Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_reawaken_the_permanent_revolution
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, create_faction_from_template
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_reawaken_the_permanent_revolution
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = NOR_squash_dissent
	} {
		focus = NOR_prosecute_the_nkp
	}
	x = -1
	y = 1
	relative_position_id = NOR_squash_dissent
	cost = 10
	available = {
		communism = > 0.5
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = no
				NORDIC_alliance_created_already = no
				any_other_country = {
					NORDIC_is_nordic = yes
					has_government = communism
					is_in_faction = no
				}
			}
			create_faction_from_template = {
				template = faction_template_world_revolution
				name = NORDIC_alliance_communist
			}
			every_other_country = {
				limit = {
					NORDIC_is_nordic = yes
					has_government = communism
					is_subject = no
				}
				country_event = {
					id = generic.5
					hours = 2
				}
			}
			complete_national_focus = NORDIC_form_joint_alliance
		} {
			limit = {
				SWE = {
					NOT = {
						has_government = communism
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SWE
			}
		} {
			limit = {
				FIN = {
					NOT = {
						has_government = communism
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = FIN
			}
		} {
			limit = {
				DEN = {
					NOT = {
						has_government = communism
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = DEN
			}
		} {
			limit = {
				ICE = {
					NOT = {
						has_government = communism
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = ICE
			}
		}
		else_if = {
			limit = {
				any_other_country = {
					original_tag = SOV
					has_government = communism
					has_country_leader = {
						character = SOV_lev_trotsky
						ruling_only = yes
					}
					is_faction_leader = yes
					is_subject = no
				}
			}
			random_other_country = {
				limit = {
					original_tag = SOV
					has_government = communism
					has_country_leader = {
						character = SOV_lev_trotsky
						ruling_only = yes
					}
					is_faction_leader = yes
					is_subject = no
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			cre
# ... (truncated)
### Entity: Event
Component: rt56.rom_tilea_affair.3
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_tilea_affair.3
	title = rt56.rom_tilea_affair.3.t
	desc = rt56.rom_tilea_affair.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_tilea_affair.3.a
		add_political_power = 25
	}
}
### Entity: Order of Battle
Component: 4a Divisione CC.NN. '3 Gennaio'
Constructs: division_template
Source: game
File: history/units/ITA_1936.txt

Code:
division = {
	name = 4a Divisione CC.NN. '3 Gennaio'
	location = 12723
	division_template = Camicie Nere
	start_experience_factor = 0.15
}
### Entity: Idea
Component: hoogland
Constructs: has_government, is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
hoogland = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = INS
	}
	available = {
		OR = {
			is_subject_of = HOL
			has_government = democratic
		}
	}
	traits = {
		air_air_superiority_2
	}
}
### Entity: Idea
Component: EAI_DD_2/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_4
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_4 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		army_speed_factor = -0.1
		naval_coordination = -0.15
		air_accidents_factor = 0.15
	}
}
### Entity: Event
Component: AUS_political_events.100
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, add_opinion_modifier, add_political_power, is_ai
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.100
	title = AUS_political_events.100.t
	desc = AUS_political_events.100.desc
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	option = {
		name = AUS_political_events.100.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				FROM = {
					is_ai = no
					NOT = {
						has_game_rule = {
							rule = AUS_AI_BEHAVIOR
							option = AUS_ANTI_ANSCLUSS_STRESS
						}
					}
				}
			} {
				factor = 0.1
				AUS_is_historical_ai = yes
				NOT = {
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			} {
				factor = 2000
				OR = {
					has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			}
		}
		add_political_power = -100
		FROM = {
			country_event = {
				id = AUS_political_events.99
				days = 1
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = AUS_trying_to_control_us
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		name = AUS_political_events.100.b
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			AUS_arthur_seyss-inquart = {
				remove_advisor_role = {
					slot = political_advisor
				}
			}
		} {
			activate_advisor = AUS_arthur_seyss-inquart
		}
		custom_effect_tooltip = AUS_political_events.16.a_tt generic_skip_one_line_tt AUS_anschluss_ratio_lowered
		IF = {
			limit = {
				has_completed_focus = AUS_reinstate_the_imperial_council
			}
			add_advisor_role = {
				character = AUS_arthur_seyss-inquart
				advisor = {
					slot = political_advisor
					can_be_fired = no
					idea_token = AUS_arthur_seyss-inquart
					traits = {
						AUS_vocal_german_unionist_fascism
					}
				}
			}
		}
		ELSE = {
			add_advisor_role = {
				character = AUS_arthur_seyss-inquart
				advisor = {
					slot = political_advisor
					can_be_fired = no
					idea_token = AUS_arthur_seyss-inquart
					traits = {
						AUS_vocal_german_unionist
					}
				}
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = AUS_trying_to_control_us
		}
		FROM = {
			country_event = {
				id = AUS_political_events.18
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: PRC_underestimation
Constructs: removal_cost, is_subject, planning_speed, conscription_factor
Source: game
File: common/ideas/prc.txt

Code:
PRC_underestimation = {
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		always = no
	}
	cancel = {
		JAP = {
			is_subject = yes
		}
	}
	modifier = {
		planning_speed = -0.25
		max_planning = -0.1
		conscription_factor = -0.05
		training_time_factor = 0.05
	}
}
### Entity: Character
Component: CYP_christofis_economides
Source: game
File: common/characters/CYP.txt

Code:
CYP_christofis_economides = {
	name = CYP_christofis_economides
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_christofis_economides
		traits = {
			economist
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_fortify_aden
Constructs: has_completed_focus, prerequisite, completion_reward, is_fully_controlled_by, cancel_if_invalid, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_fortify_aden
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = RAJ_trade_port
	}
	x = 0
	y = 1
	relative_position_id = RAJ_trade_port
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		992 = {
			is_fully_controlled_by = ROOT
		}
		NOT = {
			has_completed_focus = RAJ_look_to_the_past
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		992 = {
			add_building_construction = {
				type = bunker
				level = 4
				instant_build = yes
				province = 5074
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 5074
			} {
				type = naval_base
				level = 3
				instant_build = yes
				province = 5074
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 4
		}
	}
}
### Entity: Modifier Reference
Component: AFG_slight_pashtun_resistance
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/AFG.txt

Code:
AFG_slight_pashtun_resistance = {
	icon = GFX_looting_resistance_icon
	remove_trigger = {
		NOT = {
			FROM = {
				is_controlled_by = PAK
			}
		}
	}
	local_manpower = -0.35
	resistance_growth = 0.15
	state_production_speed_buildings_factor = -0.15
	local_factories = -0.15
}
### Entity: Country History
Country: GLC
Component: GLC_misc
Constructs: limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/GLC - Galicia.txt

Code:
# Misc for GLC
capital = 171
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
	}
}
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Scripted Trigger
Component: SOV_paranoia_is_medium_level
Constructs: check_variable
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_paranoia_is_medium_level = {
	custom_trigger_tooltip = {
		tooltip = SOV_paranoia_is_medium_level_tt
		AND = {
			check_variable = {
				SOV_paranoia = SOV_paranoia_lower_threshold
				compare = greater_than_or_equals
			} {
				SOV_paranoia = SOV_paranoia_higher_threshold
				compare = less_than
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_selected_hq
Constructs: has_variable
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_selected_hq = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_selected_hq_tt
		has_variable = SOV_civil_war_start_state
	}
}
### Entity: Event
Component: kmt.58
Constructs: is_triggered_only, set_country_flag, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.58
	title = kmt.58.t
	desc = kmt.58.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.58.a
		set_country_flag = kmt_demand_indochina_war
		create_wargoal = {
			target = FROM
			type = annex_everything
		}
	}
}
### Entity: Character
Component: JUNO_minister_of_public_health
Constructs: stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_minister_of_public_health = {
	random = no
	sprite = 13
	monthly_population = 0.1
	stability_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_mountain_training_2
Constructs: division_template, prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_mountain_training_2
	icon = GFX_focus_SMB_special_forces_option_1
	prerequisite = {
		focus = AFG_mountain_training
	}
	x = 0
	y = 1
	relative_position_id = AFG_mountain_training
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = AFG_mountain_training
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_quami_modifier
				}
			}
			custom_effect_tooltip = AFG_quami_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AFG_nufus_intro_tt
		}
		add_to_variable = {
			AFG_special_forces_cap = 0.2
			tooltip = special_forces_cap_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		division_template = {
			name = Kohistani Firqa
			division_names_group = AFG_INF_01
			force_allow_recruiting = yes
			regiments = {
				mountaineers = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			create_unit = {
				division = division_template = "Kohistani Firqa" start_experience_factor = 0.1 start_equipment_factor = 1
				owner = AFG
				count = 3
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_implement_autarky
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, add_tech_bonus, has_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_implement_autarky
	icon = GFX_goal_italy_autarky
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_deterrence_focus
	}
	relative_position_id = AFG_deterrence_focus
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_autarky
			bonus = 1.0
			uses = 2
			category = excavation_tech
		}
		if = {
			limit = {
				NOT = {
					has_idea = limited_exports
				}
			}
			add_ideas = limited_exports
		} {
			limit = {
				has_idea = AFG_privatizied_infrastructure
			}
			remove_ideas = AFG_privatizied_infrastructure
		} {
			limit = {
				has_idea = AFG_privatizied_economy
			}
			remove_ideas = AFG_privatizied_economy
		}
		add_ideas = AFG_autarky
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Effect
Component: IRQ_modify_navy_modifier_version
Constructs: has_completed_focus, limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/IRQ_scripted_effects.txt

Code:
IRQ_modify_navy_modifier_version = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = IRQ_navy_modifier_KUR
				}
				has_completed_focus = IRQ_kurdish_revolt
			}
		}
		custom_effect_tooltip = IRQ_navy_modifier_KUR_intro_tt
	}
	else = {
		custom_effect_tooltip = IRQ_navy_modifier_IRQ_intro_tt
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_british_docking_rights
Constructs: prerequisite, has_country_flag, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_british_docking_rights
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = GRE_open_up_the_country
	}
	mutually_exclusive = {
		focus = GRE_bolster_the_schachtplan GRE_renegotiate_debt_with_france
	}
	available = {
		NOT = {
			has_country_flag = GRE_britain_rebuffed
		}
	}
	bypass = {
		has_country_flag = GRE_britain_rebuffed
	}
	x = 2
	y = 1
	relative_position_id = GRE_open_up_the_country
	cost = 5
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		unlock_decision_tooltip = GRE_trade_manufactured_ship_parts_for_investment
		diplomatic_relation = {
			country = ENG
			relation = docking_rights
			active = yes
		}
	}
}
### Entity: Modifier Reference
Component: SOV_the_red_fleet_dynamic_modifier_alt
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_the_red_fleet_dynamic_modifier_alt = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility
	refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost
	repair_speed_factor = SOV_red_fleet_repair_speed_factor
	naval_coordination = SOV_red_fleet_naval_coordination
	navy_visibility = SOV_red_fleet_navy_visibility
	positioning = SOV_red_fleet_positioning
	screening_efficiency = SOV_red_fleet_screening_efficiency
	naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity
	invasion_preparation = SOV_red_fleet_invasion_preparation
	special_forces_cap = SOV_red_fleet_special_forces_cap
}
### Entity: AI Strategy
Component: POR_r56_historical_plan
Constructs: has_government, has_country_flag, has_focus_tree, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/POR_r56_historical_strategy_plan.txt

Code:
POR_r56_historical_plan = {
	name = Continue Salazar's Policies
	desc = Salazars dictatorship will be maintained, as he entrenches his rule over the nation, and navigates European affairs with a careful hand.
	allowed = {
		original_tag = POR
	}
	enable = {
		has_focus_tree = r56_portuguese_focus
		OR = {
			has_country_flag = POR_AI_RANDOM_NEUTRALITY_HISTORICAL
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = POR_ai_behavior_r56
					option = DEFAULT
				}
			}
			has_game_rule = {
				rule = POR_ai_behavior_r56
				option = HISTORICAL
			}
		}
	}
	abort = {
		NOT = {
			has_government = neutrality
		}
	}
	ai_national_focuses = {
		POR_continue_salazars_policies POR_expand_ministerial_control POR_evaluate_the_changing_global_order POR_extend_PVDE_security_duties POR_complete_the_military_restructuring POR_cooperation_with_the_armed_forces POR_silence_militant_revolutionaries POR_found_the_portuguese_legion POR_tighten_the_regime POR_strengthen_the_portuguese_youth POR_modernize_our_security_apparatus POR_employ_the_propaganda_secretariat POR_continue_the_public_works_r56 POR_support_continued_educational_expansion POR_never_another_la_lys POR_utilize_the_budget_surplus POR_fight_price_instability POR_government_of_national_consensus POR_study_the_spanish_conflict POR_subsidize_rolling_stock_production POR_import_foreign_machinery POR_push_forward_modest_social_benefits POR_support_for_portuguese_landowners POR_solidify_popular_support POR_long_term_economic_planning POR_plan_for_popular_education
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: SOV_nikolay_kuznetsov
Source: game
File: common/characters/SOV.txt

Code:
SOV_nikolay_kuznetsov = {
	name = SOV_nikolay_kuznetsov
	portraits = {
		army = {
			small = GFX_idea_nikolay_kuznetsov
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = nikolay_kuznetsov
		allowed = {
			original_tag = SOV
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			base = 0.2
		}
	}
}
### Entity: Character
Component: air_air_superiority_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_air_superiority_3 = {
	sprite = 1
	air_superiority_efficiency = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Character
Component: JAP_yosuke_matsuoka
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_yosuke_matsuoka = {
	name = JAP_yosuke_matsuoka
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_yosuke_matsuoka_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_yosuke_matsuoka
		allowed = {
			original_tag = JAP
		}
		visible = {

		}
		available = {
			has_completed_focus = JAP_eastern_road_and_steel_expansion
		}
		traits = {
			JAP_south_manchuria_railway_president
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Modifier Reference
Component: COG_force_publique
Constructs: army_defence_factor, army_attack_factor, autonomy_gain, conscription_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
COG_force_publique = {
	enable = {
		always = yes
	}
	icon = GFX_idea_COG_force_publique
	army_leader_cost_factor = BEL.COG_force_publique_army_leader_cost_factor
	acclimatization_hot_climate_gain_factor = BEL.COG_force_publique_acclimatization_hot_climate_gain_factor
	command_power_gain_mult = BEL.COG_force_publique_command_power_gain_mult
	max_command_power = BEL.COG_force_publique_max_command_power
	army_core_defence_factor = BEL.COG_force_publique_army_core_defence_factor
	equipment_capture_factor = BEL.COG_force_publique_equipment_capture_factor
	supply_consumption_factor = BEL.COG_force_publique_supply_consumption_factor
	resistance_target = BEL.COG_force_publique_resistance_target
	autonomy_gain = BEL.COG_force_publique_autonomy_gain
	conscription_factor = BEL.COG_force_publique_conscription_factor
	army_core_attack_factor = BEL.COG_force_publique_army_core_attack_factor
	army_attack_factor = BEL.COG_force_publique_army_attack_factor
	army_defence_factor = BEL.COG_force_publique_army_defence_factor
	conscription = BEL.COG_force_publique_conscription
	air_training_xp_gain_factor = BEL.COG_force_publique_air_training_xp_gain_factor
	production_speed_air_base_factor = BEL.COG_force_publique_production_speed_air_base_factor
	experience_loss_factor = BEL.COG_force_publique_experience_loss_factor
	army_morale_factor = BEL.COG_force_publique_army_morale_factor
}
### Entity: Modding Documentation
Construct: RequestPurchase
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## InternationalMarket.RequestPurchase
* Arguments: <SellerTag>, <BuyerTag>, <PaidCivs>, <EquipmentName>, <EquipmentAmount>

Request Equipment Purchase.
### Entity: Scripted Effect
Component: EAI_RELATIONS_start
Constructs: limit, has_country_flag, check_variable, is_in_array, set_temp_variable, add_to_array, set_country_flag
Source: game
File: common/scripted_effects/EAI_COUNTRY_improve_relations.txt

Code:
EAI_RELATIONS_start = {
	EAI_RELATIONS_enabled = yes
	EAI_RELATIONS_THIS_is_valid_target_of_PREV = yes
	if = {
		limit = {
			check_variable = {
				EAI_RELATIONS_enabled = 1
			} {
				EAI_RELATIONS_THIS_is_valid_target_of_PREV = 1
			} {
				opinion@PREV = < _target_opinion
			}
			NOT = {
				has_country_flag = EAI_RELATIONS_cooldown_@PREV
			} {
				is_in_array = {
					PREV.EAI_RELATIONS_targets = THIS.id
				}
			}
		}
		set_temp_variable = {
			_pp_cost = 10
		}
		EAI_PP_pay_pp_cost = yes
		if = {
			limit = {
				has_country_flag = EAI_pp_logging
			}
			log = SOURCE: EAI_RELATIONS_start
		} {
			limit = {
				PREV = {
					has_country_flag = EAI_relation_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | RELATION: started = [This.GetName]
		}
		add_to_array = {
			PREV.EAI_RELATIONS_targets = THIS.id
		} {
			PREV.EAI_RELATIONS_target_opinions = _target_opinion
		}
		set_country_flag = {
			flag = EAI_RELATIONS_cooldown_@PREV
			value = 1
			days = 90
		}
	}
}