Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gre_focus
Component: GRE_a_stong_kingdom
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_a_stong_kingdom
	icon = GFX_focus_GRE_greece_shield
	text = GRE_a_strong_kingdom
	prerequisite = {
		focus = GRE_honor_byzantium
	} {
		focus = GRE_purchase_cyprus GRE_reclaim_cyprus
	} {
		focus = GRE_share_power GRE_absolute_monarchy
	}
	x = 4
	y = 1
	relative_position_id = GRE_honor_byzantium
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = GRE_strong_kingdom
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_hispanic_overtures
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, completion_reward, unlock_decision_category_tooltip, is_in_faction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_hispanic_overtures
	icon = GFX_focus_CHL_promote_pan_hispanic_rhetoric
	prerequisite = {
		focus = PHI_reconciliation_with_spain PHI_royal_exiles
	}
	relative_position_id = PHI_reconciliation_with_spain
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		base = 4
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = PHI_relations_with_spanish_america
		if = {
			limit = {
				has_completed_focus = PHI_treaty_of_manila
				is_in_faction = no
				is_subject = no
			}
			create_faction = PHI_hispanic_coalition
			every_other_country = {
				limit = {
					has_country_flag = PHI_agreed_to_ally
					NOT = {
						has_war_with = ROOT
					}
					is_subject = no
					is_in_faction = no
				}
				ROOT = {
					add_to_faction = PREV
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_asymmetric_warfare
Constructs: prerequisite, completion_reward, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_asymmetric_warfare
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = AFG_maintain_quami
	}
	x = 0
	y = 1
	relative_position_id = AFG_maintain_quami
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = AFG_quami_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			AFG_modifier_army_sub_unit_irregular_infantry_attack_factor = 0.2
			tooltip = modifier_army_sub_unit_irregular_infantry_attack_factor_tt
		} {
			AFG_modifier_army_sub_unit_irregular_infantry_max_org_factor = 0.2
			tooltip = modifier_army_sub_unit_irregular_infantry_max_org_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = AFG_asymmetric_warfare
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		ETH_add_random_mil_factory_effect = yes
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_bndes
Constructs: has_completed_focus, prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_bndes
	icon = GFX_goal_treaty_peoples
	prerequisite = {
		focus = BRA_R56_vale_do_rio_doce
	} {
		focus = BRA_R56_federal_economic_bank
	}
	relative_position_id = BRA_R56_federal_economic_bank
	x = 1
	y = 1
	available = {
		AND = {
			has_completed_focus = BRA_R56_fiesp
			has_idea = bra_eficiencia_4
		}
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_eficiencia_4
			add_idea = bra_eficiencia_bndes
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/r56_decision_category_wide_picture.txt

Code:
scripted_gui = {
	r56_decision_category_wide_picture_ui = {
		context_type = decision_category
		window_name = r56_wide_picture_decision_ui_window
		properties = {
			wide_picture = {
				image = [get_my_wide_picture]
			}
		}
	}
}
### Entity: Unit Template
Component: SIA_MTN_01
Source: game
File: common/units/names_divisions/SIA_names_divisions.txt

Code:
SIA_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		SIA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dth Thai Monpak Division
	ordered = {
		1 = {
			%dst Thai Monpak Division
		}
		2 = {
			%dnd Thai Monpak Division
		}
		3 = {
			%drd Thai Monpak Division
		}
		4 = {
			%dth Thai Monpak Division
		}
		5 = {
			%dth Thai Monpak Division
		}
		6 = {
			%dth Thai Monpak Division
		}
		7 = {
			%dth Thai Monpak Division
		}
		8 = {
			%dth Thai Monpak Division
		}
		9 = {
			%dth Thai Monpak Division
		}
		10 = {
			%dth Thai Monpak Division
		}
		11 = {
			%dth Thai Monpak Division
		}
		12 = {
			%dth Thai Monpak Division
		}
		13 = {
			%dth Thai Monpak Division
		}
		14 = {
			%dth Thai Monpak Division
		}
		15 = {
			%dth Thai Monpak Division
		}
		16 = {
			%dth Thai Monpak Division
		}
		17 = {
			%dth Thai Monpak Division
		}
		18 = {
			%dth Thai Monpak Division
		}
		19 = {
			%dth Thai Monpak Division
		}
		20 = {
			%dth Thai Monpak Division
		}
		21 = {
			%dst Thai Monpak Division
		}
		22 = {
			%dnd Thai Monpak Division
		}
		23 = {
			%drd Thai Monpak Division
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_the_padlock_law
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_the_padlock_law
	icon = GFX_goal_FRA_root_out_communism
	prerequisite = {
		focus = QUE_liberal_in_charge QUE_the_union_nationale_wins
	}
	relative_position_id = QUE_the_union_nationale_wins
	mutually_exclusive = {
		focus = QUE_labor_laws
	}
	x = -1
	y = 2
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_political_power = 50
		add_stability = -0.05
		add_ideas = QUE_padlock_law
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Effect Reference
Construct: set_building_level
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_building_level

* Supported Scopes: STATE
* Supported Targets: none

```
Sets specific level of a building construction for amount of levels in specified state or province
```
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_570
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_570 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 570
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 570
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_700
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_700 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 700
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 700
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_look_to_the_future
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_look_to_the_future
	icon = GFX_focus_RAJ_the_other_solution
	prerequisite = {
		focus = RAJ_great_depression_price_controls
	}
	mutually_exclusive = {
		focus = RAJ_look_to_the_past
	}
	x = 22
	y = 0
	relative_position_id = RAJ_look_to_the_past
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = RAJ_provincial_autonomy RAJ_his_majestys_loyal_government RAJ_look_to_the_past
			}
		}
	}
	offset = {
		x = -15
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_look_to_the_future
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = idea_RAJ_price_controls
			add_idea = idea_RAJ_price_controls_2
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Unit Template
Component: ARG_CL_HISTORICAL
Source: game
File: common/units/names_ships/ARG_ship_names.txt

Code:
ARG_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		ARG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARA 
	fallback_name = Crucero Ligero %d
	unique = {
		Libertad Independencia Guerrico Granville Rosales Spiro Parker Rosales Robinson Gómez Roca
	}
}
### Entity: Order of Battle
Component: 2ya KiVO Mekhanizirovanaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = 2ya KiVO Mekhanizirovanaya Gruppa
	location = 525
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: Event
Component: soviet.14
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.14
	title = soviet.14.t
	desc = soviet.14.d
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	option = {
		name = soviet.14.a
		ai_chance = {
			factor = 100
		}
		SOV = {
			country_event = {
				id = soviet.16
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = soviet.14.b
		SOV = {
			country_event = {
				id = soviet.15
			}
		}
	}
}
### Entity: Define
Component: NDefines.NProduction
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NProduction = {
MAX_EQUIPMENT_RESOURCES_NEED = 3
MAX_CIV_FACTORIES_PER_LINE = 15
DEFAULT_MAX_NAV_FACTORIES_PER_LINE = 10
FLOATING_HARBOR_MAX_NAV_FACTORIES_PER_LINE = 5
CONVOY_MAX_NAV_FACTORIES_PER_LINE = 15
CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE = 5
MAX_MIL_FACTORIES_PER_LINE = 150
MAX_MIL_FACTORIES_VISIBLE_FOR_MIL_EQUIPMENT_LINE = 15
RAILWAY_GUN_MAX_MIL_FACTORIES_PER_LINE = 5
RAILWAY_GUN_REPAIR_SPEED = 8.0
EFFICIENCY_LOSS_PER_UNUSED_DAY = 1
RESOURCE_PENALTY_WARNING_CRITICAL_RATIO = 0.8
RESOURCE_TO_ENERGY_COEFFICIENT = 9.0
BASE_COUNTRY_ENERGY_PRODUCTION = 10.0
ENERGY_SCALING_COST_BY_FACTORY_COUNT = 0.0225
BASE_ENERGY_COST = 0.25
ENERGY_COST_CAP = 6.6
ENERGY_SCALE_PER_TRADE_FACTORY_EXPORT = 0.25
BASE_FACTORY_SPEED = 4
BASE_FACTORY_SPEED_MIL = 3.5
BASE_FACTORY_SPEED_NAV = 2.0
BASE_FACTORY_START_EFFICIENCY_FACTOR = 10
POWERED_FACTORY_SPEED = 5
POWERED_FACTORY_SPEED_MIL = 4.5
POWERED_FACTORY_SPEED_NAV = 2.5
BASE_FACTORY_MAX_EFFICIENCY_FACTOR = 50
BASE_FACTORY_EFFICIENCY_GAIN = 1
BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR = 0.1
BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR = 90
BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR = 30
BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR = 70
BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR = 20
EQUIPMENT_BASE_LEND_LEASE_WEIGHT = 1.0
EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR = 0.01
LEND_LEASE_DELIVERY_TOTAL_DAYS = 30
ANNEX_STOCKPILES_RATIO = 1.0
ANNEX_FIELD_EQUIPMENT_RATIO = 0.25
ANNEX_FUEL_RATIO = 0.25
ANNEX_CONVOYS_RATIO = 0.15
MIN_POSSIBLE_TRAINING_MANPOWER = 100000
MIN_FIELD_TO_TRAINING_MANPOWER_RATIO = 0.75
CAPITULATE_STOCKPILES_RATIO = 0.5
CAPITULATE_FUEL_RATIO = 0.5
INFRA_MAX_CONSTRUCTION_COST_EFFECT = 1
PRODUCTION_RESOURCE_LACK_PENALTY = -0.05
CIC_BANK_SPEED_BOOST_FACTOR = 0.25
MIN_LICENSE_ACTIVE_DAYS = 30
BASE_LICENSE_IC_COST = 1
LICENSE_IC_COST_YEAR_INCREASE = 1
LICENSE_EQUIPMENT_BASE_SPEED = -0.25
LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR = -0.05
LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS = 4
LICENSE_EQUIPMENT_SPEED_NOT_FACTION = -0.1
LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR = 2.0
LICENSE_EQUIPMENT_SPEED_NO_LICENSE = -0.5
CONVERSION_SPEED_BONUS = 0
EQUIPMENT_MODULE_ADD_XP_COST = 5.0
EQUIPMENT_MODULE_REPLACE_XP_COST = 6.0
EQUIPMENT_MODULE_CONVERT_XP_COST = 3.0
EQUIPMENT_MODULE_REMOVE_XP_COST = 1.0
BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR = 0.2
BASE_LAND_EQUIPMENT_CONVERSION_IC_COST_FACTOR = 0.9
MIN_NAVAL_EQUIPMENT_CONVERSION_RES
# ... (truncated)
### Entity: Character
Component: white_liberal_leader_improved
Constructs: white_liberal_leader_improved, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
white_liberal_leader_improved = {
	random = no
	political_power_factor = 0.1
	production_factory_max_efficiency_factor = 0.1
	neutrality_drift = 0.1
}
### Entity: Character
Component: PRC_deng_ye_peng
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_deng_ye_peng = {
	name = PRC_deng_ye_peng
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = PRC_deng_ye_peng
		ledger = army
		allowed = {
			original_tag = PRC
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		traits = {
			navy_amphibious_assault_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: AAT_Sweden.27
Constructs: is_triggered_only, ai_chance, add_ideas
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.27
	title = AAT_Sweden.27.t
	desc = AAT_Sweden.27.desc
	picture = GFX_report_event_bul_troops_dobrudja
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.27.a
		ai_chance = {
			base = 3
		}
		add_ideas = SWE_the_miracle_at_karjala
	}
}
### Entity: Character
Component: archbishop_of_ethiopian_orthodox_tewahedo_church
Source: game
File: common/country_leader/00_traits.txt

Code:
archbishop_of_ethiopian_orthodox_tewahedo_church = {
	random = no
	sprite = 13
	legitimacy_gain_factor = 0.15
	compliance_growth_on_our_occupied_states = -0.1
	resistance_growth_on_our_occupied_states = 0.1
	defensive_war_stability_factor = 0.25
}
### Entity: Achievement
Component: once_more_mate
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
once_more_mate = {
	id = 27
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = AST
	}
	happened = {
		controls_state = 341
	}
}
### Entity: Character
Component: MOL_ai2
Source: game
File: common/characters/MOL.txt

Code:
MOL_ai2 = {
	advisor = {
		slot = high_command
		idea_token = MOL_ai2
		ledger = army
		allowed = {
			original_tag = MOL
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MOL_ai2
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Idea
Component: CHI_sharia3a
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_sharia3a = {
	picture = tur_varlik_vergisi
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		fascism_drift = 0.075
		drift_defence_factor = 0.1
		political_power_factor = 0.15
		consumer_goods_factor = -0.1
		stability_factor = 0.025
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: bftb_turkey.66
Constructs: is_triggered_only, add_state_claim, set_state_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.66
	title = bftb_turkey.66.t
	desc = bftb_turkey.66.desc
	picture = GFX_report_event_tur_kemalist_officers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.66.a
		ROOT = {
			add_state_claim = 182 186 185
		}
		hidden_effect = {
			182 = {
				set_state_flag = TUR_italy_greece_state_flag
			}
			186 = {
				set_state_flag = TUR_italy_greece_state_flag
			}
			185 = {
				set_state_flag = TUR_italy_greece_state_flag
			}
			47 = {
				set_state_flag = TUR_turkey_greece_state_flag
			}
			731 = {
				set_state_flag = TUR_turkey_greece_state_flag
			}
			184 = {
				set_state_flag = TUR_turkey_greece_state_flag
			}
			187 = {
				set_state_flag = TUR_turkey_greece_state_flag
			}
			TUR = {
				country_event = {
					id = bftb_turkey.131
					hours = 8
				}
			}
		}
	} {
		name = bftb_turkey.66.b
		TUR = {
			country_event = {
				id = bftb_turkey.132
				hours = 8
			}
		}
	}
}
### Entity: Idea
Component: SPA_national_recovery_7
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_national_recovery_7 = {
	name = SPA_national_recovery
	picture = SPA_national_recovery
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Character
Component: SOV_nikolay_yezhov
Constructs: has_completed_focus, has_government, has_idea, add_to_variable
Source: game
File: common/characters/SOV.txt

Code:
SOV_nikolay_yezhov = {
	name = SOV_nikolay_yezhov
	portraits = {
		army = {
			small = GFX_idea_SOV_nikolay_yezhov
		}
	}
	allowed_civil_war = {
		OR = {
			has_completed_focus = SOV_the_plan_for_the_coup
			AND = {
				original_tag = SOV
				NOT = {
					tag = SOV
				} {
					any_other_country = {
						original_tag = SOV
						has_completed_focus = SOV_the_plan_for_the_coup
					}
				}
			}
		}
		has_government = communism
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_nikolay_yezhov
		can_be_fired = no
		allowed = {
			original_tag = SOV
		}
		available = {
			NOT = {
				has_idea = SOV_genrikh_yagoda
			} {
				has_idea = SOV_lavrenty_beriya
			}
		}
		traits = {
			head_of_the_nkvd_yezhov_initial
		}
		on_add = {
			ROOT = {
				add_to_variable = {
					SOV_paranoia_weekly_modifiers_amount = 2
				}
			}
			SOV_paranoia_modifier_update_gui_tooltip = yes
		}
		on_remove = {
			ROOT = {
				subtract_from_variable = {
					SOV_paranoia_weekly_modifiers_amount = 2
				}
			}
			SOV_paranoia_modifier_update_gui_tooltip = yes
		}
	}
}
### Entity: Character
Component: eye_above_the_population
Constructs: encryption_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
eye_above_the_population = {
	random = no
	sprite = 13
	resistance_damage_to_garrison = -0.15
	encryption_factor = 0.15
}
### Entity: Character
Component: COG_auguste_gilliaert
Source: game
File: common/characters/COG.txt

Code:
COG_auguste_gilliaert = {
	name = COG_auguste_gilliaert
	portraits = {
		army = {
			large = GFX_portrait_COG_auguste_gilliaert
			small = GFX_portrait_COG_auguste_gilliaert_small
		}
	}
	field_marshal = {
		traits = {
			infantry_leader
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
	}
	advisor = {
		slot = high_command
		idea_token = COG_auguste_gilliaert
		allowed = {
			original_tag = COG
		}
		available = {

		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 169
Constructs: add_core_of
Source: game
File: history/states/169-Sevilla.txt

Code:
state = {
	id = 169
	name = STATE_169
	history = {
		owner = SPR
		victory_points = {
			1048 3
		} {
			7183 10
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			arms_factory = 1
			air_base = 3
			1048 = {
				naval_base = 5
			}
		}
		add_core_of = SPR
	}
	provinces = {
		1048 1178 3940 4080 4182 7098 7183 9815 9891 10094 11749 12070 13228 13231
	}
	manpower = 1746650
	buildings_max_level_factor = 1.0
	state_category = large_town
	local_supplies = 7.0
}
### Entity: Scripted Trigger
Component: EAI_radar_location
Constructs: has_state_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_radar_location = {
	OR = {
		state = 282 645 648 684 646 629 632 336 631 630 327 422 219 217 137 195 116 118 126 446 361 378 386 366 685 60 5 2 41 16 341 331 696 100 698 801 701
		radar_station = > 1
		has_state_flag = EAI_radar_site
	}
}
### Entity: Scripted Effect
Component: EAI_get_land_facility_scores
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_land_facility_scores = {
	set_temp_variable = {
		EAI_has_land_facility_scores = 1
	}
	for_each_scope_loop = {
		array = controlled_states
		if = {
			limit = {
				EAI_available_LFACILITY = yes
			}
			EAI_get_land_facility_score = yes
			for_each_loop = {
				array = EAI_land_facility_scores
				var:v = {
					if = {
						limit = {
							check_variable = {
								PREV.EAI_land_facility_score = > EAI_land_facility_score
							}
						}
						add_to_temp_array = {
							array = EAI_land_facility_scores
							index = i
							value = PREV.id
						}
						set_temp_variable = {
							break = 1
						}
					}
				}
			}
			if = {
				limit = {
					check_variable = {
						break = 0
					}
				}
				add_to_temp_array = {
					array = EAI_land_facility_scores
					value = THIS.id
				}
			}
			else = {
				set_temp_variable = {
					break = 0
				}
			}
		}
	}
	if = {
		limit = {
			has_country_flag = EAI_construction_score_logging
		}
		log = ======= PRINTING EAI_land_facility_scores ======= ===============================================
		for_each_scope_loop = {
			array = EAI_land_facility_scores
			log = [?EAI_land_facility_score] - [This.GetName]
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.9
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, puppet_wargoal_focus, add_ai_strategy
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.9
	title = SEA_japan_foreign_policy.9.t
	desc = SEA_japan_foreign_policy.9.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.9.a
		ai_chance = {
			base = 100
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
			expire = 0
		}
		add_ai_strategy = {
			type = antagonize
			id = SIA
			value = 50
		}
	}
}
### Entity: AI Strategy
Component: SOV_build_intel_network_in_MEX_strat
Constructs: has_completed_focus, build_intel_network
Source: game
File: common/ai_strategy/SOV_operation_strats.txt

Code:
SOV_build_intel_network_in_MEX_strat = {
	allowed = {
		tag = SOV
	}
	enable = {
		tag = SOV
		OR = {
			AND = {
				date = > 1940.1.1
				has_completed_focus = SOV_the_military_conspiracy
			}
			has_completed_focus = SOV_behead_the_snake
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_mission
		mission = build_intel_network
		value = 1000
		mission_target = MEX
	}
}