Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scope Reference
Construct: modifiers
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
### Unit-based custom success chance modifiers

If a custom success chance modifier only uses unit or character scope, it will be displayed already in the unit selection menu. Here are some examples of how unit/character modifiers can be set up:

Sampling a dynamic variable from the unit leader, e.g. the planning skill level:
```
planning_skill_test = {
    scope = character # Needed because we need to sample a dynamic variable from the character scope
    formula = {
        base = 1
        modifier = {
            factor = planning_level
        }
    }
    weight = 0.1
    reference = 5
    can_target_affect = no
    can_actor_affect = yes
}
```

Using a unit-scope trigger:
```
division_check = {
    formula = {
        base = 0
        modifier = {
            division_has_battalion_in_template = marine
            add = 1
        }
    }
    weight = 0.15
    can_target_affect = no
    can_actor_affect = yes
}
```
### Entity: Event
Component: ww_BEL_event_political.7
Constructs: is_triggered_only, ai_chance, add_stability, complete_national_focus, set_politics, add_country_leader_role, add_popularity
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_political.7
	title = ww_BEL_event_political.7.t
	desc = ww_BEL_event_political.7.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_political.7.a
		ai_chance = {
			base = 7
			modifier = {

			}
		}
		add_stability = 0.05
		complete_national_focus = BEL_liberal_victory
	} {
		name = ww_BEL_event_political.7.b
		ai_chance = {
			base = 3
			modifier = {

			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			name = BEL_labour_party
			long_name = BEL_labour_party_long
		}
		add_country_leader_role = {
			character = BEL_paul_henri_spaak
			promote_leader = yes
			country_leader = {
				ideology = socialism
				expire = 1965.1.1.1
				traits = {
					BEL_diplomatic_titan
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		complete_national_focus = BEL_socialist_victory
	}
}
### Entity: Idea
Component: PHI_tyding_mcduffie_act_2
Constructs: stability_factor, has_government, is_subject, is_subject_of, removal_cost, autonomy_gain
Source: game
File: common/ideas/philipines.txt

Code:
PHI_tyding_mcduffie_act_2 = {
	name = PHI_tyding_mcduffie_act
	allowed = {
		original_tag = PHI
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
		is_subject = yes
	}
	cancel = {
		NOT = {
			is_subject_of = USA
		}
	}
	picture = ARG_american_allyship
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		autonomy_manpower_share = -1
		autonomy_gain = 1
		monthly_population = 0.15
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_know_thy_self
Constructs: prerequisite, completion_reward, add_daily_mastery, add_tech_bonus
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_know_thy_self
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = CHI_organise_the_200th_division CHI_motorise_our_infantry
	}
	x = 0
	y = 1
	relative_position_id = CHI_organise_the_200th_division
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_daily_mastery = {
			amount = 0.1
			days = 90
			name = CHI_know_thy_self
			folder = land
			grand_doctrine = mass_assault
			track = ARMOR
		}
		add_tech_bonus = {
			name = CHI_know_thy_self
			bonus = 0.25
			uses = 2
			category = cat_mechanized_equipment
		}
	}
}
### Entity: Event
Component: peru.66
Constructs: is_triggered_only, ai_chance, add_popularity
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.66
	title = peru.66.t
	desc = peru.66.d
	picture = GFX_report_event_PRU_quechua_people
	is_triggered_only = yes
	option = {
		name = peru.66.a
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.2
		}
	} {
		name = peru.66.b
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = communism
			popularity = 0.25
		}
	} {
		name = peru.66.c
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.2
		}
	}
}
### Entity: Character
Component: SWE_father_of_folkhemmet
Constructs: democratic_drift, fascism_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
SWE_father_of_folkhemmet = {
	random = no
	democratic_drift = 0.05
	fascism_drift = -0.02
	neutrality_drift = -0.02
}
### Entity: National Focus
Tree: khi_focus
Component: KHI_agricultural_industry
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/khiva.txt

Code:
focus = {
	id = KHI_agricultural_industry
	icon = GFX_focus_generic_agricultural_subsidies
	prerequisite = {
		focus = KHI_expand_farm_lands
	}
	x = -4
	y = 4
	relative_position_id = KHI_war_of_the_turan
	cost = 5
	ai_will_do = {
		factor = 400
	}
	completion_reward = {
		army_experience = 10
	}
}
### Entity: Scripted Effect
Component: AUS_set_austromarxism_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_austromarxism_defaults = {
	set_variable = {
		AUS_austromarxism_communism_support = 0
	} {
		AUS_austromarxism_industrial_capacity_factory = 0
	} {
		AUS_austromarxism_theorist_cost_factor = 0
	} {
		AUS_austromarxism_high_command_cost_factor = 0
	} {
		AUS_austromarxism_party_popularity_stability_factor = 0
	} {
		AUS_austromarxism_production_speed_industrial_complex_factor = 0
	} {
		AUS_austromarxism_production_speed_arms_factory_factor = 0
	} {
		AUS_austromarxism_stability_factor = 0
	} {
		AUS_austromarxism_political_power_factor = 0
	} {
		AUS_austromarxism_justify_war_goal_time = 0
	} {
		AUS_austromarxism_annex_cost_factor = 0
	} {
		AUS_austromarxism_production_factory_efficiency_gain_factor = 0
	} {
		AUS_austromarxism_democratic_support = 0
	} {
		AUS_austromarxism_command_power_gain_mult = 0
	} {
		AUS_austromarxism_research_speed_factor = 0
	} {
		AUS_austromarxism_planning_speed = 0
	} {
		AUS_austromarxism_max_planning_factor = 0
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_NOR
Source: game
File: common/ai_focuses/NOR.txt

Code:
ai_historical_focus_list_NOR = {
	ai_national_focuses = {
		NOR_encourage_fishing NOR_lumber_industries NOR_navy NOR_til_dovre_faller NOR_establish_nortraship NOR_de_norske_statsbaner NOR_norsk_hydro_focus NOR_hydroelectric_power_generation NOR_affirm_constitutional_monarchy NOR_norsk_jernverk NOR_expand_domestic_steel_production NOR_access_the_small_deposits NOR_expanded_aluminium_production NOR_statmin NOR_invest_in_district_industries NOR_nth NOR_army NOR_fund_the_rearmament NOR_equipment_effort NOR_armament_investments NOR_a_serious_defense_budget NOR_armament_investments_2 NOR_merge_jegerbataljonene NOR_continuous_politics NOR_seek_a_british_alliance NOR_delegate_control_of_the_merchant_fleet NOR_allied_technology_sharing NOR_air_bases
	}
}
### Entity: Event
Component: news.155
Constructs: has_completed_focus, has_war_with, has_country_flag, has_global_flag, has_offensive_war, is_demilitarized_zone, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.155
	title = news.155.t
	desc = news.155.d
	picture = GFX_news_event_german_soldiers
	major = yes
	trigger = {
		NOT = {
			has_global_flag = rhineland_militarized_war
		}
		GER = {
			OR = {
				has_country_flag = GER_rhineland_backed_down
				NOT = {
					has_completed_focus = GER_remilitarize_the_rhineland
				}
			}
			has_offensive_war = yes
			NOT = {
				has_war_with = SIL
			}
		}
		42 = {
			is_demilitarized_zone = no
		}
	}
	immediate = {
		set_global_flag = rhineland_militarized_war
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		trigger = {
			NOT = {
				tag = GER
			}
		}
		name = news.155.a
	} {
		trigger = {
			tag = GER
		}
		name = news.155.b
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_mamc
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_breakthrough_progress, has_dlc, add_mio_funds
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_mamc
	icon = GFX_focus_JAP_strenghten_manchukuo_imperial_airforce
	prerequisite = {
		focus = MAN_mukden_arsenal
	}
	x = 0
	y = 1
	relative_position_id = MAN_mukden_arsenal
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt generic_skip_one_line_tt
			show_mio_tooltip = MAN_mamc_light_organization MAN_mamc_medium_organization MAN_mamc_heavy_organization
			mio:MAN_mamc_light_organization = {
				add_mio_funds = 500
			}
			mio:MAN_mamc_medium_organization = {
				add_mio_funds = 500
			}
			mio:MAN_mamc_heavy_organization = {
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = MAN_mamc_light MAN_mamc_medium MAN_mamc_heavy
		}
	}
}
### Entity: Unit Template
Component: YEM_INF_01
Source: game
File: common/units/names_divisions/YEM_names_divisions.txt

Code:
YEM_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		YEM
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Yemeni al-Mushati al-%dr
	ordered = {
		1 = {
			Alfurqat Alfursan Almalika
		}
		2 = {
			Yemeni al-Mushati al-%di
		}
		3 = {
			Yemeni al-Mushati al-%di
		}
		4 = {
			Yemeni al-Mushati al-%di
		}
		5 = {
			Yemeni al-Mushati al-%di
		}
		6 = {
			Yemeni al-Mushati al-%di
		}
		7 = {
			Yemeni al-Mushati al-%di
		}
		8 = {
			Yemeni al-Mushati al-%di
		}
		9 = {
			Yemeni al-Mushati al-%di
		}
		10 = {
			Yemeni al-Mushati al-%di
		}
		12 = {
			Yemeni al-Mushati al-%dr
		}
		13 = {
			Yemeni al-Mushati al-%dr
		}
		14 = {
			Yemeni al-Mushati al-%dr
		}
		15 = {
			Yemeni al-Mushati al-%dr
		}
		16 = {
			Yemeni al-Mushati al-%dr
		}
		17 = {
			Yemeni al-Mushati al-%dr
		}
		18 = {
			Yemeni al-Mushati al-%dr
		}
		19 = {
			Yemeni al-Mushati al-%dr
		}
		20 = {
			Yemeni al-Mushati al-%dr
		}
	}
}
### Entity: Decision
Component: EYE_form_alamannia_category
Constructs: has_global_flag
Source: game
File: common/decisions/categories/r56_SWI_decision_categories.txt

Code:
EYE_form_alamannia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_SWI_form_alamannia
	allowed = {
		original_tag = SWI
	}
	visible = {
		has_global_flag = SWI_R56_focus_tree
	}
}
### Entity: Game Rule
Component: ita_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
ita_fragmentation_status = {
	name = ITA_FRAGMENTATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_FRAGMENTATION_DESC
	}
	option = {
		name = ITA_FRAGMENTED
		text = RULE_OPTION_ITA_FRAGMENTED
		desc = RULE_OPTION_ITA_FRAGMENTED_DESC
	}
}
### Entity: Scripted Trigger
Component: GER_is_RHD_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RHD_state = {
	OR = {
		state = 439 440 441 787 442 445 444 415 267 443 433 428 438 437 427 429 436 425 424 423 320 321 422 426 435 431 430 432 434 640 288 323 324 733 758 322 757 601 1009 1007 988 1008 1012 1005 1006 987 989 986 991 983 982 984 985 990 998 999 997 996 994 993 995
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_invite_denmark
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_invite_denmark
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = POL_finno_polish_pact
	}
	available = {
		is_faction_leader = yes
		DEN = {
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
		}
	}
	x = -2
	y = 1
	relative_position_id = POL_finno_polish_pact
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		DEN = {
			country_event = {
				id = poland.16
				days = 1
			}
		}
	}
}
### Entity: Character
Component: RUT_vasil_bilak
Source: game
File: common/characters/RUT.txt

Code:
RUT_vasil_bilak = {
	name = RUT_vasil_bilak
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/portrait_europe_generic_5.dds
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1990.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: ADU_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_fascist_guy = {
	picture = generic_political_advisor_arab_2
	allowed = {
		original_tag = ADU
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: mutiny_event.9
Constructs: is_triggered_only, remove_ideas, add_stability, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = mutiny_event.9
	title = mutiny_event.9.t
	desc = mutiny_event.9.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		name = mutiny_event.9.a
		remove_ideas = {
			mutiny_1 mutiny_2 mutiny_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		add_stability = 0.05
		set_country_flag = {
			flag = mutiny_resolved
			days = 180
		}
	}
}
### Entity: Country History
Country: HAZ
Component: HAZ_misc
Constructs: set_research_slots, set_country_flag
Source: game
File: history/countries/HAZ - Hazaristan.txt

Code:
# Misc for HAZ
capital = 1009
set_research_slots = 3
set_country_flag = started_out_as_landlocked
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_LAR_Motorized.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = motorized_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 80
		industrial_manufacturer = mio:ENG_vauxhall_automotive_organization
	} {
		equipment = {
			type = gw_armored_car_equipment
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ENG_crossley_motors_organization
	}
}
### Entity: Modifier Reference
Construct: recon_factor_while_entrenched
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## recon_factor_while_entrenched

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Event
Component: naw_norway.163
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy, has_opinion
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.163
	title = naw_norway.163.t
	desc = naw_norway.163.d
	picture = GFX_report_event_haakon_in_minerva_car
	is_triggered_only = yes
	option = {
		name = naw_norway.163.a
		ai_chance = {
			base = 90
		}
		effect_tooltip = {
			add_to_faction = FROM
		}
		FROM = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 250
			}
			country_event = naw_norway.164
		}
		add_ai_strategy = {
			type = alliance
			id = NOR
			value = 250
		}
	} {
		name = naw_norway.163.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = FROM
					value = > 30
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < -20
				}
			}
		}
		FROM = {
			country_event = naw_norway.165
		}
	}
}
### Entity: AI Strategy
Component: CHI_buffer_in_mainland
Constructs: has_dlc, is_literally_china_not_prc
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_buffer_in_mainland = {
	allowed = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
		is_literally_china_not_prc = yes
	}
	enable = {
		date = < 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			620 602 600 750 603 748 605
		}
		ratio = 0.15
		area = asia
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_army
Constructs: shared_focus, has_completed_focus, limit, remove_ideas, completion_reward, has_game_rule, has_idea, add_dynamic_modifier
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_army
	dynamic = yes
	icon = {
		GFX_focus_CHL_ejercito_de_chile = {
			original_tag = CHL
		}
		GFX_focus_ARG_army = {
			original_tag = ARG
		}
		GFX_focus_BRA_army = {
			original_tag = BRA
		}
		GFX_goal_panzerwaffe = yes
	}
	x = 0
	y = 0
	offset = {
		x = 26
		y = 0
		trigger = {
			tag = BRA
		}
	} {
		x = 48
		y = 0
		trigger = {
			tag = ARG
		}
	} {
		x = 74
		y = 0
		trigger = {
			tag = CHL
		}
	} {
		x = 56
		y = 0
		trigger = {
			tag = PAR
		}
	} {
		x = 51
		y = 0
		trigger = {
			tag = URG
		}
	} {
		x = -29
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			tag = CHL
			has_completed_focus = CHL_look_to_tradition
		}
	} {
		x = -15
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			tag = CHL
			has_completed_focus = CHL_address_the_mapuche_conflict
		}
	} {
		x = -38
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_endorse_the_constitution
		}
	} {
		x = -42
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_denounce_the_anarchy
		}
	} {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_rule_by_decree
		}
	} {
		x = -33
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BRA_prepare_for_second_intentona
		}
	} {
		x = -15
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BRA_end_the_state_of_emergency
		}
	} {
		x = -21
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ARG_the_clean_election
		}
	} {
		x = -33
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ARG_a_call_to_reform
		}
	}
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	bypass = {

	}
	completion_reward = {
		army_experience = 25
		IF = {
			limit = {
				has_idea = idea_CHL_repubican_guard
			}

# ... (truncated)
### Entity: Character
Component: INS_the_steady_hand
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_the_steady_hand = {
	random = no
	stability_factor = 0.05
	political_power_gain = 0.1
	foreign_subversive_activites = -0.25
	army_morale_factor = 0.03
}
### Entity: Idea
Component: CYP_professional_army_tt
Constructs: coordination_bonus
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_professional_army_tt = {
	name = CYP_professional_army
	picture = NORDIC_army_democratic
	modifier = {
		special_forces_cap = 0.05
		marines_special_forces_contribution_factor = -0.1
		unit_marine_design_cost_factor = -0.5
		army_leader_start_level = 1
		army_leader_start_attack_level = 2
		grant_medal_cost_factor = -0.25
		naval_invasion_penalty = -0.05
		coordination_bonus = 0.04
		command_power_gain = 0.2
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_liberate_lithuania
Constructs: prerequisite, owns_state, completion_reward, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_liberate_lithuania
	icon = GFX_goal_generic_attack_lithuania
	prerequisite = {
		focus = LAT_rally_the_workers
	}
	relative_position_id = LAT_rally_the_workers
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 3
	}
	bypass = {
		owns_state = 11 189 815 814 188
	}
	completion_reward = {
		add_state_claim = 11 189 815 814 188
		create_wargoal = {
			type = annex_everything
			target = LIT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Effect Reference
Construct: set_occupation_law
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_occupation_law

* Supported Scopes: STATE, COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Sets the occupation law for an occupied country, occupied state, or the default occupation law of an occupying country.

- If THIS is a country and it's the same as the PREV country, then THIS's default law is set.
- If THIS is a country and it's different from the PREV country, then PREV's country law override for THIS is set.
- If THIS is a state, then PREV's state law override for THIS is set.

The token default_law is used to remove a country or state override, or to set a country's default law to the law defined with starting_law=yes.

Example:
GER = { set_occupation_law = foreign_civilian_oversight }
GER = { POL = { set_occupation_law = default_law } }
GER = { 123 = { set_occupation_law = military_governor_occupation } }
```
### Entity: Character
Component: SIA_prince_of_nakhon_sawan
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_prince_of_nakhon_sawan = {
	random = no
	sprite = 13
	experience_gain_army = 0.1
	experience_gain_navy = 0.1
	industrial_capacity_dockyard = 0.15
	production_speed_dockyard_factor = 0.15
	production_speed_arms_factory_factor = 0.05
}
### Entity: Order of Battle
Component: Volkssturm Brandenburg
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_1.txt

Code:
division = {
	name = Volkssturm Brandenburg
	location = 11545
	division_template = Volkssturm
	start_experience_factor = 0
	start_equipment_factor = 1
}
### Entity: State History
Component: 93
Constructs: add_core_of
Source: game
File: history/states/93-Volhynian.txt

Code:
state = {
	id = 93
	name = STATE_93
	history = {
		victory_points = {
			6557 1
		} {
			422 3
		}
		owner = POL
		buildings = {
			infrastructure = 3
		}
		add_core_of = POL UKR
	}
	provinces = {
		422 474 513 572 3412 6435 6520 6557 11441 11543
	}
	manpower = 1985600
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: r56_social_democrat_elected
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_social_democrat_elected = {
	icon = GFX_modifier_liberty
	remove_trigger = {
		NOT = {
			is_controlled_by = DEN
		}
	}
	state_production_speed_buildings_factor = 0.1
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Local_Arms_Developement
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Local_Arms_Developement
	icon = GFX_goal_generic_production
	cost = 10
	prerequisite = {
		focus = PAK_New_Artillery_Foundries
	}
	mutually_exclusive = {
		focus = PAK_Foreign_Equipment
	}
	x = 43
	y = 3
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Local_Arms_Developement
			bonus = 1
			uses = 2
			category = armor infantry_weapons
		}
		army_experience = 10
	}
}