Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: HUN_hungarian_monarchy_nice_democratic
Constructs: stability_factor, has_government, democratic_drift, neutrality_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy_nice_democratic = {
	name = HUN_hungarian_monarchy_democratic
	picture = HUN_hungarian_monarchy_democratic
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = democratic
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	modifier = {
		democratic_drift = 0.04
		neutrality_drift = 0.01
		stability_factor = 0.15
		political_power_factor = 0.1
		improve_relations_maintain_cost_factor = -0.35
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_supply_indonesian_nationalists
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, every_country, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_supply_indonesian_nationalists
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = AST_support_the_centre_party
	}
	x = -1
	y = 1
	relative_position_id = AST_support_the_centre_party
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = INS
		INS = {
			is_subject = yes
		}
		ROOT = {
			fascism = > 0.15
		}
		has_equipment = {
			infantry_equipment = > 199
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	select_effect = {
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = -200
		}
	}
	bypass = {
		INS = {
			OR = {
				has_government = fascism
				is_subject = no
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		INS = {
			add_timed_idea = {
				days = 730
				idea = AST_indonesian_nationalists
			}
		}
		hidden_effect = {
			INS = {
				country_event = {
					id = tfv_australia.95
				}
			}
			every_country = {
				limit = {
					has_subject = INS
				}
				country_event = {
					id = tfv_australia.95
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_a_beacon_among_democracies
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, is_historical_focus_on, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_a_beacon_among_democracies
	prerequisite = {
		focus = NOR_request_allied_favors
	}
	mutually_exclusive = {
		focus = NOR_revise_the_treaty_of_kiel
	}
	icon = GFX_focus_generic_scandinavia_flags
	x = -1
	y = 3
	relative_position_id = NOR_north_atlantic_defense_focus
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 5
			is_historical_focus_on = yes
		}
	}
	available = {
		OR = {
			ENG = {
				is_in_faction_with = ROOT
				is_subject = no
				has_capitulated = no
				has_government = democratic
			}
			HOL = {
				is_in_faction_with = ROOT
				is_subject = no
				has_capitulated = no
				has_government = democratic
			}
			FRA = {
				is_in_faction_with = ROOT
				is_subject = no
				has_capitulated = no
				has_government = democratic
			}
			GER = {
				is_in_faction_with = ROOT
				is_subject = no
				has_capitulated = no
				has_government = democratic
			}
			ITA = {
				is_in_faction_with = ROOT
				is_subject = no
				has_capitulated = no
				has_government = democratic
			}
			USA = {
				is_in_faction_with = ROOT
				is_subject = no
				has_capitulated = no
				has_government = democratic
			}
		}
		has_government = democratic
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 100
		add_stability = 0.05
		if = {
			limit = {
				has_government = democratic
				has_capitulated = yes
			}
			add_legitimacy = 5
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: AI Strategy
Component: GER_assault_armor_ostfront
Constructs: has_war, has_war_with, has_dlc
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_assault_armor_ostfront = {
	allowed = {
		original_tag = GER
		OR = {
			has_dlc = Gotterdammerung No Step Back
		}
	}
	enable = {
		OR = {
			has_war = yes
			AND = {
				ai_wants_divisions = > 6
				has_war_with = SOV
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = mechanized_assault
		value = 2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_support_bonus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_support_bonus
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = CZE_mountain_bonus
	}
	x = -3
	y = 2
	relative_position_id = CZE_military_research_institute
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CZE_support_bonus
			bonus = 1.0
			uses = 2
			category = support_tech
		} {
			name = CZE_support_bonus
			bonus = 1.0
			uses = 1
			technology = support_weapons2 support_weapons3
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_PKI
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea, add_trait, remove_trait
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_PKI
	icon = GFX_goal_generic_prison_break
	ai_will_do = {
		factor = 25
	}
	relative_position_id = INS_kebangkitan
	x = -2
	y = 1
	mutually_exclusive = {
		focus = INS_PNI INS_empower_the_volksraad
	}
	prerequisite = {
		focus = INS_kebangkitan
	}
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = INS_political_idea_communism
			days = 730
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = INS_mohammad_hatta INS_amir_syarifuddin_harahap
		hidden_effect = {
			INS_amir_syarifuddin_harahap = {
				add_trait = {
					slot = political_advisor
					trait = communist_revolutionary
				}
				remove_trait = {
					slot = political_advisor
					trait = revolutionary_writer
				}
			}
		}
	}
}
### Entity: Character
Component: exile_king
Source: game
File: common/country_leader/00_traits.txt

Code:
exile_king = {
	random = no
	sprite = 13
	exiled_government_weekly_manpower = 700
	legitimacy_daily = 0.1
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
}
### Entity: Effect Reference
Construct: add_unit_medal_to_latest_entry
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_unit_medal_to_latest_entry

* Supported Scopes: 
* Supported Targets: none

```
add_unit_medal_to_latest_entry = { unit_medals = key }
```
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AHeartsofIronIV_d-day_landing.jpg.html

Doc:
File

File history

File usage
No higher resolution available.
HeartsofIronIV_d-day_landing.jpg &#8206;(1,000 × 750 pixels, file size: 268 KB, MIME type: image/jpeg)
### Entity: Event
Component: japan.8
Constructs: is_triggered_only
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.8
	title = japan.8.t
	desc = japan.8.d
	picture = GFX_report_event_german_detained_china
	is_triggered_only = yes
	option = {
		name = japan.8.a
	}
}
### Entity: Event
Component: tfv_south_africa.22
Constructs: is_triggered_only
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.22
	title = tfv_south_africa.22.t
	desc = tfv_south_africa.22.d
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.22.a
	}
}
### Entity: Idea
Component: TUR_turkish_workers_militia
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_turkish_workers_militia = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = MEX_revolutionary_army
	removal_cost = -1
	modifier = {
		conscription = 0.01
		communism_drift = 0.08
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Idea
Component: CZE_czechoslovak_protectorate
Constructs: has_government, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_czechoslovak_protectorate = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = -0.25
		conscription_factor = -0.25
		political_power_cost = 0.5
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_rashtriya_swayamsevak_sangh
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_rashtriya_swayamsevak_sangh
	icon = GFX_focus_SWE_revoke_militia_law
	prerequisite = {
		focus = RAJ_the_sword_and_the_saffron
	}
	x = 0
	y = 1
	relative_position_id = RAJ_the_sword_and_the_saffron
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_idea = idea_RAJ_hindu_militarism
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_RAJ_hindu_militarism
			add_idea = idea_RAJ_hindu_militarism_2
		}
	}
}
### Entity: Modding Documentation
Construct: dbg_tf_fulfillment
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## dbg_tf_fulfillment

Show the managed fulfillment of a taskforce (exepected number of ships after all ships have been merged in)
### Entity: National Focus
Tree: ita_focus
Component: ITA_proper_carriers
Constructs: prerequisite, limit, completion_reward, set_technology, has_dlc, has_tech, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_proper_carriers
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = ITA_incrociatori_pesanti
	}
	mutually_exclusive = {
		focus = ITA_refit_civilian_ships
	}
	x = 2
	y = 1
	relative_position_id = ITA_incrociatori_pesanti
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			has_tech = early_ship_hull_carrier
		}
		else = {
			has_tech = early_carrier
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = ITA_proper_carriers
			bonus = 1.0
			uses = 1
			category = cv_tech
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					NOT = {
						has_tech = basic_ship_hull_carrier
					}
				}
				set_technology = {
					basic_ship_hull_carrier = 1
				}
			}
			create_equipment_variant = {
				name = Aquila Class
				type = ship_hull_carrier_1
				name_group = ITA_CV_HISTORICAL
				parent_version = 0
				allow_without_tech = yes
				modules = {
					fixed_ship_deck_slot_1 = ship_deck_space
					fixed_ship_deck_slot_2 = ship_deck_space
					fixed_ship_anti_air_slot = ship_anti_air_2
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = carrier_ship_engine_2
					fixed_ship_secondaries_slot = ship_secondaries_2
					front_1_custom_slot = ship_deck_space
				}
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_carrier_1
					creator = ITA
					version_name = Aquila Class
				}
				name = Aquila
				requested_factories = 2
				progress = 0.45
				amount = 1
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_tech = basic_carrier
					}
				}
				set_technology = {
					basic_carrier = 1
				}
			}
			create_equipment_variant = {
				name = Aquila Class
				type = carrier_2
				allow_without_tech = yes
				upgrades = {
					ship_deckspace_upgrade = 3
					carrier_armor_upgrade = 2
					ship_engine_upgrade = 2
					ship_reliability_upgrade = 2
				}
			}
			add_equipment_production = {
				equipment = {
					type = carrier_2
					creator = ITA
					version_name = Aquila Class
				}
				requested_factories = 2
				progress = 0.45
				amount = 1
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
			}
			prioritize = {
				158
			}
			add_extra_state_
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_LAW_upgrade_special_prio
Constructs: has_completed_focus, limit, has_focus_tree
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_upgrade_special_prio = {
	if = {
		limit = {
			has_focus_tree = soviet_focus
			has_completed_focus = SOV_the_centre
		}
		has_completed_focus = SOV_secure_the_administration
	}
	else = {
		always = yes
	}
}
### Entity: Order of Battle
Component: 15th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 15th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Modding Documentation
Construct: Examples
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Examples
```
{ value = num_cavalry
  add = num_motorized
  add = num_mechanized
  greater_than = { value = num_units  multiply = 0.4 }
}
```
```
### Entity: Event
Component: greece.8
Constructs: is_triggered_only, ai_chance, fire_only_once, set_state_name, set_province_name, remove_state_claim, add_state_core, create_wargoal
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.8
	title = greece.8.t
	desc = greece.8.d
	picture = GFX_report_event_gre_parade
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = greece.8.a
		ai_chance = {
			modifier = {
				factor = 45
			}
		}
		transfer_state = 341
		341 = {
			set_state_name = Anatoliki Thraki
		}
		set_province_name = {
			id = 9833
			name = Constantinople
		}
		remove_state_claim = 339 340 347
		diplomatic_relation = {
			country = TUR
			relation = non_aggression_pact
		}
	} {
		name = greece.8.b
		ai_chance = {
			modifier = {
				factor = 55
			}
		}
		add_state_core = 347 340 339
		create_wargoal = {
			type = annex_everything
			target = TUR
		}
	}
}
### Entity: AI Strategy
Component: AUS_germany_dont_ally_austria
Constructs: has_government, has_country_leader
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_germany_dont_ally_austria = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
		AUS = {
			NOT = {
				has_country_leader = {
					character = AUS_josef_leopold
					ruling_only = yes
				} {
					character = AUS_arthur_seyss_inquart
					ruling_only = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = antagonize
		id = AUS
		value = 500
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_restore_the_navy
Constructs: completion_reward, is_historical_focus_on, add_extra_state_shared_building_slots, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_restore_the_navy
	icon = GFX_goal_CHL_coa_navy
	x = 15
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			add = 9.5
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		navy_experience = 25
		279 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/COS_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = COS
		}
		requested_factories = 1
		progress = 0.51
		efficiency = 100
	}
}
### Entity: Order of Battle
Component: No.1 Armoured Car Company RAF
Constructs: division_template
Source: game
File: history/units/ENG_1936_LaR.txt

Code:
division = {
	name = No.1 Armoured Car Company RAF
	location = 12046
	division_template = Armoured Car Company
	start_experience_factor = 0.1
	start_equipment_factor = 0.9
}
### Entity: Idea
Component: SIA_empowered_special_branch_r56_LAR
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_empowered_special_branch_r56_LAR = {
	picture = received_attache
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -25
		army_intel_to_others = -25
		navy_intel_to_others = -25
		airforce_intel_to_others = -25
	}
}
### Entity: Event
Component: NSB_poland_events.4
Constructs: is_triggered_only, ai_chance, limit, owns_state, fire_only_once, has_capitulated, add_timed_idea, set_state_flag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.4
	title = NSB_poland_events.4.t
	desc = NSB_poland_events.4.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_poland_events.4.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_capitulated = yes
				NOT = {
					any_controlled_state = {
						NOT = {
							state = 543 708 706
						}
					}
				}
			}
		}
		POL = {
			transfer_state = 543
		} {
			country_event = {
				id = NSB_poland_events.401
			}
		}
		if = {
			limit = {
				owns_state = 708
				controls_state = 708
			}
			POL = {
				transfer_state = 708
			}
		} {
			limit = {
				owns_state = 706
				controls_state = 706
			}
			POL = {
				transfer_state = 706
			}
		}
		add_timed_idea = {
			idea = POL_sold_colony_expensive
			days = 720
		}
	} {
		name = NSB_poland_events.4.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				any_controlled_state = {
					NOT = {
						OR = {
							state = 543 708 706
						}
					}
				}
			}
		}
		hidden_effect = {
			543 = {
				set_state_flag = rejected_purchase_flag
			}
		}
		POL = {
			country_event = {
				id = NSB_poland_events.402
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_defense_in_depth
Constructs: prerequisite, limit, completion_reward, add_to_variable, add_timed_idea, has_full_control_of_state, add_building_construction, build_railway
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_defense_in_depth
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = FIN_mannerheim_line
	}
	x = 0
	y = 1
	relative_position_id = FIN_mannerheim_line
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro
		add_to_variable = {
			FIN_finnish_army_max_dig_in_factor = 0.1
			tooltip = max_dig_in_factor_tt
		} {
			FIN_finnish_army_dig_in_speed_factor = 0.05
			tooltip = dig_in_speed_factor_tt
		}
		add_timed_idea = {
			idea = FIN_fortification_effort
			days = 730
		}
		if = {
			limit = {
				has_full_control_of_state = 146 928 930
			}
			146 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 9206
				}
			}
			928 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 6082
				} {
					type = bunker
					level = 2
					instant_build = yes
					province = 52
				}
			}
			930 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 3131
				} {
					type = bunker
					level = 2
					instant_build = yes
					province = 37
				} {
					type = supply_node
					level = 1
					instant_build = yes
					province = 37
				}
			}
			build_railway = {
				path = {
					9206 6082 52 3131 37
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_bring_back_old_glories
Constructs: prerequisite, limit, completion_reward, set_technology, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_bring_back_old_glories
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = ITA_prepare_for_the_coming_wars
	}
	x = 1
	y = 1
	relative_position_id = ITA_prepare_for_the_coming_wars
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			set_technology = {
				coastal_defense_ships = 1
				popup = no
			} {
				pre_dreadnoughts = 1
				popup = no
			}
			create_equipment_variant = {
				name = Vecchio Esploratore Class
				type = ship_hull_pre_dreadnought
				name_group = ITA_BC_HISTORICAL
				parent_version = 0
				allow_without_tech = yes
				modules = {
					front_1_custom_slot = ship_anti_air_1
					mid_1_custom_slot = ship_secondaries_1
					rear_1_custom_slot = empty
					fixed_ship_battery_slot = ship_heavy_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = heavy_ship_engine_1
					fixed_ship_secondaries_slot = ship_secondaries_1
					fixed_ship_armor_slot = ship_armor_bb_1
				}
				obsolete = yes
			} {
				name = Alessandro Poerio Class
				type = ship_hull_light_1
				name_group = ITA_DD_HISTORICAL
				parent_version = 0
				allow_without_tech = yes
				modules = {
					mid_1_custom_slot = ship_anti_air_1
					rear_1_custom_slot = ship_mine_layer_1
					fixed_ship_battery_slot = ship_light_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_1
					fixed_ship_radar_slot = empty
					fixed_ship_torpedo_slot = ship_torpedo_1
					fixed_ship_engine_slot = light_ship_engine_1
				}
			} {
				name = Eritrea Class
				type = ship_hull_cruiser_coastal_defense_ship
				name_group = ITA_BC_HISTORICAL
				parent_version = 0
				allow_without_tech = yes
				modules = {
					front_1_custom_slot = ship_anti_air_1
					mid_1_custom_slot = ship_secondaries_1
					rear_1_custom_slot = empty
					fixed_shi
# ... (truncated)
### Entity: Character
Component: CZE_minister_of_foreign_affairs
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_minister_of_foreign_affairs = {
	random = no
	sprite = 13
	trade_opinion_factor = 0.25
	political_advisor_cost_factor = 0.1
	democratic_acceptance = 25
	compliance_growth = 0.15
}
### Entity: Event
Component: greece.74
Constructs: is_triggered_only, ai_chance, add_ideas
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.74
	title = greece.74.t
	desc = greece.74.d
	picture = GFX_report_GRE_klaras
	is_triggered_only = yes
	option = {
		name = greece.74.a
		ai_chance = {
			base = 50
		}
		add_ideas = GRE_manolis_mantakas
	} {
		name = greece.74.b
		ai_chance = {
			base = 50
		}
		add_ideas = GRE_stefanos_sarafis
	}
}
### Entity: Country History
Country: CBV
Component: CBV_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/CBV - Cabo Verde.txt

Code:
# Misc for CBV
capital = 702
set_research_slots = 3
IF = {
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		mtg_transport = 1
	}
}