Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: man_focus
Component: MAN_local_arms_procurement
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, unlock_decision_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_local_arms_procurement
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = MAN_expand_the_imperial_guards
	}
	x = 0
	y = 1
	relative_position_id = MAN_expand_the_imperial_guards
	cost = 10
	ai_will_do = {
		factor = 6
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		unlock_decision_tooltip = MAN_fund_underground_gun_shops
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				has_state_flag = MAN_local_arms_procurement_AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		unlock_decision_tooltip = MAN_fund_underground_gun_shops
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = MAN_local_arms_procurement_AF
		} {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = MAN_local_arms_procurement_AF
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_revise_the_constitution
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_revise_the_constitution
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = ROM_institute_royal_dictatorship
	}
	x = 1
	y = 1
	relative_position_id = ROM_institute_royal_dictatorship
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = ROM_carol_not_leader_trigger
			NOT = {
				has_country_leader = {
					id = 550
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_country_leader_trait = camarilla_leader
		add_ideas = ROM_the_sentinel_of_the_motherland
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_OFFENSIVE_operational_resume
Constructs: has_war_with, has_country_flag, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_OFFENSIVE_operational_resume = {
	enable = {
		is_in_faction_with = SOV
		has_war_with = GER
		has_country_flag = EAI_operational_initial_resume_timer
		NOT = {
			has_country_flag = EAI_MILITARY_operational_pause_timer
		} {
			EAI_MILITARY_north_mud_season = yes
		}
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				is_in_faction_with = SOV
				has_war_with = GER
				has_country_flag = EAI_operational_initial_resume_timer
				NOT = {
					has_country_flag = EAI_MILITARY_operational_pause_timer
				} {
					EAI_MILITARY_north_mud_season = yes
				}
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = > 0.75
		priority = 800
		execution_type = rush_weak
		execute_order = yes
		country_trigger = {
			is_in_faction_with = GER
		}
	}
}
### Entity: Event
Component: r56_italy.11
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
news_event = {
	id = r56_italy.11
	title = r56_italy.11.t
	desc = r56_italy.11.d
	picture = GFX_news_event_the_pact_of_steel
	major = yes
	is_triggered_only = yes
	option = {
		name = r56_italy.11.a
	}
}
### Entity: State History
Component: 333
Constructs: add_core_of
Source: game
File: history/states/333-British Borneo.txt

Code:
state = {
	id = 333
	name = STATE_333
	manpower = 503200
	resources = {
		rubber = 20
		oil = 1
		coal = 1
	}
	state_category = rural
	history = {
		owner = MAL
		add_core_of = MAL SAR
		victory_points = {
			1208 3
		}
		buildings = {
			infrastructure = 2
			1208 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1208 2117 4216 4396 7443 8091 10285 12283 12905
	}
	local_supplies = 0.0
}
### Entity: Character
Component: NOR_fascist_lackey
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_fascist_lackey = {
	random = no
	sprite = 13
	fascism_drift = 0.08
	stability_factor = -0.1
	war_stability_factor = 0.15
	war_support_factor = 0.1
}
### Entity: Idea
Component: YUG_idea_federal_defense_council
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_federal_defense_council = {
	picture = YUG_federal_defense_council
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_planning = 0.1
		army_defence_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: bose_civil_war_capital_check
Constructs: limit, clr_country_flag, set_variable, set_country_flag
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
bose_civil_war_capital_check = {
	RAJ = {
		clr_country_flag = bose_opponent_has_valid_capital
	}
	for_each_scope_loop = {
		array = RAJ.owned_states_at_game_start
		break = exit_bose
		if = {
			limit = {
				NOT = {
					state = 992
				}
			}
			if = {
				limit = {
					resistance = < 65
				}
				set_variable = {
					exit_bose = 1
				}
				RAJ = {
					set_country_flag = bose_opponent_has_valid_capital
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AUnbalanced_scales.png.html

Doc:
File

File history

File usage

Metadata
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File history
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_research_cooperation
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_research_slot, is_in_faction_with, add_to_tech_sharing_group
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_research_cooperation
	icon = GFX_focus_PRC_form_the_yanan_university
	prerequisite = {
		focus = MAN_tsr_ally_the_soviet_republic
	}
	x = -2
	y = 1
	relative_position_id = MAN_tsr_ally_the_soviet_republic
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		IF = {
			limit = {
				is_in_faction_with = PRC
			}
			add_to_tech_sharing_group = MAN_PRC_technology_sharing_group
			PRC = {
				add_to_tech_sharing_group = MAN_PRC_technology_sharing_group
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_night_shifts
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_night_shifts
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = RAJ_acquire_new_resources
	}
	mutually_exclusive = {
		focus = RAJ_productivity_mandate
	}
	x = 2
	y = 0
	relative_position_id = RAJ_productivity_mandate
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_RAJ_night_shifts
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: Character
Component: army_chief_planning_3
Constructs: planning_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_planning_3 = {
	sprite = 5
	planning_speed = 0.15
	experience_gain_army = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BEL_WW_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 3516
	division_template = Cycliste Frontière
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Event
Component: wtt_germany.36
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.36
	title = germany.68.t
	desc = germany.68.d
	picture = GFX_report_event_french_liberation
	is_triggered_only = yes
	option = {
		name = germany.68.a
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.22
Constructs: is_triggered_only, limit, add_opinion_modifier, is_subject, has_non_aggression_pact_with, every_other_country, every_controlled_state, add_to_array
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.22
	title = wuw_GER_realpolitik.22.t
	desc = wuw_GER_realpolitik.22.desc
	picture = GFX_report_event_polish_tanks_02
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.22.a
		IF = {
			limit = {
				FROM = {
					is_subject = yes
					OVERLORD = {
						has_non_aggression_pact_with = ROOT
					}
				}
			}
			FROM = {
				OVERLORD = {
					diplomatic_relation = {
						country = ROOT
						relation = non_aggression_pact
						active = no
					}
				}
			}
		} {
			limit = {
				FROM = {
					has_non_aggression_pact_with = ROOT
				}
			}
			FROM = {
				diplomatic_relation = {
					country = ROOT
					relation = non_aggression_pact
					active = no
				}
			}
			every_other_country = {
				limit = {
					has_non_aggression_pact_with = ROOT
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = protest_action_strong
				}
			}
		}
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 87 98 97
					}
				}
				display_individual_scopes = yes
				add_to_array = {
					array = PREV.GER_demand_further_polish_concessions_array
					value = THIS
				}
				ROOT = {
					add_state_core = PREV
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.GER_demand_further_polish_concessions_array
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_the_embodiment_of_god
Constructs: prerequisite, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_embodiment_of_god
	icon = GFX_focus_generic_monarchy_1
	dynamic = yes
	prerequisite = {
		focus = COG_reclaim_bujumbura
	}
	x = -1
	y = 1
	relative_position_id = COG_reclaim_bujumbura
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	completion_reward = {
		BRD_mwambutsa_iv = {
			add_country_leader_trait = COG_embodiment_of_god_trait
		}
	}
}
### Entity: Country History
Country: GNB
Component: GNB_technology
Constructs: set_technology
Source: game
File: history/countries/GNB - Guinea-Bissau.txt

Code:
# Starting Technologies for GNB
set_technology = {
	infantry_weapons = 1
}
### Entity: State History
Component: 336
Constructs: add_core_of
Source: game
File: history/states/336-Singapore.txt

Code:
state = {
	id = 336
	name = STATE_336
	manpower = 556200
	state_category = town
	resources = {
		rubber = 100
		tungsten = 40
		aluminium = 1
		steel = 2
	}
	history = {
		owner = MAL
		add_core_of = MAL
		victory_points = {
			10297 5
		} {
			4412 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			air_base = 1
			10297 = {
				naval_base = 5
			}
		}
	}
	provinces = {
		4412 10297 13409
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_reinforce_the_monarchy
Constructs: add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_reinforce_the_monarchy
	icon = GFX_goal_IRQ_hashemites
	relative_position_id = IRQ_unsupported_monarch
	mutually_exclusive = {
		focus = IRQ_unsupported_monarch
	}
	x = 19
	y = 0
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: dislikes_france
Source: game
File: common/country_leader/r56_traits.txt

Code:
dislikes_france = {
	random = no
	ai_strategy = {
		type = antagonize
		id = FRA
		value = 50
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: KPA
Component: KPA_characters
Constructs: create_country_leader
Source: game
File: history/countries/KPA - North Korea.txt

Code:
# Leaders & Characters for KPA
create_country_leader = {
	name = Kim Il-sung
	desc = 
	picture = gfx/comkore.jpg
	expire = 1965.1.1
	ideology = stalinism
	traits = {
		dictator
	}
}
### Entity: Scripted Effect
Component: BUL_zveno_low_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_zveno_low_popularity_increase_effect = {
	custom_effect_tooltip = BUL_zveno_tt BUL_low_popularity_increase_tt
	add_to_variable = {
		BUL_zveno_popularity = BUL_faction_low_increase
	}
	clamp_variable = {
		var = BUL_zveno_popularity
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: TUR_tpda_absorbed
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_tpda_absorbed = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_tdpa
	removal_cost = -1
	modifier = {
		min_export = 0.2
		political_power_gain = -0.05
	}
}
### Entity: Character
Component: PRC_zhang_dingcheng
Source: game
File: common/characters/PRC.txt

Code:
PRC_zhang_dingcheng = {
	name = PRC_zhang_dingcheng
	portraits = {
		army = {
			large = GFX_portrait_PRC_zhang_dingcheng
			small = GFX_portrait_PRC_zhang_dingcheng_small
		}
	}
	corps_commander = {
		traits = {
			militias_officer PRC_survivor_of_the_long_march
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_romanticize_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_romanticize_army
	icon = GFX_focus_generic_military_mission
	cost = 10.0
	prerequisite = {
		focus = SAU_encourage_general_creativity SAU_camelry_expertise
	}
	ai_will_do = {
		factor = 5
	}
	relative_position_id = SAU_encourage_general_creativity
	x = 1
	y = 1
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			SAU_romanticize_army1
		}
	}
}
### Entity: Music Config
Component: base_music/rising_tension
Constructs: has_war, is_subject, is_in_faction
Source: game
File: music/aat_songs.txt

Code:
music = {
	song = rising_tension
	chance = {
		factor = 1
		modifier = {
			factor = 2
			tag = DEN
			is_subject = yes
			is_in_faction = no
		} {
			factor = 1.5
			tag = DEN
			is_subject = no
			has_war = no
		}
	}
}
### Entity: Event
Component: germany.43
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.43
	title = germany.43.t
	desc = germany.43.d
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = germany.43.a
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = abandoned_czechs
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_prepare_for_the_great_anti_fascist_war
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_prepare_for_the_great_anti_fascist_war
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = GRE_depose_the_reactionaries
	}
	mutually_exclusive = {
		focus = GRE_tow_the_stalinist_line
	}
	x = -1
	y = 1
	relative_position_id = GRE_depose_the_reactionaries
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				NOT = {
					SOV = {
						has_government = communism
					}
				}
				SOV = {
					exists = no
				}
				has_war_with = SOV
				TUR = {
					is_in_faction_with = SOV
				}
				strength_ratio = {
					tag = SOV
					ratio = > 0.35
				}
			}
		}
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Battle for the Bosporus
			}
			add_country_leader_role = {
				character = GRE_markos_vafiadis
				country_leader = {
					expire = 1965.1.1
					ideology = marxism
					traits = {
						guerilla_warfare_expert
					}
				}
				promote_leader = yes
			}
		}
		else = {
			promote_character = {
				character = GRE_markos_vafiadis
				ideology = marxism
			}
		}
		swap_ideas = {
			remove_idea = GRE_red_militias_spirit
			add_idea = GRE_red_militias_2
		} {
			remove_idea = GRE_political_instability_communist
			add_idea = GRE_state_of_the_nation_communism
		}
		SOV = {
			add_opinion_modifier = {
				target = GRE
				modifier = GRE_greek_turncoats
			}
		}
		hidden_effect = {
			set_country_flag = GRE_com_independent_flag GRE_soviets_rebuffed
			GRE_set_appropriate_cosmetic_tag = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/NEP_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 4987
	division_template = Paidala Dibhijana
	start_experience_factor = 0.3
	start_equipment_factor = 0.5
}
### Entity: Idea
Component: EAI_DD_1/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.01
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Metropolitana
Source: game
File: history/units/ITA_1939_naval_legacy.txt

Code:
fleet = {
	name = Comando Navale Metropolitana
	naval_base = 11837
	task_force = {
		name = Squadra di Alto Tirreno
		location = 6973
		ship = {
			name = RCT Vega
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Sagittario
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Perseo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Sirio
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Calatafimi
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Castelfidardo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Curtatone
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Monzambano
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		}
	} {
		name = Squadra di Basso Tirreno
		location = 819
		ship = {
			name = RCT Generale Marcello Prestinari
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Generale Antonio Cantore
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giuseppe La Masa
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giacinto Carini
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Procione
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Orione
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Orsa
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Pegaso
			defini
# ... (truncated)
### Entity: Country History
Country: DOU
Component: DOU_technology
Constructs: set_technology
Source: game
File: history/countries/DOU - Directorate of Ukraine.txt

Code:
# Starting Technologies for DOU
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	early_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	basic_battery = 1
	basic_heavy_battery = 1
	basic_light_battery = 1
	basic_medium_battery = 1
	basic_torpedo = 1
	basic_depth_charges = 1
	mtg_transport = 1
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_begin_reconstruction
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_begin_reconstruction
	icon = GFX_goal_FRA_class_collaboration
	text = GRE_begin_reconstruction
	prerequisite = {
		focus = GRE_reinforce_4th_of_august_regime
	}
	x = -2
	y = 1
	relative_position_id = GRE_reinforce_4th_of_august_regime
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = GRE_metaxas_plan
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/INS_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = INS
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:INS_artillerie_inrichtingen_pyrotechnische_organization
	} {
		equipment = {
			type = convoy_1
			creator = INS
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Character
Component: SHL_hermann_ludemann
Source: game
File: common/characters/SHL.txt

Code:
SHL_hermann_ludemann = {
	name = SHL_hermann_ludemann
	portraits = {
		civilian = {
			large = GFX_portrait_SHL_hermann_ludemann
		}
	}
	country_leader = {
		ideology = socialism
		traits = {

		}
		expire = 1960.1.1.1
		id = -1
	}
}