Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AST_war_plan_japan
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_war_plan_japan = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_japanese_conflict
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.15
		defense_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_food_importation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_food_importation
	text = VEN_food_importation
	icon = GFX_goal_agrarian_reform
	relative_position_id = EGY_join_the_allies
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_join_the_allies
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ITA_resume_food_importation
	}
}
### Entity: Character
Component: right_trade_unionist
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
right_trade_unionist = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.1
	production_factory_max_efficiency_factor = 0.1
	line_change_production_efficiency_factor = 0.1
	production_factory_efficiency_gain_factor = -0.05
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_destroy_decadence
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_destroy_decadence
	icon = GFX_focus_rom_parties_end
	x = -4
	y = 1
	prerequisite = {
		focus = FRA_national_regeneration
	}
	relative_position_id = FRA_national_regeneration
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = FRA_anti_decandence
			days = 365
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_reform_the_rop
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus, engineer_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_reform_the_rop
	icon = GFX_goal_CZE_reform_the_rop
	x = -1
	y = 1
	relative_position_id = CZE_integrate_aspects_of_mobile_defence
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_integrate_aspects_of_mobile_defence
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_bm_production_speed_bunker_factor = 0.2
			tooltip = production_speed_bunker_factor_tt
		}
		add_tech_bonus = {
			name = engineer_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = engineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: lar_fra_inefficient_economy.1
Constructs: is_triggered_only, limit, remove_ideas, fire_only_once, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_fra_inefficient_economy.1
	hidden = yes
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		if = {
			limit = {
				has_idea = FRA_inefficient_economy_2
			}
			swap_ideas = {
				remove_idea = FRA_inefficient_economy_2
				add_idea = FRA_inefficient_economy_1
			}
		}
		else_if = {
			limit = {
				has_idea = FRA_inefficient_economy_1
			}
			remove_ideas = FRA_inefficient_economy_1
		}
	}
	option = {

	}
}
### Entity: Character
Component: air_chief_safety_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_safety_3 = {
	sprite = 1
	air_accidents_factor = -0.15
	experience_gain_air = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Idea
Component: KMT_ill_protected_central_plain
Constructs: has_completed_focus, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_ill_protected_central_plain = {
	removal_cost = -1
	picture = man_low_legitimacy5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			NOT = {
				has_completed_focus = KMT_the_true_enemy
			}
			has_completed_focus = KMT_the_foreign_imminent_threat
		}
	}
	modifier = {
		land_bunker_effectiveness_factor = -0.5
		coastal_bunker_effectiveness_factor = -0.75
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.05
		defense_bonus_against = -0.1
	}
}
### Entity: Idea
Component: WAF_prenk_pervizi
Source: game
File: common/ideas/catism.txt

Code:
WAF_prenk_pervizi = {
	allowed = {
		original_tag = WAF
	}
	traits = {
		army_chief_morale_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_social_welfare_fund
Constructs: prerequisite, add_ideas, completion_reward, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_social_welfare_fund
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = ARG_regulated_national_salaries
	}
	x = 0
	y = 1
	relative_position_id = ARG_regulated_national_salaries
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = ARG_social_welfare_fund_ns
		278 = {
			add_extra_state_shared_building_slots = 3
		}
	}
}
### Entity: Idea
Component: MAN_battle_for_china
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_battle_for_china = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = chi_war_of_resistance3
	modifier = {
		stability_factor = -0.05
	}
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Decision
Component: south_american_naval_arms_race_category
Source: game
File: common/decisions/categories/TOA_shared_decision_categories.txt

Code:
south_american_naval_arms_race_category = {
	icon = GFX_decision_category_MTG_naval_treaties
	priority = 50
	picture = GFX_decision_cat_picture_generic_south_american_naval_race
	allowed = {

	}
	visible = {

	}
}
### Entity: Modding Documentation
Construct: faction_leader
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### faction_leader
* description: faction leader of this country's faction
### Entity: Character
Component: COL_alfonso_lópez_pumarejo
Source: game
File: common/characters/COL.txt

Code:
COL_alfonso_lópez_pumarejo = {
	name = Alfonso López Pumarejo
	portraits = {
		civilian = {
			large = GFX_Portrait_columbia_alfonso_lopez
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Game Rule
Component: AFG_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
AFG_ai_behavior = {
	name = AFG_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Graveyard of Empires
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_AFG_AI_DESC
		allow_achievements = yes
	} {
		name = FASCISM
		text = RULE_OPTION_FASCISM
		desc = RULE_OPTION_FASCISM_AFG_AI_DESC
		allow_achievements = no
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_OPTION_DEMOCRATIC_AFG_AI_DESC
		allow_achievements = no
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_AFG_AI_DESC
		allow_achievements = no
	} {
		name = CALIPHATE
		text = RULE_OPTION_CALIPHATE_AFG
		desc = RULE_OPTION_CALIPHATE_AFG_AI_DESC
		allow_achievements = no
	} {
		name = EMPIRE
		text = RULE_OPTION_EMPIRE_AFG
		desc = RULE_OPTION_EMPIRE_AFG_AI_DESC
		allow_achievements = no
	} {
		name = MUGHALS
		text = RULE_OPTION_MUGHAL_AFG
		desc = RULE_OPTION_MUGHAL_AFG_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: AI Strategy
Component: GER_make_some_radar_6
Constructs: has_tech, is_controlled_by, build_building
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_make_some_radar_6 = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_tech = radio_detection
		36 = {
			is_controlled_by = FROM
			free_building_slots = {
				building = radar_station
				size = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = radar_station
		target = 36
		value = 2000
	}
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, allow_mission_type, is_archetype, is_buildable, build_cost_ic, maximum_speed
Source: game
File: common/units/equipment/sam_missile.txt

Code:
equipments = {
	sam_missile_equipment = {
		year = 1936
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		allow_mission_type = {
			sam_mission
		}
		is_archetype = yes
		is_buildable = yes
		can_license = no
		type = sam_missile
		group_by = type
		sprite = missile_default
		air_map_icon_frame = 22
		interface_category = interface_category_air
		reliability = 0.8
		naval_strike_attack = 1.5
		naval_strike_targetting = 0.6
		lend_lease_cost = 1.5
		build_cost_ic = 30
		resources = {
			aluminium = 1
			tungsten = 1
		}
		fuel_consumption = 0
	}
	sam_missile_equipment_1 = {
		year = 1944
		archetype = sam_missile_equipment
		is_buildable = yes
		one_use_only = yes
		sprite = missile_default
		air_range = 400
		maximum_speed = 5760
		air_agility = 10
		air_bombing = 0
		air_attack = 0.25
	}
}
### Entity: Event
Component: mtg_britain.90
Constructs: is_triggered_only, limit, check_variable, set_variable, add_to_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.90
	title = mtg_britain.90.t
	desc = mtg_britain.90.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_britain.90.a
		if = {
			limit = {
				NOT = {
					check_variable = {
						var = ENG_imperial_conference_trade_answers
						value = 1
						compare = greater_than_or_equals
					}
				}
			}
			set_variable = {
				var = ENG_imperial_conference_trade_answers
				value = 0
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_trade_answers
			value = 1
		}
		ENG_imperial_conference_clear_in_progress_flags = yes
	}
}
### Entity: Order of Battle
Component: 11. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 11. Kuva-yi Milliye Tugayi
	location = 3714
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Country History
Country: UBD
Component: UBD_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/UBD - United Baltic Duchy.txt

Code:
# Misc for UBD
capital = 808
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
IF = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: ARG_american_allyship_idea
Constructs: war_support_factor, production_speed_buildings_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_american_allyship_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_american_allyship
	modifier = {
		war_support_factor = 0.05
		democratic_drift = 0.01
		production_speed_buildings_factor = 0.1
		naval_doctrine_cost_factor = -0.05
	}
}
### Entity: Event
Component: AST_diplomatic_events.78
Constructs: is_triggered_only, ai_chance, is_in_faction_with, has_non_aggression_pact_with, has_guaranteed, give_guarantee
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.78
	title = AST_diplomatic_events.78.t
	desc = AST_diplomatic_events.78.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.78.a
		ai_chance = {
			base = 1
			modifier = {
				OR = {
					is_in_faction_with = USA
					has_non_aggression_pact_with = USA
					has_guaranteed = USA
				}
				factor = 0
			}
		}
		give_guarantee = AST
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.79
					hours = 1
				}
			}
		}
	} {
		name = AST_diplomatic_events.78.b
		ai_chance = {
			base = 0
			modifier = {
				OR = {
					is_in_faction_with = USA
					has_non_aggression_pact_with = USA
					has_guaranteed = USA
				}
				add = 1
			}
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.80
					hours = 1
				}
			}
		}
	}
}
### Entity: Event
Component: news.291
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.291
	title = news.291.t
	desc = news.291.desc
	picture = GFX_news_event_election_vote
	major = yes
	is_triggered_only = yes
	option = {
		name = news.291.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.291.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.291.c
		trigger = {
			NOT = {
				TAG = HUN GER
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: USA_unit_buffer_for_europe
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_unit_buffer_for_europe = {
	allowed = {
		tag = USA
	}
	enable = {
		date = > 1941.1.1
		is_in_faction_with = ENG
		should_USA_invade_europe_or_africa = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		order_id = 2
		states = {
			125 126 127 128 129 338 123 122
		}
		ratio = 0.2
		area = europe
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		order_id = 2
		states = {
			171 180 112 179 795 169 173 167
		}
		ratio = 0.1
		area = europe
		subtract_invasions_from_need = no
	} {
		type = put_unit_buffers
		order_id = 1
		states = {
			290 461 459 460 458 665 448 449 450 451 452 447
		}
		ratio = 0.15
		area = europe
		subtract_invasions_from_need = yes
	}
}
### Entity: Idea
Component: AST_invest_in_victory
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_invest_in_victory = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.07
		industrial_capacity_dockyard = 0.07
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: GER_airforce_fake_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_airforce_fake_ns = {
	name = GER_airforce_modifier
	picture = GER_airforce
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		air_accidents_factor = 0.1
		air_manpower_requirement_factor = 0.1
	}
}
### Entity: Idea
Component: ETH_renault_fra
Constructs: has_completed_focus, limit, has_war_with, has_idea, has_opinion, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_renault_fra = {
	picture = renault
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_renault_fra
				}
			}
			FRA = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = FRA
			}
		}
	}
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_finish_double_tracking_efforts
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_to_variable, build_railway, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_finish_double_tracking_efforts
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CZE_the_slovak_arrow
	}
	x = 1
	y = 1
	relative_position_id = CZE_the_slovak_arrow
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_infrastructure_factor = 0.025
			tooltip = production_speed_infrastructure_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_rail_way_factor = 0.025
			tooltip = production_speed_rail_way_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_infrastructure_factor = 0.025
			tooltip = production_speed_industrial_infrastructure_factor_tt
		}
		if = {
			limit = {
				74 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				72 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				70 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				can_build_railway = {
					start_state = 74
					target_state = 72
				} {
					start_state = 72
					target_state = 70
				}
			}
			build_railway = {
				path = {
					3583 9567 9551 11539
				}
			}
		} {
			limit = {
				70 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				664 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				can_build_railway = {
					start_state = 70
					target_state = 644
				}
			}
			build_railway = {
				path = {
					541 11679 6561
				}
			}
		} {
			limit = {
				70 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				71 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				can_build_railway = {
					start_state = 70
					target_state = 71
				}
			}
			build_railway = {
				path = {
					11539 581 3550 3581
				}
			}
		} {
			limit = {
				71 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				73 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				can_build_railway = {
					start_state = 71
					target_state = 73
				}
			}
			build_railway = {
				path = {
					3581 6586 11691 3548
				}
			}
		} {
			limit = {
				9 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				74 = {
					st
# ... (truncated)
### Entity: Modifier Reference
Construct: naval_retreat_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_retreat_chance

* Number with 0 decimal places
* **Categories**: naval, unit_leader, defensive
### Entity: State History
Component: 1058
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1058-Rondonia.txt

Code:
state = {
	id = 1058
	name = STATE_1058
	manpower = 92724
	state_category = pastoral
	history = {
		owner = BRA
		add_core_of = BRA
		add_to_array = {
			state_victory_points = 12939
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12939 2
		}
	}
	provinces = {
		12939 13345 13346
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: turkey.10
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.10
	title = turkey.10.t
	desc = turkey.10.d
	picture = GFX_report_event_asian_politicians
	is_triggered_only = yes
	option = {
		name = turkey.10.a
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_joint_economic_development
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_faction_leader, every_state, is_on_continent, add_building_construction
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_joint_economic_development
	icon = GFX_focus_generic_industry_3
	cost = 8
	x = 2
	y = 1
	relative_position_id = LUX_decentralised_alliance
	prerequisite = {
		focus = LUX_decentralised_alliance
	}
	available = {
		any_other_country = {
			is_in_faction_with = ROOT
		}
		is_faction_leader = yes
	}
	completion_reward = {
		every_state = {
			limit = {
				controller = {
					OR = {
						is_in_faction_with = ROOT
						original_tag = ROOT
					}
				}
				is_on_continent = europe
			}
			add_building_construction = {
				type = industrial_complex
				instant_build = yes
				level = 1
			}
			add_extra_state_shared_building_slots = 2
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: PER_imperial_events.10
Constructs: is_triggered_only, ai_chance, set_state_flag, has_opinion
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.10
	title = PER_imperial_events.10.t
	desc = PER_imperial_events.10.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.10.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 90
				strength_ratio = {
					tag = PER
					ratio = > 1.5
				}
			}
		}
		effect_tooltip = {
			PER = {
				transfer_state = 988 444 1012
			}
		}
		FROM = {
			country_event = {
				id = PER_imperial_events.11
				hours = 1
			}
		}
		hidden_effect = {
			PER = {
				transfer_state = 988 444 1012
				988 = {
					set_state_flag = RAJ_resistance_already_squashed_flag
				}
				444 = {
					set_state_flag = RAJ_resistance_already_squashed_flag
				}
				1012 = {
					set_state_flag = RAJ_resistance_already_squashed_flag
				}
			}
		}
	} {
		name = PER_imperial_events.10.b
		ai_chance = {
			base = 30
			modifier = {
				factor = 70
				has_opinion = {
					target = FROM
					value = > 39
				}
			}
		}
		FROM = {
			country_event = {
				id = PER_imperial_events.12
				hours = 1
			}
		}
	} {
		name = PER_imperial_events.10.c
		ai_chance = {
			base = 30
		}
		PER = {
			country_event = {
				id = PER_imperial_events.16
				hours = 1
			}
		}
	}
}