Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_armor_0
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_armor_0 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 50
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 40
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_chassis
		value = 4
	}
}
### Entity: Character
Component: union_man
Source: game
File: common/country_leader/00_traits.txt

Code:
union_man = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_intel_tier_2
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_armor_intel_tier_2 = {
	NOT = {
		EAI_armor_intel_tier_0 = yes
		EAI_armor_intel_tier_1 = yes
	}
}
### Entity: Event
Component: usa.19
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.19
	title = usa.19.t
	is_triggered_only = yes
	hidden = yes
	immediate = {
		USA = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ROOT
			}
		}
	}
}
### Entity: Scripted Effect
Component: DEN_advisor_low_BOP_decrease_effect
Constructs: limit, is_subject
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_advisor_low_BOP_decrease_effect = {
	if = {
		limit = {
			is_subject = no
		}
		DEN_bop_low_decrease_effect = yes
	}
}
### Entity: Order of Battle
Component: XXXIV Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXXIV Brigada Internacionales
	location = 3945
	division_template = Brigada Internacionales
}
### Entity: State History
Component: 966
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/966-Deep Amazonas.txt

Code:
state = {
	id = 966
	name = STATE_966
	manpower = 8962
	state_category = wasteland
	impassable = yes
	force_link_ownership_to = 938
	history = {
		owner = BRA
		add_core_of = BRA
	}
	provinces = {
		8172
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: CZE_stndsd_eqpmnt_2
Constructs: has_government, is_in_faction_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_stndsd_eqpmnt_2 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = SWE_varnplikt
	cancel = {
		NOT = {
			OR = {
				is_in_faction_with = ROM YUG AUS HUN CZE
			}
		}
	}
	removal_cost = -1
	modifier = {
		materiel_manufacturer_cost_factor = -0.2
		unit_infantry_design_cost_factor = -0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: HUN_gyula_gombos_de_jakfa
Constructs: limit, has_dlc, has_autonomy_state, has_country_leader
Source: game
File: common/characters/HUN.txt

Code:
HUN_gyula_gombos_de_jakfa = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_gyula_gombos_de_jakfa_no_dlc_name
		portraits = {
			army = {
				small = GFX_idea_HUN_gyula_gombos_de_jakfa
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = HUN_gyula_gombos_de_jakfa
			allowed = {
				original_tag = HUN
			}
			available = {
				IF = {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
			}
			traits = {
				fascist_demagogue
			}
			ai_will_do = {
				base = 1
			}
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_gyula_gombos_de_jakfa
		portraits = {
			army = {
				large = GFX_portrait_HUN_gyula_gombos_de_jakfa
				small = GFX_portrait_HUN_gyula_gombos_de_jakfa_small
			}
		}
		advisor = {
			slot = political_advisor
			can_be_fired = no
			idea_token = HUN_gyula_gombos_de_jakfa
			available = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = HUN_gyula_gombos_de_jakfa
					}
				}
			}
			visible = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = HUN_gyula_gombos_de_jakfa
					} {
						ruling_only = yes
						character = HUN_ferenc_szalasi
					}
				}
			}
			allowed = {
				original_tag = HUN
			}
			traits = {
				HUN_fascist_prime_minister
			}
			ai_will_do = {
				base = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_MEX
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_MEX = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		MEX = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = MEX
		value = -800
	} {
		type = support
		id = MEX
		value = -25
	} {
		type = befriend
		id = MEX
		value = -25
	} {
		type = alliance
		id = MEX
		value = -75
	}
}
### Entity: Event
Component: SEA_PRC_political_events.19
Constructs: is_triggered_only, limit, every_character, has_character_flag, set_nationality, add_to_array
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.19
	title = SEA_PRC_political_events.19.t
	desc = SEA_PRC_political_events.19.desc
	picture = GFX_report_event_PRC_generals_flock
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.19.a
		every_character = {
			limit = {
				has_character_flag = can_flip_to_prc
			}
			set_nationality = PRC
			add_to_array = {
				array = global.PRC_generals_flipped
			}
		}
	}
}
### Entity: Event
Component: lar_spain.31
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.31
	title = lar_spain.30.t
	desc = lar_spain.31.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lar_spain.31.a
		add_to_faction = FROM
	}
}
### Entity: Character
Component: DEN_karl_kristian_steincke
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_karl_kristian_steincke = {
	name = DEN_karl_kristian_steincke
	portraits = {
		army = {
			small = GFX_portrait_DEN_karl_kristian_steincke_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_karl_kristian_steincke
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		available = {
			has_completed_focus = DEN_kanslergadeforliget
		}
		traits = {
			welfare_architect
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 10
				DEN_historical_ai = yes
			}
		}
		on_add = {
			owner = {
				DEN_advisor_medium_BOP_decrease_effect = yes
			}
		}
		on_remove = {
			owner = {
				DEN_advisor_medium_BOP_increase_effect = yes
			}
		}
	}
}
### Entity: Achievement
Component: a_succulent_chinese_meal
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_core_of, is_controlled_by
Source: game
File: common/achievements.txt

Code:
a_succulent_chinese_meal = {
	id = 279
	possible = {
		tag = AST
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		any_owned_state = {
			is_core_of = CHI
			is_controlled_by = AST
		}
	}
}
### Entity: Event
Component: KMT_event.31
Constructs: is_triggered_only, ai_chance, has_country_flag, add_political_power, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.31
	title = KMT_event.31.t
	desc = KMT_event.31.desc
	picture = GFX_report_event_china_ledo_road
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_country_flag = KMT_avoid_incident KMT_will_go_blueshirt
				}
			}
		}
		name = KMT_event.31.a
		add_political_power = 50
		custom_effect_tooltip = KMT_xueliang_tt
		hidden_effect = {
			country_event = KMT_event.32
		}
		MAN = {
			set_country_flag = MAN_xueliang_arrested
		}
	} {
		name = KMT_event.31.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				OR = {
					has_country_flag = KMT_avoid_incident KMT_will_go_blueshirt
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_our_central_asian_brothers
Constructs: prerequisite, has_war, completion_reward, has_army_manpower, is_subject, add_state_claim, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_our_central_asian_brothers
	icon = GFX_focus_attack_soviet
	cost = 10
	prerequisite = {
		focus = PER_retake_afghanistan
	} {
		focus = PER_reclaim_iraq
	}
	x = 1
	y = 1
	relative_position_id = PER_retake_afghanistan
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 0
			has_war = yes
		}
	}
	available = {
		OR = {
			has_army_manpower = {
				size = > 224999
			}
			SOV = {
				surrender_progress = > 0.5
			}
		}
		is_subject = no
		r56_script_i_am_sane = yes
		SOV = {
			r56_script_target_is_sane = yes
		}
	}
	completion_reward = {
		add_state_claim = 985 584 830 742
		create_wargoal = {
			type = take_state_focus
			target = SOV
			expire = 0
			generator = {
				584 742 405 229
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_army_air_corps
Constructs: prerequisite, completion_reward, add_tech_bonus, add_dynamic_modifier
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_army_air_corps
	icon = GFX_focus_PHI_army_air_corps
	prerequisite = {
		focus = PHI_national_defense_act
	}
	relative_position_id = PHI_national_defense_act
	x = 6
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PHI_army_air_corps
			bonus = 0.5
			uses = 2
			category = air_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_dynamic_modifier = {
			modifier = PHI_philippine_army_air_corps_dynamic_modifier
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: State History
Component: 1004
Constructs: add_core_of
Source: game
File: history/states/1004-North Khorasan.txt

Code:
state = {
	id = 1004
	name = STATE_1004
	manpower = 353246
	state_category = rural
	history = {
		owner = PER
		buildings = {
			infrastructure = 2
		}
		add_core_of = PER
	}
	provinces = {
		7573 1521 10351
	}
	local_supplies = 0.0
}
### Entity: Event
Component: SEA_PHI_political_events.58
Constructs: is_triggered_only, limit, add_to_variable
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.58
	title = SEA_PHI_political_events.58.t
	desc = SEA_PHI_political_events.58.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.58.a
		if = {
			limit = {
				FROM = {
					original_tag = JAP
				}
			}
			custom_effect_tooltip = PHI_island_nation_dynamic_modifier_tt
			add_to_variable = {
				PHI_island_nation_industrial_capacity_dockyard = 0.1
				tooltip = industrial_capacity_dockyard_tt
			}
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_water_infrastructure
Constructs: prerequisite, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_water_infrastructure
	icon = GFX_focus_RAJ_water_privatization
	cost = 5
	x = 0
	y = 1
	relative_position_id = CYP_subsidise_fruit_farming
	prerequisite = {
		focus = CYP_subsidise_fruit_farming
	} {
		focus = CYP_coastal_investments
	}
	completion_reward = {
		random_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = 11984
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =    
		} r56_newline
		swap_ideas = {
			remove_idea = r56_CYP_farming_focus_2
			add_idea = r56_CYP_farming_focus_3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: AAT_nordic_shared.2
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_shared.2
	title = AAT_nordic_shared.2.t
	desc = AAT_nordic_shared.2.desc
	is_triggered_only = yes
	option = {
		name = AAT_nordic_shared.2.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		give_guarantee = FROM
		FROM = {
			give_guarantee = ROOT
			hidden_effect = {
				country_event = {
					id = AAT_nordic_shared.3
					hours = 2
				}
			}
		}
	} {
		name = AAT_nordic_shared.2.b
		trigger = {

		}
		FROM = {
			country_event = {
				id = AAT_nordic_shared.4
				hours = 3
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_commerce_attack
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_commerce_attack
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = CUB_import_submarine_technology
	}
	relative_position_id = CUB_caribbean_navy
	x = -2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = CUB_commerce_attack
			cost_reduction = 0.75
			uses = 1
			category = submarine_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHI_warlord_integration_3
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_warlord_integration_3 = {
	name = CHI_warlord_integration
	picture = chi_warlord_integration3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.75
	}
}
### Entity: Technology
Component: the_thunder_at_our_gates_artillery
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	artillery_brigade = {
		combat_width = -0.1
	}
}
### Entity: Event
Component: r56_raj.107
Constructs: is_triggered_only, add_stability, add_popularity, set_country_flag, clr_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.107
	title = r56_raj.107.t
	desc = r56_raj.107.d
	picture = GFX_CZKE_military_education_report
	is_triggered_only = yes
	option = {
		name = r56_raj.107.a
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		set_country_flag = Educational_Reform_Act_failed interface_disable
		clr_country_flag = Educational_Reform_Act_init
	}
}
### Entity: Idea
Component: EAI_DD_7/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_mimic_the_red_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_mimic_the_red_army
	icon = GFX_focus_generic_combined_arms
	cost = 10
	prerequisite = {
		focus = VIN_align_with_trotsky_regime
	}
	completion_reward = {
		add_ideas = VIN_mimic_the_red_army
	}
	x = 19
	y = 2
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_reorganization_of_congress
Constructs: prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_reorganization_of_congress
	icon = GFX_goal_spread_communism
	relative_position_id = VEN_enpower_the_pcv
	x = 1
	y = 4
	cost = 10
	prerequisite = {
		focus = VEN_redistribution_of_wealth
	} {
		focus = VEN_peoples_university_of_venezuela
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 100
		swap_ideas = {
			remove_idea = VEN_corruption_7
			add_idea = VEN_corruption_8
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.53
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.53
	title = BBA_italy_missiolinis.53.t
	desc = BBA_italy_missiolinis.53.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.53.a
		ITA_missiolini_stockpile_trucks_success_effect = yes
	}
}
### Entity: Character
Component: ECU_hugo_endara_penaherrera
Source: game
File: common/characters/ECU.txt

Code:
ECU_hugo_endara_penaherrera = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ECU_hugo_endara_penaherrera
		ledger = navy
		allowed = {
			original_tag = ECU
		}
		traits = {
			naval_theorist
		}
	}
	name = Hugo Endara Peñaherrera
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Define
Component: NDefines_Graphics.NFrontend
Source: game
File: common/defines/00_graphics.lua

Code:
NDefines_Graphics.NFrontend = {
CAMERA_LOOKAT_X = 2958.0
CAMERA_LOOKAT_Y = 0.0
CAMERA_LOOKAT_Z = 1519.0
CAMERA_START_X = 2958.0
CAMERA_START_Y = 800
CAMERA_START_Z = 1400.0
CAMERA_END_X = 2958.0
CAMERA_END_Y = 900.0
CAMERA_END_Z = 1400.0
CAMERA_MIN_HEIGHT = 50.0
CAMERA_MAX_HEIGHT = 3000.0
CAMERA_SPEED_IN_MENUS = 0.1
CAMERA_INTERPOLATION_SPEED = 0.19
FRONTEND_POS_X = 2958.0
FRONTEND_POS_Y = 900.0
FRONTEND_POS_Z = 1500.0
FRONTEND_LOOK_X = 2958.0
FRONTEND_LOOK_Y = 0.0
FRONTEND_LOOK_Z = 1519.0
MP_OPTIONS_POS_X = 2958.0
MP_OPTIONS_POS_Y = 922.0
MP_OPTIONS_POS_Z = 848.0
MP_OPTIONS_LOOK_X = 2958.0
MP_OPTIONS_LOOK_Y = 0.0
MP_OPTIONS_LOOK_Z = 1519.0
NEW_GAME_BUTTON_DISABLE_DELAY_ON_INVALID_MAP_DATA = 10.0
SOCIALVIEW_CONTEXT_MENU_BUTTON_OFFSET = 10
SOCIALVIEW_CONTEXT_MENU_MARGIN = 2
TIME_TO_SWAP_BACKGROUNDS = 20
NEW_BACKGROUND_DURATION = 4
}
### Entity: Character
Component: scientist_trait_gifted_engineer
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_gifted_engineer = {
	modifier = {
		special_project_speed_factor = 0.05
		scientist_research_bonus_factor = 0.02
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_protector_of_the_tajiks
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_idea, add_core_of, create_wargoal
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_protector_of_the_tajiks
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = AFG_anti_soviet_cooperation
	}
	x = 0
	y = 1
	relative_position_id = AFG_anti_soviet_cooperation
	cost = 5
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			AND = {
				has_government = neutrality
				has_completed_focus = AFG_biding_our_time
			}
		}
	}
	available = {
		NOT = {
			has_idea = neutrality_idea
		}
	}
	search_filters = {

	}
	completion_reward = {
		742 = {
			add_core_of = ROOT
			OWNER = {
				ROOT = {
					create_wargoal = {
						target = PREV
						type = take_core_state
						generator = {
							742
						}
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt AFG_protector_of_the_tajiks_tt
		every_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_disgruntled_minority
				}
			}
			remove_dynamic_modifier = {
				modifier = AFG_disgruntled_minority
			}
		}
	}
}
### Entity: Modifier Reference
Construct: _value_fa
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_value_factor"></span><ModifierStatValue>_value_factor

* **Description**: Modifier stat value factors
* Number with 0 decimal places
* **Categories**: country, state

* **Modified types**: naval_general_support, naval_repair_support
### Entity: AI Strategy
Component: BRA_independent_communist_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BRA_alternate_strategy_plan.txt

Code:
BRA_independent_communist_plan = {
	name = Brazilian Communist Plan - Independent
	desc = 
	allowed = {
		original_tag = BRA
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_INDEPENDENT_COMMUNIST
			has_game_rule = {
				rule = BRA_AI_BEHAVIOR
				option = BRA_COMMUNIST_INDEPENDENT
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BRA_prepare_for_second_intentona BRA_revive_the_anl BRA_infilitrate_the_military BRA_radicalize_the_proletariat BRA_launch_the_revolution BRA_oust_prestes BRA_international_brigades BRA_tech_slot_3 BRA_coffee_crisis_aftermath BRA_nationalization_of_industry BRA_radio_nacional BRA_companhia_siderurgica_nacional BRA_collectivization_of_agriculture BRA_national_petroleum_council BRA_batalha_do_borracha BRA_collectivization_of_transport BRA_rapid_industrialization BRA_stimulate_the_civilian_economy BRA_domestic_arms_industry SMB_army SMB_military_facilities SMB_regular_infantry SMB_air_force SMB_construct_air_bases SMB_purchase_aircraft SMB_establish_aircraft_industry SMB_navy SMB_construct_naval_bases SMB_purchase_destroyers_and_subs SMB_expand_repair_yards SMB_enlarge_naval_facilities BRA_desenvolvimentismo BRA_allow_the_church_to_operate BRA_equality_for_women BRA_spread_the_revolution BRA_create_faction BRA_jaguar_diplomacy BRA_anti_imperialism BRA_union_of_latin_american_socialist_republics
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Trigger Reference
Construct: any_operative_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_operative_leader

* Supported Scopes: COUNTRY, OPERATION
* Supported Targets: none

```
check if any operatives meets the trigger. tooltip=key can be defined to override title
```
### Entity: Country History
Country: UAE
Component: UAE_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/UAE - United Arab Emirates.txt

Code:
# Politics & Parties for UAE
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 50
	fascism = 0
	communism = 1
	neutrality = 49
}