Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: r56_USA_us_army_airforce
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_us_army_airforce = {
	name = USA_us_army_airforce
	picture = generic_air_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		air_cas_efficiency = 0.1
		air_cas_present_factor = 0.1
		air_doctrine_cost_factor = -0.1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_capital_ship_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_capital_ship_focus
	icon = GFX_goal_generic_navy_battleship
	mutually_exclusive = {
		focus = FRA_carrier_focus
	}
	prerequisite = {
		focus = FRA_the_old_school
	}
	x = -1
	y = 1
	relative_position_id = FRA_the_old_school
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_capital_ship_focus
			bonus = 1.0
			uses = 2
			category = bb_tech bc_tech
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_join_axis
Constructs: prerequisite, has_government, completion_reward, is_in_faction, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_join_axis
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = IRQ_revoke_anglo_iraq_treaty
	}
	x = 0
	y = 1
	relative_position_id = IRQ_revoke_anglo_iraq_treaty
	mutually_exclusive = {
		focus = IRQ_restore_regent IRQ_arab_league
	}
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = fascism
		GER = {
			has_government = fascism
		}
		is_in_faction = no
		is_subject = no
	}
	bypass = {
		is_in_faction_with = GER
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			country_event = {
				id = generic.2
				hours = 4
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ENG_air_support_north_africa
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_air_support_north_africa = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = ITA
		date = > 1941.6.1
		ITA = {
			controls_state = 448
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 128
		value = 5000
	} {
		type = strategic_air_importance
		id = 225
		value = 3000
	} {
		type = strategic_air_importance
		id = 29
		value = 2000
	}
}
### Entity: Idea
Component: NRU_commander_ridge_phosphate_3
Constructs: stability_factor
Source: game
File: common/ideas/nauru.txt

Code:
NRU_commander_ridge_phosphate_3 = {
	name = NRU_commander_ridge_phosphate_3
	picture = hol_reliance_on_the_gold_standard
	allowed = {
		controls_state = 725
	}
	modifier = {
		embargo_threshold_factor = 0.25
		consumer_goods_factor = -0.3
		stability_factor = -0.15
	}
}
### Entity: Character
Component: EQG_awt
Source: game
File: common/characters/EQG.txt

Code:
EQG_awt = {
	advisor = {
		slot = theorist
		idea_token = EQG_awt
		ledger = air
		allowed = {
			original_tag = EQG
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_destroyer_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_destroyer_effort
	icon = GFX_focus_generic_cruiser2
	x = 47
	y = 3
	cost = 10
	prerequisite = {
		focus = ALG_naval_effort
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 2
			category = dd_tech
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_demand_georgia
Constructs: prerequisite, owns_state, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_army_manpower, is_subject_of
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_demand_georgia
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = ARG_malvinas_argentinas
	}
	x = 43
	y = 6
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 450000
		}
		ENG = {
			owns_state = 720
		}
	}
	bypass = {
		OR = {
			ENG = {
				is_subject_of = ARG
			}
			ARG = {
				owns_state = 720
			}
			has_war_with = ENG
		}
	}
	completion_reward = {
		add_named_threat = {
			threat = 0.5
			name = ARG_south_georgia_claim_threat
		}
		ENG = {
			add_opinion_modifier = {
				target = ARG
				modifier = demanded_georgia_island
			}
			country_event = argentina.18
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_kick_out_the_UFC
Constructs: prerequisite, limit, has_war_with, add_war_support, add_opinion_modifier, completion_reward, add_political_power, has_army_manpower
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_kick_out_the_UFC
	icon = GFX_goal_HON_bannana_takeover
	prerequisite = {
		focus = COS_ally_the_pvp
	}
	available = {
		controls_state = 316
		has_army_manpower = {
			size = > 14999
		}
		NOT = {
			is_subject_of = USA
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	x = -2
	y = 1
	relative_position_id = COS_ally_the_pvp
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_political_power = -150
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_war_support = 0.1
		random_owned_controlled_state = {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = COS_economic_turmoil
			days = 180
		}
		if = {
			limit = {
				country_exists = USA
				NOT = {
					has_war_with = USA
				}
			}
			USA = {
				send_embargo = ROOT
				add_opinion_modifier = {
					target = ROOT
					modifier = embargo
				} {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
}
### Entity: Character
Component: EQG_ncs
Source: game
File: common/characters/EQG.txt

Code:
EQG_ncs = {
	advisor = {
		slot = high_command
		idea_token = EQG_ncs
		ledger = navy
		allowed = {
			original_tag = EQG
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_no_gods_no_masters
Constructs: prerequisite, limit, add_ideas, completion_reward, every_state, is_on_continent, has_resistance, is_subject
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_no_gods_no_masters
	icon = GFX_focus_ARG_no_gods_no_masters
	prerequisite = {
		focus = ARG_establish_the_free_association
	}
	x = 0
	y = 1
	relative_position_id = ARG_establish_the_free_association
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		every_state = {
			limit = {
				is_on_continent = south_america
				OR = {
					has_resistance = yes
					owner = {
						is_subject = yes
					}
				}
				controller = {
					NOT = {
						original_tag = ROOT
					}
				}
			}
			controller = {
				ROOT = {
					create_wargoal = {
						type = liberate_wargoal
						target = PREV
					}
				}
			}
		}
		add_ideas = ARG_no_gods_no_masters_idea
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_modernizing_army
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_modernizing_army
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = RAJ_revive_the_screw_guns
	} {
		focus = RAJ_indian_armor
	}
	x = 1
	y = 3
	relative_position_id = RAJ_the_bangalore_torpedo
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = RAJ_modernizing_army
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Decision
Component: UKR_ukrainian_minorities_recruitment_decision_category
Constructs: fire_only_once, is_in_faction_with, complete_effect, add_state_modifier, remove_effect, add_manpower
Source: game
File: common/decisions/UKR.txt

Code:
UKR_ukrainian_minorities_recruitment_decision_category = {
	UKR_recruit_ukrainians_in_wolyn = {
		icon = eng_blackshirt_march
		allowed = {
			original_tag = UKR
		}
		available = {
			93 = {
				OWNER = {
					is_in_faction_with = ROOT
					controls_state = 93
				}
			}
		}
		days_remove = 90
		highlight_states = {
			highlight_state_targets = {
				state = 93
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			93 = {
				add_state_modifier = {
					modifier = {
						local_manpower = -0.07
					}
				}
			}
		}
		remove_effect = {
			add_manpower = 60000
		}
	}
	UKR_recruit_ukrainians_in_lwow = {
		icon = eng_blackshirt_march
		allowed = {
			original_tag = UKR
		}
		available = {
			91 = {
				OWNER = {
					is_in_faction_with = ROOT
					controls_state = 91
				}
			}
		}
		days_remove = 90
		highlight_states = {
			highlight_state_targets = {
				state = 91
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			76 = {
				add_state_modifier = {
					modifier = {
						local_manpower = -0.07
					}
				}
			}
		}
		remove_effect = {
			add_manpower = 120000
		}
	}
	UKR_recruit_ukrainians_in_stanyslaviv = {
		icon = eng_blackshirt_march
		allowed = {
			original_tag = UKR
		}
		days_remove = 90
		highlight_states = {
			highlight_state_targets = {
				state = 89
			}
		}
		available = {
			89 = {
				OWNER = {
					is_in_faction_with = ROOT
					controls_state = 89
				}
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			89 = {
				add_state_modifier = {
					modifier = {
						local_manpower = -0.07
					}
				}
			}
		}
		remove_effect = {
			add_manpower = 30000
		}
	}
	UKR_recruit_ukrainians_in_bucovina = {
		icon = eng_blackshirt_march
		allowed = {
			original_tag = UKR
		}
		available = {
			80 = {
				OWNER = {
					is_in_faction_with = ROOT
					controls_state = 80
				}
			}
		}
		days_remove = 90
		highlight_states = {
			highlight_state_targets = {
				state = 80
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			80 = {
				add_state_modifier = {
					modifier = {
						local_manpower = -0.07
					}
				}
			}
		}
		remove_effect = {
			add_manpower = 15000
		}
	}
	UKR_recruit_ukrainians_in_southern_bessarabia = {
		icon = eng_blackshirt_march
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MLW_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12986
	division_template = Infantry Divison
	start_experience_factor = 0.0
}
### Entity: Event
Component: news.270
Constructs: fire_only_once, has_tech
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.270
	title = news.270.t
	desc = news.270.desc
	picture = GFX_news_event_glorious_vehicle
	major = yes
	fire_only_once = yes
	trigger = {
		NZL = {
			OR = {
				has_tech = basic_light_tank basic_light_tank_chassis
			}
		}
	}
	option = {
		name = news.270.a
		trigger = {
			TAG = NZL
		}
	} {
		name = news.270.b
		trigger = {
			NOT = {
				TAG = NZL
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_sp_nuclear_bomb_focus
Constructs: is_special_project_completed, is_special_project_being_researched
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_sp_nuclear_bomb_focus = {
	NOT = {
		is_special_project_completed = sp:sp_nuclear_bomb
		is_special_project_being_researched = sp:sp_nuclear_bomb
	}
	EAI_nuclear_tech_focus = yes
}
### Entity: Unit Template
Component: TAN_CAV_01
Source: game
File: common/units/names_divisions/TAN_names_divisions.txt

Code:
TAN_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		TAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dya Tuvanska Kavaleriyskaya Div.
	ordered = {
		1 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		2 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		3 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		4 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		5 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		6 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		7 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		8 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		9 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
		10 = {
			%dya Tuvanska Kavaleriyskaya Div.
		}
	}
}
### Entity: Character
Component: POL_eugeniusz_kwiatkowiski
Source: game
File: common/characters/POL.txt

Code:
POL_eugeniusz_kwiatkowiski = {
	name = POL_eugeniusz_kwiatkowiski
	portraits = {
		army = {
			small = GFX_idea_POL_eugeniusz_kwiatkowiski
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_eugeniusz_kwiatkowiski
		allowed = {
			original_tag = POL
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Achievement
Component: im_not_locked_in_here_with_you
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
im_not_locked_in_here_with_you = {
	id = 155
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SWI
	}
	happened = {
		has_country_flag = swi_declared_war_on_GER_achievement_flag swi_won_war_on_GER_achievement_flag
	}
}
### Entity: Idea
Component: GUM_awt
Source: game
File: common/ideas/guam.txt

Code:
GUM_awt = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = GUM
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Event
Component: quebec.25
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.25
	title = quebec.25.t
	desc = quebec.25.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.25.a
		add_ideas = QUE_purge_all
	} {
		name = quebec.25.b
		add_ideas = QUE_purge_nonauth
	} {
		name = quebec.25.c
		add_ideas = QUE_purge_communism
	}
}
### Entity: Character
Component: OCC_pot
Source: game
File: common/characters/OCC.txt

Code:
OCC_pot = {
	advisor = {
		slot = political_advisor
		idea_token = OCC_pot
		allowed = {
			original_tag = OCC
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Event
Component: poland.166
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, add_political_power, is_subject, add_timed_idea
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.166
	title = poland.166.t
	desc = poland.166.d
	picture = GFX_report_event_puzak_committee
	fire_only_once = yes
	trigger = {
		tag = POL
		POL = {
			has_government = democratic
			has_completed_focus = POL_The_Polish_Socialist_Party
			NOT = {
				has_completed_focus = POL_Draw_Closer_To_The_USSR
			} {
				has_completed_focus = POL_Seek_Autonomy
			}
			is_subject = no
			has_country_flag = POL_PPS_Socialists_In_Power
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = poland.166.a
		add_political_power = 50
		add_timed_idea = {
			idea = POL_Foreign_Assets_Seized
			days = 1500
		}
	}
}
### Entity: Character
Component: JAP_sadao_araki
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_sadao_araki = {
	name = JAP_sadao_araki
	portraits = {
		army = {
			large = GFX_portrait_JAP_sadao_araki
			small = GFX_portrait_JAP_sadao_araki_small
		}
	}
	corps_commander = {
		traits = {
			JAP_samurai_lineage trait_JAP_kodoha_sympathizer organizer old_guard
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_full_social_mobilization
Constructs: prerequisite, limit, add_war_support, completion_reward, add_political_power, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_full_social_mobilization
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = DEN_civilian_preparations
	} {
		focus = DEN_military_preparations
	}
	mutually_exclusive = {
		focus = DEN_full_employment DEN_five_year_plan DEN_limited_social_mobilization
	}
	relative_position_id = DEN_industrial_preparations
	x = 0
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		power_balance_value = {
			id = DEN_balance_of_power
			value = > 0.3
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 100
		add_war_support = 0.1
		DEN_bop_low_increase_effect = yes
		if = {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_political_edicts_conscription_factor = 0.3
			tooltip = conscription_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 3
		} {
			DEN_industrial_capabilities_consumer_goods = 0.2
			tooltip = consumer_goods_factor_tt
		} {
			DEN_industrial_capabilities_retention_efficiency = 0.1
			tooltip = line_change_production_efficiency_factor_tt
		} {
			DEN_industrial_capabilities_factory_output = 0.1
			tooltip = industrial_capacity_factory_tt
		} {
			DEN_industrial_capabilities_dockyard_output = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			DEN_industrial_capabilities_equipment_conversion = 0.1
			tooltip = equipment_conversion_speed_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_study_foreign_radio_equipment
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_study_foreign_radio_equipment
	icon = GFX_goal_generic_control_the_radio
	x = 5
	y = 1
	cost = 5
	relative_position_id = MON_transfer_the_funds_of_mongolbank
	prerequisite = {
		focus = MON_transfer_the_funds_of_mongolbank
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_tech_bonus = {
			name = MON_study_foreign_radio_equipment
			bonus = 1
			uses = 1
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: hon.28
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.28
	title = hon.28.t
	desc = hon.28.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.28.a
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Soviet_Union.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

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The following pages link to Soviet Union:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Countries ‎ (← links | edit)

Norway ‎ (← links | edit)

Germany ‎ (← links | edit)

France ‎ (← links | edit)

Italy ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

Sweden ‎ (← links | edit)

Japan ‎ (← links | edit)

Netherlands ‎ (← links | edit)

Belgium ‎ (← links | edit)

Luxembourg ‎ (← links | edit)

Denmark ‎ (← links | edit)

Yugoslavia ‎ (← links | edit)

Czechoslovakia ‎ (← links | edit)

Poland ‎ (← links | edit)

Colombia ‎ (← links | edit)

Turkey ‎ (← links | edit)

Faction ‎ (← links | edit)

National Focus ‎ (← links | edit)

Ethiopia ‎ (← links | edit)

Argentina ‎ (← links | edit)

Brazil ‎ (← links | edit)

Canada ‎ (← links | edit)

Switzerland ‎ (← links | edit)

Albania ‎ (← links | edit)

Austria ‎ (← links | edit)

Ecuador ‎ (← links | edit)

Venezuela ‎ (← links | edit)

Panama ‎ (← links | edit)

Romania ‎ (← links | edit)

Latvia ‎ (← links | edit)

Estonia ‎ (← links | edit)

Lithuania ‎ (← links | edit)

Bulgaria ‎ (← links | edit)

Finland ‎ (← links | edit)

Greece ‎ (← links | edit)

Portugal ‎ (← links | edit)

Ireland ‎ (← links | edit)

Soviet (redirect page) ‎ (← links | edit)

Ussr (redirect page) ‎ (← links | edit)

USSR (redirect page) ‎ (← links | edit)
Germany ‎ (← links | edit)

Slovakia ‎ (← links | edit)

User:SaintDaveUK/sandbox ‎ (← links | edit)

Template:Country navbox ‎ (← links | edit)

Soviets (redirect page) ‎ (← links | edit)

Russia (redirect page) ‎ (← links | edit)

British Raj ‎ (← links | edit)

Cuba ‎ (← links | edit)

Union of Soviet Socialist Republics (redirect page) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Soviet_Union"
### Entity: Event
Component: prc.1
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_dlc, load_oob
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.1
	title = prc.1.t
	desc = prc.1.d
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = prc.1.a
		custom_effect_tooltip = prc_1_tt
		hidden_effect = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				load_oob = PRC_sov_supply_nsb
			}
			else = {
				load_oob = PRC_sov_supply
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2500
			producer = SOV
		} {
			type = artillery_equipment
			amount = 1000
			producer = SOV
		} {
			type = light_tank_chassis
			amount = 250
			producer = SOV
		}
	}
}