Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_usa_civil_war_democrats.31
Constructs: is_triggered_only, every_owned_state, limit, add_stability
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.31
	title = mtg_usa_civil_war_democrats.31.t
	desc = mtg_usa_civil_war_democrats.31.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_democrats.31.a
		add_stability = -0.05
		every_owned_state = {
			limit = {
				OR = {
					state = 373 394 395 261 396 393
				}
			}
			event_target:USA_civil_war_democrats = {
				transfer_state = PREV
			}
		}
	}
}
### Entity: Character
Component: MPL_abdul_ghani_alkarmi
Constructs: has_completed_focus, add_ideas, remove_ideas
Source: game
File: common/characters/MPL.txt

Code:
MPL_abdul_ghani_alkarmi = {
	name = Abdul-Ghani Al-Karmi
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
	advisor = {
		available = {
			has_completed_focus = MPL_arabs_ministers
		}
		slot = political_advisor
		idea_token = MPL_abdul_ghani_alkarmi
		allowed = {
			original_tag = MPL
		}
		on_add = {
			hidden_effect = {
				owner = {
					add_ideas = MPL_levantine_unifier_idea
				}
			}
		}
		on_remove = {
			hidden_effect = {
				owner = {
					remove_ideas = MPL_levantine_unifier_idea
				}
			}
		}
		traits = {
			MPL_levantine_unifier
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: BBA_swiss_expansion.14
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.14
	title = BBA_swiss_expansion.14.t
	desc = BBA_swiss_expansion.14.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.14.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: AI Strategy
Component: SOV_fifth_column_fascism
Constructs: has_government, has_country_flag, has_game_rule, has_global_flag, is_subject
Source: game
File: common/ai_strategy_plans/SOV_old_alternate_strategy_plan.txt

Code:
SOV_fifth_column_fascism = {
	name = SOV Russian Fascism
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = SOV_ai_behavior
				option = EXILES_FASCIST
			}
			has_country_flag = SOV_AI_RANDOM_RUSSIAN_FASCISM
		}
		has_global_flag = sov_old_focus_tree
	}
	abort = {
		is_subject = yes
		NOT = {
			has_government = fascism
		}
	}
	ai_national_focuses = {
		SOV_form_a_fifth_column_old SOV_finish_the_five_year_plan_old SOV_counter_coup_old SOV_power_struggle_old SOV_new_vozhd SOV_siberian_railnetworks SOV_improve_western_railnetworks SOV_Improve_TransSiberian_Railway SOV_third_five_year_plan_old SOV_Social_Welfare_old SOV_Education_Initiative SOV_Mass_Immunizations_old SOV_progress_cult_old
	}
	focus_factors = {
		SOV_great_purge = 0
		SOV_trotskyite_victory = 0
	}
	ideas = {
		SOV_pavel_milyukov = 500
		SOV_andrey_vlasov = 999
		SOV_anatoly_rogozhin = 800
		SOV_konstantin_nechaev = 800
		konstantin_rodzaevsky = 500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: SOV_CV_IMPERIAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_CV_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_CARRIERS
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = 
	fallback_name = Avianosets %s
	unique = {
		Imperator Nikolay I Imperatritsa Aleksandra Imperator Aleksandr I Dakiya Imperator Troyan Rumyniya Korol Karl Kiyev Minsk Novorossysk Baku Ulyanovsk
	}
}
### Entity: Idea
Component: EAI_HARD/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: AST_scrap_iron_flotilla_taog_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/australia.txt

Code:
AST_scrap_iron_flotilla_taog_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = escort_effort_focus
	equipment_bonus = {
		ship_hull_light = {
			instant = yes
			naval_range = 0.15
			build_cost_ic = -0.1
		}
	}
}
### Entity: Modifier Reference
Component: GER_alfred_rosenberg_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_alfred_rosenberg_modifier = {
	enable = {
		always = yes
	}
	consumer_goods_factor = GER_alfred_rosenberg_modifier_consumer_goods_factor
	production_speed_arms_factory_factor = GER_alfred_rosenberg_modifier_production_speed_arms_factory_factor
	industrial_capacity_factory = GER_alfred_rosenberg_modifier_industrial_capacity_factory
	subjects_autonomy_gain = GER_alfred_rosenberg_modifier_subjects_autonomy_gain
}
### Entity: Event
Component: lar_capture_tito.1
Constructs: is_triggered_only
Source: game
File: events/LaR_espionage_operations.txt

Code:
country_event = {
	id = lar_capture_tito.1
	title = lar_capture_tito.1.t
	desc = lar_capture_tito.1.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lar_capture_tito.1.a
		army_experience = 5
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_agricultural_communes
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, add_timed_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_agricultural_communes
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = GRE_a_socialist_economy
	}
	x = 2
	y = 1
	relative_position_id = GRE_a_socialist_economy
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = GRE_agrarian_society
			}
			swap_ideas = {
				remove_idea = GRE_agrarian_society
				add_idea = GRE_agricultural_communes_idea
			}
		}
		else_if = {
			limit = {
				has_idea = GRE_industrializing_society
			}
			swap_ideas = {
				remove_idea = GRE_industrializing_society
				add_idea = GRE_industrializing_society_communist
			}
			add_timed_idea = {
				idea = GRE_rural_exodus
				days = 280
			}
		} {
			limit = {
				has_idea = GRE_farmer_culture
			}
			swap_ideas = {
				remove_idea = GRE_farmer_culture
				add_idea = GRE_farmer_managed_communes
			}
		}
	}
}
### Entity: Idea
Component: KMT_provincial_unrest
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_provincial_unrest = {
	removal_cost = -1
	picture = chi_warlord_integration2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_gain = -0.5
		stability_factor = -0.1
		stability_weekly = -0.005
		consumer_goods_expected_value = 0.1
	}
}
### Entity: Idea
Component: democratic_opposition_idea_2
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/baltic_shared.txt

Code:
democratic_opposition_idea_2 = {
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.05
		stability_factor = -0.05
	}
}
### Entity: Idea
Component: ITA_maintain_the_three_branches_independence
Constructs: removal_cost, encryption_factor
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_maintain_the_three_branches_independence = {
	name = ITA_maintain_the_three_branches_independence
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		army_org_factor = 0.05
		max_command_power = 25
		encryption_factor = 0.2
	}
}
### Entity: Idea
Component: HUN_great_bulwark_against_the_west_ns
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/hungary.txt

Code:
HUN_great_bulwark_against_the_west_ns = {
	removal_cost = -1
	picture = home_of_revolution
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.1
		drift_defence_factor = 0.5
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.05
		stability_factor = 0.05
		war_support_factor = 0.1
	}
}
### Entity: Event
Component: denmark.43
Constructs: is_triggered_only, ai_chance
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.43
	title = denmark.43.t
	desc = denmark.43.d
	picture = GFX_report_event_militiant_haakon
	is_triggered_only = yes
	option = {
		name = denmark.43.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: SWE_extensive_naval_project_funding
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_extensive_naval_project_funding = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	picture = generic_coastal_defense_ships2
	modifier = {
		industrial_capacity_factory = -0.3
		stability_factor = -0.1
		political_power_factor = -0.2
		consumer_goods_factor = 0.1
	}
}
### Entity: Country History
Country: VOL
Component: VOL_characters
Constructs: recruit_character
Source: game
File: history/countries/VOL - Upper Volta.txt

Code:
# Leaders & Characters for VOL
recruit_character = VOL_acd2 VOL_ncm VOL_nccr VOL_ai2 VOL_stc VOL_pot VOL_aco2 VOL_aa2 VOL_nt VOL_communist_guy VOL_democratic_guy VOL_mt VOL_acgs VOL_coi VOL_fascist_guy VOL_ar VOL_acr VOL_ncs VOL_awt VOL_acas
### Entity: Idea
Component: MAN_towards_corporatism_2
Constructs: war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_towards_corporatism_2 = {
	allowed = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	picture = SOV_russian_corporate_state_ccp_sov_compatibility
	modifier = {
		production_speed_arms_factory_factor = 0.075
		war_support_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.15
		industrial_capacity_factory = 0.05
	}
}
### Entity: Order of Battle
Component: air_wing_797
Source: game
File: history/units/TUR_1939_air_legacy.txt

Code:
air_wings = {
	797 = {
		CAS_equipment_1 = {
			owner = TUR
			amount = 32
		}
		fighter_equipment_1 = {
			owner = TUR
			amount = 60
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_establish_the_tewu
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, cancel_if_invalid, complete_tooltip, has_dlc
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_establish_the_tewu
	icon = GFX_goal_generic_intelligence_exchange
	x = 0
	y = 1
	relative_position_id = CHI_tsr_pan_asianism
	prerequisite = {
		focus = CHI_tsr_pan_asianism
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = {
				CHI_tewu_idea
			}
		}
		ELSE = {
			add_ideas = {
				CHI_tewu_idea_compat
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_mobility_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_mobility_focus
	icon = GFX_goal_generic_army_motorized
	x = 5
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_reform_the_army
	}
	mutually_exclusive = {
		focus = CHL_infantry_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHL_mobile
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
		add_doctrine_cost_reduction = {
			name = CHL_doctrine_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: ai_focus_military_equipment_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_focus_military_equipment_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: Scope Reference
Construct: list_modifiers
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## list_modifiers
* Arguments: <scope>

Lists all modifiers in a scope or for the selected country/state/unitleader
### Entity: Effect Reference
Construct: add_equipment_bonus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_equipment_bonus

* Supported Scopes: COUNTRY
* Supported Targets: none

```
 Adds the specified equipment bonuses to the country. As description the given loc key or the name of given special project will be used. Same usage as in Ideas/National spirits.
Example:
add_equipment_bonus = {
	project = FROM # Optional special project scope for using special project name. If not set, the name will be used.
	bonus = {
		armor = { # Type of equipment
					armor_value = 3 # Bonus to apply to the stats of the equipment type
					soft_attack = 3
					instant = yes # Optional. Default no. If true, the bonus will be applied immediately. Otherwise it will be applied only on new equipment variant creation.
		}
		small_plane_naval_bomber_airframe = {
					air_range = 0.1 naval_strike_attack = 0.1
		}
	}
}

add_equipment_bonus = {
	name = SUPER_BONUS_NAME # Optional loc key to use as name.
	prefix = SUPER_BONUS_PREFIX # Optional loc key prefix to use (will be added before the name).
	bonus = {
		small_plane_naval_bomber_airframe = {
					air_range = 0.1 naval_strike_attack = 0.1
		}
	}
}
```
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L02
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L02 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^2 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L02
		value = 5000
	} {
		type = support
		id = L02
		value = 5000
	} {
		type = diplo_action_desire
		id = L02
		target = lend_lease
		value = 2000
	}
}
### Entity: Effect Reference
Construct: character_list_tooltip
Constructs: character_list_tooltip, limit, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## character_list_tooltip

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Display in tooltip every character  (or "random_select_amount" of random characters if specified) that fulfills the "limit" trigger.
```
### Entity: Order of Battle
Component: air_wing_814
Source: game
File: history/units/LIT_1936_air_bba.txt

Code:
air_wings = {
	814 = {
		small_plane_airframe_0 = {
			owner = LIT
			amount = 48
			creator = FRA
			version_name = D.510
		}
	}
}
### Entity: Event
Component: KMT_event.12
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, is_ai, random_list, set_country_flag, check_variable
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.12
	title = KMT_event.12.t
	desc = KMT_event.12.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					is_ai = yes
				}
				random_list = {
					10 = {
						set_country_flag = KMT_ai_will_go_old_guard
					} {
						set_country_flag = KMT_ai_will_go_hardliner
					} {
						set_country_flag = KMT_ai_will_go_young_guard
					}
				}
			}
		}
	}
	option = {
		name = KMT_event.12.a
		trigger = {
			OR = {
				AND = {
					check_variable = {
						var = CHI_KMT_popularity
						value = CHI_CDSP_popularity
						compare = greater_than_or_equals
					} {
						var = CHI_KMT_popularity
						value = CHI_YCP_popularity
						compare = greater_than_or_equals
					}
				} {
					is_ai = yes
					has_completed_focus = KMT_promise_multiparty_elections
				}
			}
		}
		IF = {
			limit = {
				OR = {
					AND = {
						is_ai = no
						has_country_flag = KMT_elections_ckmt_vic
					} {
						is_ai = yes
						has_country_flag = KMT_ai_will_go_old_guard
					}
				}
			}
			set_country_flag = KMT_the_old_guard
			mark_focus_tree_layout_dirty = yes
			complete_national_focus = KMT_the_old_guard
		}
		else_if = {
			limit = {
				OR = {
					AND = {
						is_ai = no
						has_country_flag = KMT_elections_lkmt_vic
					} {
						is_ai = yes
						has_country_flag = KMT_ai_will_go_young_guard
					}
				}
			}
			set_country_flag = KMT_the_young_guard
			mark_focus_tree_layout_dirty = yes
			complete_national_focus = KMT_the_young_guard
		} {
			limit = {
				OR = {
					AND = {
						is_ai = no
						has_country_flag = KMT_elections_CKS_vic
					} {
						is_ai = yes
						has_country_flag = KMT_ai_will_go_hardliner
					}
				}
			}
			set_country_flag = KMT_the_hardliners
			mark_focus_tree_layout_dirty = yes
			complete_national_focus = KMT_the_hardliners
		}
	} {
		name = KMT_event.12.b KMT_event.12.d
		trigger = {
			OR = {
				AND = {
					is_ai = yes
					has_completed_focus = KMT_promise_multiparty_elections
				} {
					check_variable = {
						var = CHI_CDSP_popularity
						value = CHI_KMT_popularity
						compare = greater_than_or_equals
					} {
						var = CHI_CDSP_popularity
						value = CHI_YCP_popularity
						compare = greater_than_or_equals
					}
				}
			}
		}
		set_country_flag = KMT_cdsp_victory
		mark_focus_tree_layout_dirty = yes
		com
# ... (truncated)
### Entity: Character
Component: PRU_manuel_odria_amoretti
Source: game
File: common/characters/PRU.txt

Code:
PRU_manuel_odria_amoretti = {
	advisor = {
		slot = army_chief
		idea_token = PRU_manuel_odria_amoretti
		allowed = {
			original_tag = PRU
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Manuel Odria Amoretti
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Event
Component: new_ger.66
Constructs: is_triggered_only, add_political_power, add_timed_idea, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.66
	title = new_ger.66.t
	desc = new_ger.66.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.66.a
		effect_tooltip = {
			965 = {
				transfer_state_to = ROOT
			}
			add_timed_idea = {
				idea = GER_eupen_payments_ger
				days = 365
			}
		}
		add_political_power = 15
		clr_country_flag = GER_eupen_active
	}
}
### Entity: Idea
Component: EAI_DD_15/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: add_mio_funds_gain_factor
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mio_funds_gain_factor

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Add to the factor applied when gaining funds in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce assign cost but final value cannot be negative (capped at 0, no error raised)
ex:
mio:my_mio = {
  add_mio_funds_gain_factor = 0.2
  add_mio_funds_gain_factor = -0.1
  add_mio_funds_gain_factor = var:my_number_var
}
```
### Entity: Idea
Component: JAP_industrial_meritocracy_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_industrial_meritocracy_idea = {
	picture = ARG_economic_reactivation
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.05
		political_power_factor = -0.05
	}
}
### Entity: State History
Component: 1052
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1052-Acre.txt

Code:
state = {
	id = 1052
	name = STATE_1052
	manpower = 58036
	state_category = pastoral
	resources = {
		rubber = 30
	}
	history = {
		owner = BRA
		victory_points = {
			13340 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = BRA BOL
		add_to_array = {
			state_victory_points = 13340
		}
	}
	provinces = {
		13340 13341 13342
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: total_constructed_anti_air
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_anti_air
* description: Total constructions of anti_air
### Entity: Idea
Component: idea_SIA_civilian_opposition
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_civilian_opposition = {
	picture = SIA_civillian_opposition
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		production_speed_industrial_complex_factor = -0.1
	}
}
### Entity: AI Strategy
Component: GER_dont_DOW_benelux
Constructs: has_completed_focus, has_war_with, is_historical_focus_on, declare_war
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_DOW_benelux = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		OR = {
			has_completed_focus = GER_around_maginot GER_oppose_hitler_ww
			has_war_with = HOL BEL LUX
		}
	}
	ai_strategy = {
		type = declare_war
		id = HOL
		value = -300
	} {
		type = declare_war
		id = BEL
		value = -300
	} {
		type = declare_war
		id = LUX
		value = -300
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_invite_foreign_investors
Constructs: prerequisite, add_ideas, has_war_with, is_major, completion_reward, add_offsite_building
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_invite_foreign_investors
	icon = GFX_goal_generic_business_bills
	x = 0
	y = 1
	relative_position_id = MON_repay_old_debths
	cost = 7.16
	prerequisite = {
		focus = MON_repay_old_debths
	}
	ai_will_do = {
		factor = 30
	}
	available = {
		any_other_country = {
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_ideas = MON_foreign_investors_idea
		MON_mongol_bank_funds_increase = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}