Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: KHI
Component: KHI_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/KHI - Khiva.txt

Code:
# Misc for KHI
capital = 831
set_research_slots = 2
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_fortify_caribe_aa
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_fortify_caribe_aa
	icon = GFX_focus_generic_air_defense
	prerequisite = {
		focus = COL_fortify_caribe
	}
	relative_position_id = COL_fortify_caribe
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 493
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				493
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 12790
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 8056
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = antiair_tech_bonus_name
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = cat_anti_air
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: est.13
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Estonia.txt

Code:
country_event = {
	id = est.13
	title = est.13.t
	desc = est.13.d
	picture = GFX_report_event_polish_tanks_01
	is_triggered_only = yes
	option = {
		name = est.13.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_jewish_recruit
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, is_subject, check_variable, add_power_balance_value
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_jewish_recruit
	icon = GFX_goal_ISR_officers
	relative_position_id = MPL_end_the_strike
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_end_the_strike
	}
	bypass = {
		is_subject = no
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 100
			check_variable = {
				var = MPL_path_selection
				value = 90
				compare = less_than_or_equals
			} {
				MPL_path_selection = > 75
			}
		}
	}
	available = {
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	cost = 5
	completion_reward = {
		add_ideas = MPL_jewish_recruits
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt MPL_military_up_20
		add_power_balance_value = {
			id = MPL_power_balance
			value = 0.3
			tooltip_side = MPL_jewish_side
		}
		add_to_variable = {
			MPL_military_independence = 20
		} {
			MPL_total_independence = 20
		}
		clamp_variable = {
			var = MPL_military_independence
			min = 0
			max = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Character
Component: GUA_jacopo_arbenz_guzman
Source: game
File: common/characters/GUA.txt

Code:
GUA_jacopo_arbenz_guzman = {
	advisor = {
		slot = army_chief
		idea_token = GUA_jacopo_arbenz_guzman
		allowed = {
			original_tag = GUA
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Jacopo Arbenz Guzman
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
}
### Entity: Character
Component: AUS_otto_meixner_von_zweienstamm
Source: game
File: common/characters/AUS.txt

Code:
AUS_otto_meixner_von_zweienstamm = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = AUS_otto_meixner_von_zweienstamm
		ledger = army
		allowed = {
			original_tag = AUS
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			base = 1
		}
	}
	name = AUS_otto_meixner_von_zweienstamm
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Character
Component: canadian_fuhrer
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
canadian_fuhrer = {
	random = no
	political_power_factor = 0.15
	war_support_factor = 0.05
}
### Entity: Scripted Trigger
Component: frloc_capital_dansla_dela_audessusdela
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_dansla_dela_audessusdela = {
	is_capital = yes
	OR = {
		state = 30 278
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_warsaw_main_railway_station
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_to_variable, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_warsaw_main_railway_station
	icon = GFX_focus_POL_warsaw_main_station
	prerequisite = {
		focus = POL_modernize_congressional_factories
	}
	x = 0
	y = 1
	relative_position_id = POL_modernize_congressional_factories
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_state = {
			prioritize = {
				10
			}
			limit = {
				has_state_flag = POL_warsaw_main_railway_station_1
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_owned_controlled_state = {
			prioritize = {
				10
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					ROOT = {
						controls_state = 88
					}
				}
				build_railway = {
					level = 2
					start_state = THIS
					target_state = 88
				}
			} {
				limit = {
					ROOT = {
						controls_state = 92
					}
				}
				build_railway = {
					level = 2
					start_state = THIS
					target_state = 92
				}
			} {
				limit = {
					ROOT = {
						controls_state = 85
					}
				}
				build_railway = {
					level = 2
					start_state = THIS
					target_state = 85
				}
			} {
				limit = {
					ROOT = {
						controls_state = 784
					}
				}
				build_railway = {
					level = 2
					start_state = THIS
					target_state = 784
				}
			}
			set_state_flag = POL_warsaw_main_railway_station_1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_light_medium_battery_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_light_medium_battery_MODULE_FOCUS = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/light_cruiser = global.EAI_ON
		}
	}
}
### Entity: Scripted Effect
Component: bathe_in_hellfire_thermonuclear
Constructs: has_completed_focus, limit, has_event_target, has_dlc, clear_global_event_target, set_variable, check_variable, remove_building
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
bathe_in_hellfire_thermonuclear = {
	if = {
		limit = {
			has_event_target = nuclear_gandhi_actor_country
			event_target:nuclear_gandhi_actor_country = {
				original_tag = RAJ
				has_completed_focus = RAJ_bathe_in_hellfire
			}
			has_dlc = Graveyard of Empires
		}
		clear_global_event_target = nuclear_gandhi_actor_country
		THIS = {
			set_variable = {
				t_arms_factory_level = arms_factory_level
			}
			if = {
				limit = {
					check_variable = {
						t_arms_factory_level = > 0
					}
				}
				multiply_variable = {
					t_arms_factory_level = 1
				}
				round_variable = t_arms_factory_level
				if = {
					limit = {
						check_variable = {
							t_arms_factory_level = > 0
						}
					}
					remove_building = {
						type = arms_factory
						level = t_arms_factory_level
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_production_initiative
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_production_initiative
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = ARG_banco_central_de_la_republica_argentina
	}
	x = -5
	y = 1
	relative_position_id = ARG_banco_central_de_la_republica_argentina
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ARG_tech_initiative_bonus
			bonus = 0.5
			uses = 2
			category = cat_production
		}
	}
}
### Entity: Faction
Component: faction_set_goal_rules
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
faction_set_goal_rules = {
	rules = {
		goals_only_faction_leader
	}
}
### Entity: Character
Component: RNA_theodor_seitz
Source: game
File: common/characters/RNA.txt

Code:
RNA_theodor_seitz = {
	name = RNA_theodor_seitz
	portraits = {
		civilian = {
			large = GFX_portrait_GER_theodor_seitz
			small = GFX_portrait_GER_theodor_seitz_small
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			GER_reichskommissar_trait
		}
		expire = 1987.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: MPL_strained_economy
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_strained_economy = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = chi_hyper_inflation2
	modifier = {
		consumer_goods_factor = 0.15
		production_speed_buildings_factor = -0.1
		industrial_capacity_factory = -0.1
	}
}
### Entity: Scripted Effect
Component: JAP_naval_faction_goes_down_from_tier_3_to_tier_2
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_naval_faction_goes_down_from_tier_3_to_tier_2 = {
	subtract_from_variable = {
		JAP_num_of_influential_imperial_factions = 1
	}
	IF = {
		limit = {
			NOT = {
				has_completed_focus = JAP_end_the_interservice_rivalry
			}
		}
		if = {
			limit = {
				has_idea = JAP_naval_faction_tier_3_equal_army
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_3_equal_army
				add_idea = JAP_naval_faction_tier_2_lesser_1
			} {
				remove_idea = JAP_army_faction_tier_3_equal_navy
				add_idea = JAP_army_faction_tier_3_greater_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
		else_if = {
			limit = {
				has_idea = JAP_naval_faction_tier_3_greater_1
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_3_greater_1
				add_idea = JAP_naval_faction_tier_2_equal_army
			} {
				remove_idea = JAP_army_faction_tier_2_lesser_1
				add_idea = JAP_army_faction_tier_2_equal_navy
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_naval_faction_tier_3_greater_2
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_3_greater_2
				add_idea = JAP_naval_faction_tier_2_greater_1
			} {
				remove_idea = JAP_army_faction_tier_1_lesser_2
				add_idea = JAP_army_faction_tier_2_lesser_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_naval_faction_tier_3_lesser_1
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_3_lesser_1
				add_idea = JAP_naval_faction_tier_2_lesser_2
			} {
				remove_idea = JAP_army_faction_tier_4_greater_1
				add_idea = JAP_army_faction_tier_4_greater_2
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
	}
	ELSE = {
		swap_ideas = {
			remove_idea = JAP_naval_faction_tier_3
			add_idea = JAP_naval_faction_tier_2
		}
	}
}
### Entity: Idea
Component: FIN_finnish_federation_of_trade_unions_heavy_industry
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_finnish_federation_of_trade_unions_heavy_industry = {
	name = FIN_finnish_federation_of_trade_unions
	picture = FIN_finnish_federation_of_trade_unions_heavy
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.2
		production_factory_start_efficiency_factor = 0.1
		consumer_goods_factor = 0.05
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/GYA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 4982
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: Shared Focus
Tree: cau_focus
Component: CAU_ethnic_collaboration
Constructs: shared_focus, prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/r56_caucasus_union_shared.txt

Code:
shared_focus = {
	id = CAU_ethnic_collaboration
	icon = GFX_goal_generic_national_unity
	cost = 10
	prerequisite = {
		focus = CAU_connect_the_cities
	}
	relative_position_id = CAU_connect_the_cities
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Event
Component: GOE_generic_events.3
Constructs: is_triggered_only, ai_chance, is_historical_focus_on, add_ai_strategy, create_wargoal, puppet_wargoal_focus
Source: game
File: events/GOE_generic_events.txt

Code:
country_event = {
	id = GOE_generic_events.3
	title = GOE_generic_events.3.t
	desc = GOE_generic_events.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_generic_events.3.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 20
				is_historical_focus_on = yes
			}
		}
		add_ai_strategy = {
			type = conquer
			id = FROM
			value = 100
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
		FROM = {
			country_event = {
				id = GOE_generic_events.5
				hours = 1
			}
		}
	} {
		name = GOE_generic_events.3.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: MEK_ncdb
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_ncdb = {
	picture = generic_navy_europe_1
	allowed = {
		original_tag = MEK
	}
	traits = {
		navy_chief_decisive_battle_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CHL_french_investments
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_french_investments = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_undividable
	modifier = {
		consumer_goods_factor = -0.15
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BRM_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 1330
	division_template = Foghorn Leghorn
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: CHL_guillermo_araya
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_guillermo_araya = {
	name = CHL_guillermo_araya
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_guillermo_araya_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_guillermo_araya
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = fascism neutrality
				has_completed_focus = CHL_utilize_national_populism
			}
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		visible = {
			OR = {
				has_government = fascism neutrality
				has_completed_focus = CHL_utilize_national_populism
			}
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		traits = {
			agrarian_nationalist
		}
	}
}
### Entity: AI Strategy
Component: EAI_SP_build_gun_emplacement
Constructs: build_building
Source: game
File: common/ai_strategy/EAI_RESEARCH_special_project_strategies.txt

Code:
EAI_SP_build_gun_emplacement = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = mega_gun_emplacement
		value = -1000
	}
}
### Entity: Character
Component: HUN_lajos_csatay
Source: game
File: common/characters/HUN.txt

Code:
HUN_lajos_csatay = {
	name = HUN_lajos_csatay
	portraits = {
		army = {
			large = GFX_portrait_HUN_lajos_csatay
			small = GFX_portrait_HUN_lajos_csatay_small
		}
	}
	corps_commander = {
		traits = {
			skilled_staffer trait_HUN_vitez
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_beacon_of_resistance
Constructs: prerequisite, has_war, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_beacon_of_resistance
	icon = GFX_goal_generic_flames_of_rebellion
	prerequisite = {
		focus = MEN_join_the_united_front
	}
	x = -1
	y = 1
	bypass = {

	}
	available = {
		has_war = yes
		has_government = communism
		surrender_progress = > 0.25
	}
	relative_position_id = MEN_join_the_united_front
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = MEN_beacon_of_resistance_idea
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Unit Template
Component: CRO_GAR_01
Source: game
File: common/units/names_divisions/CRO_names_divisions.txt

Code:
CRO_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		CRO
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Hrvatska Divizija
	ordered = {
		1 = {
			%d. Hrvatska Udarna Divizija
		}
		2 = {
			%d. Hrvatska Divizija
		}
		3 = {
			%d. Hrvatska Divizija
		}
		4 = {
			%d. Hrvatska Divizija
		}
		5 = {
			%d. Hrvatska Divizija
		}
		6 = {
			%d. Hrvatska Divizija
		}
		7 = {
			%d. Hrvatska Divizija
		}
		8 = {
			%d. Hrvatska Divizija
		}
		9 = {
			%d. Hrvatska Divizija
		}
		10 = {
			%d. Hrvatska Divizija
		}
	}
}
### Entity: Idea
Component: r56_USA_american_christian_identity
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_american_christian_identity = {
	name = USA_american_christian_identity
	picture = BEL_church_support
	allowed = {
		has_government = fascism
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		industrial_capacity_factory = 0.1
		production_lack_of_resource_penalty_factor = -0.1
	}
}
### Entity: Event
Component: mtg_news.60
Constructs: is_triggered_only, has_country_flag, is_major
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.60
	title = MTG_naval_treaty.8.t
	desc = MTG_naval_treaty.8.desc
	picture = GFX_news_event_generic_naval_treaty
	major = yes
	is_triggered_only = yes
	option = {
		name = MTG_naval_treaty.8.a
		trigger = {
			is_major = yes
			NOT = {
				has_country_flag = MTG_naval_treaty_abandoned
			}
		}
	} {
		name = MTG_naval_treaty.8.b
		trigger = {
			is_major = yes
			has_country_flag = MTG_naval_treaty_abandoned
		}
	} {
		name = MTG_naval_treaty.8.c
		trigger = {
			is_major = no
		}
	}
}
### Entity: Character
Component: vfb_trait_prestes_2
Constructs: recon_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_prestes_2 = {
	random = no
	recon_factor = 0.02
	non_core_manpower = 0.01
	supply_consumption_factor = -0.02
	attrition = 0.02
}
### Entity: Idea
Component: GAM_aco2
Source: game
File: common/ideas/gambia.txt

Code:
GAM_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = GAM
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_assertiveness
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, set_country_flag, is_subject_of, set_autonomy
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_assertiveness
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = MAN_trade_delegation
	}
	mutually_exclusive = {
		focus = MAN_obedience
	}
	x = 2
	y = 4
	relative_position_id = MAN_trade_delegation
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		MAN_low_legitimacy_level_down = yes
		set_country_flag = MAN_assertiveness
		if = {
			limit = {
				is_subject_of = JAP
			}
			JAP = {
				set_autonomy = {
					target = MAN
					autonomy_state = autonomy_wtt_imperial_subject
				}
			}
		}
	}
}
### Entity: Decision
Component: BRA_amazonian_settlement_cat
Constructs: has_completed_focus, has_country_flag, fire_only_once, is_owned_and_controlled_by, has_state_flag, complete_effect, set_country_flag, remove_effect
Source: game
File: common/decisions/BRA.txt

Code:
BRA_amazonian_settlement_cat = {
	BRA_amazonian_settlement_in_state = {
		icon = GFX_decision_generic_construction
		ai_will_do = {
			base = 10
		}
		allowed = {
			original_tag = BRA
		}
		available = {
			has_completed_focus = BRA_amazonian_settlement
			NOT = {
				has_country_flag = BRA_amazonian_settlement_in_progress
			}
		}
		visible = {
			has_completed_focus = BRA_amazonian_settlement
		}
		state_target = any_owned_state
		target_trigger = {
			FROM = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						has_state_flag = BRA_amazonian_settlement_complete
						state = 961 962 963 964 965 966 967 968
					}
				}
				OR = {
					region = 285 163
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 50
		fire_only_once = yes
		days_remove = 35
		complete_effect = {
			set_country_flag = BRA_amazonian_settlement_in_progress
		}
		remove_effect = {
			clr_country_flag = BRA_amazonian_settlement_in_progress
			FROM = {
				set_state_flag = BRA_amazonian_settlement_complete
				add_dynamic_modifier = {
					modifier = BRA_amazonian_settlement_modifier
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POL_1936_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_0
			creator = POL
			version_name = PZL P.11
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:POL_pws_organization
	}
}