Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: greece.60
Constructs: ai_chance, has_completed_focus, has_government, fire_only_once
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.60
	title = greece.60.t
	desc = greece.60.d
	picture = GFX_report_event_gre_cabinet_meeting
	fire_only_once = yes
	trigger = {
		OR = {
			has_completed_focus = GRE_invite_yugoslavia GRE_invite_bulgaria GRE_invite_albania
		} {
			tag = YUG BUL ALB
		} {
			YUG = {
				has_government = communism
			}
			BUL = {
				has_government = communism
			}
			ALB = {
				has_government = communism
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = greece.60.a
		ai_chance = {
			base = 75
		}
		GRE = {
			country_event = greece.61
		}
	} {
		name = greece.60.b
		ai_chance = {
			base = 25
		}
		GRE = {
			country_event = greece.62
		}
	}
}
### Entity: Order of Battle
Component: Pacific Reserve Fleet
Source: game
File: history/units/USA_1939_naval_mtg.txt

Code:
fleet = {
	name = Pacific Reserve Fleet
	naval_base = 1562
	task_force = {
		name = Pacific Reserve Destroyers
		location = 1562
		ship = {
			name = USS Schley
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Chew
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Crane
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Kilty
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Kennison
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Ward
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Crosby
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Dorsey
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Elliot
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Boggs
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		}
	}
}
### Entity: Character
Component: r56w_trait_designer_heyoka_air
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_designer_heyoka_air = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.5
			air_range = 0.33
			maximum_speed = 0.25
		}
		cv_small_plane_airframe = {
			air_agility = 0.5
			air_range = 0.33
			maximum_speed = 0.25
		}
	}
}
### Entity: Character
Component: GER_opportunistic_lawyer
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_opportunistic_lawyer = {
	sprite = 13
	random = no
	stability_factor = -0.05
	political_advisor_cost_factor = -0.1
	political_power_factor = 0.1
	drift_defence_factor = -0.25
}
### Entity: Idea
Component: AUS_industrial_coaxing
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_industrial_coaxing = {
	allowed = {
		always = no
		tag = AUS
	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_buildings_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_patrol_the_seas
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_patrol_the_seas
	icon = GFX_goal_generic_air_naval_bomber
	mutually_exclusive = {
		focus = TUR_invoke_the_methods_of_mehmed_ii
	}
	prerequisite = {
		focus = TUR_accelerate_native_fighter_designs
	}
	x = -2
	y = 1
	relative_position_id = TUR_accelerate_native_fighter_designs
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_patrol_the_seas
			bonus = 1.5
			uses = 1
			category = naval_bomber
		}
		add_doctrine_cost_reduction = {
			name = TUR_patrol_the_seas
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Integrate_Princely_Economies
Constructs: shared_focus, every_owned_state, prerequisite, limit, owns_state, completion_reward, has_state_flag, add_dynamic_modifier
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Integrate_Princely_Economies
	icon = GFX_goal_generic_strenght_through_industry
	cost = 17.15
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = RAJ_Industrial_Expertise
	}
	x = 1
	y = 5
	relative_position_id = RAJ_Irrigation_Infrastructure
	completion_reward = {
		if = {
			limit = {
				owns_state = 444 441
			}
			country_event = india.428
			effect_tooltip = {
				every_owned_state = {
					limit = {
						has_state_flag = princely_state
					}
					add_dynamic_modifier = {
						modifier = recent_economic_integration
						days = 240
					}
				}
			}
		}
		else = {
			every_owned_state = {
				limit = {
					has_state_flag = princely_state
				}
				add_dynamic_modifier = {
					modifier = recent_economic_integration
					days = 240
				}
			}
		}
	}
}
### Entity: State History
Component: 1030
Constructs: add_core_of
Source: game
File: history/states/1030 - Sikkim.txt

Code:
state = {
	id = 1030
	name = STATE_985
	manpower = 109808
	state_category = rural
	resources = {

	}
	history = {
		owner = RAJ
		add_core_of = RAJ SKK
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4435 1
		}
	}
	provinces = {
		4435
	}
	local_supplies = 0.0
}
### Entity: Character
Component: BOL_Gustavo_Adolfo_Navarro
Source: game
File: common/characters/BOL.txt

Code:
BOL_Gustavo_Adolfo_Navarro = {
	portraits = {
		civilian = {
			large = GFX_portrait_BOL_gustavo_adolfo_navarro
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			JUNO_revolutionary_writer
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: SWI_historical_placate_GER
Constructs: has_government, has_war_with, is_historical_focus_on, has_opinion, has_capitulated, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/ai_strategy/SWI.txt

Code:
SWI_historical_placate_GER = {
	allowed = {
		SWI_bba = yes
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		date = > 1945.1.1
		OR = {
			NOT = {
				country_exists = GER
			}
			has_war_with = GER
			GER = {
				OR = {
					NOT = {
						has_government = fascism
					}
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
					AND = {
						is_in_faction = yes
						is_faction_leader = no
					}
					SWI_is_country_to_balance = no
				}
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = improve_relation
		value = 200
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed
Source: game
File: common/units/blackshirt_assault_battalion.txt

Code:
sub_units = {
	blackshirt_assault_battalion = {
		abbreviation = BAB
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		can_be_parachuted = yes
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army
		}
		regimental = no
		combat_width = 0
		max_strength = 40
		max_organisation = 10
		default_morale = 0.2
		manpower = 1000
		training_time = 120
		suppression = 1.5
		weight = 0.4
		supply_consumption = 0.06
		soft_attack = 0.1
		breakthrough = 0.3
		need = {
			infantry_equipment = 100
			support_equipment = 10
		}
	}
}
### Entity: Balance of Power
Component: GER_wilhelm_ii_bop
Constructs: stability_factor, war_support_factor
Source: game
File: common/bop/GER.txt

Code:
GER_wilhelm_ii_bop = {
	initial_value = 0.7
	left_side = GER_wilhelm_ii_side_new
	right_side = GER_beck_side
	decision_category = GER_wilhelm_ii_bop_category
	range = {
		id = GER_balance_range_new
		min = -0.1
		max = 0.1
		modifier = {
			political_power_factor = 0.05
		}
		on_activate = {

		}
		on_deactivate = {

		}
	}
	side = {
		id = GER_wilhelm_ii_side_new
		icon = GFX_bop_GER_wilhelm_ii
		range = {
			id = GER_low_kaiser_control_new
			min = -0.3
			max = -0.1
			modifier = {
				stability_factor = 0.02
				political_power_factor = 0.02
				political_advisor_cost_factor = -0.05
				trade_laws_cost_factor = -0.05
				economy_cost_factor = -0.05
				mobilization_laws_cost_factor = 0.05
				high_command_cost_factor = 0.05
				air_chief_cost_factor = 0.05
				army_chief_cost_factor = 0.05
				navy_chief_cost_factor = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = GER_medium_kaiser_control_new
			min = -0.6
			max = -0.3
			modifier = {
				stability_factor = 0.03
				political_power_factor = 0.03
				political_advisor_cost_factor = -0.1
				trade_laws_cost_factor = -0.1
				economy_cost_factor = -0.1
				mobilization_laws_cost_factor = 0.1
				high_command_cost_factor = 0.1
				air_chief_cost_factor = 0.1
				army_chief_cost_factor = 0.1
				navy_chief_cost_factor = 0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = GER_high_kaiser_control_new
			min = -0.9
			max = -0.6
			modifier = {
				stability_factor = 0.05
				political_power_factor = 0.05
				offensive_war_stability_factor = 0.05
				political_advisor_cost_factor = -0.15
				trade_laws_cost_factor = -0.15
				economy_cost_factor = -0.15
				mobilization_laws_cost_factor = 0.15
				high_command_cost_factor = 0.15
				air_chief_cost_factor = 0.15
				army_chief_cost_factor = 0.15
				navy_chief_cost_factor = 0.15
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = GER_total_kaiser_control_new
			min = -1
			max = -0.9
			modifier = {
				stability_factor = 0.1
				political_power_factor = 0.1
				political_advisor_cost_factor = -0.25
				trade_laws_cost_factor = -0.25
				economy_cost_factor = -0.25
				offensive_war_stability_factor = 0.1
				mobilization_laws_cost_factor = 0.25
				high_command_cost_factor = 0.25
				air_chief_cost_factor = 0.25
				army_chief_cost_factor = 0.25
				navy_chief_cost_factor = 0.25
			}
			on_
# ... (truncated)
### Entity: Event
Component: hon.38
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.38
	title = hon.38.t
	desc = hon.38.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.38.a
		COL = {
			transfer_state = 491 490
		}
	}
}
### Entity: Idea
Component: r56w_idea_designer_heyoka_air
Constructs: research_bonus
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_designer_heyoka_air = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = WHY
	}
	research_bonus = {
		air_equipment = 0.5
	}
	traits = {
		r56w_trait_designer_heyoka_air
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: POR_francisco_da_cunha_leal
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_francisco_da_cunha_leal = {
	advisor = {
		slot = political_advisor
		idea_token = POR_francisco_da_cunha_leal
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		available = {
			OR = {
				has_completed_focus = POR_limited_self_rule POR_allow_free_elections
			}
		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_francisco_da_cunha_leal
	portraits = {
		army = {
			small = GFX_idea_POR_francisco_da_cunha_leal
		}
	}
}
### Entity: Unit Leader
Component: craven
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
craven = {
	type = navy
	trait_type = personality_trait
	modifier = {
		naval_retreat_chance = 0.25
		naval_damage_factor = -0.05
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ICE_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ICE
		}
		requested_factories = 1
		progress = 0.85
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = ICE
		}
		requested_factories = 1
		progress = 0.88
		efficiency = 100
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_national_resources_mobilization_act
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_national_resources_mobilization_act
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = CAN_defence_of_canada_regulations
	}
	x = -1
	y = 1
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CAN_national_resources_mobilization_act
	}
}
### Entity: AI Strategy
Component: paratrooper_ENG
Constructs: has_tech
Source: game
File: common/ai_templates/templates_ENG.txt

Code:
paratrooper_ENG = {
	available_for = {
		ENG
	}
	role = paratroopers
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = paratroopers
			}
		}
	}
	paratrooper_default_ENG = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				field_hospital = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				field_guns = 1
			}
			regiments = {
				paratrooper = 9
			}
		}
	}
}
### Entity: Decision
Component: INS_national_revolution_dutch_cat
Constructs: limit, has_war_with, has_country_flag, fire_only_once, add_political_power, is_good, cancel_trigger, is_subject_of
Source: game
File: common/decisions/INS.txt

Code:
INS_national_revolution_dutch_cat = {
	INS_renville_timer_mission_HOL = {
		days_mission_timeout = 365
		priority = 150
		icon = GFX_decision_generic_political_discourse
		is_good = yes
		activation = {
			always = no
		}
		cancel_trigger = {
			INS = {
				NOT = {
					has_country_flag = {
						flag = INS_revolution_has_started
					}
				}
			}
		}
		available = {
			INS = {
				OR = {
					exists = no
					is_subject_of = HOL
				}
			}
		}
		complete_effect = {
			custom_effect_tooltip = INS_renville_wont_happen_neutral_tt
		}
		timeout_effect = {
			custom_effect_tooltip = INS_renville_tt_HOL
		}
	}
	INS_gradual_escalation_HOL = {
		days_mission_timeout = 400
		icon = GFX_decision_generic_ignite_civil_war
		activation = {
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
		cancel_trigger = {
			INS = {
				NOT = {
					has_country_flag = {
						flag = INS_revolution_has_started
					}
				}
			}
		}
		visible = {
			tag = HOL
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		is_good = yes
		priority = 50
		timeout_effect = {
			effect_tooltip = {
				indonesia_increase_escalation_1_effect = yes
			}
			custom_effect_tooltip = newline_tt
		}
	}
	INS_hold_batavia_HOL = {
		icon = GFX_decision_INS_hold_java
		days_mission_timeout = 730
		priority = 140
		activation = {
			INS = {
				has_country_flag = {
					flag = INS_java_mission_ongoing
				}
			}
		}
		cancel_trigger = {
			NOT = {
				INS = {
					has_country_flag = {
						flag = INS_java_mission_ongoing
					}
				}
			}
		}
		visible = {
			tag = HOL
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
		available = {
			NOT = {
				1058 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				335 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				1051 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				if = {
					limit = {
						has_event_target = INS_extra_state_to_take
					}
					event_target:INS_extra_state_to_take = {
						is_controlled_by_ROOT_or_subject = yes
					}
				}
			}
		}
		complete_effect = {
			effect_tooltip = {
				country_event = {
					id = INS_revolution_events.29
					hours = 1
				}
				INS = {
					annex_country = {
						target = event_target:INS_dutch_indonesia
						trans
# ... (truncated)
### Entity: Idea
Component: YUG_idea_yugoslavian_general_staff
Constructs: removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_yugoslavian_general_staff = {
	picture = YUG_yugoslavian_general_staff
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_planning = 0.1
	}
}
### Entity: Character
Component: JAP_genro
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_genro = {
	random = no
	sprite = 13
	stability_factor = 0.05
	political_power_factor = 0.1
}
### Entity: Event
Component: SEA_japan_tokko_arrest_events.8
Constructs: is_triggered_only, ai_chance, add_ideas, add_stability, fire_only_once, add_political_power, add_popularity
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_tokko_arrest_events.8
	title = SEA_japan_tokko_arrest_events.8.t
	desc = SEA_japan_tokko_arrest_events.8.desc
	picture = GFX_report_event_JAP_communists_arrested
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_tokko_arrest_events.8.a
		ai_chance = {
			base = 50
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_stability = -0.1
	} {
		name = SEA_japan_tokko_arrest_events.8.b
		ai_chance = {
			base = 50
		}
		add_ideas = MAN_kyousakusha_uplifted
	}
}
### Entity: Event
Component: PER_imperial_events.171
Constructs: is_triggered_only, ai_chance, add_timed_idea, white_peace
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.171
	title = PER_imperial_events.171.t
	desc = PER_imperial_events.171.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.171.a
		ai_chance = {
			base = 100
		}
		FROM = {
			add_timed_idea = {
				idea = PER_enemy_war_reparations_idea
				days = 730
			}
			white_peace = {
				tag = PER
			}
		}
	}
}
### Entity: Event
Component: israel.110
Constructs: is_triggered_only, white_peace, set_truce
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.110
	title = israel.110.t
	desc = israel.110.d
	is_triggered_only = yes
	option = {
		name = israel.110.a
		white_peace = IRQ
		hidden_effect = {
			set_truce = {
				target = IRQ
				days = 550
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Event
Component: poland.1602
Constructs: is_triggered_only
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.1602
	title = poland.11.t
	desc = poland.11.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = poland.11.a
	}
}
### Entity: Idea
Component: KMT_retreat_to_taiwan_idea
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_retreat_to_taiwan_idea = {
	removal_cost = -1
	picture = escort_effort_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_attack_factor = -0.5
		army_defence_factor = -0.5
		army_core_attack_factor = 0.75
		army_core_defence_factor = 0.75
	}
}
### Entity: Idea
Component: ECU_mobilize_the_whole_country
Constructs: stability_factor, war_support_factor, has_war_with, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_ecuador.txt

Code:
ECU_mobilize_the_whole_country = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_war_with = PRU
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.05
		stability_factor = -0.15
		war_support_factor = 0.05
		mobilization_speed = 0.25
	}
}
### Entity: Idea
Component: american_protection_defence_communism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
american_protection_defence_communism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		drift_defence_factor = 0.5
	}
}
### Entity: Name List
Component: TRI
Source: game
File: common/names/00_names.txt

Code:
TRI = {
	male = {
		names = {
			Alfred Anil Arthur Ato Carson Darrel David Dwayne Ellis Everald Garfield George Hasely Ian Inshan Isaiah Learie Leroy Leslie Lloyd Marc Marlon Marvin Michel-Jean Pat Ravi Rodill Rudranath Stephen Stokely Tubal Ulric Willie
		}
	}
	female = {
		names = {
			Fay-Ann Denise Denyse Destra Dionne Heather Hilary Marlene Rasika Rosa Valerie Wendy Winifred
		}
	}
	surnames = {
		Abdulah Andrews Belgrave Bishop Black Boodhoo Bravo Butler Carmichael Charles Cipriani Clarke Crawford Dhanraj Dookeran Ganga Gattoo Gomes Granger Haddaway Hingwan Hodge Hudson-Phillips James Jones Khan Mottley Lewis Lovelace Mahabir Manning Marcelle McDonald Mendes Mohammed Naipaul Noreiga Padmore Philip Philmore Ramadhin Ramnarine Roberts Rougier Roberts Samaroo Selvon Stollmeyer Vaucrosson Warner Wise Yetming
	}
	callsigns = {

	}
}
### Entity: Event
Component: germany.114
Constructs: ai_chance, owns_state, has_country_flag, fire_only_once, has_civil_war, clr_country_flag, is_in_faction_with, declare_war_on
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.114
	title = germany.114.t
	desc = germany.114.d
	picture = GFX_report_event_polish_tanks_01
	trigger = {
		has_country_flag = GER_POL_danzig_promised
		has_civil_war = no
		owns_state = 85
		controls_state = 85
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 1
	}
	immediate = {
		hidden_effect = {
			clr_country_flag = GER_POL_danzig_promised
		}
	}
	option = {
		name = germany.114.a
		ai_chance = {
			base = 1
		}
		GER = {
			country_event = {
				id = germany.115
				days = 1
			}
		}
	} {
		name = germany.114.b
		trigger = {
			NOT = {
				is_in_faction_with = GER
			}
		}
		ai_chance = {
			base = 0
		}
		GER = {
			country_event = {
				id = germany.116
				days = 1
			}
			effect_tooltip = {
				declare_war_on = {
					target = POL
					type = take_state
					generator = {
						85
					}
				}
			}
		}
	}
}