Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fin_focus
Component: FIN_wartsila_engine_production
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_wartsila_engine_production
	icon = GFX_focus_FIN_wartsila_engine_production
	prerequisite = {
		focus = FIN_cooperation_with_germany
	}
	x = -1
	y = 1
	relative_position_id = FIN_cooperation_with_germany
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		army_experience = 15
		navy_experience = 15
		air_experience = 15
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				limit = {
					OR = {
						is_military_industrial_organization = FIN_crichton_vulcan_organization FIN_valtion_panssaritehdas_organization FIN_valtion_lentokonetehdas_organization FIN_sisu_auto_organization
					}
				}
				add_mio_size = 1
				unlock_mio_trait_tooltip = FIN_mio_trait_wartsila_engine_production
			}
		}
	}
}
### Entity: Modding Documentation
Construct: power_balance_daily_change
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### power_balance_daily_change
* description: compares current total daily change of a power balance

Example:
power_balance_daily_change = {
	id = power_balance_id
	value > 0.5 # supported operators are: >, < and =
}
* (Auto generated using the trigger with same name)
### Entity: Name List
Component: AHU
Source: game
File: common/names/r56_names.txt

Code:
AHU = {
	male = {
		names = {
			Alajos Albert Álmos Anasztáz András Arisztid Aurél Béla Benedek Béni Bertalan Dániel Dávid Edvárd Éliás Erno Ferencz Gábor Gábriel Gáspár György Gyula Ignác Imre István Izidor János József Kálmán Károly Katalin Kelemen Krisztian Lajos László Manó Mihály Mór Myklós Ödön Ottó Péter Rafael Sándor Simon Tivadar Vilmos Virág Zsigmond Ezekiel Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Sandra Maria Anna Anne Hannah Hildegard Sarah Irene Juliana Judith Judith Kamilla Camilla Katalin Kinga Clara Catherine Illona Konstancia Constance Krisztina Christina Kunigunda Kunigunde Luca Maria Martha Magdolna Magdalena Margaréta Margaret Margit Matild Matilda Natália Natalia Odola Orsolya Panni Piroska Rosa Sarah Sarolt Zsuzsa Zsanett Skolasztika Sophia Sophia Terezia Teresa Viola Viola Sophia
		}
	}
	surnames = {
		Vajlok Andrássy Apponyi Aulich Bacher Baross Batthyány Beöthy Bothmer Damjanich Dessewffy Egressy Farkas Goldziher Gungl Hauszmann Heller Izsó Joseffy Katona Kaufman Kéler Kiss Knezich Kogutowicz Lahner Lázár Liszt Mikszáth Molnár Nagy-Sándor Österreicher Ottinger Perczel Poeltenberg Reményi Rohr Schweidel Széchenyi Szemere Szlávic Tersztyansky Török Varga Vécsey Lugmair Neudinger Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {

	}
}
### Entity: National Focus
Component: denmark_focus
Constructs: shared_focus, has_completed_focus, division_template, create_country_leader, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus_tree = {
	id = denmark_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = DEN
		} {
			factor = 0
			OR = {
				has_country_flag = DEN_use_collab_tree
			}
		}
	}
	shared_focus = DEN_Denmark_in_Peril SCA_scandinavian_unification NORDIC_form_joint_alliance
	default = no
	focus = {
		id = DEN_King_Christian_Coup
		icon = GFX_goal_DEN_Royal_Coat_of_Arms
		cost = 10
		available = {
			date = < 1939.1.1
			has_idea = DEN_King_Christian_X
			custom_trigger_tooltip = {
				tooltip = den_monarch_popularities_tt
				set_temp_variable = {
					den_pop_calc = party_popularity@fascism
				}
				add_to_temp_variable = {
					den_pop_calc = party_popularity@communism
				}
				check_variable = {
					den_pop_calc = > 0.5
				}
			}
		}
		mutually_exclusive = {
			focus = DEN_DKP_Takeover DEN_Social_Democratic_Majority DEN_Conservative_Majority DEN_DNSAP_Takeover
		}
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				OR = {
					is_historical_focus_on = yes
					has_game_rule = {
						rule = DEN_AI_BEHAVIOR
						option = FASCIST
					} {
						rule = DEN_AI_BEHAVIOR
						option = COMMUNIST
					}
				}
			} {
				add = 1000
				has_game_rule = {
					rule = DEN_AI_BEHAVIOR
					option = KING_CHRISTIAN_COUP
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		x = 26
		y = 0
		cancelable = no
		continue_if_invalid = yes
		select_effect = {
			country_event = {
				id = christian_denmark.10
				days = 14
			}
		}
		cancel = {
			has_country_flag = den_cancel_coup
		}
		completion_reward = {
			hidden_effect = {
				den_monarchy_popularities = yes
				set_party_name = {
					ideology = democratic
					name = Grand Coalition
					long_name = Socialdemokratiet - Venstre - Radikale Venstre - Konservative Folkeparti - Bondepartiet
				}
			} {
				retire_ideology_leader = neutrality
			} {
				remove_mission = den_upcoming_political_violence
			} {
				country_event = {
					id = christian_denmark.1
					days = 14
				}
			}
			set_party_name = {
				ideology = neutrality
				name = Glücksburg Dynasty
				long_name = Huset Glücksborg
			}
			promote_character = {
				character = DEN_christian_x
				ideology = absolute_monarchism
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			add_stability = -0.15
			set_country_flag = political_violence_resolved
			custom_effect_tooltip = den_disable
# ... (truncated)
### Entity: Unit Leader
Component: decided_planner
Constructs: planning_speed, is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
decided_planner = {
	type = land
	trait_type = personality_trait
	modifier = {
		max_planning = -0.15
		planning_speed = 0.4
	}
	attack_skill_factor = 1
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: Joint Focus
Component: HABSBURG_technology_sharing
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_tech_sharing_group
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_technology_sharing
	dynamic = yes
	icon = GFX_focus_research2
	prerequisite = {
		focus = HABSBURG_economic_cooperation_policy
	}
	relative_position_id = HABSBURG_economic_cooperation_policy
	x = -1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 8
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = HABSBURG_tech_sharing_group
		hidden_effect = {
			set_global_flag = AH_joint_tech_sharing_group_activated_flag
		}
	}
}
### Entity: Character
Component: CHL_ernesto_jarpa
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_ernesto_jarpa = {
	name = CHL_ernesto_jarpa
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_ernesto_jarpa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_ernesto_jarpa
		allowed = {
			original_tag = CHL
		}
		available = {
			has_government = democratic
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_look_to_tradition CHL_denounce_the_anarchy CHL_the_future_of_Chile
				}
			}
		}
		traits = {
			JUNO_minister_of_foreign_affairs
		}
	}
}
### Entity: Event
Component: peru.53
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.53
	title = peru.53.t
	desc = peru.53.d
	picture = GFX_r56i_generic_event_08
	is_triggered_only = yes
	option = {
		name = peru.53.a
		PRU = {
			country_event = {
				days = 35
				id = peru.54
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = large_increase
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
}
### Entity: Event
Component: r56_eng.6
Constructs: ai_chance, has_government, fire_only_once, add_political_power, is_owned_and_controlled_by, is_puppet_of, is_in_faction_with, release_puppet_on_controlled
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.6
	title = r56_eng.6.t
	desc = r56_eng.6.desc
	picture = GFX_report_event_canadian_soldiers
	trigger = {
		tag = ENG
		date = > 1947.06.6
		331 = {
			is_owned_and_controlled_by = ROOT
		}
		NOT = {
			country_exists = NFL
		}
		OR = {
			has_government = communism democratic
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = r56_eng.6.a
		ai_chance = {
			base = 75
		}
		trigger = {
			CAN = {
				OR = {
					is_puppet_of = ROOT
					is_in_faction_with = ROOT
				}
				682 = {
					is_owned_and_controlled_by = ROOT
				}
			}
		}
		effect_tooltip = {
			CAN = {
				transfer_state = 331 332
			}
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = r56_canada.10
					days = 2
				}
			}
			news_event = {
				id = r56.news_event.47
				days = 3
			}
		}
	} {
		name = r56_eng.6.b
		ai_chance = {
			base = 25
		}
		add_political_power = -300
		release_puppet_on_controlled = NFL
		NFL = {
			add_political_power = 500
		}
		news_event = {
			id = r56.news_event.48
			days = 3
		}
	}
}
### Entity: Intelligence Agency
Component: branch_crypto
Constructs: has_done_agency_upgrade, has_tech
Source: game
File: common/intelligence_agency_upgrades/intelligence_agency_upgrades.txt

Code:
branch_crypto = {
	upgrade_form_department = {
		picture = GFX_agency_form_department
		frame = GFX_upgrade_frame_form
		sound = Spy_Agency_Cryptology_Upgrades_Confirm
		ai_will_do = {
			base = 2
			modifier = {
				factor = 2
				original_tag = ENG
			}
		}
		modifiers_during_progress = {
			civilian_factory_use = 8
		}
		level = {
			modifier = {
				crypto_department_enabled = 1
				crypto_strength = 1
				decryption_power = 25
			}
		}
	}
	upgrade_decryption_boost = {
		picture = GFX_agency_decryption_boost_1
		sound = Spy_Agency_Cryptology_Upgrades_Confirm
		ai_will_do = {
			factor = 2
		}
		available = {
			has_done_agency_upgrade = upgrade_form_department
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				decryption_power = 25
			}
		} {
			modifier = {
				decryption_power = 10
			}
		}
	}
	upgrade_decryption_boost_2 = {
		picture = GFX_agency_decryption_boost_2
		sound = Spy_Agency_Cryptology_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		available = {
			has_done_agency_upgrade = upgrade_decryption_boost
			has_tech = mechanical_computing
		}
		modifiers_during_progress = {
			civilian_factory_use = 10
		}
		level = {
			modifier = {
				decryption_power = 25
			}
		} {
			modifier = {
				decryption_power = 15
			}
		} {
			modifier = {
				decryption_power = 10
			}
		}
	}
	upgrade_crypto_strength = {
		picture = GFX_agency_cryptology_2
		sound = Spy_Agency_Cryptology_Upgrades_Confirm
		ai_will_do = {
			factor = 2
		}
		available = {
			has_done_agency_upgrade = upgrade_form_department
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				crypto_strength = 1
			}
		} {
			modifier = {
				crypto_strength = 1
			}
		}
	}
	upgrade_crypto_strength_2 = {
		picture = GFX_agency_cryptology_1
		sound = Spy_Agency_Cryptology_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		available = {
			has_done_agency_upgrade = upgrade_crypto_strength
			has_tech = mechanical_computing
		}
		modifiers_during_progress = {
			civilian_factory_use = 15
		}
		level = {
			modifier = {
				crypto_strength = 2
			}
		} {
			modifier = {
				crypto_strength = 2
			}
		} {
			modifier = {
				crypto_strength = 2
			}
		}
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_SIC
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_SIC = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SIC
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Effect Reference
Construct: set_major
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_major

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Sets mandatory major country flag. A country can still become a major if their industry is strong enough and they are not a subject.
Example:
DEN = { set_major = yes }
```
### Entity: National Focus
Tree: pal_focus
Component: PAL_grant_jews_palestinian_citizenship
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_grant_jews_palestinian_citizenship
	icon = GFX_goal_MPL_stable_union
	prerequisite = {
		focus = PAL_agency_liberal
	} {
		focus = PAL_nashashbi_cult
	}
	x = -1
	y = 1
	relative_position_id = PAL_agency_liberal
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PAL_jewish_settlements
			add_idea = PAL_jewish_palestinian_citizenship
		}
	}
}
### Entity: Event
Component: india.414
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_stability, add_manpower, is_ai
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.414
	title = india.414.t
	desc = india.414.desc
	picture = GFX_report_event_indian_soldiers
	is_triggered_only = yes
	option = {
		name = india.414.a
		var:current_prince_state = {
			add_manpower = -5000
		}
		add_manpower = -1000
		if = {
			limit = {
				is_ai = no
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
				producer = RAJ
			}
		}
		army_experience = 30
		add_stability = -0.02
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_USA_allies_expeditionaries
Constructs: is_in_faction_with, send_expeditionary_force
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_USA_allies_expeditionaries = {
	enable = {
		original_tag = USA
		is_in_faction_with = ENG
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ENG
		target = send_expeditionary_force
		value = 10000
	} {
		type = diplo_action_desire
		id = NZL
		target = send_expeditionary_force
		value = 10000
	} {
		type = diplo_action_desire
		id = AST
		target = send_expeditionary_force
		value = 10000
	} {
		type = diplo_action_desire
		id = RAJ
		target = send_expeditionary_force
		value = 10000
	} {
		type = diplo_action_desire
		id = SAF
		target = send_expeditionary_force
		value = 10000
	} {
		type = diplo_action_desire
		id = CAN
		target = send_expeditionary_force
		value = 10000
	}
}
### Entity: Idea
Component: anti_soviet_pact
Constructs: removal_cost, is_subject
Source: game
File: common/ideas/_event.txt

Code:
anti_soviet_pact = {
	removal_cost = -1
	available = {
		is_subject = no
	}
	allowed = {
		always = no
	}
	ai_will_do = {
		factor = 0
	}
	picture = anti_soviet_pact
}
### Entity: Event
Component: austria.87
Constructs: is_triggered_only, ai_chance, has_government
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.87
	title = austria.87.t
	desc = austria.87.d
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = austria.87.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_government = communism
			}
		}
		AUS = {
			country_event = austria.88
		}
		activate_mission = AUS_conference_ongoing_HUN
	} {
		name = austria.87.b
		AUS = {
			country_event = austria.89
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_government = communism
			}
		}
		custom_effect_tooltip = AUS_will_lead_to_war
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_acerias_pdr
Constructs: prerequisite, limit, completion_reward, add_resource, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots, swap_ideas
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_acerias_pdr
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = COL_industrial_effort
	}
	relative_position_id = COL_industrial_effort
	mutually_exclusive = {
		focus = COL_coffe_growth
	}
	x = 3
	y = 1
	cost = 8
	ai_will_do = {
		factor = 2
	}
	available = {
		controls_state = 306
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 4
			state = 306
		}
		random_owned_controlled_state = {
			prioritize = {
				306
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = COL_agrarian_economy
			add_idea = COL_agrarian_economy_2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: AI Strategy
Component: EAI_JAP_less_tanks
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_less_tanks = {
	allowed = {
		tag = JAP
	}
	enable = {
		num_of_military_factories = < 100
		CHI = {
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_military_factories = < 80
				CHI = {
					EAI_THIS_is_threat_to_PREV = yes
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = light_tank_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = light_tank_destroyer_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = light_tank_destroyer_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = light_tank_flame_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = light_tank_flame_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = medium_tank_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = medium_tank_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = medium_tank_destroyer_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = medium_tank_destroyer_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = medium_tank_flame_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = medium_tank_flame_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = heavy_tank_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = heavy_tank_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = heavy_tank_destroyer_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = heavy_tank_destroyer_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = heavy_tank_flame_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = heavy_tank_flame_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = modern_tank_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = modern_tank_chassis
		value = -10
	} {
		type = equipment_variant_production_factor
		id = modern_tank_destroyer_chassis
		value = -100
	} {
		type = equipment_production_surplus_
# ... (truncated)
### Entity: Name List
Component: FIN
Source: game
File: common/names/00_names.txt

Code:
FIN = {
	male = {
		names = {
			Lauri Pekka Mauno Jussi Alpo Petri Kari Juha Risto Viljo Paavo Eino Arvo Ville Mikko Petteri Aleksi Allu Ahti Ahto Erikki Eero Jani Jarno Johannes Kauko Kalevi Ilkka Eljas Erkki Auno Ilmo Kaarle
		}
	}
	female = {
		names = {
			Anna Helvi Hilda Nea Mirjam Kirsi Raili Elina Kaja Ilona Ingrid
		}
	}
	surnames = {
		Pertola Törni Marttinen Arjanen Rajala Ryti Juutilanen Virtanen Korhonen Nieminen Laine Järvinen Karhu Kari Markkula Matilla Luoma Heikkinen Helminen Lahti Olli Oksanen Jaakola Janhunen Mäkelä Mäkinen
	}
}
### Entity: Idea
Component: EAI_desperate_defense_4
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_4 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.63
		industrial_capacity_dockyard = 0.2
		production_factory_efficiency_gain_factor = 0.4
	}
}
### Entity: Event
Component: mongol.5
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_opinion_modifier, fire_only_once, add_political_power, is_historical_focus_on
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.5
	title = mongol.5.t
	desc = mongol.5.d
	picture = GFX_report_event_stalin_meeting
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.5.a
		ai_chance = {
			base = 90
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_political_power = 20
		MON = {
			country_event = {
				id = mongol.6
				hours = 1
			}
		}
		effect_tooltip = {
			MON = {
				add_command_power = 15
				add_war_support = 0.05
				MON_soviet_low_influence_decrease_effect = yes
			}
		}
	} {
		name = mongol.5.b
		ai_chance = {
			base = 10
		}
		SOV = {
			add_political_power = -20
		}
		MON = {
			country_event = {
				id = mongol.7
				hours = 2
			}
		}
		effect_tooltip = {
			MON = {
				add_political_power = 10
				add_stability = -0.05
				add_popularity = {
					ideology = communism
					popularity = 0.05
				}
				MON_soviet_medium_influence_increase_effect = yes
				add_opinion_modifier = {
					target = SOV
					modifier = MON_forced_aid
				}
			}
		}
	}
}