Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: MAN_war_preparations
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MAN_decision_categories.txt

Code:
MAN_war_preparations = {
	icon = GFX_decision_category_infiltration
	priority = 100
	allowed = {
		tag = MAN
	}
	visible = {
		OR = {
			has_completed_focus = MAN_assertiveness MAN_tsr_assertiveness
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_degauss_ship_hulls
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, cancel_if_invalid, has_dlc, has_tech
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_degauss_ship_hulls
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = CAN_escort_fleet CAN_fleet_in_being
	}
	x = -1
	y = 4
	relative_position_id = CAN_halifax_shipyards
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					has_tech = degaussing
				}
				add_tech_bonus = {
					name = CAN_degauss_ship_hulls
					bonus = 0.5
					uses = 1
					category = naval_mines
				}
				else = {
					set_technology = {
						degaussing = 1
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			add_ideas = CAN_degauss_ship_hulls
		}
	}
}
### Entity: Technology
Component: MUN_camo_netting
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	category_light_infantry = {
		forest = {
			defence = 0.1
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_expand_the_slipways
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_expand_the_slipways
	icon = GFX_goal_generic_build_navy
	x = -3
	y = 1
	relative_position_id = SIA_the_thonburi_dockyard_project
	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 = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = modify_royal_thai_navy
		add_to_variable = {
			SIA_royal_navy_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAPP-6_Armored.png.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:APP-6 Armored.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)User:General Baker/Sandbox/app6a/doc (file link) ‎ (← links | edit)

User:General Baker/Sandbox/app6a (file link) ‎ (← links | edit)

User:General Baker/Sandbox/Strategy (file link) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:APP-6_Armored.png"
### Entity: Character
Component: CZE_minister_of_finance
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_minister_of_finance = {
	random = no
	sprite = 10
	consumer_goods_factor = -0.1
	production_lack_of_resource_penalty_factor = -0.1
	economy_cost_factor = -0.1
}
### Entity: Event
Component: himalaya_tibet.42
Constructs: is_triggered_only, add_war_support, fire_only_once, remove_state_claim, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.42
	title = himalaya_tibet.42.t
	desc = himalaya_tibet.42.desc
	picture = GFX_report_event_tibetan_army_3
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.42.a
		effect_tooltip = {
			432 = {
				controller = {
					add_war_support = -0.05
					remove_state_claim = 434
				}
			}
		}
		add_doctrine_cost_reduction = {
			uses = 2
			name = mountain
			category = cat_mountaineers_doctrine
			cost_reduction = 0.25
		}
		add_tech_bonus = {
			name = sov_jap_border_conflict_won
			category = mountaineers_tech
			bonus = 0.5
		}
	}
}
### Entity: Name List
Component: MPL
Source: game
File: common/names/r56_names.txt

Code:
MPL = {
	male = {
		names = {
			Albert Alexander Alfred Archibald Arthur Bernard Charles Colbert Colin Cyril David Donald Douglas Edmund Edward Fairfax Francis Geoffrey George Graham Henrey Herbert Horatio Hubert Hugh Ian James Jeremy John Leopold Lester Martin Nigel Oswald Max Percy Reginald Richard Robert Russell Stanley Thomas Wallace William Winston Zachary Jake
		}
	}
	female = {
		names = {
			Elizabeth Anne Mary Nancy Sophie Sarah Deborah Helen Alice Monica Kathleen Edith Caroline Victoria
		}
	}
	surnames = {
		Allenby Beatty Beresford Brown Buller Butler Campbell Cardigan Churchill Cochrane Cockburn Dundas Fisher French Gough Grant Grenfell Haig Murphy Hamilton Hardinge Havelock Hope Jellicoe Kitchener Lyons Madden Milne Montgomery Moresby Mundy Napier Plummer Ragland Roberts Seaton Seymour Collin Smith Stewart Thesiger Tyron Tyrwhitt Williams Wolseley Wood Leiper Roberts Taylor Miller Holland Neville Howard Stopford Young Martin Thornbrough Jones Williams Davies Thomas Roberts
	}
	callsigns = {
		Stubborn Arrow The King Eagle Hangover Striker Chase One Wing Pickle Thief Thunder Lightning Storm Target Hawk Fox Dog Sparrow Sunrise Night Owl Butcher Cocky Hawkeye Killer Mick Brandy The Baron Bing Bee Beazle Barron Bam Blondie Boy Cats Eyes Cobber Dizzy Dogs Dogsbody Ginger Hamish Hilly Hoppy Hoagy Johnnie Johnny Lucky Breeze Mouse Mutt One Armed Paddy Pick Sandy Stapme Strafer Stuffy Sawn Off Tim Titch Willie Winkle Zulu
	}
}
### Entity: Idea
Component: CZE_skoda_naval_focus_optimization_7_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_naval_focus_optimization_7_idea = {
	name = CZE_skoda_naval_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		naval_equipment = 0.14
	}
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.14
			instant = yes
		}
		ship_hull_cruiser = {
			build_cost_ic = -0.14
			instant = yes
		}
		ship_hull_heavy = {
			build_cost_ic = -0.14
			instant = yes
		}
		ship_hull_submarine = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
	modifier = {
		naval_manufacturer_cost_factor = -0.14
		production_speed_arms_factory_factor = -0.14
		production_speed_industrial_complex_factor = -0.14
		production_speed_dockyard_factor = 0.14
		industrial_capacity_dockyard = 0.14
		production_lack_of_resource_penalty_factor = 0.14
		factory_energy_consumption = 0.14
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_doctrine_effort
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_doctrine_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = DNZ_danzig_military_institute
	}
	relative_position_id = DNZ_danzig_military_institute
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: POL_sejmik_regency
Source: game
File: common/characters/POL.txt

Code:
POL_sejmik_regency = {
	name = POL_sejmik_regency
	portraits = {
		civilian = {
			large = GFX_portrait_POL_Sejmik_Regency
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Country History
Country: CBV
Component: CBV_technology
Constructs: set_technology
Source: game
File: history/countries/CBV - Cabo Verde.txt

Code:
# Starting Technologies for CBV
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	tech_support = 1
	tech_engineers = 1
	basic_train = 1
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_push_for_the_mediterranean
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_push_for_the_mediterranean
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = AUS_recreate_the_kuk_kriegsmarine
	}
	mutually_exclusive = {
		focus = AUS_a_stealthier_approach AUS_sieze_the_adriatic
	}
	relative_position_id = AUS_recreate_the_kuk_kriegsmarine
	x = 2
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			uses = 2
			category = bb_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 2
			technology = basic_heavy_battery improved_heavy_battery advanced_heavy_battery
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			technology = fire_control_methods_1 fire_control_methods_2 fire_control_methods_3
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 2
			technology = basic_heavy_shell improved_heavy_shell
			category = naval_armor_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/VEN_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = VEN
		}
		requested_factories = 1
		progress = 0.82
		efficiency = 100
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_shipyards
Constructs: prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, set_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = AFG_establish_naval_bases
	}
	x = 1
	y = 1
	relative_position_id = AFG_establish_naval_bases
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		naval_base = > 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		effect_tooltip = {
			IF = {
				limit = {
					NOT = {
						any_controlled_state = {
							is_coastal = yes
						}
					}
				}
				custom_effect_tooltip = AFG_shipyards_tt
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			set_state_flag = SMB_expanded_naval_bases
			IF = {
				limit = {
					dockyard = < 8
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = AFG_shipyards_tt_2
			show_mio_tooltip = AFG_naval_organization
			mio:AFG_naval_organization = {
				add_mio_size = 1
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_soviet_industry
Constructs: prerequisite, limit, has_government, completion_reward, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_soviet_industry
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = POL_polish_peoples_republic
	}
	relative_position_id = POL_polish_peoples_republic
	dynamic = yes
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = POL_soviet_factory
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				10
			}
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
			set_state_flag = POL_soviet_factory
		} {
			prioritize = {
				10
			}
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_soviet_factory
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_reclaim_what_was_lost
Constructs: prerequisite, limit, completion_reward, every_state, add_claim_by, has_wargoal_against, annex_everything, create_wargoal
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_reclaim_what_was_lost
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = CHI_eternal_revolution
	}
	x = 2
	y = 1
	relative_position_id = CHI_eternal_revolution
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					region = 149 152 256 255 148 266 260 259 258 257 147
				}
			}
			add_claim_by = ROOT
			IF = {
				limit = {
					controller = {
						ROOT = {
							NOT = {
								has_wargoal_against = {
									target = PREV
									type = annex_everything
								}
							}
						}
					}
				}
				controller = {
					ROOT = {
						create_wargoal = {
							type = annex_everything
							target = PREV
						}
					}
				}
			}
		}
		CHI_update_claimed_and_core_states = yes
	}
}
### Entity: Idea
Component: MTG_naval_treaty_cheating
Constructs: removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
MTG_naval_treaty_cheating = {
	name = MTG_naval_treaty_adherent
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = MTG_naval_treaty_adherent
	modifier = {
		production_cost_max_ship_hull_cruiser = 5700
		production_cost_max_ship_hull_heavy = 11500
		production_cost_max_ship_hull_carrier = 10250
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_new_order_in_east_asia
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, is_in_faction, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_new_order_in_east_asia
	icon = GFX_focus_JAP_new_order_in_east_asia
	x = 1
	y = 1
	relative_position_id = JAP_konoes_first_cabinet
	prerequisite = {
		focus = JAP_konoes_first_cabinet
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				is_faction_leader = no
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_new_order_in_east_asia_faction
			custom_effect_tooltip = JAP_new_order_in_east_asia_tt
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_faction_initiative = 1
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			JAP_create_ignatius_lincoln_operative = yes
		}
		every_subject_country = {
			limit = {
				NOT = {
					has_idea = JAP_new_order_in_east_asia_idea
				}
				capital_scope = {
					is_on_continent = asia
				}
			}
			add_ideas = JAP_new_order_in_east_asia_idea
		}
	}
}
### Entity: Idea
Component: LUX_minister_interior_PD
Constructs: democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_interior_PD = {
	modifier = {
		democratic_drift = 0.03
		monthly_population = 0.05
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: has_completed_focus, has_country_flag, check_variable
Source: game
File: common/scripted_guis/r56_GER_election_gui.txt

Code:
scripted_gui = {
	r56_GER_election_gui = {
		window_name = r56_GER_election_gui
		context_type = decision_category
		dirty = pie_chart_dirty
		properties = {
			pie50 = {
				frame = pie_chart^0
			}
			pie49 = {
				frame = pie_chart^1
			}
			pie48 = {
				frame = pie_chart^2
			}
			pie47 = {
				frame = pie_chart^3
			}
			pie46 = {
				frame = pie_chart^4
			}
			pie45 = {
				frame = pie_chart^5
			}
			pie44 = {
				frame = pie_chart^6
			}
			pie43 = {
				frame = pie_chart^7
			}
			pie42 = {
				frame = pie_chart^8
			}
			pie41 = {
				frame = pie_chart^9
			}
			pie40 = {
				frame = pie_chart^10
			}
			pie39 = {
				frame = pie_chart^11
			}
			pie38 = {
				frame = pie_chart^12
			}
			pie37 = {
				frame = pie_chart^13
			}
			pie36 = {
				frame = pie_chart^14
			}
			pie35 = {
				frame = pie_chart^15
			}
			pie34 = {
				frame = pie_chart^16
			}
			pie33 = {
				frame = pie_chart^17
			}
			pie32 = {
				frame = pie_chart^18
			}
			pie31 = {
				frame = pie_chart^19
			}
			pie30 = {
				frame = pie_chart^20
			}
			pie29 = {
				frame = pie_chart^21
			}
			pie28 = {
				frame = pie_chart^22
			}
			pie27 = {
				frame = pie_chart^23
			}
			pie26 = {
				frame = pie_chart^24
			}
			pie25 = {
				frame = pie_chart^25
			}
			pie24 = {
				frame = pie_chart^26
			}
			pie23 = {
				frame = pie_chart^27
			}
			pie22 = {
				frame = pie_chart^28
			}
			pie21 = {
				frame = pie_chart^29
			}
			pie20 = {
				frame = pie_chart^30
			}
			pie19 = {
				frame = pie_chart^31
			}
			pie18 = {
				frame = pie_chart^32
			}
			pie17 = {
				frame = pie_chart^33
			}
			pie16 = {
				frame = pie_chart^34
			}
			pie15 = {
				frame = pie_chart^35
			}
			pie14 = {
				frame = pie_chart^36
			}
			pie13 = {
				frame = pie_chart^37
			}
			pie12 = {
				frame = pie_chart^38
			}
			pie11 = {
				frame = pie_chart^39
			}
			pie10 = {
				frame = pie_chart^40
			}
			pie9 = {
				frame = pie_chart^41
			}
			pie8 = {
				frame = pie_chart^42
			}
			pie7 = {
				frame = pie_chart^43
			}
			pie6 = {
				frame = pie_chart^44
			}
			pie5 = {
				frame = pie_chart^45
			}
			pie4 = {
				frame = pie_chart^46
			}
			pie3 = {
				frame = pie_chart^47
			}
			pie2 = {
				frame = pie_chart^48
			}
			pie1 = {
				frame = pie_chart^49
			}
			pie0 = {
				frame = pie_chart^50
			}
			pie99 = {
				frame = pie_chart^51
			}
			pie98 = {
				frame = p
# ... (truncated)
### Entity: Character
Component: EGY_abbas_ii_of_egypt_2
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_abbas_ii_of_egypt_2 = {
	random = no
	war_support_factor = 0.1
	drift_defence_factor = 0.1
}
### Entity: Character
Component: EGY_hussein_sirri_amer
Source: game
File: common/characters/EGY.txt

Code:
EGY_hussein_sirri_amer = {
	name = Hussein Sirri Amer
	portraits = {
		army = {
			large = GFX_kr_portrait_arabia_generic_land_2
			small = GFX_kr_portrait_arabia_generic_land_2_small
		}
	}
	field_marshal = {
		traits = {
			EGY_aristocrat infantry_officer
		}
		skill = 1
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 6993
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_set_mountaineer_template_flags
Constructs: limit, has_country_flag, clr_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_set_mountaineer_template_flags = {
	clr_country_flag = EAI_MOUNTAINEER_ROLE EAI_MOUNTAINEER_TEMPLATE
	if = {
		limit = {
			has_country_flag = EAI_TEMPLATE_mountaineer_template_upgrade
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MNT_SPEC_OPS
			}
		}
		if = {
			limit = {
				OR = {
					check_variable = {
						EAI_FOCUS/LAND/infantry_width = global.EAI_20W_INF_WIDTH
					} {
						EAI_FOCUS/LAND/infantry_width = global.EAI_10W_INF_WIDTH
					}
				}
			}
			EAI_TEMPLATE_generic_20w_mountaineer_role = yes
		}
		else_if = {
			limit = {
				check_variable = {
					EAI_FOCUS/LAND/infantry_width = global.EAI_26W_INF_WIDTH
				}
			}
			EAI_TEMPLATE_generic_26w_mountaineer_role = yes
		} {
			limit = {
				check_variable = {
					EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
				}
			}
			EAI_TEMPLATE_generic_40w_mountaineer_role = yes
		}
	}
}
### Entity: Scripted Effect
Component: ilp_nep_uprising
Constructs: set_political_party, add_equipment_to_stockpile, limit, add_ideas, add_opinion_modifier, is_subject, set_autonomy, set_politics
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
ilp_nep_uprising = {
	custom_effect_tooltip = ilp_nep_uprising
	hidden_effect = {
		NEP = {
			if = {
				limit = {
					NEP = {
						is_subject = yes
					}
				}
				Overlord = {
					set_autonomy = {
						target = NEP
						autonomy_state = autonomy_free
					}
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = var:RAJ.NEP_arms
				producer = RAJ
			}
			leave_faction = yes
			set_politics = {
				ruling_party = communism
				elections_allowed = yes
			}
			set_political_party = {
				ideology = communism
				popularity = var:RAJ.NEP_pol
			}
			add_opinion_modifier = {
				target = RAJ
				modifier = huge_increase
			}
			set_global_flag = nepalese_rebellion
			add_ideas = hyderabad_neutrality_idea
			complete_national_focus = GEN_State_Matter GEN_Collectivist_Ethos internationalism_focus
		}
	}
}
### Entity: Decision
Component: promote_baltic_fascism_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
promote_baltic_fascism_cat = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		original_tag = LAT
		has_dlc = No Step Back
	}
	visible = {
		has_completed_focus = LAT_support_baltic_fascists
	}
	priority = 9
}