Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_the_hump.3
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_the_hump.3
	title = wtt_the_hump.3.t
	desc = wtt_the_hump.3.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = wtt_the_hump.3.a
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_limit_provinces_state_avg_control_days
Constructs: limit, check_variable, clear_temp_array, remove_provinces, is_in_array, add_to_temp_array, remove_from_temp_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_limit_provinces_state_avg_control_days = {
	if = {
		limit = {
			check_variable = {
				_target_provinces_^num = > 0
			}
		}
		clear_temp_array = target_states remove_provinces
		for_each_loop = {
			array = _target_provinces_
			value = target_province
			if = {
				limit = {
					NOT = {
						is_in_array = {
							target_states = global.EAI_MAP_province_state_id^target_province
						}
					}
				}
				add_to_temp_array = {
					target_states = global.EAI_MAP_province_state_id^target_province
				}
			}
		} {
			array = remove_provinces
			remove_from_temp_array = {
				_target_provinces_ = v
			}
		}
		for_each_scope_loop = {
			array = target_states
			set_temp_variable = {
				control_days_sum = 0
			} {
				control_days_div = 0
			}
			for_each_loop = {
				array = global.EAI_MAP_state_province_ids@THIS
				value = sum_province
				if = {
					limit = {
						is_in_array = {
							_target_provinces_ = sum_province
						}
					}
					add_to_temp_variable = {
						control_days_sum = global.EAI_MAP_province_control_days^sum_province
					} {
						control_days_div = 1
					}
				}
			}
			if = {
				limit = {
					check_variable = {
						control_days_div = > 0
					}
				}
				set_temp_variable = {
					control_days_avg = control_days_sum
				}
				divide_temp_variable = {
					control_days_avg = control_days_div
				}
			} {
				limit = {
					check_variable = {
						control_days_avg = < _limit_provinces_state_avg_control_days
					}
				}
				for_each_loop = {
					array = global.EAI_MAP_state_province_ids@THIS
					value = remove_province
					if = {
						limit = {
							is_in_array = {
								_target_provinces_ = remove_province
							}
						}
						add_to_temp_array = {
							remove_provinces = remove_province
						}
					}
				}
			}
		}
	}
	set_temp_variable = {
		_limit_provinces_state_avg_control_days = 0
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_vickers_experimental_facility_focus
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_breakthrough_progress, add_building_construction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_vickers_experimental_facility_focus
	prerequisite = {
		focus = uk_industrial_focus
	}
	dynamic = yes
	available = {
		126 = {
			is_fully_controlled_by = ROOT
		}
	}
	icon = GFX_focus_generic_aircraft_production
	x = 1
	y = 2
	relative_position_id = uk_industrial_focus
	cost = 5
	available_if_capitulated = no
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		} {
			specialization = specialization_land
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt ENG_vickers_experimental_facility_focus_tt
		hidden_effect = {
			IF = {
				limit = {
					126 = {
						is_fully_controlled_by = ROOT
						air_facility = < 1
						land_facility = < 1
						naval_facility = < 1
						nuclear_facility = < 1
					}
				}
				126 = {
					add_building_construction = {
						type = air_facility
						level = 1
						instant_build = yes
						province = 11333
					}
				}
			}
		}
	}
}
### Entity: Event
Component: mtg_netherlands.26
Constructs: is_triggered_only, ai_chance, add_war_support, give_guarantee
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.26
	title = mtg_netherlands.26.t
	desc = mtg_netherlands.26.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.26.a
		effect_tooltip = {
			add_war_support = 0.1
			give_guarantee = HOL
		}
		FROM = {
			country_event = {
				id = mtg_netherlands.27
			}
		}
	} {
		name = mtg_netherlands.26.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = mtg_netherlands.28
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.62
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.62
	title = BBA_italy_missiolinis.62.t
	desc = BBA_italy_missiolinis.62.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.62.a
		ITA_missiolini_stockpile_fuel_failure_effect = yes
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_unify_baltics_fascist
Constructs: prerequisite, limit, completion_reward, is_controlled_by, every_state, add_core_of, set_cosmetic_tag, set_global_flag
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_unify_baltics_fascist
	icon = GFX_goal_SOV_baltic_aggression
	mutually_exclusive = {
		focus = LIT_restore_the_gdl LIT_greater_lithuania
	}
	relative_position_id = LIT_operation_mindaugas
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = LIT_r56_demand_vilnius LIT_operation_mindaugas
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = form_country_estonia_required_states_tt
			all_state = {
				OR = {
					NOT = {
						state = 813 191 13 812 811
					}
					is_controlled_by = ROOT
				}
			}
		} {
			tooltip = form_country_latvia_required_states_tt
			all_state = {
				OR = {
					NOT = {
						state = 12 810 809 190
					}
					is_controlled_by = ROOT
				}
			}
		} {
			tooltip = form_country_lithuania_required_states_tt
			all_state = {
				OR = {
					NOT = {
						state = 815 11 814 189
					}
					is_controlled_by = ROOT
				}
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = form_country_estonia_coring_states_tt form_country_latvia_coring_states_tt form_country_lithuania_coring_states_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						state = 13 191 811 812 813
					}
				}
				add_core_of = ROOT
			}
		} {
			every_state = {
				limit = {
					OR = {
						state = 12 190 808 809 810
					}
				}
				add_core_of = ROOT
			}
		} {
			every_state = {
				limit = {
					OR = {
						state = 11 188 189 784 814 815
					}
				}
				add_core_of = ROOT
			}
		} {
			set_cosmetic_tag = BAL_UNIFIED
			set_global_flag = form_baltic_federation_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: ARG_united_workers_idea
Constructs: stability_factor, communism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_united_workers_idea = {
	picture = citizen_militia_2
	allowed = {
		original_tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.1
		communism_drift = 0.05
	}
}
### Entity: Character
Component: BEL_man_with_a_plan_leader
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_man_with_a_plan_leader = {
	sprite = 10
	random = no
	communism_drift = 0.03
	production_factory_efficiency_gain_factor = 0.1
	production_factory_max_efficiency_factor = 0.1
}
### Entity: Idea
Component: QUE_independance_economical_shock
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_independance_economical_shock = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = HOL_motors_production
	modifier = {
		consumer_goods_factor = 0.5
		production_speed_buildings_factor = -0.15
		stability_factor = -0.15
		industrial_capacity_factory = -0.2
	}
}
### Entity: Joint Focus
Component: INSHOL_bio_pharma
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, is_hired_as_advisor, is_ai, has_dlc
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_bio_pharma
	icon = GFX_focus_INS_bio_pharma
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			AND = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			original_tag = INS
		}
	}
	prerequisite = {
		focus = INSHOL_artillerie_inrichtingen
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = INSHOL_artillerie_inrichtingen
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				mio:INS_bio_pharma_organization = {
					add_mio_size = 2
					add_mio_funds = 1000
				}
			}
		} {
			limit = {
				OR = {
					INS = {
						is_subject_of = HOL
					}
					original_tag = INS
				}
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = support_tech
				name =
# ... (truncated)
### Entity: National Focus
Tree: spr_focus
Component: SPR_new_approach_spr
Constructs: prerequisite, has_country_flag, completion_reward, has_civil_war, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_new_approach_spr
	text = SPR_new_approach_r56
	available = {
		has_country_flag = spanish_civil_war_started_flag
		has_civil_war = yes
	}
	icon = GFX_goal_generic_occupy_states_ongoing_war
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_equipment_shipments_r56_spr
	}
	x = 0
	y = 7
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SPR_Doc_Bonus
			cost_reduction = 0.75
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: NOR_grand_naval_expansion
Constructs: removal_cost, equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_grand_naval_expansion = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = liberty_ships_focus
	modifier = {
		consumer_goods_factor = -0.12
		industrial_capacity_dockyard = 0.25
	}
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.1
			naval_speed = 0.1
			instant = yes
		}
		capital_ship = {
			build_cost_ic = -0.05
			instant = yes
		}
		screen_ship = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_heavy_armor_4
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_heavy_armor_4 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 250
		EAI_HARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 240
				EAI_HARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_chassis
		value = 4
	}
}
### Entity: Decision
Component: GER_trade_influence_decisions
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
GER_trade_influence_decisions = {
	priority = 5
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_exploit_trade_dependence
		NOT = {
			has_government = communism
		}
	}
}
### Entity: Character
Component: FIN_kullervo_manner
Constructs: limit, has_country_flag, has_dlc
Source: game
File: common/characters/FIN.txt

Code:
FIN_kullervo_manner = {
	name = FIN_kullervo_manner
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_kullervo_manner_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_kullervo_manner
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			if = {
				limit = {
					NOT = {
						has_country_flag = FIN_kullervo_manner_extradited_flag
					}
				}
				has_country_flag = FIN_kullervo_manner_extradited_flag
			}
		}
		cost = 25
		traits = {
			former_leader_of_red_finland
		}
	}
}
### Entity: Scripted Effect
Component: r56_state_category_level_up
Constructs: limit, has_state_category, set_state_category
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_state_category_level_up = {
	if = {
		limit = {
			has_state_category = metropolis
		}
		set_state_category = megalopolis
	}
	else_if = {
		limit = {
			has_state_category = large_city
		}
		set_state_category = metropolis
	} {
		limit = {
			has_state_category = city
		}
		set_state_category = large_city
	} {
		limit = {
			has_state_category = large_town
		}
		set_state_category = city
	} {
		limit = {
			has_state_category = town
		}
		set_state_category = large_town
	} {
		limit = {
			has_state_category = developed_rural
		}
		set_state_category = town
	} {
		limit = {
			has_state_category = rural
		}
		set_state_category = developed_rural
	} {
		limit = {
			has_state_category = pastoral
		}
		set_state_category = rural
	} {
		limit = {
			OR = {
				has_state_category = wasteland enclave
			}
		}
		set_state_category = pastoral
	}
}
### Entity: Name List
Component: ROM
Source: game
File: common/names/00_names.txt

Code:
ROM = {
	male = {
		names = {
			Adrian Alexandru Andrei Anton Artur Bogdan Carol Cezar Constantin Constin Cosmin Daniel Dumitru Emanuel Eremia Eugen Ferdinand Flaviu Florea Gheorghe Grigore Henric Horatiu Iacob Ilie Ioan Ion Iosif Iulian Iuliu Laurentiu Leontin Luca Lucian Mihai Mircea Nicolae Ovidiu Petru Radu Sergiu Silviu Simion Stefan Valeriu Vasile Victor Vintila Vlad
		}
	}
	female = {
		names = {
			Andrea Adriana Beatrice Bianca Juliana Ina Eugenia Nadia Sanda Sabina Raluca Ramona Rodica Patricia Liliana Felicia Corina
		}
	}
	surnames = {
		Chifu Angelescu Antonescu Argetoianu Averescu Baldescu Barozzi Berindei Cernat Christecu Cihoski Ciuperca Coanda Crainiceanu Critescu Culcer Cuza Dona Dragalina Dumitrescu Falcoianu Florescu Gardescu Grigorescu Froza Harjeu Holban Iancovescu Iliasevici Iliescu Ionascu Ionescu Ionitiu Koslinski Lahovary Lupescu Mardarescu Murgescu Poenaru Prezan Salajan Samsonovici Schitiu Scodrea Slaniceanu Steflea Tatarascu Tenescu Vaitoianu Zottu
	}
	callsigns = {

	}
}
### Entity: Idea
Component: GER_operation_tannenbaum_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_operation_tannenbaum_ns = {
	name = GER_operation_tannenbaum
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_armor
	modifier = {

	}
	targeted_modifier = {
		tag = SWI
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Idea
Component: AUS_warplan_dr
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_warplan_dr = {
	name = AUS_war_plan_dr_category
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.2
		attack_bonus_against = 0.1
	}
}
### Entity: Shared Focus
Component: MICRO_the_roars_of_thunder
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_the_roars_of_thunder
	text = MNC_the_roars_of_thunder
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = MICRO_the_grand_university_of_capital MICRO_encourage_local_arms_production
	}
	relative_position_id = MICRO_encourage_local_arms_production
	cost = 10
	x = -1
	y = 1
	completion_reward = {
		add_tech_bonus = {
			name = MNC_the_roars_of_thunder
			bonus = 0.5
			uses = 2
			category = artillery cat_anti_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_democratic_capstone_focus
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, has_country_leader
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_democratic_capstone_focus
	icon = GFX_goal_generic_territory_or_war
	dynamic = yes
	prerequisite = {
		focus = TUR_privatize_our_infrastructure
	} {
		focus = TUR_peace_in_the_world
	}
	x = 0
	y = 2
	relative_position_id = TUR_privatize_our_infrastructure
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = TUR_adnan_menderes
					ruling_only = yes
				}
			}
			country_event = {
				id = bftb_turkey.22
			}
			add_war_support = 0.2
		}
		else = {
			add_war_support = 0.1
			add_stability = 0.05
		}
	}
}
### Entity: Character
Component: JAP_dadaist_nihilist
Constructs: stability_factor, war_support_factor, conscription_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_dadaist_nihilist = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	stability_factor = -0.1
	conscription_factor = 0.1
	communism_drift = 0.05
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_tvp_project
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_the_tvp_project
	icon = GFX_focus_PER_czech_tanks
	overlay = GFX_focus_overlay_cze_tank_focus
	cost = 5
	prerequisite = {
		focus = CZE_redouble_tank_development_efforts
	}
	relative_position_id = CZE_redouble_tank_development_efforts
	x = -1
	y = 1
	available = {
		CZE_has_a_skoda_tank_focus = yes
	}
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_vtlu_idea
				add_idea = CZE_vtlu_idea_2
			}
		}
		hidden_effect = {
			CZE_vtlu_idea_go_up = yes
		}
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_armor_attack_factor = 0.025
			tooltip = army_armor_attack_factor_tt
		}
		add_tech_bonus = {
			name = CZE_the_tvp_project
			bonus = 1
			uses = 1
			category = armor
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_ckd_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_idea = CZE_ckd
				}
				swap_ideas = {
					remove_idea = CZE_ckd
					add_idea = CZE_ckd_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_ckd
						add_idea = CZE_ckd_improved
					}
				}
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_FACTORY_strategy_print
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_FACTORY_strategy_print = {
	if = {
		limit = {
			has_country_flag = EAI_building_logging
		}
		log =   =======================================================================================   [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION, factories = [?EAI_BUILDING_total_factories], slots = [?EAI_BUILDING_num_total_slots], free = [?EAI_BUILDING_num_free_slots]   Current building amounts: CIC = [?EAI_BUILDING_num_CIC] | ACIC = [?EAI_BUILDING_num_available_CIC] | MIC = [?EAI_BUILDING_num_MIC] | NIC = [?EAI_BUILDING_num_NIC] | REF = [?EAI_BUILDING_num_REF] | SILO = [?EAI_BUILDING_num_SILO]   [?EAI_BUILDING_num_slots_assigned] = EAI_BUILDING_num_slots_assigned   [?EAI_BUILDING_target_weight_CIC] = target_weight_CIC [?EAI_BUILDING_target_weight_MIC] = target_weight_MIC [?EAI_BUILDING_target_weight_NIC] = target_weight_NIC   Target building amounts: [?EAI_BUILDING_build_num_CIC] = build_num_CIC [?EAI_BUILDING_build_num_MIC] = build_num_MIC [?EAI_BUILDING_build_num_NIC] = build_num_NIC   [?EAI_BUILDING_build_num_REF] = build_num_REF [?EAI_BUILDING_build_num_SILO] = build_num_SILO   =======================================================================================
	}
}
### Entity: Country History
Country: SWA
Component: SWA_army
Source: game
File: history/countries/SWA - Swaziland.txt

Code:
# OOB & Army Setup for SWA
oob = SWA_1936
### Entity: Music Config
Component: base_music/general_peace_2
Constructs: has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = general_peace_2
	chance = {
		modifier = {
			factor = 1
			has_war = no
		}
	}
}
### Entity: National Focus
Tree: jor_focus
Component: JOR_appease_tribes
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/jordan.txt

Code:
focus = {
	id = JOR_appease_tribes
	icon = GFX_goal_JOR_appease_tribes
	relative_position_id = JOR_national_conference
	x = 3
	y = 1
	mutually_exclusive = {
		focus = JOR_ally_opposition
	}
	prerequisite = {
		focus = JOR_national_conference
	}
	cost = 5
	completion_reward = {
		add_political_power = 75
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = jordan.6
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: COG_ten_years_plan_idea
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_ten_years_plan_idea = {
	picture = man_five_year_plan_industry
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_speed_buildings_factor = 0.05
	}
}