Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: generic_train_organization
Constructs: production_bonus, equipment_bonus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_train_organization = {
	icon = GFX_idea_generic_build_infrastructure
	allowed = {
		always = no
	}
	equipment_type = {
		train_equipment railway_gun_equipment support_equipment
	}
	research_categories = {
		train_tech
	}
	tree_header_text = {
		text = mio_header_design_and_production
		x = 4
	} {
		text = mio_header_support
		x = 1
	} {
		text = mio_header_weapons
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_generic_train_manufacturer
		limit_to_equipment_type = {
			train_equipment
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
	}
	trait = {
		token = generic_mio_trait_material_improvements
		name = generic_mio_trait_material_improvements
		icon = GFX_generic_mio_trait_icon_armor_value
		position = {
			x = 3
			y = 0
		}
		limit_to_equipment_type = {
			train_equipment
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.05
		}
	} {
		token = generic_mio_trait_joint_stock_scheme
		name = generic_mio_trait_joint_stock_scheme
		icon = GFX_generic_mio_department_icon_facilities
		position = {
			x = 5
			y = 0
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.2
		}
		limit_to_equipment_type = {
			train_equipment
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.02
		}
	} {
		token = generic_rapid_production_upscaling
		name = generic_rapid_production_upscaling
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_joint_stock_scheme
		limit_to_equipment_type = {
			train_equipment
		}
		all_parents = {
			generic_mio_trait_joint_stock_scheme
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.05
			military_industrial_organization_size_up_requirement = -0.25
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.03
		}
	} {
		token = generic_mio_trait_additional_flak_wagons
		name = generic_mio_trait_additional_flak_wagons
		icon = GFX_generic_mio_department_icon_anti_air_production
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_joint_stock_scheme
		limit_to_equipment_type = {
			train_equipment
		}
		equipment_bonus = {
			air_attack = 0.1
		}
	} {
		token = generic_mio_trait_improved_axle_fitting
		n
# ... (truncated)
### Entity: Unit Template
Component: MEX_STATES
Source: game
File: common/units/names_ships/MEX_ship_names.txt

Code:
MEX_STATES = {
	name = NAME_THEME_STATES
	for_countries = {
		MEX
	}
	type = ship
	prefix = ARM 
	unique = {
		México Distrito Federal Jalisco Puebla Guanajuato Chiapas Nuevo León Michoacán Oaxaca Chihuahua Guerrero Tamaulipas Baja California Sinaloa Coahuila Hidalgo Sonora San Luis Potosí Tabasco Yucatán Querétaro Morelos Durango Zacatecas Quintana Roo Aguascalientes Tlaxcala Nayarit Campeche Colima Baja California Sur
	}
}
### Entity: Combat Tactic
Component: tactic_sf_ambush
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_sf_ambush = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = street_fighting
	}
	active = yes
	display_phase = street_fighting
	base = {
		factor = 2
	}
	picture = tactic_sf_ambush
	defender = 0.25
	attacker_org_damage_modifier = -0.1
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_the_first_labor_government
Constructs: add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_the_first_labor_government
	icon = GFX_goal_generic_improve_relations
	x = 4
	y = 0
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = NZL_first_labor_government
	}
}
### Entity: Character
Component: BRA_afranio_de_mello_franco
Constructs: has_government, has_dlc, set_rule
Source: game
File: common/characters/BRA.txt

Code:
BRA_afranio_de_mello_franco = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_3
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BRA_afranio_de_mello_franco
			allowed = {
				original_tag = BRA
			}
			traits = {
				popular_figurehead
			}
		}
		name = BRA_afranio_de_mello_franco
	} {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_3
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BRA_afranio_de_mello_franco
			allowed = {
				original_tag = BRA
			}
			available = {
				NOT = {
					has_government = fascism communism
				}
			}
			traits = {
				BRA_nobel_peace_prize_nominee
			}
			on_add = {
				BRA = {
					set_rule = {
						can_send_volunteers = yes
					}
				}
			}
		}
		name = BRA_afranio_de_mello_franco
	}
}
### Entity: Order of Battle
Component: 4th Division
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 4th Division
	location = 9970
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = GDC_zhang_meixin
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fighter_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_fighter_focus
	icon = GFX_goal_generic_air_fighter
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = SWI_foreign_air SWI_home_air
	}
	x = 51
	y = 2
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SWI_fighter_focus
				bonus = 1
				uses = 2
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = SWI_fighter_focus
				bonus = 1
				uses = 2
				category = light_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ENG_indian_autonomy_idea
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_indian_autonomy_idea = {
	name = ENG_indian_autonomy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.15
	}
	picture = generic_pp_unity_bonus
	removal_cost = -1
}
### Entity: AI Strategy
Component: GER_sweden_joined_our_pact_so_we_are_kinda_happy
Constructs: has_completed_focus, has_war_with
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_sweden_joined_our_pact_so_we_are_kinda_happy = {
	allowed = {
		original_tag = GER
	}
	enable = {
		SWE = {
			has_completed_focus = SWE_join_the_anti_soviet_pact
		}
	}
	abort = {
		SWE = {
			has_war_with = GER
		}
	}
	ai_strategy = {
		type = alliance
		id = SWE
		value = 50
	} {
		type = protect
		id = SWE
		value = 70
	}
}
### Entity: Country History
Country: SID
Component: SID_technology
Constructs: set_technology
Source: game
File: history/countries/SID - Sidamo.txt

Code:
# Starting Technologies for SID
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: wtt_germany.1003
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.1003
	title = wtt_germany.1003.t
	desc = wtt_germany.1003.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = wtt_germany.1003.a
		hidden_effect = {
			country_event = {
				id = wtt_germany.1000
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_island
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_island
	icon = GFX_goal_generic_army_doctrines
	ai_will_do = {
		factor = 2
	}
	x = 38
	y = 0
	mutually_exclusive = {
		focus = MAL_the_air MAL_the_straits
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_8/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_end_the_ban_on_the_arabic_adhan
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_end_the_ban_on_the_arabic_adhan
	icon = GFX_goal_generic_madrasah_2_black_white
	prerequisite = {
		focus = TUR_amend_the_secular_policies
	}
	x = 1
	y = 1
	relative_position_id = TUR_amend_the_secular_policies
	cost = 10
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		add_political_power = 140
		add_stability = 0.06
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_liepaja_naval_base
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_liepaja_naval_base
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = LAT_foreign_submarine_contract LAT_foreign_destroyer_contract
	}
	mutually_exclusive = {
		focus = LAT_riga_shipyard
	}
	relative_position_id = LAT_riga_shipyard
	x = 2
	y = 0
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		190 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		navy_experience = 25
		190 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 10
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: AST_standard-bearer
Constructs: war_support_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_standard-bearer = {
	random = no
	war_support_factor = 0.15
}
### Entity: Order of Battle
Component: air_wing_285
Source: game
File: history/units/AST_1939_air_legacy.txt

Code:
air_wings = {
	285 = {
		fighter_equipment_1 = {
			owner = AST
			amount = 32
		}
		CAS_equipment_1 = {
			owner = AST
			amount = 48
		}
		nav_bomber_equipment_1 = {
			owner = AST
			amount = 72
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_air_equipment_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_air_equipment_4 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_4
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_air_base_expansion
Constructs: prerequisite, limit, completion_reward, complete_tooltip, random_state, has_state_flag, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_air_base_expansion
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = POL_standardisation_of_equipment
	}
	relative_position_id = POL_standardisation_of_equipment
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = POL_air_base_expansion_1
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				10
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = POL_air_base_expansion_1
		}
	}
}
### Entity: Event
Component: wtt_infiltration.6
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.6
	title = wtt_infiltration.6.t
	desc = wtt_infiltration.6.desc
	picture = GFX_report_event_dead_soldiers
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.6.a
	}
}
### Entity: Character
Component: USA_douglas_macarthur
Constructs: has_country_flag, has_dlc, is_literally_china, has_country_leader
Source: game
File: common/characters/USA.txt

Code:
USA_douglas_macarthur = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = USA_douglas_macarthur
		portraits = {
			army = {
				small = GFX_idea_douglas_macarthur
			} {
				large = GFX_portrait_USA_douglas_macarthur
			}
		}
		advisor = {
			slot = army_chief
			idea_token = douglas_macarthur
			allowed = {
				OR = {
					is_literally_china = yes
					original_tag = USA
				}
			}
			available = {
				USA = {
					NOT = {
						OR = {
							has_country_flag = douglas_macarthur_sent_to_china
							has_country_leader = {
								ruling_only = yes
								character = USA_douglas_macarthur
							}
						}
					}
				}
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		field_marshal = {
			traits = {
				brilliant_strategist career_officer media_personality politically_connected offensive_doctrine
			}
			skill = 4
			attack_skill = 4
			defense_skill = 3
			planning_skill = 4
			logistics_skill = 2
			legacy_id = 57
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = USA_douglas_macarthur
		portraits = {
			army = {
				small = GFX_idea_douglas_macarthur
			} {
				large = GFX_portrait_USA_douglas_macarthur
			}
		}
		advisor = {
			slot = army_chief
			idea_token = douglas_macarthur
			allowed = {
				OR = {
					is_literally_china = yes
					original_tag = USA
				}
			}
			available = {
				NOT = {
					OR = {
						has_country_flag = douglas_macarthur_sent_to_china
						has_country_leader = {
							ruling_only = yes
							character = USA_douglas_macarthur
						}
					}
				}
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		field_marshal = {
			traits = {
				brilliant_strategist career_officer media_personality politically_connected offensive_doctrine
			}
			skill = 4
			attack_skill = 4
			defense_skill = 3
			planning_skill = 4
			logistics_skill = 2
			legacy_id = 57
		}
	}
}
### Entity: Idea
Component: AUS_a_good_show
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_a_good_show = {
	picture = SOV_scientist_defect
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.15
		opinion_gain_monthly_factor = 0.15
		trade_opinion_factor = 0.25
		opinion_gain_monthly_same_ideology_factor = 0.35
		political_power_factor = 0.05
		democratic_acceptance = 50
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_refit_gotaverken_for_rapid_repairs
Constructs: prerequisite, add_ideas, completion_reward, is_fully_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_refit_gotaverken_for_rapid_repairs
	icon = GFX_focus_generic_refit_civilian_ships
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_gotaverken
	}
	relative_position_id = SWE_gotaverken
	ai_will_do = {
		factor = 10
	}
	available = {
		140 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = SWE_gotaverken_retooled_for_rapid_repairs
	}
}
### Entity: Character
Component: BRA_lindolfo_collor
Constructs: has_completed_focus, has_government, is_country_leader
Source: game
File: common/characters/BRA.txt

Code:
BRA_lindolfo_collor = {
	name = BRA_lindolfo_collor
	portraits = {
		army = {
			small = GFX_portrait_BRA_lindolfo_collor_small
			large = GFX_portrait_BRA_lindolfo_collor
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_lindolfo_collor
		allowed = {
			original_tag = BRA
		}
		available = {
			has_government = democratic
			has_completed_focus = BRA_free_speech
			is_country_leader = no
		}
		traits = {
			BRA_anti_authoritarian
		}
	}
}
### Entity: AI Strategy
Component: USA_think_about_retaliation
Constructs: has_war_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_think_about_retaliation = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war_with = JAP
		date = > 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = home_islands
		value = 100
	} {
		type = naval_invasion_dominance_weight
		value = 30
	}
}
### Entity: Modding Documentation
Construct: set_global_flag
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## set_global_flag
* Arguments: <flag name>

Sets the specified global flag to a value. Defaults to 1
### Entity: Idea
Component: PAL_restrict_jewish_settlement
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_restrict_jewish_settlement = {
	picture = tur_etatism_bonus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.35
		industrial_capacity_factory = -0.05
	}
}
### Entity: Shared Focus
Tree: usc_focus
Component: USC_UNIFIED_trans_central_american_railway
Constructs: shared_focus, prerequisite, add_stability, completion_reward, has_idea, build_railway, build_only_on_allied
Source: game
File: common/national_focus/r56_central_america_shared.txt

Code:
shared_focus = {
	id = USC_UNIFIED_trans_central_american_railway
	icon = GFX_goal_generic_construct_infrastructure
	cost = 10
	text = UNIFIED_GENERIC_trans_country_railway
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = USC_UNIFIED_connect_the_cities
	}
	relative_position_id = USC_UNIFIED_connect_the_cities
	x = 0
	y = 2
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		controls_state = 313 312 317 316
	}
	completion_reward = {
		add_stability = 0.1
		build_railway = {
			level = 2
			build_only_on_allied = yes
			fallback = yes
			start_state = 313
			target_state = 316
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_universidad_de_buenos_aires
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_universidad_de_buenos_aires
	icon = GFX_focus_ARG_universidad_de_buenos_aires
	prerequisite = {
		focus = ARG_towards_a_greater_argentina
	}
	x = 0
	y = 1
	relative_position_id = ARG_towards_a_greater_argentina
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Order of Battle
Component: 1st Division
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 1st Division
	location = 1047
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = GDC_li_zhenqiu
	}
}
### Entity: Idea
Component: CHL_arsenales_de_marina
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_arsenales_de_marina = {
	picture = CHL_asmar
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = CHL_expand_the_naval_arsenal
	}
	visible = {

	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: KHM_unrest_2
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/sinkiang.txt

Code:
KHM_unrest_2 = {
	name = KHM_unrest
	allowed = {
		always = no
	}
	picture = raj_marginalized_muslim_community
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		conscription_factor = -0.05
		war_support_factor = -0.05
		army_morale_factor = -0.01
	}
}
### Entity: Modding Documentation
Construct: capital
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### capital
* description: capital state of the country
### Entity: AI Strategy
Component: ITA_midderan_theatre_air_supremacy
Constructs: has_war
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_midderan_theatre_air_supremacy = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war = yes
	}
	abort = {
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 21
		value = 20000
	} {
		type = strategic_air_importance
		id = 23
		value = 20000
	} {
		type = strategic_air_importance
		id = 169
		value = 20000
	} {
		type = strategic_air_importance
		id = 29
		value = 50000
	} {
		type = strategic_air_importance
		id = 168
		value = 20000
	}
}
### Entity: Event
Component: denmark.31
Constructs: is_triggered_only, has_government
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.31
	title = denmark.31.t
	desc = denmark.31.d
	picture = GFX_r56i_generic_event_08
	is_triggered_only = yes
	option = {
		name = denmark.31.a
	} {
		name = denmark.31.b
		trigger = {
			OR = {
				has_government = fascism communism neutrality
			}
		}
	}
}
### Entity: Idea
Component: r56_generic_invest_reward_1
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_generic_invest_reward_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_scientist_defect
	modifier = {
		consumer_goods_factor = 0.1
		political_power_factor = -0.05
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_import_foreign_machinery
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_import_foreign_machinery
	prerequisite = {
		focus = POR_continue_the_public_works_r56
	}
	icon = GFX_goal_generic_construction_tools
	cost = 8
	ai_will_do = {
		base = 9
	}
	x = -2
	y = 1
	relative_position_id = POR_continue_the_public_works_r56
	completion_reward = {
		add_tech_bonus = {
			name = POR_import_foreign_machinery
			bonus = 0.75
			uses = 1
			category = industry
		}
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				112
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: CHI_chen_jitang
Source: game
File: common/characters/CHI.txt

Code:
CHI_chen_jitang = {
	name = CHI_chen_jitang
	portraits = {
		army = {
			large = GFX_portrait_GXC_chen_jitang
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CHI_chen_jitang
		allowed = {
			original_tag = CHI
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}