Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: estonia_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, prerequisite, limit, random_country, add_ideas
Source: game
File: common/national_focus/estonia.txt

Code:
focus_tree = {
	id = estonia_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = EST
			has_dlc = No Step Back
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1000
	}
	shared_focus = BALTIC_rejoin_the_railways BALTIC_restore_workers_republic
	focus = {
		id = EST_era_of_silence
		icon = GFX_focus_EST_era_of_silence
		mutually_exclusive = {
			focus = BALTIC_restore_workers_republic EST_rally_the_nation
		}
		x = 34
		y = 0
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					OR = {
						has_completed_focus = BALTIC_restore_workers_republic EST_rally_the_nation
					}
				}
			}
		}
		offset = {
			x = -10
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = EST_era_of_silence
			}
		}
		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_POLITICAL FOCUS_FILTER_STABILITY
		}
		completion_reward = {
			add_political_power = 100
			add_stability = 0.1
			activate_mission_tooltip = EST_vaps_uprising EST_vaps_crackdown
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	} {
		id = EST_ismaaliit
		icon = GFX_goal_generic_demand_territory
		prerequisite = {
			focus = EST_era_of_silence
		}
		x = 1
		y = 1
		relative_position_id = EST_era_of_silence
		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_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
		}
		completion_reward = {
			add_ideas = EST_ismaaliit_idea
			if = {
				limit = {
					has_idea = democratic_opposition
				}
				swap_ideas = {
					remove_idea = democratic_opposition
					add_idea = democratic_opposition_idea_1
				}
			}
			else_if = {
				limit = {
					has_idea = democratic_opposition_idea_1
				}
				swap_ideas = {
					remove_idea = democratic_opposition_idea_1
					add_idea = democratic_opposition_idea_2
				}
			}
		}
	} {
# ... (truncated)
### Entity: National Focus
Tree: pak_focus
Component: PAK_Frigate_Based_Navy
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Frigate_Based_Navy
	icon = GFX_focus_generic_cruiser2
	cost = 10
	prerequisite = {
		focus = PAK_Coast_Protection
	}
	x = 34
	y = 3
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Frigate_Based_Navy
			uses = 1
			bonus = 1
			category = cl_tech dd_tech
		} {
			name = SPR_navy_modernization
			bonus = 1.0
			uses = 2
			category = naval_minesweeping asw_tech
		}
	}
}
### Entity: Character
Component: ETH_abebe_aregai
Constructs: has_government, has_dlc, has_idea_with_trait
Source: game
File: common/characters/ETH.txt

Code:
ETH_abebe_aregai = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = ETH_abebe_aregai
		allowed_civil_war = {
			NOT = {
				has_government = fascism
			}
		}
		portraits = {
			army = {
				large = GFX_portrait_ETH_abebe_aregai
				small = GFX_portrait_ETH_abebe_aregai_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ETH_abebe_aregai
			allowed = {
				original_tag = ETH
			}
			available = {
				NOT = {
					has_government = fascism
				} {
					has_idea_with_trait = minister_of_the_interior_abate
				}
			}
			traits = {
				minister_of_the_interior_aregai
			}
			on_add = {
				owner = {
					ETH_BOP_decentralization_small_effect = yes
				}
			}
			on_remove = {
				owner = {
					ETH_BOP_centralization_small_effect = yes
				}
			}
		}
		corps_commander = {
			traits = {
				trickster
			}
			skill = 1
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = ETH_abebe_aregai
		allowed_civil_war = {
			NOT = {
				has_government = fascism
			}
		}
		portraits = {
			army = {
				large = GFX_portrait_ETH_abebe_aregai
				small = GFX_portrait_ETH_abebe_aregai_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ETH_abebe_aregai
			allowed = {
				original_tag = ETH
			}
			available = {
				NOT = {
					has_government = fascism
				} {
					has_idea_with_trait = minister_of_the_interior_abate
				}
			}
			traits = {
				minister_of_the_interior_aregai_no_lar
			}
			on_add = {
				owner = {
					ETH_BOP_decentralization_small_effect = yes
				}
			}
			on_remove = {
				owner = {
					ETH_BOP_centralization_small_effect = yes
				}
			}
		}
		corps_commander = {
			traits = {
				trickster
			}
			skill = 1
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_breaking_the_burmese_line
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_breaking_the_burmese_line
	icon = GFX_focus_generic_jungle_training
	x = -1
	y = 1
	relative_position_id = SIA_securing_the_rubber_islands
	prerequisite = {
		focus = SIA_securing_the_rubber_islands
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_breaking_the_burmese_line
			days = 90
		}
	}
}
### Entity: Event
Component: hon.29
Constructs: is_triggered_only, ai_chance, declare_war_on, take_state
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.29
	title = hon.29.t
	desc = hon.29.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.29.a
		ai_chance = {
			base = 75
		}
		HON = {
			country_event = hon.30
		}
	} {
		name = hon.29.b
		ai_chance = {
			base = 25
		}
		declare_war_on = {
			target = HON
			type = take_state
			generator = {
				313
			}
		}
		HON = {
			country_event = hon.21
		}
	}
}
### Entity: Technology
Component: basic_submarine
Constructs: limit, enable_equipments, has_dlc, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		submarine_2
	}
	path = {
		leads_to_tech = improved_submarine
		research_cost_coeff = 1
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_naval_anechoic_tiles
			} {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_naval_aip_engine
			}
		}
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 7
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = GER
		}
	}
	categories = {
		naval_equipment ss_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Special Project
Component: sp_naval_generic_reward_test_failure_3
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, add_breakthrough_progress, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_test_failure_3 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_test_failure_flag
		}
	}
	option = {
		token = sp_naval_generic_reward_option_test_failure
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.high
					set_project_flag = sp_naval_generic_reward_test_failure_flag
				}
				add_breakthrough_progress = {
					specialization = specialization_naval
					value = sp_breakthrough_progress.medium
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_naval
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_naval
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_mixed_economy_system
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_mixed_economy_system
	icon = GFX_focus_generic_economic_recovery
	available = {

	}
	prerequisite = {
		focus = INS_sjahrirs_continued_tenure
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = INS_sjahrirs_continued_tenure
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = INS_republican_government_modifier_tt
		add_to_variable = {
			var = INS_republican_government_modifier_consumer_goods_factor
			value = -0.2
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Event
Component: GOE_RAJ.13
Constructs: ai_chance, has_war_with, has_country_flag, fire_only_once, add_political_power, is_fully_controlled_by
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.13
	title = GOE_RAJ.13.t
	desc = GOE_RAJ.13.desc
	picture = GFX_report_event_generic_sign_treaty2
	trigger = {
		RAJ = {
			has_country_flag = JAP_honors_pledge_azad_hind
		}
		has_war_with = 733
		 = .controller
		original_tag = JAP
		733 = {
			is_fully_controlled_by = JAP
		}
	}
	fire_only_once = yes
	option = {
		name = GOE_RAJ.13.a
		ai_chance = {
			base = 1
		}
		RAJ = {
			country_event = {
				id = GOE_RAJ.14
				hours = 4
			}
			transfer_state = 733
		}
		add_political_power = 25
	} {
		name = GOE_RAJ.13.a
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Scripted Effect
Component: SWI_mr_medium_increase
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_medium_increase = {
	custom_effect_tooltip = SWI_decision_add_medium_MR
	add_to_variable = {
		var = SWI_military_readiness
		value = SWI_mr_medium_amount
	}
	SWI_clamp_mr = yes
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_paratrooper_company
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_country_flag, unlock_decision_tooltip, add_tech_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_paratrooper_company
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = PRU_andean_warfare
	} {
		focus = PRU_start_aircraft_purchase
	}
	x = 4
	y = 1
	relative_position_id = PRU_andean_warfare
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available_if_capitulated = yes
	completion_reward = {
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
		air_experience = 5
		army_experience = 5
		add_equipment_to_stockpile = {
			type = transport_plane_equipment
			amount = 10
			producer = ITA
		}
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = r56_paratroops_infantry_tech
		}
		if = {
			limit = {
				tag = PRU
				has_completed_focus = PRU_reformed_logistics
			}
			create_corps_commander = {
				name = Cesar Alvarez Guerra
				portrait_path = gfx/leaders/South America/Portrait_South_America_Generic_land_2.dds
				traits = {
					politically_connected air_force_ties jumping_general commando paratrooper
				}
				skill = 1
				attack_skill = 1
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 3
			}
		}
		else_if = {
			limit = {
				tag = PRU
			}
			create_corps_commander = {
				name = Cesar Alvarez Guerra
				portrait_path = gfx/leaders/South America/Portrait_South_America_Generic_land_2.dds
				traits = {
					politically_connected air_force_ties jumping_general commando paratrooper
				}
				skill = 1
				attack_skill = 1
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_begin_election_preparations
Constructs: prerequisite, limit, completion_reward, add_political_power, add_popularity, set_country_flag, is_ai, random_days
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_begin_election_preparations
	icon = GFX_goal_FRA_reynaud_economic_reforms
	cost = 5
	x = -1
	y = 1
	relative_position_id = LUX_strengthen_agricultural_industry
	prerequisite = {
		focus = LUX_revert_worker_immigration
	} {
		focus = LUX_strengthen_agricultural_industry
	} {
		focus = LUX_repair_belgian_relations
	}
	completion_reward = {
		custom_effect_tooltip = LUX_focus_autocompletion_tt LUX_begin_election_preparations_tt generic_skip_one_line_tt LUX_unlock_chamberofdeputies_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_political_power = 100
		set_country_flag = LUX_elections_starting
		if = {
			limit = {
				is_ai = no
			}
			LUX_chamberofdeputies_setup_elections = yes
		}
		hidden_effect = {
			country_event = {
				id = luxembourg.216
				days = 91
				random_days = 14
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_INSANE/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_communist_administrators
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_communist_administrators
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = CHI_land_value_tax
	}
	x = 1
	y = 2
	relative_position_id = CHI_land_redistribution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = CHI_ineffective_bureaucracy_warlord
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_institute_royal_guards
Constructs: division_template, prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_institute_royal_guards
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = POL_restoration_of_the_royal_sejm
	}
	relative_position_id = POL_restoration_of_the_royal_sejm
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		division_template = {
			name = Oddział Gwardii Królewskiej
			priority = 2
			division_names_group = POL_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 1
					y = 3
				}
				artillery_brigade = {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				10
			}
			create_unit = {
				division = name = "Oddział Gwardii Królewskiej" division_template = "Oddział Gwardii Królewskiej" start_experience_factor = 1.0
				owner = POL
			} {
				division = name = "Oddział Gwardii Królewskiej" division_template = "Oddział Gwardii Królewskiej" start_experience_factor = 1.0
				owner = POL
			}
		}
	}
}
### Entity: Idea
Component: KMT_the_politburo5
Constructs: has_government, production_speed_buildings_factor, removal_cost, communism_drift, mobilization_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_politburo5 = {
	removal_cost = -1
	picture = SOV_the_politburo_ccp_2d_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		drift_defence_factor = 0.05
		political_power_factor = 0.05
		economy_cost_factor = -0.2
		trade_laws_cost_factor = -0.2
		mobilization_laws_cost_factor = -0.2
		consumer_goods_factor = -0.02
		global_building_slots_factor = 0.1
		production_speed_buildings_factor = 0.05
		mobilization_speed = 0.05
		max_command_power = 20
	}
}
### Entity: Idea
Component: POL_influx_of_exiles
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_influx_of_exiles = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = soviet_german_friendship
	removal_cost = -1
	modifier = {
		exiled_government_weekly_manpower = 700
	}
}
### Entity: Scripted Effect
Component: set_add_democratic_weight_small
Constructs: limit, set_add_democratic_weight_small, has_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
set_add_democratic_weight_small = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = democratic_game_weight
				}
			}
			set_variable = {
				var = democratic_game_weight
				value = 8
			}
		}
		else = {
			add_to_variable = {
				var = democratic_game_weight
				value = 8
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_593
Source: game
File: history/units/GDC_1936_air_bba.txt

Code:
air_wings = {
	593 = {
		small_plane_airframe_0 = {
			owner = GDC
			amount = 20
			creator = USA
			version_name = P-6
		}
		transport_plane_equipment_1 = {
			owner = GDC
			amount = 5
			creator = USA
		}
	}
}
### Entity: Unit Template
Component: LIB_CV_HISTORICAL
Source: game
File: common/units/names_ships/LIB_ship_names.txt

Code:
LIB_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		LIB
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = LRS 
	fallback_name = Carrier %d
	unique = {
		Republic of Liberia Promised Land
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_second_five_year_plan
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, has_country_leader, add_timed_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_second_five_year_plan
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = TUR_turkish_state_railways TUR_reinvigorate_turkish_nationalism
	}
	x = 2
	y = 1
	relative_position_id = TUR_turkish_state_railways
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = TUR_first_five_year_plan
			}
			remove_ideas = TUR_first_five_year_plan
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		if = {
			limit = {
				NOT = {
					OR = {
						has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister
					}
					has_country_leader = {
						character = TUR_fevzi_cakmak
						ruling_only = yes
					} {
						character = TUR_ismet_inonu
						ruling_only = yes
					}
				}
			}
			add_timed_idea = {
				idea = TUR_second_five_year_plan_inonu
				days = 1825
			}
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = TUR_fevzi_cakmak
					ruling_only = yes
				}
			}
			add_timed_idea = {
				idea = TUR_second_five_year_plan_cakmak
				days = 1825
			}
		} {
			limit = {
				has_country_leader = {
					character = TUR_ismet_inonu
					ruling_only = yes
				}
			}
			add_timed_idea = {
				idea = TUR_second_five_year_plan_inonu
				days = 1825
			}
		} {
			limit = {
				has_idea = TUR_fevzi_cakmak_prime_minister
			}
			add_timed_idea = {
				idea = TUR_second_five_year_plan_cakmak
				days = 1825
			}
		} {
			limit = {
				has_idea = TUR_ismet_inonu
			}
			add_timed_idea = {
				idea = TUR_second_five_year_plan_inonu
				days = 1825
			}
		}
	}
}
### Entity: Decision
Component: germany_formable_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
germany_formable_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_unite_germany
	allowed = {
		OR = {
			original_tag = PRE MEK VGE SHL HAN HES RHI WUR BAY THU SAX DNZ WGR DDR UBD LUX
		}
	}
}
### Entity: Modifier Reference
Component: SOV_defense_industry_dynamic_modifier
Constructs: breakthrough_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_defense_industry_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_defense_industry_ccp_2d_sov_compatibility
	conversion_cost_civ_to_mil_factor = SOV_defense_industry_conversion_cost_civ_to_mil_factor
	production_factory_max_efficiency_factor = SOV_defense_industry_production_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = SOV_defense_industry_production_factory_efficiency_gain_factor
	line_change_production_efficiency_factor = SOV_defense_industry_line_change_production_efficiency_factor
	tank_manufacturer_cost_factor = SOV_defense_industry_tank_manufacturer_cost_factor
	land_equipment_upgrade_xp_cost = SOV_defense_industry_land_equipment_upgrade_xp_cost
	materiel_manufacturer_cost_factor = SOV_defense_industry_materiel_manufacturer_cost_factor
	breakthrough_factor = SOV_defense_industry_breakthrough_factor
	army_artillery_defence_factor = SOV_defense_industry_army_artillery_defence_factor
	production_speed_coastal_bunker_factor = SOV_defense_industry_production_speed_coastal_bunker_factor
	production_speed_bunker_factor = SOV_defense_industry_production_speed_bunker_factor
	max_dig_in_factor = SOV_defense_industry_max_dig_in_factor
}
### Entity: Country History
Country: CRI
Component: CRI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CRI - Crimea.txt

Code:
# Politics & Parties for CRI
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 20
	communism = 30
}
### Entity: State History
Component: 48
Constructs: add_core_of
Source: game
File: history/states/48-Bulgaria.txt

Code:
state = {
	id = 48
	name = STATE_48
	manpower = 1685989
	resources = {
		aluminium = 2
		coal = 1
	}
	state_category = city
	history = {
		owner = BUL
		victory_points = {
			949 15
		} {
			9771 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 6
			air_base = 3
		}
		add_core_of = BUL
	}
	provinces = {
		793 935 949 965 3908 3971 9771 11754
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: USA_dominate_the_home_islands
Constructs: has_war_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_dominate_the_home_islands = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war_with = JAP
		OR = {
			date = > 1943.8.1
			controls_state = 645
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_dominance
		id = home_islands_control_zone
		value = 100
	}
}