Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cub_focus
Component: CUB_a_cruiser_navy
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_a_cruiser_navy
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = CUB_study_foreign_built_ships
	}
	relative_position_id = CUB_caribbean_navy
	x = 2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_a_cruiser_navy
			bonus = 1
			uses = 1
			category = cl_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = damage_control_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: CHI_integrate_the_warlords_category
Constructs: has_completed_focus, limit, political_power_gain, every_country, fire_only_once, is_subject_of, complete_effect, remove_effect
Source: game
File: common/decisions/r56_warlord_decisions.txt

Code:
CHI_integrate_the_warlords_category = {
	CHI_ultimatum_to_the_remainder = {
		icon = GFX_decision_eng_support_imperialist_coup
		visible = {
			NOT = {
				has_completed_focus = CHI_federalist_victory
			}
			any_country = {
				is_subject_of = ROOT
				OR = {
					tag = XSM GXC YUN SIK KHM SHX SIC XIC GDC HBC SND PRC CHI
				}
			}
			has_completed_focus = CHI_integrate_the_warlords
		}
		days_remove = 35
		fire_only_once = yes yes
		cost = 15
		modifier = {
			political_power_gain = -1
		}
		ai_will_do = {
			base = 1
		}
		complete_effect = {

		}
		remove_effect = {
			every_country = {
				limit = {
					OR = {
						tag = XSM GXC YUN SIK KHM SHX SIC XIC GDC HBC SND PRC CHI
					}
					is_subject_of = ROOT
				}
				country_event = CHI_warlords.27
			}
		}
	}
}
### Entity: Country History
Country: ORO
Component: ORO_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ORO - Oromo.txt

Code:
# Politics & Parties for ORO
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Country History
Country: SOM
Component: SOM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SOM - Somalia.txt

Code:
# Politics & Parties for SOM
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Idea
Component: BEL_economic_cooperation_within_benelux2
Constructs: removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_economic_cooperation_within_benelux2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.08
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_promote_cross_empire_integration
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, is_ally_with
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_promote_cross_empire_integration
	icon = GFX_goal_AUS_austrohungarian_industry
	relative_position_id = AUS_imperial_infrastructure
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_imperial_infrastructure
	}
	cost = 10
	mutually_exclusive = {
		focus = AUS_prioritize_austria
	}
	completion_reward = {
		AUS = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = AUS
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		if = {
			limit = {
				is_ally_with = HUN
			}
			HUN = {
				random_owned_controlled_state = {
					limit = {
						is_core_of = HUN
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				} {
					limit = {
						is_core_of = HUN
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Event
Component: czech.9
Constructs: is_triggered_only
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.9
	title = czech.7.t
	desc = czech.9.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = czech.6.a
		hidden_effect = {

		}
	}
}
### Entity: Order of Battle
Component: Base Naval Cádiz
Source: game
File: history/units/SPA_1939_naval_mtg.txt

Code:
fleet = {
	name = Base Naval Cádiz
	naval_base = 1048
	task_force = {
		name = Escuadrón de Cádiz
		location = 1048
		ship = {
			name = ARE Navarra
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SPR
					version_name = República Class
				}
			}
		} {
			name = ARE Méndez Núñez
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SPR
					version_name = Méndez Núñes Class
				}
			}
		} {
			name = ARE Melilla
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Melilla Class
				}
			}
		} {
			name = ARE Ceuta
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Melilla Class
				}
			}
		} {
			name = ARE Huesca
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Melilla Class
				}
			}
		} {
			name = ARE Teruel
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Melilla Class
				}
			}
		}
	} {
		name = Grupo de Cádiz
		location = 1048
		ship = {
			name = ARE B1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		} {
			name = ARE B2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		} {
			name = ARE B3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		} {
			name = ARE B4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_rally_the_proletariat
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_rally_the_proletariat
	icon = GFX_focus_BUL_the_fatherland_front
	prerequisite = {
		focus = BUL_revoke_censorship_communist_material
	}
	relative_position_id = BUL_revoke_censorship_communist_material
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = BUL_mobilized_proletariat
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = BUL_valko_chervenkov
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Modifier Reference
Component: DEN_neglected_military_dynamic_modifier
Constructs: remove_trigger, check_variable, mobilization_speed, planning_speed
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_neglected_military_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_neglected_military
	remove_trigger = {
		check_variable = {
			DEN.DEN_neglected_military_mobilization_speed = 0
		} {
			DEN.DEN_neglected_military_surrender_limit = 0
		} {
			DEN.DEN_neglected_military_planning_speed = 0
		}
	}
	mobilization_speed = DEN_neglected_military_mobilization_speed
	surrender_limit = DEN_neglected_military_surrender_limit
	planning_speed = DEN_neglected_military_planning_speed
}
### Entity: AI Strategy
Component: EAI_ITA_protect_navy
Constructs: has_war_with, has_deployed_air_force_size, has_full_control_of_state
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_protect_navy = {
	allowed = {
		tag = ITA
	}
	enable = {
		EAI_NAV_equipment_production = yes
		has_deployed_air_force_size = {
			size = < 200
			type = naval_bomber
		}
		num_of_military_factories = > 25
		alliance_naval_strength_ratio = < 1.0
		NOT = {
			any_state = {
				region = 23
				OR = {
					CONTROLLER = {
						has_war_with = ROOT
					}
					ROOT = {
						controls_state = PREV
						NOT = {
							has_full_control_of_state = PREV
						}
					}
				}
			}
		}
	}
	abort = {
		NOT = {
			AND = {
				EAI_NAV_equipment_production = yes
				has_deployed_air_force_size = {
					size = < 400
					type = naval_bomber
				}
				num_of_military_factories = > 25
				alliance_naval_strength_ratio = < 1.0
				NOT = {
					any_state = {
						region = 23
						OR = {
							CONTROLLER = {
								has_war_with = ROOT
							}
							ROOT = {
								controls_state = PREV
								NOT = {
									has_full_control_of_state = PREV
								}
							}
						}
					}
				}
			}
		}
	}
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_PATROL
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_STRIKE_FORCE
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_RAIDING
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_NAVAL_INVASION_SUPPORT
		value = 500000
	}
}
### Entity: Idea
Component: CHI_chinese_industrial_support_idea
Constructs: industrial_capacity_factory, removal_cost, has_dynamic_modifier, autonomy_gain
Source: game
File: common/ideas/china.txt

Code:
CHI_chinese_industrial_support_idea = {
	picture = generic_license_production
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		CHI = {
			NOT = {
				has_dynamic_modifier = {
					modifier = CHI_soviet_support
				}
			}
		}
	}
	modifier = {
		industrial_capacity_factory = 0.1
		autonomy_gain = -0.5
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_resource_extraction_focus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_resource_extraction_focus
	icon = GFX_focus_generic_resource_extraction
	prerequisite = {
		focus = PRC_great_production_movement
	}
	x = 1
	y = 1
	relative_position_id = PRC_great_production_movement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PRC_resource_extraction_focus
			bonus = 0.5
			uses = 1
			category = excavation_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		PRC_modify_industrial_modifier = yes
		add_to_variable = {
			PRC_industry_local_resources_factor = 0.15
			tooltip = local_resources_factor_tt
		}
	}
}
### Entity: Technology
Component: jet_fighter1
Constructs: is_major, is_special_project_completed, enable_equipments, is_special_project_tech, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_jet_engine
		}
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_axial_jet_engine
		}
	}
	enable_equipments = {
		jet_fighter_equipment_1
	}
	path = {
		leads_to_tech = jet_fighter2
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_centrifugal_jet_tech
		research_cost_coeff = 1
	}
	is_special_project_tech = yes
	research_cost = 2
	start_year = 1945
	folder = {
		name = air_techs_folder
		position = {
			x = 0
			y = 12
		}
	}
	categories = {
		light_air jet_technology mio_cat_all_light_fighter_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			is_major = yes
			factor = 2
		} {
			tag = GER
			factor = 2
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_AUS
Source: game
File: common/ai_focuses/AUS.txt

Code:
ai_focus_peaceful_AUS = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: Event
Component: bftb_turkey.20
Constructs: is_triggered_only, limit, remove_ideas, add_stability, fire_only_once, set_country_flag, set_party_name, has_idea
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.20
	title = bftb_turkey.20.t
	desc = bftb_turkey.20.desc
	picture = GFX_report_event_tur_menderes_opposition
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.20.a
		add_stability = 0.05
		set_country_flag = TUR_official_opposition_party_organised
		set_party_name = {
			ideology = democratic
			long_name = TUR_democratic_party_islamist_long
			name = TUR_democratic_party_islamist
		}
		if = {
			limit = {
				has_idea = TUR_rising_islamist_dissidence
			}
			remove_ideas = TUR_rising_islamist_dissidence
		}
	}
}
### Entity: Effect Reference
Construct: create_dynamic_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_dynamic_country

* Supported Scopes: any
* Supported Targets: any

```
creates a dynamic country and runs child effects on it. example :
create_dynamic_country = { 
  original_tag = ITA #original tag of new country
  copy_tag = ITA # if set, it will copy stuff from copy tag instead of original_tag
 #...effects to run on new country}
```
### Entity: Idea
Component: SWE_the_miracle_at_karjala
Source: game
File: common/ideas/sweden.txt

Code:
SWE_the_miracle_at_karjala = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_democratic_drift_bonus
	modifier = {
		army_org_factor = 0.04
		army_morale_factor = 0.1
		land_reinforce_rate = 0.02
	}
}
### Entity: Military Industrial Organization
Component: CSA_gulf_shipbuilding_corporation_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/CSA_organization.txt

Code:
CSA_gulf_shipbuilding_corporation_organization = {
	name = Gulf Shipbuilding Corporation
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		owner = {
			original_tag = CSA
		}
	}
	available = {

	}
	visible = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Character
Component: NOR_kristian_laake
Constructs: has_aat
Source: game
File: common/characters/NOR.txt

Code:
NOR_kristian_laake = {
	instance = {
		allowed = {
			has_aat = yes
		}
		name = NOR_kristian_laake NOR_kristian_laake
		allowed_civil_war = {
			NOR_char_cw_loyalist = yes
		}
		advisor = {
			slot = army_chief
			idea_token = NOR_kristian_laake
			allowed = {
				original_tag = NOR
			}
			traits = {
				NOR_defeatist_commander_in_chief
			}
			cost = 50
			ai_will_do = {
				factor = 1.0
			}
			can_be_fired = no
		}
		portraits = {
			army = {
				large = GFX_portrait_NOR_kristian_laake
				small = GFX_portrait_NOR_kristian_laake_small
			}
		}
	} {
		allowed = {
			has_aat = no
		}
		name = NOR_kristian_laake
		advisor = {
			slot = army_chief
			idea_token = NOR_kristian_laake
			allowed = {
				original_tag = NOR
			}
			traits = {
				army_chief_drill_1
			}
			cost = 50
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				large = GFX_portrait_NOR_kristian_laake
				small = GFX_portrait_NOR_kristian_laake_small
			}
		}
	}
}
### Entity: Unit Template
Component: EST_MAR_01
Source: game
File: common/units/names_divisions/EST_names_divisions.txt

Code:
EST_MAR_01 = {
	name = Marine Division
	for_countries = {
		EST
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	link_numbering_with = {
		EST_INF_01
	}
	fallback_name = %s Merejalaväediviisi
	ordered = {
		1 = {
			%s Merejalaväediviisi
		}
		2 = {
			%s Merejalaväediviisi
		}
		3 = {
			%s Merejalaväediviisi
		}
		4 = {
			%s Merejalaväediviisi
		}
		5 = {
			%s Merejalaväediviisi
		}
		6 = {
			%s Merejalaväediviisi
		}
		7 = {
			%s Merejalaväediviisi
		}
		8 = {
			%s Merejalaväediviisi
		}
		9 = {
			%s Merejalaväediviisi
		}
		10 = {
			%s Merejalaväediviisi
		}
	}
}
### Entity: Character
Component: ETH_random_general_4
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_general_4 = {
	portraits = {
		army = {
			large = GFX_portrait_ETH_generic_female_2
			small = GFX_portrait_ETH_generic_female_2_small
		}
	}
	gender = female
	corps_commander = {
		traits = {
			trait_cautious
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		visible = {
			has_character_flag = ETH_visible_random_general_flag
		}
	}
}
### Entity: Event
Component: tfv_australia.62
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.62
	title = tfv_australia.62.t
	desc = tfv_australia.62.d
	picture = GFX_report_event_ANZAC_day
	is_triggered_only = yes
	option = {
		name = tfv_australia.62.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = NZL
		}
	}
}
### Entity: Character
Component: GYA_peter_milliard
Source: game
File: common/characters/GYA.txt

Code:
GYA_peter_milliard = {
	name = GYA_peter_milliard
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_1
		}
	}
	country_leader = {
		expire = 1965.1.1
		id = -1
		ideology = marxism
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_winning_the_air_war
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_winning_the_air_war
	icon = GFX_goal_generic_air_fighter
	relative_position_id = SMB_nimble_air_force
	prerequisite = {
		focus = SMB_tactical_air_force SMB_nimble_air_force
	}
	mutually_exclusive = {
		focus = SMB_army_support SMB_naval_support
	}
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.1
				tooltip = air_superiority_efficiency_tt
			} {
				JUNO_airforce_modifier_air_intercept_efficiency = 0.05
				tooltip = air_intercept_efficiency_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.1
				tooltip = air_superiority_efficiency_tt
			} {
				JUNO_airforce_modifier_air_intercept_efficiency = 0.05
				tooltip = air_intercept_efficiency_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.1
				tooltip = air_superiority_efficiency_tt
			} {
				JUNO_airforce_modifier_air_intercept_efficiency = 0.05
				tooltip = air_intercept_efficiency_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.1
				tooltip = air_superiority_efficiency_tt
			} {
				JUNO_airforce_modifier_air_intercept_efficiency = 0.05
				tooltip = air_intercept_efficiency_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.1
				t
# ... (truncated)
### Entity: State History
Component: 198
Constructs: add_core_of
Source: game
File: history/states/198-Vinnytsia.txt

Code:
state = {
	id = 198
	name = STATE_198
	manpower = 1893391
	state_category = large_town
	history = {
		victory_points = {
			476 3
		}
		owner = SOV
		buildings = {
			infrastructure = 3
			air_base = 3
		}
		add_core_of = SOV UKR
	}
	provinces = {
		476 6455 6480 9423 9435 9481
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: SOV_MINELAYERS_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_MINELAYERS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_MINELAYERS
	for_countries = {
		SOV
	}
	can_use = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser ship_hull_light destroyer
	}
	fallback_name = Minny Zagraditel' %d
	unique = {
		Bug Gidrograf Marti Murman Okean Okhotsk Zyuyd Don Katun Sukhona Vychegda Pripyat Pervoye Maya Amur Yenisey Azimut Yanvarya Volga Voin Oko
	}
}
### Entity: Modifier Reference
Component: ITA_military_industry_dynamic_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_military_industry_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_third_five_year_plan_military
	production_factory_start_efficiency_factor = ITA_military_industry_dm_production_factory_start_efficiency_factor
	production_factory_max_efficiency_factor = ITA_military_industry_dm_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = ITA_military_industry_dm_production_factory_efficiency_gain_factor
	industrial_capacity_factory = ITA_military_industry_dm_industrial_capacity_factory
	custom_modifier_tooltip = ITA_military_industry_dynamic_modifier_tt
	line_change_production_efficiency_factor = ITA_military_industry_dm_line_change_production_efficiency_factor
	production_lack_of_resource_penalty_factor = ITA_military_industry_dm_production_lack_of_resource_penalty_factor
	equipment_upgrade_xp_cost = ITA_military_industry_dm_equipment_upgrade_xp_cost
	industrial_capacity_dockyard = ITA_military_industry_dm_industrial_capacity_dockyard
	air_equipment_upgrade_xp_cost = ITA_military_industry_air_equipment_upgrade_xp_cost
}
### Entity: Event
Component: NSB_soviet_civil_war_common.123
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.123
	title = NSB_soviet_civil_war_common.123.t
	desc = NSB_soviet_civil_war_common.123.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.123.a
	}
}