Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chl_focus
Component: CHL_work_on_the_pan_american_highway
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_work_on_the_pan_american_highway
	icon = GFX_focus_CHL_work_on_the_panamerican_highway
	relative_position_id = CHL_dissolve_covensa
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_dissolve_covensa CHL_public_works
	}
	mutually_exclusive = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		OR = {
			has_completed_focus = CHL_endorse_the_constitution CHL_crown_antoine_as_sovereign_king
			has_government = fascism
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = pan_american_highway_connections
			days = 365
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					state = 948
				}
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					state = 948
				}
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		every_country = {
			limit = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				} {
					original_tag = ROOT
				}
				OR = {
					original_tag = CAN USA MEX GUA HON ECU NIC COS PAN COL VEN ECU PRU BOL ARG BRA CHL
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = working_on_the_pan_american_highway
			}
		}
	}
}
### Entity: Idea
Component: SPR_weak_fronts
Constructs: has_civil_war, planning_speed
Source: game
File: common/ideas/r56_spain_nationalist.txt

Code:
SPR_weak_fronts = {
	picture = HUN_secret_rearmament
	available = {
		has_civil_war = yes
	}
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_attack_factor = 0.1
		planning_speed = 0.1
		army_speed_factor = 0.1
	}
}
### Entity: Idea
Component: SAX_pot
Source: game
File: common/ideas/saxony.txt

Code:
SAX_pot = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = SAX
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Idea
Component: dornier
Constructs: research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
dornier = {
	allowed = {
		OR = {
			original_tag = WGR GER
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_reestablish_free_elections
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_reestablish_free_elections
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = GER_secure_the_new_state
	}
	mutually_exclusive = {
		focus = GER_revive_the_kaiserreich
	}
	allow_branch = {
		NOT = {
			has_dlc = Gotterdammerung
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = GER_remilitarize_the_rhineland GER_revive_the_kaiserreich
				}
			}
		}
	}
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_reestablish_free_elections
		}
	}
	available = {
		is_subject = no
	}
	cancel_if_invalid = yes
	x = 1
	y = 1
	relative_position_id = GER_secure_the_new_state
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_reestablish_free_elections
			days = 720
		}
		set_party_name = {
			ideology = neutrality
			long_name = GER_neutrality_party_kaiserreich_long
			name = GER_neutrality_party_kaiserreich
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Achievement
Component: friend_in_need
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
friend_in_need = {
	id = 3
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievement_has_joined_faction
	}
}
### Entity: Event
Component: GOE_RAJ.42
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.42
	is_triggered_only = yes
	title = GOE_RAJ.42.t
	desc = GOE_RAJ.42.desc
	picture = GFX_report_event_indian_soldiers
	option = {
		name = GOE_RAJ.42.a
	}
}
### Entity: Modifier Reference
Construct: war_support_weekly_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## war_support_weekly_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: National Focus
Tree: irq_focus
Component: IRQ_rapid_industrialization
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_rapid_industrialization
	icon = GFX_goal_generic_light_industry
	prerequisite = {
		focus = IRQ_total_eletrification
	}
	x = 0
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				1045
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				1049
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: poland.52
Constructs: is_triggered_only, ai_chance, division_template, has_war_with, add_timed_idea, random_owned_controlled_state, create_unit, force_equipment_variants
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.52
	title = poland.52.t
	desc = poland.52.d
	picture = GFX_report_event_polish_youth_rally
	is_triggered_only = yes
	option = {
		name = poland.52.a
		ai_chance = {
			base = 5
		}
		custom_effect_tooltip = POL_Create_Units_Academic_Legion2
		add_timed_idea = {
			idea = POL_Empty_Universities
			days = 365
		}
		hidden_effect = {
			division_template = {
				name = Legia Akademicka
				priority = 0
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					10
				}
				create_unit = {
					division = name = "1. pułk piechoty Obrońców Pragi" division_template = "Legia Akademicka" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = POL } }
					owner = POL
				}
			} {
				prioritize = {
					10
				}
				create_unit = {
					division = name = "2. pułk piechoty Obrońców Pragi" division_template = "Legia Akademicka" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = POL } }
					owner = POL
				}
			} {
				prioritize = {
					91
				}
				create_unit = {
					division = name = "1. pułk piechoty Obrońców Lwowscy" division_template = "Legia Akademicka" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = POL } }
					owner = POL
				}
			} {
				prioritize = {
					88
				}
				create_unit = {
					division = name = "1. pułk piechoty Obrońców Krakowa" division_template = "Legia Akademicka" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = POL } }
					owner = POL
				}
			} {
				prioritize = {
					10
				}
				create_unit = {
					division = name = "36 pułk piechoty Legii Akademickiej" division_template = "Legia Akademicka" start_experience_factor = 0.85 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = POL } }
					owner = POL
				}
			} {
				prioritize = {
					10
				}
				create_unit = {
					division = name = "3. pułk piechoty Obrońców Pragi" division_template = "Legia Akademicka" start_exper
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_VOLUNTEERS_cancel_target
Constructs: limit, has_country_flag, is_in_array, clr_country_flag, remove_from_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_VOLUNTEERS_cancel_target = {
	if = {
		limit = {
			is_in_array = {
				array = PREV.EAI_volunteer_targets
				value = THIS.id
			}
		}
		clr_country_flag = EAI_volunteers_from_@PREV
		for_each_loop = {
			array = PREV.EAI_volunteer_targets
			var:v = {
				if = {
					limit = {
						tag = PREV
					}
					remove_from_array = {
						array = PREV.PREV.EAI_volunteer_targets
						index = i
					}
					set_temp_variable = {
						break = 1
					}
				}
			}
		}
		set_temp_variable = {
			break = 0
		} {
			log_ended_volunteers = 1
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Prev.GetName] | VOLUNTEERS: cancel target [This.GetName]
		}
	}
}
### Entity: Decision
Component: RUT_national_unification
Constructs: has_completed_focus, has_war, add_ideas, remove_ideas, fire_only_once, is_subject, is_neighbor_of, is_subject_of
Source: game
File: common/decisions/RUT.txt

Code:
RUT_national_unification = {
	RUT_union_with_SOV = {
		icon = generic_operation
		available = {
			is_subject = no
			UKR = {
				exists = no
			}
			is_neighbor_of = SOV
			OR = {
				is_subject_of = SOV
				is_in_faction_with = SOV
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		fire_only_once = yes
		complete_effect = {
			SOV = {
				country_event = {
					id = axis_minors_ruthenia.7
				}
			}
		}
	}
	RUT_union_with_UKR = {
		icon = generic_operation
		available = {
			is_subject = no
			UKR = {
				exists = yes
			}
			is_neighbor_of = UKR
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 1
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		complete_effect = {
			UKR = {
				country_event = {
					id = axis_minors_ruthenia.7
				}
			}
		}
	}
	RUT_fund_underground_gun_shops = {
		icon = generic_industry
		available = {
			has_completed_focus = RUT_equipment_effort RUT_contact_galician_ukrainians
		}
		visible = {
			OR = {
				has_completed_focus = RUT_equipment_effort RUT_contact_galician_ukrainians
			}
			NOT = {
				has_idea = RUT_underground_gun_shops
			}
		}
		cost = 50
		ai_will_do = {
			factor = 1
		}
		complete_effect = {
			add_ideas = RUT_underground_gun_shops
			add_offsite_building = {
				type = arms_factory
				level = 3
			}
		}
	}
	RUT_remove_underground_gun_shops = {
		available = {
			has_idea = RUT_underground_gun_shops
		}
		visible = {
			has_idea = RUT_underground_gun_shops
		}
		cost = 0
		ai_will_do = {
			factor = 1
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		complete_effect = {
			remove_ideas = RUT_underground_gun_shops
			add_offsite_building = {
				type = arms_factory
				level = -3
			}
		}
	}
}
### Entity: Character
Component: COS_hugo_montes_ramirez
Source: game
File: common/characters/COS.txt

Code:
COS_hugo_montes_ramirez = {
	advisor = {
		slot = army_chief
		idea_token = COS_hugo_montes_ramirez
		allowed = {
			original_tag = COS
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Hugo Montés Ramirez
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_45
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_45 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 45
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 45
	}
}
### Entity: Character
Component: strong_party_discipline
Constructs: stability_factor, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
strong_party_discipline = {
	random = no
	drift_defence_factor = 0.15
	compliance_gain = 0.05
	resistance_decay = 0.1
	stability_factor = 0.1
	surrender_limit = 0.1
}
### Entity: Event
Component: soviet.19
Constructs: is_triggered_only, ai_chance, limit, remove_opinion_modifier, is_border_conflict, set_border_war, set_global_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.19
	title = soviet.19.t
	desc = soviet.19.d
	picture = GFX_report_event_japanese_chinese_surrender
	is_triggered_only = yes
	option = {
		name = soviet.19.a
		remove_opinion_modifier = {
			target = CHI
			modifier = hostile_status
		}
		CHI = {
			remove_opinion_modifier = {
				target = PRC
				modifier = hostile_status
			}
			country_event = {
				id = soviet.21
				days = 1
			}
		}
		hidden_effect = {
			605 = {
				if = {
					limit = {
						is_border_conflict = yes
					}
					set_border_war = no
				}
			}
			620 = {
				if = {
					limit = {
						is_border_conflict = yes
					}
					set_border_war = no
				}
			}
			607 = {
				if = {
					limit = {
						is_border_conflict = yes
					}
					set_border_war = no
				}
			}
			622 = {
				if = {
					limit = {
						is_border_conflict = yes
					}
					set_border_war = no
				}
			}
		}
	} {
		name = soviet.19.b
		SOV = {
			country_event = {
				id = soviet.22
				days = 1
			}
		}
		set_global_flag = CHI_no_national_front_flag
		ai_chance = {
			factor = 0
		}
		custom_effect_tooltip = CHI_no_united_front
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_pressure_romania
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_pressure_romania
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = HUN_join_comintern
	}
	x = -1
	y = 3
	relative_position_id = HUN_council_of_peoples_commissars
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		ROM = {
			exists = yes
			NOT = {
				is_in_faction_with = SOV
			} {
				has_war_with = SOV
			}
			OR = {
				owns_state = 76 78
			}
		}
		NOT = {
			has_war_with = SOV
		}
		SOV_comintern_joinable = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = DOD_hungary.110
		}
	}
}
### Entity: Idea
Component: KMT_exalted_army
Constructs: stability_factor, war_support_factor, army_attack_factor, removal_cost, has_country_leader, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_exalted_army = {
	removal_cost = -1
	picture = generic_acquire_tanks
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		experience_gain_army = 0.05
		drift_defence_factor = 0.05
		planning_speed = 0.05
		command_power_gain = 0.25
		stability_factor = 0.125
		army_org_factor = 0.05
		army_attack_factor = 0.025
		war_support_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_logging
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_logging = {
	if = {
		limit = {
			has_country_flag = EAI_research_logging
		}
		EAI_LOGGING_track_techs_researched = yes
	}
}
### Entity: AI Strategy
Component: ENG_become_supreme_commander
Constructs: has_dlc, unlock_faction_commander
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_become_supreme_commander = {
	allowed = {
		original_tag = ENG
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		date = > 1938.1.1 < 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = spent_faction_initiative_priority
		id = unlock_faction_commander
		value = 5
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_invest_in_the_north
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_owned_by, has_cosmetic_tag, set_state_flag, has_state_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_invest_in_the_north
	icon = GFX_focus_ETH_invest_in_the_north
	prerequisite = {
		focus = ETH_bomb_proofing ETH_rapid_industrial_expansion
	}
	x = 1
	y = 1
	relative_position_id = ETH_bomb_proofing
	cost = 10
	available = {
		OR = {
			842 = {
				is_owned_by = ROOT
			}
			841 = {
				is_owned_by = ROOT
			}
			840 = {
				is_owned_by = ROOT
			}
			908 = {
				is_owned_by = ROOT
			}
		}
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			has_cosmetic_tag = gojjam
		}
	}
	search_filters = {

	}
	completion_reward = {
		every_owned_state = {
			limit = {
				OR = {
					state = 842 841 840 908
				}
			}
			custom_effect_tooltip = ETH_invest_tt
			set_state_flag = ETH_investment_state_flag
			IF = {
				limit = {
					NOT = {
						has_state_flag = ETH_can_electrify_state_flag
					}
				}
				set_state_flag = ETH_can_electrify_state_flag
			} {
				limit = {
					NOT = {
						has_state_flag = ETH_can_improve_communication_state_flag
					}
				}
				set_state_flag = ETH_can_improve_communication_state_flag
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = invites_mio_tt
			show_mio_tooltip = ETH_hmmbi_organization
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = ETH_hmmbi
		}
	}
}
### Entity: Event
Component: new_ger.140
Constructs: is_triggered_only, limit, add_war_support, is_ally_with, declare_war_on, annex_everything
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.140
	title = new_ger.140.t
	desc = new_ger.140.d
	picture = GFX_report_event_hol_cabinet_gerbrandy
	is_triggered_only = yes
	option = {
		name = new_ger.140.a
		IF = {
			limit = {
				is_ally_with = GER
			}
			leave_faction = yes
		}
		declare_war_on = {
			target = SLO
			type = annex_everything
		}
	} {
		name = new_ger.140.b
		add_war_support = -0.1
	}
}
### Entity: Military Industrial Organization
Component: WLS_navy_propellant_factory_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/WLS_organization.txt

Code:
WLS_navy_propellant_factory_organization = {
	name = Navy Propellant Factory, Caerwent
	include = generic_battle_line_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		tag = WLS
	}
	initial_trait = {
		name = generic_mio_initial_trait_battle_line_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
	available = {

	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_set_cooldown
Constructs: limit, has_country_flag, set_temp_variable, set_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_effects.txt

Code:
EAI_MILITARY_INVASION_set_cooldown = {
	if = {
		limit = {
			has_country_flag = EAI_invasion_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_INVASION_set_cooldown
	}
	set_temp_variable = {
		cooldown = @EAI_MILITARY_INVASION_cooldown_days
	}
	meta_effect = {
		text = {
			set_country_flag = {
				flag = EAI_MILITARY_INVASION_cooldown_[x]
				value = 1
				days = [y]
			}
		}
		x = [?EAI_MILITARY_INVASION_operation_id]
		y = [?cooldown]
	}
	set_variable = {
		EAI_MILITARY_INVASION_cooldowns^EAI_MILITARY_INVASION_operation_id = 1
	}
}
### Entity: Event
Component: cityfall.82
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.82
	title = cityfall.82.t
	desc = cityfall.82.desc
	picture = GFX_news_event_073
	major = yes
	is_triggered_only = yes
	immediate = {
		275 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.82.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.82.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.82.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Decision
Component: SPR_the_seeds_of_revolution
Constructs: has_dlc
Source: game
File: common/decisions/categories/SPR_decision_categories.txt

Code:
SPR_the_seeds_of_revolution = {
	icon = spr_the_seeds_of_revolution
	allowed = {
		original_tag = SPR
		has_dlc = La Resistance
	}
}
### Entity: Idea
Component: POR_apathy_throughout_rural_regions
Constructs: stability_factor, has_government, removal_cost, neutrality_drift, democratic_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_apathy_throughout_rural_regions = {
	picture = prc_low_popular_support2
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.03
		political_power_factor = -0.18
		neutrality_drift = 0.01
		democratic_drift = 0.02
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_expand_the_serbian_shipyards
Constructs: completion_reward, has_full_control_of_state, is_in_faction_with, is_subject_of, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_expand_the_serbian_shipyards
	icon = GFX_focus_POL_develop_polish_shipbuilding
	mutually_exclusive = {
		focus = YUG_expand_the_split_shipyards
	}
	x = 4
	y = 0
	relative_position_id = YUG_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		OR = {
			has_full_control_of_state = 105
			any_other_country = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				has_full_control_of_state = 105
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		105 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Effect Reference
Construct: promote_officer_to_general
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## promote_officer_to_general

* Supported Scopes: 
* Supported Targets: none

```
Promote the officer of the division to a general.
Example:
promote_officer_to_general = yes # yes/no is ignored

```