Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: euskalduna
Constructs: has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
euskalduna = {
	allowed = {
		OR = {
			original_tag = SPR NAV
		}
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	traits = {
		small_ship_producer_mass_1
	}
	modifier = {

	}
	research_bonus = {
		naval_equipment = 0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: CZE.402
Constructs: is_triggered_only, add_tech_bonus, special_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.402
	title = CZE.402.t
	desc = CZE.402.d
	picture = GFX_CZKE_masaryk_hospital_report
	is_triggered_only = yes
	option = {
		name = CZE.402.a
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 2
			technology = tech_field_hospital tech_field_hospital2 tech_field_hospital3
		}
		custom_effect_tooltip = new_army_experience
		army_experience = 10
	}
}
### Entity: AI Strategy
Component: COMMONWEALTH_disregard_france_a_bit
Constructs: is_in_faction_with, is_subject_of, is_historical_focus_on, has_capitulated, is_government_in_exile
Source: game
File: common/ai_strategy/ENG.txt

Code:
COMMONWEALTH_disregard_france_a_bit = {
	allowed = {
		is_in_faction_with = ENG
		is_subject_of = ENG
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		FRA = {
			OR = {
				has_capitulated = yes
				is_government_in_exile = yes
			}
		}
	}
	ai_strategy = {
		type = strategic_air_importance
		id = 19
		value = -30000
	} {
		type = strategic_air_importance
		id = 5
		value = -30000
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_administrative_council
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_administrative_council
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = NOR_get_rid_of_quisling
	}
	x = -5
	y = 1
	relative_position_id = NOR_get_rid_of_quisling
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = NOR_administrative_council_dmod
		}
	}
}
### Entity: Character
Component: GER_adolf_hitler
Source: game
File: common/characters/GER.txt

Code:
GER_adolf_hitler = {
	name = GER_adolf_hitler
	portraits = {
		civilian = {
			large = GFX_portrait_GER_adolf_hitler
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			GER_der_fuhrer
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_state_atheism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_state_atheism
	icon = GFX_focus_BRA_state_atheism
	x = -1
	y = 1
	relative_position_id = BRA_rapid_industrialization
	prerequisite = {
		focus = BRA_rapid_industrialization
	}
	cost = 5
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	mutually_exclusive = {
		focus = BRA_allow_the_church_to_operate
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = BRA_atheist_state
	}
}
### Entity: Idea
Component: GER_fieseler
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_fieseler = {
	picture = GER_fieseler
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_torpedobomber
		}
	}
	cost = 150
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_congo_rubber2
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_congo_rubber2
	icon = GFX_goal_COG_Rubber_Farming
	cost = 10
	x = 0
	y = 1
	relative_position_id = COG_congo_rubber
	prerequisite = {
		focus = COG_congo_rubber
	}
	available = {
		NOT = {
			BEL = {
				focus_progress = {
					focus = BEL_congo_rubber2
					progress = > 0
				}
			}
		}
		has_tech = excavation2
		controls_state = 295 538 718
	}
	available_if_capitulated = yes
	bypass = {
		BEL = {
			has_completed_focus = BEL_congo_rubber2
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_resource = {
			type = rubber
			amount = 4
			state = 538
		} {
			type = rubber
			amount = 2
			state = 295
		} {
			type = rubber
			amount = 1
			state = 718
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.05
					localization = congolese_self_reliance
				}
			}
		}
		custom_effect_tooltip = BEL_belgian_tree_tooltip
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_RUBBER
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Research.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
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Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Research"
### Entity: Country History
Country: BOL
Component: BOL_army
Source: game
File: history/countries/BOL - Bolivia.txt

Code:
# OOB & Army Setup for BOL
oob = BOL_1936
### Entity: National Focus
Tree: lie_focus
Component: LIE_expand_royal_land_rights
Constructs: prerequisite, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_expand_royal_land_rights
	icon = GFX_goal_generic_royal_industry
	x = 2
	y = 1
	relative_position_id = LIE_repeal_the_1868_act
	cost = 10
	prerequisite = {
		focus = LIE_repeal_the_1868_act
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = 0.05
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: JUNO_king_of_el_dorado
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_king_of_el_dorado = {
	random = no
	sprite = 13
	stability_factor = 0.1
	war_support_factor = 0.1
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_expand_the_fishing_sector
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_expand_the_fishing_sector
	icon = GFX_goal_NOR_fish
	prerequisite = {
		focus = PLY_agriculture_based_economy
	}
	relative_position_id = PLY_agriculture_based_economy
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_controlled_states = > 0
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = NIU_banana_plantations
			}
			swap_ideas = {
				remove_idea = NIU_banana_plantations
				add_idea = NIU_banana_plantations_i
			}
		} {
			limit = {
				has_idea = NIU_banana_plantations_i
			}
			swap_ideas = {
				remove_idea = NIU_banana_plantations_i
				add_idea = NIU_banana_plantations_ii
			}
		}
	}
}
### Entity: State History
Component: 855
Constructs: add_core_of
Source: game
File: history/states/855-Tabuk.txt

Code:
state = {
	id = 855
	name = STATE_855
	history = {
		owner = SAU
		add_core_of = SAU
	}
	provinces = {
		1033 2027 2095 5027 7970 8092 12101 12455
	}
	manpower = 500000
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: bftb_greece.1
Constructs: is_triggered_only, fire_only_once, swap_ruler_traits, set_country_flag, set_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.1
	title = bftb_greece.1.t
	desc = bftb_greece.1.desc
	picture = GFX_report_event_gre_george_ii_victorious
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_greece.1.a
		swap_ruler_traits = {
			remove = monarchist_puppet
			add = elected_monarchist_puppet
		}
		hidden_effect = {
			set_country_flag = GRE_factions_unlocked
			set_variable = {
				var = GRE_monarchist_loyalty
				value = 2
			} {
				var = GRE_communist_loyalty
				value = -1
			} {
				var = GRE_republican_loyalty
				value = -1
			}
			GRE_political_instability_update_effect = yes
		}
	}
}
### Entity: AI Strategy
Component: AUS_train_and_support_equipment_minimum
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_train_and_support_equipment_minimum = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 1
	} {
		type = equipment_production_min_factories
		id = train
		value = 1
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_naval_bomber
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_naval_bomber
* description: Total produced equipment of typenaval_bomber
### Entity: Character
Component: IA_emma_goldman
Constructs: limit, has_country_flag, has_anarchist_government, has_power_balance
Source: game
File: common/characters/IA.txt

Code:
IA_emma_goldman = {
	name = IA_emma_goldman
	portraits = {
		army = {
			small = GFX_portrait_IA_emma_goldman_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = IA_emma_goldman
		allowed = {
			OR = {
				original_tag = ETH SWE CHL
			}
		}
		available = {
			OR = {
				has_anarchist_government = yes
				SWE_refuge_for_revolutionaries_trigger = yes
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		visible = {
			OR = {
				has_country_flag = IA_anarchists_recruited_flag IA_emma_goldman_recruited_flag
				SWE_refuge_for_revolutionaries_trigger = yes
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			international_anarchist
		}
		on_add = {
			owner = {
				IF = {
					limit = {
						NOT = {
							OR = {
								original_tag = SWE CHL
							}
						}
						has_power_balance = {
							id = ETH_centralization_balance
						}
					}
					hidden_effect = {
						ETH_BOP_decentralization_large_effect = yes
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_the_great_temple
Constructs: industrial_capacity_factory, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_great_temple = {
	removal_cost = -1
	picture = SOV_transformation_of_nature
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		neutrality_drift = 0.03
		political_power_factor = -0.03
		army_core_defence_factor = 0.05
		industrial_capacity_factory = 0.03
	}
}
### Entity: Game Rule
Component: LAT_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
LAT_ai_behavior = {
	name = LAT_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = No Step Back
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_LAT_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_ENTENTE_LAT_AI_DESC
		allow_achievements = no
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_LAT_AI_DESC
		allow_achievements = no
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_COMMUNIST_BALTIC_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: Decision
Component: JAP_ashigaru_category
Constructs: has_country_flag
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_ashigaru_category = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	priority = 50
	visible_when_empty = no
	allowed = {
		original_tag = JAP
	}
	visible = {
		has_country_flag = JAP_ashigaru_system_is_active
	}
}
### Entity: Character
Component: IRQ_hashemite_caliph
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_hashemite_caliph = {
	random = no
	sprite = 13
	neutrality_drift = 0.02
	communism_acceptance = -50
	political_power_factor = 0.1
	stability_factor = 0.2
	war_support_factor = 0.2
	justify_war_goal_time = -0.5
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.1
}
### Entity: Unit Template
Component: PAN_CA_HISTORICAL
Source: game
File: common/units/names_ships/PAN_ship_names.txt

Code:
PAN_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		PAN
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARP 
	fallback_name = Crucero Pesado %d
	unique = {
		Colón La Chorrera David Penonome Punta Mata
	}
}
### Entity: Idea
Component: GER_hess_party_chancellor
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_hess_party_chancellor = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.15
		opinion_gain_monthly_same_ideology_factor = 1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_pan_iranianism
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_country_leader_trait, add_claim_by
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_pan_iranianism
	icon = GFX_focus_PER_pan_iranianism
	prerequisite = {
		focus = PER_roll_back_reforms PER_finding_a_shah
	}
	x = 1
	y = 1
	relative_position_id = PER_roll_back_reforms
	cost = 10
	available = {
		has_government = fascism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_country_leader_trait = PER_iranian_revanchist
		229 = {
			add_claim_by = ROOT
		}
		230 = {
			add_claim_by = ROOT
		}
		231 = {
			add_claim_by = ROOT
		}
		267 = {
			add_claim_by = ROOT
		}
		291 = {
			add_claim_by = ROOT
		}
		350 = {
			add_claim_by = ROOT
		}
		352 = {
			add_claim_by = ROOT
		}
		353 = {
			add_claim_by = ROOT
		}
		415 = {
			add_claim_by = ROOT
		}
		442 = {
			add_claim_by = ROOT
		}
		444 = {
			add_claim_by = ROOT
		}
		584 = {
			add_claim_by = ROOT
		}
		676 = {
			add_claim_by = ROOT
		}
		800 = {
			add_claim_by = ROOT
		}
		830 = {
			add_claim_by = ROOT
		}
		832 = {
			add_claim_by = ROOT
		}
		988 = {
			add_claim_by = ROOT
		}
		1005 = {
			add_claim_by = ROOT
		}
		1006 = {
			add_claim_by = ROOT
		}
		1007 = {
			add_claim_by = ROOT
		}
		1008 = {
			add_claim_by = ROOT
		}
		1009 = {
			add_claim_by = ROOT
		}
		1011 = {
			add_claim_by = ROOT
		}
		1012 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Country History
Country: GNB
Component: GNB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GNB - Guinea-Bissau.txt

Code:
# Politics & Parties for GNB
set_politics = {
	ruling_party = communism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 50
	neutrality = 5
}
### Entity: National Focus
Tree: por_focus
Component: POR_latin_american_communism
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_global_flag, every_other_country
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_latin_american_communism
	available = {
		has_global_flag = scw_over
		has_government = communism
		OR = {
			country_exists = BRA MEX COL ARG PRU VEN CHL GUA ECU CUB BOL HAI DOM HON PAR ELS NIC COS PAN URG
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_the_popular_front_bloc
	}
	icon = GFX_focus_por_latin_american_communism
	x = 0
	y = 1
	relative_position_id = POR_the_popular_front_bloc
	cost = 10
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					TAG = BRA MEX COL ARG PRU VEN CHL GUA ECU CUB BOL HAI DOM HON PAR ELS NIC COS PAN URG
				}
				has_government = communism
			}
			add_opinion_modifier = {
				target = POR
				modifier = POR_iberian_communism
			}
		} {
			limit = {
				OR = {
					TAG = BRA MEX COL ARG PRU VEN CHL GUA ECU CUB BOL HAI DOM HON PAR ELS NIC COS PAN URG
				}
				NOT = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			add_timed_idea = {
				idea = communist_influence
				days = 730
			}
		}
		add_ideas = POR_spread_communism_overseas
	}
}
### Entity: Event
Component: ww_congo.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.1
	title = ww_congo.1.t
	desc = ww_congo.1.desc
	picture = GFX_report_event_generic_construction_site
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.1.a
		ai_chance = {
			base = 100
		}
		add_opinion_modifier = {
			target = FROM
			modifier = small_increase
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Cement_Freedom_of_Speech
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Cement_Freedom_of_Speech
	icon = GFX_goal_free_trade
	cost = 10
	prerequisite = {
		focus = PAK_Secularism
	}
	x = 6
	y = 3
	bypass = {
		has_idea = r56i_laws_leadership_secular
	}
	relative_position_id = PAK_General_Election
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		show_ideas_tooltip = r56i_laws_leadership_secular
		hidden_effect = {
			add_ideas = r56i_laws_leadership_secular
		}
	}
}
### Entity: Faction
Component: rule_group_leader_manpower
Constructs: change_leader_rule_manpower
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_leader_manpower = {
	rules = {
		change_leader_rule_manpower
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_ignore
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_ignore
* description: ai strategy value ignore against country. Example: GER.ai_strategy_ignore@ENG
### Entity: National Focus
Tree: mon_focus
Component: MON_establish_the_trade_fleet
Constructs: add_equipment_to_stockpile, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_establish_the_trade_fleet
	icon = GFX_focus_naval_defense_fund
	x = 11
	y = 0
	relative_position_id = MON_expand_the_general_staff
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_factories = > 10
	}
	completion_reward = {
		navy_experience = 15
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 30
		}
		unlock_decision_category_tooltip = MON_mongolian_naval_effort_category
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_extend_the_school_system
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_extend_the_school_system
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = GUA_improve_national_infrastructure
	}
	x = -1
	y = 1
	relative_position_id = GUA_improve_national_infrastructure
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Component: GER_vdp
Constructs: stability_factor, war_support_factor, conscription_factor, neutrality_drift
Source: game
File: common/dynamic_modifiers/r56_GER.txt

Code:
GER_vdp = {
	icon = GFX_idea_GER_fan_prussian_militarism
	party_popularity_stability_factor = GER_vdp_party_stab_factor
	political_power_factor = GER_vdp_pp_factor
	war_support_factor = GER_vdp_ws_factor
	conscription_factor = GER_vdp_conscription_factor
	stability_factor = GER_vdp_stab_factor
	war_support_weekly = GER_vdp_ws_weekly_factor
	production_speed_arms_factory_factor = GER_vdp_mil_speed_factor
	consumer_goods_factor = GER_vdp_consumer_factor
	neutrality_drift = GER_vdp_neutrality_factor
	army_core_attack_factor = GER_vdp_core_stats_factor
}
### Entity: Trigger Reference
Construct: has_resistance
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_resistance

* Supported Scopes: STATE
* Supported Targets: any

```
returns true if state has a resistance
```
### Entity: Idea
Component: EAI_DD_8/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Event
Component: luxembourg.402
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.402
	title = luxembourg.402.t
	desc = luxembourg.402.d
	is_triggered_only = yes
	option = {
		name = luxembourg.402.a
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Character
Component: ECU_carlos_hidalgo_garcia
Source: game
File: common/characters/ECU.txt

Code:
ECU_carlos_hidalgo_garcia = {
	advisor = {
		slot = high_command
		idea_token = ECU_carlos_hidalgo_garcia
		ledger = army
		allowed = {
			original_tag = ECU
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Carlos Hidalgo Garcia
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Unit Leader
Component: walloon
Source: game
File: common/unit_leader/r56_traits.txt

Code:
walloon = {
	type = all
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}