Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: political_actions
Constructs: has_government, fire_only_once, has_civil_war, complete_effect, set_country_flag, add_breakthrough_progress
Source: game
File: common/decisions/r56_AUS.txt

Code:
political_actions = {
	AUS_recall_gunther_adolf_burstyn = {
		allowed = {
			original_tag = AUS
		}
		available = {
			has_civil_war = no
			NOT = {
				has_government = communism
			}
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		custom_cost_trigger = {
			command_power = > 14
		}
		priority = 2
		custom_cost_text = MPL_decision_cost_command_power
		fire_only_once = yes
		ai_will_do = {
			factor = 2
		}
		complete_effect = {
			set_country_flag = AUS_recall_gunther_adolf_burstyn_flag
			custom_effect_tooltip = {
				localization_key = available_scientist_one_line_tt
				CHARACTER = AUS_gunther_adolf_burstyn
			} generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_land
				value = 0.05
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_naval_light_cruiser
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/JAP_naval.txt

Code:
JAP_naval_light_cruiser = {
	category = naval
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		naval_cruiser_light
	}
	priority = {
		factor = 800
	}
	cruiser_light_early = {
		priority = {
			factor = 5
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_light_medium_battery_1
				fixed_ship_anti_air_slot = empty
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_1
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = ship_armor_cruiser_1
				mid_1_custom_slot = ship_torpedo_1
				mid_2_custom_slot = empty
				rear_1_custom_slot = ship_mine_layer_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_light_medium_battery_1 ship_secondaries ship_torpedo ship_depth_charge ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar ship_airplane_launcher
		}
	}
	cruiser_light_early_aa_upgrade = {
		priority = {
			factor = 10
			modifier = {
				factor = 5
				has_war = yes
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 1100.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_light_medium_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_1
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = ship_armor_cruiser_1
				mid_1_custom_slot = ship_torpedo
				mid_2_custom_slot = ship_torpedo
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_light_medium_battery_1 ship_anti_air ship_secondaries ship_torpedo ship_depth_charge ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar ship_airplane_launcher
		}
	}
	cruiser_light_early_aa_conversion = {
		priority = {
			factor = 100
			modifier = {
				factor = 15
				has_war = yes
			}
		}
		role_icon_index = 2
		enable = {
			has_tech = basic_dp_light_battery
		}
		history = yes
		target_variant = {
			match_value = 1750.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = dp_light_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = shi
# ... (truncated)
### Entity: Order of Battle
Component: 2a Divisione CC.NN. '28 Ottobre'
Constructs: division_template
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = 2a Divisione CC.NN. '28 Ottobre'
	location = 1149
	division_template = Divisione di Fanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Event
Component: BALTIC_events.301
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.301
	title = BALTIC_events.301.t
	desc = BALTIC_events.301.d
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = BALTIC_events.301.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.1
		add_political_power = 100
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_air_equipment_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_air_equipment_2 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 2
	}
}
### Entity: Country History
Country: SVG
Component: SVG_characters
Constructs: recruit_character
Source: game
File: history/countries/SVG - Saint Vincent & the Grenadines.txt

Code:
# Leaders & Characters for SVG
recruit_character = SVG_george_hamilton_charles
### Entity: National Focus
Tree: lit_focus
Component: LIT_nationalist_education
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_nationalist_education
	icon = GFX_focus_research
	relative_position_id = LIT_elect_the_fourth_seimas
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_elect_the_fourth_seimas LIT_hold_the_lnp_commission
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: aat_news.777
Constructs: is_triggered_only
Source: game
File: events/AAT_NewsEvents.txt

Code:
news_event = {
	id = aat_news.777
	title = aat_news.777.t
	desc = aat_news.777.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = aat_news.777.a
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PRC_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 10733
	division_template = Renmin Jundui
	start_equipment_factor = 0.5
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_690
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_690 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 690
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 690
	}
}
### Entity: Character
Component: TUR_halife_abdulmecid_efendi
Source: game
File: common/characters/TUR.txt

Code:
TUR_halife_abdulmecid_efendi = {
	name = TUR_halife_abdulmecid_efendi
	portraits = {
		civilian = {
			large = GFX_portrait_tur_abdulmejid_ii
		}
	}
}
### Entity: Event
Component: bftb_turkey.27
Constructs: is_triggered_only, add_war_support, add_state_claim
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.27
	title = bftb_turkey.27.t
	desc = bftb_turkey.27.desc
	picture = GFX_report_event_tur_kemalist_officers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.27.a
		add_war_support = 0.1
		add_state_claim = 799
	}
}
### Entity: Unit Template
Component: ROM_INF_01
Source: game
File: common/units/names_divisions/ROM_names_divisions.txt

Code:
ROM_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		ROM
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Divizie %d Infanterie
	ordered = {
		52 = {
			Divizia 1 Infanterie de Garda
		}
		1 = {
			Divizie %d Infanterie
		}
		2 = {
			Divizie %d Infanterie
		}
		3 = {
			Divizie %d Infanterie
		}
		4 = {
			Divizie %d Infanterie
		}
		5 = {
			Divizie %d Infanterie
		}
		6 = {
			Divizie %d Infanterie
		}
		7 = {
			Divizie %d Infanterie
		}
		8 = {
			Divizie %d Infanterie
		}
		9 = {
			Divizie %d Infanterie
		}
		10 = {
			Divizie %d Infanterie
		}
		11 = {
			Divizie %d Infanterie
		}
		12 = {
			Divizie %d Infanterie
		}
		13 = {
			Divizie %d Infanterie
		}
		14 = {
			Divizie %d Infanterie
		}
		15 = {
			Divizie %d Infanterie
		}
		16 = {
			Divizie %d Infanterie
		}
		17 = {
			Divizie %d Infanterie
		}
		18 = {
			Divizie %d Infanterie
		}
		19 = {
			Divizie %d Infanterie
		}
		20 = {
			Divizie %d Infanterie
		}
		21 = {
			Divizie %d Infanterie
		}
		53 = {
			Divizia 2 Infanterie de Garda
		}
		22 = {
			Divizie %d Infanterie
		}
		23 = {
			Divizie %d Infanterie
		}
		24 = {
			Divizie %d Infanterie
		}
		25 = {
			Divizie %d Infanterie
		}
		26 = {
			Divizie %d Infanterie
		}
		27 = {
			Divizie %d Infanterie
		}
		28 = {
			Divizie %d Infanterie
		}
		29 = {
			Divizie %d Infanterie
		}
		30 = {
			Divizie %d Infanterie
		}
		31 = {
			Divizie %d Infanterie
		}
		32 = {
			Divizie %d Infanterie
		}
		54 = {
			Divizie 1 Fortificatii
		}
		55 = {
			Divizie 1 Graniceri
		}
		36 = {
			Divizie %d Infanterie
		}
		37 = {
			Divizie %d Infanterie
		}
		38 = {
			Divizie %d Infanterie
		}
		39 = {
			Divizie %d Infanterie
		}
		40 = {
			Divizie %d Infanterie
		}
		41 = {
			Divizie %d Infanterie
		}
		42 = {
			Divizie %d Infanterie
		}
		43 = {
			Divizie %d Infanterie
		}
		44 = {
			Divizie %d Infanterie
		}
		45 = {
			Divizie %d Infanterie
		}
		46 = {
			Divizie %d Infanterie
		}
		47 = {
			Divizie %d Infanterie
		}
		48 = {
			Divizie %d Infanterie
		}
		49 = {
			Divizie %d Infanterie
		}
		50 = {
			Divizie %d Infanterie
		}
		51 = {
			Divizie %d Infanterie
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_science_pact
Constructs: prerequisite, limit, has_war_with, has_country_flag, completion_reward, has_variable, has_opinion, is_justifying_wargoal_against
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_science_pact
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = DEN_sign_non_aggression_deal
	}
	relative_position_id = DEN_sign_non_aggression_deal
	x = 1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		if = {
			limit = {
				NOT = {
					has_country_flag = DEN_has_non_aggression_flag
				}
			}
			custom_trigger_tooltip = {
				tooltip = DEN_has_non_aggression_pact_signator_tt
				any_other_country = {
					OR = {
						original_tag = ENG GER SOV USA
					}
					has_variable = DEN_guaranteeing_nation
				}
			}
		}
		else = {
			var:DEN.DEN_guaranteeing_nation = {
				has_opinion = {
					target = ROOT
					value = > 24
				}
			}
			NOT = {
				has_war_with = var:DEN.DEN_guaranteeing_nation
				is_justifying_wargoal_against = var:DEN.DEN_guaranteeing_nation
				var:DEN.DEN_guaranteeing_nation = {
					is_justifying_wargoal_against = ROOT
				}
			}
		}
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_country_flag = DEN_has_non_aggression_flag
				}
			}
			custom_effect_tooltip = DEN_effects_may_vary_science_pact_tt
		}
		else = {
			var:DEN.DEN_guaranteeing_nation = {
				country_event = {
					id = denmark_protection_event.7
					days = 2
				}
			}
		}
	}
}
### Entity: Character
Component: SWE_high_defense_budget
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_high_defense_budget = {
	random = no
	conscription = 0.02
}
### Entity: Scripted Effect
Component: BUL_nsm_low_loyalty_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_nsm_low_loyalty_decrease_effect = {
	custom_effect_tooltip = BUL_nsm_tt BUL_low_loyalty_decrease_tt
	add_to_variable = {
		BUL_nsm_loyalty = BUL_faction_low_decrease
	}
	clamp_variable = {
		var = BUL_nsm_loyalty
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_abolish_the_regency
Constructs: has_completed_focus, prerequisite, remove_ideas, has_government, completion_reward, allow_branch, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_abolish_the_regency
	icon = GFX_goal_AFG_paradise_in_the_barrel
	x = 7
	y = 1
	cost = 5
	allow_branch = {
		NOT = {
			has_completed_focus = AFG_handle_the_king
		}
	}
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_power_to_the_king
	}
	relative_position_id = AFG_power_to_the_king
	mutually_exclusive = {
		focus = AFG_the_regency
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		promote_character = AFG_mohammed_zahir_shah
		remove_ideas = r56_AFG_zahir_shah_idea
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AFG_humaira_begum
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CRO_mihajlo_tomasic
Source: game
File: common/ideas/croatia.txt

Code:
CRO_mihajlo_tomasic = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = CRO
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Character
Component: JAP_financial_genius
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_financial_genius = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.2
	production_speed_industrial_complex_factor = 0.05
	industrial_capacity_factory = -0.05
	industrial_capacity_dockyard = -0.05
	production_speed_dockyard_factor = -0.05
	production_speed_arms_factory_factor = -0.05
}
### Entity: Idea
Component: CZE_skoda_works_2
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_skoda_works_2 = {
	picture = generic_electronics_concern_1
	allowed = {
		OR = {
			original_tag = CZE SLO
			tag = RKH
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = CZE
			}
			NOT = {
				has_completed_focus = CZE_an_industrial_legacy
			}
		}
	}
	research_bonus = {
		industry = 0.15
	}
	modifier = {
		equipment_conversion_speed = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Modifier Reference
Construct: _factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_factor"></span><ModifierStat>_factor

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

* **Modified types**: naval_general_support, naval_repair_support
### Entity: Character
Component: MAN_ding_jianxiu
Source: game
File: common/characters/MAN.txt

Code:
MAN_ding_jianxiu = {
	name = MAN_ding_jianxiu
	portraits = {
		civilian = {
			small = GFX_portrait_MAN_ding_jianxiu_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAN_ding_jianxiu
		allowed = {
			original_tag = MAN
		}
		available = {

		}
		cost = 150
		traits = {
			NOR_fascist_minister_of_supplies
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Order of Battle
Component: Mili Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Mili Kichi Shubitai
	location = 13040
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: State History
Component: 318
Constructs: add_core_of
Source: game
File: history/states/318-Haiti.txt

Code:
state = {
	id = 318
	name = STATE_318
	manpower = 2380000
	state_category = town
	resources = {
		chromium = 2
	}
	history = {
		owner = HAI
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 2
			air_base = 1
			4641 = {
				naval_base = 3
			}
		}
		add_core_of = HAI
		victory_points = {
			4641 5
		}
	}
	provinces = {
		1594 1635 4641
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_8
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_8 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_9
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_9
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_9
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_9
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.09
		army_defence_factor = -0.18
		conscription_factor = -0.18
		army_morale_factor = -0.18
		army_org_factor = -0.18
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ally_the_league_of_blood
Constructs: prerequisite, has_government, completion_reward, add_political_power, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ally_the_league_of_blood
	icon = GFX_goal_tripartite_pact
	x = -9
	y = 1
	relative_position_id = JAP_sea_the_showa_restoration
	prerequisite = {
		focus = JAP_sea_the_showa_restoration
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor available_political_advisor
		show_ideas_tooltip = JAP_nissho_inoue JAP_gempo_yamamoto
	}
}
### Entity: Idea
Component: ITA_public_questions_war_effort_idea_democratic
Constructs: has_government, has_global_flag, removal_cost, democratic_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_public_questions_war_effort_idea_democratic = {
	name = ITA_public_questions_war_effort_idea
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.3
		war_support_weekly = -0.01
		democratic_drift = -0.01
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_form_evidenzburo
Constructs: prerequisite, limit, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, has_dynamic_modifier, has_done_agency_upgrade
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_form_evidenzburo
	icon = GFX_focus_AUS_the_evidenzburo_democratic
	prerequisite = {
		focus = AUS_at_the_ready AUS_the_political_front
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_at_the_ready
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
			}
			create_intelligence_agency = {
				name = Evidenzbureau
				icon = GFX_intelligence_agency_logo_AUS_evidenzbureau_democratic
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = AUS_doth
					}
				}
				IF = {
					limit = {
						NOT = {
							has_done_agency_upgrade = upgrade_economy_civilian
						}
					}
					upgrade_intelligence_agency = upgrade_economy_civilian
				} {
					limit = {
						NOT = {
							has_done_agency_upgrade = upgrade_passive_defense
						}
					}
					upgrade_intelligence_agency = upgrade_passive_defense
				}
			}
			ELSE_IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = AUS_aggression
					}
				}
				IF = {
					limit = {
						NOT = {
							has_done_agency_upgrade = upgrade_economy_civilian
						}
					}
					upgrade_intelligence_agency = upgrade_economy_civilian
				} {
					limit = {
						NOT = {
							has_done_agency_upgrade = upgrade_army_department
						}
					}
					upgrade_intelligence_agency = upgrade_army_department
				}
			}
			ELSE = {
				custom_effect_tooltip = AUS_form_evidenzburo_tt
			}
		}
		ELSE = {
			add_tech_bonus = {
				bonus = 0.75
				uses = 2
				category = decryption_tech
			}
		}
	}
}
### Entity: Country History
Country: MNC
Component: MNC_technology
Constructs: set_technology
Source: game
File: history/countries/MNC - Monaco.txt

Code:
# Starting Technologies for MNC
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	tech_support = 1
	gw_artillery = 1
	tech_trucks = 1
	motorised_infantry = 1
	basic_train = 1
	basic_naval_mines = 1
	early_ship_hull_light = 1
	basic_battery = 1
	mtg_transport = 1
}
### Entity: Event
Component: AFG_political_events.110
Constructs: is_triggered_only, ai_chance, has_war_with, has_country_flag, is_in_faction_with
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.110
	title = AFG_political_events.110.t
	desc = {
		text = AFG_political_events_110_desc_balochistan
		trigger = {
			FROM = {
				has_country_flag = AFG_is_demanding_balochistan
			}
		}
	} {
		text = AFG_political_events_110_desc_durand
		trigger = {
			FROM = {
				has_country_flag = AFG_durand_line_demand
			}
		}
	}
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.110.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 2
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.111
				hours = 1
			}
		}
	} {
		name = AFG_political_events.110.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = AFG_political_events.122
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_accommodate_europes_balance_of_power
Constructs: prerequisite, limit, has_war_with, completion_reward, set_rule, has_idea, unlock_decision_tooltip, send_embargo
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_accommodate_europes_balance_of_power
	prerequisite = {
		focus = POR_hold_fair_elections
	}
	icon = GFX_goal_generic_ban_extremism
	cost = 6
	x = -2
	y = 1
	relative_position_id = POR_hold_fair_elections
	available_if_capitulated = yes
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		} {
			can_send_volunteers = yes
		} {
			can_guarantee_other_ideologies = yes
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		if = {
			limit = {
				has_idea = POR_pan_iberian_trade_r56
			}
			unlock_decision_tooltip = POR_seek_an_alliance_with_spain_r56
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_come_to_britains_aid_which_grants_tt generic_skip_one_line_tt unlocks_decision_contain_JAP_which_grants_tt
			ENG = {
				country_event = {
					id = portugal.30
				}
			}
			send_embargo = JAP
			if = {
				limit = {
					CHI = {
						has_war_with = JAP
					}
				}
				add_relation_rule_override = {
					target = CHI
					can_send_volunteers = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Effect Reference
Construct: set_cosmetic_tag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_cosmetic_tag

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Sets country cosmetic tag.
Example: INS = { set_cosmetic_tag = IN1 }
```