Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Balance of Power
Component: BRA_political_military_balance
Constructs: stability_factor, neutrality_drift, mobilization_speed
Source: game
File: common/bop/BRA.txt

Code:
BRA_political_military_balance = {
	initial_value = -0.0
	left_side = BRA_bop_left_side
	right_side = BRA_bop_right_side
	decision_category = BRA_balance_of_power_category
	range = {
		id = BRA_unstable_government
		min = -0.1
		max = 0.1
		modifier = {

		}
		on_activate = {

		}
		on_deactivate = {

		}
	}
	side = {
		id = BRA_bop_left_side
		icon = GFX_bop_ETH_communist_side
		range = {
			id = BRA_independent_civilian_government
			min = -1
			max = -0.7
			modifier = {
				stability_factor = 0.15
				political_power_factor = 0.15
				trade_laws_cost_factor = -0.2
				production_speed_industrial_complex_factor = 0.15
				production_speed_arms_factory_factor = -0.15
				consumer_goods_factor = 0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = BRA_strong_civilian_government
			min = -0.7
			max = -0.4
			modifier = {
				stability_factor = 0.1
				political_power_factor = 0.1
				trade_laws_cost_factor = -0.1
				production_speed_industrial_complex_factor = 0.1
				production_speed_arms_factory_factor = -0.1
				consumer_goods_factor = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = BRA_weak_civilian_government
			min = -0.4
			max = -0.1
			modifier = {
				stability_factor = 0.05
				political_power_factor = 0.05
				production_speed_industrial_complex_factor = 0.05
				production_speed_arms_factory_factor = -0.05
				consumer_goods_factor = 0.025
			}
			on_activate = {

			}
			on_deactivate = {

			}
		}
	} {
		id = BRA_bop_right_side
		icon = GFX_bop_ETH_anarchist_side
		range = {
			id = BRA_strong_military_influence
			min = 0.1
			max = 0.4
			modifier = {
				stability_factor = -0.05
				political_power_factor = -0.05
				neutrality_drift = 0.01
				production_speed_industrial_complex_factor = -0.05
				production_speed_arms_factory_factor = 0.05
				consumer_goods_factor = -0.025
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = BRA_puppet_government
			min = 0.4
			max = 0.7
			modifier = {
				stability_factor = -0.1
				political_power_factor = -0.1
				neutrality_drift = 0.02
				mobilization_speed = 0.05
				mobilization_laws_cost_factor = -0.1
				justify_war_goal_time = -0.1
				production_speed_industrial_complex_factor = -0.1
				production_speed_arms_factory_factor = 0.1
				consumer_goods_factor = -0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		
# ... (truncated)
### Entity: Idea
Component: POR_monarchists_on_the_rise
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/portugal.txt

Code:
POR_monarchists_on_the_rise = {
	picture = bra_monarchist_uprising
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.05
	}
}
### Entity: Event
Component: SEA_japan_air_accidents_events.01
Constructs: is_triggered_only, has_completed_focus, add_war_support, add_stability, fire_only_once, set_country_flag, has_character, retire_character
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_air_accidents_events.01
	title = SEA_japan_air_accidents_events.01.t
	desc = SEA_japan_air_accidents_events.01.desc
	picture = GFX_report_event_ITA_air_crash
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = JAP_yamamoto_shot_down_flag
		}
	}
	trigger = {
		has_character = JAP_isoroku_yamamoto
		NOT = {
			has_completed_focus = JAP_yamamotos_premiership
		}
	}
	option = {
		name = SEA_japan_air_accidents_events.01.a
		add_stability = -0.05
		add_war_support = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			retire_character = JAP_isoroku_yamamoto
		}
		hidden_effect = {
			JAP_isoroku_yamamoto = {
				remove_advisor_role = {
					character = isoroku_yamamoto
					slot = theorist
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 4ya BVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 4ya BVO Tankovaya Gruppa
	location = 3759
	division_template = Legko-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Event
Component: PER_imperial_events.202
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.202
	title = PER_imperial_events.202.t
	desc = PER_imperial_events.202.desc
	picture = GFX_report_event_tur_politician_march
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.202.a
	}
}
### Entity: Event
Component: wtt_soviet_hold_city.6
Constructs: is_triggered_only, save_event_target_as
Source: game
File: events/WTT_Soviet.txt

Code:
country_event = {
	id = wtt_soviet_hold_city.6
	title = wtt_soviet_hold_city_t_fail
	desc = wtt_soviet_hold_city_d_fail
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			219 = {
				CONTROLLER = {
					save_event_target_as = controller
				}
			}
		}
	}
	option = {
		name = wtt_soviet_hold_city_o_fail
	}
}
### Entity: Idea
Component: TUR_emergency_deployment_of_defensive_bases
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_emergency_deployment_of_defensive_bases = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_fortification_focus
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.3
		production_speed_coastal_bunker_factor = 0.3
		production_speed_anti_air_building_factor = 0.3
		production_speed_air_base_factor = 0.15
		production_speed_radar_station_factor = 0.15
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_consolidate_haganah
Constructs: add_equipment_to_stockpile, prerequisite, remove_ideas, completion_reward, is_historical_focus_on, add_popularity, unlock_decision_category_tooltip
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_consolidate_haganah
	icon = GFX_goal_ISR_haganah
	cost = 4
	relative_position_id = ISR_call_diaspora_volunteers
	x = -4
	y = 1
	prerequisite = {
		focus = ISR_call_diaspora_volunteers
	}
	mutually_exclusive = {
		focus = ISR_gather_irgun
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		hidden_effect = {
			remove_ideas = MPL_collapse_no_focus
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.025
		} {
			ideology = communism
			popularity = 0.025
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_category_tooltip = MPL_foreign_support_category
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 200
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Effect Reference
Construct: swap_country_leader_traits
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## swap_country_leader_traits

* Supported Scopes: CHARACTER
* Supported Targets: none

```
swap 2 traits on a country leader. 
 Syntax: swap_country_leader_traits = { remove = <trait> add = <trait> [ideology = <ideology>] }
```
### Entity: National Focus
Tree: tur_focus
Component: TUR_modern_radar
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_modern_radar
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = TUR_expand_mediteranean_bases TUR_expand_black_sea_presence
	}
	x = 1
	y = 1
	relative_position_id = TUR_expand_mediteranean_bases
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_radar_idea
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_large_navy
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_large_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = VNZ_naval_effort
	}
	mutually_exclusive = {
		focus = VNZ_flexible_navy
	}
	relative_position_id = VNZ_naval_effort
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = fleet_in_being_bonus
			bonus = 1
			uses = 2
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: lar_compensate_italy.2
Constructs: is_triggered_only, ai_chance, limit, is_subject_of, add_state_claim, add_to_faction
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_compensate_italy.2
	title = lar_compensate_italy.2.t
	desc = lar_compensate_italy.2.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_compensate_italy.2.a
		ai_chance = {
			factor = 100
		}
		if = {
			limit = {
				268 = {
					CONTROLLER = {
						OR = {
							TAG = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			ITA = {
				transfer_state = 268
			}
		}
		else = {
			ITA = {
				add_state_claim = 268
			}
		}
		FRA = {
			add_to_faction = ITA
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_armor_technologies
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_armor.txt

Code:
EAI_PR_STRATEGIES_armor_technologies = {
	EAI_PR_STRATEGIES_light_tank = yes
	EAI_PR_STRATEGIES_medium_tank = yes
	EAI_PR_STRATEGIES_heavy_tank = yes
	EAI_PR_STRATEGIES_tank_armor = yes
	EAI_PR_STRATEGIES_tank_engine = yes
	EAI_PR_STRATEGIES_amphibious = yes
	EAI_PR_STRATEGIES_light_tank_recon = yes
	EAI_PR_STRATEGIES_light_flamethrower_support = yes
	EAI_PR_STRATEGIES_medium_flamethrower_support = yes
}
### Entity: Character
Component: MLW_acgs
Source: game
File: common/characters/MLW.txt

Code:
MLW_acgs = {
	advisor = {
		slot = air_chief
		idea_token = MLW_acgs
		allowed = {
			original_tag = MLW
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Idea
Component: IRQ_peshmerga_idea
Constructs: removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_peshmerga_idea = {
	allowed = {
		original_tag = IRQ
	}
	removal_cost = -1
	picture = MEX_politicised_army_2
	modifier = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		conscription = 0.01
		modifier_army_sub_unit_militia_attack_factor = 0.1
		modifier_army_sub_unit_militia_defence_factor = 0.1
	}
}
### Entity: State History
Component: 521
Constructs: add_core_of
Source: game
File: history/states/521-Queensland.txt

Code:
state = {
	id = 521
	name = STATE_521
	resources = {
		tungsten = 2
		coal = 5
	}
	history = {
		owner = AST
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 1
			7564 = {
				naval_base = 2
				coastal_bunker = 1
			}
			7566 = {
				naval_base = 1
			}
		}
		victory_points = {
			7564 15
		} {
			7566 1
		}
		add_core_of = AST
	}
	provinces = {
		1472 1557 1570 4481 4502 4517 4530 4546 4560 4632 5227 7522 7535 7564 7566 7592 7610 7651 7666 10430 10445 10458 10460 10475 10487 11006 12308 12382 12411 12424 12451
	}
	manpower = 720000
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: Country History
Country: AUS
Component: AUS_politics
Constructs: set_stability, set_politics, set_popularities
Source: game
File: history/countries/AUS - Austria.txt

Code:
# Politics & Parties for AUS
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 48
	fascism = 50
	democratic = 1
	communism = 1
}
set_stability = 0.5
### Entity: Idea
Component: IVO_nccr
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = IVO
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MEN_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 828
	division_template = Qibing Jun
}
### Entity: Idea
Component: EAI_DD_19/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.19
			instant = yes
		}
	}
}
### Entity: Modding Documentation
Construct: faction_influence
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## faction_influence
* Aliases: finf
* Arguments: amount, countrytag

Adds faction influence (stored) to the country, on default it takes the player country if no tag is provided
### Entity: Idea
Component: NZL_commonwealth_loyalty
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_commonwealth_loyalty = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = stiff_upper_lip
	modifier = {
		stability_factor = 0.1
		overlord_trade_cost_factor = -0.2
	}
}
### Entity: Idea
Component: ECU_plan_of_gallo
Constructs: war_support_factor, has_war_with, army_attack_factor, removal_cost, breakthrough_factor
Source: game
File: common/ideas/r56_ecuador.txt

Code:
ECU_plan_of_gallo = {
	picture = CZE_planning_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_war_with = PRU
		}
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.1
		breakthrough_factor = 0.05
		war_support_factor = 0.1
		dig_in_speed_factor = -0.15
	}
}
### Entity: Idea
Component: ITA_hidden_deck_conversion_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_hidden_deck_conversion_production_ns = {
	name = ITA_military_industry_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan_military
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		carrier = {
			instant = yes
			build_cost_ic = -0.2
			armor_value = -0.1
			carrier_size = -1
		}
	}
}
### Entity: Character
Component: SAM_irving_carruthers
Source: game
File: common/characters/SAM.txt

Code:
SAM_irving_carruthers = {
	name = SAM_irving_carruthers
	portraits = {
		civilian = {
			small = GFX_idea_GER_julius_leber
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SAM_irving_carruthers
		cost = 150
		allowed = {
			original_tag = SAM
		}
		traits = {
			naw_business_owner
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_move_towards_independence
Constructs: prerequisite, completion_reward, is_subject_of, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_move_towards_independence
	icon = GFX_goal_generic_freedom
	prerequisite = {
		focus = PHI_adopt_a_national_language
	}
	relative_position_id = PHI_adopt_a_national_language
	mutually_exclusive = {
		focus = PHI_maintain_the_status_quo
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject_of = USA
	}
	bypass = {
		NOT = {
			is_subject_of = USA
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PHI_tyding_mcduffie_act
			add_idea = PHI_tyding_mcduffie_act_2
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Modding Documentation
Construct: invade
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `invade`
Affects the AI's naval invasion behavior against the specified country. If it's negative, it avoids invasions completely. If it's positive, the value acts as a factor on the importance score of invasions against the country as long as it's a potential enemy.
```
ai_strategy = {
	type = invade
	id = ITA
	value = -10  # negative, so the AI will avoid invading the specified country
	# value = 60  # positive, so any invasions against the specified country will have their importance score multiplied by 1.6 (if it's a potential enemy).
}
```
### Entity: Idea
Component: NOR_rinnanbanden_idea
Constructs: has_government, removal_cost, encryption_factor
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_rinnanbanden_idea = {
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_spy_coup
	modifier = {
		encryption_factor = 0.1
		root_out_resistance_effectiveness_factor = 0.1
	}
}
### Entity: Idea
Component: SAF_voortrekker_monument
Constructs: stability_factor, has_government, removal_cost, autonomy_gain
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_voortrekker_monument = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = triumphant_will
	modifier = {
		stability_factor = 0.07
		autonomy_gain = 0.5
	}
}
### Entity: AI Strategy
Component: CHI_befriend_britain
Constructs: has_completed_focus, has_war, is_literally_china, has_opinion, has_idea, has_manpower
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_befriend_britain = {
	name = Befriend Britain
	desc = Teaches the AI to make friends with britain to progress further down the tree
	allowed = {
		is_literally_china = yes
	}
	enable = {
		has_completed_focus = CHI_british_cooperation
		ENG = {
			has_opinion = {
				target = ROOT
				value = < 90
			}
		}
		OR = {
			has_war = no
			AND = {
				NOT = {
					has_idea = civilian_economy
				}
				OR = {
					NOT = {
						has_idea = volunteer_only
					}
					has_manpower = > 200000
				}
			}
		}
	}
	abort = {
		OR = {
			has_completed_focus = CHI_ledo_road
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 90
				}
			}
			AND = {
				has_war = yes
				OR = {
					has_idea = civilian_economy
					AND = {
						has_idea = volunteer_only
						has_manpower = < 200000
					}
				}
			}
		}
	}
	focus_factors = {
		CHI_burma_road = 20
		CHI_ledo_road = 20
		CHI_fighter_purchases = 20
	}
	research = {

	}
	ideas = {

	}
	ai_strategy = {
		type = befriend
		id = ENG
		value = 200
	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: BRENGL_INF_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_INF_01 = {
	name = Infantry Division
	for_countries = {
		LIB BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Infantry Division
	ordered = {
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dst Infantry Division
		}
		18 = {
			%dnd Infantry Division
		}
		19 = {
			%drd Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_proclaim_the_neo_assyrian_empire
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, set_rule, create_faction_from_template
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_proclaim_the_neo_assyrian_empire
	icon = GFX_focus_TUR_the_sun_language_theory
	prerequisite = {
		focus = IRQ_establish_the_republican_guard
	} {
		focus = IRQ_german_military_mission
	}
	relative_position_id = IRQ_officers_coup
	x = -1
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 150
		add_war_support = 0.05
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_middle_east_dominance
			name = iraqi_supremacy_league
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_statism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_statism
	available = {

	}
	prerequisite = {
		focus = URG_terras_dictatorship
	}
	mutually_exclusive = {

	}
	relative_position_id = URG_terras_dictatorship
	icon = GFX_focus_por_concordat
	x = 2
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = {
			idea_URG_statism
		}
	}
}
### Entity: Decision
Component: SPR_foreign_arms_purchases
Constructs: has_dlc
Source: game
File: common/decisions/categories/SPR_decision_categories.txt

Code:
SPR_foreign_arms_purchases = {
	icon = generic_economy
	allowed = {
		original_tag = SPR
		has_dlc = La Resistance
	}
}
### Entity: Character
Component: USA_henry_morgenthau
Constructs: has_idea
Source: game
File: common/characters/USA.txt

Code:
USA_henry_morgenthau = {
	name = USA_henry_morgenthau
	portraits = {
		army = {
			small = GFX_portrait_USA_henry_morgenthau_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = USA_henry_morgenthau
		allowed = {
			original_tag = USA
		}
		available = {
			NOT = {
				has_idea = harry_white
			}
		}
		traits = {
			financial_expert
		}
	}
}
### Entity: Event
Component: finland.4
Constructs: is_triggered_only
Source: game
File: events/Finland.txt

Code:
country_event = {
	id = finland.4
	title = finland.4.t
	desc = finland.4.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = finland.4.a
	}
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_high_decrease_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = -0.2
	}
}
### Entity: Misc Config
Component: foreign_civilian_oversight
Constructs: compliance_gain, check_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
foreign_civilian_oversight = {
	icon = 3
	sound_effect = Martial_Law_Interface_Foreign_Cvilian_Oversight
	state_modifier = {
		required_garrison_factor = -0.25
		resistance_damage_to_garrison = -0.25
		compliance_gain = 0.0
		local_factories = 0.0
		local_resources = 0.0
	}
	ai_will_do = {
		base = 120
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.05
			}
			add = 100
		}
	}
}
### Entity: Idea
Component: KOR_hanwha_aerospace
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_hanwha_aerospace = {
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 525
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		fuel_efficient_aircraft_manufacturer
	}
}