Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_INSANE/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: FRA_RGR_01
Source: game
File: common/units/names_divisions/FRA_names_divisions.txt

Code:
FRA_RGR_01 = {
	name = Ranger Divisions
	for_countries = {
		FRA
	}
	can_use = {
		always = yes
	}
	division_types = {
		ranger_battalion
	}
	fallback_name = %dème Division Légère de Chasseurs
	ordered = {
		1 = {
			%dère Division Légère de Chasseurs
		}
		2 = {
			%dème Division Légère de Chasseurs
		}
		3 = {
			%dème Division Légère de Chasseurs
		}
		4 = {
			%dème Division Légère de Chasseurs
		}
		5 = {
			%dème Division Légère de Chasseurs
		}
		6 = {
			%dème Division Légère de Chasseurs
		}
		7 = {
			%dème Division Légère de Chasseurs
		}
		8 = {
			%dème Division Légère de Chasseurs
		}
		9 = {
			%dème Division Légère de Chasseurs
		}
		10 = {
			%dème Division Légère de Chasseurs
		}
		11 = {
			%dème Division Légère de Chasseurs
		}
		12 = {
			%dème Division Légère de Chasseurs
		}
		13 = {
			%dème Division Légère de Chasseurs
		}
		14 = {
			%dème Division Légère de Chasseurs
		}
		15 = {
			%dème Division Légère de Chasseurs
		}
		16 = {
			%dème Division Légère de Chasseurs
		}
		17 = {
			%dème Division Légère de Chasseurs
		}
		18 = {
			%dème Division Légère de Chasseurs
		}
		19 = {
			%dème Division Légère de Chasseurs
		}
		20 = {
			%dème Division Légère de Chasseurs
		}
	}
}
### Entity: Idea
Component: FIJ_acr
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_acr = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = FIJ
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_befriend_portugal
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_in_faction, add_timed_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_befriend_portugal
	icon = GFX_focus_generic_befriend_portugal
	prerequisite = {
		focus = ITA_spanish_italian_alliance ITA_demand_balearic_islands_bba
	}
	x = 1
	y = 1
	relative_position_id = ITA_spanish_italian_alliance
	cost = 5
	available = {
		is_in_faction = yes
		country_exists = POR
		NOT = {
			has_war_with = POR
		}
	}
	search_filters = {

	}
	completion_reward = {
		POR = {
			add_opinion_modifier = {
				target = ITA
				modifier = ita_diplomacy_focus
			}
			if = {
				limit = {
					ROOT = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = communism
					}
				}
				add_timed_idea = {
					idea = communist_influence
					days = 1095
				}
			}
			country_event = {
				id = generic.5
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_famine.10
Constructs: is_triggered_only, limit, is_subject, is_subject_of, add_autonomy_ratio
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_famine.10
	title = GOE_RAJ_famine.10.t
	desc = GOE_RAJ_famine.10.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_famine.10.a
		if = {
			limit = {
				is_subject = yes
				is_subject_of = FROM
			}
			FROM = {
				add_autonomy_ratio = {
					value = 0.1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_join_the_defense_of_the_hemisphere
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_join_the_defense_of_the_hemisphere
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = ARG_usa_coop
	}
	relative_position_id = ARG_usa_coop
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			} {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = USA
	}
	completion_reward = {
		if = {
			limit = {
				USA = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = USA
						has_war_with = ROOT
					}
				}
			}
			USA = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: LUX_chamberofdeputies_PD_info_large_increase_i
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_chamberofdeputies_PD_info_large_increase_i = {
	name = LUX_chamberofdeputies_PD_info_large_increase_tt
	modifier = {
		political_power_cost = 1.0
	}
}
### Entity: Event
Component: rt56.rom_hun_submission.1
Constructs: is_triggered_only, ai_chance, is_subject, is_in_faction
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_hun_submission.1
	title = rt56.rom_hun_submission.1.t
	desc = rt56.rom_hun_submission.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_hun_submission.1.a
		ai_chance = {
			base = 50
			modifier = {
				OR = {
					is_subject = yes
					is_in_faction = yes
				}
				factor = 0
			} {
				strength_ratio = {
					tag = ROM
					ratio = < 0.5
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_hun_submission.2
				days = 3
			}
		}
	} {
		name = rt56.rom_hun_submission.1.b
		ai_chance = {
			base = 50
		}
		FROM = {
			country_event = {
				id = rt56.rom_hun_submission.3
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_unrestricted_convoy_raiding
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_to_variable, add_equipment_bonus, naval_speed
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_unrestricted_convoy_raiding
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = GER_panzerschiff_raiders GER_u_boat_efforts
	}
	x = 1
	y = 1
	relative_position_id = GER_panzerschiff_raiders
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_plan_z
				}
			}
			custom_effect_tooltip = GER_unlock_plan_z_tt
		} {
			limit = {
				NOT = {
					has_completed_focus = GER_panzerschiff_raiders GER_u_boat_efforts
				}
			}
			custom_effect_tooltip = GER_with_panzerschiff_completed_tt GER_with_u_boat_efforts_completed_tt GER_submarine_max_speed_small_tt
			add_to_variable = {
				GER_military_screening_without_screens = 0.1
				tooltip = screening_without_screens_tt
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_navy_modifier = yes
		add_to_variable = {
			GER_military_naval_defense_factor = 0.05
			tooltip = naval_defense_factor_tt
		} {
			GER_military_convoy_raiding_efficiency_factor = 0.05
			tooltip = convoy_raiding_efficiency_factor_tt
		}
		else_if = {
			limit = {
				has_completed_focus = GER_panzerschiff_raiders
			}
			add_to_variable = {
				GER_military_screening_without_screens = 0.1
				tooltip = screening_without_screens_tt
			}
		} {
			limit = {
				has_completed_focus = GER_u_boat_efforts
			}
			custom_effect_tooltip = GER_submarine_max_speed_small_tt
			hidden_effect = {
				add_equipment_bonus = {
					name = GER_unrestricted_convoy_raiding
					bonus = {
						ship_hull_submarine = {
							naval_speed = 0.05
						}
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: SOV_third_five_year_plan_civilian_dynamic_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_third_five_year_plan_civilian_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_third_five_year_plan_civilian_ccp_2d_sov_compatibility
	production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor
	consumer_goods_factor = SOV_fyp_consumer_goods_factor
	production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor
	industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor
	local_resources_factor = SOV_fyp_local_resources_factor
	line_change_production_efficiency_factor = SOV_fyp_line_change_production_efficiency_factor
	industrial_capacity_factory = SOV_fyp_industrial_capacity_factory
	industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard
	fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states
	production_oil_factor = SOV_fyp_production_oil_factor
}
### Entity: Decision
Component: BUL_align_bulgaria
Constructs: has_government, has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_align_bulgaria = {
	icon = generic_fascism
	allowed = {
		original_tag = GER
		has_dlc = Battle for the Bosporus
	}
	visible = {
		OR = {
			BUL = {
				has_government = ROOT
			}
			AND = {
				BUL = {
					has_government = neutrality
				}
				ROOT = {
					has_government = fascism
				}
			}
		}
	}
}
### Entity: Event
Component: poland.152
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.152
	title = poland.152.t
	desc = poland.152.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.152.a
		effect_tooltip = {
			add_timed_idea = {
				idea = POL_Arms_Imports
				days = 500
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_coastal_defense_initiative
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_coastal_defense_initiative
	icon = GFX_focus_FIN_coastal_defense
	prerequisite = {
		focus = PER_construct_naval_bases
	}
	x = 1
	y = 1
	relative_position_id = PER_construct_naval_bases
	cost = 5
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_coastal_fortifications_idea
			days = 365
		}
	}
}
### Entity: Military Industrial Organization
Component: BEL_miesse_armored_car_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/r56_BEL_organization.txt

Code:
BEL_miesse_armored_car_organization = {
	name = BEL_miesse_tank
	include = generic_armored_car_organization
	icon = GFX_idea_BEL_miesse_tank
	allowed = {
		tag = BEL
		NOT = {
			has_dlc = Gotterdammerung
		}
		has_dlc = La Resistance
	}
	initial_trait = {
		name = generic_armored_car_organization
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
			soft_attack = 0.05
		}
	}
}
### Entity: Event
Component: r56_spying_event.8
Constructs: ai_chance, limit, has_government, fire_only_once, has_capitulated, has_done_agency_upgrade, has_dlc, has_intelligence_agency
Source: game
File: events/r56_spying_event.txt

Code:
country_event = {
	id = r56_spying_event.8
	title = r56_spying_event.5.t
	desc = r56_spying_event.5.desc
	picture = GFX_report_event_deliberate_leaks
	fire_only_once = yes
	trigger = {
		original_tag = BEL
		has_government = communism
		exists = yes
		OR = {
			has_capitulated = yes
			has_done_agency_upgrade = upgrade_commando_training
		}
		has_dlc = La Resistance
		has_intelligence_agency = yes
		date = > 1939.1.1
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = r56_spying_event.4.a
		if = {
			limit = {
				date = < 1943.1.1
			}
			create_operative_leader = {
				name = Todor Angelov
				gfx = GFX_portrait_europe_generic_operative_m_22
				traits = {
					operative_demolition_expert
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					BEL BUL
				}
			}
		}
		create_operative_leader = {
			name = Raoul Baligand
			gfx = GFX_portrait_europe_generic_operative_m_24
			traits = {
				operative_demolition_expert operative_commando
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				BEL
			}
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Character
Component: MZB_aco2
Source: game
File: common/characters/MZB.txt

Code:
MZB_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = MZB_aco2
		allowed = {
			original_tag = MZB
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Character
Component: CHI_wang_ganchang
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_wang_ganchang = {
	name = CHI_wang_ganchang
	portraits = {
		army = {
			large = GFX_portrait_CHI_wang_ganchang
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_specialist
		}
		skills = {
			specialization_nuclear = 2
		}
		visible = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				owner = {
					has_completed_focus = CHI_expand_the_chinese_academy_of_sciences
				}
			}
		}
	}
}
### Entity: Event
Component: CZE.301
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_doctrine, set_country_flag, has_idea, add_doctrine_cost_reduction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.301
	title = CZE.301.t
	desc = CZE.301.d
	picture = GFX_CZKE_ludvik_krejci_report
	is_triggered_only = yes
	option = {
		name = CZE.301.a
		ai_chance = {
			factor = 3
		}
		if = {
			limit = {
				OR = {
					has_doctrine = new_mobile_warfare grand_battleplan mass_assault superior_firepower r56_guerilla_warfare
				}
				amount_taken_ideas = {
					amount = > 0
					slots = {
						army_chief
					}
				}
			}
			custom_effect_tooltip = new_army_chief_gained
			set_country_flag = chief_ludvik_krejci_appointed
			if = {
				limit = {
					NOT = {
						has_idea = CZE_ludvik_krejci_army_chief
					}
				}
				add_ideas = CZE_ludvik_krejci_army_chief
			}
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		} {
			limit = {
				NOT = {
					has_doctrine = new_mobile_warfare grand_battleplan mass_assault superior_firepower r56_guerilla_warfare
				}
				amount_taken_ideas = {
					amount = < 1
					slots = {
						army_chief
					}
				}
			}
			custom_effect_tooltip = new_army_chief_gained
			set_country_flag = chief_ludvik_krejci_appointed
			if = {
				limit = {
					NOT = {
						has_idea = CZE_ludvik_krejci_army_chief
					}
				}
				add_ideas = CZE_ludvik_krejci_army_chief
			}
			set_grand_doctrine = grand_battleplan
		} {
			limit = {
				OR = {
					has_doctrine = new_mobile_warfare grand_battleplan mass_assault superior_firepower r56_guerilla_warfare
				}
				amount_taken_ideas = {
					amount = > 0
					slots = {
						army_chief
					}
				}
			}
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 2
				category = land_doctrine
			}
		} {
			limit = {
				has_idea = CZE_ludvik_krejci_army_chief
				amount_taken_ideas = {
					amount = > 0
					slots = {
						army_chief
					}
				}
				NOT = {
					has_doctrine = new_mobile_warfare grand_battleplan mass_assault superior_firepower r56_guerilla_warfare
				}
			}
			set_country_flag = chief_ludvik_krejci_appointed
			set_grand_doctrine = grand_battleplan
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	} {
		name = CZE.301.b
		ai_chance = {
			factor = 1
		}
		if = {
			limit = {
				OR = {
					has_doctrine = new_mobile_warfare grand_battleplan mass_assault 
# ... (truncated)
### Entity: AI Strategy
Component: YUG_fascist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/YUG_alternate_strategy_plan.txt

Code:
YUG_fascist = {
	name = Yugoslavian fascist plan
	desc = 
	allowed = {
		original_tag = YUG
		has_dlc = Death or Dishonor
	}
	enable = {
		OR = {
			has_country_flag = YUG_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = YUG_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		YUG_industrialization_program YUG_western_focus YUG_modernize_the_air_force YUG_friendship_treaty_with_italy YUG_attract_axis_capital YUG_evolution YUG_expand_the_mining_industry YUG_develop_military_industry YUG_army_modernization YUG_establish_the_banovina_of_croatia YUG_local_developers YUG_ikarus YUG_ban_slovene_nationalist_parties YUG_the_ik_3 YUG_rare_minerals_exploitation YUG_concessions_for_macedonians YUG_small_arms YUG_domestic_artillery_production YUG_invite_german_military_mission YUG_join_axis YUG_surrender_italian_claims YUG_expand_the_university_of_zagreb YUG_improve_serbian_rail_network YUG_improve_light_industry YUG_expand_the_university_of_belgrad YUG_central_management YUG_serbian_steel YUG_expand_the_sarajevo_arsenals YUG_expand_the_serbian_shipyards YUG_coastal_defense YUG_zmaj YUG_rogozarski YUG_anti_tank_defenses YUG_claim_macedonia YUG_greater_yugoslavia YUG_independent_engineer_regiments YUG_expand_the_university_of_ljubljana YUG_motorize_the_cavalry YUG_motorized_logistics YUG_armored_cavalry YUG_modern_tanks YUG_army_maneuvers YUG_supremacy_of_defense YUG_artillery_regiments
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Character
Component: r56_grand_voievod
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_grand_voievod = {
	conscription = 0.01
	war_support_factor = 0.05
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: crda
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
crda = {
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		controls_state = 736
		ITA_is_northern_designer = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		battlefleet_designer
	}
}
### Entity: AI Strategy
Component: FRA_medium_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_medium_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_medium_tank_artillery
	}
	priority = {
		factor = 50
	}
	medium_tank_artillery_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_welded_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				
# ... (truncated)
### Entity: Idea
Component: QAT_acgs
Source: game
File: common/ideas/qatar.txt

Code:
QAT_acgs = {
	picture = generic_air_arab_3
	allowed = {
		original_tag = QAT
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: prc.115
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, add_timed_idea, add_popularity
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.115
	title = prc.115.t
	desc = prc.115.d
	picture = GFX_report_event_dead_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.115.a
		add_timed_idea = {
			idea = KMT_aid_famine
			days = 365
		}
	} {
		name = prc.115.b
		ai_chance = {
			base = 0
		}
		add_political_power = -50
		add_popularity = {
			popularity = -0.15
			ideology = ROOT
		}
	}
}
### Entity: Wiki Documentation
Construct: updatesubunits
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
updatesubunits
|
Updates the subunit database
|

|

update_loc [localization tag]
|
Updates the localization tag file
|

|
### Entity: Country History
Country: TUN
Component: TUN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/TUN - Tunisia.txt

Code:
# Politics & Parties for TUN
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Character
Component: NAV_mariano_gamir_ulibarri
Source: game
File: common/characters/NAV.txt

Code:
NAV_mariano_gamir_ulibarri = {
	name = Mariano Gámir Ulíbarri
	portraits = {
		army = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_land_3.dds
			small = GFX_idea_generic_army_south_america_5
		}
	}
	advisor = {
		slot = army_chief
		idea_token = NAV_mariano_gamir_ulibarri
		allowed = {
			original_tag = NAV
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	} {
		cost = 100
		slot = theorist
		idea_token = NAV_mariano_gamir_ulibarri2
		ledger = army
		allowed = {
			original_tag = NAV
		}
		traits = {
			military_theorist
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
	}
}
### Entity: Scope Reference
Construct: Example
Source: vanilla_docs
File: documentation/script_collection_input.md

Doc:
### Example
Check if there are more than 42 members in the faction of the current scope (assumes current scope is country scope).
```
collection_size = {
    input = {
        input = game:scope
        operators = { faction_members }
    }
	value > 42
}
```