Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_britain.91
Constructs: is_triggered_only, limit, every_country, add_political_power, set_country_flag, is_subject_of, random_hours
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.91
	title = mtg_britain.91.t
	desc = mtg_britain.91.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ENG_imperial_economy_flag
		}
	}
	option = {
		name = mtg_britain.83.a
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.92
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	} {
		name = mtg_britain.83.b
		add_political_power = -25
		set_country_flag = ENG_diplomatic_pressure_flag
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.92
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	} {
		name = mtg_britain.83.c
		add_political_power = -50
		set_country_flag = ENG_extensive_diplomatic_pressure_flag
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.92
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	}
}
### Entity: Idea
Component: GAM_acd2
Source: game
File: common/ideas/gambia.txt

Code:
GAM_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = GAM
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: random_core_state
Constructs: limit, random_core_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_core_state

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on random core state that fulfills the "limit" trigger. 
prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit
```
### Entity: Achievement
Component: old_zealand
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
old_zealand = {
	id = 283
	possible = {
		tag = NZL
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		35 = {
			is_owned_and_controlled_by = ROOT
		}
		37 = {
			is_owned_and_controlled_by = ROOT
		}
	}
}
### Entity: Scripted Effect
Component: PRC_low_popular_support_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_low_popular_support_level_down = {
	if = {
		limit = {
			has_idea = PRC_low_popular_support_1
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = PRC_low_popular_support_2
				add_idea = PRC_low_popular_support_1
			}
		}
		hidden_effect = {
			remove_ideas = PRC_low_popular_support_1
		}
	} {
		limit = {
			has_idea = PRC_low_popular_support_2
		}
		swap_ideas = {
			remove_idea = PRC_low_popular_support_2
			add_idea = PRC_low_popular_support_1
		}
	} {
		limit = {
			has_idea = PRC_low_popular_support_3
		}
		swap_ideas = {
			remove_idea = PRC_low_popular_support_3
			add_idea = PRC_low_popular_support_2
		}
	} {
		limit = {
			has_idea = PRC_low_popular_support_4
		}
		swap_ideas = {
			remove_idea = PRC_low_popular_support_4
			add_idea = PRC_low_popular_support_3
		}
	} {
		limit = {
			has_idea = PRC_low_popular_support_5
		}
		swap_ideas = {
			remove_idea = PRC_low_popular_support_5
			add_idea = PRC_low_popular_support_4
		}
	}
}
### Entity: Event
Component: indonesia.52
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.52
	title = indonesia.52.t
	desc = indonesia.52.d
	picture = GFX_report_event_INS_indies_capitulation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = indonesia.52.a
		ai_chance = {
			factor = 50
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.28
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, set_country_flag
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.28
	title = AAT_finland_diplomacy.28.t
	desc = AAT_finland_diplomacy.28.desc
	picture = GFX_report_event_FIN_risto_ryti_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_diplomacy.28.a
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_rejected_our_proposal
		}
		set_country_flag = FIN_germans_rejected_to_protect_finland_flag
		uncomplete_national_focus = {
			focus = FIN_seek_german_protection
		}
	}
}
### Entity: Event
Component: SEA_border_incidents_events.3
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_border_incidents_events.3
	title = SEA_border_incidents_events.3.t
	desc = SEA_border_incidents_events.3.desc
	picture = GFX_report_event_japanese_soldiers_03
	is_triggered_only = yes
	option = {
		name = SEA_border_incidents_events.3.a
		custom_effect_tooltip = MAN_we_must_assault_to_not_have_negatives_tt generic_skip_one_line_tt
		set_global_flag = tauran_incident_has_begun_flag
		activate_mission = JAP_tauran_border_incident_forgotten_1
	}
}
### Entity: Idea
Component: PER_ineffective_conscription
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/coldwar.txt

Code:
PER_ineffective_conscription = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = tfv_can_conscription_crisis
	modifier = {
		conscription_factor = -0.4
	}
}
### Entity: Scripted Trigger
Component: BEL_nationalist_fascist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BEL_scripted_triggers.txt

Code:
BEL_nationalist_fascist_ai = {
	OR = {
		has_country_flag = BEL_AI_RANDOM_NATIONALIST_FASCIST
		has_game_rule = {
			rule = BEL_AI_BEHAVIOR
			option = NATIONALIST_FASCIST
		}
	}
}
### Entity: Idea
Component: BRA_defense_of_the_fatherland_idea
Constructs: army_defence_factor, industrial_capacity_factory, army_attack_factor, removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_defense_of_the_fatherland_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SPR_seize_the_gold_reserves
	modifier = {
		army_defence_factor = 0.1
		army_attack_factor = 0.1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_land_cruiser
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_land_cruiser
* description: Total produced equipment of typeland_cruiser
### Entity: National Focus
Tree: por_focus
Component: POR_anti_submarine_weaponry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_anti_submarine_weaponry
	prerequisite = {
		focus = POR_expand_the_merchant_fleet
	}
	icon = GFX_goal_navy_schematics
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_expand_the_merchant_fleet
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POR_anti_submarine_weaponry
			bonus = 0.75
			uses = 2
			technology = basic_depth_charges improved_depth_charges advanced_depth_charges modern_depth_charges sonar improved_sonar
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_proving_grounds
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_proving_grounds
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = ARG_mil_production_effort_3
	}
	x = 37
	y = 4
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_proving_grounds
			bonus = 1
			uses = 1
			category = artillery rocketry armor
		}
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: POR_vieira_da_rocha
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_vieira_da_rocha = {
	advisor = {
		slot = army_chief
		idea_token = POR_vieira_da_rocha
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_vieira_da_rocha
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_charlton_automatic_rifle
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_charlton_automatic_rifle
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = NZL_army_reforms
	}
	x = -1
	y = 1
	relative_position_id = NZL_army_reforms
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NZL_charlton_automatic_rifle
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Event
Component: WW_hungary.95
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_popularity, set_party_name, add_country_leader_role
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.95
	title = WW_hungary.95.t
	desc = WW_hungary.95.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = WW_hungary.95.a
		ai_chance = {
			base = 35
		}
		add_political_power = 50
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	} {
		name = WW_hungary.95.b
		ai_chance = {
			base = 35
		}
		promote_character = {
			character = HUN_arpad_szakasits
			ideology = socialism
		}
		add_political_power = 25
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_party_name = {
			ideology = democratic
			long_name = HUN_democratic_party_long
			name = HUN_democratic_party
		}
	} {
		name = WW_hungary.95.c
		ai_chance = {
			base = 30
		}
		add_country_leader_role = {
			character = HUN_janos_zichy
			promote_leader = yes
			country_leader = {
				ideology = liberalism
				traits = {
					HUN_christian_academic
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		add_political_power = 25
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_party_name = {
			ideology = democratic
			long_name = HUN_democratic_christian_economic_party_long
			name = HUN_democratic_christian_economic_party
		}
	}
}
### Entity: Idea
Component: KMT_stable_democracy_3
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_stable_democracy_3 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.025
		stability_factor = 0.05
		industrial_capacity_factory = -0.075
	}
}
### Entity: Event
Component: peru.20
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.20
	title = peru.20.t
	desc = peru.20.d
	picture = GFX_r56i_generic_event_05
	is_triggered_only = yes
	option = {
		name = peru.20.a
		PRU = {
			add_timed_idea = {
				idea = PRU_economic_santions_i
				days = 720
			}
			country_event = {
				id = peru.21
				hours = 4
			}
		}
	} {
		name = peru.20.b
	}
}
### Entity: Country History
Country: RKL
Component: RKL_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RKL - Reichskommisariat Urals.txt

Code:
# Misc for RKL
capital = 251
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: BAH_ai2
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = BAH
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: prussia_poland_border_conflict.1
Constructs: is_triggered_only
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = prussia_poland_border_conflict.1
	title = prussia_poland_border_conflict.1.t
	desc = prussia_poland_border_conflict.1.desc
	picture = GFX_report_event_polish_intervention
	is_triggered_only = yes
	option = {
		name = prussia_poland_border_conflict.1.a
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_war, limit, has_government, has_country_flag, add_stability, fire_only_once, has_country_leader
Source: game
File: common/decisions/AFG.txt

Code:
political_actions = {
	AFG_a_royal_successor_decision = {
		icon = GFX_decision_generic_monarchy
		allowed = {
			original_tag = AFG
		}
		priority = 100
		fire_only_once = yes
		cost = 150
		visible = {
			has_completed_focus = AFG_secure_dynasty
			has_government = neutrality
		}
		available = {
			has_country_leader = {
				ruling_only = yes
				character = AFG_mohammad_hashim_khan
			}
			OR = {
				has_war = yes
				has_completed_focus = AFG_expel_axis_nationals AFG_expel_allied_nationals
			}
		}
		complete_effect = {
			add_stability = 0.15
			custom_effect_tooltip = generic_skip_one_line_tt
			country_event = {
				id = AFG_political_events.173
			}
		}
		ai_will_do = {
			base = 100
			modifier = {
				factor = 0
				date = < 1942.1.1
			} {
				factor = 0.5
				date = < 1946.1.1
			}
		}
	}
	AFG_caliphate_core_state = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			original_tag = AFG
		}
		visible = {
			has_completed_focus = AFG_proclaim_a_new_caliphate
		}
		available = {
			NOT = {
				has_country_flag = IRQ_coring_state_in_progress
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				OR = {
					is_claimed_by = ROOT
					has_state_flag = AFG_caliphate_can_integrate_flag
				}
			}
		}
		on_map_mode = map_only
		cost = 50
		fire_only_once = yes
		days_remove = 7
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = IRQ_coring_state_in_progress
					value = 1
					days = 31
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = IRQ_coring_state_in_progress
			}
			FROM = {
				add_core_of = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = IRQ_coring_state_in_progress
			}
		}
	}
	AFG_empire_core_state = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			original_tag = AFG
		}
		visible = {
			has_completed_focus = AFG_proclaim_the_second_afghan_empire
		}
		available = {
			NOT = {
				has_country_flag = IRQ_coring_state_in_progress
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				OR = {
					is_claimed_by = ROOT
					has_state_flag = AFG_empire_c
# ... (truncated)
### Entity: Decision
Component: PRU_pastaza_conflict
Constructs: owns_state, is_subject
Source: game
File: common/decisions/categories/PRU_decision_categories.txt

Code:
PRU_pastaza_conflict = {
	allowed = {
		original_tag = PRU
	}
	icon = GFX_decision_category_border_conflicts
	priority = 100
	visible = {
		NOT = {
			owns_state = 490
		}
		is_subject = no
	}
}
### Entity: Idea
Component: strikes_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
strikes_2 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = 0.6
		local_resources_factor = -0.3
		industrial_capacity_factory = -0.3
		industrial_capacity_dockyard = -0.3
	}
}
### Entity: Technology
Component: improved_ship_hull_submarine
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_submarine_3
	}
	enable_equipment_modules = {
		sub_ship_engine_3
	}
	path = {
		leads_to_tech = advanced_ship_hull_submarine
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_submarine_snorkel
		research_cost_coeff = 1
	}
	research_cost = 2.0
	start_year = 1939
	folder = {
		name = mtgnavalfolder
		position = {
			x = -2
			y = 14
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 7
			OR = {
				tag = GER USA
			}
		} {
			factor = 1.5
			date = > 1939.1.1
		} {
			factor = 1.5
			date = > 1940.1.1
		}
	}
	categories = {
		naval_equipment ss_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Character
Component: divisive_absolute_monarch
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
divisive_absolute_monarch = {
	random = no
	stability_factor = -0.1
	political_advisor_cost_factor = -0.15
	high_command_cost_factor = -0.15
	air_chief_cost_factor = -0.15
	army_chief_cost_factor = -0.15
	navy_chief_cost_factor = -0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: the_bloody_professor
Constructs: war_support_factor, mobilization_speed, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
the_bloody_professor = {
	random = no
	master_ideology_drift = 0.1
	war_support_factor = 0.05
	mobilization_speed = 0.1
	fascism_drift = 0.1
	foreign_subversive_activites = -0.5
	stability_weekly = -0.002
	justify_war_goal_time = -0.35
}
### Entity: Modifier Reference
Construct: Example:
Source: vanilla_docs
File: common/doctrines/_documentation.md

Doc:
# Example:
guerilla_war_mastery_gain_factor = 0.15 # +15% mastery gain for all tracks which have Guerilla Warfare as the subdoctrine
```
* *[track_name]*_track_mastery_gain_factor
```
### Entity: State History
Component: 229
Constructs: add_core_of
Source: game
File: history/states/229-baku.txt

Code:
state = {
	id = 229
	name = STATE_229
	resources = {
		oil = 70
	}
	history = {
		owner = SOV
		victory_points = {
			7661 10
		} {
			11674 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			fuel_silo = 1
			air_base = 1
		}
		add_core_of = SOV AZR
	}
	provinces = {
		1467 1536 1539 1610 4458 4473 4477 4545 4614 6763 7495 7661 9715 11645 11674 11704 12434
	}
	manpower = 2881049
	buildings_max_level_factor = 1.0
	state_category = large_town
	local_supplies = 7.0
}
### Entity: Character
Component: trait_mwami
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
trait_mwami = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	army_core_defence_factor = 0.1
	stability_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: wtt_japan.115
Constructs: is_triggered_only, add_opinion_modifier, add_to_war
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.115
	title = wtt_japan.115.t
	desc = wtt_japan.115.desc
	picture = GFX_report_event_japanese_parade
	is_triggered_only = yes
	option = {
		name = wtt_japan.115.a
		add_to_war = {
			targeted_alliance = JAP
			enemy = SOV
			hostility_reason = ally
		}
		JAP = {
			country_event = {
				id = wtt_japan.116
				hours = 6
			}
		}
	} {
		name = wtt_japan.115.b
		add_opinion_modifier = {
			target = JAP
			modifier = unilateral_war
		}
		reverse_add_opinion_modifier = {
			target = JAP
			modifier = betrayed_alliance
		}
		JAP = {
			country_event = {
				id = wtt_japan.117
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: SWE_hosting_exiled_european_fascists_level_1
Constructs: stability_factor, communism_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_hosting_exiled_european_fascists_level_1 = {
	picture = chi_army_corruption3
	allowed = {
		always = no
	}
	modifier = {
		communism_drift = -0.05
		stability_factor = -0.03
		weekly_manpower = 50
	}
}