Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_7/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: Decision
Component: BRA_us_of_south_america_cat
Constructs: has_completed_focus, has_war, limit, has_government, every_country, has_war_with, has_country_flag, fire_only_once
Source: game
File: common/decisions/BRA.txt

Code:
BRA_us_of_south_america_cat = {
	BRA_invite_to_ussa = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			original_tag = BRA
		}
		visible = {
			has_completed_focus = BRA_united_states_of_south_america
		}
		available = {
			NOT = {
				has_country_flag = BRA_invite_country_in_progress
			}
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 50
				}
				is_in_faction_with = ROOT
				OR = {
					has_government = democratic neutrality
				}
			}
		}
		target_trigger = {
			FROM = {
				exists = yes
				OR = {
					has_country_flag = BRA_target_which_is_currently_being_integrated
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				} {
					has_government = democratic neutrality
				}
				has_capitulated = no
				is_government_in_exile = no
				capital_scope = {
					is_on_continent = south_america
					is_core_of = PREV
				}
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				any_country = {
					has_country_flag = BRA_target_which_is_currently_being_integrated
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
		}
		cost = 100
		fire_only_once = no
		days_remove = 30
		ai_will_do = {
			base = 5
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 10
				is_in_faction_with = FROM
			} {
				factor = 2
				has_war = no
			}
		}
		complete_effect = {
			set_country_flag = BRA_invite_country_in_progress
			FROM = {
				set_country_flag = BRA_target_which_is_currently_being_integrated
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = BRA_invite_country_in_progress
				every_country = {
					limit = {
						has_country_flag = BRA_target_which_is_currently_being_integrated
					}
					clr_country_flag = BRA_target_which_is_currently_being_integrated
				}
			}
		}
		remove_effect = {
			custom_effect_tooltip = BRA_invite_to_organization_of_american_states_tt
			FROM = {
				country_event = {
					id = JUNO_brazil_events.170
					hours = 1
				}
			}
		}
	}
	BRA_invite_to_faction = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = BRA
		}
		visible = {
			has_completed_focus = BRA_reach_out_to_our_neighbors
		}
		available = {
			has_completed_focus = BRA_reach_out_to_our_neighbors
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 30
				}
			}
			NOT = {
				has_war_with = FROM
	
# ... (truncated)
### Entity: AI Strategy
Component: south_africa
Constructs: has_war, is_on_continent
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
south_africa = {
	name = theater_south_africa
	regions = {
		139 65 215 223 185 224 103
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			capital_scope = {
				is_on_continent = africa
			}
		} {
			add = 1
			owns_any_state_of = {
				779 298 295 274
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Order of Battle
Component: 2ème Division d'Infanterie
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_armistice_army.txt

Code:
division = {
	name = 2ème Division d'Infanterie
	location = 3594
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: KMT_aggresion
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_aggresion = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		army_morale_factor = -0.25
		conscription_factor = -0.1
	}
}
### Entity: Trigger Reference
Construct: num_operative_slots
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_operative_slots

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks the number of available operative slots a country has.
If this differs from the number of operative, this does not mean the country can recruit an operative, but that it will eventually be able to.
```
### Entity: National Focus
Tree: cze_focus
Component: CZE_skoda_internal_competition
Constructs: prerequisite, limit, completion_reward, check_variable, add_to_variable, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_skoda_internal_competition
	icon = GFX_focus_generic_mass_production
	overlay = GFX_focus_overlay_cze_military_four
	prerequisite = {
		focus = CZE_expand_skoda_offices
	}
	relative_position_id = CZE_expand_skoda_offices
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_three_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 3
				compare = greater_than
			}
		}
		CZE_has_a_skoda_any_focus = yes
	}
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = CZE_skoda_increase_cooperation
	}
	completion_reward = {
		CZE_increase_skoda_max_optimization_tier = yes
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_max_efficiency_factor = 0.025
			tooltip = production_factory_max_efficiency_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: YUC
Component: YUC_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/YUC - Yucatan.txt

Code:
# Politics & Parties for YUC
set_politics = {
	ruling_party = democratic
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	communism = 30
	neutrality = 10
	fascism = 0
}
### Entity: Event
Component: NSB_soviet_civil_war_common.105
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.105
	title = NSB_soviet_civil_war_common.105.t
	desc = NSB_soviet_civil_war_common.105.desc
	picture = [GetJapaneseNegotiationsPicture]
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.105.a
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_support_designers_innovations
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_dlc, add_mio_funds
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_support_designers_innovations
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = CEL_build_trainer_aircrafts CEL_bimotor_aircrafts
	}
	relative_position_id = CEL_build_trainer_aircrafts
	x = 1
	y = 1
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SCO_idea_designers_innovations
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_general_aircraft_organization = {
				add_mio_funds = 500
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.162
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.162
	title = JUNO_brazil_events.162.t
	desc = JUNO_brazil_events.162.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.162.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Idea
Component: anti_soviet_pact_refused_call
Constructs: stability_factor, removal_cost, communism_drift
Source: game
File: common/ideas/_event.txt

Code:
anti_soviet_pact_refused_call = {
	picture = generic_communism_drift_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	ai_will_do = {
		factor = 0
	}
	modifier = {
		stability_factor = -0.1
		communism_drift = 0.05
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.95
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.95
	title = wuw_GER_diplomacy.95.t
	desc = wuw_GER_diplomacy.95.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.95.a
		ai_chance = {
			base = 10
		}
		add_ideas = GER_SOV_industrial_cooperation_ns
		FROM = {
			add_ideas = GER_SOV_industrial_cooperation_ns
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = wuw_GER_diplomacy.96
					hours = 12
				}
			}
		}
	} {
		name = wuw_GER_diplomacy.95.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.97
				hours = 12
			}
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_begin_industrial_buildup
Constructs: shared_focus, limit, completion_reward, has_focus_tree, is_ai, is_dynamic_country, has_cosmetic_tag, is_subject_of
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_begin_industrial_buildup
	icon = GFX_focus_generic_industry_2
	x = 35
	y = 0
	offset = {
		x = 23
		y = 0
		trigger = {
			has_focus_tree = albania_focus
		}
	} {
		x = 20
		y = 0
		trigger = {
			tag = SAU
		}
	} {
		x = -11
		y = 0
		trigger = {
			tag = DEN
		}
	} {
		x = 1
		y = 0
		trigger = {
			OR = {
				tag = BRM
				has_focus_tree = germany_shared_focus
			}
		}
	} {
		x = 2
		y = 0
		trigger = {
			OR = {
				tag = COS
				has_focus_tree = west_africa_focus
			}
		}
	}
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3.2
		modifier = {
			factor = 0
			date = < 1936.10.1
			num_of_controlled_states = < 3
		} {
			add = -0.1
			num_of_controlled_states = < 3
		}
	}
	available = {
		if = {
			limit = {
				is_ai = yes
				OR = {
					original_tag = SLV CRO BOS MNT TRA MAC KOS HRZ
					AND = {
						is_dynamic_country = yes
						OR = {
							has_cosmetic_tag = dalmatia vojvodina
						}
					}
				}
			}
			NOT = {
				is_subject_of = YUG
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: mitsubishi
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
mitsubishi = {
	picture = JAP_mitsubishi_airplanes
	allowed = {
		OR = {
			original_tag = JAP
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = JAP
			}
			has_completed_focus = JAP_develop_new_fighters
		}
		else_if = {
			limit = {
				original_tag = PHI
			}
			has_completed_focus = PHI_align_with_japan
			if = {
				limit = {
					has_completed_focus = PHI_declare_military_emergency
				}
				NOT = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer_2
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_infantry_advancements
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_infantry_advancements
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = TUR_standardize_infantry_equipment
	}
	x = 3
	y = 1
	relative_position_id = TUR_standardize_infantry_equipment
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.45
			uses = 2
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Minelayers
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Minelayers
	icon = GFX_focus_generic_destroyer
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.1
	}
	prerequisite = {
		focus = DEN_Retrofit_the_Royal_Navy
	}
	x = 4
	y = 1
	relative_position_id = DEN_Retrofit_the_Royal_Navy
	completion_reward = {
		add_tech_bonus = {
			name = DEN_Minelayers
			uses = 1
			bonus = 1
			category = dd_tech
		} {
			name = DEN_Minelayers
			uses = 2
			bonus = 1
			category = naval_mines
		}
	}
}
### Entity: Decision
Component: HOL_request_allied_favors
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/HOL_decision_categories.txt

Code:
HOL_request_allied_favors = {
	icon = generic_political_actions
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	visible = {
		has_completed_focus = HOL_request_allied_favors
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_village_institutes_program
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_village_institutes_program
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = TUR_connecting_the_eastern_provinces
	}
	x = 8
	y = 2
	relative_position_id = TUR_continue_the_push_for_autarky
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_country_flag = TUR_village_institutes_flag
		add_ideas = TUR_village_institutes
		if = {
			limit = {
				has_completed_focus = TUR_consolidate_the_chp
			}
			unlock_decision_tooltip = r56_TUR_teach_the_sun_language_theory
		}
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Modifier Reference
Component: JAP_regional_development
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_regional_development = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_construction
	state_production_speed_buildings_factor = 0.1
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_75
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_75 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 75
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 75
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_3
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_3 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		training_time_factor = 0.25
		naval_coordination = -0.15
		air_accidents_factor = 0.15
		minimum_training_level = -0.1
	}
}
### Entity: Idea
Component: SUR_ncm
Source: game
File: common/ideas/suriname.txt

Code:
SUR_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = SUR
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_left_purges
Constructs: prerequisite, limit, completion_reward, has_global_flag, has_character, retire_character, set_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_left_purges
	icon = GFX_focus_SOV_the_last_purge
	prerequisite = {
		focus = SOV_left_opposition_coup
	}
	mutually_exclusive = {
		focus = SOV_return_democracy_to_the_party
	}
	x = 3
	y = 1
	relative_position_id = SOV_left_opposition_coup
	cost = 10
	available = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SOV_left_purges_tt SOV_left_right_purges_factionalism_tt
		IF = {
			limit = {
				has_character = SOV_nikolay_bukharin
			}
			retire_character = SOV_nikolay_bukharin
		} {
			limit = {
				has_character = SOV_aleksey_rykov
			}
			retire_character = SOV_aleksey_rykov
		} {
			limit = {
				has_character = SOV_mikhail_tomsky
			}
			retire_character = SOV_mikhail_tomsky
		} {
			limit = {
				has_character = SOV_grigory_zinovyev
			}
			retire_character = SOV_grigory_zinovyev
		} {
			limit = {
				has_character = SOV_martemyan_ryutin
			}
			retire_character = SOV_martemyan_ryutin
		} {
			limit = {
				has_character = SOV_mikhail_kalinin
			}
			retire_character = SOV_mikhail_kalinin
		} {
			limit = {
				has_character = SOV_nikita_khrushchyov
			}
			retire_character = SOV_nikita_khrushchyov
		} {
			limit = {
				has_character = SOV_vsevolod_merkulov
			}
			retire_character = SOV_vsevolod_merkulov
		}
		set_variable = {
			SOV_factionalism_political_power_factor = 0
		}
	}
}
### Entity: Idea
Component: IVO_acd2
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = IVO
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: sino_jap_war_fail_naisen
Constructs: research_speed_factor, army_defence_factor, stability_factor, has_government, has_war_with, army_attack_factor, has_civil_war, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
sino_jap_war_fail_naisen = {
	name = sino_jap_war_fail_naisen
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_war_with = CHI
			has_government = fascism
		}
	}
	cancel = {
		has_civil_war = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		army_morale_factor = -0.5
		army_attack_factor = -0.25
		army_defence_factor = -0.25
		max_planning = -0.5
		planning_speed = -0.75
		research_speed_factor = 0.2
		political_power_factor = -1
		ai_get_ally_desire_factor = -10000
		stability_weekly = -0.005
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_focus_on_family
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_focus_on_family
	icon = GFX_goal_generic_promote_ruralism
	prerequisite = {
		focus = QUE_national_identity_propaganda
	}
	relative_position_id = QUE_storm_the_parliament
	x = 1
	y = 3
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = {
			r56i_laws_gender_patriarchy
		}
		add_stability = -0.05
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: HUN
Source: game
File: common/units/names/00_names.txt

Code:
HUN = {
	submarine = {
		prefix = SMS
		generic = {
			Tengeralattjáró
		}
		unique = {
			U-1 U-2 U-3 U-4 U-5 U-6 U-7 U-8 U-9 U-10 U-11 U-12 U-13 U-14 U-15 U-16 U-17 U-18 U-19 U-20 U-21 TT-1 TT-2 TT-3 TT-4 TT-5 TT-6 TT-7 TT-8 TT-9 TT-10 TT-11 TT-12 TT-13 TT-14 TT-15 TT-16 TT-17 TT-18 TT-19 TT-20 TT-21
		}
	}
	destroyer = {
		prefix = SMS
		generic = {
			Romboló
		}
		unique = {
			Novara Theresia Tátra Balaton Csepel Lika Orjen Triglav Dinara Csikós Pandur Réka Warasdiner Turul Velebit Huszár Streiter Ulan Wildfang Uskoke Magnet Satellit Trabant Planet Blitz Komet Meteor Kaiman Alk Alligator Anaconda Delphin Drache Echse Greif Hai Hydra Kormoran Krake Krokodil Molch Möwe Narwal Phönix Pinguin Polyp Schwalbe Seehund Skorpion Triton Wal
		}
	}
	light_cruiser = {
		prefix = SMS
		generic = {
			Könnyűcirkáló
		}
		unique = {
			Sankt Georg Helgoland Saida Admiral Spaun Szigetvár Aspern Zenta Leopard Panther Kaiserin Königin Löwe Tiger Kronprinz Kronprinzessin
		}
	}
	heavy_cruiser = {
		prefix = SMS
		generic = {
			Nehézcirkálo
		}
		unique = {
			Sankt Georg Helgoland Saida Admiral Spaun Szigetvár Aspern Zenta Leopard Panther Kaiserin Königin Löwe Tiger Kronprinz Kronprinzessin
		}
	}
	battle_cruiser = {
		prefix = SMS
		generic = {
			Csatacirkáló
		}
		unique = {
			Tegetthoff Mars Viribus Unitis Prinz Eugen Szent István Erzherzog Kaiser König Monarch Wien Budapest Zrinyi Radetzky
		}
	}
	battleship = {
		prefix = SMS
		generic = {
			Csatahajó
		}
		unique = {
			Tegetthoff Mars Viribus Unitis Prinz Eugen Szent István Erzherzog Kaiser König Monarch Wien Budapest Zrinyi Radetzky
		}
	}
	carrier = {
		prefix = SMS
		generic = {
			Repülögép-hordozó
		}
		unique = {
			Tegetthoff Mars Viribus Unitis Prinz Eugen Szent István Erzherzog Kaiser König Monarch Wien Budapest Zrinyi Radetzky
		}
	}
	air_wing_names_template = AIR_WING_NAME_HUN_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Vadászosztály
		}
		generic_pattern = AIR_WING_NAME_HUN_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Vadászosztály
		}
		generic_pattern = AIR_WING_NAME_HUN_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Vadászosztály
		}
		generic_pattern = AIR_WING_NAME_HUN_GENERIC
		unique = {

		}
	}
	small_plane_cas_airframe = {
		prefix = 
		generic = {
			Zuhanóbombázó Osztály
		}
		generi
# ... (truncated)
### Entity: Event
Component: INS_communist_events.5
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_communist_events.5
	title = INS_communist_events.5.t
	desc = INS_communist_events.5.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = INS_communist_events.5.a
	}
}
### Entity: Order of Battle
Component: Jinwei Bubing Tuan
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/MAN_1936.txt

Code:
division = {
	name = Jinwei Bubing Tuan
	location = 4572
	division_template = Huncheng Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_17/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Idea
Component: militarism_focus
Constructs: has_government, removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
militarism_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.02
		resistance_damage_to_garrison = -0.1
	}
}