Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: SIA_towards_equality_with_the_west_r56
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, limit, add_ideas, remove_ideas, has_government, has_war_with
Source: game
File: common/decisions/SIA_r56.txt

Code:
SIA_towards_equality_with_the_west_r56 = {
	SIA_abandon_the_war_effort_r56 = {
		icon = GFX_decision_hol_war_on_pacifism
		fire_only_once = yes
		ai_will_do = {
			base = 0
			modifier = {
				add = 99
				OR = {
					surrender_progress = > 0.25
					JAP = {
						surrender_progress = > 0.15
					}
				}
			}
		}
		visible = {
			is_ally_with = JAP
			OR = {
				ENG = {
					is_faction_leader = yes
					has_war_with = ROOT
				}
				USA = {
					is_faction_leader = yes
					has_war_with = ROOT
				}
			}
			has_completed_focus = SIA_flexible_wartime_policies_r56
			NOT = {
				has_country_flag = SIA_has_completed_expand_our_commitment_to_the_war_effort_flag_r56
			}
		}
		complete_effect = {
			if = {
				limit = {
					ENG = {
						is_faction_leader = yes
					}
				}
				ENG = {
					country_event = {
						id = siam_r56.23
						hours = 6
					}
				}
			}
			else_if = {
				limit = {
					USA = {
						is_faction_leader = yes
					}
				}
				USA = {
					country_event = {
						id = siam_r56.23
						hours = 6
					}
				}
			}
		}
	}
	SIA_expand_our_commitment_to_the_war_effort_r56 = {
		icon = GFX_decision_generic_ignite_civil_war
		fire_only_once = yes
		ai_will_do = {
			base = 0
		}
		visible = {
			has_country_flag = SIA_expand_our_commitment_to_the_war_effort_flag_r56
			has_war_with_major = yes
		}
		complete_effect = {
			custom_effect_tooltip = disables_decision_SIA_abandon_the_war_effort_r56_tt
			set_country_flag = SIA_has_completed_expand_our_commitment_to_the_war_effort_flag_r56
			clr_country_flag = SIA_expand_our_commitment_to_the_war_effort_flag_r56
			if = {
				limit = {
					has_idea = SIA_focus_on_domestic_stability_r56
				}
				remove_ideas = SIA_focus_on_domestic_stability_r56
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			hidden_effect = {
				complete_national_focus = SIA_prove_thailands_worth_r56
			}
			effect_tooltip = {
				custom_effect_tooltip = completes_focus_prove_thailands_worth_which_grants_tt
				add_ideas = SIA_return_to_the_world_stage_r56_2
			}
		}
	}
	SIA_restore_the_anglo_siamese_alliance_r56 = {
		icon = GFX_decision_eng_install_government
		fire_only_once = yes
		ai_will_do = {
			base = 0
		}
		targets = {
			tag = ENG
		}
		visible = {
			has_war = no
			is_in_faction = no
			is_subject = no
			ENG = {
				is_faction_leader = yes
			}
			has_completed_focus = SIA_expand_british_cooperation_r
# ... (truncated)
### Entity: Shared Focus
Tree: abc_focus
Component: ABC_establish_a_general_staff
Constructs: shared_focus, limit, add_ideas, has_country_flag, completion_reward, allow_branch, has_focus_tree, cancel_if_invalid
Source: game
File: common/national_focus/ABC_shared.txt

Code:
shared_focus = {
	id = ABC_establish_a_general_staff
	icon = GFX_focus_generic_military_mission
	x = 3
	y = 0
	allow_branch = {
		NOT = {
			original_tag = PRE BAY WUR BAD SAX HAN MEK SHL
		}
	}
	offset = {
		x = 23
		y = 0
		trigger = {
			has_focus_tree = albania_focus
		}
	} {
		x = 35
		y = 0
		trigger = {
			has_focus_tree = r56_india
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		num_divisions = > 0
	}
	cancel_if_invalid = yes
	select_effect = {
		country_event = {
			id = abc.1
			hours = 1
		}
	}
	completion_reward = {
		army_experience = 5
		if = {
			limit = {
				NOT = {
					has_country_flag = ABC_establish_a_general_staff_a ABC_establish_a_general_staff_b
				}
			}
			add_ideas = ABC_establish_a_general_staff_idea
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_a
			}
			add_ideas = ABC_establish_a_general_staff_idea_1
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_b
			}
			add_ideas = ABC_establish_a_general_staff_idea_2
		}
		hidden_effect = {
			set_country_flag = ABC_i_am_generic_army
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_expanded_industrial_region
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/peru.txt

Code:
focus = {
	id = PRU_expanded_industrial_region
	icon = GFX_goal_generic_commie_investments
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = PRU_forced_industrialization
	}
	relative_position_id = PRU_imitate_the_Soviet_model
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				492
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_stability = 0.1
	}
}
### Entity: Character
Component: NIU_ikimatatoa
Source: game
File: common/characters/NIU.txt

Code:
NIU_ikimatatoa = {
	name = NIU_ikimatatoa
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_3
			small = GFX_kr_portrait_africa_generic_3_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NIU_ikimatatoa
		allowed = {
			original_tag = NIU
		}
		available = {

		}
		traits = {
			religious_figure
		}
	}
}
### Entity: Event
Component: usa.42
Constructs: is_triggered_only, has_completed_focus, random_days
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.42
	title = usa.42.t
	desc = usa.42.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	trigger = {
		tag = USA
		NOT = {
			OR = {
				has_completed_focus = USA_voter_registration_act USA_union_representation_act
			}
		}
	}
	option = {
		name = usa.42.a
		USA_senate_small_opposition = yes
		hidden_effect = {
			country_event = {
				id = usa.50
				days = 70
				random_days = 10
			}
		}
	}
}
### Entity: Character
Component: IRQ_muhammad_ali_jawad
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_muhammad_ali_jawad = {
	name = IRQ_muhammad_ali_jawad
	portraits = {
		army = {
			small = GFX_portrait_IRQ_muhammad_ali_jawad_small
		}
	}
	advisor = {
		slot = theorist
		idea_token = IRQ_muhammad_ali_jawad
		ledger = air
		traits = {
			assault_avaition
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		allowed = {
			original_tag = IRQ
			has_dlc = Graveyard of Empires
		}
	}
}
### Entity: Idea
Component: SWE_livgardet
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_livgardet = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.01
	}
}
### Entity: Idea
Component: IRQ_agrarian_society_2
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_agrarian_society_2 = {
	name = IRQ_agrarian_society
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_agrarian_society
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		conscription_factor = -0.15
		industrial_capacity_factory = -0.1
		production_speed_buildings_factor = -0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_a_new_beginning
Constructs: prerequisite, completion_reward, has_civil_war, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_a_new_beginning
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = AUS_seek_soviet_support AUS_raid_military_storages
	}
	x = 0
	y = 3
	relative_position_id = AUS_revolution
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AUS_display_right_communism_spirit = yes
		add_to_variable = {
			AUS_austromarxism_communism_support = 0.03
			tooltip = communism_drift_tt
		} {
			AUS_austromarxism_party_popularity_stability_factor = 0.15
			tooltip = party_popularity_stability_factor_tt
		} {
			AUS_austromarxism_political_power_factor = 0.1
			tooltip = political_power_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: AUS_dont_ally_japan
Constructs: has_dlc, is_in_faction_with
Source: game
File: common/ai_strategy/AUS.txt

Code:
AUS_dont_ally_japan = {
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	enable = {
		AUS_is_historical_ai = yes
	}
	abort = {
		JAP = {
			is_in_faction_with = AUS
		}
	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -1000
	}
}
### Entity: Unit Leader
Component: navy_career_officer
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
navy_career_officer = {
	type = navy
	trait_type = personality_trait
	modifier = {
		experience_gain_factor = 0.1
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_ally_poland_empire
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, is_ally_with, is_subject, is_faction_leader
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_ally_poland_empire
	icon = GFX_goal_generic_befriend_poland
	text = AUS_ally_poland
	relative_position_id = AUS_formalize_pact_of_rome
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_formalize_pact_of_rome AUS_form_donaubund AUS_old_ties
	}
	cost = 5
	bypass = {
		is_ally_with = POL
	}
	available = {
		NOT = {
			has_completed_focus = AUS_claims_on_galicia_empire
		}
		is_subject = no
		is_faction_leader = yes
		POL = {
			exists = yes
			is_in_faction = no
			is_subject = no
			NOT = {
				has_government = communism
				has_war_with = AUS
			}
		}
	}
	completion_reward = {
		POL = {
			country_event = {
				id = generic.5
				days = 1
				random_hours = 12
			}
		}
	}
}
### Entity: Idea
Component: CRC_pot
Source: game
File: common/ideas/curacao.txt

Code:
CRC_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = CRC
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: AST_diplomatic_events.72
Constructs: is_triggered_only, limit, every_controlled_state
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.72
	title = AST_diplomatic_events.72.t
	desc = AST_diplomatic_events.72.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.72.a
		effect_tooltip = {
			AST = {
				every_controlled_state = {
					limit = {
						OR = {
							state = 1072 630 631 632 638 642 727
						}
					}
					transfer_state_to = AST
				}
			}
		}
	}
}
### Entity: Unit Template
Component: UKR_CAV_01
Source: game
File: common/units/names_divisions/UKR_names_divisions.txt

Code:
UKR_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		UKR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dya Ukrainska Kavaleriyskaya Div.
	ordered = {
		1 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		2 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		3 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		4 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		5 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		6 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		7 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		8 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		9 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
		10 = {
			%dya Ukrainska Kavaleriyskaya Div.
		}
	}
}
### Entity: Character
Component: SIK_kwong_tian
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_kwong_tian = {
	name = SIK_kwong_tian
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIK_kwong_tian
		ledger = army
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_found_the_academia_vazquez_de_mella
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_found_the_academia_vazquez_de_mella
	available = {
		num_of_factories = > 50
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_dios_patria_rey
	}
	icon = GFX_focus_research2
	x = 2
	y = 1
	relative_position_id = SPA_dios_patria_rey
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: AI Strategy
Component: ENG_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_NIC
Constructs: has_government, is_ai
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_NIC = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		threat = < 0.7
		tag = ENG
		ENG = {
			has_government = democratic
		}
		country_exists = USA NIC
		USA = {
			has_government = democratic
		}
		NIC = {
			AND = {
				is_ai = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	abort = {
		NOT = {
			country_exists = NIC
		}
	}
	ai_strategy = {
		type = befriend
		id = NIC
		value = -800
	} {
		type = alliance
		id = NIC
		value = -175
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_take_the_initiative
Constructs: prerequisite, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_take_the_initiative
	available = {
		NOT = {
			has_global_flag = scw_over
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_the_popular_army
	}
	icon = GFX_goal_generic_major_war
	x = -1
	y = 1
	relative_position_id = SPR_the_popular_army
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPA_tackle_the_vulnerable_fronts_tt
	}
}
### Entity: AI Strategy
Component: GER_maritime_patrol
Constructs: any_of
Source: game
File: common/ai_equipment/GER_planes.txt

Code:
GER_maritime_patrol = {
	category = air
	available_for = {
		GER
	}
	roles = {
		air_maritime_patrol
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	maritime_patrol_1_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = large_plane_maritime_patrol_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_1_4x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = empty
				special_type_slot_3 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_1_4x fuel_tanks_large flying_boat_large lmg_defense_turret
		}
	}
	maritime_patrol_2_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = large_plane_maritime_patrol_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = torpedo_mounting
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_4x
				special_type_slot_1 = hmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret_2x
				special_type_slot_3 = fuel_tanks_large
				special_type_slot_4 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_2_4x hmg_defense_turret_2x lmg_defense_turret_2x fuel_tanks_large flying_boat_large
		}
	}
	maritime_patrol_3_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = large_plane_maritime_patrol_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = torpedo_mounting
				fixed_auxiliary_weapon_slot_2 = torpedo_mounting
				engine_type_slot = engine_4_4x
				special_type_slot_1 = cannon_defense_turret_2x
				special_type_slot_2 = {
					any_of = {
						air_ground_radar_2 air_ground_radar_1 recon_camera hmg_defense_turret_2x
					}
				}
				special_type_slot_3 = fuel_tanks_large
				special_type_slot_4 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_4_4x cannon_defense_turret_2x hmg_defense_turret_2x air_ground_radar_2 air_ground_radar_1 recon_camera fuel_tanks_large flying_boat_large
		}
	}
}
### Entity: Decision
Component: BUL_macedonian_revolutionary_organizations_foreign
Constructs: has_country_flag, has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_macedonian_revolutionary_organizations_foreign = {
	icon = spr_political_assassination
	picture = GFX_decision_cat_picture_macedonian_organizations
	allowed = {
		has_dlc = Battle for the Bosporus
	}
	visible = {
		has_country_flag = BUL_imro_awakened_in_country_flag
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_exploit_freshwater_gains_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_focus_autohide_rule_trigger_r56, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_exploit_freshwater_gains_r56
	prerequisite = {
		focus = SIA_amend_the_thesaban_organization_act_r56
	}
	icon = GFX_focus_generic_agricultural_subsidies
	cost = 8
	ai_will_do = {
		base = 9
	}
	x = 0
	y = 2
	relative_position_id = SIA_amend_the_thesaban_organization_act_r56
	offset = {
		x = 1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_bangkok_centered_industrial_development_r56 SIA_mechanize_the_agrarian_provinces_r56
			}
		}
	}
	available = {
		OR = {
			926 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			1018 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			925 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			741 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SIA_luang_prabang_shanland_batambang_and_cambodia_will_each_gain_1_building_slot_if_they_are_controlled_by_us_or_a_subject_r56 generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				OR = {
					926 = {
						is_controlled_by_ROOT_or_subject = yes
					}
					1018 = {
						is_controlled_by_ROOT_or_subject = yes
					}
				}
			}
			add_ideas = SIA_exploiting_the_mekong_r56
		} {
			limit = {
				OR = {
					925 = {
						is_controlled_by_ROOT_or_subject = yes
					}
					741 = {
						is_controlled_by_ROOT_or_subject = yes
					}
				}
			}
			add_ideas = SIA_exploiting_the_tonle_sap_r56
		}
		else = {
			custom_effect_tooltip = if_we_control_luang_prabang_or_shanland_tt
			add_ideas = SIA_exploiting_the_mekong_r56
		} {
			effect_tooltip = {
				custom_effect_tooltip = if_we_control_batambang_or_cambodia_tt
				add_ideas = SIA_exploiting_the_tonle_sap_r56
			}
		}
		hidden_effect = {
			926 = {
				if = {
					limit = {
						is_controlled_by_ROOT_or_subject = yes
					}
					add_extra_state_shared_building_slots = 1
				}
			}
			1018 = {
				if = {
					limit = {
						is_controlled_by_ROOT_or_subject = yes
					}
					add_extra_state_shared_building_slots = 1
				}
			}
			925 = {
				if = {
					limit = {
						is_controlled_by_ROOT_or_subject = yes
					}
					add_extra_state_shared_building_slots = 1
				}
			}
			741 = {
				if = {
					limit = {
						is_controlled_by_ROOT_or_subject = yes
					}
					add_extra_state_shared_building_slots = 1
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: USA_congress_small_opposition
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_congress_small_opposition = {
	custom_effect_tooltip = mtg_usa_congress_small_opposition_tt
	hidden_effect = {
		USA_senate_small_opposition = yes
		USA_house_small_opposition = yes
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_PRC
Source: game
File: common/ai_focuses/PRC.txt

Code:
ai_focus_aggressive_PRC = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
		artillery = 4.0
	}
}
### Entity: Effect Reference
Construct: set_leader_portrait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_leader_portrait

* Supported Scopes: CHARACTER
* Supported Targets: any

```
changes the portrait of unit leader. no tooltip is generated
set_leader_portrait = "GFX_portrait_italy_emperor_mussolini"

```
### Entity: Country History
Country: KAZ
Component: KAZ_technology
Constructs: set_technology
Source: game
File: history/countries/KAZ - Kazakhstan.txt

Code:
# Starting Technologies for KAZ
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Order of Battle
Component: Second Morrocan Regiment
Constructs: division_template
Source: game
File: history/units/MOR_1936.txt

Code:
division = {
	name = Second Morrocan Regiment
	location = 7100
	division_template = Brigade Coloniale
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Wiki Documentation
Construct: Research_and_production
Source: wiki
File: wiki/Idea.html

Doc:
Research and production[edit]
Tank Designer[edit]

Designer
Effect

Heavy Tank Designer |
Armor Research Speed: +10%
Reliability: +5%
Soft Attack: +5%
|

Mobile Tank Designer |
Armor Research Speed: +10%
Reliability: +5%
Hard Attack: +5%
|

Ship Designer[edit]

Designer
Effect

Atlantic Fleet Designer |
Naval Research Speed: +10.0%

Carrier:
Armor: +50%

Capital Ship:
Armor: +10%
Naval firepower&#160;: +10.0%

|

Coastal Defence Fleet Designer |
&#160;?
|

Escort Fleet Designer |
&#160;?
|

Pacific Fleet Designer |
&#160;?
|

Raiding fleet designer |
Naval Research Speed: +10.0%

Carrier:
Surface Visibility: -10.0%
Max Speed: +10.0%
Decksize: -10.0%

Capital ship:
Surface Visibility: -10.0%
Max Speed: +10.0%
Decksize: -10.0%

Submarine:
Sub Visibility: -10.0%
Surface Visibility: -10.0%
Max Speed: +10.0%

|

Aircraft Designer[edit]

Designer
Effect

CAS Designer |
Air Reseach Speed: +10%
Close Air Support:

Air Attack: +10%
Reliability: +10%
|

Heavy Aircraft Designer |
Air Reseach Speed: +10%
Strategic Bomber:

Bombing: +10%
|

Light Aircraft Designer |
Air Reseach Speed: +10%
Fighter:

Agility: +10%
Max Speed: +10%
|

Medium Aircraft Designer |
Air Reseach Speed: +10%
Heavy Fighter:

Reliability: +10%
Tactical Bomber

Reliability: +10%
|

Naval Aircraft Designer |
&#160;?
|

Materiel Designer[edit]

Designer
Effect

Artillery Designer |
&#160;?
|

Infanterie Equipment Designer |
Small Arms Research Speed: +10%
|

Motorized Equipment Designer |
Motorized Research Speed: +10%
|

Industrial Concern[edit]

Idea
Effect

Electronics Concern |
&#160;?Electronic Research Speed: +10%?
|

Industrial Concern |
Industrial Research Speed: +10%
|

Refining Concern |
&#160;?
|

Theorist[edit]

Theorist
Effect
Political Power Cost

Air Warfare Theorist |
Air Experience Gain: +0.05 daily
Air Doctrine Research Speed: +10% |
150
|

Blitzkrieg Theorist |
Army Experience Gain: +0.05 daily
Land Doctrine Research Speed: +10% |

|

Grand Battleplan Expert |
Army Experience Gain: +0.05 daily
Grand Battleplan Doctrine: +15% |
250
|

Grand Fleet Proponent |
Naval Experience Gain: +0.05 daily
Fleet In Being Doctrine: +15% |
250
|

Military Theorist |
Army Experience Gain: +0.05 daily
Land Doctrine Research Speed: +10% |
150
|

Navy Theorist |
Naval Experience Gain: +0.05 daily
Naval Doctrine Research Speed: +10% |
150
|

Nuclear Scientist |
|
150
|

Rocket Scientist |
|
150
|

Victory
# ... (truncated)