Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ITA_angelo_iachino
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_angelo_iachino = {
	name = ITA_angelo_iachino
	portraits = {
		navy = {
			small = GFX_idea_angelo_iachino
			large = GFX_portrait_ITA_angelo_iachino
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = angelo_iachino
		ledger = navy
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			naval_theorist
		}
	}
	navy_leader = {
		traits = {
			bold navy_career_officer superior_tactician spotter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 3
		coordination_skill = 1
		legacy_id = 0
		visible = {
			has_government = fascism
		}
	}
}
### Entity: Character
Component: PRC_de_facto_leader
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_de_facto_leader = {
	random = no
	political_power_gain = 0.1
	stability_factor = 0.1
	war_stability_factor = 0.05
	army_morale_factor = 0.075
}
### Entity: National Focus
Tree: man_focus
Component: MAN_law_university
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_law_university
	icon = GFX_focus_research
	prerequisite = {
		focus = MAN_collective_farms MAN_mukden_military_academy MAN_expand_the_textile_industry
	}
	x = 0
	y = 1
	relative_position_id = MAN_collective_farms
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: CHI_three_princpals_d_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_three_princpals_d_idea = {
	name = CHI_three_princpals_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		original_tag = CHI
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		political_power_factor = 0.1
	}
}
### Entity: Idea
Component: ETH_peacekeeping_forces_idea
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_factor
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_peacekeeping_forces_idea = {
	picture = ETH_peacekeeping_forces
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	rule = {
		can_send_volunteers = yes
	}
	removal_cost = -1
	modifier = {
		send_volunteers_tension = -0.35
		send_volunteer_divisions_required = -0.5
		send_volunteer_factor = 0.25
	}
}
### Entity: Idea
Component: EAI_DD_14/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Idea
Component: anti_german_army_idea
Constructs: removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
anti_german_army_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fascism_banned
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Character
Component: CHI_cc_clique_leader_trait
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_cc_clique_leader_trait = {
	sprite = 13
	random = no
	justify_war_goal_time = -0.1
	fascism_drift = 0.06
	consumer_goods_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: MPL_MEC_01
Source: game
File: common/units/names_divisions/MPL_names_divisions.txt

Code:
MPL_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		MPL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		MPL_INF_01
	}
	fallback_name = %dth Mechanized Division
	ordered = {
		24 = {
			Levantine Lifeguard Div.
		}
		1 = {
			%dst Mechanized Division
		}
		2 = {
			%dnd Mechanized Division
		}
		3 = {
			%drd Mechanized Division
		}
		4 = {
			%dth Mechanized Division
		}
		5 = {
			%dth Mechanized Division
		}
		6 = {
			%dth Mechanized Division
		}
		7 = {
			%dth Mechanized Division
		}
		8 = {
			%dth Mechanized Division
		}
		9 = {
			%dth Mechanized Division
		}
		10 = {
			%dth Mechanized Division
		}
		11 = {
			%dth Mechanized Division
		}
		12 = {
			%dth Mechanized Division
		}
		13 = {
			%dth Mechanized Division
		}
		14 = {
			%dth Mechanized Division
		}
		15 = {
			%dth Mechanized Division
		}
		16 = {
			%dth Mechanized Division
		}
		17 = {
			%dth Mechanized Division
		}
		18 = {
			%dth Mechanized Division
		}
		19 = {
			%dth Mechanized Division
		}
		20 = {
			%dth Mechanized Division
		}
		21 = {
			%dst Mechanized Division
		}
		22 = {
			%dnd Mechanized Division
		}
		23 = {
			%drd Mechanized Division
		}
	}
}
### Entity: Character
Component: ISR_poali_zion_veteran
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_poali_zion_veteran = {
	random = no
	political_power_factor = 0.05
	democratic_drift = 0.02
	stability_factor = 0.05
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_small_arms_manufacturing
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_small_arms_manufacturing
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = RUT_food_processing_plant
	x = 2
	y = 3
	prerequisite = {
		focus = RUT_transcarpathian_infrastructure
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		RUT = {
			controls_state = 73
		}
	}
	completion_reward = {
		73 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: HOL_check_plan_lead_the_minor_democracies
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
HOL_check_plan_lead_the_minor_democracies = {
	HOL = {
		OR = {
			has_completed_focus = HOL_lead_the_minor_democracies
			has_country_flag = HOL_AI_RANDOM_DEMOCRATIC_ALTERNATE_3
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_ALTERNATE_3
			}
		}
	}
}
### Entity: Event
Component: BBA_switzerland.19
Constructs: is_triggered_only, ai_chance, has_government, save_event_target_as, add_to_faction, add_ai_strategy, give_guarantee, set_country_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.19
	title = BBA_switzerland.19.t
	desc = BBA_switzerland.19.desc
	picture = GFX_report_event_SWI_guisan_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			FROM = {
				save_event_target_as = alliance_inviter
			}
			save_event_target_as = alliance_applicant
		}
	}
	option = {
		name = BBA_switzerland.19.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		trigger = {

		}
		hidden_effect = {
			news_event = {
				id = news.289
				hours = 12
			}
		}
		FROM = {
			faction_leader = {
				add_to_faction = ROOT
			}
			country_event = {
				id = generic.6
				hours = 6
			}
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
	} {
		name = BBA_switzerland.19.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		trigger = {

		}
		give_guarantee = FROM
		FROM = {
			give_guarantee = PREV
		}
	} {
		name = BBA_switzerland.19.c
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				FROM = {
					NOt = {
						has_government = ROOT
					}
				}
			}
		}
		trigger = {

		}
		set_country_flag = SWI_rejected_neutral_entente
		FROM = {
			country_event = {
				id = generic.7
				hours = 3
			}
		}
	}
}
### Entity: Idea
Component: MAN_labor_corps_idea
Constructs: removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_labor_corps_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_labor_corps
	modifier = {
		industry_free_repair_factor = 0.5
		industry_repair_factor = 0.25
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_new_ricostruzione_industriale
Constructs: prerequisite, limit, add_stability, completion_reward, add_to_variable, has_dlc, add_mio_size, complete_mio_trait
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_new_ricostruzione_industriale
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = ITA_institute_the_five_year_plan
	}
	x = 0
	y = 1
	relative_position_id = ITA_institute_the_five_year_plan
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = -0.05
		add_to_variable = {
			ITA_iri_consumer_goods_factor = -0.04
		} {
			ITA_military_industry_dm_industrial_capacity_factory = 0.05
		} {
			ITA_military_industry_dm_industrial_capacity_dockyard = 0.05
		}
		custom_effect_tooltip = ITA_new_ricostruzione_industriale_iri_tt ITA_new_ricostruzione_industriale_military_industry_dm_tt
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = ITA_officine_meccaniche_organization
			mio:ITA_officine_meccaniche_organization = {
				add_mio_size = 3
				complete_mio_trait = ITA_mio_trait_new_ricostruzione_iundustriale_motorized ITA_mio_trait_new_ricostruzione_iundustriale_mechanized ITA_mio_trait_new_ricostruzione_iundustriale_train
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = ITA_officine_meccaniche
		}
	}
}
### Entity: Scripted Effect
Component: r56_chinese_gui_assign_frame
Constructs: limit, set_variable
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_chinese_gui_assign_frame = {
	if = {
		limit = {
			chi_is_blue_warlord = yes
		}
		set_variable = {
			chi_controller = 1
		}
	}
	else_if = {
		limit = {
			chi_is_red_warlord = yes
		}
		set_variable = {
			chi_controller = 2
		}
	} {
		limit = {
			chi_is_white_warlord = yes
		}
		set_variable = {
			chi_controller = 3
		}
	} {
		limit = {
			chi_is_soviet_warlord = yes
		}
		set_variable = {
			chi_controller = 5
		}
	} {
		limit = {
			chi_is_orange_warlord = yes
		}
		set_variable = {
			chi_controller = 6
		}
	} {
		limit = {
			chi_is_purple_warlord = yes
		}
		set_variable = {
			chi_controller = 7
		}
	}
	else = {
		set_variable = {
			chi_controller = 4
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_railroads
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_railroads
	icon = GFX_goal_generic_construct_infrastructure
	cost = 10
	ai_will_do = {
		factor = 6
	}
	prerequisite = {
		focus = SWI_trade
	}
	available = {
		controls_state = 3 151
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			3 = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
			151 = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	x = 43
	y = 1
	completion_reward = {
		3 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		151 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: KMT_powerful_blueshirts5_no_lar
Constructs: stability_factor, has_government, removal_cost, fascism_drift, neutrality_drift, communism_drift, decryption_factor, encryption_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_powerful_blueshirts5_no_lar = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = neutrality fascism
			}
		}
	}
	modifier = {
		stability_factor = -0.2
		political_power_factor = 0.075
		fascism_drift = 0.075
		neutrality_drift = 0.03
		communism_drift = -0.01
		resistance_damage_to_garrison = -0.3
		land_reinforce_rate = 0.075
		decryption_factor = 0.15
		encryption_factor = 0.2
	}
}
### Entity: Character
Component: JAP_mitsuo_fuchida
Source: game
File: common/characters/JAP.txt

Code:
JAP_mitsuo_fuchida = {
	name = JAP_mitsuo_fuchida
	portraits = {
		army = {
			small = GFX_idea_mitsuo_fuchida
		}
	}
	advisor = {
		slot = high_command
		idea_token = mitsuo_fuchida
		ledger = air
		allowed = {
			original_tag = JAP
		}
		traits = {
			air_tactical_bombing_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Music Config
Component: allied_speeches/blood_toil_tears_and_sweat
Source: game
File: music/allied_speeches.txt

Code:
music = {
	song = blood_toil_tears_and_sweat
	chance = {
		factor = 0
	}
}
### Entity: On Action
Component: on_actions
Constructs: division_template, limit, add_ideas, remove_ideas, is_major, has_game_rule, has_start_date, set_global_flag
Source: game
File: common/on_actions/oldsov_on_actions.txt

Code:
on_actions = {
	on_startup = {
		effect = {
			if = {
				limit = {
					NOT = {
						has_game_rule = {
							rule = SOV_focus_tree_selection
							option = STANDARD_TREE
						}
						has_start_date = > 1945.01.01
					}
				}
				set_global_flag = sov_old_focus_tree
				SOV = {
					set_variable = {
						SOV_send_ultimatum_to_country_cost = 75
					}
					load_focus_tree = soviet_focus_old
					SOV_remove_paranoia_effect = yes
					set_division_template_lock = {
						division_template = NKVD Pogranichnaya Diviziya
						is_locked = no
					}
					SOV_konstantin_nechaev = {
						set_character_flag = SOV_exiled_flag
					}
					SOV_anatoly_rogozhin = {
						set_character_flag = SOV_exiled_flag
					}
					remove_ideas = SOV_politicized_military
					remove_dynamic_modifier = {
						modifier = SOV_the_red_army_dynamic_modifier
					} {
						modifier = SOV_soviet_airforce_dynamic_modifier
					} {
						modifier = SOV_second_five_year_plan_dynamic_modifier
					}
					add_ideas = {
						SOV_soviet_mobilization SOV_poorly_educated_population SOV_politicized_military_1
					}
				}
			}
		}
	}
	on_declare_war = {
		effect = {
			if = {
				limit = {
					FROM = {
						tag = SOV
						OR = {
							has_idea = officers_purged officers_purged_2 officers_purged_3 officers_purged_4 officers_purged_5 officers_purged_6 officers_purged_7 officers_purged_8 officers_purged_9 officers_purged_10
						}
						NOT = {
							has_idea = SOV_great_patriotic_war
						} {
							has_idea = SOV_great_patriotic_war_2
						} {
							has_idea = SOV_great_patriotic_war_3
						} {
							has_idea = SOV_great_patriotic_war_4
						} {
							has_idea = SOV_great_patriotic_war_5
						}
					}
					ROOT = {
						is_major = yes
					}
				}
				SOV = {
					country_event = {
						id = soviet.46
						days = 2
					}
				}
			}
		}
	}
}
### Entity: Event
Component: belgium.167
Constructs: is_triggered_only, ai_chance, fire_only_once, add_tech_bonus
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.167
	title = belgium.167.t
	desc = belgium.167.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = belgium.167.a
		ai_chance = {
			factor = 100
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.25
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Scripted Effect
Component: EAI_path_exists_from_berlin_to_tehran
Constructs: limit, set_temp_variable, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PATHFINDING_strategies.txt

Code:
EAI_path_exists_from_berlin_to_tehran = {
	set_temp_variable = {
		_pathfind_start = 64
		 = .id
	} {
		_pathfind_target = 266
		 = .id
	} {
		_pathfind_type = 2
	}
	EAI_PATHFIND_get_path = yes
	if = {
		limit = {
			check_variable = {
				pathfind_success = 1
			}
		}
		set_country_flag = EAI_path_exists_from_berlin_to_tehran
	}
	else = {
		clr_country_flag = EAI_path_exists_from_berlin_to_tehran
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HOL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = HOL
		}
		requested_factories = 1
		progress = 0.58
		efficiency = 100
	}
}
### Entity: Idea
Component: FRA_national_uprising
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_national_uprising = {
	picture = generic_intel_bonus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		no_supply_grace = 336
		equipment_capture = 0.35
	}
}
### Entity: Event
Component: wtt_manchukou_bandit_sabotage.23
Constructs: is_triggered_only, limit, random_owned_state, is_fully_controlled_by
Source: game
File: events/WTT_Manchukou.txt

Code:
country_event = {
	id = wtt_manchukou_bandit_sabotage.23
	title = wtt_manchukou_bandit_sabotage.23.t
	desc = wtt_manchukou_bandit_sabotage.23.desc
	picture = GFX_report_event_generic_train
	is_triggered_only = yes
	option = {
		name = wtt_manchukou_bandit_sabotage.21.a
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				infrastructure = > 0
			}
			damage_building = {
				type = infrastructure
				damage = 1
			}
		}
	}
}
### Entity: Country History
Country: KAZ
Component: KAZ_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/KAZ - Kazakhstan.txt

Code:
# Misc for KAZ
capital = 586
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Unit Template
Component: GEO_CAV_01
Source: game
File: common/units/names_divisions/GEO_names_divisions.txt

Code:
GEO_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		GEO
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dya Gruziyanska Kavaleriyskaya Div.
	ordered = {
		1 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		2 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		3 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		4 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		5 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		6 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		7 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		8 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		9 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
		10 = {
			%dya Gruziyanska Kavaleriyskaya Div.
		}
	}
}
### Entity: Order of Battle
Component: 510e Rgt. de Chars de Combat
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939_nsb.txt

Code:
division = {
	name = 510e Rgt. de Chars de Combat
	location = 698
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = FRA
			version_name = H-35
		}
	}
}
### Entity: Trigger Reference
Construct: career_profile_check_playthrough_value
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## career_profile_check_playthrough_value

* Supported Scopes: any
* Supported Targets: any

```
Compares a playthrough value to a number
```
### Entity: Event
Component: lar_news.3
Constructs: is_triggered_only, is_on_continent, is_in_faction_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.3
	title = lar_news.3.t
	desc = lar_news.3.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.3.a
		trigger = {
			capital_scope = {
				is_on_continent = africa
			}
			NOT = {
				is_in_faction_with = FRA
			}
		}
	} {
		name = lar_news.3.b
		trigger = {
			is_in_faction_with = FRA
		}
	} {
		name = lar_news.3.c
		trigger = {
			NOT = {
				is_in_faction_with = FRA
				capital_scope = {
					is_on_continent = africa
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: JAP_state_under_rebel_control
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_state_under_rebel_control = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_JAP_rebel_control
	custom_modifier_tooltip = JAP_state_under_rebel_control_tt
	state_production_speed_buildings_factor = -0.05
}
### Entity: Idea
Component: EGY_mt
Source: game
File: common/ideas/egypt.txt

Code:
EGY_mt = {
	ledger = army
	picture = generic_army_arab_1
	allowed = {
		original_tag = EGY
	}
	traits = {
		military_theorist
	}
}
### Entity: Event
Component: bftb_greece.179
Constructs: is_triggered_only, ai_chance, add_timed_idea, add_to_variable, has_opinion, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.179
	title = bftb_greece.179.t
	desc = bftb_greece.179.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.179.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = GRE_small_investment
			days = 30
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_french_influence_over_greek_government
					value = 5
				}
			} {
				country_event = {
					id = bftb_greece.182
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.179.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				num_of_available_civilian_factories = < 15
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.183
				days = 2
			}
		}
	} {
		name = bftb_greece.179.c
		ai_chance = {
			base = 0.1
			modifier = {
				factor = 25
				has_opinion = {
					target = GRE
					value = < -50
				}
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.184
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_france_rebuffed
			}
		}
	}
}
### Entity: Modifier Reference
Construct: production_oil_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## production_oil_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: Country History
Country: CRO
Component: CRO_characters
Constructs: recruit_character
Source: game
File: history/countries/CRO - Croatia.txt

Code:
# Leaders & Characters for CRO
recruit_character = CRO_ante_pavelic CRO_vladko_macek CRO_nikola_mandic CRO_joseph_francis CRO_duro_jakcin CRO_slavko_kvaternik CRO_miroslav_navratil