Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: VIN_MEC_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/VIN_names_divisions.txt

Code:
VIN_MEC_02 = {
	name = Mechanized Division
	for_countries = {
		VIN
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		light_armor medium_armor mechanized
	}
	link_numbering_with = {
		VIN_INF_02
	}
	fallback_name = %dème Div. d'Infanterie Mécanisée
	ordered = {
		1 = {
			%dère Div. d'Infanterie Mécanisée
		}
		2 = {
			%dème Div. d'Infanterie Mécanisée
		}
		3 = {
			%dème Div. d'Infanterie Mécanisée
		}
		4 = {
			%dème Div. d'Infanterie Mécanisée
		}
		5 = {
			%dème Div. d'Infanterie Mécanisée
		}
		6 = {
			%dème Div. d'Infanterie Mécanisée
		}
		7 = {
			%dème Div. d'Infanterie Mécanisée
		}
		8 = {
			%dème Div. d'Infanterie Mécanisée
		}
		9 = {
			%dème Div. d'Infanterie Mécanisée
		}
		10 = {
			%dème Div. d'Infanterie Mécanisée
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_focus_military_advancements_BEL = {
	research = {
		armor = 15.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 50.0
		train_tech = 5.0
	}
}
### Entity: Idea
Component: AFG_baghlan_sugar_factory_idea
Constructs: has_completed_focus, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_baghlan_sugar_factory_idea = {
	name = AFG_baghlan_sugar_factory_idea
	picture = generic_industrial_concern_2
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = AFG
	}
	available = {
		has_completed_focus = AFG_sugar_processing
	}
	visible = {

	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/TOA_Guay_scripted_loc.txt

Code:
defined_text = {
	name = GUAY_rekindle_old_gripes
	text = {
		trigger = {
			tag = PAR
		}
		localization_key = GUAY_rekindle_old_gripes_PAR
	} {
		trigger = {
			tag = URG
		}
		localization_key = GUAY_rekindle_old_gripes_URG
	}
}
### Entity: State History
Component: 575
Constructs: add_core_of
Source: game
File: history/states/575-Siberia 2.txt

Code:
state = {
	id = 575
	name = STATE_575
	manpower = 146494
	state_category = wasteland
	history = {
		owner = SOV
		add_core_of = SOV EVE
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1792 4703 4737 7726 7828 10557 10628 10688 12531 12608 12668 12681 13059
	}
	local_supplies = 5.0
}
### Entity: Idea
Component: TRI_acr
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_acr = {
	picture = generic_air_african_3
	allowed = {
		original_tag = TRI
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_enact_the_mosley_manifesto
Constructs: prerequisite, limit, add_ideas, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_enact_the_mosley_manifesto
	prerequisite = {
		focus = ENG_the_british_path_to_fascism
	}
	available = {

	}
	icon = GFX_goal_generic_construct_mil_factory
	x = 2
	y = 1
	relative_position_id = ENG_the_british_path_to_fascism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = enact_the_mosley_memorandum_2IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = enact_the_mosley_memorandum_2AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = limited_exports
				} {
					has_idea = closed_economy
				}
			}
			add_ideas = limited_exports
		}
		add_ideas = ENG_the_mosley_memorandum_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = enact_the_mosley_memorandum_2IC
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = enact_the_mosley_memorandum_2AF
		}
	}
}
### Entity: Idea
Component: TMS_acd2
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_acd2 = {
	picture = generic_army_asia_1
	allowed = {
		original_tag = TMS
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Joint Focus
Component: NORDIC_nuclear_research
Constructs: prerequisite, limit, joint_focus, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nuclear_research
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = NORDIC_nordic_electronics
	} {
		focus = NORDIC_nordic_industry
	}
	mutually_exclusive = {
		focus = NORDIC_nordic_rocketry
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_nordic_electronics
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_researched_technologies = > 50
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = NORDIC_nuclear_research
				bonus = 0.75
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = NORDIC_nuclear_research
				bonus = 0.5
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indo_centric_curriculum
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot, add_autonomy_score
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_indo_centric_curriculum
	icon = GFX_focus_research
	prerequisite = {
		focus = RAJ_litteracy_effort
	}
	x = 0
	y = 1
	relative_position_id = RAJ_litteracy_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_research_slot = 1
		add_autonomy_score = {
			value = 20
		}
	}
}
### Entity: Character
Component: TUR_sukru_okan
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_sukru_okan = {
	name = TUR_sukru_okan
	portraits = {
		army = {
			small = GFX_idea_tur_sukru_okan
			large = GFX_portrait_tur_sukru_okan
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = TUR_sukru_okan
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			NOT = {
				has_country_flag = TUR_ottoman_officers_invited_back
			}
		}
		visible = {
			NOT = {
				has_country_flag = TUR_ottoman_officers_invited_back
			}
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			navy_media_personality gentlemanly trait_TUR_kemalist_champion
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = 907
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_abolish_capital_punishment
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_abolish_capital_punishment
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = MEX_focus_repeal_the_calles_law
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_repeal_the_calles_law
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 160
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_end_the_humiliation
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_end_the_humiliation
	icon = GFX_goal_waking_the_tiger
	prerequisite = {
		focus = MEN_nationalism_democracy_welfare
	}
	x = 0
	y = 1
	available = {
		has_government = democratic
		surrender_progress = < 0.25
	}
	relative_position_id = MEN_nationalism_democracy_welfare
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = MEN_end_the_humiliation_idea
	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: prc.99
Constructs: is_triggered_only
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.99
	title = prc.81.t
	desc = prc.81.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = prc.81.a
		effect_tooltip = {
			puppet = FROM
		}
	}
}
### Entity: Order of Battle
Component: Armada de México
Source: game
File: history/units/MEX_1936_naval_legacy.txt

Code:
fleet = {
	name = Armada de México
	naval_base = 12810
	task_force = {
		name = Armada de México
		location = 12810
		ship = {
			name = ARM Nicolás Bravo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = MEX
					version_name = Nicolás Bravo Class
				}
			}
		} {
			name = ARM Durango
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = MEX
					version_name = Durango Class
				}
			}
		} {
			name = ARM Guanajuato
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = MEX
				}
			}
		} {
			name = ARM Querétaro
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = MEX
				}
			}
		} {
			name = ARM Potosí
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = MEX
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: BEL_alternate_fascism_rex_plan
Constructs: has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/BEL_r56_alternate_strategy_plan.txt

Code:
BEL_alternate_fascism_rex_plan = {
	name = BEL: Belgium Alternate Rex Plan
	desc = Rex behaviour for Belgium.
	allowed = {
		original_tag = BEL
	}
	enable = {
		NOT = {
			has_global_flag = bel_dlc_focus_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = BEL_ai_behavior
					option = FASCIST_BEL_REX
				}
			}
			has_country_flag = AI_RANDOM_BEL_FASCISM_REX
			has_game_rule = {
				rule = BEL_ai_behavior
				option = FASCIST_BEL_REX
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = fascism
		}
	}
	ai_strategy = {
		type = antagonize
		id = HOL
		value = 200
	} {
		type = antagonize
		id = LUX
		value = 200
	}
	traits = {
		communist_revolutionary = 150
	}
	focus_factors = {
		BEL_form_coalition_government = 0
		BEL_go_left = 0
		BEL_urban_projects_capital = 2
		BEL_go_right = 10
		BEL_begin_rearmement = 3
		BEL_invest_in_FN_Herstal = 4
		BEL_choose_rex = 20
		BEL_fascist_youth_organizations = 20
		BEL_urban_projects_capital_industry = 2
		BEL_lessons_from_wwi = 2
		BEL_urbanize_wallonie = 2
		BEL_belgian_militarism = 10
		BEL_claim_the_benelux = 20
		BEL_burgundian_circuit = 5
		BEL_Expand_the_port_of_Antwerp = 1
		BEL_fortress_french_border = 5
		BEL_reinforce_antwerp_brussels = 5
		BEL_form_air_guard_of_the_territory = 1
		BEL_revise_air_doctrine = 1
		BEL_motorised_support = 1
		BEL_light_tank_destroyers = 1
		BEL_germany_millitary_coop = 3
		BEL_belgium_first = 2
		BEL_propaganda_ministry = 2
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: PHI_social_reformer_improved
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_social_reformer_improved = {
	random = no
	sprite = 13
	drift_defence_factor = 0.1
	stability_factor = 0.15
	industrial_capacity_factory = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ICE_thungur_hnifur_para
Constructs: removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_thungur_hnifur_para = {
	picture = ICE_thungur_hnifur
	name = ICE_thungur_hnifur_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		special_forces_cap = 0.25
		modifier_army_sub_unit_paratrooper_attack_factor = 0.05
		modifier_army_sub_unit_paratrooper_max_org_factor = 0.05
	}
}
### Entity: Idea
Component: AST_de_havilland_australia_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_de_havilland_australia_organization_idea = {
	name = AST_de_havilland_australia_organization
	picture = AST_da_havilland_australia
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Name List
Component: NZL
Source: game
File: common/names/00_names.txt

Code:
NZL = {
	male = {
		names = {
			John Alf Adrian Louis Hallam Henry Shane Stafford William Frederick Thomas Ronald Lawrence Bruce Ray Stuart Brian Bob Scott Guy Kai Kupe Hahona Hehu Rongo Tangaroa
		}
	}
	female = {
		names = {
			Sheila Wanda Mary Amelia Chloe Leslie Zoe Sophie Evie Barbera Olivia Charlotte Amelia Ava Mia Chloe Zoe Evie Sophie Emily Ella Matilda Aroha Arini Ana Whina Panai Hauku
		}
	}
	surnames = {
		Hope Tennyson Northcote War Thesinger Denman Forster Baird Issac Stewart Fisher Cook Davis Armstrong Anderson Mitchell MacKenzie
	}
	callsigns = {

	}
}
### Entity: Modifier Reference
Construct: navy_leader_start_defense_level
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_leader_start_defense_level

* Number with 0 decimal places
* **Categories**: unit_leader
### Entity: Country History
Country: ABK
Component: ABK_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ABK - Abkhazia.txt

Code:
# Politics & Parties for ABK
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 30
	communism = 10
	neutrality = 0
}
### Entity: Character
Component: PAR_lieutenant_of_industry
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_lieutenant_of_industry = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
	advisor = {
		cost = 100
		slot = political_advisor
		idea_token = PAR_lieutenant_of_industry
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {

		}
		traits = {
			lieutenant_of_industry
		}
	}
}
### Entity: Idea
Component: doumei_tsushin
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
doumei_tsushin = {
	picture = JAP_domei_tsushin
	allowed = {
		original_tag = JAP
	}
	available = {
		OR = {
			has_completed_focus = JAP_found_the_great_japan_press_association JAP_propagandize_the_nihon_shoki
		}
	}
	research_bonus = {

	}
	ai_will_do = {
		base = 1
	}
	traits = {
		national_news_agency
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_remove_lester
Constructs: prerequisite, completion_reward, add_political_power, is_ai
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_remove_lester
	icon = GFX_focus_ETH_addressing_the_league_of_nations
	prerequisite = {
		focus = DNZ_danzig_senate
	}
	mutually_exclusive = {
		focus = DNZ_maintain_status_quo
	}
	relative_position_id = DNZ_danzig_senate
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		date = > 1937.1.1
		hidden_trigger = {
			DNZ = {
				is_ai = no
			}
		}
	}
	completion_reward = {
		add_political_power = 25
		GER = {
			country_event = {
				id = danzig.3
				days = 1
			}
		}
		POL = {
			news_event = {
				id = danzig.4
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: danzig.3
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, add_political_power, add_named_threat, swap_ideas, remove_idea
Source: game
File: events/danzig.txt

Code:
country_event = {
	id = danzig.3
	title = danzig.3.t
	desc = danzig.3.desc
	fire_only_once = yes
	picture = GFX_report_event_riot_police_poland
	is_triggered_only = yes
	option = {
		name = danzig.3.a
		ai_chance = {
			base = 99
		}
		add_named_threat = {
			threat = 0.3
			name = DNZ_commissioner_removed
		}
		DNZ = {
			swap_ideas = {
				remove_idea = DNZ_sean_lester
				add_idea = DNZ_carl_jacob_burckhardt
			}
		}
	} {
		ai_chance = {
			base = 1
		}
		name = danzig.3.b
		add_political_power = -25
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		DNZ = {
			add_opinion_modifier = {
				target = ROOT
				modifier = DNZ_GER_betrayal
			}
		}
	}
}
### Entity: Order of Battle
Component: 20th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 20th Division
	location = 4375
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_guo_rudong
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_0
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_0 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_flame_chassis
		value = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_fighter_tech_bonus
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/EAI_RESEARCH_tech_priority_triggers.txt

Code:
EAI_fighter_tech_bonus = {
	NOT = {
		EAI_MODE_historical = yes
	}
	OR = {
		AND = {
			original_tag = ENG
			has_completed_focus = fighter_command_focus
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.48
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.48
	title = AST_diplomatic_events.48.t
	desc = AST_diplomatic_events.48.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.48.a
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
		}
	}
}
### Entity: Idea
Component: AUS_german_resistance_armed
Constructs: has_government, removal_cost, supply_factor, is_subject_of
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_german_resistance_armed = {
	picture = FIN_german_threat
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = AUS
		attack_bonus_against = -0.1
		defense_bonus_against = -0.15
	}
	modifier = {
		supply_factor = -0.05
	}
	cancel = {
		OR = {
			GER = {
				OR = {
					exists = no
					has_government = democratic
				}
			}
			AUS = {
				OR = {
					exists = no
					is_subject_of = GER
				}
			}
		}
	}
}
### Entity: Unit Template
Component: ROM
Source: game
File: common/units/names/00_names.txt

Code:
ROM = {
	submarine = {
		prefix = NMS
		generic = {
			Submarin
		}
		unique = {
			Delfinul Rechinul Marsuinul Baracuda Narval Nautilus Somonul Peste-Spada
		}
	}
	destroyer = {
		prefix = NMS
		generic = {
			Distrugator
		}
		unique = {
			Marasti Marasesti Regele Ferdinand Regina Maria Vice-Amiral Rosca Amiral Barbuneanu Contraamiral Sebastian Contraamiral Macellariu Zborul Pescarusul Lastunul
		}
	}
	light_cruiser = {
		prefix = NMS
		generic = {
			Crucisator Lumina
		}
		unique = {
			Timosoara Arad Oradea Baia Mare Sighetu Marmatiei Bistrita Reghin Pitesti Rosiori de Vede
		}
	}
	heavy_cruiser = {
		prefix = NMS
		generic = {
			Crucisator Grea
		}
		unique = {
			Timosoara Arad Oradea Baia Mare Sighetu Marmatiei Bistrita Reghin Pitesti Rosiori de Vede
		}
	}
	battle_cruiser = {
		prefix = NMS
		generic = {
			Crucisator Lupta
		}
		unique = {
			Constanta Tirgu Mures Cluj Napoca
		}
	}
	battleship = {
		prefix = NMS
		generic = {
			Vas de Razboi
		}
		unique = {
			Constanta Tirgu Mures Cluj Napoca
		}
	}
	carrier = {
		prefix = NMS
		generic = {
			Portavion
		}
		unique = {
			Romania Bucuresti Banat Constanta Mangalia Sulina Navodari
		}
	}
	air_wing_names_template = AIR_WING_NAME_ROM_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Grup Avion de Vanatoare
		}
		generic_pattern = AIR_WING_NAME_ROM_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Grup Avion de Vanatoare
		}
		generic_pattern = AIR_WING_NAME_ROM_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Grup Avion de Vanatoare
		}
		generic_pattern = AIR_WING_NAME_ROM_GENERIC
		unique = {

		}
	}
	small_plane_cas_airframe = {
		prefix = 
		generic = {
			Grup Asalt
		}
		generic_pattern = AIR_WING_NAME_ROM_GENERIC
		unique = {

		}
	}
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Escadrile Avion de Vanatoare
		}
		generic_pattern = AIR_WING_NAME_ROM_GENERIC
		unique = {

		}
	}
	cv_small_plane_cas_airframe = {
		prefix = 
		generic = {
			Escadrile Asalt
		}
		generic_pattern = AIR_WING_NAME_ROM_GENERIC
		unique = {

		}
	}
	cv_small_plane_naval_bomber_airframe = {
		prefix = 
		generic = {
			Escadrile Avion Torpila
		}
		generic_pattern = AIR_WING_NAME_ROM_GENERIC
		unique = {

		}
	}
	medium_plane_airframe = {
		prefix = 
		generic = {
			Grup Tactic Bombardier
		}
		generic_pattern
# ... (truncated)
### Entity: Country History
Country: WGR
Component: WGR_technology
Constructs: set_technology
Source: game
File: history/countries/WGR - West Germany.txt

Code:
# Starting Technologies for WGR
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	synth_oil_experiments = 1
	fuel_silos = 1
}
### Entity: Idea
Component: GUM_nt
Source: game
File: common/ideas/guam.txt

Code:
GUM_nt = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = GUM
	}
	traits = {
		naval_theorist
	}
}