Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_ask_for_enter_to_comintern
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_ask_for_enter_to_comintern
	prerequisite = {
		focus = PRU_the_teachings_the_amauta PRU_give_asylum_to_the_jews
	}
	icon = GFX_focus_chi_mission_to_the_soviet_union
	x = -4
	y = 1
	relative_position_id = PRU_the_teachings_the_amauta
	mutually_exclusive = {
		focus = PRU_left_and_right_united
	}
	cost = 10
	available = {
		OR = {
			has_completed_focus = PRU_the_teachings_the_amauta
			if = {
				limit = {
					has_country_leader = {
						character = PRU_arturo_peralta
						ruling_only = yes
					}
				}
				has_completed_focus = PRU_workers_rights_act
			}
		} {
			communism = > 0.5
			has_government = communism
		} {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
				has_opinion = {
					target = ROOT
					value = > -11
				}
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
				has_opinion = {
					target = ROOT
					value = > -11
				}
			}
		}
		is_subject = no
		is_in_faction = no
	}
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = PRU_arturo_peralta
					ruling_only = yes
				}
			}
			swap_ideas = {
				remove_idea = PRU_weak_republic_2
				add_idea = PRU_communist_republic
			}
		} {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				add_opinion_modifier = {
					target = PRU
					modifier = large_increase
				}
				country_event = {
					days = 1
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_improve_serbian_rail_network
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, has_full_control_of_state, cancel_if_invalid, is_subject_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_improve_serbian_rail_network
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = YUG_expand_the_university_of_zagreb
	}
	mutually_exclusive = {
		focus = YUG_integrated_rail_network
	}
	x = 0
	y = 2
	relative_position_id = YUG_develop_military_industry
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 2
			is_in_faction_with = GER
		}
	}
	available = {
		OR = {
			has_full_control_of_state = 45 105 107 108 764
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				45 = {
					controller = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
			45 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				105 = {
					controller = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
			105 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				107 = {
					controller = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
			107 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				108 = {
					controller = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
			108 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				764 = {
					controller = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
			764 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				803 = {
					controller = {
				
# ... (truncated)
### Entity: Event
Component: wuw_GER_diplomacy.59
Constructs: is_triggered_only, ai_chance, add_political_power, add_core_of, create_wargoal, take_core_state, remove_claim_by
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.59
	title = wuw_GER_diplomacy.59.t
	desc = wuw_GER_diplomacy.59.desc
	picture = GFX_report_event_DEN_danish_troops
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.59.a
		ai_chance = {
			base = 85
		}
		912 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = take_core_state
			target = FROM
			generator = {
				912
			}
			expire = 0
		}
	} {
		name = wuw_GER_diplomacy.59.b
		ai_chance = {
			base = 15
		}
		add_political_power = 50
		912 = {
			remove_claim_by = ROOT
		}
	}
}
### Entity: Idea
Component: idea_VEN_defensive_posture
Constructs: mobilization_speed
Source: game
File: common/ideas/venezuela.txt

Code:
idea_VEN_defensive_posture = {
	picture = ETH_peacekeeping_forces
	allowed = {
		original_tag = VEN
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.15
		conscription = 0.0175
		mobilization_speed = 0.3
		training_time_factor = -0.15
	}
}
### Entity: Idea
Component: r56_LUX_economic_dependence_1
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_economic_dependence_1 = {
	picture = AFG_economy_in_ruins
	name = r56_LUX_economic_dependence
	allowed = {
		original_tag = LUX
	}
	modifier = {
		industrial_capacity_factory = -0.3
		production_lack_of_resource_penalty_factor = 0.15
	}
	targeted_modifier = {
		tag = GER
		extra_trade_to_target_factor = 0.25
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_reestablish_central_flying_school
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_reestablish_central_flying_school
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = AST_advanced_pilot_training
	}
	relative_position_id = AST_advanced_pilot_training
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_royal_australian_air_force_spirit_tt
		add_to_variable = {
			AST_royal_australian_air_force_spirit_air_ace_generation_chance_factor = 0.1
			tooltip = air_ace_generation_chance_factor_tt
		} {
			AST_royal_australian_air_force_spirit_ace_effectiveness_factor = 0.25
			tooltip = ace_effectiveness_factor_tt
		}
	}
	search_filters = {

	}
}
### Entity: Order of Battle
Component: 16. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 16. Kuva-yi Milliye Tugayi
	location = 9755
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Idea
Component: SWI_locher_and_cie
Constructs: research_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_locher_and_cie = {
	name = SWI_locher_and_cie
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = SWI
	}
	cost = 150
	research_bonus = {
		industry = 0.1
	}
	traits = {
		construction_company
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_join_the_asian_communist_solidarity
Constructs: prerequisite, limit, has_government, completion_reward, is_puppet, is_on_continent, is_faction_leader, has_civil_war
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_join_the_asian_communist_solidarity
	icon = GFX_goal_JAP_the_unthinkable_option
	prerequisite = {
		focus = KOR_supreme_leader
	}
	mutually_exclusive = {
		focus = KOR_loyalty_to_moscow KOR_adopt_maoism
	}
	x = 5
	y = 1
	relative_position_id = KOR_supreme_leader
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_puppet = no
		any_other_country = {
			capital_scope = {
				is_on_continent = asia
			}
			is_faction_leader = yes
			has_government = communism
			has_civil_war = no
			NOT = {
				original_tag = PRC
			}
			is_subject = no
		}
	}
	bypass = {
		is_in_faction = yes
	}
	completion_reward = {
		random_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = asia
				}
				is_faction_leader = yes
				has_government = communism
				has_civil_war = no
				NOT = {
					original_tag = PRC
				}
				is_subject = no
			}
			country_event = {
				id = generic.2
				hours = 1
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: ARG_political_events.5
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.5
	title = ARG_political_events.5.t
	desc = ARG_political_events.5.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = ARG_political_events.5.a
		ai_chance = {
			base = 10
		}
		ARG = {
			country_event = {
				id = ARG_political_events.6
				hours = 1
			}
		}
	} {
		name = ARG_political_events.5.b
		ai_chance = {
			base = 10
		}
		ARG = {
			country_event = {
				id = ARG_political_events.7
				hours = 1
			}
		}
	} {
		name = ARG_political_events.5.c
		ai_chance = {
			base = 10
		}
		ARG = {
			country_event = {
				id = ARG_political_events.8
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: KMT_unpopular_government3
Constructs: war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_unpopular_government3 = {
	removal_cost = -1
	picture = GER_proud_eagle_that_ate_the_sun
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		war_support_factor = -0.1
		democratic_drift = 0.01
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_new_tank_design
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_new_tank_design
	icon = GFX_goal_generic_heavy_armour_german
	prerequisite = {
		focus = CZE_R56_order_military_trucks
	} {
		focus = CZE_R56_czech_technical_university
	}
	x = 2
	y = 1
	relative_position_id = CZE_R56_czech_technical_university
	cost = 5
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = armor_bonus
			bonus = 0.75
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Idea
Component: ISR_ARAB_army_nepotism_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_ARAB_army_nepotism_2 = {
	picture = tur_kemalist_officers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: SWE_trelleborg
Constructs: research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_trelleborg = {
	allowed = {
		original_tag = SWE
	}
	research_bonus = {
		industry = 0.1
		synth_resources = 0.155
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: PAL_antijew_army_idea
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_antijew_army_idea = {
	picture = MEX_politicised_army
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.1
	}
}
### Entity: Modifier Reference
Component: AFG_harmonious_relation_modifier
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
AFG_harmonious_relation_modifier = {
	valid_relation_trigger = {

	}
	generate_wargoal_tension_against = 0.4
	trade_cost_for_target_factor = -0.25
}
### Entity: Event
Component: luxembourg.223
Constructs: is_triggered_only, limit, add_ideas, every_country, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.223
	title = luxembourg.223.t
	desc = luxembourg.223.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		NOT = {
			any_country = {
				has_country_flag = LUX_declined_reaffirmation_treaty_of_london
			}
		}
	}
	option = {
		name = luxembourg.223.a
		add_stability = 0.05
		add_political_power = 20
		every_country = {
			limit = {
				OR = {
					original_tag = FRA BEL HOL ENG ITA
				}
			}
			add_ideas = r56_LUX_treaty_of_london_signatory
		}
		hidden_effect = {
			news_event = luxembourg.225
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_international_trade
Constructs: limit, add_ideas, completion_reward, add_political_power, is_subject, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_international_trade
	icon = GFX_goal_generic_trade
	x = 11
	y = 0
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	bypass = {
		NOT = {
			has_idea = isolation
		}
	}
	completion_reward = {
		add_political_power = 100
		IF = {
			limit = {
				has_idea = isolation
			}
			swap_ideas = {
				remove_idea = isolation
				add_idea = civilian_economy
			}
		}
		add_ideas = free_trade
	}
}
### Entity: State History
Component: 559
Constructs: add_core_of
Source: game
File: history/states/559-Somaliland.txt

Code:
state = {
	id = 559
	name = STATE_559
	manpower = 771671
	resources = {
		steel = 1
	}
	state_category = rural
	history = {
		owner = ITA
		add_core_of = SOM
		victory_points = {
			12991 3
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			12991 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		1964 1966 2020 2063 4909 5065 8164 10818 10891 10928 12840 12991
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: LOI_MAR_01
Source: game
File: common/units/names_divisions/LOI_names_divisions.txt

Code:
LOI_MAR_01 = {
	name = Marine Division
	for_countries = {
		LOI
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Marines of the Isles
	ordered = {
		1 = {
			%d. Marines of the Isles
		}
		2 = {
			%d. Marines of the Isles
		}
		3 = {
			%d. Marines of the Isles
		}
		4 = {
			%d. Marines of the Isles
		}
		5 = {
			%d. Marines of the Isles
		}
		6 = {
			%d. Marines of the Isles
		}
		7 = {
			%d. Marines of the Isles
		}
		8 = {
			%d. Marines of the Isles
		}
		9 = {
			%d. Marines of the Isles
		}
		10 = {
			%d. Marines of the Isles
		}
	}
}
### Entity: Event
Component: wuw_GER_civil_war.3
Constructs: is_triggered_only, ai_chance, add_ideas, has_country_flag, has_game_rule, add_popularity
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_civil_war.3
	title = wuw_GER_civil_war.3.t
	desc = wuw_GER_civil_war.3.desc
	picture = GFX_report_event_GER_black_reichswehr_forces
	is_triggered_only = yes
	option = {
		name = wuw_GER_civil_war.3.a
		ai_chance = {
			base = 60
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_COMMUNIST_STALINIST GER_AI_RANDOM_COMMUNIST_SPARTACUS GER_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_STALINIST
					} {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_SPARTACUS
					} {
						rule = GER_ai_behavior
						option = DEMOCRATIC
					}
				}
			}
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = GER_bismarckjugend_idea
	} {
		name = wuw_GER_civil_war.3.b
		ai_chance = {
			base = 40
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_KAISER
					has_game_rule = {
						rule = GER_ai_behavior
						option = KAISER
					}
				}
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = GER_eiserne_front_idea
	}
}
### Entity: Scripted Trigger
Component: EAI_PREV_on_same_side_with_THIS
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_PREV_on_same_side_with_THIS = {
	PREV = {
		OR = {
			original_tag = PREV
			is_in_faction_with = PREV
			is_subject_of = PREV
		}
	}
}
### Entity: Order of Battle
Component: Latgales Pulks
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/LAT_1936.txt

Code:
division = {
	name = Latgales Pulks
	location = 9275
	division_template = Aizsargi
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LAT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_gilbert
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_gilbert = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 639
				 = .id
			}
		}
		controls_state = 639
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			639
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Idea
Component: BAS_ncs
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = BAS
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: industrial_monopoly
Constructs: political_power_gain, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
industrial_monopoly = {
	random = no
	min_export = 0.15
	political_power_gain = -0.05
	production_speed_buildings_factor = 0.05
	production_factory_max_efficiency_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: r56.soviet.7
Constructs: has_completed_focus, has_country_flag, fire_only_once, add_political_power, set_country_flag, add_timed_idea
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.7
	title = r56.soviet.7.t
	desc = r56.soviet.7.d
	picture = GFX_CZKE_aussig_report
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		date = > 1938.1.3
		NOT = {
			has_country_flag = SOV_fixed_choo_choo SOV_choo_choo_debuff_6_fired
			has_completed_focus = SOV_improve_railway_network
		}
	}
	option = {
		name = r56.soviet.7.a
		set_country_flag = SOV_choo_choo_debuff_6_fired
		add_political_power = -50
		add_timed_idea = {
			idea = SOV_industry_slow_down
			days = 180
		}
	}
}
### Entity: Raid
Component: thermonuclear_missile_strike_submarine
Constructs: has_war_with, is_major, is_in_array, has_dlc, is_special_project_completed, is_in_faction_with, save_global_event_target_as, add_dynamic_modifier
Source: game
File: common/raids/nuclear_raids.txt

Code:
thermonuclear_missile_strike_submarine = {
	category = nuclear_raids
	days_to_prepare = 14
	speed_multiplier = 0.08
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		} {
			factor = 2
			OR = {
				original_tag = USA SOV
			}
		} {
			factor = 2
			FROM = {
				is_major = yes
			}
		} {
			factor = 0.25
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				is_major = no
			}
		}
	}
	command_power = 5
	allowed = {
		has_dlc = Gotterdammerung
	}
	visible = {
		is_special_project_completed = sp:sp_nuclear_warheads
	}
	show_target = {
		NOT = {
			is_in_faction_with = FROM
		}
	}
	available = {

	}
	launchable = {
		has_war_with = FROM
	}
	target_type = {
		province = any
	}
	target_icon = GFX_other_target_icon
	target_loc_key = raid_target_name_thermonuclear
	unit_requirements = {
		equipment = {
			type = {
				nuclear_missile_equipment
			}
			amount = {
				min = 1
			}
		}
	}
	essential_equipment = {
		nukes = 1
	}
	nuke_type = thermonuclear_bomb
	starting_point = {
		types = {
			submarine
		}
	}
	arrow = {
		type = ballistic
	}
	launch_sound = raid_launch_nuclear_missile
	unit_model = {
		scale = 0.5
	}
	unit_animations = {
		stage = {
			state = idle
		} {
			state = idle2
			intro = idle2_intro
			at_progress = 0.33
		} {
			state = idle3
			intro = idle3_intro
			at_progress = 0.66
		}
	}
	success_factors = {
		success = {
			base = 0.8
			intel = {
				weight = 0.2
				reference = 100
			}
		}
	}
	success_levels = {
		failure = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = dud_missile_tt
				}
			}
		}
		limited_success = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = dud_missile_tt
				}
			}
		}
		success = {
			custom_sound = raid_result_success_nuclear
			actor_effects = {

			}
			victim_effects = {
				var:actor_country = {
					save_global_event_target_as = nuclear_gandhi_actor_country
				} {
					launch_nuke = {
						province = var:ROOT.target_province
						use_nuke = no
						nuke_type = thermonuclear_bomb
					}
					PHI_cobalt_sea_achievement = yes
				}
				var:target_state = {
					bathe_in_hellfire_thermonuclear = yes
					add_dynamic_modifier = {
						modifier = fallout_thermonuclear
						days = 730
					}
				}
			}
		}
		critical_success = {
			custom_sound
# ... (truncated)
### Entity: Character
Component: ENG_philip_kerr
Constructs: has_completed_focus, limit, has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ENG.txt

Code:
ENG_philip_kerr = {
	name = ENG_philip_kerr
	portraits = {
		army = {
			small = GFX_idea_ENG_philip_kerr
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_philip_kerr
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_completed_focus = ENG_no_further_appeasement
				}
				has_government = democratic
			}
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			base = 2
			modifier = {
				has_country_leader = {
					character = ENG_stanley_baldwin
					ruling_only = yes
				}
				factor = 10
			}
		}
	}
}
### Entity: Character
Component: XIC_zhang_zuoxiang
Source: game
File: common/characters/XIC.txt

Code:
XIC_zhang_zuoxiang = {
	name = Zhang Zuoxiang
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_11
			small = GFX_kr_portrait_asia_generic_land_11_small
		}
	}
	corps_commander = {
		traits = {
			hill_fighter infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = XIC_zhang_zuoxiang
		allowed = {
			original_tag = XIC
		}
		cost = 100
		visible = {

		}
		available = {

		}
		traits = {
			army_chief_defensive_2
		}
	} {
		slot = political_advisor
		idea_token = XIC_zhang_zuoxiang2
		allowed = {
			original_tag = XIC
		}
		visible = {

		}
		available = {

		}
		traits = {
			paramilitarist
		}
	}
}