Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_turkey.33
Constructs: is_triggered_only, ai_chance, add_war_support, add_opinion_modifier, fire_only_once, has_opinion
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.33
	title = bftb_turkey.33.t
	desc = bftb_turkey.33.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.33.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 30
				has_opinion = {
					target = TUR
					value = > 75
				}
			}
		}
		TUR = {
			add_opinion_modifier = {
				target = ITA
				modifier = TUR_pact_of_power
			}
		}
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.36
					hours = 6
				}
			}
		}
	} {
		name = bftb_turkey.33.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				has_opinion = {
					target = TUR
					value = < 15
				}
			}
		}
		add_war_support = 0.1
		hidden_effect = {
			ITA = {
				add_opinion_modifier = {
					target = TUR
					modifier = TUR_insulted_our_honour
				}
			}
			TUR = {
				country_event = {
					id = bftb_turkey.37
					hours = 6
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: SAF_marmon_herrington_armored_car_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/SAF_organization_r56.txt

Code:
SAF_marmon_herrington_armored_car_organization = {
	name = USA_marmon_herrington_organization
	include = generic_armored_car_organization
	icon = GFX_idea_marmon_herrington
	allowed = {
		tag = SAF
		has_dlc = La Resistance
	}
	initial_trait = {
		name = generic_armored_car_organization
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_build_trainer_aircrafts
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_build_trainer_aircrafts
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = ISR_israeli_air_school
	}
	mutually_exclusive = {
		focus = ISR_bimotor_aircrafts
	}
	relative_position_id = ISR_israeli_air_school
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 5
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ISR_build_trainer_aircrafts
				category = light_air
				bonus = 1
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = fighter1 fighter2 fighter3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_uniao_dos_povos_do_norte_de_angola
Constructs: division_template, prerequisite, limit, add_ideas, has_government, owns_state, completion_reward, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_uniao_dos_povos_do_norte_de_angola
	icon = GFX_focus_generic_attack_portugal
	prerequisite = {
		focus = COG_the_kingdom_of_kongo_focus
	}
	x = 0
	y = 1
	relative_position_id = COG_the_kingdom_of_kongo_focus
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_rule = can_send_volunteers
				}
			}
			set_rule = {
				can_send_volunteers = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_idea = COG_peacekeeping_forces_idea
				}
			}
			add_ideas = COG_kongo_volunteer_force_idea
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				ANG = {
					exists = no
				}
				any_country = {
					owns_state = 540 796 892 891
				}
			}
			ANG = {
				540 = {
					transfer_state_to = PREV
				}
				796 = {
					transfer_state_to = PREV
				}
				set_country_flag = COG_to_be_annexed_angola_flag
				hidden_effect = {
					delete_unit_template_and_units = {
						division_template = Kongo Separatist Militias
						disband = yes
					}
					division_template = {
						name = Kongo Separatist Militias
						division_names_group = BEL_INF_01
						template_counter = 54
						is_locked = no
						regiments = {
							infantry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 0
								y = 2
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							} {
								x = 1
								y = 2
							}
						}
						support = {

						}
					}
					540 = {
						create_unit = {
							division = name = "First Kongo Separatist Militia" division_template = "Kongo Separatist Militias" start_experience_factor = 0.2 start_equipment_factor = 0.5
							owner = ANG
						} {
							division = name = "Second Kongo Separatist Militia" division_template = "Kongo Separatist Militias" start_experience_factor = 0.2 start_equipment_factor = 0.5
							owner = ANG
						}
					}
					796 = {
						create_unit = {
							division = name = "Third Kongo Separatist Militia" division_template = "Kongo Separatist Militias" start_experience_fa
# ... (truncated)
### Entity: Idea
Component: MAN_mamc_heavy
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_mamc_heavy = {
	picture = generic_air_manufacturer_1
	available = {
		has_completed_focus = MAN_mamc
	}
	allowed = {
		original_tag = MAN
		has_dlc = Waking the Tiger
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_nationalism_democracy_welfare
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_nationalism_democracy_welfare
	icon = GFX_goal_CHI_three_principes_of_the_people
	prerequisite = {
		focus = MEN_request_mongol_territories_dem MEN_steer_the_industry
	}
	x = 1
	y = 1
	relative_position_id = MEN_request_mongol_territories_dem
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		has_government = democratic
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_political_power = -35
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = LAT_liberal_welfare
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_eliminate_austrian_defeatists
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, is_ally_with, has_guaranteed, is_subject_of
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_eliminate_austrian_defeatists
	icon = GFX_focus_generic_attack_austria
	prerequisite = {
		focus = CZE_claim_lands_of_the_bohemian_crown CZE_aggressive_foreign_policy
	}
	mutually_exclusive = {
		focus = CZE_assist_austria
	}
	cost = 10
	will_lead_to_war_with = AUS
	relative_position_id = CZE_assist_austria
	x = -4
	y = 0
	available = {
		is_subject = no
		AUS = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
			}
		}
	}
	ai_will_do = {
		base = 10
		modifier = {
			factor = 0
			strength_ratio = {
				tag = AUS
				ratio = < 0.7
			}
		} {
			factor = 0
			strength_ratio = {
				tag = GER
				ratio = < 0.7
			}
			GER = {
				has_completed_focus = GER_remilitarize_the_rhineland
			}
		} {
			factor = 0
			any_other_country = {
				has_guaranteed = AUS
				NOT = {
					has_guaranteed = ROOT
					is_ally_with = ROOT
				}
				strength_ratio = {
					tag = ROOT
					ratio = > 0.7
				}
			}
		}
	}
	bypass = {
		AUS = {
			OR = {
				exists = no
				is_subject_of = ROOT
				all_core_state = {
					OR = {
						state = 39 975
						is_controlled_by = ROOT
						controller = {
							is_subject_of = ROOT
						}
					}
				}
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 4 975 976 152 153 848
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = AUS
			expire = 730
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: idea_CHI_eternal_revolution
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_eternal_revolution = {
	picture = generic_fascist_workers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		mobilization_laws_cost_factor = -0.2
		mobilization_speed = 0.25
		training_time_army_factor = -0.15
		production_speed_arms_factory_factor = 0.2
		production_speed_supply_node_factor = 1
	}
}
### Entity: Event
Component: rt56.rom_hun_submission.2
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_hun_submission.2
	title = rt56.rom_hun_submission.2.t
	desc = rt56.rom_hun_submission.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_hun_submission.2.a
		ROOT = {
			puppet = FROM
		}
	}
}
### Entity: Event
Component: r56_iraq_faction.6
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq_faction.6
	title = r56_iraq_faction.6.t
	desc = r56_iraq_faction.6.d
	picture = GFX_report_event_ANZAC_day
	is_triggered_only = yes
	option = {
		name = r56_iraq_faction.6.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = OMA
		}
	}
}
### Entity: Character
Component: infantry_equipment_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_mass_2 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: wtt_germany.42
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.42
	title = wtt_germany.42.t
	desc = wtt_germany.42.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = unfortunate
	}
}
### Entity: Country History
Country: MOL
Component: MOL_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/MOL - Moldova.txt

Code:
# Misc for MOL
capital = 78
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Joint Focus
Component: INSHOL_prioritize_dutch_profits
Constructs: prerequisite, limit, joint_focus, is_subject_of, random_owned_controlled_state, add_building_construction, add_timed_idea, is_ai
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_prioritize_dutch_profits
	icon = GFX_focus_generic_supply_line
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_sideline_the_volksraad
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INSHOL_sideline_the_volksraad
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					infrastructure = < 5
				}
				prioritize = {
					334 1049
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_timed_idea = {
				idea = idea_INS_prioritizing_dutch_profits
				days = 365
			}
			if = {
				limit = {
					HOL = {
						is_ai = yes
					}
				}
				custom_effect_tooltip = newline_tt INS_dutch_investment_rate_10
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_timed_idea = {
				idea = idea_HOL_prioritizing_dutch_profits
				days = 365
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					infrastructure = < 5
				}
				prioritize = {
					334 1049
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_timed_idea = {
				idea = idea_INS_prioritizing_dutch_profits
				days = 365
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_timed_idea = {
				idea = idea_HOL_prioritizing_dutch_profits
				days = 365
			}
		}
	}
}
### Entity: Idea
Component: SWE_en_svensk_tiger_lar
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_en_svensk_tiger_lar = {
	name = SWE_en_svensk_tiger
	allowed = {
		always = no
	}
	picture = SWE_en_svensk_tiger
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		enemy_justify_war_goal_time = 0.1
		civilian_intel_to_others = -10
		crypto_strength = 1
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_aviation_effort
Constructs: limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, random_owned_controlled_state, set_country_flag
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_aviation_effort
	icon = GFX_focus_SOV_flying_clubs
	x = 1
	y = 0
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: adr_focus
Component: ADR_accept_spanish_refugees
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/andorra.txt

Code:
focus = {
	id = ADR_accept_spanish_refugees
	icon = GFX_focus_generic_invite_republican_spanish_exiles
	relative_position_id = ADR_continue_the_policy_of_neutrality
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = ADR_continue_the_policy_of_neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = ADR_spanish_refugees
			days = 365
		}
	}
}
### Entity: Game Rule
Component: allow_take_over_faction
Constructs: allow_take_over_faction
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_take_over_faction = {
	name = RULE_ALLOW_TAKE_OVER_FACTION
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	required_dlc = Man the Guns
	icon = GFX_take_over_faction_leadership
	option = {
		name = ALLOWED
		text = RULE_OPTION_ALLOWED
		desc = RULE_ALLOW_TAKE_OVER_FACTION_ALLOWED_DESC
	} {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_TAKE_OVER_FACTION_BLOCKED_DESC
	}
}
### Entity: Character
Component: ARM_sergey_aganov
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_sergey_aganov = {
	name = ARM_sergey_aganov
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_europe_generic_land_15.dds
		}
	}
	advisor = {
		cost = 50
		slot = high_command
		idea_token = ARM_sergey_aganov_army
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			army_entrenchment_1
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Game Rule
Component: SOV_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
SOV_ai_behavior = {
	name = SOV_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_SOV_AI_DESC
		allow_achievements = yes
	} {
		name = LEFT_OPPOSITION
		text = RULE_OPTION_LEFT_OPPOSITION
		desc = RULE_OPTION_LEFT_OPPOSITION_SOV_AI_DESC
	} {
		name = LEFT_OPPOSITION_COOPERATIVE
		text = RULE_LEFT_OPPOSITION_COOPERATIVE
		desc = RULE_OPTION_LEFT_OPPOSITION_COOPERATIVE_SOV_AI_DESC
	} {
		required_dlc = No Step Back
		name = RIGHT_OPPOSITION
		text = RULE_OPTION_RIGHT_OPPOSITION
		desc = RULE_OPTION_RIGHT_OPPOSITION_SOV_AI_DESC
	} {
		required_dlc = No Step Back
		name = RIGHT_OPPOSITION_COOPERATIVE
		text = RULE_RIGHT_OPPOSITION_COOPERATIVE
		desc = RULE_OPTION_RIGHT_OPPOSITION_COOPERATIVE_SOV_AI_DESC
	} {
		required_dlc = No Step Back
		name = EXILES_TSARIST
		text = RULE_EXILES_TSARIST
		desc = RULE_OPTION_EXILES_TSARIST_SOV_AI_DESC
	} {
		required_dlc = No Step Back
		name = EXILES_FASCIST
		text = RULE_EXILES_FASCIST
		desc = RULE_OPTION_EXILES_FASCIST_SOV_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Unit Template
Component: EST_CV_HISTORICAL
Source: game
File: common/units/names_ships/EST_ship_names.txt

Code:
EST_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		EST
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = EML 
	fallback_name = Lennukikandja %d
	unique = {
		Tallinn Valga Tartu Muhu Hiiumaa Saaremaa Abruka Kihnu Vormsi Sulev Wambola Vaindlo Olev
	}
}
### Entity: Modifier Reference
Construct: resources
Constructs: resources, build_airplane, build_army, build_building, build_ship, force_build_armies, save_equipment
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### Related to production and resources
- `added_military_to_civilian_factory_ratio`
- `air_factory_balance`
- `build_airplane`
- `build_army`
- `build_building`
- `build_ship`
- `building_target`
- `convoy_efficiency_to_cancel_trades`
- `dockyard_to_military_factory_ratio`
- `equipment_production_factor`
- `equipment_variant_production_factor`
- `equipment_production_surplus_management`
- `equipment_production_min_factories`
- `equipment_production_min_factories_archetype`
- `equipment_stockpile_surplus_ratio`
- `equipment_market_spend_factories`
- `equipment_market_for_sale_threshold`
- `equipment_market_for_sale_factor`
- `equipment_market_max_for_sale`
- `equipment_market_min_for_sale`
- `equipment_market_buying_threshold`
- `equipment_market_buy`
- `equipment_market_trade_desire`
- `factory_build_score_factor`
- `force_build_armies`
- `fuel_buffer`
- `min_convoy_efficiency_factor_for_war_support_hit`
- `production_upgrade_desire_offset`
- `railway_gun_divisions_ratio`
- `research_tech`
- `research_weight_factor`
- `role_ratio`
- `save_equipment`
- `template_prio`
- `unit_ratio`
- `land_xp_spend_priority`
- `air_xp_spend_priority`
- `navy_xp_spend_priority`
- `pp_spend_amount`
- `pp_spend_priority`
- `min_wanted_supply_trucks`
- `wanted_supply_trucks`
- `min_wanted_supply_trains`
- `wanted_supply_trains`
- `ai_wanted_divisions_factor`
### Entity: Event
Component: mtg_usa_secure_asia.4
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, is_in_faction, has_global_flag, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_secure_asia.4
	title = mtg_usa_secure_asia.4.t
	desc = mtg_usa_secure_asia.4.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_usa_secure_asia.4.a
		ai_chance = {
			factor = 30
			modifier = {
				is_in_faction = no
				not = {
					has_global_flag = mtg_usa_north_american_dominion_refused_faction
				}
				factor = 3
			}
		}
		add_stability = -0.05
		FROM = {
			country_event = mtg_usa_secure_asia.5
		}
		effect_tooltip = {
			FROM = {
				puppet = INS
			}
		}
	} {
		name = mtg_usa_secure_asia.4.b
		ai_chance = {
			factor = 70
		}
		add_war_support = 0.05
		set_country_flag = north_american_dominion_refused
		if = {
			limit = {
				not = {
					has_global_flag = mtg_usa_north_american_dominion_refused_faction
				}
				is_in_faction = no
			}
			unlock_decision_tooltip = {
				decision = USA_form_defensive_alliance_north_american_dominion
				show_effect_tooltip = yes
			}
		}
		else_if = {
			limit = {
				is_in_faction = no
			}
			unlock_decision_tooltip = {
				decision = USA_join_defensive_alliance_north_american_dominion
				show_effect_tooltip = yes
			}
		}
		FROM = {
			country_event = mtg_usa_secure_asia.6
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = INS
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_a_paradise
Constructs: shared_focus, prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_a_paradise
	icon = GFX_focus_ICE_embrace_the_workers_revolution
	prerequisite = {
		focus = PLY_infrastructure_works
	} {
		focus = PLY_workshops
	}
	relative_position_id = PLY_infrastructure_works
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available = {
		has_idea = NIU_tourism_idea_ii
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = NIU_tourism_idea_ii
			add_idea = NIU_tourism_idea_iii
		}
	}
}
### Entity: Character
Component: mobilization_specialist
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
mobilization_specialist = {
	sprite = 13
	mobilization_speed = 0.2
	conscription_factor = 0.05
}