Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ENG_cv_naval_bomber
Constructs: has_navy_size, has_tech, any_of
Source: game
File: common/ai_equipment/ENG_planes.txt

Code:
ENG_cv_naval_bomber = {
	category = air
	available_for = {
		ENG
	}
	roles = {
		air_cv_naval_bomber
	}
	priority = {
		factor = 500
		modifier = {
			has_navy_size = {
				unit = carrier
				size = < 1
			}
			factor = 0
		}
	}
	gw_cv_naval_bomber_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 500
			type = cv_small_plane_naval_bomber_airframe_0
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting engine_1_1x lmg_defense_turret
		}
	}
	cv_naval_bomber_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = cv_small_plane_naval_bomber_airframe_1
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting engine_2_1x lmg_defense_turret
		}
	}
	cv_naval_bomber_2 = {
		priority = {
			factor = 150
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = cv_small_plane_naval_bomber_airframe_2
			modules = {
				fixed_main_weapon_slot = {
					any_of = {
						torpedo_mounting_2 torpedo_mounting
					}
				}
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = {
					any_of = {
						engine_3_1x engine_2_1x
					}
				}
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
				special_type_slot_3 = self_sealing_fuel_tanks_small
			}
		}
		allowed_modules = {
			torpedo_mounting_2 torpedo_mounting bomb_locks engine_3_1x engine_2_1x lmg_defense_turret self_sealing_fuel_tanks_small
		}
	}
	cv_naval_bomber_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = cv_small_plane_naval_bomber_airframe_3
			modules = {
				fixed_main_weapon_slot = {
					any_of = {
						torpedo_mounting_3 torpedo_mounting_2
					}
				}
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = {
					any_of = {
						engine_4_1x engine_3_1x
					}
				}
				special_type_slot_1 = sel
# ... (truncated)
### Entity: National Focus
Tree: kal_focus
Component: KAL_stimulate_mongol_traditions_in_inner_mongolia
Constructs: prerequisite, limit, completion_reward, is_subject, is_subject_of, is_core_of, is_controlled_by, add_relation_modifier
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_stimulate_mongol_traditions_in_inner_mongolia
	icon = GFX_goal_MEN_flag_waving
	cost = 5
	prerequisite = {
		focus = KAL_claim_greater_mongolia
	}
	relative_position_id = KAL_claim_greater_mongolia
	x = 2
	y = 1
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		is_subject = no
		OR = {
			MEN = {
				is_subject_of = ROOT
			}
			any_state = {
				is_core_of = MEN
				is_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					tag = MEN
				}
			}
			add_relation_modifier = {
				target = MEN
				modifier = JAP_pro_mongol_propaganda
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_comandante_diavolo
Constructs: division_template, prerequisite, limit, add_ideas, has_country_flag, completion_reward, is_core_of, has_template
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_comandante_diavolo
	icon = GFX_focus_ITA_comandante_diavolo
	prerequisite = {
		focus = ITA_polizia_dell_africa_italiana ITA_strengthen_ascari_corps
	}
	x = 1
	y = 1
	relative_position_id = ITA_polizia_dell_africa_italiana
	cost = 10
	available = {
		any_state = {
			OR = {
				is_core_of = LBA ERI SOM ETH
			}
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = ITA_hardened_irregular_bands
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_template = Truppe Irregolari a Cavallo
					}
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = ITA_improved_irregular_templates_flag
						}
					}
					division_template = {
						name = Truppe Irregolari a Cavallo
						division_names_group = ITA_CAV_05
						is_locked = yes
						regiments = {
							cavalry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							}
						}
						priority = 0
					}
				}
				else = {
					division_template = {
						name = Truppe Irregolari a Cavallo
						division_names_group = ITA_CAV_05
						is_locked = yes
						regiments = {
							cavalry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 0
								y = 2
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							} {
								x = 1
								y = 2
							}
						}
						support = {
							recon = {
								x = 0
								y = 0
							}
						}
						priority = 0
					}
				}
			} {
				limit = {
					NOT = {
						has_template = Truppe Irregolari di Cammelli
					}
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = ITA_improved_irregular_templates_flag
						}
					}
					division_template = {
						name = Truppe Irregolari di Cammelli
						division_names_group = ITA_CAM_02
						is_locked = yes
						regiments = {
							camelry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							}
						}
						priority = 0
					}
				}
				else = {
					division_template = {
						name = Truppe Irregolari di Cammelli
						division_names_group = ITA_CAM_02
						is_locked = yes
						regiments = {
							came
# ... (truncated)
### Entity: National Focus
Tree: phi_focus
Component: PHI_smugglers
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, add_mio_size, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_smugglers
	icon = GFX_focus_generic_smugglers
	prerequisite = {
		focus = PHI_rally_the_fisherfolk
	}
	relative_position_id = PHI_rally_the_fisherfolk
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_island_nation_dynamic_modifier_tt
		add_to_variable = {
			PHI_island_nation_convoy_retreat_speed = 0.1
			tooltip = convoy_retreat_speed_tt
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			mio:PHI_compania_maritima_de_cebu_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = PHI_mio_trait_civilian_smugglers
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_mio_tt
			show_mio_tooltip = PRC_ordenance_bureau_organization PRC_peoples_aviation_company_of_china_organization PRC_cmc_military_industry_bureau_organization
		}
	}
}
### Entity: Modifier Reference
Construct: experience_gain_navy
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## experience_gain_navy

* Number with 2 decimal places
* **Categories**: naval, unit_leader, military_advancements
### Entity: Idea
Component: MEX_idea_vanguard_of_the_4th_international
Constructs: has_government, removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
MEX_idea_vanguard_of_the_4th_international = {
	picture = fourth_international
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		OR = {
			has_government = communism neutrality
		}
	}
	modifier = {
		non_core_manpower = 0.05
	}
}
### Entity: Character
Component: AST_alan_vasey
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_alan_vasey = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_alan_vasey
		portraits = {
			army = {
				large = GFX_portrait_AST_alan_vasey
				small = GFX_portrait_AST_alan_vasey_small
			}
		}
		corps_commander = {
			visible = {
				has_completed_focus = AST_second_australian_imperial_force
			}
			traits = {
				infantry_leader adaptable expeditionary_leader_trait
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_alan_vasey
		portraits = {
			army = {
				large = GFX_AST_alan_vasey
				small = GFX_portrait_AST_alan_vasey_small
			}
		}
		corps_commander = {
			traits = {
				hill_fighter
			}
			skill = 3
			attack_skill = 2
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, limit, has_war_with, fire_only_once, has_dlc, complete_effect, remove_effect, set_country_flag
Source: game
File: common/decisions/FIN.txt

Code:
political_actions = {
	FIN_request_extradition_of_kullervo_manner = {
		priority = 50
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 10
		}
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			NOT = {
				has_war_with = SOV
			} {
				date = > 1939.01.31
			}
		}
		visible = {
			has_completed_focus = FIN_approach_the_soviets
			NOT = {
				date = > 1939.01.31
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 7
		complete_effect = {

		}
		remove_effect = {
			set_country_flag = FIN_kullervo_manner_extradited_flag
			if = {
				limit = {
					amount_taken_ideas = {
						amount = < 3
						slots = {
							political_advisor
						}
					}
				}
				activate_advisor = FIN_kullervo_manner
			}
			else = {
				custom_effect_tooltip = available_political_advisor
				show_ideas_tooltip = FIN_kullervo_manner
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_musso_ascends
Constructs: prerequisite, limit, has_government, completion_reward, has_opinion, add_country_leader_role, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_musso_ascends
	icon = GFX_focus_INS_musso_ascends
	available = {
		SOU = {
			exists = yes
			has_government = communism
		}
	}
	prerequisite = {
		focus = INS_pacific_revolution
	}
	mutually_exclusive = {
		focus = INS_purge_oppurtunists
	}
	x = 1
	y = 1
	relative_position_id = INS_pacific_revolution
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			SOV = {
				has_opinion = {
					target = INS
					value = > 60
				}
			}
		} {
			add = 1
			has_opinion = {
				target = SOV
				value = > 60
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		INS_musso = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = stalinism
					expire = 1965.1.1.1
					traits = {
						INS_comintern_agent
					}
				}
			}
		}
		if = {
			limit = {
				is_in_faction = yes
				NOT = {
					is_in_faction_with = SOU
				}
			}
			leave_faction = yes
		} {
			limit = {
				INS = {
					NOT = {
						is_in_faction_with = SOU
					}
				}
			}
			SOU = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
		}
		custom_effect_tooltip = INS_musso_ascends_tt
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_arm_the_workers_militias
Constructs: prerequisite, add_war_support, completion_reward, has_global_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_arm_the_workers_militias
	available = {

	}
	bypass = {
		OR = {
			has_global_flag = scw_over SPR_anarchist_uprising_flag
		}
	}
	prerequisite = {
		focus = SPR_the_anti_fascist_workers_revolution
	}
	icon = GFX_goal_generic_military_sphere
	x = -1
	y = 1
	relative_position_id = SPR_the_anti_fascist_workers_revolution
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		swap_ideas = {
			remove_idea = SPR_disbanded_army_1
			add_idea = SPR_disbanded_army_2
		}
	}
}
### Entity: Event
Component: BBA_italy_communist_events.08
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_communist_events.08
	title = BBA_italy_communist_events.08.t
	desc = BBA_italy_communist_events.08.desc
	picture = GFX_report_event_spr_anarchists
	is_triggered_only = yes
	option = {
		name = BBA_italy_communist_events.08.a
	}
}
### Entity: Scripted Effect
Component: SP_create_variant_based_on_country_armored_signal
Constructs: limit, create_equipment_variant
Source: game
File: common/scripted_effects/SP_scripted_effects.txt

Code:
SP_create_variant_based_on_country_armored_signal = {
	if = {
		limit = {
			original_tag = GER
		}
		create_equipment_variant = {
			name = Panzerbefehlswagen
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 0
				tank_engine_upgrade = 1
				tank_armor_upgrade = 2
				tank_gun_upgrade = 3
			}
			icon = GFX_GER_armored_support_vehicle_command_medium
			model = GER_armored_signal_entity
		}
	}
	else_if = {
		limit = {
			original_tag = ITA
		}
		create_equipment_variant = {
			name = M41 Carro Comando
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 2
				tank_engine_upgrade = 2
				tank_armor_upgrade = 1
				tank_gun_upgrade = 1
			}
			icon = GFX_ITA_armored_support_vehicle_command_medium
			model = ITA_armored_signal_entity
		}
	} {
		limit = {
			original_tag = JAP
		}
		create_equipment_variant = {
			name = Type 97 Shi-Ki
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 1
				tank_engine_upgrade = 2
				tank_armor_upgrade = 2
				tank_gun_upgrade = 1
			}
			icon = GFX_JAP_armored_support_vehicle_command_medium
			model = JAP_armored_signal_entity
		}
	} {
		limit = {
			original_tag = SOV
		}
		create_equipment_variant = {
			name = BT-7K
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 2
				tank_engine_upgrade = 2
				tank_armor_upgrade = 1
				tank_gun_upgrade = 1
			}
			icon = GFX_SOV_armored_support_vehicle_command_medium
			model = SOV_armored_signal_entity
		}
	} {
		limit = {
			original_tag = ENG
		}
		create_equipment_variant = {
			name = Cromwell Command Tank
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 0
				tank_engine_upgrade = 2
				tank_armor_upgrade = 2
				tank_gun_upgrade = 2
			}
			icon = GFX_ENG_armored_support_vehicle_command_medium
			model = ENG_armored_signal_entity
		}
	} {
		limit = {
			original_tag = FRA
		}
		create_equipment_variant = {
			name = AMC35 TSF
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 1
				tank_engine_upgrade = 2
				tank_armor_upgrade = 2
				tank_gun_upgrade = 1
			}
			icon = GFX_FRA_armored_support_vehicle_command_medium
			model = FRA_armored_signal_entity
		
# ... (truncated)
### Entity: National Focus
Tree: hol_focus
Component: HOL_strength_over_blood
Constructs: prerequisite, limit, remove_ideas, has_government, add_war_support, completion_reward, has_idea
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_strength_over_blood
	available = {
		has_government = fascism
	}
	prerequisite = {
		focus = HOL_volk_en_vaderland
	}
	icon = GFX_focus_generic_support_the_left_right
	x = -1
	y = 1
	relative_position_id = HOL_volk_en_vaderland
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		remove_ideas = HOL_aloof_neutrality
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_war_support = 0.1
		if = {
			limit = {
				has_idea = HOL_weak_government
			}
			remove_ideas = HOL_weak_government
		}
	}
}
### Entity: Decision
Component: COG_the_empain_group_decisions
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/COG_decision_categories.txt

Code:
COG_the_empain_group_decisions = {
	icon = GFX_decision_category_generic_industry
	priority = 30
	picture = GFX_decision_cat_picture_soviet_national_academy_of_sciences
	visible_when_empty = no
	allowed = {
		original_tag = COG
	}
	visible = {
		has_dlc = Gotterdammerung
		has_completed_focus = COG_contract_the_empain_group
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon_wuw_no_air_debuff
Constructs: has_war, industrial_capacity_factory
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_wuw_no_air_debuff = {
	name = HUN_treaty_of_triannon
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
		industrial_capacity_factory = -0.1
		experience_gain_army_factor = -0.15
	}
}
### Entity: Technology
Component: improved_ship_hull_cruiser
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_cruiser_3
	}
	enable_equipment_modules = {
		cruiser_ship_engine_3
	}
	path = {
		leads_to_tech = advanced_ship_hull_cruiser
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = mtgnavalfolder
		position = {
			x = -1
			y = 14
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = ENG JAP USA
			}
			factor = 4
		} {
			factor = 1.5
			date = > 1939.1.1
		} {
			factor = 1.5
			date = > 1940.1.1
		}
	}
	categories = {
		naval_equipment ca_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: new_ger.79
Constructs: is_triggered_only, add_war_support, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.79
	title = new_ger.79.t
	desc = new_ger.79.d
	picture = GFX_report_event_germany_victory
	is_triggered_only = yes
	option = {
		name = new_ger.79.a
		effect_tooltip = {
			964 = {
				transfer_state_to = FROM
			}
		}
		add_war_support = 0.01
		add_political_power = 15
	}
}
### Entity: AI Strategy
Component: GER_light_tank_destroyers
Constructs: has_war, has_tech, has_template_containing_unit
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_light_tank_destroyers = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		factor = 10
		modifier = {
			NOT = {
				has_tech = basic_medium_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_medium_tank_chassis
			}
			factor = 15
		}
	}
	light_tank_destroyer_1 = {
		priority = {
			factor = 100
			modifier = {
				has_template_containing_unit = light_tank_destroyer_brigade
				factor = 10
			}
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = tank_high_velocity_cannon
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_destroyer_2 = {
		priority = {
			factor = 200
			modifier = {
				has_template_containing_unit = light_tank_destroyer_brigade
				factor = 10
			}
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = tank_medium_cannon
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = tank_radio_module
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_radio_3 tank_radio_2 tank_radio_1 tank_medium_cannon tank_medium_cannon_2 tank_high_v
# ... (truncated)
### Entity: Order of Battle
Component: North and South Americas Command
Source: game
File: history/units/ENG_1936_naval_mtg.txt

Code:
fleet = {
	name = North and South Americas Command
	naval_base = 2038
	task_force = {
		name = America and West Indies Fleet
		location = 13010
		ship = {
			name = HMS Berwick
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS York
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = York Class
				}
			}
		} {
			name = HMS Orion
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Leander Class
				}
			}
		}
	} {
		name = South Atlantic Fleet
		location = 2038
		ship = {
			name = HMS Neptune
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Leander Class
				}
			}
		} {
			name = HMS Dauntless
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		} {
			name = HMS Vansittart
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Venomous
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Wivern
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		}
	} {
		name = South America Squadron
		location = 12960
		ship = {
			name = HMS Exeter
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Cumberland
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Ajax
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount 
# ... (truncated)
### Entity: Idea
Component: BOS_acd2
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_acd2 = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = BOS
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}