Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GER_rally_the_nation_ns
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_rally_the_nation_ns = {
	name = GER_rally_the_nation
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = FIN_german_threat
	modifier = {
		training_time_factor = -0.15
		conscription = 0.005
		war_support_factor = 0.1
		weekly_casualties_war_support = 0.001
	}
}
### Entity: Modifier Reference
Component: devout_islamists
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
devout_islamists = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_traditionalist_placated
	recruitable_population_factor = 0.15
	state_production_speed_buildings_factor = 0.1
}
### Entity: Event
Component: KMT_event.67
Constructs: is_triggered_only, add_stability, add_political_power, add_to_variable, add_popularity, clr_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.67
	title = KMT_event.67.t
	desc = KMT_event.67.desc
	picture = GFX_report_event_ARG_coup_detat
	is_triggered_only = yes
	option = {
		name = KMT_event.67.a
		add_to_variable = {
			CHI_huang_qixiang_pop = -2
		} {
			CHI_soong_qingling_pop = -2
		} {
			CHI_KMT_popularity = -1
		}
		add_political_power = -25
		add_popularity = {
			ideology = communism
			popularity = -0.025
		} {
			ideology = democratic
			popularity = -0.025
		}
		add_stability = -0.025
		custom_effect_tooltip = CHI_left_minus2_tt CHI_KMT_minus1_tt
	} {
		name = KMT_event.67.b
		clr_country_flag = KMT_lkmt_elections
		custom_effect_tooltip = KMT_lkmt_ban_tt CHI_KMT_minus1_tt
		add_political_power = 50
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
		add_to_variable = {
			CHI_KMT_popularity = -1
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_invite_abwehr_agents
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, completion_reward, has_civil_war, has_capitulated
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_invite_abwehr_agents
	icon = GFX_goal_generic_secret_police_2
	x = -1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
		GER = {
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
			has_capitulated = no
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	bypass = {
		GER = {
			OR = {
				has_civil_war = yes
				has_war_with = ROOT
				has_capitulated = yes
				NOT = {
					has_government = fascism neutrality
				}
			}
		}
	}
	prerequisite = {
		focus = AFG_bolster_the_nationalists
	}
	relative_position_id = AFG_bolster_the_nationalists
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			create_operative_leader = {
				name = Dieter Witzel Kirn
				GFX = GFX_Portrait_Operative_EuropeMale8
				traits = {
					operative_infiltrator operative_demolition_expert
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					GER
				}
			} {
				name = Shir Muhammad Gazi
				gfx = GFX_Portrait_Operative_AsianMale2
				traits = {
					operative_infiltrator operative_commando operative_escape_artist
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					UZB TMS BUK TAJ KYR AFG
				}
			}
			add_ideas = AFG_abwehr_idea
		}
		else = {
			add_ideas = AFG_abwehr_idea_no_lar
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_mannheim_project_ww
Constructs: prerequisite, limit, completion_reward, add_breakthrough_progress, add_to_variable, is_special_project_completed
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_mannheim_project_ww
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = GER_shared_rd_programs_ww
	} {
		focus = GER_pool_technical_know_how_ww
	}
	dynamic = yes
	x = 1
	y = 1
	relative_position_id = GER_shared_rd_programs_ww
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_add_or_modify_wunderwaffen = yes
		add_to_variable = {
			GER_wunderwaffen_production_speed_nuclear_facility_factor = 0.15
			tooltip = production_speed_nuclear_facility_factor_tt
		} {
			GER_wunderwaffen_production_speed_nuclear_reactor_factor = 0.1
			tooltip = production_speed_nuclear_reactor_factor_tt
		}
		if = {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_nuclear_reactor
				}
			}
			add_to_variable = {
				GER_wunderwaffen_sp_nuclear_reactor_speed_factor = 0.1
				tooltip = sp_nuclear_reactor_speed_factor_tt
			}
		} {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_commercial_nuclear_reactor
				}
			}
			add_to_variable = {
				GER_wunderwaffen_sp_commercial_nuclear_reactor_speed_factor = 0.1
				tooltip = sp_commercial_nuclear_reactor_speed_factor_tt
			}
		}
	}
}
### Entity: Character
Component: DJI_nccr
Source: game
File: common/characters/DJI.txt

Code:
DJI_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = DJI_nccr
		allowed = {
			original_tag = DJI
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_support_spains_loyalists
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_support_spains_loyalists
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = MEX_focus_spanish_civil_war_refugees
	}
	mutually_exclusive = {
		focus = MEX_focus_falangist_veterans
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_spanish_civil_war_refugees
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {
		NOT = {
			has_government = fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MEX_CHURCH_AUTHORITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_tooltip = MEX_decision_support_spanish_loyalists
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_war_support = 0.05
		add_stability = 0.05
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			every_other_country = {
				limit = {
					original_tag = SPR
					has_government = communism
				}
				ROOT = {
					add_opinion_modifier = {
						target = PREV
						modifier = loyalist_spanish_government_support_opinion
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = loyalist_spanish_government_support_opinion
				}
			} {
				limit = {
					original_tag = SPA
					has_government = communism
				}
				ROOT = {
					add_opinion_modifier = {
						target = PREV
						modifier = loyalist_spanish_government_support_opinion
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = loyalist_spanish_government_support_opinion
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_opinion_modifier = {
				target = SPD
				modifier = loyalist_spanish_government_support_opinion
			}
			SPD = {
				add_opinion_modifier = {
					target = ROOT
					modifier = loyalist_spanish_government_support_opinion
				}
			}
		}
		MEX_decrease_church_power = yes
	}
}
### Entity: Scripted Trigger
Component: ITA_has_foreign_affairs_or_nice_guy_hired
Constructs: has_idea, has_dino_grandi
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_has_foreign_affairs_or_nice_guy_hired = {
	original_tag = ITA
	OR = {
		has_idea = ITA_gian_galeazzo_ciano
		has_dino_grandi = yes
	}
}
### Entity: Order of Battle
Component: Armored Division
Constructs: division_template
Source: game
File: history/units/SYR_2000.txt

Code:
division = {
	name = Armored Division
	location = 1549
	division_template = Armored Divison
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Character
Component: NOR_adam_egede_nissen
Source: game
File: common/characters/NOR.txt

Code:
NOR_adam_egede_nissen = {
	name = NOR_adam_egede_nissen
	allowed_civil_war = {
		NOR_char_cw_stalinist = yes
	}
	portraits = {
		civilian = {
			large = GFX_portrait_NOR_adam_egede_nissen
			small = GFX_portrait_NOR_adam_egede_nissen_small
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1.1
		traits = {
			NOR_temperate_miners_unionist
		}
		id = -1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_fascist_legions
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, set_rule
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_fascist_legions
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = BEL_fascist_youth_organizations
	}
	relative_position_id = BEL_fascist_youth_organizations
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		base = 3
	}
	available = {
		NOT = {
			has_country_flag = BEL_king_martial_law
		}
	}
	completion_reward = {
		add_ideas = BEL_volunteer_corps
		set_rule = {
			can_send_volunteers = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PAR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 2152
	division_template = División de Infanteria
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Scripted Effect
Component: SIA_unlock_propaganda_campaign_slot_effect
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_unlock_propaganda_campaign_slot_effect = {
	hidden_effect = {
		if = {
			limit = {
				check_variable = {
					SIA_poster_left_icon_frame = constant:propaganda.SIA.propaganda_locked_slot_index
				}
			}
			set_variable = {
				SIA_poster_left_icon_frame = constant:propaganda.SIA.propaganda_empty_slot_index
			}
		}
		else_if = {
			limit = {
				check_variable = {
					SIA_poster_center_icon_frame = constant:propaganda.SIA.propaganda_locked_slot_index
				}
			}
			set_variable = {
				SIA_poster_center_icon_frame = constant:propaganda.SIA.propaganda_empty_slot_index
			}
		}
		else = {
			set_variable = {
				SIA_poster_right_icon_frame = constant:propaganda.SIA.propaganda_empty_slot_index
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_intensify_copper_mining
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_intensify_copper_mining
	icon = GFX_goal_BEL_copper
	x = 1
	y = 1
	cost = 8
	available = {
		controls_state = 267
		has_tech = excavation1
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_expand_the_directorate_of_mines
	}
	relative_position_id = AFG_expand_the_directorate_of_mines
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				267
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_resource = {
			type = steel
			amount = 6
			state = 267
		}
	}
	search_filters = {
		FOCUS_FILTER_STEEL
	}
}
### Entity: Modding Documentation
Construct: toggle_hidden_techs
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## toggle_hidden_techs
* Aliases: tht

"Toggle show/hide all hidden techs."
### Entity: Event
Component: naw_norway.231
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.231
	title = naw_norway.231.t
	desc = naw_norway.231.d
	picture = GFX_news_event_ds_aragon_1937
	major = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.231.a
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = NOR
		}
	} {
		name = naw_norway.231.b
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = ENG
			is_in_faction_with = NOR
		}
	} {
		name = naw_norway.231.c
		ai_chance = {
			base = 100
		}
		trigger = {
			has_war_with = NOR ENG
		}
	} {
		name = naw_norway.231.p
		ai_chance = {
			base = 100
		}
		trigger = {
			NOT = {
				original_tag = NOR
				AND = {
					original_tag = ENG
					is_in_faction_with = NOR
				} {
					has_war_with = NOR ENG
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: PHI_macarthur_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/PHI_alternate_strategy_plan.txt

Code:
PHI_macarthur_plan = {
	name = Philippines MacArthur Plan
	desc = MacArthur behavior for Philippines
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = PHI_AI_RANDOM_MACARTHUR
			has_game_rule = {
				rule = PHI_AI_BEHAVIOR
				option = MACARTHUR
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		PHI_commonwealth_of_the_philippines PHI_align_with_japan PHI_leverage_the_peso PHI_rebuild_sakdalistas PHI_slippery_slope PHI_united_states_army_forces_in_the_far_east PHI_appoint_macarthur PHI_bring_in_eisenhower PHI_subordinate_philippine_department PHI_usaffe_headquarters PHI_utang_na_loob PHI_police_chief_eisenhower PHI_assassination_of_quezon PHI_weapons_of_war
	}
	focus_factors = {
		PHI_petition_the_supreme_court = 0
		PHI_anti_hacendados = 0
		PHI_makapili = 0
		PHI_form_the_executive_commision = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: bra_volunteer_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_volunteer_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 1
	}
}
### Entity: State History
Component: 176
Constructs: add_core_of
Source: game
File: history/states/176-Burgos.txt

Code:
state = {
	id = 176
	name = STATE_176
	history = {
		owner = SPR
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		victory_points = {
			885 3
		}
		add_core_of = SPR
	}
	provinces = {
		857 884 885 3859 3887 3902 6903 9870 11766 11852 11854 13220 13226
	}
	manpower = 739760
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 9.0
}
### Entity: Order of Battle
Component: Hawaiian Division
Constructs: division_template
Source: game
File: history/units/USA_1939.txt

Code:
division = {
	name = Hawaiian Division
	location = 4180
	division_template = National Guard Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/MPL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = MPL
		}
		requested_factories = 1
		progress = 0.33
		efficiency = 25
	}
}
### Entity: Decision
Component: SIA_forging_offensive_battleplans_r56
Constructs: has_war_with, fire_only_once, add_political_power, has_political_power, complete_effect, add_command_power
Source: game
File: common/decisions/SIA_r56.txt

Code:
SIA_forging_offensive_battleplans_r56 = {
	SIA_wage_victory_against_paris_r56 = {
		icon = GFX_decision_generic_political_discourse
		available = {
			OR = {
				has_war_with = FRA VIC FRI
			}
		}
		ai_will_do = {
			factor = 1
		}
		fire_only_once = yes
		days_remove = 105
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
				add_political_power = -25
			}
		}
		targeted_modifier = {
			tag = FRA
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		} {
			tag = VIC
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		} {
			tag = FRI
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		}
	}
	SIA_crush_the_indian_front_r56 = {
		icon = GFX_decision_generic_disband_irregulars
		available = {
			OR = {
				has_war_with = RAJ PAK BAN BRM
			}
		}
		ai_will_do = {
			base = 1
		}
		fire_only_once = yes
		days_remove = 105
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
				add_political_power = -25
			}
		}
		targeted_modifier = {
			tag = RAJ
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		} {
			tag = PAK
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		} {
			tag = BAN
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		} {
			tag = BRM
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		}
	}
	SIA_break_malayan_defenses_r56 = {
		icon = GFX_decision_generic_monarchy
		available = {
			OR = {
				has_war_with = ENG MAL
			}
		}
		ai_will_do = {
			base = 1
		}
		fire_only_once = yes
		days_remove = 105
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
				add_political_power = -25
			}
		}
		targeted_modifier = {
			tag = ENG
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		} {
			tag = MAL
			attack_bonus_against = 0.1
			breakthrough_bonus_against = 0.1
		}
	}
	SIA_push_against_the_chinese_r56 = {
		icon = GFX_decision_jap_conquer_china
		available = {
			OR = {
				has_war_w
# ... (truncated)
### Entity: National Focus
Tree: ita_focus
Component: ITA_fronte_militare_clandestino
Constructs: division_template, prerequisite, limit, completion_reward, has_template, is_locked, is_controlled_by, create_unit
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_fronte_militare_clandestino
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = ITA_the_italian_liberation_war
	}
	x = 0
	y = 1
	relative_position_id = ITA_the_italian_liberation_war
	cost = 5
	bypass = {
		ITA_is_antifascist_civil_war_over = yes
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_template = Divisione di Fanteria
				}
			}
			division_template = {
				name = Divisione di Fanteria
				division_names_group = ITA_INF_01
				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 = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_template = Divisione Partigiana
				}
			}
			division_template = {
				name = Divisione Partigiana
				division_names_group = ITA_INF_01
				template_counter = 65
				is_locked = yes
				override_model = ITA_militia_alt_0_entity
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					}
				}
			}
		}
		2 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = ITA_fronte_militare_clandestino_spawn_divs_friendly_rome_tt
				hidden_effect = {
					create_unit = {
						division = division_template = "Divisione di Fanteria" start_experience_factor = 0.2 start_equipment_factor = 1.0
						prioritize_location = 9904
						owner = ROOT
						count = 2
					} {
						division = division_template = "Divisione Partigiana" start_experience_factor = 0.2 start_equipment_factor = 1.0
						prioritize_location = 9904
						owner = ROOT
						count = 2
					}
				}
			}
			else = {
				custom_effect_tooltip = ITA_fronte_militare_clandestino_spawn_divs_hostile_rome_tt
				hidden_effect = {
					create_unit = {
						division = division_template = "Divisione di Fanteria" start_experience_factor = 0.2 start_equipment_factor = 1.0
						prioritize_location = 9904
						allow_spawning_on_enemy_provs = yes
						owner = ROOT
						
# ... (truncated)
### Entity: National Focus
Tree: slo_focus
Component: SLO_agrarian_reforms
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_agrarian_reforms
	icon = GFX_goal_agrarian_reform
	prerequisite = {
		focus = SLO_purge_fascists SLO_reinforce_hlinka_guard
	}
	relative_position_id = SLO_found_the_nation
	available = {

	}
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		custom_effect_tooltip = SLO_modify_industry_tt
		add_to_variable = {
			SLO_i_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			SLO_i_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			SLO_i_global_building_slots_factor = 0.2
			tooltip = global_building_slots_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: USB_rene_lagrou
Source: game
File: common/characters/USB.txt

Code:
USB_rene_lagrou = {
	advisor = {
		slot = high_command
		idea_token = USB_rene_lagrou
		ledger = air
		allowed = {
			original_tag = USB
		}
		traits = {
			air_air_combat_training_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Modifier Reference
Construct: armies
Constructs: armies, force_defend_ally_borders, force_concentration_front_factor, force_concentration_factor, force_concentration_target_weight
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### Related to fronts and armies
- `area_priority`
- `dont_defend_ally_borders`
- `force_defend_ally_borders`
- `force_concentration_front_factor`
- `force_concentration_factor`
- `force_concentration_target_weight`
- `front_armor_score`: make divisions with `role = armor` or `front_role_override = offence` in their template more likely to be assigned to a front
- `front_control`
- `front_unit_request`
- `garrison`
- `garrison_reinforcement_priority`
- `ignore_army_incompetence`
- `invasion_unit_request`
- `invade`
- `occupation_policy`
- `put_unit_buffers`
- `scorched_earth_prio`
- `spare_unit_factor`
- `theatre_distribution_demand_increase`
### Entity: Scripted Effect
Component: indonesia_volksraad_legalize_displaying_flag_effect
Constructs: clr_country_flag, set_country_flag, add_to_variable, add_autonomy_score
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_legalize_displaying_flag_effect = {
	clr_country_flag = INS_is_taking_volksraad
	set_country_flag = indonesia_volksraad_passed_7 {
		flag = INS_flag_legalized
		value = 1
	}
	add_to_variable = {
		INS_volksraad_counter = 1
	} {
		var = INS_dutch_east_indies_stability_factor
		value = 0.05
		tooltip = stability_factor_tt
	}
	custom_effect_tooltip = INS_flag_legalized INS_volksraad_tt
	add_autonomy_score = {
		value = 200
		localization = INS_autonomy_flag_legalized
	}
}