Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: KMT_nra_dynamic_modifier
Constructs: research_speed_factor, stability_factor, army_attack_factor, conscription_factor, planning_speed, breakthrough_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_nra_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CHI_military_affairs_commission
	political_power_factor = KMT_nra_pp
	experience_gain_factor = KMT_nra_leader_xp
	conscription_factor = KMT_nra_rec_pop
	experience_gain_army_factor = KMT_nra_army_xp
	max_planning_factor = KMT_nra_max_planning_factor
	planning_speed = KMT_nra_planning_speed
	army_leader_cost_factor = KMT_nra_army_leader_cost_factor
	army_leader_start_attack_level = KMT_nra_army_leader_start_attack_level
	army_infantry_attack_factor = KMT_nra_inf_attack
	breakthrough_factor = KMT_nra_break
	army_armor_attack_factor = KMT_nra_armor_attack
	army_armor_speed_factor = KMT_nra_armor_speed
	org_loss_when_moving = KMT_nra_org_loss
	experience_gain_army_unit_factor = KMT_nra_unit_xp_gain
	land_reinforce_rate = KMT_nra_reinforce
	stability_factor = KMT_nra_stab
	land_night_attack = KMT_nra_night
	resistance_growth_on_our_occupied_states = KMT_nra_res
	equipment_conversion_speed = KMT_nra_eq_con
	equipment_capture_factor = KMT_nra_eq_cap
	army_attack_factor = KMT_nra_attack
	research_speed_factor = KMT_nra_research
	army_core_attack_factor = KMT_nra_core_attack
	army_core_defence_factor = KMT_nra_core_defence
	supply_consumption_factor = KMT_nra_supply_cons
	supply_node_range = KMT_nra_supply_range
	command_power_gain_mult = KMT_nra_cp_gain
	max_command_power = KMT_nra_cp_cap
}
### Entity: Order of Battle
Component: instant_effect
Constructs: limit, is_tutorial, add_equipment_production
Source: game
File: history/units/ITA_1936_naval_mtg.txt

Code:
instant_effect = {
	if = {
		limit = {
			is_tutorial = no
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_heavy_1
				creator = ITA
				version_name = Conte Di Cavour Class
			}
			name = RN Conte di Cavour
			requested_factories = 2
			progress = 0.7
			amount = 1
			industrial_manufacturer = mio:ITA_crda_organization
		} {
			equipment = {
				type = ship_hull_heavy_1
				creator = ITA
				version_name = Conte Di Cavour Class
			}
			name = RN Giulio Cesare
			requested_factories = 2
			progress = 0.7
			amount = 1
			industrial_manufacturer = mio:ITA_crda_organization
		} {
			equipment = {
				type = ship_hull_heavy_2
				creator = ITA
				version_name = Littorio Class
			}
			requested_factories = 2
			progress = 0.2
			amount = 1
			industrial_manufacturer = mio:ITA_crda_organization
		} {
			equipment = {
				type = ship_hull_heavy_2
				creator = ITA
				version_name = Littorio Class
			}
			requested_factories = 2
			progress = 0.2
			amount = 1
			industrial_manufacturer = mio:ITA_crda_organization
		} {
			equipment = {
				type = ship_hull_cruiser_2
				creator = ITA
				version_name = Montecuccoli Class
			}
			requested_factories = 1
			progress = 0.95
			amount = 1
			industrial_manufacturer = mio:ITA_cantiere_oto_organization
		} {
			equipment = {
				type = ship_hull_cruiser_2
				creator = ITA
				version_name = Duca degli Abruzzi Class
			}
			requested_factories = 1
			progress = 0.5
			amount = 1
			industrial_manufacturer = mio:ITA_cantiere_oto_organization
		} {
			equipment = {
				type = ship_hull_cruiser_2
				creator = ITA
				version_name = Duca degli Abruzzi Class
			}
			requested_factories = 1
			progress = 0.45
			amount = 1
			industrial_manufacturer = mio:ITA_cantiere_oto_organization
		} {
			equipment = {
				type = ship_hull_light_1
				creator = ITA
				version_name = Maestrale Class
			}
			requested_factories = 1
			progress = 0.7
			amount = 1
			industrial_manufacturer = mio:ITA_cantiere_oto_organization
		} {
			equipment = {
				type = ship_hull_light_1
				creator = ITA
				version_name = Maestrale Class
			}
			requested_factories = 1
			progress = 0.6
			amount = 1
			industrial_manufacturer = mio:ITA_cantiere_oto_organization
		} {
			equipment = {
				type = ship_hull_submarine_2
				creator = ITA
				version_name = Calvi Class
			}
			name = RSmg Enrico Tazzoli
			requested_factorie
# ... (truncated)
### Entity: AI Strategy
Component: ITA_StrikeForceCarrier_1
Source: game
File: common/ai_navy/taskforce/ITA_taskforce_templates.txt

Code:
ITA_StrikeForceCarrier_1 = {
	allowed = {
		original_tag = ITA
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		naval_strike
	}
	min_composition = {
		carrier = {
			amount = 1
		}
		battleship = {
			amount = 1
		}
		heavy_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		carrier = {
			amount = 2
		}
		battleship = {
			amount = 4
		}
		heavy_cruiser = {
			amount = 4
		}
		light_cruiser = {
			amount = 4
		}
		destroyer = {
			amount = 28
		}
	}
}
### Entity: Idea
Component: CHI_anti_corruption_legislation
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_anti_corruption_legislation = {
	picture = GER_recovering_economy
	removal_cost = -1
	modifier = {
		stability_factor = 0.025
		line_change_production_efficiency_factor = 0.025
		production_factory_max_efficiency_factor = 0.01
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_issue_an_ultimatium_to_the_bulgarians
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, has_capitulated
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_issue_an_ultimatium_to_the_bulgarians
	icon = GFX_focus_generic_attack_bulgaria
	prerequisite = {
		focus = TUR_capitalise_on_rising_kurdish_nationalism TUR_collectivising_our_agriculture
	}
	x = 0
	y = 3
	relative_position_id = TUR_lift_the_turkiye_komunist_partisis_exile
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		BUL = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				has_war_with = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		BUL = {
			country_event = {
				id = bftb_turkey.84
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_heavy_fighter
Constructs: has_tech, check_variable
Source: game
File: common/ai_equipment/EAI_air_heavy_fighter.txt

Code:
EAI_heavy_fighter = {
	category = air
	roles = {
		air_heavy_fighter
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_HFTR_military_focus = yes
			has_tech = aa_lmg
			NOT = {
				EAI_HFTR_design_priority = yes
			}
		}
	}
	BASIC_HEAVY_FIGHTER_VARIANT_A = {
		priority = {
			base = 0
			modifier = {
				add = 100
				check_variable = {
					EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_A
				}
				has_tech = basic_medium_airframe engines_2
			} {
				add = -500
				has_tech = improved_medium_airframe engines_3
			}
		}
		target_variant = {
			type = medium_plane_fighter_airframe_1
			match_value = 1
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = light_mg_4x
				fixed_auxiliary_weapon_slot_2 = light_mg_4x
				fixed_auxiliary_weapon_slot_3 = light_mg_4x
				engine_type_slot = > engine_1_2x
				special_type_slot_1 = fuel_tanks_medium
				special_type_slot_2 = lmg_defense_turret_2x
				special_type_slot_3 = lmg_defense_turret
				special_type_slot_4 = lmg_defense_turret
			}
		}
		allowed_modules = {
			quad_large_plane_engine_type medium_plane_engine_type twin_plane_engine_type light_mg_2x light_mg_4x heavy_mg_2x heavy_mg_4x aircraft_cannon_1_1x aircraft_cannon_1_2x aircraft_cannon_2_1x aircraft_cannon_2_2x drop_tanks armor_plate_medium self_sealing_fuel_tanks_medium non_strategic_materials_medium lmg_defense_turret lmg_defense_turret_2x hmg_defense_turret hmg_defense_turret_2x cannon_defense_turret cannon_defense_turret_2x
		}
	}
	BASIC_HEAVY_FIGHTER_VARIANT_B = {
		priority = {
			base = 0
			modifier = {
				add = 100
				OR = {
					check_variable = {
						EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_B
					} {
						EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_E
					}
				}
				has_tech = basic_medium_airframe engines_2
			} {
				add = -500
				has_tech = improved_medium_airframe engines_3
			}
		}
		target_variant = {
			type = medium_plane_fighter_airframe_1
			match_value = 1
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = light_mg_4x
				fixed_auxiliary_weapon_slot_2 = light_mg_4x
				fixed_auxiliary_weapon_slot_3 = light_mg_4x
				engine_type_slot = > engine_1_2x
				special_type_slot_1 = fuel_tanks_medium
				special_type_slot_2 = lmg_defense_turret_2x
				special_type_slot_3 = lmg_defense_turret
				special_type_slot_4 = self_sealin
# ... (truncated)
### Entity: Idea
Component: EAI_VERY_HARD/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_support_the_spanish_republicans
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, add_political_power, has_global_flag, cancel_if_invalid, add_relation_modifier
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_support_the_spanish_republicans
	icon = GFX_focus_generic_befriend_republican_spain_focus
	prerequisite = {
		focus = ARG_a_call_to_reform
	}
	x = 2
	y = 1
	relative_position_id = ARG_a_call_to_reform
	cost = 5
	available = {
		NOT = {
			has_global_flag = scw_over
		}
		any_other_country = {
			original_tag = SPR
			OR = {
				has_completed_focus = SPR_the_anti_fascist_workers_revolution SPR_maintain_the_second_republic
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	search_filters = {

	}
	completion_reward = {
		add_political_power = 50
		add_stability = -0.05
		add_relation_modifier = {
			target = SPD
			modifier = ETH_support_spain_static_modifier
		}
		add_relation_rule_override = {
			target = SPD
			can_send_volunteers = yes
		}
	}
}
### Entity: Character
Component: il_duce_providence
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
il_duce_providence = {
	random = no
	political_power_factor = 0.15
	max_command_power_mult = -0.1
	custom_modifier_tooltip = il_duce_laws_cost_tt
	hidden_modifier = {
		mobilization_laws_cost_factor = -0.15
		trade_laws_cost_factor = -0.15
		economy_cost_factor = -0.15
	}
	stability_factor = 0.05
}
### Entity: Scripted Effect
Component: TUR_kemalist_turn_ally_effect
Constructs: every_owned_state, limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_kemalist_turn_ally_effect = {
	custom_effect_tooltip = TUR_kemalist_turn_ally_effect_tt
	hidden_effect = {
		every_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = kemalist_schemers
				}
			}
			remove_dynamic_modifier = {
				modifier = kemalist_schemers
			}
			add_dynamic_modifier = {
				modifier = kemalist_loyalties
			}
		}
		set_variable = {
			var = TUR_kemalist_officers_loyalty
			value = 2
		}
		TUR_kemalist_loyalty_and_power_update_effect = yes
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_uplift_ainu_revolution_theory
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_core_of, add_dynamic_modifier
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_uplift_ainu_revolution_theory
	icon = GFX_focus_JAP_uplift_ainu_revolution_theory
	x = 0
	y = 2
	relative_position_id = JAP_incorporate_buddhist_socialism
	prerequisite = {
		focus = JAP_incorporate_buddhist_socialism
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		country_event = {
			id = SEA_japan_popup_events.34
		}
		effect_tooltip = {
			every_owned_state = {
				limit = {
					is_core_of = ANU
				}
				add_dynamic_modifier = {
					modifier = JAP_ainu_revoluton_theory_implemented_dm
					scope = ROOT
				}
			}
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/carrier.txt

Code:
sub_units = {
	carrier = {
		sprite = carrier
		map_icon_category = ship
		priority = 10
		active = yes
		type = {
			carrier
		}
		need = {
			ship_hull_carrier = 1
		}
		supply_consumption = 0.8
		max_organisation = 40
		critical_parts = {
			destroyed_ammo_storage broken_propeller on_fire damaged_flight_deck
		}
		critical_part_damage_chance_mult = 1
		hit_profile_mult = 1.0
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_house_of_proffesions
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_house_of_proffesions
	icon = GFX_goal_generic_all_resource
	prerequisite = {
		focus = LAT_corporate_statism
	}
	relative_position_id = LAT_corporate_statism
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = LAT_house_of_proffesions
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: PER_ali_akbar_deiva
Source: game
File: common/characters/PER.txt

Code:
PER_ali_akbar_deiva = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PER_ali_akbar_deiva
		ledger = air
		allowed = {
			original_tag = PER
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = PER_ali_akbar_deiva
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_liberal_constitution
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_popularity, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_liberal_constitution
	icon = GFX_goal_FRA_reynaud_economic_reforms
	x = 0
	y = 1
	cost = 8
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	prerequisite = {
		focus = AFG_fatherland_party_triumph
	}
	relative_position_id = AFG_fatherland_party_triumph
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = AFG_democratic_constitution
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: r56.news_event.1
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1
	title = r56.news_event.1.t
	desc = r56.news_event.1.desc
	picture = GFX_news_event_gathering_protest
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.1.a
	}
}
### Entity: Unit Leader
Component: big_guns_expert
Source: game
File: common/unit_leader/00_traits.txt

Code:
big_guns_expert = {
	type = navy
	modifier = {
		navy_capital_ship_attack_factor = 0.15
	}
	slot = high_command
	specialist_advisor_trait = navy_capital_ship_1
	expert_advisor_trait = navy_capital_ship_2
	genius_advisor_trait = navy_capital_ship_3
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		ironside
	}
	gui_row = 10
	gui_column = 1
}
### Entity: Achievement
Component: istanbul_is_constantinople_again
Constructs: has_country_flag, owns_state, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
istanbul_is_constantinople_again = {
	id = 116
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GRE
	}
	happened = {
		owns_state = 797
		has_country_flag = achivement_istanbul_is_constantinople_again
	}
}
### Entity: Idea
Component: alternate_political_major_protest
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/_event.txt

Code:
alternate_political_major_protest = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = FRA_factory_strikes
	modifier = {
		industrial_capacity_factory = -0.4
	}
}
### Entity: Idea
Component: CHI_rising_grain_prices
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_rising_grain_prices = {
	picture = RAJ_state_of_famine_country
	cancel = {

	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		stability_weekly = -0.001
		political_power_cost = 0.1
		consumer_goods_factor = 0.1
		monthly_population = -0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Modifier Reference
Component: KMT_white_terror
Constructs: has_completed_focus, army_defence_factor, stability_factor, remove_trigger, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_white_terror = {
	enable = {
		always = yes
	}
	icon = ETH_dire_dawa_industries
	remove_trigger = {
		has_completed_focus = KMT_a_glorious_return
	}
	drift_defence_factor = KMT_wt_ddf
	army_defence_factor = KMT_wt_d
	communism_drift = KMT_wt_c
	political_power_factor = KMT_wt_pp
	stability_factor = KMT_wt_stab
	neutrality_drift = KMT_wt_n
	democratic_drift = KMT_wt_dem
	command_power_gain_mult = KMT_wt_cp
	civilian_intel_to_others = KMT_wt_spy
	army_intel_to_others = KMT_wt_spy
	enemy_operative_capture_chance_factor = KMT_wt_cap
	operative_slot = KMT_wt_os
	weekly_manpower = KMT_wt_mw
}
### Entity: National Focus
Tree: ast_focus
Component: AST_japan_tech_sharing
Constructs: prerequisite, has_country_flag, completion_reward, is_in_faction_with, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_japan_tech_sharing
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = AST_a_deal_with_japan
	}
	x = -1
	y = 5
	relative_position_id = AST_support_the_centre_party
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		is_in_faction_with = JAP
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = japanese_research
		JAP = {
			add_to_tech_sharing_group = japanese_research
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_reclaim_the_north
Constructs: prerequisite, limit, completion_reward, is_subject, is_literally_china_tooltip, is_subject_of, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_reclaim_the_north
	icon = GFX_focus_PRC_dare_to_win
	prerequisite = {
		focus = CHI_subjugate_korea
	}
	x = 0
	y = 1
	relative_position_id = CHI_subjugate_korea
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_other_country = {
			is_literally_china_tooltip = yes
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
		any_enemy_country = {
			NOT = {
				original_tag = TAN SOV
			}
		}
	}
	will_lead_to_war_with = TAN SOV
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				any_controlled_state = {
					OR = {
						is_core_of = TAN
						state = 732 586 589 588 408 409 560 657 561
					}
				}
			}
			display_individual_scopes = yes
			every_controlled_state = {
				limit = {
					OR = {
						is_core_of = TAN
						state = 732 586 589 588 408 409 560 657 561
					}
				}
				if = {
					limit = {
						NOT = {
							is_core_of = ROOT
						}
					}
					add_core_of = ROOT
				}
				add_to_temp_array = {
					array = PREV.PRC_northern_target_states_array
					value = THIS
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.PRC_northern_target_states_array
				}
			}
		}
		every_controlled_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					is_core_of = TAN
					state = 732 586 589 588 408 409 560 657 561
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_linggadjati_agreement
Constructs: prerequisite, limit, joint_focus, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_linggadjati_agreement
	icon = GFX_focus_JAP_gather_royal_pacifists_support
	text_icon = INSHOL_INS_focus_style
	available = {
		tag = INS
		has_war_with = HOL
		has_country_flag = INS_revolution_has_started
	}
	prerequisite = {
		focus = INSHOL_no_compromise
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_no_compromise
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 3
			has_country_flag = INS_revolution_has_started
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INSHOL_increase_esclation_placeholder_tt
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INSHOL_increase_esclation_placeholder_tt
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: State History
Component: 62
Constructs: add_core_of
Source: game
File: history/states/62-Pommern.txt

Code:
state = {
	id = 62
	name = STATE_62
	manpower = 1006221
	state_category = town
	history = {
		owner = GER
		add_core_of = GER PRE
		victory_points = {
			9388 1
		} {
			3258 1
		}
		buildings = {
			infrastructure = 3
			fuel_silo = 1
		}
		1939.1.1 = {
			buildings = {
				air_base = 8
				9388 = {
					air_facility = 1
				}
			}
		}
	}
	provinces = {
		349 3207 3258 3312 3340 9388 13257
	}
	local_supplies = 3.0
}
### Entity: Character
Component: HUN_carl_wilhelm
Source: game
File: common/characters/HUN.txt

Code:
HUN_carl_wilhelm = {
	name = HUN_carl_wilhelm
	portraits = {
		civilian = {
			large = GFX_portrait_HUN_carl_wilhelm
			small = GFX_portrait_HUN_carl_wilhelm_civilian_small
		}
		army = {
			small = GFX_portrait_HUN_carl_wilhelm_military_small
		}
	}
}
### Entity: Order of Battle
Component: 1a Divisione CC.NN. '23 Marzo'
Constructs: division_template
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = 1a Divisione CC.NN. '23 Marzo'
	location = 1149
	division_template = Divisione di Fanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: petrol_ofisi
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
petrol_ofisi = {
	picture = tur_petrol_ofisi
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	available = {
		TUR_debt_council_has_no_sway = yes
		has_country_flag = TUR_petrol_ofisi_formed
	}
	visible = {

	}
	cost = 75
	research_bonus = {
		synth_resources = 0.1
		industry = 0.05
	}
	traits = {
		refinery_concern
	}
	modifier = {
		production_speed_synthetic_refinery_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_decrease_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -1
	}
}