Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_afghanistan.106
Constructs: is_triggered_only, division_template, add_equipment_to_stockpile, has_war_with, fire_only_once, create_unit, allow_spawning_on_enemy_provs, add_field_marshal_role
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.106
	picture = GFX_report_event_spr_italian_volunteers
	title = r56_afghanistan.106.t
	desc = r56_afghanistan.106.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_war_with = SOV
		}
	}
	option = {
		name = r56_afghanistan.106.a
		division_template = {
			name = Sowyet Khwánd
			division_names_group = SOV_INF_01
			priority = 1
			template_counter = 69
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
			}
		}
		1008 = {
			create_unit = {
				division = name = "1ma Sowyet Khwánd 'Ragib Bey'" division_template = "Sowyet Khwánd" start_experience_factor = 0.30 start_equipment_factor = 0.85 start_manpower_factor = 0.75
				owner = PREV
				count = 1
				allow_spawning_on_enemy_provs = yes
				prioritize_location = 12248
			} {
				division = name = "2ma Sowyet Khwánd 'Ali Afzal Khan'" division_template = "Sowyet Khwánd" start_experience_factor = 0.30 start_equipment_factor = 0.85 start_manpower_factor = 0.75
				owner = PREV
				count = 1
				allow_spawning_on_enemy_provs = yes
				prioritize_location = 12314
			} {
				division = name = "3ma Sowyet Khwánd 'Stalin'" division_template = "Sowyet Khwánd" start_experience_factor = 0.30 start_equipment_factor = 0.85 start_manpower_factor = 0.75
				owner = PREV
				count = 1
				allow_spawning_on_enemy_provs = yes
				prioritize_location = 12653
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 1000
			producer = SOV
		}
		add_field_marshal_role = {
			Character = AFG_nisar_muhammad
			traits = {
				infantry_officer homeland_connoisseur politically_connected
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
		}
		add_corps_commander_role = {
			Character = AFG_mastibek_tashmukhamedov
			traits = {
				brilliant_strategist vigorous artillerist
			}
			skill = 2
			attack_skill = 2
			defense_skill = 3
			planning_skill = 1
			logistics_skill = 1
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_modern_conquistadors
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_modern_conquistadors
	icon = GFX_focus_generic_pope
	relative_position_id = CHL_restore_the_old_kingdom
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_restore_the_old_kingdom
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	available = {
		has_government = fascism
		surrender_progress = < 0.49
	}
	completion_reward = {
		add_ideas = CHL_spirit_of_the_conquistadors
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_expand_intelligence_service_failure_effect
Constructs: add_political_power, add_popularity, clr_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_expand_intelligence_service_failure_effect = {
	add_political_power = -25
	add_popularity = {
		ideology = ROOT
		popularity = -0.05
	}
	clr_country_flag = ITA_missiolini_upgrade_agency_goal_flag
}
### Entity: Modifier Reference
Component: DEN_industrial_capability_dynamic_modifier_light_regulation_improved
Constructs: industrial_capacity_factory, refit_speed
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_industrial_capability_dynamic_modifier_light_regulation_improved = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_third_five_year_plan
	custom_modifier_tooltip = DEN_industrial_research_bonus_tt
	local_resources_factor = DEN_industrial_capability_local_resources
	consumer_goods_factor = DEN_industrial_capabilities_consumer_goods
	global_building_slots_factor = DEN_industrial_capabilities_global_building_slots
	line_change_production_efficiency_factor = DEN_industrial_capabilities_retention_efficiency
	industrial_capacity_factory = DEN_industrial_capabilities_factory_output
	industrial_capacity_dockyard = DEN_industrial_capabilities_dockyard_output
	industry_repair_factor = DEN_industrial_capabilities_industry_repair
	equipment_conversion_speed = DEN_industrial_capabilities_equipment_conversion
	license_production_speed = DEN_industrial_capabilities_license_production
	refit_speed = DEN_industrial_capabilities_refit_speed
	repair_speed_factor = DEN_industrial_capabilities_ship_repair
	min_export = DEN_industrial_capability_resources_to_market
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_shortage_MINOR_abort
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_shortage_MINOR_abort = {
	OR = {
		check_variable = {
			EAI_fielded_eq_ratio = < 0.95
		}
		EAI_reserve_manpower_less_than_20p = yes
	}
}
### Entity: Profile
Component: profile_pictures
Source: game
File: common/profile_pictures/00_profile_picture.txt

Code:
profile_pictures = {
	1 = {
		icon = GFX_profile_picture_goal_continuous_armor_production
	}
	2 = {
		icon = GFX_profile_picture_goal_continuous_air_production
	}
	3 = {
		icon = GFX_profile_picture_goal_generic_air_bomber
	}
	4 = {
		icon = GFX_profile_picture_focus_eng_special_air_service
		tag = ENG
	}
	5 = {
		icon = GFX_profile_picture_focus_usa_tank_destroyer_doctrine
		tag = USA
	}
	6 = {
		icon = GFX_profile_picture_focus_GRE_hellenic_armed_forces
		tag = GRE
	}
	7 = {
		icon = GFX_profile_picture_focus_BUL_bulgarian_administration_of_the_balkans
		tag = BUL
	}
	8 = {
		icon = GFX_profile_picture_goal_generic_air_fighter
	}
	9 = {
		icon = GFX_profile_picture_focus_chi_flying_tigers
		tag = CHI
	}
	10 = {
		icon = GFX_profile_picture_focus_GRE_a_long_and_proud_tradition
		tag = GRE
	}
	11 = {
		icon = GFX_profile_picture_focus_chi_legislative_yuan
		tag = CHI
	}
	12 = {
		icon = GFX_profile_picture_focus_GRE_reviving_the_spartan_warrior_spirit
		tag = GRE
	}
	13 = {
		icon = GFX_profile_picture_focus_eng_imperial_federation
		tag = ENG
	}
	14 = {
		icon = GFX_profile_picture_focus_usa_recruit_the_free_corps
		tag = USA
	}
	15 = {
		icon = GFX_profile_picture_focus_CZE_military_aeronautical_institute
		tag = CZE
	}
	16 = {
		icon = GFX_profile_picture_focus_eng_concessions_to_the_trade_unions
		tag = ENG
	}
	17 = {
		icon = GFX_profile_picture_focus_YUG_banovina_of_croatia
		tag = YUG
	}
	18 = {
		icon = GFX_profile_picture_focus_jap_zero
		tag = JAP
	}
	19 = {
		icon = GFX_profile_picture_focus_chi_whampoa_military_academy
		tag = CHI
	}
	20 = {
		icon = GFX_profile_picture_focus_GRE_an_orthodox_state
		tag = GRE
	}
	21 = {
		icon = GFX_profile_picture_focus_mex_soldaderas
		tag = MEX
	}
	22 = {
		icon = GFX_profile_picture_focus_por_the_fifth_empire
		tag = POR
	}
	23 = {
		icon = GFX_profile_picture_focus_usa_escort_fighters
		tag = USA
	}
	24 = {
		icon = GFX_profile_picture_focus_focus_fra_national_resistance_council
		tag = FRA
	}
	25 = {
		icon = GFX_profile_picture_focus_SOV_the_road_of_life
		tag = SOV
	}
	26 = {
		icon = GFX_profile_picture_focus_hol_daf
		tag = HOL
	}
	27 = {
		icon = GFX_profile_picture_focus_RAJ_indian_gurkhas
		tag = RAJ
	}
	28 = {
		icon = GFX_profile_picture_focus_ger_great_red_menace
		tag = GER
	}
	29 = {
		icon = GFX_profile_picture_focus_mex_caudillo_private_armies
		tag = MEX
	}
	30 = {
		icon = GFX_profile_pictur
# ... (truncated)
### Entity: State History
Component: 1005
Constructs: add_core_of
Source: game
File: history/states/1005-Qataghan.txt

Code:
state = {
	id = 1005
	name = STATE_1005
	manpower = 925226
	state_category = rural
	resources = {
		chromium = 3
	}
	provinces = {
		7519 10781 10826 12314 12653
	}
	history = {
		owner = AFG
		add_core_of = AFG TAJ
		victory_points = {
			10781 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Decision
Component: AFG_prepare_soviet_war
Constructs: has_completed_focus, has_war_with, is_owned_by, is_core_of, is_ally_with
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_prepare_soviet_war = {
	allowed = {
		original_tag = AFG
	}
	picture = GFX_decision_cat_AFG_basmachi_movement
	priority = 15
	on_map_area = {
		target_array = SOV.controlled_states
		target_trigger = {
			FROM = {
				is_owned_by = SOV
				OR = {
					is_core_of = TAJ UZB KYR TMS
					state = 587 586
				}
			}
		}
		name = AFG_soviet_infiltration_map_area
		zoom = 600
	}
	visible_when_empty = yes
	visible = {
		has_completed_focus = AFG_undermine_moscow
		is_ally_with = SOV
		NOT = {
			has_war_with = SOV
			has_completed_focus = AFG_end_soviet_rule
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_154
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_154 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 154
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 154
		value = 10000
	} {
		type = naval_avoid_region
		id = 154
		value = -200
	} {
		type = strategic_air_importance
		id = 154
		value = 25000
	}
}
### Entity: Character
Component: INS_christian_willhelm_bodenhausen
Constructs: has_completed_focus, limit, has_cosmetic_tag, is_subject_of
Source: game
File: common/characters/INS.txt

Code:
INS_christian_willhelm_bodenhausen = {
	name = INS_christian_willhelm_bodenhausen
	portraits = {
		army = {
			small = GFX_portrait_INS_christian_bodenhausen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = INS_christian_willhelm_bodenhausen
		cost = 150
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			} {
				is_subject_of = HOL
				has_completed_focus = INSHOL_volksraad_compromises
			}
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					is_subject_of = HOL
					has_completed_focus = INSHOL_volksraad_compromises
				}
			}
		}
		traits = {
			TAOG_minister_of_finance
		}
		ai_will_do = {
			base = 0.25
			modifier = {
				add = 1.25
				OR = {
					INS_check_plan_true_historical = yes
					has_completed_focus = INSHOL_sideline_the_volksraad
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: SOV_third_five_year_plan_military_dynamic_modifier_alt
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_third_five_year_plan_military_dynamic_modifier_alt = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_third_five_year_plan_military_ccp_2d_sov_compatibility
	production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor
	consumer_goods_factor = SOV_fyp_consumer_goods_factor
	production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor
	industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor
	production_speed_arms_factory_factor = SOV_fyp_production_speed_arms_factory_factor
	local_resources_factor = SOV_fyp_local_resources_factor
	production_factory_start_efficiency_factor = SOV_fyp_production_factory_start_efficiency_factor
	industrial_capacity_factory = SOV_fyp_industrial_capacity_factory
	industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard
	fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states
	production_oil_factor = SOV_fyp_production_oil_factor
}
### Entity: Technology
Component: nukes
Constructs: limit, has_war_with, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	start_year = 1945
	research_cost = 5
	ai_will_do = {
		factor = 10
	}
	nuclear_production = 0.5
	on_research_complete = {
		if = {
			limit = {
				tag = USA
				has_war_with = JAP
			}
			play_warning_to_japan_effect = yes
		}
	}
	categories = {
		nuclear
	}
	special_project_specialization = {
		specialization_nuclear
	}
}
### Entity: Idea
Component: JAP_hakko_ichiu_monument_idea
Constructs: war_support_factor, removal_cost, equipment_bonus
Source: game
File: common/ideas/japan.txt

Code:
JAP_hakko_ichiu_monument_idea = {
	name = landmark_hakko_ichiu
	picture = man_militarism
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	equipment_bonus = {

	}
	modifier = {
		war_support_factor = 0.05
		justify_war_goal_time = -0.1
	}
}
### Entity: Modifier Reference
Construct: AIR
Constructs: AIR, build_airplane
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### AIR
For air types unit_ratio strategy values behave like weights. If no value is set it defaults to 0. If a plane type is DLC locked its set ratio is ignored and 0 is used instead.

Land-based and carrier plane types are handled completely separate.

First we calculate the total number of planes that the AI want to produce:

**For land-based planes**:
- Sum up the total air base capacity (excluding carriers), and multiply it by `WANTED_LAND_PLANES_PER_BASE_CAPACITY_FACTOR`.
- Add the number of divisions the AI wants multiplied by `WANTED_LAND_PLANES_PER_DIVISION`.
- Subtract the number of planes in airwings.
- Clamp the value between 0 and the number of wanted divisions multiplied by `WANTED_LAND_PLANES_TOTAL_MAX_PER_DIVISION`.
- The result is then multiplied by hardcoded value `AI_FOCUS_AVIATION`, which beforehand has been multiplied by modifier `ai_focus_aviation_factor`.

**For carrier planes**:
- Sum up the total carrier deck capacity, and multiply it by `WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR`.
- Sum up the total deck capacity of carriers in production, where the carrier will be done in no more than `CARRIER_CAPACITY_IN_PRODUCTION_MAX_DAYS_LEFT_TO_INCLUDE_FACTOR` days, and multiply it by `WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR`.
- Subtract the number of carrier planes in airwings.
- Clamp the value to minimum 0.
- The result is then multiplied by hardcoded value `AI_FOCUS_NAVAL_AIR`, which beforehand has been multiplied by modifier `ai_focus_naval_air_factor`.

**Finally we calculate and set the build_airplane strategy values**:
- For each land-based type we take the `unit_ratio`, divide it by the sum of all land-based `unit_ratio` values, and multiply it by the above calculated number of wanted land-based planes.
- We do the same for carrier planes.
### Entity: Unit Template
Component: HAI_BC_HISTORICAL
Source: game
File: common/units/names_ships/HAI_ship_names.txt

Code:
HAI_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		HAI
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	fallback_name = Croiseur Cuirassé %d
	unique = {
		Citoyens de Haiti Port au Prince
	}
}
### Entity: Idea
Component: CRO_communist_guy
Constructs: has_government
Source: game
File: common/ideas/croatia.txt

Code:
CRO_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = CRO
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: netherlands.3
Constructs: has_war, add_war_support, fire_only_once, has_capitulated, has_country_leader, retire_country_leader
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.3
	title = netherlands.3.t
	desc = netherlands.3.desc
	picture = GFX_report_event_generic_read_write
	trigger = {
		has_war = yes
		has_capitulated = yes
		has_country_leader = {
			ruling_only = yes
			character = HOL_dirk_jan_de_geer
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = netherlands.3.a
		retire_country_leader = yes
		add_war_support = 0.05
	}
}
### Entity: Character
Component: SCO_stc
Source: game
File: common/characters/SCO.txt

Code:
SCO_stc = {
	advisor = {
		slot = political_advisor
		idea_token = SCO_stc
		allowed = {
			original_tag = SCO
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Character
Component: IRQ_ali_mahmud_al_shaykh
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_ali_mahmud_al_shaykh = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_ali_mahmud_al_shaykh
		portraits = {
			army = {
				small = GFX_portrait_IRQ_ali_mahmud_al_shaykh_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_ali_mahmud_al_shaykh
			traits = {
				SWE_minister_of_justice
			}
			cost = 150
			ai_will_do = {
				factor = 1.0
			}
			allowed = {
				original_tag = IRQ
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_ali_mahmud_al_shaykh
		portraits = {
			army = {
				small = GFX_idea_generic_navy_arab_1
			}
		}
		advisor = {
			slot = high_command
			idea_token = IRQ_ali_mahmud_al_shaykh
			traits = {
				navy_amphibious_assault_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
			allowed = {
				original_tag = IRQ
			}
		}
	}
}
### Entity: Character
Component: TAN_alaverdov
Source: game
File: common/characters/TAN.txt

Code:
TAN_alaverdov = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = TAN_alaverdov
		ledger = army
		allowed = {
			original_tag = TAN
		}
		traits = {
			military_theorist
		}
	}
	name = Alaverdov
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Character
Component: AUS_ludwig_von_mises
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_ludwig_von_mises = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_ludwig_von_mises
		allowed = {
			original_tag = AUS
		}
		traits = {
			AUS_treasurer_of_the_monarchy
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 10
				has_completed_focus = AUS_reinstate_the_imperial_council
			} {
				factor = 0
				has_completed_focus = AUS_austromarxism_focus
			}
		}
	}
	name = AUS_ludwig_von_mises
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_ludwig_von_mises_small
		}
	}
}
### Entity: Scripted Trigger
Component: ICE_allied_weapons_seller_trigger
Constructs: has_war, is_in_faction_with, is_in_faction
Source: game
File: common/scripted_triggers/ICE_scripted_triggers.txt

Code:
ICE_allied_weapons_seller_trigger = {
	custom_trigger_tooltip = {
		tooltip = TRIGGER_ANY_ALLIED_COUNTRY_STARTS
		FROM = {
			NOT = {
				tag = ROOT
			}
			OR = {
				is_in_faction_with = ROOT
				AND = {
					is_in_faction = no
					has_war = no
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: unit_modifier
Constructs: unit_modifier, army_attack_factor
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### unit_modifier
* description: value of a modifier stored in unit modifier, modifier token is defined in target. example unit_modifier@army_attack_factor
### Entity: National Focus
Tree: kor_focus
Component: KOR_motorization_effort
Constructs: prerequisite, completion_reward, has_tech, complete_tooltip, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_motorization_effort
	icon = GFX_goal_generic_modernizing_the_cavalry
	prerequisite = {
		focus = KOR_army_modernization
	}
	x = -1
	y = 1
	relative_position_id = KOR_army_modernization
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		has_tech = motorised_infantry
	}
	complete_tooltip = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ICE_home_defense6
Constructs: army_defence_factor, equipment_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense6 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.15
		army_defence_factor = 0.1
		army_morale_factor = 0.05
		conscription = 0.02
		training_time_army_factor = -0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			reliability = 0.05
		}
		artillery = {
			reliability = 0.05
		}
	}
}
### Entity: Event
Component: czech.8
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.8
	title = czech.7.t
	desc = czech.8.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = excellent
		create_wargoal = {
			type = take_state_focus
			target = POL
			generator = {
				88 89 90 91
			}
		}
		hidden_effect = {

		}
	}
}
### Entity: Character
Component: SOV_ivan_yumashev
Source: game
File: common/characters/SOV.txt

Code:
SOV_ivan_yumashev = {
	name = SOV_ivan_yumashev
	portraits = {
		army = {
			small = GFX_idea_ivan_yumashev
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = ivan_yumashev
		allowed = {
			original_tag = SOV
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			base = 0.2
		}
	}
}
### Entity: Character
Component: the_soldier_king
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_soldier_king = {
	random = no
	command_power_gain_mult = 0.05
	stability_factor = 0.05
	experience_gain_army_factor = 0.05
}
### Entity: Event
Component: GOE_RAJ.14
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.14
	title = GOE_RAJ.14.t
	desc = GOE_RAJ.14.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.13.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			JAP = {
				RAJ = {
					transfer_state = 733
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_206
Source: game
File: history/units/BLR_1936_air_bba.txt

Code:
air_wings = {
	206 = {
		small_plane_airframe_0 = {
			owner = GER
			amount = 40
			version_name = He 51
		}
		name = Jagdgeschwader 232
	}
}
### Entity: Order of Battle
Component: air_wing_550
Source: game
File: history/units/ITA_1939_air_legacy.txt

Code:
air_wings = {
	550 = {
		fighter_equipment_0 = {
			owner = ITA
			amount = 45
		}
		tac_bomber_equipment_0 = {
			owner = ITA
			amount = 54
		}
	}
}