Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: NSB_soviet_foreign_politics_events.154
Constructs: is_triggered_only, give_resource_rights, give_military_access
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.154
	title = NSB_soviet_foreign_politics_events.154.t
	desc = NSB_soviet_foreign_politics_events.154.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.154.a
		activate_mission = SOV_preparations_for_operation_countenance
		ENG = {
			activate_mission = SOV_preparations_for_operation_countenance
		}
		custom_effect_tooltip = SOV_preparations_for_operation_countenance_tt
		effect_tooltip = {
			custom_effect_tooltip = SOV_operation_countenance_successful_tt
			ENG = {
				puppet = PER
			}
			transfer_state = 419 420 416 1000 1004
			PER = {
				give_resource_rights = {
					receiver = SOV
					state = 411
				} {
					receiver = SOV
					state = 412
				} {
					receiver = ENG
					state = 413
				}
				give_military_access = SOV
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_fund_carl_gustafs_gevarsfaktori
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_fund_carl_gustafs_gevarsfaktori
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = SWE_swedish_army_staff
	}
	relative_position_id = SWE_swedish_army_staff
	x = -2
	y = 1
	cost = 10
	completion_reward = {
		if = {
			limit = {
				controls_state = 141
			}
			141 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.411
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, fire_only_once, is_faction_leader, add_to_faction, create_faction_from_template
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.411
	hidden = yes
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = BBA_italy_interaction_events.41.a
		ai_chance = {
			base = 100
		}
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
				}
			}
			ENG = {
				add_to_faction = FRA
			} {
				add_to_faction = ITA
			}
		}
		else = {
			ROOT = {
				create_faction_from_template = {
					template = faction_template_the_little_entente
					name = stresa_front_ita
				}
				ROOT = {
					add_to_faction = ITA
				} {
					add_to_faction = ENG
				}
			}
			every_other_country = {
				limit = {
					NOT = {
						original_tag = ENG
					}
					has_country_flag = ITA_add_to_the_stresa_front
				}
				ROOT = {
					add_to_faction = PREV
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_kure_naval_arsenal_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, production_bonus, equipment_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_kure_naval_arsenal_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_kure_naval_arsenal
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	available = {
		FROM = {
			has_completed_focus = JAP_expand_hiratsuka_navy_arsenal
		}
	}
	add_trait = {
		token = JAP_mio_trait_naval_arsenal_trait
		name = JAP_mio_trait_naval_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = generic_mio_trait_primary_battery_layout
		position = {
			x = -1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_naval_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_rapid_counterflooding_system
		name = JAP_mio_trait_rapid_counterflooding_system
		icon = GFX_generic_mio_trait_icon_max_strength
		special_trait_background = yes
		relative_position_id = generic_mio_trait_hardened_critical_components
		all_parents = {
			generic_mio_trait_hardened_critical_components
		}
		position = {
			x = 0
			y = 1
		}
		equipment_bonus = {
			naval_torpedo_enemy_critical_chance_factor = -0.1
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_enhanced_optics
		name = JAP_mio_trait_enhanced_optics
		icon = GFX_generic_mio_trait_icon_surface_detection
		special_trait_background = yes
		relative_position_id = generic_mio_trait_secondary_battery_layout
		all_parents = {
			generic_mio_trait_secondary_battery_layout
		}
		position = {
			x = 0
			y = 1
		}
		equipment_bonus = {
			lg_attack = 0.05
			hg_attack = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_strength_in_numbers
		name = JAP_mio_trait_strength_in_numbers
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_primary_battery_layout
		position = {
			x = 1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_seek_strength_in_numbers
				NOT = {
					has_country_flag = JAP_mio_trait_strength_in_numbers_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_i
# ... (truncated)
### Entity: AI Strategy
Component: ENG_less_naval_invasion_focus
Constructs: has_war
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_less_naval_invasion_focus = {
	allowed = {
		original_tag = ENG FRA
	}
	enable = {
		has_war = yes
		date = < 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_focus
		value = -25
	} {
		type = invade
		id = GER
		value = -275
	}
}
### Entity: Event
Component: KMT_event.39
Constructs: is_triggered_only, limit, every_core_state, is_owned_by, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.39
	title = KMT_event.39.t
	desc = KMT_event.39.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = KMT_event.39.a
		end_puppet = FRI
		CHI = {
			puppet = FRI
		} {
			country_event = CHI_warlords.20
		}
		every_core_state = {
			limit = {
				is_owned_by = FRI
			}
			transfer_state_to = ROOT
		}
	} {
		name = KMT_event.39.b
		CHI = {
			create_wargoal = {
				target = FRI
				type = annex_everything
			}
			country_event = CHI_warlords.19
		}
	}
}
### Entity: Shared Focus
Component: ARAB_keep_nepotism
Constructs: shared_focus, prerequisite, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_keep_nepotism
	icon = GFX_focus_mex_privatisation
	relative_position_id = ARAB_army_assessments
	x = 1
	y = 1
	prerequisite = {
		focus = ARAB_army_assessments
	}
	mutually_exclusive = {
		focus = ARAB_get_rid_of_nepotism
	}
	cost = 3
	available = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 500
		modifier = {
			original_tag = JOR
			factor = 0
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_ARAB_army_nepotism_1
			add_idea = ISR_ARAB_army_nepotism_3
		}
		custom_effect_tooltip = ARAB_keep_after_war
	}
}
### Entity: Shared Focus
Tree: afr_focus
Component: AFR_connect_the_cities
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, random_state, is_core_of, is_controlled_by
Source: game
File: common/national_focus/r56_african_union_shared.txt

Code:
shared_focus = {
	id = AFR_connect_the_cities
	icon = GFX_focus_generic_africa_infrastructure
	cost = 10
	prerequisite = {
		focus = AFR_african_unification
	}
	relative_position_id = AFR_african_unification
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	completion_reward = {
		random_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: SML
Component: SML_misc
Constructs: set_research_slots, set_convoys
Source: game
File: history/countries/SML - Somaliland.txt

Code:
# Misc for SML
capital = 269
set_research_slots = 2
set_convoys = 3
### Entity: National Focus
Tree: aus_focus
Component: AUS_announce_the_new_austrian_air_force
Constructs: prerequisite, completion_reward, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_announce_the_new_austrian_air_force
	icon = GFX_goal_austrian_airforce
	prerequisite = {
		focus = AUS_construct_the_tullnerfeld_airbase
	}
	relative_position_id = AUS_construct_the_tullnerfeld_airbase
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		air_experience = 30
		add_tech_bonus = {
			name = air_bonus
			bonus = 1
			uses = 1
			category = light_air medium_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BUL_ratniks
Constructs: has_government, removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_ratniks = {
	picture = bul_ratniks
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.02
		conscription_factor = 0.35
	}
}
### Entity: Event
Component: r56_afghanistan.89
Constructs: is_triggered_only, add_stability, fire_only_once, add_manpower
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.89
	title = r56_afghanistan.89.t
	desc = r56_afghanistan.89.d
	picture = GFX_report_event_AFG_tribes_tribes_give_support_2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.89.a
		add_manpower = -153
		add_stability = -0.05
		267 = {
			damage_building = {
				type = infrastructure
				damage = 0.4
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_war_mining_production_directorate
Constructs: prerequisite, has_war, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_war_mining_production_directorate
	icon = GFX_goal_excavation
	relative_position_id = COG_export_to_new_markets
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = COG_export_to_new_markets
	}
	available = {
		has_war = yes
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 1
			category = excavation_tech
		}
		add_ideas = COG_idea_war_mining_production_directorate
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = COG_maurice_sluys
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: BUL_georgi_ivanov_kyoseivanov
Constructs: has_government, has_dlc, has_country_leader
Source: game
File: common/characters/BUL.txt

Code:
BUL_georgi_ivanov_kyoseivanov = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		advisor = {
			slot = political_advisor
			idea_token = BUL_georgi_ivanov_kyoseivanov
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			available = {
				NOT = {
					has_government = communism
				}
				BUL_has_abolished_monarchy = no
			}
			visible = {
				NOT = {
					has_country_leader = {
						character = BUL_georgi_ivanov_kyoseivanov
					}
				}
			}
			traits = {
				tsars_puppet
			}
		}
		country_leader = {
			expire = 1965.1.1
			ideology = moderatism
			traits = {
				incompetent_leader
			}
		}
		name = BUL_georgi_ivanov_kyoseivanov
		portraits = {
			army = {
				small = GFX_idea_bul_georgi_kyoseivanov
			}
			civilian = {
				large = GFX_portrait_bul_georgi_kyoseivanov
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BUL_georgi_ivanov_kyoseivanov
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				backroom_backstabber
			}
			ai_will_do = {
				factor = 0.0
			}
		}
		name = BUL_georgi_ivanov_kyoseivanov
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_3
			}
			civilian = {
				large = GFX_portrait_bul_georgi_kyoseivanov
			}
		}
	}
}
### Entity: Character
Component: AST_eric_l._lloyd
Constructs: has_intelligence_agency
Source: game
File: common/characters/AST.txt

Code:
AST_eric_l._lloyd = {
	name = AST_eric_l._lloyd
	portraits = {
		civilian = {
			small = GFX_portrait_AST_eric_l_lloyd_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_eric_l._lloyd
		allowed = {
			original_tag = AST
		}
		available = {
			has_intelligence_agency = yes
		}
		traits = {
			AST_intelligence_director
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_sg_fem_vow_l_d_en_04a
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_sg_fem_vow_l_d_en_04a = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = ITA LBA UKR
				original_tag = ITA LBA UKR
			}
		} {
			has_government = communism
			OR = {
				tag = CZE DDR ENG GUA SOV
				original_tag = CZE DDR ENG GUA SOV
			}
		} {
			has_government = democratic
			OR = {
				tag = ABK AST EGY ERI ICE IRE NIR NOA RAJ SAF SCO SPR SPA SPB SPC SPD WGR
				original_tag = ABK AST EGY ERI ICE IRE NIR NOA RAJ SAF SCO SPR SPA SPB SPC SPD WGR
			}
		} {
			has_government = neutrality
			OR = {
				tag = ALB ALG ARG AUS EST ETH HRZ ICE INS RAJ SAU UKR USA
				original_tag = ALB ALG ARG AUS EST ETH HRZ ICE INS RAJ SAU UKR USA
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Naval_Units
Source: wiki
File: wiki/United_Kingdom_units.html

Doc:
Naval Units[edit]

Name
Type
Techyear

V/W Class |
Destroyer I |
1922
|

G/H/I Class |
Destroyer II |
1936
|

J/K/N Class |
Destroyer III |
1940
|

Battle Class |
Destroyer IV |
1944
|

C Class |
Light Cruiser I |
1922
|

Southampton Class |
Light Cruiser II |
1936
|

Crown Colony Class |
Light Cruiser III |
1940
|

Minotaur Class |
Light Cruiser IV |
1944
|

Hawkins Class |
Heavy Cruiser I |
1922
|

Surrey Class |
Heavy Cruiser II |
1936
|

Admiral Class |
Heavy Cruiser III |
1940
|

Churchill Design |
Heavy Cruiser IV |
1944
|

Renown Class |
Battlecruiser I |
1922
|

Princess Royal Class |
Battlecruiser II |
1940
|

Queen Elizabeth Class |
Battleship I |
1922
|

King Georges V Class |
Battleship II |
1936
|

Lion Class |
Battleship III |
1940
|

Vanguard Class |
Battleship IV |
1944
|

Centurion Class |
Super-heavy Battleship I |
1936
|

Lion II Class |
Super-heavy Battleship II |
1944
|

Courageous Class |
Carrier I |
1922
|

Ark Royal Class |
Carrier II |
1936
|

Illustrious Class |
Carrier III |
1940
|

Implacable Class |
Carrier IV |
1944
|

L Class |
Submarines I |
1922
|

T Class |
Submarines II |
1936
|

U Class |
Submarines III |
1940
|

V Class |
Submarines IV |
1944
|

Transport Boats (?) |
Transports I |
1922
|

Landing Craft (?) |
Transports II |
1940
|

Attack Boat (?) |
Transports III |
1944
|
### Entity: National Focus
Tree: sia_focus
Component: SIA_install_heavy_cranes_and_power_plant
Constructs: prerequisite, limit, completion_reward, is_coastal, is_owned_by, is_fully_controlled_by, random_core_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_install_heavy_cranes_and_power_plant
	icon = GFX_focus_generic_energy
	x = 2
	y = 0
	relative_position_id = SIA_a_new_drydock
	prerequisite = {
		focus = SIA_the_thonburi_dockyard_project
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
		1076 = {
			is_owned_by = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = modify_royal_thai_navy
		add_to_variable = {
			SIA_royal_navy_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			SIA_royal_navy_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			SIA_royal_navy_factory_energy_consumption = 0.05
			tooltip = factory_energy_consumption_tt
		}
	}
}
### Entity: State History
Component: 938
Constructs: add_core_of
Source: game
File: history/states/938 - Para.txt

Code:
state = {
	id = 938
	name = STATE_938
	resources = {
		rubber = 10.0
	}
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 1
			12853 = {
				naval_base = 2
			}
		}
		victory_points = {
			12853 3
		}
	}
	provinces = {
		2035 2214 10874 10956 12853 12999 13274 13354
	}
	manpower = 975050
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_hit_venezuela
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, clr_country_flag, create_wargoal, take_state_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_hit_venezuela
	prerequisite = {
		focus = PRU_hit_argentina
	} {
		focus = PRU_hit_chile
	}
	icon = GFX_focus_generic_provoke_border_clashes
	x = -1
	y = 1
	relative_position_id = PRU_hit_argentina
	cost = 10
	available = {
		any_neighbor_country = {
			original_tag = VEN
		}
		is_subject = no
		has_army_manpower = {
			size = > 100000
		}
		VEN = {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		VEN = {
			r56_script_standard_bypass = yes
		}
	}
	will_lead_to_war_with = VEN
	completion_reward = {
		VEN = {
			clr_country_flag = monroe_doctrine
		}
		create_wargoal = {
			type = take_state_focus
			target = VEN
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: 11th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 11th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_120
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_120 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 120
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 120
	}
}
### Entity: Order of Battle
Component: Manshu Tetsudo Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Manshu Tetsudo Shubitai
	location = 11771
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Event
Component: LAT_event.7
Constructs: is_triggered_only, set_country_flag, add_popularity, add_timed_idea
Source: game
File: events/LAT_events.txt

Code:
country_event = {
	id = LAT_event.7
	title = LAT_event.7.t
	desc = LAT_event.7.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = LAT_event.7.a
		set_country_flag = LAT_communist_influence_flag
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = LAT_communist_influence
			days = 120
		}
	} {
		name = LAT_event.7.b
		set_country_flag = LAT_fascist_influence_flag
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = LAT_fascist_influence
			days = 120
		}
	}
}
### Entity: Modding Documentation
Construct: resource
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### resource
* description: resources produced in state. example resource@steel
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_phalanx_ascendant
Constructs: prerequisite, completion_reward, has_global_flag, add_popularity
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_phalanx_ascendant
	available = {
		has_global_flag = spanish_civil_war
		hidden_trigger = {
			always = no
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_sin_paquito
	}
	mutually_exclusive = {
		focus = SPA_unify_the_nationalist_front SPA_supremacy_of_the_communion
	}
	icon = GFX_focus_spa_the_phalanx_ascendant
	x = -10
	y = 1
	relative_position_id = SPA_sin_paquito
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		activate_mission = SPA_carlist_uprising_mission
	}
}
### Entity: Scripted Effect
Component: EAI_DEBUG_check_for_empty_research_slots
Constructs: limit, check_variable, is_researching_technology, add_to_temp_variable, add_to_variable, clear_variable
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_DEBUG_check_for_empty_research_slots = {
	for_each_loop = {
		array = global.technology
		if = {
			limit = {
				check_variable = {
					i = > 0
				}
				is_researching_technology = var:v
			}
			add_to_temp_variable = {
				debug_techs_being_researched = 1
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				debug_techs_being_researched = < amount_research_slots
			}
		}
		add_to_variable = {
			EAI_DEBUG_empty_research_slots = 1
		}
	} {
		limit = {
			check_variable = {
				EAI_DEBUG_empty_research_slots = > 1
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | DEBUG: AI has unused research slots
	}
	else = {
		clear_variable = EAI_DEBUG_empty_research_slots
	}
}
### Entity: Character
Component: FRA_frederic_joliot_curie
Source: game
File: common/characters/FRA.txt

Code:
FRA_frederic_joliot_curie = {
	name = FRA_frederic_joliot_curie
	portraits = {
		army = {
			large = GFX_portrait_FRA_frederic_joliot_curie
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_power_expert
		}
		skills = {
			specialization_nuclear = 2
		}
	}
}