Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SPR_ARM_01
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_ARM_01 = {
	name = Armored Division
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %da División Blindada
	ordered = {
		1 = {
			%da Div. Blindada 'Brunete'
		}
		2 = {
			%da División Blindada
		}
		3 = {
			%da División Blindada
		}
		4 = {
			%da División Blindada
		}
		5 = {
			%da División Blindada
		}
		6 = {
			%da División Blindada
		}
		7 = {
			%da División Blindada
		}
		8 = {
			%da División Blindada
		}
		9 = {
			%da División Blindada
		}
		10 = {
			%da División Blindada
		}
	}
}
### Entity: Idea
Component: PRC_the_party_builds_the_nation_timed_idea
Constructs: production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_party_builds_the_nation_timed_idea = {
	picture = generic_production_bonus
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.15
		production_speed_industrial_complex_factor = 0.1
		production_speed_dockyard_factor = 0.05
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: Achievement
Component: islas_malvinas
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
islas_malvinas = {
	id = 202
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ARG
	}
	happened = {
		controls_state = 299 720
	}
}
### Entity: Idea
Component: QUE_english_canadian_investments
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_english_canadian_investments = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = r56_CAN_maple_leaf
	modifier = {
		production_speed_buildings_factor = 0.1
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_ally_bazaari
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_idea, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_ally_bazaari
	icon = GFX_focus_PER_ally_bazaari
	prerequisite = {
		focus = PER_islamic_restoration
	}
	x = 0
	y = 1
	relative_position_id = PER_islamic_restoration
	cost = 10
	available = {
		has_government = democratic
	}
	bypass = {
		has_idea = limited_exports
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = limited_exports
	}
}
### Entity: Scripted Trigger
Component: EAI_hftr_air_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_hftr_air_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/heavy_fighter = global.EAI_OFF
		} {
			EAI_FOCUS/AIR/heavy_fighter_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Heavy_Fighter_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/heavy_fighter EAI_FOCUS/AIR/heavy_fighter_OVERRIDE
			}
		}
	}
}
### Entity: Country History
Country: PNG
Component: PNG_characters
Constructs: recruit_character
Source: game
File: history/countries/PNG - Papua New Guinea.txt

Code:
# Leaders & Characters for PNG
recruit_character = PNG_stc PNG_aa2 PNG_ncs PNG_nt PNG_democratic_guy PNG_fascist_guy PNG_ai2 PNG_acas PNG_acd2 PNG_pot PNG_mt PNG_awt PNG_acgs PNG_communist_guy PNG_coi PNG_ar PNG_acr PNG_nccr PNG_ncm PNG_aco2
### Entity: National Focus
Tree: par_focus
Component: PAR_aftermath_of_the_coup
Constructs: add_equipment_to_stockpile, prerequisite, add_war_support, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_aftermath_of_the_coup
	icon = GFX_focus_SWE_organize_a_putsch
	x = -1
	y = 1
	relative_position_id = PAR_purge_the_military_of_dissent
	prerequisite = {
		focus = PAR_purge_the_military_of_dissent
	}
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.08
		add_popularity = {
			ideology = ROOT
			popularity = 0.2
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 2150
			producer = ROOT
		}
		add_timed_idea = {
			idea = idea_PAR_devastation
			days = 210
		}
		custom_effect_tooltip = CHL_skip_one_line_tt will_be_upgraded_to when_expired CHL_skip_one_line_tt will_be_upgraded_to when_expired
		show_ideas_tooltip = idea_PAR_recovering_economy idea_PAR_florishing_economy
	}
}
### Entity: Unit Template
Component: CUB_BC_HISTORICAL
Source: game
File: common/units/names_ships/CUB_ship_names.txt

Code:
CUB_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		CUB
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARC 
	fallback_name = Crucero de Batalla %d
	unique = {
		Theodore Roosevelt Fulgencio Batista
	}
}
### Entity: State History
Component: 189
Constructs: add_core_of
Source: game
File: history/states/189-Kaunas.txt

Code:
state = {
	id = 189
	name = STATE_189
	resources = {
		steel = 2.0
	}
	history = {
		owner = LIT
		victory_points = {
			9483 3
		} {
			6314 1
		}
		buildings = {
			infrastructure = 3
			6314 = {
				naval_base = 1
			}
		}
		add_core_of = LIT
	}
	provinces = {
		3337 3354 6314 9483 9499 9731
	}
	local_supplies = 0.0
	manpower = 697100
	buildings_max_level_factor = 1.0
	state_category = town
}
### Entity: National Focus
Tree: can_focus
Component: CAN_retool_angus_shops
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_retool_angus_shops
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CAN_canada_pacific_railway
	} {
		focus = CAN_bits_and_pieces_program
	}
	x = 2
	y = 3
	relative_position_id = CAN_rowell_sirois_commission
	cost = 10
	ai_will_do = {
		factor = 75
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CAN_retool_angus_shops_AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				285 517
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = CAN_retool_angus_shops_AF
		}
	}
}
### Entity: Character
Component: champion_of_laissez_faire
Source: game
File: common/country_leader/r56_traits.txt

Code:
champion_of_laissez_faire = {
	sprite = 10
	random = no
	consumer_goods_factor = 0.1
	production_lack_of_resource_penalty_factor = 0.5
	min_export = 0.1
	production_speed_industrial_complex_factor = 0.1
	production_factory_efficiency_gain_factor = 0.15
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_expand_military_budget
Constructs: prerequisite, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_expand_military_budget
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = LIT_a_martial_prime_minister
	} {
		focus = LIT_the_nationalist_council
	} {
		focus = LIT_presidential_reform
	}
	x = 0
	y = 3
	relative_position_id = LIT_a_martial_prime_minister
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			add_idea = LIT_military_idea_3
			remove_idea = LIT_military_idea_2
		}
		army_experience = 40
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_the_well_guided
Constructs: prerequisite, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_the_well_guided
	icon = GFX_goal_generic_madrasah_2_color
	prerequisite = {
		focus = ADU_promote_the_lesser_jihad
	}
	relative_position_id = ADU_promote_the_lesser_jihad
	x = 4
	y = 5
	cost = 10
	available = {
		has_government = fascism
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_country_leader_trait = mahdi
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: rt56.rom_communist_takeover.2
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_communist_takeover.2
	title = rt56.rom_communist_takeover.2.t
	desc = rt56.rom_communist_takeover.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_communist_takeover.2.a
		add_political_power = 10
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_power_to_the_military
Constructs: prerequisite, limit, completion_reward, set_politics, add_to_variable, add_command_power, has_power_balance, has_cosmetic_tag
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_power_to_the_military
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = CZE_revert_1926_anti_military_laws
	} {
		focus = CZE_revive_the_december_bloc
	}
	cost = 5
	relative_position_id = CZE_revert_1926_anti_military_laws
	x = -1
	y = 1
	available = {
		fascism = > 0.4
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_experience_gain_army_unit_factor = 0.05
			tooltip = experience_gain_army_unit_factor_tt
		} {
			CZE_ceskoslovenska_armada_dynamic_modifier_party_popularity_stability_factor = 0.05
			tooltip = party_popularity_stability_factor_tt
		}
		add_command_power = 25
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						OR = {
							has_cosmetic_tag = CZE_union CZE_union_expanded CZE_fall_of_the_republic CZE_CEF CZE_second_republic CZE_ONLY CZE_great_moravia CZE_SLO_bohemia_expansion
						}
					}
				}
				set_cosmetic_tag = CZE_fascist_color
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_light_naval_guns
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, add_tech_bonus, artillery_bonus
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_light_naval_guns
	prerequisite = {
		focus = SWI_modern_mil_facs
	}
	icon = GFX_goal_generic_admirality
	x = -1
	y = 2
	relative_position_id = SWI_modern_mil_facs
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = artillery_bonus
			bonus = 2
			uses = 1
			technology = basic_light_battery improved_light_battery advanced_light_battery
		} {
			name = artillery_bonus
			bonus = 0.5
			uses = 1
			technology = basic_medium_battery improved_medium_battery advanced_medium_battery
		} {
			name = artillery_bonus
			bonus = 2
			uses = 1
			technology = basic_light_shell improved_light_shell
		} {
			name = artillery_bonus
			bonus = 0.5
			uses = 1
			technology = basic_medium_shell improved_medium_shell
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_train
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_train
* description: Total produced equipment of typetrain
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_crowns_executive_powers
Constructs: prerequisite, remove_ideas, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_crowns_executive_powers
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = NOR_demand_king_haakons_rise_to_power
	}
	x = -1
	y = 1
	relative_position_id = NOR_demand_king_haakons_rise_to_power
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = {
			NOR_complacent_cabinet_ns
		}
		add_stability = 0.05
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_strive_for_conservative_values
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, set_cosmetic_tag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_strive_for_conservative_values
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = GER_ban_political_uniforms
	}
	mutually_exclusive = {
		focus = GER_embrace_liberal_leanings
	}
	x = 1
	y = 1
	relative_position_id = GER_ban_political_uniforms
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GER_the_shield_of_democracy_idea
			add_idea = GER_the_shield_of_democracy_conservatism_idea
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = GER_carl_friedrich_goerdeler
		hidden_effect = {
			IF = {
				limit = {
					has_completed_focus = GER_the_monarchy_compromise_ww
				}
				set_cosmetic_tag = GER_german_monarchy_conservative
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: Event
Component: bftb_greece.226
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.226
	title = bftb_greece.226.t
	desc = bftb_greece.226.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
				}
				country_event = {
					id = bftb_greece.24
					days = 7
				}
			}
		}
	}
	option = {
		name = bftb_greece.226.a
		hidden_effect = {
			set_country_flag = GRE_italy_snubbed_again
			clr_country_flag = GRE_deciding_on_antalya
		}
	}
}
### Entity: Decision
Component: MAN_march_on_beijing_decisions
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MAN_decision_categories.txt

Code:
MAN_march_on_beijing_decisions = {
	icon = GFX_decision_category_infiltration
	priority = 100
	allowed = {
		tag = MAN
	}
	visible = {
		has_completed_focus = MAN_tsr_the_new_beiyang_government
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_heavy_cruiser_project
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_heavy_cruiser_project
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = CHI_sea_light_cruiser_project
	}
	x = 0
	y = 2
	relative_position_id = CHI_sea_light_cruiser_project
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		USA_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_heavy_cruiser_project
			bonus = 1.0
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: Decision
Component: MEX_category_church_power
Constructs: has_dlc
Source: game
File: common/decisions/categories/MEX_decision_categories.txt

Code:
MEX_category_church_power = {
	icon = power_struggle
	priority = 80
	allowed = {
		has_dlc = Man the Guns
		original_tag = MEX
	}
}
### Entity: Event
Component: peru.49
Constructs: is_triggered_only, division_template, limit, has_government, has_country_flag, fire_only_once, is_locked, set_country_flag
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.49
	title = peru.49.t
	desc = peru.49.d
	picture = GFX_report_event_PRU_quechua_people
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		division_template = {
			name = Milicias
			division_names_group = SPAN_INF_02
			is_locked = no
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				}
			}
		}
	}
	option = {
		name = peru.49.a
		start_civil_war = {
			ideology = neutrality
			size = 0.4
			capital = 303
			states = {
				303 491 494
			}
			set_country_flag = PRU_republic_force
		}
		hidden_effect = {
			set_country_flag = PRU_INC_generals
			every_controlled_state = {
				create_unit = {
					division = name = "Awqaq Runa" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Awqaq Runa" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Awqaq Runa" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Awqaq Runa" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Awqaq Runa" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Awqaq Runa" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				}
			}
			random_other_country = {
				limit = {
					original_tag = PRU
					has_civil_war = yes
					has_government = neutrality
					has_country_flag = PRU_republic_force
				}
				set_party_name = {
					ideology = neutrality
					long_name = PRU_neutrality_party_long_1
					name = PRU_neutrality_party_1
				}
				retire_character = PRU_gobierno_provicional
				promote_character = PRU_junta_militar
				add_popularity = {
					ideology = neutrality
					popularity = 0.15
				}
				every_controlled_state = {
					create_unit = {
						division = name = "Milicias Militares" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = PREV
					} {
						division = name = "Milicias Aprista" division_t
# ... (truncated)
### Entity: Character
Component: NEP_juddha_rana
Source: game
File: common/characters/NEP.txt

Code:
NEP_juddha_rana = {
	name = NEP_juddha_rana
	portraits = {
		civilian = {
			large = GFX_portrait_nepal_portrait_juddah_rana
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_89
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_89 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 89
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 89
	}
}
### Entity: Military Industrial Organization
Component: ARG_fma_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/ARG_organization.txt

Code:
ARG_fma_organization = {
	include = generic_general_aircraft_organization
	icon = GFX_idea_ARG_fma
	allowed = {
		has_dlc = Trial of Allegiance
		tag = ARG
	}
}
### Entity: Idea
Component: ROM_preserve_greater_romania
Constructs: has_government, removal_cost, guarantee_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_preserve_greater_romania = {
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		guarantee_tension = -1.0
		guarantee_cost = -0.5
	}
}
### Entity: State History
Component: 321
Constructs: add_core_of
Source: game
File: history/states/321-Goa.txt

Code:
state = {
	id = 321
	name = STATE_321
	manpower = 533952
	state_category = enclave
	history = {
		owner = POR
		add_core_of = RAJ
		victory_points = {
			1273 1
		}
		buildings = {
			infrastructure = 3
			1273 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1273
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: FRA_has_inefficient_economy
Constructs: limit, has_idea
Source: game
File: common/scripted_triggers/FRA_scripted_triggers.txt

Code:
FRA_has_inefficient_economy = {
	if = {
		limit = {
			has_idea = FRA_inefficient_economy_2
		}
		has_idea = FRA_inefficient_economy_2
	}
	else = {
		has_idea = FRA_inefficient_economy_1
	}
}
### Entity: Faction
Component: joining_rule_has_no_war
Constructs: has_war, has_government
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_has_no_war = {
	type = joining_rules
	ai_will_do = {
		base = 0
		modifier = {
			add = 3
			has_government = neutrality
			has_war = no
		}
	}
	trigger = {
		has_war = no
	}
	modifier = {
		improve_relations_maintain_cost_factor = -0.1
	}
}
### Entity: Game Data
Component: unoreverse_sudentenland
Constructs: owns_state, has_country_flag, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
unoreverse_sudentenland = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = CZE
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = unoreverse_sudentenland_tt
			GER = {
				has_country_flag = sudetenland_acquired
			}
		}
		owns_state = 69 1078 74
	}
}
### Entity: Idea
Component: somua
Constructs: research_bonus
Source: game
File: common/ideas/france.txt

Code:
somua = {
	allowed = {
		original_tag = FRA
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Scripted Effect
Component: EAI_add_AA
Constructs: limit, has_country_flag, add_building_construction
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_add_AA = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_add_AA in [?This.id] [This.GetName]
	}
	add_building_construction = {
		type = anti_air_building
		level = 1
		instant_build = no
	}
}
### Entity: Order of Battle
Component: IV Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = IV Brigada Internacionales
	location = 3938
	division_template = Brigada Internacionales
}
### Entity: Technology
Component: coastal_defense_ships
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_cruiser_coastal_defense_ship
	}
	research_cost = 1
	start_year = 1936
	allow = {
		always = no
	}
}