Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: UZB_acas
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_acas = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = UZB
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: MICRO_the_steel_lions
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_the_steel_lions
	text = MNC_the_steel_lions
	icon = GFX_focus_generic_army_tanks2
	prerequisite = {
		focus = MICRO_introduce_motorization_technologies
	}
	relative_position_id = MICRO_introduce_motorization_technologies
	cost = 10
	x = 0
	y = 1
	completion_reward = {
		add_tech_bonus = {
			name = MNC_the_steel_lions
			bonus = 1
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: OCC_nt
Source: game
File: common/characters/OCC.txt

Code:
OCC_nt = {
	advisor = {
		slot = theorist
		idea_token = OCC_nt
		ledger = navy
		allowed = {
			original_tag = OCC
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: State History
Component: 13
Constructs: add_core_of
Source: game
File: history/states/13-Estonia.txt

Code:
state = {
	id = 13
	name = STATE_13
	resources = {
		steel = 2.0
	}
	history = {
		owner = EST
		victory_points = {
			3174 1
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 1
			air_base = 2
		}
		add_core_of = EST
	}
	provinces = {
		83 308 3074 3174 6381 11291
	}
	local_supplies = 6.0
	manpower = 423070
	buildings_max_level_factor = 1.0
	state_category = rural
}
### Entity: Character
Component: low_legitimacy
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
low_legitimacy = {
	sprite = 14
	random = no
	stability_factor = -0.05
	political_power_cost = 0.15
	conscription_factor = -0.5
}
### Entity: Decision
Component: BEL_belgian_defences_cat
Constructs: is_controlled_by, has_dynamic_modifier, is_core_of, cancel_trigger, complete_effect, add_command_power, remove_effect, remove_dynamic_modifier
Source: game
File: common/decisions/BEL.txt

Code:
BEL_belgian_defences_cat = {
	BEL_remove_flooded_tank_barriers = {
		icon = generic_construction
		state_target = yes
		on_map_mode = map_and_decisions_view
		target_array = BEL.core_states
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = BEL_flooded_tank_barriers_dynamic_modifier
				}
			}
		}
		custom_cost_trigger = {
			command_power = > 25
		}
		custom_cost_text = BEL_command_power_25
		days_remove = 30
		target_root_trigger = {
			any_controlled_state = {
				is_core_of = BEL
				has_dynamic_modifier = {
					modifier = BEL_flooded_tank_barriers_dynamic_modifier
				}
			}
		}
		available = {
			FROM = {
				has_dynamic_modifier = {
					modifier = BEL_flooded_tank_barriers_dynamic_modifier
				}
				is_controlled_by = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
		}
		remove_effect = {
			FROM = {
				remove_dynamic_modifier = {
					modifier = BEL_flooded_tank_barriers_dynamic_modifier
				}
			}
		}
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 20
				command_power = > 25
			} {
				factor = 40
				command_power = > 49
			}
		}
	}
}
### Entity: Character
Component: MOL_coi
Source: game
File: common/characters/MOL.txt

Code:
MOL_coi = {
	advisor = {
		slot = political_advisor
		idea_token = MOL_coi
		allowed = {
			original_tag = MOL
		}
		traits = {
			captain_of_industry
		}
	}
	name = MOL_coi
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Shared Focus
Tree: mar_focus
Component: MAR_state-funded_projects
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, allow_branch, has_idea
Source: game
File: common/national_focus/r56_mari_el_union_shared.txt

Code:
shared_focus = {
	id = MAR_state-funded_projects
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = MAR_ethnic_collaboration
	}
	text = HOA_state-funded_projects
	x = -2
	y = 1
	relative_position_id = MAR_ethnic_collaboration
	cost = 10
	allow_branch = {
		OR = {
			original_tag = YAK FER CKK VLA BYA TAY ALT YAM OVO TAN
		}
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = HOA_state_funded_projects_idea
		}
	}
	completion_reward = {
		add_ideas = HOA_state_funded_projects_idea
	}
}
### Entity: Idea
Component: AST_australian_war_cabinet_war_idea
Constructs: removal_cost, add_offsite_building
Source: game
File: common/ideas/australia.txt

Code:
AST_australian_war_cabinet_war_idea = {
	allowed = {
		always = no
		original_tag = AST
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_conference
	on_add = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
	}
	modifier = {
		max_planning = 0.1
		command_power_gain = 0.5
		max_command_power = 20
		custom_modifier_tooltip = AST_australian_war_cabinet_war_idea_tt
	}
}
### Entity: Faction
Component: faction_goal_strategic_bombing_campaign
Constructs: has_war, limit, has_war_with, add_war_support, is_core_of, complete_effect, add_faction_power_projection, every_collection_element
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_strategic_bombing_campaign = {
	name = strategic_bombing_campaign_goal_name
	description = strategic_bombing_campaign_goal_desc
	category = long_term
	group = FOCUS_FILTER_AIR_XP
	available = {
		FROM = {
			has_war = yes
		}
	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			unit = strategic_bomber
			size = > 199
		}
		collection_size = {
			input = {
				input = game:all_states
				operators = {
					limit = {
						owner = {
							has_war_with = root
						}
						is_core_of = OWNER
						days_since_last_strategic_bombing = < 30
					}
				}
				name = ENEMY_FACTION_STATES_BOMBED
			}
			value = > 2
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						has_deployed_air_force_size = {
							size = > 49
							type = strategic_bomber
						}
					}
				}
				name = ALL_FACTION_MEMBERS_WITH_50_BOMBERS
			}
			add_faction_initiative = 1
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_strategic_bombing_campaign
					}
				}
				add_war_support = 0.1
				air_experience = 50
				add_mastery = {
					amount = 100
					track = heavy_aircraft
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			num_of_military_factories = > 49
		} {
			add = 1
			count_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION_NAME
				}
				buildings = {
					arms_factory
				}
				size = > 149
			}
		}
	}
}
### Entity: Event
Component: EAI_DM.58
Constructs: is_triggered_only, create_country_leader, limit, set_cosmetic_tag, is_ai
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM.58
	title = EAI_DM.58.t
	desc = EAI_DM.58.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = EAI_DM.58.o1
		ETH = {
			set_cosmetic_tag = ETH_IEA
		} {
			create_country_leader = {
				name = Pietro Badoglio
				desc = Pietro_Badoglio_desc
				picture = GFX_ETH_pietro_badoglio
				expire = 1965.1.1
				ideology = nazism
				traits = {

				}
			}
			transfer_state = 559 550
		}
		hidden_effect = {
			if = {
				limit = {
					ETH = {
						exists = no
					}
				}
				release = ETH
				puppet = ETH
			}
		}
	} {
		name = EAI_DM.58.o2
		trigger = {
			is_ai = no
		}
	}
}
### Entity: Event
Component: mtg_britain.83
Constructs: is_triggered_only, limit, every_country, add_political_power, set_country_flag, is_subject_of, random_hours
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.83
	title = mtg_britain.83.t
	desc = mtg_britain.83.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ENG_imperial_defense_flag
		}
	}
	option = {
		name = mtg_britain.83.a
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.84
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	} {
		name = mtg_britain.83.b
		add_political_power = -25
		set_country_flag = ENG_diplomatic_pressure_flag
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.84
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	} {
		name = mtg_britain.83.c
		add_political_power = -50
		set_country_flag = ENG_extensive_diplomatic_pressure_flag
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.84
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_invite_greece
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction, unlock_decision_tooltip
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_invite_greece
	icon = GFX_focus_generic_befriend_greece
	prerequisite = {
		focus = POL_protect_yugoslavia
	}
	mutually_exclusive = {
		focus = POL_control_the_bosporus
	}
	available = {
		is_faction_leader = yes
		GRE = {
			exists = yes
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		GRE = {
			OR = {
				is_subject = yes
				exists = no
				is_in_faction = yes
				has_war_with = ROOT
			}
		}
		TUR = {
			OR = {
				is_subject = yes
				exists = no
				is_in_faction = yes
				has_war_with = ROOT
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = POL_protect_yugoslavia
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		GRE = {
			country_event = {
				id = poland.16
				days = 1
			}
		}
		unlock_decision_tooltip = POL_diplomatic_mission_to_ITA
	}
}
### Entity: Event
Component: tfv_raj.41
Constructs: is_triggered_only, ai_chance, fire_only_once, set_autonomy, add_to_faction, set_global_flag
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.41
	title = tfv_raj.41.t
	desc = tfv_raj.41.desc
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = tfv_raj.41.a
		ai_chance = {
			base = 0
		}
		effect_tooltip = {
			set_autonomy = {
				target = RAJ
				autonomy_state = autonomy_free
			}
			GER = {
				add_to_faction = RAJ
			}
		}
		RAJ = {
			country_event = {
				id = tfv_raj.44
				hours = 6
			}
		}
		hidden_effect = {
			news_event = {
				id = news.280
				hours = 12
			}
		}
	} {
		name = tfv_raj.41.b
		ai_chance = {
			base = 1
		}
		set_global_flag = RAJ_seek_help_from_germany_ENG_reject
		RAJ = {
			country_event = {
				id = tfv_raj.42
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_bolster_civilian_industry
Constructs: prerequisite, limit, has_government, completion_reward, allow_branch, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_bolster_civilian_industry
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = PER_stand_our_ground
	}
	x = -1
	y = 1
	relative_position_id = PER_stand_our_ground
	cost = 10
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: MNC_emile_roblot
Source: game
File: common/characters/MNC.txt

Code:
MNC_emile_roblot = {
	name = MNC_emile_roblot
	portraits = {
		civilian = {
			large = GFX_kr_portrait_europe_generic_11
			small = GFX_kr_portrait_europe_generic_11_small
		}
	}
	country_leader = {
		ideology = falangism
		traits = {
			eager_collaborator
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: wtt_germany.58
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.58
	title = wtt_germany.58.t
	desc = wtt_germany.58.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = wtt_germany.58.a
	}
}
### Entity: Decision
Component: MAN_state_shintoism_decisions
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MAN_decision_categories.txt

Code:
MAN_state_shintoism_decisions = {
	icon = GFX_decision_category_JAP_state_shintoism
	priority = 40
	picture = GFX_decision_cat_picture_JAP_state_shinto
	allowed = {
		tag = MAN
	}
	visible = {
		has_completed_focus = MAN_tsr_embrace_state_shintoism
	}
}
### Entity: Idea
Component: idea_SIA_death_to_nationalists_2
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_death_to_nationalists_2 = {
	name = SIA_the_peoples_war_in_asia
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_war_preparation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
	}
	modifier = {
		army_strength_factor = 0.1
		org_loss_at_low_org_factor = -0.15
		attrition = -0.04
	}
}
### Entity: Unit Template
Component: SAF_GAR_01
Source: game
File: common/units/names_divisions/SAF_names_divisions.txt

Code:
SAF_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		SAF
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d District Force
	ordered = {
		1 = {
			Cape Command
		}
		2 = {
			Natal Command
		}
		3 = {
			Orange Free State Cmd.
		}
		4 = {
			Eastern Province Cmd.
		}
		5 = {
			RH-Transvaal Command
		}
		6 = {
			Witwatersrand Command
		}
		7 = {
			%dth District Force
		}
		8 = {
			%dth District Force
		}
		9 = {
			%dth District Force
		}
		10 = {
			%dth District Force
		}
		11 = {
			%dth District Force
		}
		12 = {
			%dth District Force
		}
		13 = {
			%dth District Force
		}
		14 = {
			%dth District Force
		}
		15 = {
			%dth District Force
		}
		16 = {
			%dth District Force
		}
		17 = {
			%dth District Force
		}
		18 = {
			%dth District Force
		}
		19 = {
			%dth District Force
		}
		20 = {
			%dth District Force
		}
		21 = {
			%dst District Force
		}
		22 = {
			%dnd District Force
		}
		23 = {
			%drd District Force
		}
		24 = {
			%dth District Force
		}
		25 = {
			%dth District Force
		}
		26 = {
			%dth District Force
		}
		27 = {
			%dth District Force
		}
		28 = {
			%dth District Force
		}
		29 = {
			%dth District Force
		}
		30 = {
			%dth District Force
		}
		31 = {
			%dst District Force
		}
		32 = {
			%dnd District Force
		}
		33 = {
			%drd District Force
		}
		34 = {
			%dth District Force
		}
		35 = {
			%dth District Force
		}
		36 = {
			%dth District Force
		}
		37 = {
			%dth District Force
		}
		38 = {
			%dth District Force
		}
		39 = {
			%dth District Force
		}
		40 = {
			%dth District Force
		}
		41 = {
			%dst District Force
		}
		42 = {
			%dnd District Force
		}
		43 = {
			%drd District Force
		}
		44 = {
			%dth District Force
		}
		45 = {
			%dth District Force
		}
		46 = {
			%dth District Force
		}
		47 = {
			%dth District Force
		}
		48 = {
			%dth District Force
		}
		49 = {
			%dth District Force
		}
		51 = {
			%dst District Force
		}
		52 = {
			%dnd District Force
		}
		53 = {
			%drd District Force
		}
	}
}
### Entity: Event
Component: prc.36
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.36
	title = prc.36.t
	desc = prc.36.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 95
		}
		name = prc.36.a
		SIK = {
			country_event = {
				id = prc.37
			}
		}
	} {
		ai_chance = {
			base = 5
		}
		name = prc.36.b
		PRC = {
			country_event = {
				id = prc.38
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = prc.36.c
		PRC = {
			create_wargoal = {
				target = SIK
				type = annex_everything
			}
		}
	}
}
### Entity: Character
Component: HUN_jeno_oszkar_ruszkay
Constructs: has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_jeno_oszkar_ruszkay = {
	name = HUN_jeno_oszkar_ruszkay
	portraits = {
		army = {
			large = GFX_portrait_HUN_jeno_oszkar_ruszkay
			small = GFX_portrait_HUN_jeno_oszkar_ruszkay_small
		}
	}
	corps_commander = {
		traits = {
			old_guard trait_HUN_fascist_sympathies trait_HUN_vitez
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				OR = {
					has_government = communism democratic
				}
			}
		}
	}
}
### Entity: Character
Component: the_siberian_lenin
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_siberian_lenin = {
	random = no
	resistance_activity = -0.1
	resistance_damage_to_garrison = -0.1
	operative_slot = 1
	resistance_decay = 0.1
	stability_factor = -0.05
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_ban_immoral_entertainment
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_ban_immoral_entertainment
	icon = GFX_focus_CHI_ban_immoral_entertainment
	prerequisite = {
		focus = CHI_target_upper_society
	}
	mutually_exclusive = {
		focus = CHI_integrate_the_hongmen
	}
	x = 0
	y = 1
	relative_position_id = CHI_target_upper_society
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = idea_CHI_ban_immoral_entertainment
	}
}
### Entity: Modding Documentation
Construct: pc_current_score
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### pc_current_score
* description: Checks country's total peace conference score. Only usable if the country is on the winning side.
Example:
CZE = { pc_current_score > 400 }
* (Auto generated using the trigger with same name)
### Entity: Scripted Effect
Component: EAI_MAP_barbarossa_sector_center
Constructs: limit, every_state, add_to_array, set_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_barbarossa_sector_center = {
	every_state = {
		limit = {
			OR = {
				region = 38 39 131 133 8
			}
		}
		add_to_array = {
			global.EAI_MAP_barbarossa_sectors = THIS.id
		}
	}
	set_variable = {
		global.EAI_MAP_barbarossa_sector_data_ST_end^_sector_id = global.EAI_MAP_barbarossa_sectors^num
	} {
		global.EAI_MAP_barbarossa_sector_data_OB_end^_sector_id = global.EAI_MAP_barbarossa_sectors^num
	} {
		global.EAI_MAP_barbarossa_sector_data_AR_end^_sector_id = global.EAI_MAP_barbarossa_sectors^num
	}
	add_to_array = {
		global.EAI_MAP_barbarossa_sectors = 219
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 242
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 206
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 64
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 10
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 38
	} {
		global.EAI_MAP_barbarossa_sectors = 37
	} {
		global.EAI_MAP_barbarossa_sectors = 132
	} {
		global.EAI_MAP_barbarossa_sectors = 8
	}
}
### Entity: Event
Component: belgium.113
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_war_with, add_tech_bonus, create_equipment_variant, create_production_license
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.113
	title = belgium.113.t
	desc = belgium.113.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 5
			modifier = {
				ITA = {
					has_government = fascism
					has_war = yes
				}
				factor = 0.5
			} {
				ITA = {
					has_war_with = BEL
				}
				factor = 0
			}
		}
		name = belgium.113.a
		air_experience = 2
		add_tech_bonus = {
			name = CAS_bonus
			bonus = 0.3
			ahead_reduction = 0.4
			uses = 1
			category = cas_bomber
		}
		create_equipment_variant = {
			name = Caproni Ca.335 Maestrale
			type = cas_equipment_1
			upgrades = {
				plane_cas_upgrade = 4
				plane_engine_upgrade = 1
				plane_reliability_upgrade = 4
			}
		}
		create_production_license = {
			target = BEL
			equipment = {
				type = cas_equipment_1
			}
			cost_factor = 0
		}
		BEL = {
			create_equipment_variant = {
				name = Sabca S.47
				type = cas_equipment_1
				upgrades = {
					plane_cas_upgrade = 4
					plane_engine_upgrade = 1
					plane_reliability_upgrade = 4
				}
			}
			air_experience = 40
			country_event = belgium.114
		}
	} {
		name = belgium.113.b
		BEL = {
			country_event = belgium.108
		}
	}
}
### Entity: Idea
Component: TRI_ncs
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = TRI
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_economic_resuscitation
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_economic_resuscitation
	icon = GFX_focus_AUS_economic_resuscitation
	prerequisite = {
		focus = AUS_regulate_austrian_finance_sector
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_regulate_austrian_finance_sector
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_idea = AUS_recurrent_economic_depression
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_idea = AUS_recurrent_economic_depression
			}
			swap_ideas = {
				remove_idea = AUS_recurrent_economic_depression
				add_idea = AUS_recovering_from_the_depression
			}
		}
		ELSE = {
			custom_effect_tooltip = AUS_economic_resuscitation_tt
		}
	}
}
### Entity: Modifier Reference
Component: r56_upa_state_modifier
Constructs: remove_trigger, is_controlled_by, disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_upa_state_modifier = {
	remove_trigger = {
		THIS = {
			is_controlled_by = UKR
		}
	}
	icon = GFX_looting_resistance_icon
	local_manpower = -0.1
	resistance_growth = 0.1
	resistance_target = 0.25
	resistance_decay = -0.25
	compliance_growth = -0.1
	state_production_speed_buildings_factor = -0.1
	disable_strategic_redeployment = yes
}