Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: political_loyalty_spirit
Constructs: has_government, has_military_academy, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
political_loyalty_spirit = {
	ledger = army
	visible = {
		AND = {
			has_military_academy = yes
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	modifier = {
		army_leader_cost_factor = -0.5
		party_popularity_stability_factor = 0.1
		custom_modifier_tooltip = political_loyalty_spirit_tt
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				NOT = {
					has_dlc = No Step Back
				} {
					has_government = fascism
				} {
					has_government = neutrality
				}
			}
		} {
			factor = 2
			OR = {
				has_government = fascism neutrality
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_imperial_infrastructure
Constructs: prerequisite, completion_reward, is_ally_with, add_building_construction, build_railway
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_imperial_infrastructure
	icon = GFX_goal_generic_train_2
	relative_position_id = AUS_strabag_construction
	x = 10
	y = 3
	prerequisite = {
		focus = AUS_strabag_construction
	}
	available = {
		controls_state = 4 1054
		1086 = {
			controller = {
				OR = {
					original_tag = AUS
					is_ally_with = AUS
				}
			}
		}
		43 = {
			controller = {
				OR = {
					original_tag = AUS
					is_ally_with = AUS
				}
			}
		}
		155 = {
			controller = {
				OR = {
					original_tag = AUS
					is_ally_with = AUS
				}
			}
		}
	}
	cost = 5
	completion_reward = {
		155 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		1054 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		1086 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		build_railway = {
			path = {
				11666 3700 6720 9676 11663 9660
			}
			level = 2
		} {
			path = {
				9648 11630 686 6720
			}
			level = 1
		} {
			path = {
				3670 11627 11630
			}
			level = 1
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_expand_tehran_emam
Constructs: prerequisite, completion_reward, build_railway, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_expand_tehran_emam
	icon = GFX_focus_PER_expand_tehran_emam
	prerequisite = {
		focus = PER_trans_iranian_railway
	}
	x = 0
	y = 1
	relative_position_id = PER_trans_iranian_railway
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				10837 10922 5067 2026 4928 5089
			}
		}
		413 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 5089
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/GRE_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 13
	}
	location = 11774
	division_template = Trigonikó Pezikoú
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Order of Battle
Component: Comando Navale Mar Rosso
Source: game
File: history/units/ITA_1939_naval_legacy.txt

Code:
fleet = {
	name = Comando Navale Mar Rosso
	naval_base = 12766
	task_force = {
		name = Squadra di Mar Rosso
		location = 12766
		ship = {
			name = RCT Francesco Nullo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Nazario Sauro
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Cesare Battisti
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Daniele Manin
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Leone
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Pantera
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Tigre
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giovanni Acerbi
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Vincenzo Giordano Orsini
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		}
	} {
		name = VIII Gruppo Sommergibili
		location = 12766
		ship = {
			name = RSmg Guglielmotti
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = ITA
					version_name = Marcello Class
				}
			}
		} {
			name = RSmg Galvani
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = ITA
					version_name = Marcello Class
				}
			}
		} {
			name = RSmg Galileo Galilei
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Galileo Ferraris
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Perla
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RSmg Macallè
			definition = submarine
			equipment = {
				submarine_2 = {
					amo
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_chemical_research_institute
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_chemical_research_institute
	icon = GFX_focus_research
	prerequisite = {
		focus = CHI_sea_expand_the_academica_sinica
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_expand_the_academica_sinica
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 74
		amount_research_slots = < 5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: bra_etanol_idea
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_etanol_idea = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_tank
	removal_cost = -1
	modifier = {
		production_speed_synthetic_refinery_factor = 0.1
		consumer_goods_factor = -0.15
		MONTHLY_POPULATION = 0.4
		min_export = -0.05
		production_oil_factor = 0.125
		industry_repair_factor = 0.125
		conscription_factor = 0.125
		war_support_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Event
Component: greece.37
Constructs: is_triggered_only, add_state_core, set_state_name
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.37
	title = greece.37.t
	desc = greece.37.d
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	option = {
		name = greece.37.a
		GRE = {
			transfer_state = 341
		} {
			transfer_state = 797
		} {
			add_state_core = 341
		} {
			add_state_core = 797
		}
		hidden_effect = {
			341 = {
				set_state_name = Eastern Thrace
			}
			797 = {
				set_state_name = Constantinople
			}
		}
	}
}
### Entity: Character
Component: udenrigsminister
Source: game
File: common/country_leader/00_traits.txt

Code:
udenrigsminister = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.25
	opinion_gain_monthly_factor = 0.15
	trade_opinion_factor = 0.15
}
### Entity: Idea
Component: EAI_DD_12/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_invite_oil_mission
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, is_in_faction_with, is_fully_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_invite_oil_mission
	icon = GFX_focus_generic_resource_extraction
	prerequisite = {
		focus = IRQ_seek_axis_investment
	}
	x = 1
	y = 1
	relative_position_id = IRQ_seek_axis_investment
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 1
	}
	available = {
		is_in_faction_with = GER
		676 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = IRQ_invite_oil_mission_ctt
		hidden_effect = {
			GER = {
				country_event = {
					id = IRQ_political_events.74
				}
			}
		}
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 3000
				producer = GER
			} {
				type = artillery_equipment_1
				amount = 300
				producer = GER
			}
		}
	}
}
### Entity: Idea
Component: VIC_pierre_le_gloan
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_pierre_le_gloan = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		air_air_superiority_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_improve_the_road_network
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_improve_the_road_network
	icon = GFX_goal_generic_road
	text = GEN_improve_state_infrastructure
	prerequisite = {
		focus = KAT_the_geological_scandal
	}
	x = -3
	y = 1
	relative_position_id = KAT_the_geological_scandal
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3.1
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_fortify_the_vaterland
Constructs: prerequisite, completion_reward, add_tech_bonus, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_fortify_the_vaterland
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = GER_develop_modern_maneuver_warfare
	}
	x = 0
	y = 1
	relative_position_id = GER_develop_modern_maneuver_warfare
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_fortify_the_vaterland
			bonus = 0.5
			uses = 2
			category = cat_fortification
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_fortify_the_vaterland_unlock_decision_tt
		add_timed_idea = {
			idea = GER_fortify_the_vaterland_idea
			days = 730
		}
	}
}
### Entity: Event
Component: new_ger.67
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.67
	title = new_ger.67.t
	desc = new_ger.67.d
	picture = GFX_report_event_BEL_paul_van_zeeland
	is_triggered_only = yes
	option = {
		name = new_ger.67.a
		set_country_flag = GER_eupen_plebiscite_done
		FROM = {
			country_event = new_ger.61
		}
	} {
		name = new_ger.67.b
		ai_chance = {
			base = 0
		}
		add_political_power = -15
		clr_country_flag = GER_eupen_active
	}
}
### Entity: Trigger Reference
Construct: is_female
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_female

* Supported Scopes: COUNTRY, CHARACTER, ACE
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
checks if scoped unit leader, ace or country is female
```
### Entity: Event
Component: EYE_swiss.1
Constructs: has_completed_focus, has_country_flag, fire_only_once, has_country_leader, has_henne, has_global_flag, random_list
Source: game
File: events/SWI_events.txt

Code:
news_event = {
	id = EYE_swiss.1
	hidden = yes
	fire_only_once = yes
	trigger = {
		tag = SWI
		date = > 1936.2.4
		SWI = {
			has_country_leader = {
				ruling_only = no
				character = SWI_wilhelm_gustlof
			}
			NOT = {
				has_country_flag = has_henne
			} {
				has_completed_focus = SWI_kill_henne
			}
		}
		has_global_flag = SWI_R56_focus_tree
	}
	mean_time_to_happen = {
		days = 1
	}
	immediate = {
		random_list = {
			5 = {
				SWI = {
					country_event = EYE_swiss.1000
				}
			}
			95 = {
				SWI = {
					country_event = EYE_swiss.1200
				}
			}
		}
	}
	option = {
		name = EYE_swiss.1.a
	}
}
### Entity: Special Project
Component: sp_air_political_interference_generic_reward
Constructs: has_government, fire_only_once, add_project_progress_ratio
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_political_interference_generic_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 70
	}
	weight = {
		base = 0.5
		modifier = {
			factor = 2
			FROM = {
				has_government = fascism
			}
		}
	}
	option = {
		token = sp_air_minor_progress_generic_reward_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.low
				}
			}
		}
	}
}
### Entity: Character
Component: UZB_ruzi_nazar
Constructs: has_government
Source: game
File: common/characters/UZB.txt

Code:
UZB_ruzi_nazar = {
	name = UZB_ruzi_nazar
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_india_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = UZB_ruzi_nazar
		allowed = {
			original_tag = UZB
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 4
		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: Event
Component: wtt_manchukou_bandit_sabotage.22
Constructs: is_triggered_only, limit, random_owned_state, is_fully_controlled_by
Source: game
File: events/WTT_Manchukou.txt

Code:
country_event = {
	id = wtt_manchukou_bandit_sabotage.22
	title = wtt_manchukou_bandit_sabotage.22.t
	desc = wtt_manchukou_bandit_sabotage.21.desc
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	option = {
		name = wtt_manchukou_bandit_sabotage.21.a
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				industrial_complex = > 0
			}
			damage_building = {
				type = industrial_complex
				damage = 0.6
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.25
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.25
	title = wuw_GER_diplomacy.25.t
	desc = wuw_GER_diplomacy.25.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.25.a
	}
}
### Entity: Event
Component: bftb_bulgaria_democratic_international_policies.6
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_democratic_international_policies.6
	title = bftb_bulgaria_democratic_international_policies.6.t
	desc = bftb_bulgaria_democratic_international_policies.6.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_democratic_international_policies.6.a
		add_opinion_modifier = {
			target = ENG
			modifier = BUL_bulgarian_claims_not_recognized
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_distance_den
Constructs: prerequisite, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_distance_den
	icon = GFX_focus_ICE_break_with_the_crown
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_sup_dem
	}
	x = 15
	y = 3
	bypass = {
		is_subject = no
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ICE_disloyal_democratic
			add_idea = ICE_disloyal_democratic2
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_crush_the_golden_square
Constructs: prerequisite, has_government, has_war_with, completion_reward, create_wargoal
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_crush_the_golden_square
	icon = GFX_focus_TUR_support_the_golden_square
	prerequisite = {
		focus = SAU_ask_british_colonies
	}
	relative_position_id = SAU_destabilize_the_east
	bypass = {
		IRQ = {
			OR = {
				has_war_with = ROOT
				exists = no
				NOT = {
					has_government = neutrality fascism
				}
			}
		}
	}
	will_lead_to_war_with = IRQ
	x = -5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = IRQ
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_vassalize_mengukuo
Constructs: prerequisite, has_war_with, completion_reward, is_subject_of, cancel_if_invalid, every_army_leader, set_nationality, annex_country
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_vassalize_mengukuo
	icon = GFX_focus_JAP_mengjiang_united_autonomous_government
	prerequisite = {
		focus = MAN_tsr_chinese_leadership
	}
	x = -1
	y = 1
	relative_position_id = MAN_tsr_chinese_leadership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject_of = JAP
		NOT = {
			has_war_with = JAP
		} {
			has_war_with = MEN
		}
		MEN = {
			exists = yes
			is_subject_of = JAP
		}
	}
	bypass = {
		MEN = {
			OR = {
				exists = no
				NOT = {
					is_subject_of = JAP
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		MEN = {
			every_army_leader = {
				set_nationality = MAN
			}
		}
		annex_country = {
			target = MEN
			transfer_troops = yes
		}
	}
}
### Entity: Character
Component: BEL_mobilization_proponent
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_mobilization_proponent = {
	sprite = 5
	random = no
	mobilization_speed = 0.2
	conscription_factor = 0.05
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_create_EON
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_create_EON
	icon = GFX_focus_GRE_EON
	text = GRE_create_EON
	prerequisite = {
		focus = GRE_embrace_metaxism
	}
	x = -2
	y = 1
	relative_position_id = GRE_embrace_metaxism
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = GRE_national_youth_organisation
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: SEA_warlords.11
Constructs: is_triggered_only, limit, fire_only_once, has_character, set_nationality
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.11
	title = SEA_warlords.11.t
	desc = SEA_warlords.11.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.11.a
		IF = {
			limit = {
				KUM = {
					has_character = KUM_yulbars_khan
				}
			}
			KUM = {
				KUM_yulbars_khan = {
					set_nationality = ROOT
				}
			}
		}
		ELSE = {
			KHM = {
				KUM_yulbars_khan = {
					set_nationality = ROOT
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_hold_in_north_africa_early
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_hold_in_north_africa_early = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = ENG
		date = < 1940.8.26
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = ENG
		strategic_region = 225 126
		ratio = 0.5
		execute_order = no
		manual_attack = no
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Commander.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
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Commander"
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_long_range_patrol_support_attack_fact
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_long_range_patrol_support_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Idea
Component: r56_LUX_political_army
Constructs: political_power_gain
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_political_army = {
	picture = generic_women_in_the_army
	modifier = {
		political_power_gain = 0.2
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.1
		theorist_cost_factor = -0.33
		army_advisor_cost_factor = -0.33
		high_command_cost_factor = -0.2
		army_org_factor = -0.05
	}
}
### Entity: Technology
Component: support_weapons4
Constructs: has_war, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	field_guns = {
		defense = 0.1
		soft_attack = 0.1
	}
	fire_support = {
		defense = 0.15
		breakthrough = 0.15
		soft_attack = 0.1
	}
	mot_fire_support = {
		defense = 0.15
		breakthrough = 0.05
		soft_attack = 0.1
	}
	research_cost = 1.5
	start_year = 1942
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1942
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 2
			date = > 1943.1.1
		} {
			factor = 2
			date = > 1944.1.1
		} {
			factor = 2
			date = > 1945.1.1
		} {
			has_war = yes
			factor = 2
		}
	}
}