Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: SMI
Source: game
File: common/names/00_names.txt

Code:
SMI = {
	male = {
		names = {
			Adam Alexander Andreas Anton Björn Dan Daniel David Dennis Emil Erik Felix Fredrik Gustav Jacob Joakim Johan John Jonas Magnus Martin Mikael Niklas Nils Olof Per Peter Rikard Robin Rufus Samuel Tobias Thomas Jens Sverre Odd Johan Frederik Lorentz Ole Hans Harald Haakon Olaf Paul Petter Carl Christian Kaare Jacob Søren Wilhelm Tryggve Daniel Lauri Pekka Mauno Jussi Alpo Petri Kari Juha Risto Viljo Paavo Eino Arvo Ville Mikko Petteri Aleksi Allu Ahti Ahto Erikki Eero Jani Jarno Johannes Kauko Kalevi Ilkka Eljas Erkki Auno Ilmo Kaarle Ábel Ábo Ábrrán Ádo Ádolfe Ágá Ággi Ahkebeaivi Ahkejuoksa Ahkemiella Áibmu Áigesárri Áigin Áillon Áillun Ailo Áilu Áivvit Áksel Álbe Albearta Ále Áles Álfa Algebeaivi Állan Ámmá Ámmol Ámmon Ámmot Ánda Ándá Ándaras Ándde Ánddijá Ánde Ánderijá Ánnjá Áno Ánot Ansealbma Anselbme Anta Ante Ánte Anti Ánton Ántte Antur Ápmot Áppo Áppá Ápparan Ára Arijoutsi Áron Árrajuoksa Ártne Ártor Árvet Ásko Aslak Áslat Ásllak Ásllat Áttán Ávgos Ávvu Bánccu Báncu Bánnos Bávllos Bávlos Bávva Bávval Bávvál Bážá Beahkká Beaivi Beaivvet Beanta Beartu Beđar Bede Begá Behkká Behtter Benjáme Benne Biđe Biede Biehtár Biejan Biejaš Bienná Biera Bieraš Bierdna Bierra Bierrán Bierrelaš Bierril Bierža Bieržá Biette Bihto Bijáš Bilzi Birger Birki Cáijá Čoavvá Čuivi Curtnaš Dáidu Dánel Dárbmu Dávgon Dávved Dávvet Deahppán Dearsu Defá Diijá Djesse Doaivu Doaivvot Doffá Dommá Dorste Duomis Duommá Duoŋgi Dure Duttá Duvká Duvre Eaddji Ealjá Edo Egel Eidnár Eidno Einár Eirá Eiven Elejas Eles Elias Eljes Emel Eret Erke Ertno Esájas Feles Filpa Fretterat Fretteret Gábe Gáhppá Gáiju Gáivvaš Gáktu Gállá Gállagas Gáppe Gárral Gávgu Gealbu Gearral Geažotmiella Guhtur Guivi Gunnár Gusto Gustu Hánas Hánno Hánsa Háral Hárri Heaibmu Heaika Heammu Heandarak Heandarat Hegon Heige Heigen Heijá Heiká Heike Hendá Henddo Heneš Hennet Hentto Herko Hilje Holger Hugo Iđga Iiggá Iisku Iissát Ilbmar Imbá Indu Irján Iskko Isku Issák Issát Ivvar Ivvár Jágát Jágo Jáhken Jáhko Jáhkot Jálbmár Járre Járri Jeansa Joavnna Joel Johá Johán Johanas Johánas Jompá Joná Jonás Joŋgu Jonne Jonsá Joret Jorge Jorgen Josáp Josát Jovna Jovnna Jovnnás Jovssek Jovssep Jovsset Jovssut Jovvá Juffe Juhan Juhán Juho Juhu Juhván Juhvo Julejus Jullá Juŋgi Junka Juŋkil Junne Junte Juoksa Jusát Jussá Jusse Jussenaš Juvvá Juvven Jåhha Jåvna Jåvva Kállá Kálle Kárral Klemmá Krästa Laara Lág
# ... (truncated)
### Entity: National Focus
Tree: rom_focus
Component: ROM_hunedoara_steel_works
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_hunedoara_steel_works
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = ROM_invite_foreign_motor_companies ROM_malaxa
	}
	x = 0
	y = 4
	relative_position_id = ROM_civil_works
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = ROM_hunedoara_steel_works_IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 8
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				84
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = ROM_hunedoara_steel_works_IC
			add_resource = {
				type = steel
				amount = 12
			}
		}
	}
}
### Entity: Technology
Component: improved_heavy_tank
Constructs: enable_equipments, research_cost, has_tech
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_equipment_2
	}
	path = {
		leads_to_tech = advanced_heavy_tank
		research_cost_coeff = 1
	} {
		leads_to_tech = improved_medium_tank
		research_cost_coeff = 0.9
	} {
		leads_to_tech = super_heavy_tank
		research_cost_coeff = 1
	}
	research_cost = 2.5
	start_year = 1941
	folder = {
		name = armour_folder
		position = {
			x = 4
			y = 8
		}
	}
	sub_technologies = {
		improved_heavy_td improved_heavy_art improved_heavy_spaa
	}
	ai_will_do = {
		base = 0.8
		modifier = {
			tag = JAP
			num_of_military_factories = < 100
			factor = 0
		} {
			factor = 1.2
			date = > 1942.1.1
		} {
			factor = 1.2
			date = > 1943.1.1
		} {
			factor = 1.2
			date = > 1944.1.1
		} {
			tag = SOV
			factor = 5
		} {
			factor = 0
			OR = {
				can_research = advanced_heavy_tank
				has_tech = advanced_heavy_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_heavy_armor mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Scripted Trigger
Component: is_suitable_democratic_major
Constructs: has_government, has_war_with, is_major, is_suitable_democratic_major, is_on_continent, has_capitulated
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
is_suitable_democratic_major = {
	is_major = yes
	capital_scope = {
		is_on_continent = europe
	}
	exists = yes
	has_capitulated = no
	has_government = democratic
	NOT = {
		has_war_with = ROOT
	}
}
### Entity: Order of Battle
Component: Li Shouxin Bu
Constructs: division_template
Source: game
File: history/units/ECR_1936.txt

Code:
division = {
	name = Li Shouxin Bu
	location = 12348
	division_template = Bao An Dui
}
### Entity: Event
Component: tsr_manchukuo.14
Constructs: is_triggered_only, ai_chance, set_nationality
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.14
	title = tsr_manchukuo.14.t
	desc = tsr_manchukuo.14.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.14.a
		ai_chance = {
			base = 10
		}
		JAP = {
			JAP_naoki_hoshino = {
				set_nationality = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_fighter_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_fighter_focus
	icon = GFX_goal_generic_air_fighter
	mutually_exclusive = {
		focus = FRA_bomber_focus
	}
	prerequisite = {
		focus = FRA_air_focus
	}
	x = -1
	y = 1
	relative_position_id = FRA_air_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_fighter_focus
			bonus = 1.0
			uses = 1
			category = light_fighter
		}
	}
}
### Entity: Idea
Component: UZB_acd2
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_acd2 = {
	picture = generic_army_asia_1
	allowed = {
		original_tag = UZB
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_claim_bessarabia
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, add_opinion_modifier, completion_reward, is_puppet
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_claim_bessarabia
	icon = GFX_goal_strike_romania
	prerequisite = {
		focus = SOV_claims_on_poland_old SOV_workers_of_the_world_unite_old
	}
	mutually_exclusive = {
		focus = SOV_invite_romania_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_claims_on_poland_old
	cost = 10
	ai_will_do = {
		factor = 2.5
		modifier = {
			factor = 0
			date = < 1939.1.1
		} {
			factor = 200
			GER = {
				has_government = democratic
			}
		}
	}
	available = {
		is_puppet = no
	}
	bypass = {
		OR = {
			owns_state = 78
			owner = {
				has_war_with = ROOT
			}
		} {
			owns_state = 80
			owner = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 78 80 766
				}
				CONTROLLER = {
					NOT = {
						is_in_faction_with = ROOT
					} {
						is_subject_of = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
		add_named_threat = {
			threat = 1
			name = SOV_claim_on_bessarabia
		}
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					OR = {
						state = 78 80 766
					}
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = claimed_bessarabia
			}
			country_event = {
				id = romania.1
				hours = 16
				random_hours = 8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_subjugate_hispaniola
Constructs: prerequisite, has_war, limit, owns_state, completion_reward, is_subject, add_ai_strategy, add_state_claim
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_subjugate_hispaniola
	icon = GFX_goal_generic_attack_dominica
	x = 0
	y = 1
	prerequisite = {
		focus = CUB_caribbean_dominance
	}
	relative_position_id = CUB_caribbean_dominance
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 0.1
			has_war = yes
		}
	}
	available = {
		is_subject = no
	}
	bypass = {
		owns_state = 318 319
	}
	completion_reward = {
		add_ai_strategy = {
			type = conquer
			id = DOM
			value = 200
		} {
			type = conquer
			id = HAI
			value = 200
		}
		add_state_claim = 318 319
		if = {
			limit = {
				NOT = {
					owns_state = 319
				}
			}
			319 = {
				OWNER = {
					OWNER = {
						country_event = {
							id = cuba.11
						}
					}
				}
			}
		} {
			limit = {
				NOT = {
					owns_state = 318
				}
			}
			318 = {
				OWNER = {
					country_event = {
						id = cuba.11
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: State History
Component: 914
Constructs: add_core_of, add_to_array
Source: game
File: history/states/914-Kedah.txt

Code:
state = {
	id = 914
	name = STATE_914
	state_category = rural
	resources = {
		rubber = 44
	}
	history = {
		owner = MAL
		add_core_of = MAL
		buildings = {
			infrastructure = 2
			13525 = {
				naval_base = 2
			}
		}
		victory_points = {
			1291 1
		} {
			13525 3
		}
		add_to_array = {
			state_victory_points = 1291
		} {
			state_victory_points = 13525
		}
	}
	provinces = {
		1291 7342 12144 13525
	}
	manpower = 887351
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_armor_design_C
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_armor_design_C = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_design = global.EAI_C_ARM_DESIGN
		} {
			EAI_FOCUS/LAND/armor_design_OVERRIDE = global.EAI_C_ARM_DESIGN
		}
		AND = {
			OR = {
				EAI_Armor_Design_C_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/armor_design EAI_FOCUS/LAND/armor_design_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_finish_what_we_started
Constructs: prerequisite, limit, has_government, completion_reward, create_wargoal, annex_everything
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_finish_what_we_started
	icon = GFX_goal_generic_major_war
	cost = 10
	prerequisite = {
		focus = VIN_asian_proletarian_solidarity
	}
	completion_reward = {
		custom_effect_tooltip = VIN_finish_what_we_started_tt
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						LAO = {
							has_government = communism
						}
					}
				}
				create_wargoal = {
					type = annex_everything
					target = LAO
					expire = 0
				}
			} {
				limit = {
					NOT = {
						CAM = {
							has_government = communism
						}
					}
				}
				create_wargoal = {
					type = annex_everything
					target = CAM
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 6
	y = 3
}
### Entity: Event
Component: bulgaria.3
Constructs: is_triggered_only, limit, is_owned_by
Source: game
File: events/Bulgaria.txt

Code:
country_event = {
	id = bulgaria.3
	title = bulgaria.3.t
	desc = bulgaria.3.d
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	option = {
		name = bulgaria.3.a
		if = {
			limit = {
				OR = {
					106 = {
						is_owned_by = YUG
					} {
						is_owned_by = GER
					}
					803 = {
						is_owned_by = YUG
					} {
						is_owned_by = GER
					}
				}
			}
			transfer_state = 106 803
		}
	}
}
### Entity: Character
Component: ITA_carlo_bergamini
Source: game
File: common/characters/ITA.txt

Code:
ITA_carlo_bergamini = {
	name = ITA_carlo_bergamini
	portraits = {
		navy = {
			small = GFX_idea_carlo_bergamini
			large = GFX_portrait_ITA_carlo_bergamini
		}
	}
	advisor = {
		slot = high_command
		idea_token = carlo_bergamini
		ledger = navy
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			navy_capital_ship_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	navy_leader = {
		traits = {
			gunnery_expert battleship_adherent ironside
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 1
		legacy_id = 0
	}
}
### Entity: Idea
Component: COG_force_publique_fake_idea
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/congo.txt

Code:
COG_force_publique_fake_idea = {
	name = COG_force_publique
	picture = COG_force_publique
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_leader_cost_factor = 1.0
		acclimatization_hot_climate_gain_factor = 0.15
		command_power_gain_mult = -0.5
		max_command_power = -50
		army_core_defence_factor = 0.05
		equipment_capture_factor = 0.1
		supply_consumption_factor = -0.05
		resistance_target = -0.05
		autonomy_gain = -0.2
	}
}
### Entity: Idea
Component: special_project_consumer_costs_low
Constructs: removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
special_project_consumer_costs_low = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_industrial_concern_1
	modifier = {
		consumer_goods_factor = 0.025
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_deficit_spending
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_deficit_spending
	icon = GFX_focus_generic_economic_recovery
	x = 0
	y = 1
	relative_position_id = SIA_national_savings_bond
	prerequisite = {
		focus = SIA_national_savings_bond
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_deficit_spending
			days = 420
		}
		custom_effect_tooltip = newline_tt SIA_deficit_spending_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = idea_SIA_debt_repayment
				days = 1080
			}
		}
	}
}
### Entity: Event
Component: bra.6
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.6
	title = bra.6.t
	desc = bra.6.d
	picture = GFX_report_event_spr_carlists2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 20
		}
		name = bra.6.a
		BRA = {
			add_to_faction = ROOT
		}
	} {
		ai_chance = {
			base = 2
		}
		name = bra.6.b
		add_opinion_modifier = {
			target = BRA
			modifier = bra_inimigo_modifier
		}
	}
}
### Entity: Effect Reference
Construct: every_enemy_country
Constructs: limit, every_enemy_country, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_enemy_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every enemy Country of the country in scope (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
SOV = {
	every_enemy_country = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... country scope effects ...
	}
}
```
### Entity: Decision
Component: BRA_cangaceiro_decision_cat
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_cangaceiro_decision_cat = {
	priority = 10
	picture = GFX_decision_cat_picture_BRA_cangaco
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = BRA
	}
	visible_when_empty = no
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_sov_group
Constructs: prerequisite, add_war_support, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_sov_group
	icon = GFX_goal_generic_communist_loyalty
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = ICE_join_com
	}
	available = {
		is_in_faction_with = SOV
	}
	x = 18
	y = 6
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		SOV = {
			country_event = SCA_iceland.4
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: JAP_expert_propaganda_artist
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_expert_propaganda_artist = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	stability_factor = 0.1
	war_support_factor = 0.1
}
### Entity: National Focus
Component: ah_mechanization_effort
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_tech_bonus, motorized_bonus, has_tech
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_mechanization_effort
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = ah_motorization_effort
	}
	x = 0
	y = 2
	relative_position_id = ah_motorization_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			ahead_reduction = 2
			uses = 1
			category = motorized_equipment
		}
		IF = {
			limit = {
				has_tech = motorised_infantry
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment
				amount = 1
			}
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_modernize_capital
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_modernize_capital
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = EST_chamber_of_deputies
	}
	x = -1
	y = 1
	relative_position_id = EST_chamber_of_deputies
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 1
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: RHI
Component: RHI_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/RHI - Rhineland.txt

Code:
# Politics & Parties for RHI
set_stability = 0.75
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 10
	communism = 20
	neutrality = 10
}
add_ideas = {

}
### Entity: Effect Reference
Construct: add_equipment_to_stockpile
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_equipment_to_stockpile

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Add or remove equipment from country stockpiles.
Example:
add_equipment_to_stockpile = {
	type = strat_bomber_equipment_2
	amount = 100 # May be a variable. Equipment will be removed if the value is negative.
	producer = USA # Optional. If not specified the effect will be applied to all creators.
}
```
### Entity: Event
Component: JUNO_brazil_events.63
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.63
	title = JUNO_brazil_events.63.t
	desc = JUNO_brazil_events.63.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.63.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
	}
}
### Entity: Event
Component: himalaya_tibet.20
Constructs: add_stability, fire_only_once, has_idea
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.20
	title = himalaya_tibet.20.t
	desc = himalaya_tibet.20.desc
	picture = GFX_report_event_potala
	trigger = {
		date = > 1940.01.01
		has_idea = TIB_dalai_lama
	}
	mean_time_to_happen = {
		days = 52
	}
	fire_only_once = yes
	option = {
		name = himalaya_tibet.20.a
		add_stability = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_2/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aviation_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_focus_aviation_POR = {
	research = {
		air_doctrine = 15.0
		light_air = 4.0
		light_fighter = 10.0
		jet_technology = 1.0
		cas_bomber = 10.0
		medium_air = 2.0
		tactical_bomber = 2.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_industrialize_the_ganges
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_industrialize_the_ganges
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = RAJ_urban_industrialism
	}
	x = 2
	y = 0
	mutually_exclusive = {

	}
	relative_position_id = RAJ_comrades_of_the_city
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 435 431 430
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		435 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 4516
				}
			}
		}
		431 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 4245
				}
			}
		}
		430 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 11929
				}
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =     
		}
	}
}