Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: sfl.24
Constructs: is_triggered_only, declare_war_on, annex_everything
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.24
	title = sfl.24.t
	desc = sfl.24.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = sfl.24.a
		effect_tooltip = {
			CHI = {
				declare_war_on = {
					target = JAP
					type = annex_everything
				}
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable
Source: game
File: common/scripted_localisation/EAI_stockpile_scripted_loc.txt

Code:
defined_text = {
	name = EAI_GetStockpile_10_Value
	text = {
		trigger = {
			NOT = {
				check_variable = {
					var = Root.EAI_str_ratio_light_tank_chassis
					value = 0
					compare = less_than_or_equals
				}
			}
		}
		localization_key = [?Root.EAI_str_ratio_light_tank_chassis|.0]%
	} {
		trigger = {

		}
		localization_key = EAI_config_custom_bonus_off
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAPP-6_Amphibious.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:APP-6_Amphibious.png"
### Entity: Event
Component: BBA_switzerland.6
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, random_days, set_country_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.6
	title = BBA_switzerland.6.t
	desc = BBA_switzerland.6.desc
	picture = GFX_report_event_canada_patriation
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SWI_find_fascist_germany = yes
		}
	}
	option = {
		name = BBA_switzerland.6.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				FROM = {
					SWI_country_about_to_be_angry = yes
				}
			} {
				factor = 10
				SWI_is_historical_ai = yes
			} {
				factor = 0
				SWI_AI_is_fascist = yes
			}
		}
		trigger = {

		}
		country_event = {
			id = BBA_switzerland.8
			days = 20
			random_days = 5
		}
		FROM = {
			add_opinion_modifier = {
				modifier = SWI_rejected_our_request
				target = SWI
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	} {
		name = BBA_switzerland.6.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		hidden_effect = {
			set_country_flag = SWI_considering_harsh_treatment
		}
		custom_effect_tooltip = SWI_frankfurter_german_expectations_TT
		country_event = {
			id = BBA_switzerland.8
			days = 20
			random_days = 5
		}
	}
}
### Entity: Event
Component: lar_portugal_purchase_ships.4
Constructs: is_triggered_only
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_purchase_ships.4
	title = lar_portugal_purchase_ships.4.t
	desc = lar_portugal_purchase_ships.4.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lar_portugal_purchase_ships.4.a
		custom_effect_tooltip = lar_portugal_purchase_ships.4.a_tt
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_the_belgian_legion
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_the_belgian_legion
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = BEL_secretaries_general
	}
	relative_position_id = BEL_secretaries_general
	x = 1
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_lambert_chardome_tt
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = BEL_belgian_legion_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = BEL_belgian_legion_dynamic_modifier
			}
			add_to_variable = {
				BEL_belgian_legion_army_infantry_attack_factor = 0.1
				tooltip = army_infantry_attack_factor_tt
			}
			else = {
				custom_effect_tooltip = BEL_modify_belgian_legion_dynamic_modifier_tt
				add_to_variable = {
					BEL_belgian_legion_army_infantry_attack_factor = 0.1
					tooltip = army_infantry_attack_factor_tt
				}
			}
		}
	}
}
### Entity: Event
Component: lar_news.5
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.5
	title = lar_news.5.t
	desc = lar_news.5.desc
	picture = GFX_news_event_generic_read_write
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.5.a
		trigger = {
			tag = ITA
		}
	} {
		name = lar_news.5.b
		trigger = {
			is_in_faction_with = FRA
			NOT = {
				tag = FRA ITA
			}
		}
	} {
		name = lar_news.5.c
		trigger = {
			NOT = {
				is_in_faction_with = FRA
				tag = FRA ITA GER
			}
		}
	} {
		name = lar_news.5.d
		trigger = {
			tag = FRA
		}
	} {
		name = lar_news.5.e
		trigger = {
			tag = GER
		}
	}
}
### Entity: Character
Component: PAL_the_father_of_all_arabs
Source: game
File: common/country_leader/r56_traits.txt

Code:
PAL_the_father_of_all_arabs = {
	random = no
	army_core_attack_factor = 0.15
	army_core_defence_factor = 0.15
	army_speed_factor = 0.1
	ai_strategy = {
		type = befriend
		id = SOV
		value = 25
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_gunboat_diplomacy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_gunboat_diplomacy
	icon = GFX_focus_PHI_gunboat_diplomacy
	prerequisite = {
		focus = PHI_united_states_asiatic_fleet
	}
	mutually_exclusive = {
		focus = PHI_war_plan_rainbow_five
	}
	relative_position_id = PHI_united_states_asiatic_fleet
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PHI_gunboat_diplomacy_idea
	}
}
### Entity: Character
Component: NGA_fascist_guy
Constructs: has_government
Source: game
File: common/characters/NGA.txt

Code:
NGA_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NGA_fascist_guy
		allowed = {
			original_tag = NGA
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_reinforce_the_throne
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_reinforce_the_throne
	icon = GFX_focus_generic_monarchy_2
	mutually_exclusive = {
		focus = BHU_delegate_to_the_tslzogdu
	}
	prerequisite = {
		focus = BHU_maintain_monarchic_regime
	}
	relative_position_id = BHU_maintain_monarchic_regime
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = idea_BHU_reinforce_the_throne
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_bolsheviks_counterforce
Constructs: prerequisite, limit, add_ideas, completion_reward, add_popularity, add_to_variable, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_bolsheviks_counterforce
	icon = GFX_focus_GER_end_european_communism
	prerequisite = {
		focus = AST_pankhurst_walsh AST_stephensen
	}
	relative_position_id = AST_pankhurst_walsh
	x = 4
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.05
		} {
			ideology = fascism
			popularity = 0.01
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_australia_first_spirit_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_australia_first_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		}
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					name = The Investigation Branch
					icon = GFX_intelligence_agency_logo_AST_investigation_branch
				}
			}
			ELSE = {
				gain_random_agency_upgrade = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt AST_australia_first_spirit_tt
			add_to_variable = {
				AST_australia_first_operative_slot = 1
				tooltip = operative_slot_tt
			}
		}
		ELSE = {
			add_ideas = {
				AST_investigation_branch
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.280
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, has_idea, send_equipment, add_to_variable, add_building_construction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.280
	title = NSB_soviet_foreign_politics_events.280.t
	desc = NSB_soviet_foreign_politics_events.280.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.280.a
		ai_chance = {
			base = 3
			modifier = {
				factor = 2
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 1.5
				SOV = {
					has_idea = SOV_vyacheslav_molotov
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_complied_with_our_demands
			}
			SOV = {
				send_equipment = {
					type = motorized_equipment
					amount = 300
					target = ROOT
				}
			}
			add_to_variable = {
				SOV_fyp_consumer_goods_factor = -0.02
			}
			custom_effect_tooltip = SOV_sinikiang_influence_cg_tt_sik
			effect_tooltip = {
				custom_effect_tooltip = SOV_sinkiang_when_project_finishes_tt
				755 = {
					if = {
						limit = {
							infrastructure = < 5
						}
						add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					}
				}
				756 = {
					if = {
						limit = {
							infrastructure = < 5
						}
						add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					}
					add_resource = {
						type = oil
						amount = 12
					}
				}
				604 = {
					if = {
						limit = {
							infrastructure = < 5
						}
						add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					}
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 7940
						}
						instant_build = yes
					}
				}
				754 = {
					if = {
						limit = {
							infrastructure = < 5
						}
						add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					}
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 12732
						}
						instant_build = yes
					}
				}
				283 = {
					if = {
						limit = {
							infrastructure = < 5
						}
						add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					} {
						limit = {
							air_base = < 9
						}
						add_building_constructio
# ... (truncated)
### Entity: Character
Component: army_commando_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_commando_2 = {
	sprite = 5
	special_forces_attack_factor = 0.1
	special_forces_cap_flat = 6
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_silent_service
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_silent_service
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = CEL_the_blocade_doctrine
	}
	relative_position_id = CEL_the_blocade_doctrine
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 10
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: PAL_religion_add
Constructs: add_to_variable, set_variable
Source: game
File: common/scripted_effects/PAL_scripted_effects.txt

Code:
PAL_religion_add = {
	add_to_variable = {
		PAL_liberalism = PAL_add_religion
	}
	clamp_variable = {
		var = PAL_liberalism
		min = 0
		max = 100
	}
	set_variable = {
		PAL_modifier_religion = PAL_liberalism
	} {
		PAL_religion_research = PAL_modifier_religion
	} {
		PAL_religion_construction = PAL_modifier_religion
	} {
		PAL_religion_pp = PAL_modifier_religion
	} {
		PAL_religion_stability = PAL_modifier_religion
	} {
		PAL_religion_factory_output = PAL_modifier_religion
	} {
		PAL_religion_speed = PAL_modifier_religion
	} {
		PAL_religion_organisation = PAL_modifier_religion
	} {
		PAL_religion_recovery = PAL_modifier_religion
	}
	subtract_from_variable = {
		PAL_modifier_religion = 50
	}
	multiply_variable = {
		PAL_modifier_religion = 0.02
	}
	divide_variable = {
		PAL_religion_research = 20
	} {
		PAL_religion_construction = 10
	} {
		PAL_religion_pp = -6.666
	} {
		PAL_religion_stability = -13.333
	} {
		PAL_religion_factory_output = 10
	} {
		PAL_religion_speed = 13.333
	} {
		PAL_religion_organisation = -20
	} {
		PAL_religion_recovery = -10
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_invite_iraq
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction, is_subject_of, has_subject
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_invite_iraq
	icon = GFX_goal_generic_befriend_iraq
	prerequisite = {
		focus = PAL_cooperation_with_the_nasserists
	}
	x = -1
	y = 1
	relative_position_id = PAL_cooperation_with_the_nasserists
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		OR = {
			PAL = {
				is_in_faction = no
				has_war_with = IRQ
				is_subject_of = PAL
				has_subject = PAL
				exists = no
			}
			IRQ = {
				exists = no
			}
		}
	}
	completion_reward = {
		IRQ = {
			country_event = palestine.30
		}
	}
}
### Entity: Idea
Component: COG_loango_royal_council
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_loango_royal_council = {
	picture = generic_production_bonus
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		stability_factor = 0.1
		war_support_factor = 0.05
		political_advisor_cost_factor = -0.25
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_prepare_for_the_inevitable
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, has_capitulated, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_prepare_for_the_inevitable
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = EST_corporate_chambers EST_unite_our_nations EST_finno_estonian_supremacy_league
	}
	x = 1
	y = 2
	relative_position_id = EST_corporate_chambers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = EST_era_of_silence
		}
	} {
		x = -19
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = EST_rally_the_nation
		}
	}
	available = {
		if = {
			limit = {
				has_DLC = Man the Guns
			}
			has_capitulated = yes
		} {
			limit = {
				NOT = {
					has_DLC = Man the Guns
				}
			}
			surrender_progress = > 0.5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		} {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_democratic_bastion
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_democratic_bastion
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = CZE_political_direction
	}
	mutually_exclusive = {
		focus = CZE_go_right CZE_go_left
	}
	x = 0
	y = 1
	relative_position_id = CZE_political_direction
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0
			has_completed_focus = CZE_german_leanings
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_democratic_bastion
	}
}
### Entity: Order of Battle
Component: Eesti Merevägi
Source: game
File: history/units/EST_1936_naval_mtg.txt

Code:
fleet = {
	name = Eesti Merevägi
	naval_base = 3152
	task_force = {
		name = Allveelaevade Grupp
		location = 3152
		ship = {
			name = EML Kalev
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = EST
					version_name = Kalev Class
				}
			}
		} {
			name = EML Lembit
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = EST
					version_name = Kalev Class
				}
			}
		}
	}
}
### Entity: Character
Component: SLV_albert_kramer
Source: game
File: common/characters/SLV_cha.txt

Code:
SLV_albert_kramer = {
	name = SLV_albert_kramer
	portraits = {
		civilian = {
			large = gfx/leaders/SLV/SLV_albert_kramer.png
		}
	}
	country_leader = {
		desc = SLV_albert_kramer_leader_desc
		ideology = marxism
	}
}
### Entity: Decision
Component: form_inca_empire_category
Source: game
File: common/decisions/categories/r56_formable_categories.txt

Code:
form_inca_empire_category = {
	icon = generic_formable_nations
	priority = 20
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					state = 882 506 508 509 494 303 490 491 305 492 302 487
				}
			}
		}
		zoom = 300
	}
}
### Entity: Idea
Component: den_abolish_unions
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_abolish_unions = {
	removal_cost = -1
	picture = bad_investment
	modifier = {
		industrial_capacity_factory = 0.05
		industry_repair_factor = 0.1
		line_change_production_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Character
Component: POR_francisco_da_costa_gomes
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_francisco_da_costa_gomes = {
	advisor = {
		slot = high_command
		idea_token = POR_francisco_da_costa_gomes
		ledger = army army
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_francisco_da_costa_gomes
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: State History
Component: 294
Constructs: add_core_of
Source: game
File: history/states/294-Oman.txt

Code:
state = {
	id = 294
	name = STATE_294
	manpower = 369000
	state_category = rural
	resources = {
		oil = 1
	}
	history = {
		owner = OMA
		add_core_of = OMA
		buildings = {
			infrastructure = 1
			arms_factory = 1
			industrial_complex = 1
			10760 = {
				naval_base = 3
			}
		}
		victory_points = {
			10760 3
		}
	}
	provinces = {
		1947 4993 8002 8020 10760
	}
	local_supplies = 0.0
}
### Entity: Name List
Component: TON
Source: game
File: common/names/r56_names.txt

Code:
TON = {
	male = {
		names = {
			Atoni Anjelo Aasal Aberto Abich Afah Aisi Alefosio Alifeleti Alipate Anitelu Arshis Atamai Etuate Falakiko Fokisi Heneli Isileli Kailao Kalinga Kaivai Kakaea Kapo Kaukau Kelemete Koloa Komaki Konelio Laione Lakepi Lamani Susitino Maau Mafu Malohi Mamani Pasilio Pelenato Penetiketo Ponavenitula Ptolomeo Polutele Seletute Sione Sioape Sioasateki Solomone Salesi Siaosi Semisi Ikenasio Tamiano Tavite Tevita Tokoni Tominiko Tukupa Vaha Vaitafe Viliami
		}
	}
	female = {
		names = {
			Ailine Alisi Amelika Amanaki Amipa Avoca Emeni Eponi Fusipala Hahau Hiva Huelo Huhulu Kahoa Kalauni Kalasia Kalasiah Kiupita Laaka Langi Lautoka Laveni Lavenita Lavinia Lekeleka Lilikio Longo Lopini Lose Lotu Lovai Maile Meliame Melino Musika Oketa Onike Opeli Paame Panisi Safaia Salato Samena Seini Sela Siale Siete Sikota Sikueli Silafi Silika Tafotila Tahi Taimani Takaniko Talanoa Takina Taula Tavake Tiulipe Toakase Uha
		}
	}
	surnames = {
		Afeaki Alatini Aho Fainga'a Faletau Fifita Finau Folau Foliaki Fonua Fotu Havili Hopoate Kaufusi Latu Latukefu Liava'a Lomu Mafi Malupo Mataele Moala Moa Mahe Nakao Naufahu Ngata Otuafi Palu Penitani Siale Soakai Taufa Taumalolo Taumoepeau Tonga'uiha Tupou Tupouniua Tukuafu Vahafolau Vainikolo Vatuvei Veikune Vea Vete
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: USA_great_depression_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_great_depression_level_down = {
	if = {
		limit = {
			has_idea = great_depression_3
		}
		custom_effect_tooltip = USA_great_depression_down_tt
		remove_ideas = great_depression_3
	} {
		limit = {
			has_idea = great_depression_2
		}
		custom_effect_tooltip = USA_great_depression_down_tt
		swap_ideas = {
			remove_idea = great_depression_2
			add_idea = great_depression_3
		}
	} {
		limit = {
			has_idea = great_depression
		}
		custom_effect_tooltip = USA_great_depression_down_tt
		swap_ideas = {
			remove_idea = great_depression
			add_idea = great_depression_2
		}
	}
}
### Entity: Idea
Component: GER_blitzkrieg_idea
Constructs: army_attack_factor, breakthrough_factor
Source: game
File: common/ideas/GER.txt

Code:
GER_blitzkrieg_idea = {
	name = GER_blitzkrieg_modifier
	picture = SWE_let_fly_all_guns
	allowed = {
		always = yes
	}
	targeted_modifier = {
		tag = POL
		army_attack_factor = 0.5
		breakthrough_factor = 0.5
	}
}
### Entity: Decision
Component: JAP_anti_colonialism_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_anti_colonialism_category = {
	icon = GFX_decision_category_saf_anti_colonialist_crusade
	allowed = {
		original_tag = JAP
	}
	priority = 45
	visible = {
		has_dlc = No Compromise, No Surrender
		has_completed_focus = JAP_fund_resistance_groups_in_asia
	}
	on_map_area = {
		target_array = JAP.asian_colonial_states_array
		name = JAP_anti_colonialism_map_category_name
		zoom = 150
	}
	visible_when_empty = yes
}
### Entity: Unit Leader
Component: disgruntled
Source: game
File: common/unit_leader/00_traits.txt

Code:
disgruntled = {
	type = all
	trait_type = status_trait
	attack_skill = -2
	defense_skill = -2
	logistics_skill = -2
	planning_skill = -2
}