Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: ETH_second_italo_ethiopian_war_category
Constructs: has_war, add_war_support, fire_only_once, is_fully_controlled_by, has_global_flag, cancel_if_not_visible, is_good, complete_effect
Source: game
File: common/decisions/ETH_r56.txt

Code:
ETH_second_italo_ethiopian_war_category = {
	ETH_recapture_the_juba_confluence = {
		icon = GFX_decision_border_war
		allowed = {
			original_tag = ETH
		}
		available = {
			AND = {
				836 = {
					is_fully_controlled_by = ETH
				}
				837 = {
					is_fully_controlled_by = ETH
				}
			}
		}
		activation = {
			NOT = {
				836 = {
					is_fully_controlled_by = ETH
				}
			}
		}
		visible = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		cancel_if_not_visible = yes
		is_good = no
		fire_only_once = yes
		selectable_mission = no
		days_mission_timeout = 32
		timeout_effect = {
			add_war_support = -0.01
		}
		complete_effect = {
			ETH_escalate_the_war_effect = yes
		}
	}
	ETH_hold_the_juba_confluence_mission = {
		icon = GFX_decision_generic_operation
		allowed = {
			tag = ITA
		}
		available = {
			AND = {
				836 = {
					is_fully_controlled_by = ETH
				}
				837 = {
					is_fully_controlled_by = ETH
				}
			}
		}
		activation = {
			has_war = yes
			has_global_flag = second_italo_ethiopian_war_flag
			NOT = {
				836 = {
					is_fully_controlled_by = ETH
				}
			}
		}
		visible = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		cancel_if_not_visible = yes
		is_good = yes
		fire_only_once = yes
		selectable_mission = no
		days_mission_timeout = 32
		timeout_effect = {
			effect_tooltip = {
				ETH = {
					add_war_support = -0.01
				}
			}
		}
		complete_effect = {
			custom_effect_tooltip = ITA_war_escalation_inc_tt
		}
	}
	ETH_hold_tigray = {
		icon = GFX_decision_generic_operation
		allowed = {
			original_tag = ETH
		}
		available = {
			842 = {
				is_fully_controlled_by = ITA
			}
		}
		activation = {
			has_war = yes
			has_global_flag = second_italo_ethiopian_war_flag
			842 = {
				is_fully_controlled_by = ETH
			}
		}
		visible = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		cancel_if_not_visible = yes
		is_good = yes
		fire_only_once = yes
		selectable_mission = no
		days_mission_timeout = 101
		timeout_effect = {
			ETH_escalate_the_war_effect = yes
			ETH_BOP_centralization_small_effect = yes
		}
		complete_effect = {
			add_war_support = -0.01
			ETH_BOP_decentralization_small_effect = yes
		}
	}
	ETH_conquer_tigray_mission = {
		icon = GFX_decision_border_war
		allowed = {
			tag = ITA
		}
		available = {
			842 = {
				is_controlled_by = ROOT
			}
		}
		activation = {
			has_war = yes
			has_g
# ... (truncated)
### Entity: Idea
Component: GER_align_romania_unaligned
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_align_romania_unaligned = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_neutrality_drift_bonus
	modifier = {
		neutrality_drift = 0.2
		neutrality_acceptance = 85
	}
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_absurdly_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_absurdly_high_decrease_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = -1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_panslavic_nationalism
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, annex_country, every_state, add_state_claim
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_panslavic_nationalism
	icon = GFX_focus_SOV_panslavic_nationalism
	prerequisite = {
		focus = SOV_secure_the_baltics
	} {
		focus = SOV_secure_finland
	} {
		focus = SOV_the_old_enemy
	}
	mutually_exclusive = {
		focus = SOV_the_rightful_heir_to_the_empire SOV_our_slavic_commitments
	}
	x = 0
	y = 1
	relative_position_id = SOV_secure_finland
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		effect_tooltip = {
			every_country = {
				limit = {
					OR = {
						tag = POL BUL YUG CZE
					}
					NOT = {
						has_war_with = ROOT
					}
				}
				country_event = {
					id = NSB_soviet_fascist_tsarist.1
					days = 3
				}
				ROOT = {
					annex_country = {
						target = PREV
						transfer_troops = yes
					}
				}
			}
		}
		custom_effect_tooltip = SOV_panslavic_nationalism_tt
		hidden_effect = {
			every_country = {
				limit = {
					OR = {
						tag = POL BUL YUG CZE
					}
					NOT = {
						has_war_with = ROOT
					}
				}
				country_event = {
					id = NSB_soviet_fascist_tsarist.1
					days = 3
				}
			}
		}
		every_country = {
			limit = {
				NOT = {
					tag = POL BUL YUG CZE ROOT
				}
				OR = {
					controls_state = 9 69 972 70 71 72 73 74 75 664 48 211 212 801 97 85 762 90 88 92 91 95 94 86 98 89 10 96 784 93 87 104 109 103 804 802 106 970 105 108 107 102 853 803 45 764 736 852 163
				}
			}
			every_state = {
				limit = {
					OR = {
						state = 9 69 972 70 71 72 73 74 75 664 48 211 212 801 97 85 762 90 88 92 91 95 94 86 98 89 10 96 784 93 87 104 109 103 804 802 106 970 105 108 107 102 853 803 45 764 736 852 163
					}
				}
				ROOT = {
					add_state_claim = PREV
				}
			}
		}
	}
}
### Entity: Character
Component: pan_africanist_socialist
Source: game
File: common/country_leader/00_traits.txt

Code:
pan_africanist_socialist = {
	random = no
	sprite = 13
	drift_defence_factor = 0.1
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.05
	resistance_target = -0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BRA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = BRA
		}
		requested_factories = 1
		progress = 0.59
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = BRA
		}
		requested_factories = 1
		progress = 0.22
		efficiency = 100
	}
}
### Entity: Event
Component: mandate_palestine.151
Constructs: is_triggered_only, set_victory_points, set_capital
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.151
	title = mandate_palestine.151.t
	desc = mandate_palestine.151.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.151.a
		set_victory_points = {
			province = 4206
			value = 8
		} {
			province = 1086
			value = 6
		}
		set_capital = {
			state = 454
		}
	}
}
### Entity: Event
Component: lar_spain.24
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.24
	title = lar_spain.24.t
	desc = lar_spain.24.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_spain.24.a
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_continue_the_public_works_r56
Constructs: completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_continue_the_public_works_r56
	icon = GFX_goal_generic_construction3
	cost = 8
	ai_will_do = {
		base = 5
	}
	x = 32
	y = 0
	completion_reward = {
		add_tech_bonus = {
			name = POR_continue_the_public_works_r56
			bonus = 0.5
			uses = 3
			category = industry
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = POR_duarte_jose_pacheco
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_deterrence
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_deterrence
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = SER_economic_optimization SER_industrial_support
	}
	relative_position_id = SER_economic_optimization
	mutually_exclusive = {
		focus = SER_research_grants
	}
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_reform_the_army
Constructs: prerequisite, limit, add_war_support, completion_reward, add_political_power, has_idea, add_command_power, unlock_decision_tooltip
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_reform_the_army
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = NOR_replace_laake
	}
	x = 0
	y = 1
	relative_position_id = NOR_replace_laake
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = NOR_birger_ljungberg
			}
			deactivate_advisor = NOR_birger_ljungberg
		}
		army_experience = 50
		add_command_power = 60
		add_political_power = 75
		add_war_support = 0.2
		unlock_decision_tooltip = {
			decision = NOR_alt_dem_modernize_armed_forces_decision
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Character
Component: SIK_socialist_revolutionary_in_name
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SIK_socialist_revolutionary_in_name = {
	random = no
	sprite = 13
	neutrality_drift = 0.02
	political_power_factor = 0.1
	war_support_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: HUN_hungarian_autarky_idea
Constructs: stability_factor, war_support_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_autarky_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_improved_industries
	modifier = {
		consumer_goods_factor = -0.15
		stability_factor = -0.05
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_empower_the_workers
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_empower_the_workers
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = AST_abandon_the_westminster_system
	}
	mutually_exclusive = {
		focus = AST_support_the_centre_party
	}
	x = 2
	y = 1
	relative_position_id = AST_abandon_the_westminster_system
	cost = 10
	ai_will_do = {
		factor = 0.5
		modifier = {
			communism = > 0.3
			factor = 10
		}
	}
	available = {
		compare_autonomy_progress_ratio = > 0.55
		if = {
			limit = {
				not = {
					has_government = fascism
				}
			}
			compare_autonomy_state = > autonomy_colony
		} {
			limit = {
				has_government = fascism
			}
			compare_autonomy_state = > autonomy_reichsprotectorate
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = AST_abandon_the_westminster_system
			add_idea = AST_abandon_the_westminster_system_communism
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AST_lance_sharkey
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_expand_military_research_r56
Constructs: prerequisite, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_expand_military_research_r56
	icon = GFX_goal_generic_double_research
	cost = 6
	prerequisite = {
		focus = SIA_issue_economic_mobilization_r56
	}
	x = 1
	y = 1
	relative_position_id = SIA_issue_economic_mobilization_r56
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = SIA_expand_military_research_r56
			bonus = 0.75
			uses = 3
			category = r56_special_research_division
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		} {
			specialization = specialization_naval
			value = 0.25
		} {
			specialization = specialization_air
			value = 0.25
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_potential_allies_in_the_balkans
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_timed_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_potential_allies_in_the_balkans
	icon = GFX_focus_generic_balkan_diplomacy
	prerequisite = {
		focus = ITA_foreign_affairs
	}
	mutually_exclusive = {
		focus = ITA_balkan_ambition
	}
	x = 1
	y = 1
	relative_position_id = ITA_foreign_affairs
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		YUG = {
			add_opinion_modifier = {
				target = ITA
				modifier = ita_diplomacy_focus
			}
			if = {
				limit = {
					ROOT = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = communism
					}
				}
				add_timed_idea = {
					idea = communist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = neutrality
					}
				}
				add_timed_idea = {
					idea = neutrality_influence
					days = 1095
				}
			}
			country_event = {
				id = generic.1
			}
		}
		ROM = {
			add_opinion_modifier = {
				target = ITA
				modifier = ita_diplomacy_focus
			}
			if = {
				limit = {
					ROOT = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = communism
					}
				}
				add_timed_idea = {
					idea = communist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = neutrality
					}
				}
				add_timed_idea = {
					idea = neutrality_influence
					days = 1095
				}
			}
			country_event = {
				id = generic.1
			}
		}
		BUL = {
			add_opinion_modifier = {
				target = ITA
				modifier = ita_diplomacy_focus
			}
			if = {
				limit = {
					ROOT = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = communism
					
# ... (truncated)
### Entity: Decision
Component: PHI_department_of_foreign_affairs_category
Constructs: limit, has_government, has_war_with, fire_only_once, remove_effect, set_rule, create_faction, is_faction_leader
Source: game
File: common/decisions/PHI.txt

Code:
PHI_department_of_foreign_affairs_category = {
	PHI_create_faction = {
		cost = 50
		remove_effect = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = PHI_asia_treaty_faction
		}
		visible = {
			is_faction_leader = no
		}
		available = {
			is_in_faction = no
		}
		fire_only_once = yes
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 0
		}
	}
	PHI_decrease_japanese_ideological_influence = {
		cost = 75
		remove_effect = {
			if = {
				limit = {
					check_variable = {
						PHI_jap_alignment_value = > 0.05
					}
				}
				set_temp_variable = {
					PHI_jap_alignment_value_change = -0.05
				}
				PHI_check_japanese_ideology_and_adapt = yes
			}
			else = {
				remove_dynamic_modifier = {
					modifier = PHI_japan_aligned_ideology
				}
			}
		}
		visible = {
			has_dynamic_modifier = {
				modifier = PHI_japan_aligned_ideology
			}
		}
		available = {

		}
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 0
			modifier = {
				NOT = {
					has_government = JAP
				}
				add = 1000
			}
		}
	}
	PHI_join_other_faction = {
		cost = 10
		fire_only_once = yes
		target_root_trigger = {
			is_in_faction = no
		}
		target_trigger = {
			FROM = {
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		remove_effect = {
			FROM = {
				country_event = generic.2
			}
		}
		ai_will_do = {
			base = 50
			modifier = {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 1.5
				FROM = {
					capital_scope = {
						is_on_continent = asia
					}
				}
			} {
				factor = 4
				FROM = {
					has_war_together_with = ROOT
				}
			} {
				factor = 0
				NOT = {
					has_government = communism
					has_war_together_with = FROM
				}
				FROM = {
					has_government = communism
				}
			} {
				factor = 0
				NOT = {
					has_government = fascism
					has_war_together_with = FROM
				}
				FROM = {
					has_government = fascism
				}
			}
		}
	}
}
### Entity: Idea
Component: POL_sanation_left_opposition_1
Constructs: stability_factor, is_subject, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_sanation_left_opposition_1 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.05
		neutrality_drift = 0.025
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_young_school
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_the_young_school
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = FRA_naval_rearmament
	}
	mutually_exclusive = {
		focus = FRA_the_old_school
	}
	x = 4
	y = 1
	relative_position_id = FRA_naval_rearmament
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = FRA_the_young_school
	}
}
### Entity: Event
Component: news.605
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.605
	title = news.605.t
	desc = news.605.desc
	picture = GFX_news_event_046
	major = yes
	is_triggered_only = yes
	option = {
		name = news.605.a
	}
}
### Entity: Scripted Trigger
Component: trade_partner_not_at_war
Constructs: has_war
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
trade_partner_not_at_war = {
	custom_trigger_tooltip = {
		tooltip = trade_partner_not_at_war_tt
		FROM = {
			has_war = yes
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.109
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.109
	title = wuw_GER_diplomacy.109.t
	desc = wuw_GER_diplomacy.109.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.109.a
	}
}
### Entity: Unit Template
Component: KUR_CAV_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_CAV_02 = {
	name = Cavalry Division
	for_countries = {
		KUR
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		cavalry
	}
	fallback_name = %dème Division de Cavalerie
	ordered = {
		1 = {
			%dère Division de Cavalerie
		}
		2 = {
			%dème Division de Cavalerie
		}
		3 = {
			%dème Division de Cavalerie
		}
		4 = {
			%dème Division de Cavalerie
		}
		5 = {
			%dème Division de Cavalerie
		}
		6 = {
			%dème Division de Cavalerie
		}
		7 = {
			%dème Division de Cavalerie
		}
		8 = {
			%dème Division de Cavalerie
		}
		9 = {
			%dème Division de Cavalerie
		}
		10 = {
			%dème Division de Cavalerie
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_a_secular_state
Constructs: prerequisite, add_stability, completion_reward, add_political_power, cancel_if_invalid, complete_tooltip, set_country_flag
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_a_secular_state
	icon = GFX_focus_generic_court
	prerequisite = {
		focus = RAJ_inclusive_nationalism
	}
	x = 0
	y = 1
	relative_position_id = RAJ_inclusive_nationalism
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = -0.15
		add_political_power = 150
		set_country_flag = RAJ_allow_release_states
	}
}
### Entity: Idea
Component: AST_R56_the_economic_state_idea_1
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_the_economic_state_idea_1 = {
	name = AST_R56_the_economic_state_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = -0.08
		production_speed_buildings_factor = 0.1
		global_building_slots_factor = 0.1
	}
}
### Entity: Order of Battle
Component: North and South Americas Command
Source: game
File: history/units/ENG_1939_Naval.txt

Code:
fleet = {
	name = North and South Americas Command
	naval_base = 2038
	task_force = {
		name = West Indies Command
		location = 13010
		ship = {
			name = HMS Berwick
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS York
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Orion
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		}
	} {
		name = South Atlantic Fleet
		location = 2038
		ship = {
			name = HMS Neptune
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		} {
			name = HMS Dauntless
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		} {
			name = HMS Danae
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		} {
			name = HMS Durban
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		} {
			name = HMS Despatch
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		} {
			name = HMS Hunter
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = ENG
					version_name = E/F/G/H Class
				}
			}
		} {
			name = HMS Hyperion
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = ENG
					version_name = E/F/G/H Class
				}
			}
		}
	} {
		name = South America Squadron
		location = 12960
		ship = {
			name = HMS Exeter
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		
# ... (truncated)