Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_join_CZE_military
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_join_CZE_military
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = POL_join_CZE_industry
	} {
		focus = POL_join_CZE_rails
	}
	relative_position_id = POL_join_CZE_industry
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			prioritize = {
				9
			}
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				88
			}
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Peace For Our Time
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				unlock_military_industrial_organization_tooltip = mio:CZE_skoda_plzen_tank_destroyer_organization mio:CZE_ceska_zbrojovka_uhersky_brod_organization
			}
			else = {
				custom_effect_tooltip = available_designer generic_skip_one_line_tt available_designer
				show_ideas_tooltip = CZE_skoda_plzen_tank_destroyer CZE_ceska_zbrojovka_uhersky_brod
			}
		}
	}
}
### Entity: Idea
Component: ITA_rebuild_the_north_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_rebuild_the_north_idea = {
	name = ITA_rebuild_the_north
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industry_repair_factor = 0.25
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_the_second_communist_putsch
Constructs: prerequisite, completion_reward, has_country_leader, is_historical_focus_on
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_the_second_communist_putsch
	icon = GFX_goal_generic_uprising
	prerequisite = {
		focus = BRA_R56_embrace_populism
	}
	mutually_exclusive = {
		focus = BRA_R56_department_of_press_and_propaganda
	}
	available = {
		has_country_leader = {
			character = BRA_getulio_vargas
			ruling_only = yes
		}
	}
	x = -1
	y = 1
	relative_position_id = BRA_R56_embrace_populism
	ai_will_do = {
		factor = 25
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	cost = 5
	bypass = {
		NOT = {
			has_country_leader = {
				character = BRA_getulio_vargas
				ruling_only = yes
			}
		}
	}
	completion_reward = {
		country_event = {
			days = 1
			id = bra.13
		}
	}
}
### Entity: Decision
Component: POL_fight_against_monarchy_in_LIT_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, has_country_flag, fire_only_once, add_political_power, has_monarchy_support_1_tt, check_variable, is_ai
Source: game
File: common/decisions/POL.txt

Code:
POL_fight_against_monarchy_in_LIT_cat = {
	POL_suppress_monarchist_sentiment = {
		icon = decision_generic_nationalism
		available = {
			custom_trigger_tooltip = {
				tooltip = has_monarchy_support_1_tt
				check_variable = {
					monarchist_support = > 0
				}
			}
			hidden_trigger = {
				is_ai = no
			}
		}
		targets = {
			LIT POL CZE ROM
		}
		target_trigger = {
			POL_is_valid_to_reject_monarchy = yes
		}
		visible = {

		}
		fire_only_once = no
		days_remove = 20
		cost = 50
		remove_effect = {
			custom_effect_tooltip = remove_10_monarchy_tt
			ROOT = {
				add_to_variable = {
					var = monarchist_support
					value = -10
				}
				clamp_variable = {
					var = monarchist_support
					min = 0
					max = 100
				}
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
	POL_ban_monarchist_propaganda = {
		icon = decision_generic_nationalism
		available = {
			has_decision = POL_suppress_monarchist_sentiment
			custom_trigger_tooltip = {
				tooltip = has_monarchy_support_10_tt
				check_variable = {
					monarchist_support = > 9
				}
			}
			hidden_trigger = {
				is_ai = no
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				POL_is_valid_to_reject_monarchy = no
			}
		}
		target_trigger = {
			POL_is_valid_to_reject_monarchy = yes
		}
		visible = {

		}
		fire_only_once = no
		days_remove = 20
		cost = 50
		remove_effect = {
			custom_effect_tooltip = remove_10_monarchy_tt
			add_to_variable = {
				var = monarchist_support
				value = -10
			}
			clamp_variable = {
				var = monarchist_support
				min = 0
				max = 100
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	POL_root_out_monarchists = {
		icon = generic_prepare_civil_war
		available = {
			custom_trigger_tooltip = {
				tooltip = has_monarchy_support_25_tt
				check_variable = {
					monarchist_support = > 24
				}
			}
		}
		target_trigger = {
			POL_is_valid_to_reject_monarchy = yes
		}
		cancel_trigger = {
			hidden_trigger = {
				POL_is_valid_to_reject_monarchy = no
			}
		}
		visible = {

		}
		fire_only_once = no
		days_remove = 25
		custom_cost_trigger = {
			command_power = > 49
		}
		custom_cost_text = decision_cost_CP_50
		complete_effect = {
			hidden_effect = {
				add_command_power = -50
			}
		}
		remove_effect = {
			custom_effect_tooltip = remove_10_monarchy_tt
			add_to_variable = {
				var = monarchist_support
				value = -10
			}
			clamp_variable = {
				var = monarchis
# ... (truncated)
### Entity: Scope Reference
Construct: Example
Source: vanilla_docs
File: documentation/script_collection_operator.md

Doc:
### Example
```
collection_size = {
    input = game:scope
    operators = { country_and_all_subjects }
    value > 1
}
```
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND_2
	icon = GFX_focus_generic_destroyer
	ai_will_do = {
		factor = 2
	}
	x = 30
	y = 1
	prerequisite = {
		focus = MAL_RND
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = SPR_navy_modernization
			bonus = 0.75
			uses = 2
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_exiled_king
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, set_politics, set_cosmetic_tag, set_portraits
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_the_exiled_king
	icon = GFX_goal_AFG_return_of_the_king
	x = 2
	y = 1
	cost = 5
	available = {
		has_country_flag = AFG_unlock_amanullah
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_amend_the_constitution
	}
	relative_position_id = AFG_amend_the_constitution
	mutually_exclusive = {
		focus = AFG_the_generals_coup
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			long_name = Amanullah Loyalists
			name = Amanullah Loyalists
		}
		custom_effect_tooltip = r56_newline available_political_advisor r56_newline
		promote_character = AFG_amanullah_khan
		show_ideas_tooltip = AFG_abdul_hadi_dawi
		set_cosmetic_tag = AFG_AMA
		hidden_effect = {
			set_portraits = {
				character = AFG_abdul_hadi_dawi
				civilian = {
					small = GFX_idea_AFG_advisor_abdul_hadi_dawi
				}
			}
			every_character = {
				limit = {
					OR = {
						is_character = AFG_hashim_khan AFG_sardar_shah_mahmud_khan AFG_sardar_shah_wali_khan AFG_humaira_begum r56_AFG_mohammad_gul_khan_momand AFG_turabaz_khan
					}
				}
				retire = yes
			} {
				limit = {
					has_trait = AFG_barakzai_royalist
				}
				remove_trait = {
					trait = AFG_barakzai_royalist
				}
			}
			add_corps_commander_role = {
				Character = AFG_amanullah_khan
				skill = 2
				attack_skill = 1
				defense_skill = 3
				planning_skill = 1
				logistics_skill = 2
				traits = {
					infantry_officer old_guard
				}
			}
		}
		set_country_flag = AFG_counter_for_visit_to_europe
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: ANG_coi
Source: game
File: common/characters/ANG.txt

Code:
ANG_coi = {
	advisor = {
		slot = political_advisor
		idea_token = ANG_coi
		allowed = {
			original_tag = ANG
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Event
Component: r56_persia.1
Constructs: is_triggered_only, fire_only_once, has_country_leader
Source: game
File: events/r56_persia.txt

Code:
country_event = {
	id = r56_persia.1
	title = r56_persia.1.t
	desc = r56_persia.1.desc
	picture = GFX_report_event_AST_funeral
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_country_leader = {
			character = PER_reza_shah_pahlavi
			ruling_only = no
		}
	}
	option = {
		name = r56_persia.1.a
		kill_ideology_leader = neutrality
	}
}
### Entity: Character
Component: BRI_acr
Source: game
File: common/characters/BRI.txt

Code:
BRI_acr = {
	advisor = {
		slot = air_chief
		idea_token = BRI_acr
		allowed = {
			original_tag = BRI
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Idea
Component: SWI_compromises
Constructs: has_government, is_subject, is_puppet, democratic_drift
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_compromises = {
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_production_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		democratic_drift = 0.1
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_category_rocket_artillery_attack_fact
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_category_rocket_artillery_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Event
Component: wuw_GER_diplomacy.105
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.105
	title = wuw_GER_diplomacy.105.t
	desc = wuw_GER_diplomacy.105.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.105.a
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AWar_screen.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Idea
Component: idea_URG_rapid_industrialization
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_rapid_industrialization = {
	name = URG_rapid_industrialization
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	picture = generic_build_infrastructure
	modifier = {
		consumer_goods_factor = -0.25
		production_speed_buildings_factor = 0.2
	}
}
### Entity: Character
Component: air_bomber_interception_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_bomber_interception_3 = {
	sprite = 1
	air_intercept_efficiency = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_serve_the_country_with_utmost_loyalty
Constructs: prerequisite, completion_reward, add_command_power, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_serve_the_country_with_utmost_loyalty
	icon = GFX_focus_CHI_utmost_loyalty
	prerequisite = {
		focus = CHI_train_for_asymmetry CHI_commemorate_the_labour_corps CHI_utilise_the_terrain
	}
	x = 1
	y = 1
	relative_position_id = CHI_train_for_asymmetry
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_protracted_warfare_idea_tt generic_skip_one_line_tt CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_protracted_warfare_army_defence_factor = 0.015
			tooltip = army_defence_factor_tt
		} {
			CHI_protracted_warfare_dig_in_speed_factor = 0.1
			tooltip = dig_in_speed_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_army_defence_factor = 0.05
			tooltip = army_defence_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_army_morale_factor = 0.05
			tooltip = army_morale_factor_tt
		}
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.17
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.17
	title = GOE_RAJ_loyalist.17.t
	desc = GOE_RAJ_loyalist.17.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.17.a
	}
}
### Entity: Character
Component: CHI_zhang_guotao
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhang_guotao = {
	name = CHI_zhang_guotao
	portraits = {
		civilian = {
			large = GFX_portrait_CHI_zhang_guotao
		}
	}
	country_leader = {
		ideology = leninism
		traits = {
			cornered_fox
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: INS_political_idea_five
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_five = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = indonesia_flag
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		stability_factor = 0.1
		war_support_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: AI Strategy
Component: GER_prepare_against_czechoslovakia_again
Constructs: force_concentration_front_factor
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_prepare_against_czechoslovakia_again = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1940.6.1
		focus_progress = {
			focus = GER_fate_of_czechoslovakia
			progress = > 0.01
		}
		country_exists = CZE
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = CZE
		value = 100
	} {
		type = force_concentration_front_factor
		tag = CZE
		value = 200
	}
}
### Entity: Character
Component: RAJ_GOE_anti_socialist
Constructs: communism_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_anti_socialist = {
	communism_drift = -0.04
	enemy_operative_capture_chance_factor = 0.05
	army_intel_factor = 0.1
	sprite = 13
}
### Entity: Scripted Effect
Component: FIN_bop_very_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_very_low_decrease_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = -0.05
	}
}
### Entity: Event
Component: r56.ger.45
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, is_historical_focus_on, set_country_flag, is_in_faction_with
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.45
	title = r56.ger.45.t
	desc = r56.ger.45.d
	picture = GFX_report_event_GER_anglo_german_naval_treaty
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.45.a
		ai_chance = {
			base = 0
			modifier = {
				is_historical_focus_on = yes
				add = 1000
			} {
				has_government = fascism
				add = 15
			} {
				has_government = neutrality
				add = 15
			}
		}
		set_country_flag = GER_denounced_the_agreement
	} {
		name = r56.ger.45.b
		ai_chance = {
			base = 0
			modifier = {
				is_historical_focus_on = no
				add = 10
			} {
				has_government = democratic
				add = 10
			} {
				has_government = communism
				add = 10
			} {
				is_in_faction_with = ENG
				add = 10
			}
		}
		set_country_flag = GER_adhere_to_the_agreement
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_modern_mil_facs
Constructs: prerequisite, has_government, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_modern_mil_facs
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10
	ai_will_do = {
		factor = 13
	}
	prerequisite = {
		focus = SWI_prepare
	}
	available = {
		OR = {
			has_government = fascism
			threat = > 0.33
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			3 = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
			151 = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	x = 45
	y = 3
	completion_reward = {
		3 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		151 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: wtt_germany.9
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.9
	title = wtt_germany.9.t
	desc = wtt_germany.9.d
	picture = GFX_report_event_french_resistance_02
	is_triggered_only = yes
	option = {
		name = wtt_germany.9.a
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_strengthen_the_proletarian_international
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_in_array, is_on_continent, every_other_country
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_strengthen_the_proletarian_international
	icon = GFX_focus_GER_strengthen_the_proletarian_international
	prerequisite = {
		focus = GER_support_the_proletarian_uprising
	}
	x = 1
	y = 1
	relative_position_id = GER_support_the_proletarian_uprising
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					NOT = {
						is_in_faction_with = ROOT
					}
					is_in_array = {
						array = GER.started_communist_cw_here
						value = THIS
					}
					capital_scope = {
						is_on_continent = europe
					}
				}
			}
			every_other_country = {
				limit = {
					NOT = {
						is_in_faction_with = ROOT
					}
					is_in_array = {
						array = GER.started_communist_cw_here
						value = THIS
					}
					capital_scope = {
						is_on_continent = europe
					}
				}
				country_event = {
					id = wuw_GER_diplomacy.83
					hours = 6
				}
			}
		}
		else = {
			custom_effect_tooltip = GER_strengthen_the_proletarian_international_tt
		}
	}
}
### Entity: Event
Component: usa.47
Constructs: is_triggered_only, has_completed_focus, random_days
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.47
	title = usa.47.t
	desc = usa.47.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	trigger = {
		tag = USA
		NOT = {
			OR = {
				has_completed_focus = USA_voter_registration_act USA_union_representation_act
			}
		}
	}
	option = {
		name = usa.47.a
		USA_house_medium_opposition = yes
		hidden_effect = {
			country_event = {
				id = usa.51
				days = 70
				random_days = 10
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_260
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_260 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 260
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 260
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_engine_of_the_economy
Constructs: prerequisite, add_stability, completion_reward, remove_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_engine_of_the_economy
	icon = GFX_focus_BEL_engine_of_the_economy
	prerequisite = {
		focus = BEL_40_hour_workweek
	} {
		focus = BEL_cockerill
	} {
		focus = BEL_railway_expansion
	}
	relative_position_id = BEL_cockerill
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 2
	cost = 10
	available = {

	}
	completion_reward = {
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = BEL_social_partners_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = BEL_engine_of_the_economy_dynamic_modifier
			}
		}
		add_stability = 0.1
		custom_effect_tooltip = BEL_remove_social_partners_dynamic_modifier_tt
		add_to_variable = {
			BEL_social_partners_production_factory_max_efficiency_factor = 0.1
			tooltip = production_factory_max_efficiency_factor_tt
		}
	}
}
### Entity: Effect Reference
Construct: divide_temp_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## divide_temp_variable

* Supported Scopes: any
* Supported Targets: none

Divides a temp variable by a value, another variable, or a [math expression](script_math_expression.md).
`if_zero` specifies the value to assign if the divisor is zero (default is zero).
### Entity: Scripted Effect
Component: BUL_bs_high_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bs_high_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_bs_tt BUL_high_loyalty_increase_tt
	add_to_variable = {
		BUL_bs_loyalty = BUL_faction_high_increase
	}
	clamp_variable = {
		var = BUL_bs_loyalty
		min = 0
		max = 100
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_31
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_31 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 31
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 31
	}
}
### Entity: Event
Component: wuw_GER_legions.2
Constructs: is_triggered_only, fire_only_once, set_country_flag, add_manpower
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_legions.2
	title = wuw_GER_legions.2.t
	desc = wuw_GER_legions.2.desc
	picture = GFX_report_event_soviet_german_soldier_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_legions.2.a
		show_unit_leaders_tooltip = GER_hans_krebs
		set_country_flag = GER_recalled_hans_krebs_from_russia_flag
		custom_effect_tooltip = generic_skip_one_line_tt
		army_experience = 15
		add_manpower = 200
	}
}