Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GER_gerd_von_rundstedt
Source: game
File: common/characters/GER.txt

Code:
GER_gerd_von_rundstedt = {
	name = GER_gerd_von_rundstedt
	portraits = {
		army = {
			large = GFX_portrait_GER_gerd_von_rundstedt
			small = GFX_idea_gerd_von_rundstedt
		}
	}
	advisor = {
		slot = high_command
		idea_token = gerd_von_rundstedt
		ledger = army
		allowed = {
			original_tag = GER
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.5
		}
	}
	corps_commander = {
		traits = {
			trait_cautious brilliant_strategist old_guard
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 4
		logistics_skill = 2
		legacy_id = 1
	}
}
### Entity: Event
Component: mtg_netherlands.8
Constructs: is_triggered_only, set_technology, create_equipment_variant, allow_without_tech
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.8
	title = mtg_netherlands.8.t
	desc = mtg_netherlands.8.d
	picture = GFX_report_event_physics_lab_02
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.8.a
		set_technology = {
			basic_ship_hull_heavy = 1
			antiair2 = 1
			improved_fire_control_system = 1
			improved_dp_light_battery = 1
		}
		create_equipment_variant = {
			name = Design 1047 Battlecruiser
			type = ship_hull_heavy_2
			parent_version = 0
			allow_without_tech = yes
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_2
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = dp_ship_secondaries_2
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_anti_air_2
				mid_2_custom_slot = dp_ship_secondaries_2
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: deployment
Source: wiki
File: wiki/Army_planner.html

Doc:
Pre-deployment[edit]
Before a unit may be deployed onto the map, it must first be raised via the army planner. The unit will then go through a training and equipping process before it can be deployed.

Training[edit]
Training allows a unit to start with experience, increasing its capability in combat. The maximum amount of training may be affected by conscription laws.

A unit cannot be trained faster than it is equipped and only to the experience level of trained.

Equipping[edit]
Equipping occurs instantly, limited only by the country's inventory of equipment on hand. Once a unit has at least 10% of its equipment it may be deployed onto the map. However, it may be beneficial to wait until training is completed before doing so.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Army_planner&oldid=1405"
### Entity: Idea
Component: FRA_support_the_centre_focus
Constructs: has_government, democratic_drift
Source: game
File: common/ideas/france.txt

Code:
FRA_support_the_centre_focus = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		democratic_drift = 0.2
	}
}
### Entity: Character
Component: pole_lover
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
pole_lover = {
	random = no
	stability_factor = 0.05
	war_support_factor = 0.05
	neutrality_drift = 0.02
}
### Entity: Order of Battle
Component: Hainan Jingbei
Constructs: division_template
Source: game
File: history/units/GXC_1936.txt

Code:
division = {
	name = Hainan Jingbei
	location = 994
	division_template = Juntuán
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_axis_equipment
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_idea, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_axis_equipment
	icon = GFX_focus_BRA_acquire_german_tanks
	prerequisite = {
		focus = AFG_officer_training
	}
	x = 1
	y = 1
	relative_position_id = AFG_officer_training
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_idea = neutrality_idea
		} {
			has_war_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					GER
				}
			} {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					GER
				}
			} {
				cic = 1000
				equipment_type = light_tank_chassis
				seller_tags = {
					GER
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = No Step Back
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_1
				amount = 100
				producer = GER
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 4000
				producer = GER
			} {
				type = artillery_equipment
				amount = 800
				producer = GER
			}
		} {
			add_equipment_to_stockpile = {
				type = light_tank_equipment_1
				amount = 100
				producer = GER
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = GER
		} {
			type = artillery_equipment
			amount = 500
			producer = GER
		}
	}
}
### Entity: Modding Documentation
Construct: Content
Constructs: Content, every_collection
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## Table of Content

* [<](#)
* [>](#)
* [add](#add)
* [and](#and)
* [atan](#atan)
* [atan2](#atan2)
* [clamp](#clamp)
* [cos](#cos)
* [divide](#divide)
* [equals](#equals)
* [every_collection](#every_collection)
* [greater_than_or_equals](#greater_than_or_equals)
* [if](#if)
* [lerp](#lerp)
* [less_than_or_equals](#less_than_or_equals)
* [log](#log)
* [max](#max)
* [min](#min)
* [mod](#mod)
* [multiply](#multiply)
* [not](#not)
* [not_equals](#not_equals)
* [or](#or)
* [pow](#pow)
* [root](#root)
* [round](#round)
* [sin](#sin)
* [subtract](#subtract)
* [tan](#tan)
* [xor](#xor)
### Entity: Modding Documentation
Construct: fast_forward
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## fast_forward
* Arguments: <amount of days>, <observer>

Fast forward a set amount of days
### Entity: Character
Component: SWE_divided_council
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SWE_divided_council = {
	random = no
	stability_factor = -0.1
	political_power_factor = -0.25
	max_command_power = -25
	political_advisor_cost_factor = 0.25
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_federalize_transleithania
Constructs: prerequisite, limit, completion_reward, has_subject, set_cosmetic_tag, every_subject_country, random_hours
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_federalize_transleithania
	icon = GFX_goal_greater_hungary_claims
	relative_position_id = AUS_federalisation_of_cisleithania
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_federalisation_of_cisleithania
	}
	mutually_exclusive = {
		focus = AUS_one_empire_two_systems
	}
	available = {
		OR = {
			has_subject = HUN SLO TRA
			HUN = {
				exists = no
			}
		}
	}
	cost = 10
	completion_reward = {
		set_cosmetic_tag = AUSHUN
		every_subject_country = {
			limit = {
				OR = {
					original_tag = SLO TRA
				}
			}
			country_event = {
				id = austria.115
				days = 1
				random_hours = 12
			}
		}
		if = {
			limit = {
				has_subject = HUN
			}
			HUN = {
				country_event = {
					id = austria.118
					days = 1
					random_hours = 12
				}
			}
			custom_effect_tooltip = AUS_will_anger_hungary AUS_will_lead_to_war
		}
	}
}
### Entity: Event
Component: palestine.26
Constructs: is_triggered_only, add_building_construction, swap_ideas, remove_idea, add_idea
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.26
	picture = GFX_report_event_gre_officers_chatting
	title = palestine.26.t
	desc = palestine.26.d
	is_triggered_only = yes
	option = {
		name = palestine.26.a
		966 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 7985
			}
		}
		1017 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 4088
			}
		}
		949 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 1057
			}
		}
		swap_ideas = {
			remove_idea = PAL_fawzi_leadership_idea
			add_idea = PAL_qadir_leadership
		}
	}
}
### Entity: Event
Component: germany.87
Constructs: is_triggered_only, limit, add_war_support, add_state_core, remove_state_claim, is_in_faction_with
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.87
	title = germany.87.t
	desc = germany.87.d
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = germany.87.a
		transfer_state = 85 807
		add_state_core = 85 807
		remove_state_claim = 86 762
		if = {
			limit = {
				ENG = {
					NOT = {
						is_in_faction_with = GER
					}
				}
			}
			ENG = {
				add_war_support = -0.1
			}
		} {
			limit = {
				FRA = {
					NOT = {
						is_in_faction_with = GER
					}
				}
			}
			FRA = {
				add_war_support = -0.1
			}
		}
	}
}
### Entity: Event
Component: tfv_raj.201
Constructs: is_triggered_only, division_template, limit, is_ai, is_locked, random_owned_controlled_state, create_unit
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.201
	title = tfv_raj.201.t
	desc = tfv_raj.201.desc
	picture = GFX_report_event_indian_parade
	is_triggered_only = yes
	option = {
		name = tfv_raj.201.a
		if = {
			limit = {
				RAJ = {
					is_ai = yes
				}
			}
			division_template = {
				name = Battaglione Azad Hindoustan
				division_names_group = ITA_PAR_01
				is_locked = yes
				regiments = {
					paratrooper = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					2
				}
				custom_effect_tooltip = tfv_raj_focus_paratrooper_tt
				hidden_effect = {
					create_unit = {
						division = name = "Battaglione Azad Hindoustan" division_template = "Battaglione Azad Hindoustan" start_experience_factor = 1.0
						owner = ITA
					}
				}
			}
			else = {
				custom_effect_tooltip = tfv_raj_focus_paratrooper_tt
			}
		}
	}
}
### Entity: Trigger Reference
Construct: is_target_of_coup
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_target_of_coup

* Supported Scopes: COUNTRY
* Supported Targets: none

```
is_target_of_coup = yes - Returns true if current country is being targeted by a coup from any country.
```
### Entity: Idea
Component: ISR_fire_and_blood_2
Constructs: army_attack_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_fire_and_blood_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	name = ISR_judea_rise
	picture = ISR_defend_israel_2
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.03
		conscription = 0.03
		army_core_defence_factor = 0.2
		army_attack_factor = 0.1
		army_org_factor = 0.05
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.3
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.3
	title = bftb_bulgaria_balkan_federation.3.t
	desc = bftb_bulgaria_balkan_federation.3.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.3.a
		add_timed_idea = {
			idea = BUL_balkan_federation_project_propaganda
			days = 180
		}
	}
}
### Entity: Event
Component: news.104
Constructs: has_government, has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.104
	title = news.104.t
	desc = news.104.d
	picture = GFX_news_event_kiev_ruins
	major = yes
	trigger = {
		202 = {
			is_controlled_by = GER
		} {
			is_owned_by = SOV
		}
		SOV = {
			has_government = communism
		}
		GER = {
			has_war_with = SOV
		}
		NOT = {
			has_global_flag = fall_of_kiev
		}
	}
	immediate = {
		set_global_flag = fall_of_kiev
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = GER SOV
			}
		}
	} {
		name = news.100.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.103.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Order of Battle
Component: Israel Naval Forces
Source: game
File: history/units/ISR_1936_mtg.txt

Code:
fleet = {
	name = Israel Naval Forces
	naval_base = 4206
	task_force = {
		name = Independence Force
		location = 4206
		ship = {
			name = Jerusalem
			definition = battleship
			start_experience_factor = 0.2
			equipment = {
				ship_hull_pre_dreadnought = {
					amount = 1
					owner = ISR
					version_name = Deutschland Class
				}
			}
		} {
			name = Tel-Aviv
			definition = battleship
			start_experience_factor = 0.2
			equipment = {
				ship_hull_pre_dreadnought = {
					amount = 1
					owner = ISR
					version_name = Deutschland Class
				}
			}
		} {
			name = Squadron
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ISR
					version_name = Type 24 Class
				}
			}
		} {
			name = Albatros
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ISR
					version_name = Type 24 Class
				}
			}
		} {
			name = Jew
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ISR
					version_name = Type 24 Class
				}
			}
		} {
			name = Hunter
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ISR
					version_name = Type 24 Class
				}
			}
		} {
			name = Tiger
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ISR
					version_name = Type 24 Class
				}
			}
		} {
			name = Elephant
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ISR
					version_name = Type 24 Class
				}
			}
		} {
			name = Wolf
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ISR
					version_name = Type 24 Class
				}
			}
		} {
			name = Force
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ISR
					version_name = Type 24 Class
				}
			}
		}
	} {
		name = Red Sea Squadron
		location = 1015
		ship = {
			name = Boomer
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ISR
					version_name = Bremse Class
				}
			}
		} {
			name = Independence
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ISR
					version_name = Bremse Class
				}
			}
		} {
			name = Freedom
			definition = destroyer
			equipment = {
# ... (truncated)
### Entity: Character
Component: JAP_kanson_arahata
Source: game
File: common/characters/JAP.txt

Code:
JAP_kanson_arahata = {
	name = JAP_kanson_arahata
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_kanson_arahata
			small = GFX_portrait_JAP_kanson_arahata_small
		}
	}
}
### Entity: State History
Component: 528
Constructs: add_core_of
Source: game
File: history/states/528-Nagasaki.txt

Code:
state = {
	id = 528
	name = STATE_528
	manpower = 6046000
	state_category = city
	resources = {
		chromium = 32
		coal = 15
	}
	history = {
		owner = JAP
		add_core_of = JAP
		buildings = {
			infrastructure = 4
			air_base = 3
			dockyard = 3
			arms_factory = 1
			industrial_complex = 1
			9950 = {
				naval_base = 6
			}
		}
		victory_points = {
			1025 10
		} {
			9950 15
		} {
			7110 5
		} {
			11925 5
		}
		1939.1.1 = {
			buildings = {
				dockyard = 4
				industrial_complex = 2
				7110 = {
					naval_facility = 1
				}
			}
		}
	}
	provinces = {
		1025 1158 4027 4164 7110 9950 10011 10020 10092 11925
	}
	local_supplies = 10.0
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_friendship_treaty_with_italy
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, add_political_power, has_capitulated, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_friendship_treaty_with_italy
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = YUG_western_focus
	}
	mutually_exclusive = {
		focus = YUG_reinforce_old_alliances
	}
	x = -2
	y = 1
	relative_position_id = YUG_western_focus
	cost = 5
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.01
			ITA = {
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
					ITA_is_christian_democracy_ai = yes
				}
			}
		}
	}
	available = {
		ITA = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
			ITA_is_kinda_fascist = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
}
### Entity: Idea
Component: PRC_good_good_study_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_good_good_study_idea = {
	removal_cost = -1
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	modifier = {
		drift_defence_factor = 0.65
		research_speed_factor = 0.015
	}
}
### Entity: Unit Template
Component: PHI_SS_HISTORICAL
Source: game
File: common/units/names_ships/PHI_ship_names.txt

Code:
PHI_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		PHI
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = RPS 
	fallback_name = Submarine %d
	unique = {
		Arabis Arbutus Hawea Kaniere Pukaki Rotoiti Taupo Tutira Echuca Thrust Inverell Kiama Stawell Otago Taranaki Waikato Blackpool Canterbury
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_modernize_carrier
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_modernize_carrier
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = PRU_modernize_destroyers
	}
	mutually_exclusive = {
		focus = PRU_modernize_battleships
	}
	relative_position_id = PRU_a_reborn_navy
	x = 4
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = PRU_modernize_carrier
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cv_tech
		}
		PRU_increase_navy_15_percent = yes
	}
}
### Entity: AI Strategy
Component: IRQ_hashemite_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/IRQ_alternate_strategy_plan.txt

Code:
IRQ_hashemite_plan = {
	name = Iraq Fascist Plan
	desc = 
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = IRQ_AI_RANDOM_HASHEMITE
			has_game_rule = {
				rule = IRQ_AI_BEHAVIOR
				option = HASHEMITE_IRQ
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		IRQ_kurdish_outreach SSB_expand_iraqs_military_infrastructure IRQ_ensure_sunni_dominance IRQ_rally_behind_the_hashemite_dynasty IRQ_royal_iraqi_army IRQ_increase_anglo_iraqi_economic_ties IRQ_raf_levies_focus IRQ_suppress_tribal_revolts SSB_military_cooperation SSB_economic_cooperation IRQ_expand_habbaniya_airbase IRQ_decouple_from_the_pound IRQ_found_the_iraqi_state_railways IRQ_purchase_foreign_equipment IRQ_independent_flight_schools IRQ_finish_the_berlin_baghdad_railway SSB_joint_military_exercises IRQ_infantry_focus IRQ_purchase_british_aircraft IRQ_strengthen_the_iraqi_dinar IRQ_heavy_industry_investments IRQ_local_arms_industry SSB_berlin_baghdad_railway_into_iran_afghanistan SSB_expand_road_and_rail_connections SSB_coordinate_military_production IRQ_construct_the_kut_barrage IRQ_reach_out_to_jordan IRQ_regional_economic_integration IRQ_baghdad_colleges_of_engineering_and_education IRQ_regional_military_integration IRQ_eliminate_the_golden_square IRQ_demand_palestine SSB_combined_arms SSB_saadabad_research_cooperation IRQ_embargo_the_axis_powers IRQ_restoration_of_hejaz IRQ_found_southern_steel_plants IRQ_demand_syria_hashemite IRQ_modernization IRQ_commander_of_the_faithful IRQ_purchase_mechanized_equipment IRQ_form_the_independent_mechanized_brigade IRQ_extensive_irrigation_projects IRQ_rural_electrification IRQ_strengthen_mesopotamian_farming IRQ_hashemite_arab_federation IRQ_support_the_allied_war_effort IRQ_restoration_of_hejaz IRQ_renegotiate_treaty IRQ_allied_training IRQ_protector_of_the_gulf IRQ_expand_membership
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_2_lesser_2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_2_lesser_2 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = 0.1
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = 0.075
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = 0.075
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: VIN_BC_NON_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_BC_NON_COMMUNIST = {
	name = Non-communist ship names
	for_countries = {
		VIN
	}
	can_use = {
		NOT = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = RVNS 
	fallback_name = HQ %d
}
### Entity: Character
Component: HOL_johannes_theodorus_furstner
Constructs: has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_johannes_theodorus_furstner = {
	name = HOL_johannes_theodorus_furstner
	portraits = {
		army = {
			large = GFX_portrait_HOL_johannes_theodorus_furstner
			small = GFX_portrait_HOL_johannes_theodorus_furstner_small
		}
		civilian = {
			small = GFX_portrait_HOL_johannes_theodorus_furstner_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = HOL_johan_furstner
		ledger = navy
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			naval_theorist
		}
	}
	navy_leader = {
		traits = {
			caustic_personality blockade_runner fly_swatter
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = -1
	}
}