Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SAF_PAR_01
Source: game
File: common/units/names_divisions/SAF_names_divisions.txt

Code:
SAF_PAR_01 = {
	name = Airborne Divisions
	for_countries = {
		SAF
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d SA Airborne Commando Div.
	ordered = {
		1 = {
			%dst SA Airborne Commando Div.
		}
		2 = {
			%dnd SA Airborne Commando Div.
		}
		3 = {
			%drd SA Airborne Commando Div.
		}
		4 = {
			%dth SA Airborne Commando Div.
		}
		5 = {
			%dth SA Airborne Commando Div.
		}
		6 = {
			%dth SA Airborne Commando Div.
		}
		7 = {
			%dth SA Airborne Commando Div.
		}
		8 = {
			%dth SA Airborne Commando Div.
		}
		9 = {
			%dth SA Airborne Commando Div.
		}
		10 = {
			%dth SA Airborne Commando Div.
		}
		11 = {
			%dth SA Airborne Commando Div.
		}
		12 = {
			%dth SA Airborne Commando Div.
		}
		13 = {
			%dth SA Airborne Commando Div.
		}
		14 = {
			%dth SA Airborne Commando Div.
		}
		15 = {
			%dth SA Airborne Commando Div.
		}
		16 = {
			%dth SA Airborne Commando Div.
		}
		17 = {
			%dth SA Airborne Commando Div.
		}
		18 = {
			%dth SA Airborne Commando Div.
		}
		19 = {
			%dth SA Airborne Commando Div.
		}
		20 = {
			%dth SA Airborne Commando Div.
		}
		21 = {
			%dst SA Airborne Commando Div.
		}
		22 = {
			%dnd SA Airborne Commando Div.
		}
		23 = {
			%drd SA Airborne Commando Div.
		}
		24 = {
			%dth SA Airborne Commando Div.
		}
		25 = {
			%dth SA Airborne Commando Div.
		}
		26 = {
			%dth SA Airborne Commando Div.
		}
		27 = {
			%dth SA Airborne Commando Div.
		}
		28 = {
			%dth SA Airborne Commando Div.
		}
		29 = {
			%dth SA Airborne Commando Div.
		}
		30 = {
			%dth SA Airborne Commando Div.
		}
	}
}
### Entity: AI Strategy
Component: SWE_unaligned
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/SWE_alternate_strategy_plan.txt

Code:
SWE_unaligned = {
	name = Monarchist Sweden
	desc = 
	allowed = {
		SWE_AAT = yes
	}
	enable = {
		OR = {
			has_country_flag = SWE_AI_RANDOM_UNALIGNED
			has_game_rule = {
				rule = SWE_ai_behavior
				option = SWE_UNALIGNED
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		SWE_defense_act SWE_urbanization SWE_radiojanst SWE_work_projects_for_the_unemployed SWE_defense_above_all SWE_the_old_enemy_stirs SWE_prevent_a_red_dictatorship SWE_undermine_the_fascists SWE_appeal_for_support SWE_meet_with_the_king SWE_attack_Landsorganisationen SWE_king_in_council SWE_mythologize_swedish_history SWE_join_the_anti_soviet_pact SWE_narvik_crisis SWE_united_kingdoms_of_sweden_and_norway SWE_bornholm_crisis SWE_demand_atlantic_resource_rights SWE_danish_alignment SWE_the_aland_issue SWE_demand_demilitarization_of_finnish_border SWE_finnish_integration SWE_greater_nordic_reich SWE_as_the_barometer_falls SWE_land_air_warfare SWE_defense_in_depth SWE_ga_pa_tactics SWE_rapid_response_force SWE_tank_development SWE_end_the_fubkrieg SWE_standardize_equipment SWE_bofors_anti_tank_gun SWE_privately_managed_holidays SWE_reject_saltsjobaden SWE_research_slot_1 SWE_government_weapons_contract SWE_allow_landsverk_to_operate SWE_norma_projektilfabrik SWE_bofors_fly_swatter SWE_landverk_l_62 SWE_form_saab SWE_domestic_designs SWE_formation_flying SWE_airforce_modernization SWE_deep_mining_complexes
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: subtract
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## subtract
Subtracts a value from the accumulator.
### Entity: Idea
Component: GER_atlantikwall_idea
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_atlantikwall_idea = {
	allowed = {
		original_tag = GER
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fortify_the_borders
	modifier = {
		production_speed_coastal_bunker_factor = 0.2
	}
}
### Entity: AI Strategy
Component: default_pp_spend_amount
Source: game
File: common/ai_strategy/default.txt

Code:
default_pp_spend_amount = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_amount
		id = idea
		value = 100
	} {
		type = pp_spend_amount
		id = decision
		value = 100
	}
}
### Entity: Game Data
Component: democracy_nonnegotiable
Constructs: has_government, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
democracy_nonnegotiable = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = USA
	}
	happened = {
		has_government = democratic
		ENG = {
			exists = yes
			has_government = democratic
		}
		FRA = {
			exists = yes
			has_government = democratic
		}
		GER = {
			exists = yes
			has_government = democratic
		}
		ITA = {
			exists = yes
			has_government = democratic
		}
		SOV = {
			exists = yes
			has_government = democratic
		}
		JAP = {
			exists = yes
			has_government = democratic
		}
		CHI = {
			exists = yes
			has_government = democratic
		}
	}
}
### Entity: State History
Component: 1073
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/1073 - Interior Papua.txt

Code:
state = {
	id = 1073
	name = STATE_1073
	manpower = 325000
	state_category = enclave
	impassable = yes
	force_link_ownership_to = 523
	history = {
		add_core_of = PNG
		owner = AST
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		2129 4317 4635 5135 7409 10954 11004 11018 12107 12428 12931
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: DEN_fueled_nationalism
Constructs: stability_factor, war_support_factor, removal_cost, mobilization_speed, conscription_factor
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_fueled_nationalism = {
	removal_cost = -1
	picture = FRA_national_mobilization_focus
	modifier = {
		mobilization_speed = 0.25
		conscription_factor = 0.05
		war_support_factor = 0.075
		stability_factor = -0.05
	}
}
### Entity: Event
Component: chile.27
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.27
	title = Japan Refuses
	desc = The Japanese have refused to sign our accord claiming insult that their navy be compared to ours!
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = We will show them.
		add_opinion_modifier = {
			target = JAP
			modifier = CHL_pacific_accord_no
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_modern_submarines
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_modern_submarines
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = CHI_collaboration_with_the_japanese
	} {
		focus = CHI_order_destroyers
	}
	x = 0
	y = 3
	relative_position_id = CHI_collaboration_with_the_japanese
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_modern_submarines
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Shared Focus
Component: BALTIC_free_the_workers_of_poland
Constructs: shared_focus, prerequisite, limit, completion_reward, is_subject_of, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_free_the_workers_of_poland
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = BALTIC_western_revolution
	}
	x = 2
	y = 1
	relative_position_id = BALTIC_western_revolution
	will_lead_to_war_with = POL
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject_of = SOU
			is_subject = no
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = POL
			NOT = {
				country_exists = POL
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					is_subject_of = SOU
					is_in_faction_with = SOU
				}
			}
			SOU = {
				hidden_effect = {
					country_event = {
						id = BALTIC_events.10
						days = 5
					}
				}
				custom_effect_tooltip = BALTIC_events_10_tt
			}
		}
		else = {
			create_wargoal = {
				type = topple_government
				target = POL
				expire = 0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_undecided_focus
Constructs: has_government, has_country_flag, has_global_flag, has_focus_tree
Source: game
File: common/ai_strategy_plans/EAI_generic_tree.txt

Code:
EAI_undecided_focus = {
	name = Undecided focus
	desc = 
	enable = {
		NOT = {
			AND = {
				has_global_flag = EAI_random_ideology
				has_country_flag = EAI_neutral_focus
			}
		}
		has_government = neutrality
		has_focus_tree = generic_focus
	}
	abort_when_not_enabled = yes
	focus_factors = {
		political_effort = 1000
		liberty_ethos = -1000
		collectivist_ethos = -1000
		nationalism_focus = -1000
		internationalism_focus = -1000
		neutrality_focus = -1000
		interventionism_focus = -1000
	}
}
### Entity: Event
Component: phil.10
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, add_state_core
Source: game
File: events/Phillippines.txt

Code:
country_event = {
	id = phil.10
	title = phil.10.t
	desc = phil.10.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = phil.10.a
		effect_tooltip = {
			FROM = {
				add_political_power = 50
			}
			PHI = {
				add_state_core = 638
				transfer_state = 638
				add_opinion_modifier = {
					target = FROM
					modifier = large_increase
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_bend_the_bars
Constructs: has_completed_focus, prerequisite, limit, is_major, completion_reward, add_political_power, has_game_rule, has_dynamic_modifier
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_bend_the_bars
	icon = GFX_focus_generic_the_council_of_europe
	prerequisite = {
		focus = CZE_form_a_federation CZE_demand_guarantees
	}
	relative_position_id = CZE_form_a_federation
	x = -1
	y = 2
	offset = {
		x = -1
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_negotiations_with_the_autonomous_bloc
		}
	} {
		x = -3
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	}
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		is_major = yes
		custom_trigger_tooltip = {
			tooltip = CZE_bop_no_divided_nation_tt
			NOT = {
				has_dynamic_modifier = {
					modifier = CZE_a_divided_nation_dynamic_modifier
				}
			}
		} {
			tooltip = CZE_bop_no_agrarians_tt
			NOT = {
				has_idea = CZE_agrarian_politics_3 CZE_agrarian_politics_2 CZE_agrarian_politics_1
			}
		} {
			tooltip = CZE_bop_no_industrialists_tt
			NOT = {
				has_idea = CZE_industrialists_veto CZE_industrialists_veto_2
			}
		}
		NOT = {
			has_power_balance = {
				id = CZE_bop_army_readiness
			}
		}
		is_subject = no
	}
	completion_reward = {
		add_political_power = 150
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				is_subject_of = ROOT
			}
			add_autonomy_score = {
				value = -25
				localization = CZE_bend_the_bars
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		unlock_decision_tooltip = form_european_union
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_retake_lost_british_states
Constructs: prerequisite, completion_reward, is_controlled_by
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_retake_lost_british_states
	icon = GFX_focus_SIA_retake_lost_british_states
	x = -3
	y = 1
	relative_position_id = SIA_pan_thaiism
	prerequisite = {
		focus = SIA_pan_thaiism
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {
		all_of_scopes = {
			array = ROOT.malaysia_burma_states
			is_controlled_by = ROOT
		}
	}
	will_lead_to_war_with = ENG BRM MAL
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = SIA_retake_lost_british_states_tt
		hidden_effect = {
			SIA_refresh_malaysia_burma_controllers = yes
		}
	}
}
### Entity: Music Config
Component: base_music/norwegian_resistance
Source: game
File: music/aat_songs.txt

Code:
music = {
	song = norwegian_resistance
	chance = {
		factor = 1
	}
}
### Entity: Name List
Component: MON
Source: game
File: common/names/00_names.txt

Code:
MON = {
	male = {
		names = {
			Ma Deng Zhao Tong Guan Oboi Sonin Songgotu Suksaha Mingzhu Nalan Fu Hesehn Changlin
		}
	}
	female = {
		names = {
			Mandukhai Samar Zaufishan Mulan Aigiarn Borte Chabi Conchaka Doquez-khatum Goland Khultulun Kokachin Mandughai Oghul Qamish Orqina Sorghaghtani Beki Toregene
		}
	}
	surnames = {
		Zhanshan Tiemei Shangzhi Linge Xiangying Xingde Kang'an
	}
	callsigns = {

	}
}
### Entity: Idea
Component: TUR_italo_turkish_merchant_fleet
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_italo_turkish_merchant_fleet = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = eng_preparing_the_second_front
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.25
		production_speed_dockyard_factor = 0.15
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_INS
Source: game
File: common/ai_focuses/INS.txt

Code:
ai_focus_aggressive_INS = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
	}
}
### Entity: Character
Component: FRA_jean_francois_jannekeyn
Source: game
File: common/characters/FRA.txt

Code:
FRA_jean_francois_jannekeyn = {
	name = FRA_jean_francois_jannekeyn
	portraits = {
		army = {
			small = GFX_idea_jean_francois_jannekeyn
		}
	}
	advisor = {
		slot = high_command
		idea_token = jean_francois_jannekeyn
		ledger = air
		allowed = {
			original_tag = FRA
		}
		traits = {
			air_tactical_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_japan_invasions_INVASION_update
Constructs: has_war, limit, has_country_flag, has_global_flag, set_temp_variable, clear_temp_array, add_to_temp_array, is_historical_focus_on
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_japan_invasions.txt

Code:
EAI_MILITARY_japan_invasions_INVASION_update = {
	if = {
		limit = {
			NOT = {
				has_global_flag = EAI_MILITARY_japan_invasions_INVASION_update
			}
		}
		set_temp_variable = {
			_strategy_id = @EAI_MILITARY_japan_invasions_INVASION_strategy_id
		} {
			_strategy_prio = @EAI_MILITARY_japan_invasions_INVASION_strategy_prio
		} {
			_leader_id = 0
		}
		clear_temp_array = countries
		add_to_temp_array = {
			countries = JAP.id
		}
		for_each_scope_loop = {
			array = countries
			if = {
				limit = {
					is_historical_focus_on = yes
					date = > 1942.1.1
					is_faction_leader = yes
					has_war = yes
				}
				clear_temp_array = _states_
				for_each_loop = {
					array = global.EAI_MAP_pacific_islands_theatre
					add_to_temp_array = {
						_states_ = v
					}
				}
				set_temp_variable = {
					_leader_id = THIS.id
				} {
					_leader_id = 0
				}
				EAI_MILITARY_INVASION_define_sides = yes
				EAI_MAP_get_province_control_pct = yes
				if = {
					limit = {
						check_variable = {
							our_control_pct_ = > 0.5
						}
					}
					EAI_MILITARY_strategy_priorities = yes
					if = {
						limit = {
							check_variable = {
								has_priority_ = 1
							}
						}
						if = {
							limit = {
								has_country_flag = EAI_invasion_operations_logging
							}
							log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_japan_invasions_INVASION_update
						} {
							limit = {
								has_country_flag = EAI_invasion_operations_logging
							}
							log = [GetYear] [GetMonth] | AI | [This.GetName] | END EAI_MILITARY_japan_invasions_INVASION_update
						}
						set_temp_variable = {
							_leader_id = THIS.id
						} {
							_num_operations = @EAI_MILITARY_japan_invasions_INVASION_num_operations
						}
						EAI_MILITARY_japan_invasions_INVASION_init = yes
						EAI_MILITARY_INVASION_clear_cooldowns = yes
						EAI_MILITARY_INVASION_progress = yes
						EAI_MILITARY_japan_invasions_INVASION_selector = yes
						EAI_MILITARY_japan_invasions_INVASION_get_data = yes
						EAI_MILITARY_INVASION_assign = yes
					}
				}
			}
		}
		EAI_MILITARY_INVASION_validate = yes
		set_global_flag = {
			flag = EAI_MILITARY_japan_invasions_INVASION_update
			value = 1
			days = 6
		}
	}
}
### Entity: Event
Component: wuw_GER_weltpolitik.6
Constructs: is_triggered_only, ai_chance, limit, owns_state, add_war_support, add_threat, every_state, is_core_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.6
	title = wuw_GER_weltpolitik.6.t
	desc = wuw_GER_weltpolitik.6.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	option = {
		name = wuw_GER_weltpolitik.6.a
		ai_chance = {
			base = 60
		}
		add_threat = 3
		every_state = {
			limit = {
				OR = {
					is_core_of = COG RWA BRD
				}
			}
			add_claim_by = ROOT
		}
		IF = {
			limit = {
				COG = {
					exists = yes
					owns_state = 295
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = COG
			}
		}
		ELSE_IF = {
			limit = {
				BEL = {
					owns_state = 295
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = BEL
			}
		}
	} {
		name = wuw_GER_weltpolitik.6.b
		ai_chance = {
			base = 40
		}
		add_war_support = -0.05
		add_threat = -2
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_old_enemy
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_subject_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_old_enemy
	icon = GFX_SOV_the_old_enemy_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_westward_bound
	}
	x = -2
	y = 1
	relative_position_id = SOV_westward_bound
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	will_lead_to_war_with = SWE
	search_filters = {

	}
	available = {
		is_subject = no
	}
	bypass = {
		SWE = {
			OR = {
				exists = no
				has_war_with = SOV
				is_subject_of = SOV
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SWE
		}
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_invite_soviet_planners
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, allow_branch, has_capitulated, has_opinion
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_invite_soviet_planners
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = KAT_Military_Buildup
	}
	mutually_exclusive = {
		focus = KAT_invite_german_investors
	} {
		focus = KAT_invite_american_investors
	}
	text = GEN_invite_soviet_planners
	x = 2
	y = 1
	relative_position_id = KAT_Military_Buildup
	allow_branch = {
		NOT = {
			original_tag = SOV
		}
	}
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = communism
		}
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		SOV = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
			has_government = communism
		}
		has_government = communism
		NOT = {
			has_war_with = SOV
		}
	}
	completion_reward = {
		SOV = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		add_opinion_modifier = {
			target = SOV
			modifier = GEN_invited_soviet
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 174
Constructs: add_core_of
Source: game
File: history/states/174-Leon.txt

Code:
state = {
	id = 174
	name = STATE_174
	resources = {
		tungsten = 10.0
		coal = 3
	}
	history = {
		owner = SPR
		victory_points = {
			726 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = SPR
	}
	provinces = {
		726 918 920 3725 3727 3918 3920 6746 6907 9699 11843 13219 13232
	}
	manpower = 749041
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 12.0
}
### Entity: Military Industrial Organization
Component: UKR_khakiv_aviation_factory_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/UKR_organization.txt

Code:
UKR_khakiv_aviation_factory_organization = {
	name = UKR_generic_medium_aircraft_manufacturer
	include = generic_medium_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		original_tag = UKR
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_tactical_aircraft
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: Modifier Reference
Component: r56_PAL_telaviv_offensive
Constructs: army_defence_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_PAL_telaviv_offensive = {
	remove_trigger = {
		controller = {
			NOT = {
				original_tag = ISR
			}
		}
	}
	icon = GFX_decision_generic_military
	army_defence_factor = -0.1
	local_supplies = -0.15
}
### Entity: AI Strategy
Component: JAP_build_some_factories_jeez
Constructs: is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_build_some_factories_jeez = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = > 1939.1.2
	}
	abort = {
		OR = {
			num_of_military_factories = > 50
			CHI = {
				is_subject_of = JAP
			}
		}
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 80
	} {
		type = role_ratio
		id = garrison
		value = 12
	} {
		type = template_prio
		id = motorized
		value = -80
	} {
		type = role_ratio
		id = armor
		value = -10
	} {
		type = template_prio
		id = armor
		value = -80
	} {
		type = template_prio
		id = cavalry
		value = -80
	} {
		type = template_prio
		id = mountaineers
		value = -80
	} {
		type = template_prio
		id = infantry
		value = 100
	} {
		type = equipment_production_factor
		id = fighter
		value = 20
	} {
		type = equipment_production_factor
		id = infantry
		value = 5
	} {
		type = equipment_production_factor
		id = artillery
		value = 20
	} {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = -50
	} {
		type = equipment_production_min_factories
		id = artillery
		value = 5
	} {
		type = added_military_to_civilian_factory_ratio
		value = 15
	} {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 2
	}
}
### Entity: Event
Component: austria.25
Constructs: is_triggered_only, create_faction, add_to_faction
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.25
	title = austria.25.t
	desc = austria.25.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty3
	option = {
		name = austria.25.a
		AUS = {
			create_faction = Danube Pact
			add_to_faction = HUN
		}
	}
}