Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SAF_abram_fischer
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/SAF.txt

Code:
SAF_abram_fischer = {
	name = SAF_abram_fischer
	portraits = {
		army = {
			small = GFX_idea_SAF_abram_fischer
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SAF_abram_fischer
		allowed = {
			original_tag = SAF
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				has_completed_focus = SAF_empower_the_workers
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: AAT_finland_kinship_war.05
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_kinship_war.05
	title = AAT_finland_kinship_war.04.t
	desc = AAT_finland_kinship_war.05.desc
	picture = GFX_report_event_FIN_armistice_of_moscow_negotiations
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_kinship_war.05.a
		custom_effect_tooltip = AAT_finland_kinship_war_rebellion_crushed_sov_tt
	}
}
### Entity: Idea
Component: shanghai_electronics
Constructs: has_war_with, is_literally_china, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
shanghai_electronics = {
	picture = generic_electronics_concern_1
	available = {
		controls_state = 613
	}
	allowed = {
		NOT = {
			has_DLC = No Compromise, No Surrender
		}
		OR = {
			original_tag = MAN
			is_literally_china = yes
		}
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_war_with = JAP
				date = < 1940.0.0
			}
		}
	}
}
### Entity: Misc Config
Component: martial_law_occupation
Constructs: limit, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
martial_law_occupation = {
	icon = 7
	sound_effect = Martial_Law_Interface_Martial_Law_Occupation_Default
	state_modifier = {
		resistance_target = -0.6
		compliance_gain = -0.055
		local_resources = 0.1
	}
	ai_will_do = {
		base = 0
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.44
			} {
				garrison_min_support_ratio = > requirement_limit
			}
			set_temp_variable = {
				resistance_limit = 40
			} {
				requirement_limit = 0.65
			}
			if = {
				limit = {
					occupation_law = martial_law_occupation
				}
				set_temp_variable = {
					resistance_limit = 35
				} {
					requirement_limit = 0.5
				}
			}
			resistance = > resistance_limit
			add = 500
		}
	}
}
### Entity: Scripted Effect
Component: TUR_downgrade_fundamentalist_defiance_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_downgrade_fundamentalist_defiance_effect = {
	custom_effect_tooltip = TUR_downgrade_fundamentalist_defiance_effect_tt
	hidden_effect = {
		event_target:TUR_fundamentalist_state = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_opposition
				}
				add_dynamic_modifier = {
					modifier = islamists_placated
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_sedition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_sedition
				}
				add_dynamic_modifier = {
					modifier = islamist_opposition
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_insurgency
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_insurgency
				}
				add_dynamic_modifier = {
					modifier = islamist_sedition
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_armies_with_type
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_armies_with_type
* description: number of armies with dominant type, dominant type is defined in target. example: num_armies_with_type@light_armor
### Entity: Event
Component: BALTIC_events.101
Constructs: is_triggered_only, give_guarantee
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.101
	title = BALTIC_events.101.t
	desc = BALTIC_events.101.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = BALTIC_events.101.a
		effect_tooltip = {
			FROM = {
				give_guarantee = ROOT
			}
		}
	}
}
### Entity: Character
Component: KAZ_nccr
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = KAZ_nccr
		allowed = {
			original_tag = KAZ
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/MEX_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = MEX
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = MEX
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
	} {
		equipment = {
			type = convoy_1
			creator = MEX
		}
		requested_factories = 2
		progress = 0.2
		efficiency = 100
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_reclaiming_the_wayward_ally
Constructs: has_completed_focus, prerequisite, completion_reward, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_reclaiming_the_wayward_ally
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = GRE_realign_ourselves_with_the_central_powers
	}
	x = 0
	y = 1
	relative_position_id = GRE_realign_ourselves_with_the_central_powers
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		TUR = {
			has_completed_focus = TUR_pivot_to_the_past
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = TUR
		}
	}
}
### Entity: Event
Component: r56_manchuria.30
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_manchukou.txt

Code:
country_event = {
	id = r56_manchuria.30
	title = r56_manchuria.30.t
	desc = r56_manchuria.30.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56_manchuria.30.a
		effect_tooltip = {
			create_wargoal = {
				target = FROM
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_womens_auxilliary_australian_air_force
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_womens_auxilliary_australian_air_force
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = AST_volunteer_air_observers_corps AST_naval_bombers
	}
	x = 0
	y = 4
	relative_position_id = AST_expand_the_raaf
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		air_experience = 50
		set_rule = {
			can_generate_female_aces = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_heeding_the_call_of_duty
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_heeding_the_call_of_duty
	icon = GFX_focus_AUS_heeding_the_call_of_duty
	prerequisite = {
		focus = AUS_intensify_training_efforts
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_intensify_training_efforts
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_army_monarchy
				}
			}
			custom_effect_tooltip = AUS_army_monarchy_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AUS_army_intro_tt
		}
		add_to_variable = {
			AUS_army_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_restablish_the_confederate_army
Constructs: division_template, limit, has_war_with, completion_reward, has_army_manpower, is_controlled_by, create_unit, force_equipment_variants
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_restablish_the_confederate_army
	icon = GFX_focus_usa_honor_the_confederacy
	x = 12
	y = 6
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			has_army_manpower = {
				size = < 200000
			}
			factor = 100
		}
	}
	completion_reward = {
		custom_effect_tooltip = CSA_confederate_army
		hidden_effect = {
			division_template = {
				name = Infantry Division
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
				}
			} {
				name = Light Armored Regiment
				regiments = {
					light_armor = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
					motorized = {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					} {
						x = 2
						y = 3
					}
				}
			}
			if = {
				limit = {
					375 = {
						is_controlled_by = ROOT
					}
				}
				375 = {
					create_unit = {
						division = name = "1st Texas Regiment" division_template = "Infantry Division" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_0 = { owner = CSA } }
						owner = CSA
					} {
						division = name = "2nd Texas Regiment" division_template = "Infantry Division" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_0 = { owner = CSA } }
						owner = CSA
					} {
						division = name = "1st Texas Armoured Regiment" division_template = "Light Armored Regiment" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_0 = { owner = CSA } }
						owner = CSA
					}
				}
			} {
				limit = {
					371 = {
						is_controlled_by = ROOT
					}
				}
				371 = {
					create_unit = {
						division = name = "1st Louisiana" division_template = "Infantry Division" start_experience_factor = 0.1 start_equipment_factor = 0.6 f
# ... (truncated)
### Entity: Unit Template
Component: BRM_GAR_01
Source: game
File: common/units/names_divisions/BRM_names_division.txt

Code:
BRM_GAR_01 = {
	name = Hkantaut Hcaitsarr Divisions
	for_countries = {
		BRM
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Hkantaut Hcaitsarr
	ordered = {
		1 = {
			%dst Hkantaut Hcaitsarr
		}
		2 = {
			%dnd Hkantaut Hcaitsarr
		}
		3 = {
			%drd Hkantaut Hcaitsarr
		}
		4 = {
			%dth Hkantaut Hcaitsarr
		}
		5 = {
			%dth Hkantaut Hcaitsarr
		}
		6 = {
			%dth Hkantaut Hcaitsarr
		}
		7 = {
			%dth Hkantaut Hcaitsarr
		}
		8 = {
			%dth Hkantaut Hcaitsarr
		}
		9 = {
			%dth Hkantaut Hcaitsarr
		}
		10 = {
			%dth Hkantaut Hcaitsarr
		}
		11 = {
			%dth Hkantaut Hcaitsarr
		}
		12 = {
			%dth Hkantaut Hcaitsarr
		}
		13 = {
			%dth Hkantaut Hcaitsarr
		}
		14 = {
			%dth Hkantaut Hcaitsarr
		}
		15 = {
			%dth Hkantaut Hcaitsarr
		}
		16 = {
			%dth Hkantaut Hcaitsarr
		}
		17 = {
			%dth Hkantaut Hcaitsarr
		}
		18 = {
			%dth Hkantaut Hcaitsarr
		}
		19 = {
			%dth Hkantaut Hcaitsarr
		}
		20 = {
			%dth Hkantaut Hcaitsarr
		}
		21 = {
			%dst Hkantaut Hcaitsarr
		}
		22 = {
			%dnd Hkantaut Hcaitsarr
		}
		23 = {
			%drd Hkantaut Hcaitsarr
		}
		24 = {
			%dth Hkantaut Hcaitsarr
		}
		25 = {
			%dth Hkantaut Hcaitsarr
		}
		26 = {
			%dth Hkantaut Hcaitsarr
		}
		27 = {
			%dth Hkantaut Hcaitsarr
		}
		28 = {
			%dth Hkantaut Hcaitsarr
		}
		29 = {
			%dth Hkantaut Hcaitsarr
		}
		30 = {
			%dth Hkantaut Hcaitsarr
		}
		31 = {
			%dst Hkantaut Hcaitsarr
		}
		32 = {
			%dnd Hkantaut Hcaitsarr
		}
		33 = {
			%drd Hkantaut Hcaitsarr
		}
		34 = {
			%dth Hkantaut Hcaitsarr
		}
		35 = {
			%dth Hkantaut Hcaitsarr
		}
		36 = {
			%dth Hkantaut Hcaitsarr
		}
		37 = {
			%dth Hkantaut Hcaitsarr
		}
		38 = {
			%dth Hkantaut Hcaitsarr
		}
		39 = {
			%dth Hkantaut Hcaitsarr
		}
		40 = {
			%dth Hkantaut Hcaitsarr
		}
		41 = {
			%dst Hkantaut Hcaitsarr
		}
		42 = {
			%dnd Hkantaut Hcaitsarr
		}
		43 = {
			%drd Hkantaut Hcaitsarr
		}
		44 = {
			%dth Hkantaut Hcaitsarr
		}
		45 = {
			%dth Hkantaut Hcaitsarr
		}
		46 = {
			%dth Hkantaut Hcaitsarr
		}
		47 = {
			%dth Hkantaut Hcaitsarr
		}
		48 = {
			%dth Hkantaut Hcaitsarr
		}
		49 = {
			%dth Hkantaut Hcaitsarr
		}
		51 = {
			%dst Hkantaut Hcaitsarr
		}
		52 = {
			%dnd Hkantaut Hcaitsarr
		}
		53 = {
			%drd Hkantaut Hcaitsarr
		}
	}
}
### Entity: Event
Component: kmt.53
Constructs: is_triggered_only, limit, every_controlled_state
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.53
	title = kmt.53.t
	desc = kmt.53.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.53.a
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						region = 152 145
					}
				}
				ROOT = {
					transfer_state = PREV
				}
			}
		}
	}
}
### Entity: Character
Component: HUN_edward_teller
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_edward_teller = {
	name = HUN_edward_teller
	portraits = {
		army = {
			large = GFX_portrait_HUN_edward_teller
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_warfare_expert
		}
		skills = {
			specialization_nuclear = 2
		}
		visible = {
			owner = {
				OR = {
					has_completed_focus = wuw_HUN_guarantee_religious_liberties wuw_HUN_reverse_the_brain_drain
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: NORDIC_efficient_resource_extraction
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_efficient_resource_extraction = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_construction
	state_resources_factor = 0.1
}
### Entity: Event
Component: r56.soviet.18
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.18
	title = r56.soviet.18.t
	desc = r56.soviet.18.d
	picture = GFX_report_event_soviet_purge_officers_02
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.18.a
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_desenvolvimentismo
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_desenvolvimentismo
	icon = GFX_focus_ETH_adopt_the_lira
	prerequisite = {
		focus = BRA_coffee_crisis_aftermath
	}
	x = 1
	y = 1
	relative_position_id = BRA_coffee_crisis_aftermath
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = BRA_modify_economy_intro
		add_to_variable = {
			BRA_economy_production_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			BRA_economy_production_max_efficiency_factor = 0.1
			tooltip = production_factory_max_efficiency_factor_tt
		}
		add_tech_bonus = {
			name = BRA_electronics_bonus
			bonus = 0.5
			uses = 2
			category = electronics
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_any_democratic_to_balance_is_about_to_be_angry
Constructs: has_government
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_any_democratic_to_balance_is_about_to_be_angry = {
	any_other_country = {
		SWI_is_country_to_balance = yes
		has_government = democratic
		SWI_country_about_to_be_angry = yes
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_support_the_bauernbund
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_support_the_bauernbund
	icon = GFX_focus_generic_agricultural_subsidies
	relative_position_id = AUS_compromise_with_conservatives
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_compromise_with_conservatives AUS_cs_victory
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_support_the_bauernbund
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_cockatoo_island_shipyards_taog
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_cockatoo_island_shipyards_taog
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = AST_coast_watchers AST_marines AST_naval_auxiliary_patrol_taog
	}
	relative_position_id = AST_coast_watchers
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_cockatoo_docks_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_cockatoo_docks_organization
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: lar_france_french_union.8
Constructs: is_triggered_only, every_owned_state, limit, is_subject_of, annex_country, is_core_of, add_core_of
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_french_union.8
	title = lar_france_french_union.8.t
	desc = lar_france_french_union.8.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = lar_france_french_union.2.a
		if = {
			limit = {
				SYR = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = SYR
			}
		} {
			limit = {
				LEB = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = LEB
			}
		}
		every_owned_state = {
			limit = {
				OR = {
					is_core_of = SYR LEB
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Event
Component: usa.40
Constructs: is_triggered_only, has_completed_focus, random_days
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.40
	title = usa.40.t
	desc = usa.40.desc
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	trigger = {
		tag = USA
		NOT = {
			OR = {
				has_completed_focus = USA_voter_registration_act USA_union_representation_act
			}
		}
	}
	option = {
		name = usa.40.a
		USA_senate_small_support = yes
		hidden_effect = {
			country_event = {
				id = usa.50
				days = 70
				random_days = 10
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_enforce_religious_morality
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, is_subject, add_research_slot, add_popularity
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_enforce_religious_morality
	icon = GFX_goal_generic_catholic_education
	prerequisite = {
		focus = QUE_the_union_nationale_wins
	}
	relative_position_id = QUE_the_union_nationale_wins
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_research_slot = 1
		add_stability = 0.05
		add_political_power = -50
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 823
Constructs: add_core_of
Source: game
File: history/states/823 - Karakalpakstan.txt

Code:
state = {
	id = 823
	name = STATE_823
	history = {
		victory_points = {
			1614 1
		}
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV UZB KKP
	}
	provinces = {
		1479 1576 1614 1721 4488 4618 7541 10348 12233 12471 12474 13207
	}
	manpower = 258430
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_16/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: MEX_BB_HISTORICAL
Source: game
File: common/units/names_ships/MEX_ship_names.txt

Code:
MEX_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		MEX
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARM 
	fallback_name = Acorazado No.%d
	unique = {
		Anáhuac Juárez Ciudad de México Moctezuma Xochichapal Cuauhtémoc Cuitláhuac Nezahualcoyotl
	}
}
### Entity: Effect Reference
Construct: force_update_dynamic_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## force_update_dynamic_modifier

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

```
updates the modifiers in current scope (use if you don't want to wait for daily update to update them):
force_update_dynamic_modifier = yes

```
### Entity: Idea
Component: royal_hellenic_naval_shipyard
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
royal_hellenic_naval_shipyard = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = GRE
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		naval_manufacturer
	}
}
### Entity: Character
Component: KAR_peteris_irklis
Source: game
File: common/characters/KAR.txt

Code:
KAR_peteris_irklis = {
	name = KAR_peteris_irklis
	portraits = {
		civilian = {
			large = GFX_portrait_Peteris_Irklis
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1950.1.1.1
		id = -1
	}
}