Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 210
Constructs: add_core_of
Source: game
File: history/states/210-Bryansk.txt

Code:
state = {
	id = 210
	name = STATE_210
	manpower = 830133
	state_category = rural
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV
		victory_points = {
			11234 1
		}
	}
	provinces = {
		207 248 354 387 3333 6242 6293 9254 9331 9353 9386 11234 11259
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_arrest_dennemeyer
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, add_stability, completion_reward, remove_political_advisor, has_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_arrest_dennemeyer
	icon = GFX_goal_generic_secret_police_2
	cost = 5
	x = -2
	y = 2
	relative_position_id = LUX_establish_ss
	prerequisite = {
		focus = LUX_establish_ss
	}
	available = {
		has_completed_focus = LUX_utilise_dennemeyer
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt remove_political_advisor
		show_ideas_tooltip = LUX_camille_dennemeyer
		hidden_effect = {
			if = {
				limit = {
					has_idea = LUX_camille_dennemeyer
				}
				remove_ideas = LUX_camille_dennemeyer
			}
			retire_character = LUX_camille_dennemeyer
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: renault_bel
Constructs: has_completed_focus, limit, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
renault_bel = {
	picture = renault
	allowed = {
		OR = {
			original_tag = BEL WLL
		}
	}
	available = {
		if = {
			limit = {
				has_global_flag = bel_dlc_focus_tree
			}
			has_completed_focus = BEL_fonderie_royale_de_canons_liege
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: all_china_must_prosper_in_my_prosperity_sphere_YUN
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
all_china_must_prosper_in_my_prosperity_sphere_YUN = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			NOT = {
				country_exists = CHI
			}
			CHI = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
		country_exists = YUN
		NOT = {
			YUN = {
				OR = {
					is_in_faction_with = JAP
					is_subject_of = JAP
				}
			}
		}
	}
	abort = {
		NOT = {
			country_exists = YUN
		}
		YUN = {
			OR = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = YUN
		value = 5000
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_fate_of_imperialism
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_subject, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_the_fate_of_imperialism
	icon = GFX_goal_FRA_operation_charlemagne
	x = 1
	y = 1
	cost = 5
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = ENG
			has_war_with = ENG
		} {
			ENG = {
				is_subject_of = ROOT
			}
		}
	}
	bypass = {
		ENG = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_global_islamic_revolution
	}
	relative_position_id = AFG_global_islamic_revolution
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = ENG
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = topple_government
			target = ENG
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: ENG_federal_integration_tfv
Constructs: autonomy_gain, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_federal_integration_tfv = {
	name = ENG_federal_integration
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		autonomy_gain = -1
	}
	picture = eng_guided_by_britain
	removal_cost = -1
}
### Entity: Unit Leader
Component: blockade_runner
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
blockade_runner = {
	type = navy
	cost = 500
	gain_xp = {
		fastest_unit = > 3.2
	}
	modifier = {
		naval_retreat_chance = 0.2
		naval_retreat_speed = 0.15
		convoy_retreat_speed = 0.05
	}
	custom_gain_xp_trigger_tooltip = BLOCKADE_RUNNER_TRIGGER_TT
	ai_will_do = {
		factor = 1
	}
	gui_row = 0
	gui_column = 0
}
### Entity: Event
Component: SEA_china.18
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.18
	title = SEA_china.18.t
	desc = SEA_china.18.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.18.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_emergency_commissions
Constructs: prerequisite, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_emergency_commissions
	icon = GFX_goal_generic_martial_law
	prerequisite = {
		focus = LIE_princely_cabinet_of_national_defence
	}
	x = -3
	y = 1
	relative_position_id = LIE_princely_cabinet_of_national_defence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = LIE_emergency_commissions_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_improve_living_standards
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_improve_living_standards
	icon = GFX_goal_treaty_peoples
	x = 0
	y = 1
	relative_position_id = VEN_invest_mining_industry
	cost = 7.2
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = VEN_invest_mining_industry
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_improve_living_standards
			bonus = 1
			uses = 2
			category = electronics
		}
	}
}
### Entity: Character
Component: PHI_emma_rotor
Source: game
File: common/characters/PHI.txt

Code:
PHI_emma_rotor = {
	name = PHI_emma_rotor
	portraits = {
		army = {
			large = GFX_portrait_PHI_emma_rotor
		}
	}
	scientist = {
		traits = {
			scientist_trait_brilliant_theorist
		}
		skills = {
			specialization_naval = 2
		}
	}
}
### Entity: Modding Documentation
Construct: Autonomy
Source: vanilla_docs
File: common/on_actions/_documentation.md

Doc:
### Autonomy
- `on_subject_annexed`
- `on_subject_free`
- `on_subject_autonomy_level_change`
### Entity: Trigger Reference
Construct: any_home_area_neighbor_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_home_area_neighbor_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if any neighbor country in the home area meets the trigger. tooltip=key can be defined to override title
```
### Entity: State History
Component: 722
Constructs: add_core_of
Source: game
File: history/states/722-Petsamo.txt

Code:
state = {
	id = 722
	name = STATE_722
	manpower = 2371
	state_category = enclave
	history = {
		owner = FIN
		victory_points = {
			9140 1
		}
		buildings = {
			infrastructure = 1
			9140 = {
				naval_base = 1
			}
		}
		add_core_of = FIN SMI
	}
	provinces = {
		6012 6183 9140 11142
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: ITA_expanded_intelligence_service_cryptology_department_lion_version
Constructs: removal_cost, has_country_leader, decryption_factor
Source: game
File: common/ideas/italy.txt

Code:
ITA_expanded_intelligence_service_cryptology_department_lion_version = {
	name = ITA_expanded_intelligence_service_basic
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		decryption_factor = 0.15
	}
}
### Entity: Name List
Component: HAR
Source: game
File: common/names/00_names.txt

Code:
HAR = {
	male = {
		names = {
			Gatur Gotu Idris Ibrahim Abdulahi Gazali Fuad Murad Ordin Baati Nur Talha Nassir Mahamed Mansur Hashim Khalaf Abubakar Hamid Yusuf Ahmed Abdullah
		}
	}
	female = {
		names = {
			Nuria
		}
	}
	surnames = {
		Abba Did Abba Gidir Abba Haqqa Abob Abogn Abokar Abram Afandi Amari Aqil Arab Bahar Banji Bashi Bomba Bonda Dus Fallo Faqi Farah Garad Gey Gonis Mash Hay Imam Ishete Jan Kabir Kharab Khaxib Khayro Lazim Liban Marda Mawi Qallo Nure Nasroy Qamus Qanxa Qorram Qumash Rauf Samod Sawakin Say Shami Sharif Shaxi Siddisto Subhan Tartu Ugaz Wabar Waqo Warfa Wazir Xinna Yare Yifate Zahid Zaydi Zimalkagn Bedri Abdulahi
	}
	callsigns = {
		Dire Dawa Harar Hararghe Amir Wal Wal Isaaq Sultan Hajji
	}
}
### Entity: AI Strategy
Component: SOV_light_tank_destroyers
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_light_tank_destroyers = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		factor = 50
		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 = 50
		}
		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 = 50
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_cannon_2 tank_medium_cannon 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 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				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_velocity_cannon tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine extra_
# ... (truncated)
### Entity: Character
Component: PAK_awt
Source: game
File: common/characters/PAK.txt

Code:
PAK_awt = {
	advisor = {
		slot = theorist
		idea_token = PAK_awt
		ledger = air
		allowed = {
			original_tag = PAK
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Event
Component: r56_kill_stalin.1
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56_kill_stalin.1
	title = r56_kill_stalin.1.t
	desc = r56_kill_stalin.1.desc
	picture = GFX_news_event_HOL_wilhelmina_2
	major = yes
	is_triggered_only = yes
	option = {
		name = r56_kill_stalin.1.a
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_capital_city_airport
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_capital_city_airport
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = HOA_promote_local_crafts
	}
	mutually_exclusive = {
		focus = HOA_use_the_natural_harbors
	}
	dynamic = yes
	x = 1
	y = 1
	relative_position_id = HOA_promote_local_crafts
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		capital_scope = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = transport_plane_equipment
			amount = 10
			producer = ROOT
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_mobilize_the_masses
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_mobilize_the_masses
	prerequisite = {
		focus = HOL_socialist_industrial_support
	}
	icon = GFX_goal_generic_allies_build_infantry
	x = 0
	y = 2
	relative_position_id = HOL_socialist_industrial_support
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = HOL_mobilize_the_masses
	}
}
### Entity: Idea
Component: JOR_1928_treaty_idea
Constructs: is_subject, removal_cost
Source: game
File: common/ideas/jordan.txt

Code:
JOR_1928_treaty_idea = {
	allowed = {
		original_tag = JOR
	}
	allowed_civil_war = {
		is_subject = yes
	}
	picture = JOR_1928_treaty
	removal_cost = -1
	modifier = {
		army_org_factor = -0.05
		political_power_factor = -0.15
		political_advisor_cost_factor = 0.25
		cic_to_overlord_factor = 0.1
		mic_to_overlord_factor = 0.2
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_ideological_fanaticism
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_ideological_fanaticism
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = SER_military_youth
	}
	relative_position_id = SER_political_effort
	x = 3
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		set_rule = {
			can_create_factions = yes
		}
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: zastava_arms
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/yugoslavia.txt

Code:
zastava_arms = {
	picture = generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = YUG
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: VIN_BC_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		VIN
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = VPNS 
	fallback_name = HQ %d
}
### Entity: Idea
Component: CHL_popular_front_frail
Constructs: stability_factor, has_government, is_subject, is_puppet, removal_cost, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_popular_front_frail = {
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		political_power_factor = -0.25
		communism_drift = 0.02
		democratic_drift = 0.02
	}
	picture = generic_disjointed_gov
}
### Entity: Character
Component: communist_sympathiser
Source: game
File: common/country_leader/r56_traits.txt

Code:
communist_sympathiser = {
	random = no
	communism_acceptance = 20
	ai_strategy = {
		type = befriend
		id = SOV
		value = 100
	}
}
### Entity: Faction
Component: faction_goal_control_suez_canal
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_suez_canal = {
	name = control_suez_canal_goal_name
	description = control_suez_canal_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG EGY
				is_in_faction_with = ENG EGY
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 446
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		446 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 446
			}
			add_faction_initiative = 1
		}
		446 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = 12049
			} {
				type = coastal_bunker
				level = 1
				province = 12049
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 12049
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = 4073
			} {
				type = coastal_bunker
				level = 1
				province = 4073
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 4073
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			446 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 2
			has_navy_size = {
				size = > 20
				type = capital_ship
			}
		} {
			add = 10
			original_tag = ENG
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HOL_1939_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_1
			creator = HOL
			version_name = Fokker D.XXI
		}
		requested_factories = 1
		progress = 0.44
		efficiency = 100
	}
}
### Entity: Effect Reference
Construct: add_political_power
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_political_power

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add political power to country
```
### Entity: National Focus
Tree: est_focus
Component: EST_empower_finnish_militants
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_empower_finnish_militants
	icon = GFX_focus_invite_finland
	prerequisite = {
		focus = EST_march_on_talinn
	}
	x = 0
	y = 1
	relative_position_id = EST_march_on_talinn
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	bypass = {
		FIN = {
			OR = {
				exists = no
				is_subject = yes
				has_government = fascism
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		FIN = {
			country_event = {
				id = generic.1
				hours = 1
			}
			add_timed_idea = {
				idea = EST_vaps_organizing_in_FIN
				days = 360
			}
		}
	}
}
### Entity: Name List
Component: ABK
Source: game
File: common/names/00_names.txt

Code:
ABK = {
	male = {
		names = {
			Abga Adamar Adgur Akhmat Akhra Akhrik Alkhas Almasbei Alyksandr Amza Arut Arutan Arzadin Astamur Astan Bagrat Batal Besik Beslan Daur Dawәt Dyrmit Dzamal Ebәrham Fardawas Gazia Gozar Gudisa Iurii Jemal Khasik Mamsər Nugzar Nuri Ovanes Satbei Sejəd Setrak Shuarakh Sokrat Temyr Uazha Valerii Vianor Yaozar Fazil Alexey Ali Rauf Nestor Sergei Hayreddin
		}
	}
	female = {
		names = {
			Amra Asida Bashnukh Gunda
		}
	}
	surnames = {
		Iskandar Gogua Shinkuba Al-Kabir Bagapsh Orbay Pasha Lakoba Zhvaniya Krishtof Agniev Larionov Svanidze Akirtava Makarov Asribekov Srurua Amas Meladze Ladariya Agrba Bechvaya Baramiya Mgeladze Getiya Karchava Bgazhba Kobakhia Khintba Adeljba Khishba
	}
	callsigns = {

	}
}
### Entity: Idea
Component: POL_Communist_Influence
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Communist_Influence = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Order of Battle
Component: air_wing_448
Source: game
File: history/units/ITA_1939_air_bba.txt

Code:
air_wings = {
	448 = {
		medium_plane_airframe_1 = {
			owner = ITA
			amount = 60
			version_name = SM.79
		}
	}
}
### Entity: Character
Component: KAZ_aco2
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = KAZ_aco2
		allowed = {
			original_tag = KAZ
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Event
Component: AAT_Sweden.41
Constructs: is_triggered_only, limit, is_demilitarized_zone, set_demilitarized_zone, add_extra_state_shared_building_slots, add_core_of
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.41
	title = AAT_Sweden.41.t
	desc = AAT_Sweden.41.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.41.a
		transfer_state = 145
		if = {
			limit = {
				145 = {
					is_demilitarized_zone = yes
				}
			}
			145 = {
				set_demilitarized_zone = no
			}
		}
		145 = {
			add_extra_state_shared_building_slots = 2
			add_core_of = ROOT
		}
	}
}
### Entity: Character
Component: GUA_jorge_ubico
Source: game
File: common/characters/GUA.txt

Code:
GUA_jorge_ubico = {
	name = Jorge Ubico
	portraits = {
		civilian = {
			large = GFX_portrait_guatemala_jorge_ubico
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}