Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_AOI_ethiopia_DEPLOY_2
Constructs: has_country_flag, is_puppet_of, force_defend_ally_borders, is_in_array
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_AOI_ethiopia_DEPLOY_2 = {
	allowed = {
		tag = AOI
	}
	enable = {
		AOI = {
			is_puppet_of = ITA
		}
		NOT = {
			has_country_flag = EAI_path_exists_from_east_africa_to_north_africa
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		id = ITA
		value = 500
	} {
		type = front_unit_request
		value = -2000
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_north_africa_theatre = THIS.id
			}
		}
	}
}
### Entity: Idea
Component: VNZ_new_venitian_fleet
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/venice.txt

Code:
VNZ_new_venitian_fleet = {
	name = A New Venitian Fleet
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_bonus
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.1
			instant = yes
		}
		ship_hull_cruiser = {
			build_cost_ic = -0.1
			instant = yes
		}
		convoy = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: QUE_hydro2
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_hydro2 = {
	allowed_civil_war = {
		always = no
	}
	picture = por_hydroelectric_power
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.15
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Idea
Component: ITA_war_of_rapid_decision
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_war_of_rapid_decision = {
	name = ITA_war_of_rapid_decision
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = italy_war_of_rapid_decision
	modifier = {
		planning_speed = 0.15
		army_speed_factor = 0.05
		army_morale_factor = 0.05
	}
}
### Entity: Idea
Component: SAM_nccr
Source: game
File: common/ideas/samoa.txt

Code:
SAM_nccr = {
	picture = generic_navy_asia_2
	allowed = {
		original_tag = SAM
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: POL_habsburg_events.201
Constructs: is_triggered_only, ai_chance, fire_only_once, complete_national_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = POL_habsburg_events.201
	title = POL_habsburg_events.201.t
	desc = POL_habsburg_events.201.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = POL_habsburg_events.201.a
		ai_chance = {
			base = 10
		}
		dismantle_faction = yes
		uncomplete_national_focus = {
			focus = POL_align_with_habsburgs
			uncomplete_children = yes
			refund_political_power = no
		}
		complete_national_focus = POL_trust_in_the_west
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_Air-transportable.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_Air-transportable.png &#8206;(120 × 75 pixels, file size: 991 bytes, MIME type: image/png)
### Entity: Scripted Effect
Component: NORDIC_create_nordic_alliance
Constructs: limit, set_variable, set_global_flag, set_country_flag, set_faction_name, add_dynamic_modifier, every_other_country, is_in_faction_with
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_create_nordic_alliance = {
	set_variable = {
		global.nordic_faction_creator = ROOT
	} {
		global.NORDIC_alliance_leader = ROOT
	}
	if = {
		limit = {
			NORDIC_is_democratic = yes
		}
		set_global_flag = NORDIC_democratic_alliance_formed
		set_country_flag = NORDIC_council_leader
		if = {
			limit = {
				NORDIC_rename_faction = yes
			}
			set_faction_name = NORDIC_alliance_democratic
		}
		set_variable = {
			NORDIC_democratic_alliance_leader_dmod_research = 0
		} {
			NORDIC_democratic_alliance_leader_dmod_training_time = 0
		} {
			NORDIC_democratic_alliance_leader_dmod_prod_eff_start = 0
		} {
			NORDIC_democratic_alliance_leader_dmod_war_support = 0
		} {
			NORDIC_democratic_alliance_member_dmod_research = 0
		} {
			NORDIC_democratic_alliance_member_dmod_training_time = 0
		} {
			NORDIC_democratic_alliance_member_dmod_prod_eff_start = 0
		} {
			NORDIC_democratic_alliance_member_dmod_war_support = 0
		}
		add_dynamic_modifier = {
			modifier = NORDIC_democratic_alliance_leader_dmod
		}
		every_other_country = {
			limit = {
				NORDIC_has_started_democratic_focus_tree = yes
				is_in_faction_with = ROOT
				is_subject = no
			}
			NORDIC_add_to_nordic_alliance = yes
		}
	}
	else_if = {
		limit = {
			NORDIC_is_communist = yes
		}
		set_global_flag = NORDIC_communist_alliance_formed
		set_country_flag = NORDIC_union_leader
		set_faction_name = NORDIC_alliance_communist
		set_variable = {
			NORDIC_communist_alliance_leader_dmod_max_eff = 0
		} {
			NORDIC_communist_alliance_leader_dmod_max_planning = 0
		} {
			NORDIC_communist_alliance_leader_dmod_research = 0
		} {
			NORDIC_communist_alliance_leader_dmod_resource_penalty = 0
		} {
			NORDIC_democratic_alliance_member_dmod_max_eff = 0
		} {
			NORDIC_communist_alliance_member_dmod_max_planning = 0
		} {
			NORDIC_communist_alliance_member_dmod_research = 0
		} {
			NORDIC_communist_alliance_member_dmod_resource_penalty = 0
		}
		add_dynamic_modifier = {
			modifier = NORDIC_communist_alliance_leader_dmod
		}
		every_other_country = {
			limit = {
				NORDIC_is_communist = yes
				is_in_faction_with = ROOT
				is_subject = no
			}
			NORDIC_add_to_nordic_alliance = yes
		}
	}
	else = {
		set_global_flag = NORDIC_monarchist_alliance_formed
		set_country_flag = NORDIC_league_leader
		set_faction_name = NORDIC_alliance_monarchist
		add_dynamic_modifier = {
			modifier = NORDIC_monarchist_allian
# ... (truncated)
### Entity: Misc Config
Component: ger_inner_circle_inlay_window
Constructs: has_government, has_completed_focus, has_country_flag, has_country_leader, check_variable
Source: game
File: common/focus_inlay_windows/ger_inner_circle_inlay_window.txt

Code:
ger_inner_circle_inlay_window = {
	window_name = ger_inner_circle_ui_window
	internal = yes
	visible = {
		NOT = {
			has_completed_focus = GER_oppose_hitler_ww
		} {
			has_completed_focus = GER_oppose_hitler
		}
		has_government = fascism
	}
	scripted_images = {
		fuhrer_portrait = {
			GFX_inner_circle_leader_fritz_todt = {
				has_country_leader = {
					ruling_only = yes
					character = GER_fritz_todt
				}
			}
			GFX_inner_circle_leader_albert_speer = {
				has_country_leader = {
					ruling_only = yes
					character = GER_albert_speer
				}
			}
			GFX_inner_circle_leader_hermann_goring = {
				has_country_leader = {
					ruling_only = yes
					character = GER_hermann_goring
				}
			}
			GFX_inner_circle_leader_heinrich_himmler = {
				has_country_leader = {
					ruling_only = yes
					character = GER_heinrich_himmler
				}
			}
			GFX_inner_circle_leader_joseph_goebbels = {
				has_country_leader = {
					ruling_only = yes
					character = GER_joseph_goebbels
				}
			}
			GFX_inner_circle_leader_rudolf_hess = {
				has_country_leader = {
					ruling_only = yes
					character = GER_rudolf_hess
				}
			}
			GFX_inner_circle_leader_martin_bormann = {
				has_country_leader = {
					ruling_only = yes
					character = GER_martin_bormann
				}
			}
			GFX_inner_circle_leader_eva_braun = {
				has_country_leader = {
					ruling_only = yes
					character = GER_eva_braun
				}
			}
			GFX_inner_circle_leader_adolf_hitler = yes
		}
		ascended_advisor_1_portrait = {
			GFX_blank_leader_portrait = {
				check_variable = {
					GER_ascended_advisor_1 = 0
				}
			}
			GFX_portrait_GER_fritz_todt = {
				check_variable = {
					GER_ascended_advisor_1 = 1
				}
			}
			GFX_portrait_GER_albert_speer = {
				check_variable = {
					GER_ascended_advisor_1 = 2
				}
			}
			GFX_portrait_GER_hermann_goring = {
				check_variable = {
					GER_ascended_advisor_1 = 3
				}
			}
			GFX_portrait_GER_heinrich_himmler = {
				check_variable = {
					GER_ascended_advisor_1 = 4
				}
			}
			GFX_portrait_GER_joseph_goebbels = {
				check_variable = {
					GER_ascended_advisor_1 = 5
				}
			}
			GFX_portrait_GER_rudolf_hess = {
				check_variable = {
					GER_ascended_advisor_1 = 6
				}
			}
			GFX_portrait_GER_martin_bormann = {
				check_variable = {
					GER_ascended_advisor_1 = 7
				}
			}
		}
		ascended_advisor_2_portrait = {
			GFX_blank_leader_portrait = {
				chec
# ... (truncated)
### Entity: Scripted Localization
Component: defined_text
Constructs: is_subject_of, is_in_faction_with
Source: game
File: common/scripted_localisation/r56_INS_scripted_localisation.txt

Code:
defined_text = {
	name = getinseconname
	text = {
		trigger = {
			original_tag = INS
			OR = {
				is_subject_of = HOL
				is_in_faction_with = HOL
			}
		}
		localization_key = INS_colonial_economy
	} {
		trigger = {
			original_tag = INS
			NOT = {
				OR = {
					is_subject_of = HOL
					is_in_faction_with = HOL
				}
			}
		}
		localization_key = INS_postcolonial_economy
	}
}
### Entity: Idea
Component: EAI_DD_16/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.16
			instant = yes
		}
	}
}
### Entity: Event
Component: tfv_south_africa.60
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.60
	title = tfv_south_africa.60.t
	desc = tfv_south_africa.60.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.60.a
		ai_chance = {
			base = 100
		}
		ANG = {
			if = {
				limit = {
					SAF = {
						controls_state = 540 891 892
					}
				}
				transfer_state = 540 891 892
			}
		}
		SAF = {
			puppet = ANG
		}
		set_country_flag = SAF_released_ANG
	} {
		name = tfv_south_africa.60.b
		ai_chance = {
			base = 0
		}
		ANG = {
			if = {
				limit = {
					SAF = {
						controls_state = 540 891 892
					}
				}
				transfer_state = 540 891 892
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		set_country_flag = SAF_released_ANG
		SAF = {
			add_to_faction = ANG
		}
	}
}
### Entity: Idea
Component: PRC_faw_group
Constructs: has_completed_focus, removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_faw_group = {
	picture = faw_group
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_the_first_five_year_plan
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_extended_army
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_extended_army
	icon = GFX_goal_generic_construct_military
	cost = 10
	ai_will_do = {
		factor = 7
	}
	prerequisite = {
		focus = SWI_first_line
	}
	available = {
		controls_state = 3 151
	}
	x = 29
	y = 2
	completion_reward = {
		3 = {
			add_building_construction = {
				instant_build = yes
				type = bunker
				level = 3
				province = {
					id = 11590 9620 11604
					limit_to_border = no
					level = < 3
				}
			}
		}
		151 = {
			add_building_construction = {
				instant_build = yes
				type = bunker
				level = 3
				province = {
					id = 11601 661
					limit_to_border = no
					level = < 3
				}
			}
		}
	}
}
### Entity: Event
Component: belgium.93
Constructs: is_triggered_only
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.93
	title = belgium.93.t
	desc = belgium.93.d
	picture = GFX_news_event_leopold_III_positive
	is_triggered_only = yes
	major = yes
	option = {
		name = belgium.93.a
		trigger = {
			NOT = {
				TAG = BEL
			}
		}
	} {
		name = belgium.93.b
		trigger = {
			TAG = BEL
		}
	}
}
### Entity: Character
Component: AFG_shah_mahmud_khan
Constructs: has_completed_focus, is_country_leader
Source: game
File: common/characters/AFG.txt

Code:
AFG_shah_mahmud_khan = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_shah_mahmud_khan
		allowed = {
			original_tag = AFG
		}
		available = {
			has_completed_focus = AFG_secure_dynasty
			is_country_leader = no
		}
		traits = {
			AFG_safe_hands
		}
	}
	name = AFG_shah_mahmud_khan
	portraits = {
		army = {
			small = GFX_portrait_AFG_sardar_shah_mahmud_khan_small
			large = GFX_portrait_AFG_sardar_shah_mahmud_khan
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_german_relations
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, add_ai_strategy
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_german_relations
	icon = GFX_goal_VEN_befriend_germany
	x = 7
	y = 1
	relative_position_id = VEN_eleazar_contreras
	cost = 2.9
	available = {
		country_exists = GER
		NOT = {
			has_war_with = GER
		}
	}
	prerequisite = {
		focus = VEN_eleazar_contreras VEN_marcos_jimenez
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_government = fascism
			}
			add_ai_strategy = {
				type = befriend
				id = GER
				value = 50
			} {
				type = befriend
				id = ITA
				value = 20
			}
		}
		else = {
			add_ai_strategy = {
				type = befriend
				id = GER
				value = 20
			}
		}
		GER = {
			add_opinion_modifier = {
				target = VEN
				modifier = large_increase
			}
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_demmand_friendship
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated, is_faction_leader
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_demmand_friendship
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = EST_democratization_of_the_army EST_reorganize_taxation
	}
	relative_position_id = EST_democratization_of_the_army
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		is_subject = no
		is_in_faction = no
		communism = > 0.25
	}
	bypass = {

	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_Invest_in_Engineering_old
Constructs: prerequisite, limit, add_ideas, completion_reward, complete_tooltip, add_tech_bonus, electronics_bonus, modify_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_Invest_in_Engineering_old
	text = SOV_Invest_in_Engineering
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = SOV_workers_culture
	} {
		focus = SOV_Education_Initiative
	}
	x = 3
	y = 2
	cost = 14.3
	ai_will_do = {
		factor = 1000
	}
	complete_tooltip = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 1
			uses = 1
			category = electronics
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 50
		} {
			idea = SOV_revolutionized_industry_2
			days = 50
		}
	}
	completion_reward = {
		hidden_effect = {
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		add_ideas = SOV_invest_in_engineering_focus
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 0.5
			uses = 1
			category = electronics
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 100
		} {
			idea = SOV_revolutionized_industry_2
			days = 100
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		} {
			specialization = specialization_naval
			value = 0.25
		}
		if = {
			limit = {
				ROOT = {
					has_character = SOV_nikolai_dukhov
				}
			}
			ROOT = {
				SOV_nikolai_dukhov = {
					add_scientist_xp = {
						experience = 250
						specialization = specialization_land
					}
				}
			}
		} {
			limit = {
				ROOT = {
					has_character = SOV_vladimir_kotelnikov
				}
			}
			ROOT = {
				SOV_vladimir_kotelnikov = {
					add_scientist_xp = {
						experience = 250
						specialization = specialization_air
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: SLO_MTN_01
Source: game
File: common/units/names_divisions/SLO_names_divisions.txt

Code:
SLO_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		SLO
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		SLO_INF_01
	}
	fallback_name = %d. Horská Divize
	ordered = {
		1 = {
			%d. Horská Divize
		}
		2 = {
			%d. Horská Divize
		}
		3 = {
			%d. Horská Divize
		}
		4 = {
			%d. Horská Divize
		}
		5 = {
			%d. Horská Divize
		}
		6 = {
			%d. Horská Divize
		}
		7 = {
			%d. Horská Divize
		}
		8 = {
			%d. Horská Divize
		}
		9 = {
			%d. Horská Divize
		}
		10 = {
			%d. Horská Divize
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_portuguese_anarchism
Constructs: prerequisite, limit, every_country, owns_state, completion_reward, is_fully_controlled_by, is_owned_by, has_civil_war
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_portuguese_anarchism
	available = {
		any_controlled_state = {
			is_fully_controlled_by = ROOT
			any_neighbor_state = {
				is_owned_by = POR
			}
		}
	}
	bypass = {
		owns_state = 180 181 112 179 795
	}
	will_lead_to_war_with = POR
	prerequisite = {
		focus = SPR_the_threats_abound
	}
	icon = GFX_focus_generic_attack_portugal
	x = -2
	y = 1
	relative_position_id = SPR_the_threats_abound
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				POR = {
					has_civil_war = yes
				}
			}
			every_country = {
				limit = {
					original_tag = POR
				}
				ROOT = {
					create_wargoal = {
						type = annex_everything
						target = PREV
						expire = 0
					}
				}
			}
		}
		else = {
			POR = {
				country_event = {
					id = lar_spain.48
					hours = 6
					random_hours = 18
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: army_attack_against_major_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_attack_against_major_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: National Focus
Tree: saf_focus
Component: SAF_suppress_the_stormjaers
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_suppress_the_stormjaers
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = SAF_joint_air_training_scheme
	} {
		focus = SAF_police_windhoek
	}
	x = -2
	y = 3
	relative_position_id = SAF_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = SAF_ossewabrandwag_2
	}
}
### Entity: Resistance
Component: sabotage_aluminium
Constructs: limit, has_resources_amount, has_variable, check_variable, clear_sabotaged_resources_if_necesary, add_to_variable, set_temp_variable, add_dynamic_modifier
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_aluminium = {
	available = {
		has_resources_amount = {
			resource = aluminium
			amount = > 0
			delivered = yes
		}
	}
	weight = {
		base = 1
		modifier = {
			has_variable = targeted_sabotage_resources
			check_variable = {
				targeted_sabotage_resources = > 0
			}
			add = 4
		} {
			occupation_law = forced_labor_occupation
			add = -0.25
		}
	}
	effect = {
		clear_sabotaged_resources_if_necesary = yes
		add_to_variable = {
			sabotaged_aluminium = -12
		}
		set_temp_variable = {
			duration = 180
		}
		if = {
			limit = {
				occupation_law = forced_labor_occupation
			}
			multiply_temp_variable = {
				duration = 0.75
			}
		} {
			limit = {
				has_variable = targeted_sabotage_resources
				check_variable = {
					targeted_sabotage_resources = > 0
				}
			}
			add_to_variable = {
				sabotaged_aluminium = -8
			}
			subtract_from_variable = {
				var = targeted_sabotage_resources
				value = 1
			}
		}
		add_dynamic_modifier = {
			modifier = sabotaged_resources
			days = duration
		}
	}
	alert_text = resource_is_sabotaged
}
### Entity: Decision
Component: CHI_industrial_evacuations
Constructs: has_completed_focus, is_literally_china
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_industrial_evacuations = {
	allowed = {
		is_literally_china = yes
	}
	priority = 110
	icon = generic_industry
	visible = {
		OR = {
			has_completed_focus = CHI_industrial_evacuations CHI_sea_industrial_evacuations CHI_relocate_factories_from_the_coast
		}
	}
}
### Entity: Faction
Component: faction_goal_building_up_guam
Constructs: limit, add_war_support, complete_effect, add_faction_power_projection, add_faction_initiative, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_building_up_guam = {
	name = building_up_guam_goal_name
	description = building_up_guam_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	visible = {
		FROM = {
			tag = USA
		}
	}
	cancel = {
		FROM = {
			NOT = {
				controls_state = 638
			}
		}
	}
	completed = {
		638 = {
			naval_base = > 2
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		if = {
			limit = {
				NOT = {
					has_completed_goal = faction_goal_building_up_guam
				}
			}
			add_war_support = 0.02
		}
	}
	ai_will_do = {
		base = 10
	}
}
### Entity: Idea
Component: ITA_hidden_arty_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_hidden_arty_production_ns = {
	name = ITA_military_industry_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan_military
	allowed = {
		original_tag = ITA
	}
	equipment_bonus = {
		artillery_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		anti_tank_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		anti_air_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Character
Component: MON_yundunwangcug
Source: game
File: common/characters/MON.txt

Code:
MON_yundunwangcug = {
	advisor = {
		slot = political_advisor
		idea_token = MON_yundunwangcug
		allowed = {
			original_tag = MON
		}
		traits = {
			quartermaster_general
		}
	}
	name = MON_yundunwangcug
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}