Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ire_focus
Component: IRE_promote_neutrality
Constructs: prerequisite, add_ideas, completion_reward, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_promote_neutrality
	icon = GFX_goal_IRE_island_defences
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = IRE_ira_defense_force_memebrship
	}
	relative_position_id = IRE_ira_defense_force_memebrship
	mutually_exclusive = {
		focus = IRE_northern_ireland_for_assistance
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = neutrality_idea
		custom_effect_tooltip = IRE_fort_tt
		hidden_effect = {
			134 = {
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			135 = {
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			113 = {
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CYP_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 11574
	division_template = Public Force
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Scripted Effect
Component: BUL_bs_medium_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bs_medium_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_bs_tt BUL_medium_loyalty_increase_tt
	add_to_variable = {
		BUL_bs_loyalty = BUL_faction_medium_increase
	}
	clamp_variable = {
		var = BUL_bs_loyalty
		min = 0
		max = 100
	}
}
### Entity: Decision
Component: TUR_the_enemy_within
Constructs: has_completed_focus, has_war, limit, has_country_flag, fire_only_once, has_state_flag, cancel_trigger, is_good
Source: game
File: common/decisions/TUR.txt

Code:
TUR_the_enemy_within = {
	TUR_traditionalist_infiltration_mission = {
		priority = 10
		icon = tur_unifying_the_country
		allowed = {
			original_tag = TUR
		}
		available = {
			NOT = {
				any_owned_state = {
					has_state_flag = TUR_ideological_battleground_state
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				TUR_is_unaligned_state = yes
			}
		}
		days_mission_timeout = 90
		fire_only_once = no
		activation = {
			has_completed_focus = TUR_continue_the_policy_of_etatism
			any_owned_state = {
				has_state_flag = TUR_ideological_battleground_state
			}
			NOT = {
				OR = {
					has_country_flag = TUR_truce_with_government_called_flag TUR_traditionalist_infiltration_cooldown
				}
			}
		}
		cancel_trigger = {
			has_war = yes
			has_country_flag = TUR_truce_with_government_called_flag
			NOT = {
				any_owned_state = {
					has_state_flag = TUR_ideological_battleground_state
				}
			}
		}
		is_good = no
		complete_effect = {

		}
		timeout_effect = {
			random_owned_controlled_state = {
				limit = {
					has_state_flag = TUR_ideological_battleground_state
				}
				save_global_event_target_as = TUR_fundamentalist_state
			}
			random_list = {
				65 = {
					modifier = {
						factor = 1.0
						event_target:TUR_fundamentalist_state = {
							has_dynamic_modifier = {
								modifier = islamist_opposition
							}
						}
					} {
						factor = 25
						OR = {
							fascism = > 0.5
							communism = > 0.5
						}
					}
					TUR_placate_fundamentalist_state_effect = yes
				}
				45 = {
					modifier = {
						factor = 0.2
						event_target:TUR_fundamentalist_state = {
							has_dynamic_modifier = {
								modifier = islamist_sedition
							}
						}
					} {
						factor = 0.3
						event_target:TUR_fundamentalist_state = {
							has_dynamic_modifier = {
								modifier = islamist_insurgency
							}
						}
					}
					TUR_upgrade_fundamentalist_defiance_effect = yes
				}
			}
			hidden_effect = {
				set_country_flag = {
					flag = TUR_traditionalist_infiltration_cooldown
					value = 1
					days = 120
				}
			}
		}
		cancel_effect = {

		}
	}
	TUR_thwarting_traditionalist_infiltration = {
		icon = generic_assassination
		available = {
			has_completed_focus = TUR_ratify_the_six_arrows
		}
		cost = TUR_counter_infiltration_cost?25
		visible = {
			has_active_mission = TUR_traditionalist_infiltration_mission

# ... (truncated)
### Entity: Character
Component: IRQ_hikmat_suleiman
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_hikmat_suleiman = {
	name = IRQ_hikmat_suleiman
	portraits = {
		civilian = {
			large = GFX_portrait_IRQ_hikmat_suleiman
			small = GFX_portrait_IRQ_hikmat_suleiman_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = IRQ_hikmat_suleiman
		allowed = {
			original_tag = IRQ
		}
		traits = {
			IRQ_minister_of_the_interior
		}
	}
}
### Entity: Wiki Documentation
Construct: References
Source: wiki
File: wiki/Hearts_of_Iron_4.html

Doc:
References[edit]

↑ [1]

↑ Forum: Hearts of Iron IV Developer Diary Archive & Live Stream Videos

Retrieved from "http://www.hoi4wiki.com/index.php?title=Hearts_of_Iron_IV&oldid=2724"
### Entity: Decision
Component: BUL_agrarian_land_reforms_category
Constructs: has_completed_focus, add_ideas, has_country_flag, add_stability, fire_only_once, add_political_power, has_political_power, remove_effect
Source: game
File: common/decisions/r56_BUL_decisions.txt

Code:
BUL_agrarian_land_reforms_category = {
	BUL_ownership_reform = {
		icon = GFX_decision_generic_decision
		available = {
			tag = BUL
			has_completed_focus = BUL_initiate_land_reforms
			has_political_power = > 29
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 30
		}
		allowed = {
			tag = BUL
		}
		days_remove = 35
		visible = {
			has_completed_focus = BUL_initiate_land_reforms
		}
		remove_effect = {
			add_stability = 0.05
			211 = {
				add_extra_state_shared_building_slots = 1
			}
			212 = {
				add_extra_state_shared_building_slots = 1
			}
		}
		complete_effect = {
			add_political_power = -30
			set_country_flag = BUL_land_ownership_reformed
		}
	}
	BUL_tax_reform = {
		icon = GFX_decision_generic_decision
		available = {
			tag = BUL
			has_completed_focus = BUL_initiate_land_reforms
			has_country_flag = BUL_land_ownership_reformed
			has_political_power = > 49
		}
		allowed = {
			tag = BUL
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 30
		}
		days_remove = 20
		visible = {
			has_country_flag = BUL_land_ownership_reformed
			tag = BUL
			has_completed_focus = BUL_initiate_land_reforms
		}
		remove_effect = {
			add_ideas = BUL_tax_reforms
		}
		complete_effect = {
			add_political_power = -50
		}
	}
	BUL_agrarian_welfare = {
		icon = GFX_decision_generic_decision
		available = {
			tag = BUL
			has_completed_focus = BUL_initiate_land_reforms
			has_country_flag = BUL_land_ownership_reformed
		}
		allowed = {
			tag = BUL
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 30
		}
		days_remove = 20
		visible = {
			has_country_flag = BUL_land_ownership_reformed
			tag = BUL
			has_completed_focus = BUL_initiate_land_reforms
		}
		remove_effect = {
			add_ideas = BUL_peasant_welfare
		}
		complete_effect = {

		}
	}
}
### Entity: Character
Component: CZE_ferdinand_peroutka
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CZE.txt

Code:
CZE_ferdinand_peroutka = {
	name = CZE_ferdinand_peroutka
	portraits = {
		army = {
			small = GFX_idea_CZE_ferdinand_peroutka
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_ferdinand_peroutka
		allowed = {
			original_tag = CZE
		}
		available = {
			has_government = democratic
			has_completed_focus = CZE_coalition_building
		}
		visible = {
			has_government = democratic
			NOT = {
				has_completed_focus = CZE_appeal_to_the_castle
			}
		}
		traits = {
			liberal_journalist
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: State History
Component: 628
Constructs: add_core_of
Source: game
File: history/states/628-Cebu.txt

Code:
state = {
	id = 628
	name = STATE_628
	manpower = 3426194
	state_category = large_town
	history = {
		owner = PHI
		buildings = {
			infrastructure = 2
			12118 = {
				naval_base = 1
			}
		}
		victory_points = {
			12118 1
		}
		add_core_of = PHI
	}
	provinces = {
		1261 1368 7385 7423 10186 10302 12112 12118 12153
	}
	local_supplies = 6.0
}
### Entity: Idea
Component: EAI_DD_12/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Character
Component: NEN_sw
Source: game
File: common/characters/NEN.txt

Code:
NEN_sw = {
	advisor = {
		slot = political_advisor
		idea_token = NEN_sw
		allowed = {
			original_tag = NEN
		}
		traits = {
			silent_workhorse
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_political_fascist
		}
	}
}
### Entity: Character
Component: FRA_philippe_leclerc
Source: game
File: common/characters/FRA.txt

Code:
FRA_philippe_leclerc = {
	name = FRA_philippe_leclerc
	portraits = {
		army = {
			small = GFX_idea_philippe_leclerc
		} {
			large = GFX_portrait_FRA_philippe_leclerc
		}
	}
	advisor = {
		slot = high_command
		idea_token = philippe_leclerc
		ledger = army
		allowed = {
			original_tag = FRA
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			career_officer trait_reckless armor_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: Idea
Component: POL_leftist_sejm_idea
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_leftist_sejm_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system_communism
	modifier = {
		communism_drift = 0.1
		stability_factor = 0.1
	}
}
### Entity: Character
Component: DEN_freedom_council
Source: game
File: common/characters/DEN.txt

Code:
DEN_freedom_council = {
	name = DEN_freedom_council
	portraits = {
		civilian = {
			large = GFX_portrait_DEN_freedom_council
		}
	}
	country_leader = {
		ideology = centrism
		traits = {
			DEN_freedom_council_traits
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Trigger Reference
Construct: controls_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## controls_state

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, CAPITAL

```
check controller for state(s)
```
### Entity: Character
Component: SIL_jozsef_kozdon
Source: game
File: common/characters/SIL.txt

Code:
SIL_jozsef_kozdon = {
	name = SIL_jozsef_kozdon
	portraits = {
		civilian = {
			large = GFX_portrait_SIL_Jozef_iniszkiewicz
		}
	}
	country_leader = {
		ideology = socialism
		traits = {

		}
		expire = 1953.1.1.1
		id = -1
	}
}
### Entity: Technology
Component: advanced_encryption
Constructs: has_war, allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	encryption = 1
	allow_branch = {
		NOT = {
			has_dlc = La Resistance
		}
	}
	research_cost = 1
	start_year = 1942
	folder = {
		name = electronics_folder
		position = {
			x = @encryption_x
			y = 14
		}
	}
	ai_will_do = {
		factor = 1.75
		modifier = {
			has_war = yes
			factor = 3
		} {
			num_of_military_factories = < 50
			factor = 1.5
		} {
			factor = 3
			tag = GER
		} {
			factor = 3
			tag = SOV
		}
	}
	categories = {
		electronics encryption_tech
	}
}
### Entity: Wiki Documentation
Construct: run
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
run
|
Runs the specified file with list of commands
|

|
### Entity: Idea
Component: COG_colonial_resource_aqciusition
Source: game
File: common/ideas/congo.txt

Code:
COG_colonial_resource_aqciusition = {
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_exploit_mines
	modifier = {
		country_resource_steel = 10
		country_resource_rubber = 8
		country_resource_tungsten = 6
		country_resource_chromium = 4
	}
}
### Entity: Scripted Effect
Component: civil_war_anti_exploiter_punitive_action_r56
Constructs: division_template, limit, has_army_size, is_locked, random_state, is_capital, is_fully_controlled_by, create_unit
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
civil_war_anti_exploiter_punitive_action_r56 = {
	if = {
		limit = {
			has_army_size = {
				size = < 2
			}
		}
		division_template = {
			name = Independent Battalion
			priority = 1
			is_locked = yes
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		}
		random_state = {
			limit = {
				is_capital = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			}
		} {
			limit = {
				is_in_home_area = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			}
		} {
			limit = {
				is_in_home_area = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
				owner = PREV
			} {
				division = division_template = "Independent Battalion" start_experience_factor = 0.3 start_equipment_factor = 0.75
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BRM_Scripted.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = BRM
		}
		requested_factories = 1
		progress = 0.86
		efficiency = 100
	}
}
### Entity: Scripted Trigger
Component: EAI_is_threat
Constructs: has_government, has_capitulated, has_war_together_with, is_subject_of, is_in_faction_with
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_is_threat = {
	AND = {
		has_capitulated = no
		exists = yes
		NOT = {
			has_war_together_with = ROOT
		} {
			is_subject_of = ROOT
		} {
			has_government = ROOT
		} {
			is_in_faction_with = ROOT
		} {
			var:faction_leader = {
				has_government = ROOT
			}
		} {
			var:overlord = {
				has_government = ROOT
			}
		}
	}
}
### Entity: Event
Component: lar_spain.14
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.14
	title = lar_spain.14.t
	desc = lar_spain.14.desc
	picture = GFX_report_event_spr_civil_war_faction_defeated
	is_triggered_only = yes
	option = {
		name = lar_spain.11.a
	}
}
### Entity: Event
Component: news.30
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.30
	title = news.30.t
	desc = news.30.d
	picture = GFX_news_event_german_officers
	major = yes
	is_triggered_only = yes
	option = {
		name = news.30.a
		trigger = {
			NOT = {
				TAG = GER FRA ENG
			}
		}
	} {
		name = news.28.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.30.c
		trigger = {
			TAG = FRA
		}
	} {
		name = news.30.e
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Event
Component: r56w.event.32
Constructs: has_country_flag, fire_only_once, clr_country_flag, set_country_flag, add_state_core, add_manpower, load_oob, add_extra_state_shared_building_slots
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.32
	title = r56w.event.32.t
	desc = r56w.event.32.d
	picture = GFX_r56w_generic_event_03
	fire_only_once = yes
	trigger = {
		has_country_flag = r56w_flag_book_02
		385 = {
			owner = {
				OR = {
					tag = ROOT
					ROOT = {
						has_country_flag = r56_cflg_patreon_ee
					}
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = r56w.event.32.a
		clr_country_flag = r56w_flag_book_02
		set_country_flag = r56w_flag_book_03
		hidden_effect = {
			news_event = {
				id = r56w.event.33
				days = 1
			}
			WHY = {
				transfer_state = 385
				add_state_core = 385
				add_manpower = 123456
				load_oob = r56w_WHY
			}
			385 = {
				add_extra_state_shared_building_slots = 25
				add_building_construction = {
					type = industrial_complex
					level = 10
					instant_build = yes
				} {
					type = arms_factory
					level = 10
					instant_build = yes
				} {
					type = dockyard
					level = 5
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Country History
Country: COS
Component: COS_technology
Constructs: set_technology
Source: game
File: history/countries/COS - Costa Rica.txt

Code:
# Starting Technologies for COS
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: peru.12
Constructs: is_triggered_only
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.12
	title = peru.12.t
	desc = peru.12.d
	picture = GFX_r56i_generic_event_06
	is_triggered_only = yes
	option = {
		name = peru.12.a
	}
}
### Entity: Modifier Reference
Construct: decryption_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## decryption_factor

* Number with 2 decimal places
* **Categories**: country, aggressive
### Entity: Scripted Effect
Component: SOV_set_up_nkvd
Constructs: division_template, limit, random_owned_state, is_capital, create_unit, has_idea, has_character_flag, random_owned_controlled_state
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_up_nkvd = {
	random_owned_state = {
		limit = {
			is_capital = yes
		}
		create_unit = {
			division = name = "5ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "6ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "7ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "8ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "9ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "10ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "11ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "12ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "13ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "14ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "15ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "16ya NKVD Pogranichnaya Diviziya" division_template = "NKVD Pogranichnaya Diviziya" start_experience_factor = 0.2 start_equipment_factor = 1.0
			owner = PREV
		} {
			division = name = "17ya NKVD Pogranichnaya Diviziya" divisio
# ... (truncated)
### Entity: Technology
Component: advanced_medium_tank
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_equipment_3
	}
	path = {
		leads_to_tech = main_battle_tank
		research_cost_coeff = 1
	} {
		leads_to_tech = advanced_heavy_tank
		research_cost_coeff = 0.9
	}
	research_cost = 2
	start_year = 1943
	folder = {
		name = armour_folder
		position = {
			x = 0
			y = 10
		}
	}
	sub_technologies = {
		advanced_medium_td advanced_medium_art advanced_medium_spaa
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1944.1.1
		} {
			factor = 1.2
			date = > 1945.1.1
		} {
			factor = 1.2
			date = > 1946.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_medium_armor mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Event
Component: BBA_swiss_expansion.7
Constructs: is_triggered_only, ai_chance, create_wargoal, take_state_focus, set_country_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.7
	title = BBA_swiss_expansion.7.t
	desc = BBA_swiss_expansion.7.desc
	picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.7.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				848
			}
		}
		set_country_flag = SWI_vorarlberg_rejected
	}
}
### Entity: Event
Component: austria.99
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.99
	title = austria.99.t
	desc = austria.99.d
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	immediate = {
		set_country_flag = AUS_conference_will_collapse
	}
	option = {
		name = austria.99.a
		custom_effect_tooltip = AUS_conference_will_collapse
	}
}
### Entity: Character
Component: MLT_mt
Source: game
File: common/characters/MLT.txt

Code:
MLT_mt = {
	advisor = {
		slot = theorist
		idea_token = MLT_mt
		ledger = army
		allowed = {
			original_tag = MLT
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}