytenant Ilyin Kapitan Saken Gaydamak Sokol Prytky Korshun Poslushny Krechet Pylky Prochny Yastreb Porazhayushchy Nyrok Pronzitelny Berkut Prozorlivy Rezvy Voron Retivy Filin Ryany Sova Podvizhny Albatros Reshitelny Kondor Strogy Pavlin Smetlivy Svirepy Stremitelny Fazan Serdity Bekas Smely Gorlitsa Storozhevoy Grach Steregushchy Kulik Razyashchy Drozd Rastoropny Dyatel Silny Skory Strashny Stroyny Statny Besshumny Bditelny Besposhchadny Besstrashny Leytenant Burakov Metky Ispolnitelny Iskusny Krepky Molodetsky Lyogky Moshchny Lovky Letuchy Likhoy Ukrayna Voyskovoy Trukhmenets Kazanets Donskoy Kazak Zabaykalets Emir Bukharsky Finn Moskvityanin Dobrovolets Tochny Trevozhny Tvyordy Inzhener-Mekhanik Anastasov Leytenant Maleev Leytenant Sergeev Kapitan Yurasovsky Inzhener-Mekhanik Zverev Inzhener-Mekhanik Dmitriev Boevoy Burny Vnimatelny Vnushitelny Vynoslivy Amurets Ussuriets General Kondratenko Okhotnik Sibirsky Strelok Pogranichnik Leytenant Shestakov Leytenant Pushchin Kapitan-Leytenant Baranov Leytenant Zatsaryonny Novik Bespokoyny Gnevny Derzky Schastlivy Bystry Gromky Pospeshny Pobeditel Grom Orfey Letun Desna Azard Samson Kapitan Izylmetyev Kapitan Kingsbergen Kapitan Kern Kapitan Belli Leytenant Dubasov Kapitan Konon Zotov Kapitan Kroun Gavriil Konstantin Vladimir Leytenant Lombard Feodonisi Kerch Gajibey Kaliakriya Tserigo Zante Korfu Levkas Gromonosets Izyaslav Avtroil Pryamislav Bryachislav Fyodor Stratilat Gogland Grengamn Kulm Patras Rymnik Smolensk Stirsudden Tenedos Khios Rodos Samos Sukhum Poti Gagry Gelendzhik Kotlin Lakhta Narva Sveaborg Revel Vyborg Abo Ilim Vindava Libava Yalta Chardak Kodor Kiliya Reni Yanchikhe Suchena Adler Anakriya Minyor Nargen Usuri Sungari Biorke Rochensalm Gapsal Moonzund Borgo Ekenes Anapa Uchebny Ay-Todor Podvodnik Dago Periskop Lyotchik Kronshlot Seskar Pernov Tosna Domesnes Aspe Tranzund Mina Sestroretsk Polangen Pakerort Lastochka Vorobey Vorona Zhavoronok Zhuravel Zyablik Ivolga Indyuk Kakadu Kanareyka Kobchik Kolibri Konoplyanka Koryushka Kukushka Kuritsa Glukhar Sviristel Teterev Treska Udav Uzh Khameleon Tsaplya Oryol Perepel Piskar Popu
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_power_of_the_peasantry
Constructs: prerequisite, completion_reward, has_global_flag, add_popularity, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_power_of_the_peasantry
	icon = GFX_focus_SOV_breadbasket_of_the_union
	prerequisite = {
		focus = SOV_coup_detat
	}
	x = -2
	y = 1
	relative_position_id = SOV_coup_detat
	cost = 10
	available = {
		NOT = {
			has_global_flag = SOV_soviet_civil_war_over
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = SOV_support_of_the_peasants_idea
			days = 365
		}
	}
}
### Entity: Character
Component: CHA_acd2
Source: game
File: common/characters/CHA.txt

Code:
CHA_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = CHA_acd2
		allowed = {
			original_tag = CHA
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Scripted Effect
Component: SWI_check_fascist_factories
Constructs: limit, has_variable, check_variable, set_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_check_fascist_factories = {
	if = {
		limit = {
			SWI = {
				has_variable = SWI_biggest_fascist
				check_variable = {
					SWI_biggest_fascist.num_of_factories = < PREV.num_of_factories
				}
			}
		}
		SWI = {
			set_variable = {
				SWI_biggest_fascist = PREV
			}
		}
	}
	else_if = {
		limit = {
			NOT = {
				SWI = {
					has_variable = SWI_biggest_fascist
				}
			}
		}
		SWI = {
			set_variable = {
				SWI_biggest_fascist = PREV
			}
		}
	}
}
### Entity: Character
Component: GXC_bai_chongxi
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_bai_chongxi = {
	name = GXC_bai_chongxi
	portraits = {
		army = {
			large = GFX_portrait_GXC_bai_chongxi
			small = GFX_portrait_GXC_bai_chongxi_small
		}
	}
	corps_commander = {
		traits = {
			organizer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = GXC_bai_chongxi
		allowed = {
			OR = {
				original_tag = GXC GDC
			}
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ARecon.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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### Entity: Character
Component: PRC_cheng_zihua
Source: game
File: common/characters/PRC.txt

Code:
PRC_cheng_zihua = {
	name = PRC_cheng_zihua
	portraits = {
		army = {
			large = GFX_portrait_PRC_cheng_zihua
			small = GFX_portrait_PRC_cheng_zihua_small
		}
	}
	corps_commander = {
		traits = {
			PRC_survivor_of_the_long_march
		}
		skill = 1
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Idea
Component: AUS_farmer_payments
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_farmer_payments = {
	picture = LIT_syndicalist_agriculture
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.075
		political_power_cost = 0.05
	}
}
### Entity: AI Strategy
Component: GER_submarine_ratio
Constructs: has_completed_focus, is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_submarine_ratio = {
	allowed = {
		original_tag = GER
	}
	enable = {
		always = yes
	}
	abort = {
		OR = {
			has_completed_focus = GER_trade_interdiction
			AND = {
				is_historical_focus_on = yes
				date = > 1938.1.1
			}
		}
	}
	ai_strategy = {
		type = unit_ratio
		id = submarine
		value = -50
	}
}
### Entity: Trigger Reference
Construct: is_army_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_army_leader

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_army_leader = yes/no - Checks if the current character is a army leader
```
### Entity: National Focus
Tree: sco_focus
Component: SCO_forge_our_own_path
Constructs: prerequisite, completion_reward, add_political_power, add_command_power, set_rule
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_forge_our_own_path
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = SCO_propagate_the_importance_of_struggle
	}
	relative_position_id = SCO_propagate_the_importance_of_struggle
	mutually_exclusive = {
		focus = SCO_join_the_axis
	}
	x = 0
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		add_command_power = 50
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Character
Component: POL_kazimierz_sosnkowski
Source: game
File: common/characters/POL.txt

Code:
POL_kazimierz_sosnkowski = {
	name = POL_kazimierz_sosnkowski
	portraits = {
		army = {
			small = GFX_idea_POL_kazimierz_sosnkowski
			large = GFX_portrait_POL_kazimierz_sosnkowski
		}
	}
	advisor = {
		slot = army_chief
		idea_token = POL_kazimierz_sosnkowski
		allowed = {
			original_tag = POL
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			defensive_doctrine
		}
		skill = 3
		attack_skill = 2
		defense_skill = 4
		planning_skill = 4
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Scripted Effect
Component: EAI_PC_infrastructure_for_supply_STRATEGIES
Constructs: has_war, limit, set_temp_variable, clear_temp_array, is_in_faction_with, is_ai, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_infrastructure_for_supply_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_infrastructure_for_supply_STRATEGIES = 0
	}
	clear_temp_array = _target_states_ _target_provinces_
	if = {
		limit = {
			tag = USA
			is_in_faction_with = ENG
			ENG = {
				is_ai = yes
			}
			has_war = yes
			date = > 1940.1.1
		}
		add_to_temp_array = {
			_target_states_ = 118
			 = .id
		} {
			_target_states_ = 116
			 = .id
		} {
			_target_states_ = 447
			 = .id
		}
		set_temp_variable = {
			_project_target_level = 5
		} {
			_project_queue_num = 5
		} {
			_project_build_for_ally = 1
		} {
			EAI_PC_infrastructure_for_supply_STRATEGIES = 1
		}
	}
}
### Entity: Idea
Component: HOL_curtail_colonial_autonomy_subject
Constructs: is_subject, removal_cost, autonomy_gain
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_curtail_colonial_autonomy_subject = {
	name = HOL_curtail_colonial_autonomy
	picture = hol_lead_the_minor_democracies
	available = {
		is_subject = yes
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = -1.5
	}
}
### Entity: Order of Battle
Component: Chernomorskiy Flot
Source: game
File: history/units/SOV_1939_naval_legacy.txt

Code:
fleet = {
	name = Chernomorskiy Flot
	naval_base = 3686
	task_force = {
		name = Chernomorskiy Flot
		location = 3686
		ship = {
			name = Parizhskaya Kommuna
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Krasni Kavkaz
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Krasny Krym
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Chervonaya Ukraina
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Komintern
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Moskva
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
					version_name = Leningrad & Minsk Class
				}
			}
		} {
			name = Bodryy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Bystryy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Boykiy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Kharkov
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
					version_name = Leningrad & Minsk Class
				}
			}
		} {
			name = Artyom
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Volodarskiy
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Yakov Sverdlov
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Frunze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		}
	} {
		name = Chernomorskiy Podvodniy Flot
		location = 3686
		ship = {
			name = Shch-201
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-202
			definition = submarine
			equipment = {
				submar
# ... (truncated)