Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: NFL_ART_01
Source: game
File: common/units/names_divisions/NFL_names_divisions.txt

Code:
NFL_ART_01 = {
	name = Artillery Divisions
	for_countries = {
		NFL
	}
	can_use = {
		always = yes
	}
	division_types = {
		artillery
	}
	fallback_name = %d. Artillery Regiment.
	ordered = {
		1 = {
			166th Field Artillery Regiment.
		}
		2 = {
			59th Heavy Artillery Regiment.
		}
		3 = {
			%d. Artillery Regiment
		}
		4 = {
			%d. Artillery Regiment
		}
		5 = {
			%d. Artillery Regiment
		}
		6 = {
			%d. Artillery Regiment
		}
		7 = {
			%d. Artillery Regiment
		}
		8 = {
			%d. Artillery Regiment
		}
		9 = {
			%d. Artillery Regiment
		}
		10 = {
			%d. Artillery Regiment
		}
		11 = {
			%d. Artillery Regiment
		}
		12 = {
			%d. Artillery Regiment
		}
		13 = {
			%d. Artillery Regiment
		}
		14 = {
			%d. Artillery Regiment
		}
		15 = {
			%d. Artillery Regiment
		}
		16 = {
			%d. Artillery Regiment
		}
		17 = {
			%d. Artillery Regiment
		}
		18 = {
			%d. Artillery Regiment
		}
		19 = {
			%d. Artillery Regiment
		}
		20 = {
			%d. Artillery Regiment
		}
		21 = {
			%d. Artillery Regiment
		}
		22 = {
			%d. Artillery Regiment
		}
		23 = {
			%d. Artillery Regiment
		}
		24 = {
			%d. Artillery Regiment
		}
		25 = {
			%d. Artillery Regiment
		}
		26 = {
			%d. Artillery Regiment
		}
		27 = {
			%d. Artillery Regiment
		}
		28 = {
			%d. Artillery Regiment
		}
		29 = {
			%d. Artillery Regiment
		}
		30 = {
			%d. Artillery Regiment
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_scandinavian_socialism
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, add_ai_strategy, build_army
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_scandinavian_socialism
	icon = GFX_goal_SWE_nils_flyg_socialism
	prerequisite = {
		focus = SWE_forced_abdication
	}
	mutually_exclusive = {
		focus = SWE_swedish_marxism
	}
	relative_position_id = SWE_forced_abdication
	x = -4
	y = 1
	cost = 5
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 40
		}
		promote_character = SWE_nils_flyg
		add_political_power = 50
		add_opinion_modifier = {
			target = SOV
			modifier = SWE_scandinavian_socialism
		} {
			target = SOV
			modifier = SWE_anti_soviet_trade
		}
		SOV = {
			add_opinion_modifier = {
				target = SWE
				modifier = SWE_anti_soviet_trade
			} {
				target = SWE
				modifier = SWE_scandinavian_socialism
			}
			add_ai_strategy = {
				type = antagonize
				id = SWE
				value = 75
			}
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					has_opinion = {
						target = SOV
						value = < 0
					}
				}
				add_ai_strategy = {
					type = befriend
					id = SWE
					value = 25
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_international_instructors
Constructs: prerequisite, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_international_instructors
	icon = GFX_focus_generic_flight_instructors
	prerequisite = {
		focus = CHI_scout_for_air_experts
	}
	mutually_exclusive = {
		focus = CHI_international_squadron
	}
	x = 1
	y = 1
	relative_position_id = CHI_scout_for_air_experts
	cost = 5
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_american_support_tt
		add_to_variable = {
			CHI_american_support_experience_gain_air_factor = 0.1
			tooltip = experience_gain_air_factor_tt
		} {
			CHI_american_support_air_accidents_factor = -0.1
			tooltip = air_accidents_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: USA_mine_laying
Source: game
File: common/ai_navy/goals/goals_USA.txt

Code:
USA_mine_laying = {
	objective_type = mines_planting
	available_for = {
		USA
	}
	min_priority = 1
	max_priority = 5
}
### Entity: Event
Component: wtt_news.37
Constructs: is_triggered_only, is_literally_china
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.37
	title = wtt_news.37.t
	desc = wtt_news.37.desc
	picture = GFX_news_event_prc_declared
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.37.a
		trigger = {
			original_tag = PRC
		}
	} {
		name = wtt_news.37.b
		trigger = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC
			}
		}
	} {
		name = wtt_news.37.d
		trigger = {
			NOT = {
				original_tag = CHI PRC
				is_literally_china = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: set_add_democratic_game_weight_large
Constructs: limit, set_add_democratic_game_weight_large, has_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
set_add_democratic_game_weight_large = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = democratic_game_weight
				}
			}
			set_variable = {
				var = democratic_game_weight
				value = 20
			}
		}
		else = {
			add_to_variable = {
				var = democratic_game_weight
				value = 20
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_take_elsalvador
Constructs: prerequisite, has_war, remove_ideas, completion_reward, is_subject, clr_country_flag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_take_elsalvador
	icon = GFX_goal_generic_attack_el_salvador
	available = {
		r56_script_i_am_sane = yes
		ELS = {
			r56_script_target_is_sane = yes
		}
		is_subject = no
	}
	prerequisite = {
		focus = HON_corporate_consolidation
	}
	relative_position_id = HON_corporate_consolidation
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = ELS
				ratio = > 1.5
			}
		} {
			factor = 0.1
			has_war = yes
		}
	}
	bypass = {
		ELS = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		ELS = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		} {
			country_event = {
				id = hon.4
			}
		}
		USA = {
			diplomatic_relation = {
				country = ELS
				relation = guarantee
				active = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Template
Component: GER_MEC_01_MONARNCHIST
Constructs: has_completed_focus, has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_MEC_01_MONARNCHIST = {
	name = Panzergrenadier Divisions
	for_countries = {
		GER
	}
	can_use = {
		OR = {
			has_government = neutrality democratic
		} {
			has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
		}
	}
	division_types = {
		mechanized
	}
	fallback_name = %d. Panzergrenadier-Division
	link_numbering_with = {
		GER_Inf_01
	}
	ordered = {
		932 = {
			Panzer-Grenadier-Division Großdeutschland
		}
		10 = {
			%d. Panzer-Grenadier-Division
		}
		60 = {
			Panzer-Grenadier-Division Feldherrnhalle
		}
		3 = {
			%d. Panzer-Grenadier-Division
		}
		16 = {
			%d. Panzer-Grenadier-Division
		}
		18 = {
			%d. Panzer-Grenadier-Division
		}
		25 = {
			%d. Panzer-Grenadier-Division
		}
		29 = {
			%d. Panzer-Grenadier-Division
		}
		90 = {
			%d. Panzer-Grenadier-Division
		}
		15 = {
			%d. Panzer-Grenadier-Division
		}
		20 = {
			%d. Panzer-Grenadier-Division
		}
		931 = {
			Panzer-Grenadier-Division Brandenburg
		}
		933 = {
			Fallschirm-Panzergrenadier-Division 2 Adolf Friedrich
		}
		936 = {
			Kaiser-Begleit-Division
		}
		935 = {
			Kaiser-Grenadier-Division
		}
		934 = {
			Panzer-Grenadier-Division Kurmark
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.17
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.17
	title = BBA_italy_interaction_events.17.t
	desc = BBA_italy_interaction_events.17.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.17.a
	}
}
### Entity: National Focus
Component: wuw_HUN_danuvia_submachine_guns
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_mio_size
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_danuvia_submachine_guns
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = wuw_HUN_initiate_army_maneuvers
	}
	x = -2
	y = 1
	relative_position_id = wuw_HUN_initiate_army_maneuvers
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = HUN_danuvia_submachine_guns
			bonus = 0.75
			uses = 1
			category = infantry_weapons
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = HUN_danuvia_inf_organization
			mio:HUN_danuvia_inf_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = HUN_danuvia_inf
		}
		show_ideas_tooltip = HUN_pal_kiraly
	}
}
### Entity: Event
Component: IRQ_political_events.70
Constructs: is_triggered_only, add_political_power, retire_character
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.70
	title = IRQ_political_events.70.t
	desc = IRQ_political_events.70.desc
	picture = GFX_report_event_IRQ_bakr_sidqi
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.70.a
		add_political_power = 150
		retire_character = IRQ_muhammad_ali_jawad
	}
}
### Entity: Character
Component: SOL_stc
Source: game
File: common/characters/SOL.txt

Code:
SOL_stc = {
	advisor = {
		slot = political_advisor
		idea_token = SOL_stc
		allowed = {
			original_tag = SOL
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Decision
Component: ETH_improve_country_category
Constructs: has_completed_focus, has_war, has_war_with, has_country_flag, fire_only_once, has_state_flag, is_fully_controlled_by, cancel_trigger
Source: game
File: common/decisions/ETH.txt

Code:
ETH_improve_country_category = {
	ETH_electrify_state = {
		icon = decision_generic_electricity
		target_trigger = {
			FROM = {
				has_state_flag = ETH_can_electrify_state_flag
				NOT = {
					has_state_flag = ETH_state_is_electrified_flag
				}
				is_fully_controlled_by = ROOT
			}
		}
		target_root_trigger = {
			tag = ETH
		}
		state_target = any_controlled_state
		on_map_mode = map_only
		fire_only_once = yes
		available = {

		}
		visible = {

		}
		cancel_trigger = {
			NOT = {
				FROM = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {

		}
		days_remove = 30
		cost = 25
		modifier = {
			consumer_goods_factor = 0.1
		}
		complete_effect = {

		}
		remove_effect = {
			ETH_electrify_state_remove_effect = yes
		}
		ai_will_do = {
			base = 125
			modifier = {
				factor = 2
				has_war = no
			} {
				factor = 0
				surrender_progress = > 0.2
			}
		}
	}
	ETH_improve_communications_in_state = {
		icon = GFX_decision_SOV_academy_of_sciences
		target_trigger = {
			FROM = {
				has_state_flag = ETH_investment_state_flag ETH_can_improve_communication_state_flag
				is_owned_and_controlled_by = ROOT
			}
		}
		target_root_trigger = {
			tag = ETH
		}
		state_target = any_owned_state
		on_map_mode = map_only
		available = {

		}
		visible = {

		}
		days_remove = 30
		cost = 15
		modifier = {
			consumer_goods_factor = 0.1
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				clr_state_flag = ETH_can_improve_communication_state_flag
			} {
				add_to_variable = {
					ETH_state_development_production_speed = 0.15
				}
			}
			custom_effect_tooltip = ETH_improve_communications_in_state_tt
		}
		ai_will_do = {
			base = 110
			modifier = {
				factor = 2
				has_war = no
			} {
				factor = 0
				surrender_progress = > 0.2
			}
		}
	}
	ETH_invest_in_state_industry = {
		icon = GFX_decision_generic_factory
		target_trigger = {
			FROM = {
				has_state_flag = ETH_investment_state_flag ETH_can_invest_local_industry_state_flag
				is_owned_and_controlled_by = ROOT
			}
		}
		target_root_trigger = {
			tag = ETH
		}
		state_target = any_owned_state
		on_map_mode = map_only
		fire_only_once = yes
		available = {

		}
		visible = {

		}
		days_remove = 30
		cost = 15
		modifier = {
			consumer_goods_factor = 0.1
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				clr_state_flag = ETH_can_invest_local_industry_
# ... (truncated)
### Entity: Idea
Component: AFG_hazara_population_excluded_from_army
Constructs: stability_factor, has_government
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_hazara_population_excluded_from_army = {
	picture = ita_bloated_military_bureaucracy
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = -0.05
		terrain_penalty_reduction = 0.1
		cavalry_attack_factor = 0.1
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_expand_industrial_complexes
Constructs: prerequisite, has_government, completion_reward, every_military_industrial_organization, every_mio_tt, add_mio_funds, add_offsite_building
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_expand_industrial_complexes
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = ICE_gardhur_airfield ICE_the_merchant_fleet ICE_joint_military_training ICE_patrolling_the_atlantic
	}
	x = -2
	y = 1
	relative_position_id = ICE_gardhur_airfield
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		every_military_industrial_organization = {
			tooltip = every_mio_tt
			add_mio_funds = 200
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: Character
Component: GER_head_of_experimental_weapons
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_head_of_experimental_weapons = {
	sprite = 2
	random = no
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	specialization_land_speed_factor = 0.1
	specialization_air_speed_factor = 0.1
	specialization_naval_speed_factor = 0.1
	specialization_nuclear_speed_factor = 0.1
	special_project_facility_supply_consumption_factor = -0.1
}
### Entity: Order of Battle
Component: Human Slave of Rocks
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave of Rocks
	location = 10870
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: Faction
Component: faction_goal_control_singapore
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_singapore = {
	name = control_singapore_goal_name
	description = control_singapore_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 1021
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		1021 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 1021
			}
			add_faction_initiative = 1
		}
		1021 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			1021 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			is_historical_focus_on = yes
			any_enemy_country = {
				original_tag = ENG
			}
		}
	}
}
### Entity: Scripted Trigger
Component: PHI_central_focuses_done_T1_4
Constructs: check_variable
Source: game
File: common/scripted_triggers/PHI_scripted_triggers.txt

Code:
PHI_central_focuses_done_T1_4 = {
	custom_trigger_tooltip = {
		tooltip = PHI_central_focuses_done_5_tt
		check_variable = {
			PHI_amount_of_focuses_done_T1 = > 4
		}
	}
}
### Entity: Country History
Country: OMA
Component: OMA_misc
Constructs: limit, set_technology, add_political_power, has_dlc, set_compliance, set_resistance, set_garrison_strength, set_convoys
Source: game
File: history/countries/OMA - Oman.txt

Code:
# Misc for OMA
capital = 294
if = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
1015 = {
	start_resistance = yes
	set_compliance = 10
	set_resistance = 40
	set_garrison_strength = 1.0
}
set_convoys = 10
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	oob = OMA_1939
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Character
Component: naw_business_owner
Source: game
File: common/country_leader/r56_traits.txt

Code:
naw_business_owner = {
	sprite = 10
	random = yes
	consumer_goods_factor = -0.08
	local_resources_factor = 0.05
}
### Entity: Scripted Trigger
Component: FRA_has_worker_shortage
Constructs: has_idea
Source: game
File: common/scripted_triggers/FRA_scripted_triggers.txt

Code:
FRA_has_worker_shortage = {
	OR = {
		has_idea = FRA_full_employment FRA_worker_shortage
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ACategory/doc.html

Doc:
This is the documentation page for Template:Category. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Category can be used to highlight poorly categorized articles.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: National Focus
Tree: mon_focus
Component: MON_five_races_under_one_union
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, is_subject, is_subject_of, add_popularity
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_five_races_under_one_union
	icon = GFX_goal_PRC_restore_fengtian_clique
	prerequisite = {
		focus = MON_nationalism
	} {
		focus = MON_codify_democratic_principles MON_put_an_end_to_the_arat_system
	}
	x = 1
	y = 1
	relative_position_id = MON_codify_democratic_principles
	cost = 5
	mutually_exclusive = {
		focus = MON_revoke_the_kyakhta_treaty
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = CHI
		} {
			has_government = neutrality democratic
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		} {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = MON_revoke_tianxia_ties_tt
		unlock_decision_tooltip = MON_revoke_tianxia_ties
		if = {
			limit = {
				CHI = {
					OR = {
						has_government = neutrality democratic
					}
				}
			}
			MON_chi_medium_influence_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_ALLIANCE
	}
}
### Entity: State History
Component: 493
Constructs: add_core_of
Source: game
File: history/states/493-La Libertad.txt

Code:
state = {
	id = 493
	name = STATE_493
	manpower = 2826781
	resources = {
		oil = 15
		coal = 6
	}
	state_category = town
	history = {
		owner = COL
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			air_base = 4
			12790 = {
				naval_base = 5
			}
			8056 = {
				naval_base = 1
			}
		}
		add_core_of = COL
		victory_points = {
			2023 1
		} {
			12790 5
		}
	}
	provinces = {
		1937 2023 2085 4969 8056 10494 10864 12703 12790 12845 12872
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: COG_unionism_idea
Constructs: stability_factor, industrial_capacity_factory, is_subject, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/congo.txt

Code:
COG_unionism_idea = {
	picture = FIN_finnish_federation_of_trade_unions
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		is_subject = no
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.02
		communism_drift = 0.02
		stability_factor = -0.05
		industrial_capacity_factory = 0.05
		consumer_goods_factor = -0.05
	}
}
### Entity: Idea
Component: COR_ar
Source: game
File: common/ideas/corsica.txt

Code:
COR_ar = {
	ledger = army
	picture = generic_army_asia_5
	allowed = {
		original_tag = COR
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: exiled_divisions_defense_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## exiled_divisions_defense_factor

* Number with 2 decimal places
* **Categories**: unit_leader
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AMacarthur.jpg.html

Doc:
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