Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: PRC_infiltration_sea_cat
Constructs: has_completed_focus, division_template, has_war, limit, has_government, has_war_with, has_country_flag, has_dynamic_modifier
Source: game
File: common/decisions/CHI_decisions.txt

Code:
PRC_infiltration_sea_cat = {
	CHI_fascist_infiltrate_state = {
		icon = {
			key = GFX_decisions_generic_infiltration_0
			trigger = {
				FROM = {
					NOT = {
						has_dynamic_modifier = {
							modifier = CHI_infiltrated_state_1
							scope = CHI
						} {
							modifier = CHI_infiltrated_state_2
							scope = CHI
						} {
							modifier = CHI_infiltrated_state_3
							scope = CHI
						}
					}
				}
			}
		} {
			key = GFX_decisions_generic_infiltration_1
			trigger = {
				FROM = {
					has_dynamic_modifier = {
						modifier = CHI_infiltrated_state_1
						scope = CHI
					}
				}
			}
		} {
			key = GFX_decisions_generic_infiltration_2
			trigger = {
				FROM = {
					has_dynamic_modifier = {
						modifier = CHI_infiltrated_state_2
						scope = CHI
					}
				}
			}
		}
		priority = 90
		allowed = {
			original_tag = CHI
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_a_new_middle_kingdom
			}
			has_completed_focus = CHI_a_chapter_in_every_village
			FROM = {
				controller = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
		available = {
			NOT = {
				has_completed_focus = CHI_a_new_middle_kingdom
			}
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = PRC_infiltrated_state_1
						scope = PRC
					} {
						modifier = PRC_infiltrated_state_2
						scope = PRC
					} {
						modifier = PRC_infiltrated_state_3
						scope = PRC
					}
				}
			}
		}
		state_target = yes
		target_array = ROOT.core_states
		highlight_states = {
			highlight_state_targets = {
				state = FROM
			}
		}
		on_map_mode = map_and_decisions_view
		target_trigger = {
			FROM = {
				impassable = no
				controller = {
					is_literally_china = yes
					NOT = {
						has_war_with = ROOT
						has_government = communism
					}
				}
				OR = {
					has_dynamic_modifier = {
						modifier = CHI_infiltrated_state_1
						scope = CHI
					} {
						modifier = CHI_infiltrated_state_2
						scope = CHI
					}
					any_neighbor_state = {
						OR = {
							has_dynamic_modifier = {
								modifier = CHI_infiltrated_state_1
								scope = CHI
							} {
								modifier = CHI_infiltrated_state_2
								scope = CHI
							} {
								modifier = CHI_infiltrated_state_3
								scope = CHI
							}
						}
					}
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = CHI_infiltrated_state_3
						scope = CHI
					}
				
# ... (truncated)
### Entity: Idea
Component: EAI_DD_11/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_uproot_banditry
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_uproot_banditry
	icon = GFX_goal_MAN_confront_gorillas
	prerequisite = {
		focus = NIC_reinstate_national_guard_control
	}
	x = -3
	y = 2
	relative_position_id = NIC_president_Somoza_Garcia
	cost = 5
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	ai_will_do = {
		factor = 9.8
	}
	completion_reward = {
		country_event = nicaragua.5
		add_country_leader_trait = defeater_of_the_bandits
	}
}
### Entity: Character
Component: MPL_alan_cunningham
Source: game
File: common/characters/MPL.txt

Code:
MPL_alan_cunningham = {
	name = Alan Cunningham
	portraits = {
		civilian = {
			large = gfx/leaders/ENG/Portrait_Britain_Alan_Cunningham.dds
		}
	}
	country_leader = {
		ideology = colonial_government
		traits = {
			MPL_high_commissioner
		}
	}
}
### Entity: National Focus
Component: production_effort
Constructs: prerequisite, limit, completion_reward, is_in_array, is_subject_of, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = production_effort
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = industrial_effort
	}
	x = 1
	y = 1
	relative_position_id = industrial_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			original_tag = SIA
		} {
			factor = 5
			is_in_array = {
				array = RAJ.raj_releasables
				value = THIS
			}
			is_subject_of = RAJ
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: SIA_thawee_punyaketu
Source: game
File: common/characters/SIA.txt

Code:
SIA_thawee_punyaketu = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_thawee_punyaketu
		allowed = {
			original_tag = SIA
		}
		traits = {
			captain_of_industry
		}
	}
	name = Thawee Punyaketu
	portraits = {
		army = {
			small = GFX_portrait_SIA_thawi_bunyaket_small
		}
	}
}
### Entity: Event
Component: englandmod.19
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.19
	title = englandmod.19.t
	desc = englandmod.19.d
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	option = {
		name = englandmod.19.a
	}
}
### Entity: Character
Component: WLS_acas
Source: game
File: common/characters/WLS.txt

Code:
WLS_acas = {
	advisor = {
		slot = high_command
		idea_token = WLS_acas
		ledger = air
		allowed = {
			original_tag = WLS
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_expand_shipbuilding_capacities
Constructs: prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, random_state
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_expand_shipbuilding_capacities
	icon = GFX_goal_generic_build_navy
	cost = 10
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = PER_maintain_navy_land_links PER_separate_the_navy
	}
	relative_position_id = PER_maintain_navy_land_links
	x = 1
	y = 1
}
### Entity: Idea
Component: CHI_three_princpals_w_n_idea
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_three_princpals_w_n_idea = {
	name = CHI_three_princpals_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		original_tag = CHI
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		consumer_goods_factor = -0.05
		stability_factor = 0.05
		war_support_factor = 0.05
		subjects_autonomy_gain = -0.1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_medium_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_medium_bomber_focus
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = PHI_air_innovations
	}
	mutually_exclusive = {
		focus = PHI_light_bomber_focus
	}
	relative_position_id = PHI_heavy_fighter_concept
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = POL_medium_bomber_focus
				bonus = 1
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = B-6A
				type = medium_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					engine_type_slot = engine_1_2x
					special_type_slot_1 = lmg_defense_turret
				}
				obsolete = yes
			}
		}
		else = {
			add_tech_bonus = {
				name = POL_medium_bomber_focus
				bonus = 1
				uses = 1
				category = tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Component: siamese_focus_tree
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus_tree = {
	id = siamese_focus_tree
	default = no
	continuous_focus_position = {
		x = 50
		y = 735
	}
	initial_show_position = {
		x = 70
	}
	country = {
		factor = 0
		modifier = {
			add = 20
			tag = SIA
		}
	}
	focus = {
		id = SIA_prepare_a_naval_expansion_r56
		icon = GFX_goal_siamese_navy
		cost = 5
		x = 4
		y = 0
		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
		}
		ai_will_do = {
			base = 1
		}
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {
					has_any_grand_doctrine = naval
				}
				navy_experience = 75
				add_doctrine_cost_reduction = {
					name = SIA_prepare_a_naval_expansion_r56
					cost_reduction = 0.25
					uses = 2
					category = naval_doctrine
				}
			}
			else = {
				navy_experience = 50
				add_doctrine_cost_reduction = {
					name = SIA_prepare_a_naval_expansion_r56
					cost_reduction = 0.85
					uses = 1
					category = naval_doctrine
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt unlocks_decision_lease_foreign_repair_capacity_which_grants_r56_tt
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = 25
			}
		}
	} {
		id = SIA_develop_the_southern_bases_r56
		icon = GFX_goal_generic_naval_base
		prerequisite = {
			focus = SIA_prepare_a_naval_expansion_r56 SIA_separate_the_royal_aeronautical_service_r56
		}
		cost = 5
		x = 6
		y = 1
		relative_position_id = SIA_prepare_a_naval_expansion_r56
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		ai_will_do = {
			base = 2
		}
		available = {
			724 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		completion_reward = {
			navy_experience = 10
			air_experience = 10
			724 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				} {
					type = naval_base
					level = 1
					province = 7236
					instant_build = yes
				}
				build_railway = {
					path = {
						12201 12230
					}
					level = 1
				}
			}
		}
	} {
		id = SIA_incorporate_allied_radar_designs_r56
		prerequisite = {
			focus = SIA_develop_the_southern_bases_r56
		}
		mutually_exclusive = {
			focus = SIA_prioritize_domestic_radar_research_r56
		}
		icon = GFX_goal_generic_radar2
		cost = 5
		ai_will_do = {
			base = 1
		}
		x = -1
		y = 1
		relative_posi
# ... (truncated)
### Entity: Special Project
Component: sp_land_generic_reward_artillery_tech_3
Constructs: fire_only_once, has_project_flag, add_tech_bonus, add_breakthrough_progress, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_artillery_tech_3 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_artillery_tech_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_artillery_tech
		iteration_output = {
			country_effects = {
				add_tech_bonus = {
					name = sp_land_generic_reward_option_artillery_tech_bonus_name
					bonus = 0.35
					uses = 1
					category = mio_cat_artillery
				}
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_artillery_tech_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_pakistan_movement
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_timed_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_pakistan_movement
	icon = GFX_focus_RAJ_the_pakistan_movement
	prerequisite = {
		focus = RAJ_two_nation_theory_dlc
	}
	x = 0
	y = 1
	relative_position_id = RAJ_two_nation_theory_dlc
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_RAJ_muslims_demanding_a_homeland
			days = 270
		} {
			idea = idea_RAJ_growing_hindu_nationalism
			days = 270
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_agricultural_expansion
Constructs: shared_focus, prerequisite, add_stability, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_agricultural_expansion
	icon = GFX_goal_generic_farm_tractor
	x = 0
	y = 2
	relative_position_id = TRK_agricultural_renewal
	cost = 10
	prerequisite = {
		focus = TRK_agricultural_renewal
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		add_timed_idea = {
			idea = RAJ_agriculture_subsidised
			days = 365
		}
	}
}
### Entity: Event
Component: englandmod.17
Constructs: is_triggered_only, ai_chance, limit, is_in_faction, create_faction_from_template, add_to_faction, add_ai_strategy
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.17
	title = englandmod.17.t
	desc = englandmod.17.d
	picture = GFX_report_event_german_parade_paris
	is_triggered_only = yes
	option = {
		name = englandmod.17.a
		ai_chance = {
			base = 95
		}
		ENG = {
			if = {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_generic_dominance
					name = imperial_fascist_league
					icon = GFX_faction_logo_generic_fascist
				}
			}
		} {
			add_to_faction = JAP
		} {
			country_event = {
				id = englandmod.18
				days = 1
			}
		}
		JAP = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
		}
	} {
		name = englandmod.17.b
		ai_chance = {
			base = 5
		}
		ENG = {
			country_event = {
				id = englandmod.19
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Country History
Country: BAY
Component: BAY_characters
Constructs: recruit_character
Source: game
File: history/countries/BAY - Bavaria.txt

Code:
# Leaders & Characters for BAY
recruit_character = BAY_rupprecht_of_bavaria
### Entity: Event
Component: news.273
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.273
	title = news.273.t
	desc = news.273.desc
	picture = GFX_news_event_indian_famine
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = news.273.a
		trigger = {
			original_tag = RAJ
		}
	} {
		name = news.273.b
		trigger = {
			NOT = {
				original_tag = RAJ
			}
		}
	}
}
### Entity: AI Strategy
Component: jap_building_boats_is_great
Source: game
File: common/ai_strategy/JAP.txt

Code:
jap_building_boats_is_great = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		num_of_civilian_factories_available_for_projects = > 15
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dockyard_to_military_factory_ratio
		value = 40
	}
}
### Entity: Order of Battle
Component: Kriegsmarine-Division
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_7.txt

Code:
division = {
	name = Kriegsmarine-Division
	location = 9347
	division_template = Ersatzheer
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Character
Component: EGY_hassan_al_banna
Source: game
File: common/characters/EGY.txt

Code:
EGY_hassan_al_banna = {
	name = Hassan Al-Banna
	portraits = {
		civilian = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Hassan_al_Banna.dds
		}
	}
	country_leader = {
		ideology = islamism
		expire = 1965.1.1
		traits = {
			indomitable_perseverance r56_trait_opposed_to_communism
		}
		id = -1
	}
}
### Entity: Character
Component: TUR_sefik_husnu
Constructs: has_completed_focus, has_dlc, has_idea, has_country_leader
Source: game
File: common/characters/TUR.txt

Code:
TUR_sefik_husnu = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_sefik_husnu
		portraits = {
			civilian = {
				large = GFX_portrait_TUR_sefik_husnu
			}
			army = {
				small = GFX_idea_tur_sefik_husnu
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = TUR_sefik_husnu
			allowed = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = TUR_can_only_have_one_prime_minister_tt
					NOT = {
						OR = {
							has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_said_i_nursi TUR_nihal_atsiz
						}
					}
				}
			}
			visible = {
				has_completed_focus = TUR_lift_the_turkiye_komunist_partisis_exile
				NOT = {
					has_country_leader = {
						character = TUR_sefik_husnu
						ruling_only = yes
					}
				}
			}
			traits = {
				prime_minister_husnu
			}
		}
		country_leader = {
			ideology = stalinism
			traits = {
				reluctant_stalinist
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_sefik_husnu
		portraits = {
			civilian = {
				large = GFX_portrait_TUR_sefik_husnu
			}
		}
		country_leader = {
			ideology = stalinism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Alto Tirreno
Source: game
File: history/units/ITA_1936_naval_legacy.txt

Code:
fleet = {
	name = Comando Navale Alto Tirreno
	naval_base = 6973
	task_force = {
		name = II Squadra Navale
		location = 6973
		ship = {
			name = RI Pola
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Giovanni dalle Bande Nere
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Bartolomeo Colleoni
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Bolzano
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Trento
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RI Trieste
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RI Emanuele Filiberto Duca d'Aosta
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Montecuccoli Class
				}
			}
		} {
			name = RI Muzio Attendolo
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Montecuccoli Class
				}
			}
		} {
			name = RI Raimondo Montecuccoli
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Montecuccoli Class
				}
			}
		} {
			name = RCT Maestrale
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Grecale
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Libeccio
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Scirocco
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale
# ... (truncated)
### Entity: Idea
Component: GYA_communist_guy
Constructs: has_government
Source: game
File: common/ideas/guyana.txt

Code:
GYA_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = GYA
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: subservient_democrat
Constructs: neutrality_drift, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
subservient_democrat = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	political_advisor_cost_factor = -0.1
	neutrality_drift = 0.1
	democratic_drift = 0.05
}