Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Component: CARIB_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea, allow_branch
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = CARIB_caribbean_unification
	}
	relative_position_id = CARIB_caribbean_unification
	search_filters = {
		FOCUS_FILTER_RESOURCES
	}
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Event
Component: prc.26
Constructs: is_triggered_only, has_war, fire_only_once, has_global_flag, remove_unit_leader_role, random_days
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.26
	title = prc.26.t
	desc = prc.26.d
	picture = GFX_report_event_gathering_protest
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_war = no
		NOT = {
			has_global_flag = CR_ended
		}
	}
	option = {
		name = prc.26.a
		hidden_effect = {
			remove_unit_leader_role = PRC_ye_jianying PRC_chen_yi PRC_xu_xiangqian
			country_event = {
				id = prc.27
				days = 75
				random_days = 15
			} {
				id = prc.27
				days = 50
				random_days = 10
			} {
				id = prc.27
				days = 30
				random_days = 5
			}
		}
	}
}
### Entity: Character
Component: questionable_loyalty
Constructs: political_power_gain, autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
questionable_loyalty = {
	random = no
	autonomy_gain = 0.25
	legitimacy_gain_factor = -0.25
	political_power_gain = -0.05
}
### Entity: Country History
Country: DAR
Component: DAR_technology
Constructs: set_technology
Source: game
File: history/countries/DAR - Darfur.txt

Code:
# Starting Technologies for DAR
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_completed_focus, limit, has_government, is_puppet, has_dlc, is_chinese_warlord
Source: game
File: common/autonomous_states/integrated_puppet.txt

Code:
autonomy_state = {
	id = autonomy_integrated_puppet
	is_puppet = yes
	min_freedom_level = 0.2
	manpower_influence = 1.0
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = yes
		can_be_spymaster = no
		contributes_operatives = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 1.0
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.9
		cic_to_overlord_factor = 0.25
		mic_to_overlord_factor = 0.75
		peace_score_ratio_transferred_to_overlord = 0.2
		lend_lease_tension_with_overlord = -0.4
		research_sharing_per_country_bonus_factor = -0.5
		faction_influence_contribution_factor = -0.75
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		has_dlc = Together for Victory
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			NOT = {
				AND = {
					OVERLORD = {
						has_government = fascism
					}
					ROOT = {
						has_government = fascism
					}
				}
			}
		} {
			limit = {
				has_dlc = Waking the Tiger
			}
			NOT = {
				AND = {
					OVERLORD = {
						has_government = fascism
					} {
						tag = JAP
					}
				} {
					OVERLORD = {
						has_government = neutrality
					} {
						tag = JAP
					}
				}
			}
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
				OVERLORD = {
					tag = CHI
				}
			}
			is_chinese_warlord = no
		}
	}
	can_take_level = {
		IF = {
			limit = {
				original_tag = COG
				has_dlc = Gotterdammerung
			}
			NOT = {
				has_completed_focus = CONGO_overseas_department_of_belgium
			}
		}
	}
	can_lose_level = {
		IF = {
			limit = {
				OVERLORD = {
					original_tag = BEL
				}
				original_tag = COG
				has_dlc = Gotterdammerung
			}
			has_completed_focus = CONGO_congo_free_state
		}
	}
}
### Entity: Unit Template
Component: VIN_MAR_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/VIN_names_divisions.txt

Code:
VIN_MAR_02 = {
	name = Marine Division
	for_countries = {
		VIN
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		marine
	}
	fallback_name = %dème Div. d'Infanterie de Marine
	ordered = {
		1 = {
			%dère Div. d'Infanterie de Marine
		}
		2 = {
			%dème Div. d'Infanterie de Marine
		}
		3 = {
			%dème Div. d'Infanterie de Marine
		}
		4 = {
			%dème Div. d'Infanterie de Marine
		}
		5 = {
			%dème Div. d'Infanterie de Marine
		}
		6 = {
			%dème Div. d'Infanterie de Marine
		}
		7 = {
			%dème Div. d'Infanterie de Marine
		}
		8 = {
			%dème Div. d'Infanterie de Marine
		}
		9 = {
			%dème Div. d'Infanterie de Marine
		}
		10 = {
			%dème Div. d'Infanterie de Marine
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_road_construction
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_road_construction
	icon = GFX_goal_generic_road2
	prerequisite = {
		focus = UKR_construction_technologies
	}
	relative_position_id = UKR_construction_technologies
	x = 1
	y = 2
	cost = 10
	available_if_capitulated = yes
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				202
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				221
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				226
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				91
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: wtt_japan.114
Constructs: is_triggered_only, limit, remove_ideas, is_subject_of, set_autonomy, set_cosmetic_tag, set_country_flag, has_idea
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.114
	title = wtt_japan.114.t
	desc = wtt_japan.114.desc
	picture = GFX_report_event_japanese_soldiers_02
	is_triggered_only = yes
	option = {
		name = wtt_japan.114.a
		if = {
			limit = {
				MAN = {
					is_subject_of = ROOT
				}
			}
			set_autonomy = {
				target = MAN
				autonomy_state = autonomy_free
			}
			if = {
				limit = {
					MEN = {
						is_subject_of = ROOT
					}
				}
				MAN = {
					puppet = MEN
				}
			}
			MAN = {
				set_cosmetic_tag = MAN_kwantung_army
				hidden_effect = {
					set_country_flag = MAN_kwantung_army_took_control_flag
				}
			}
		} {
			limit = {
				MAN = {
					has_idea = MAN_kwantung_veto
				}
			}
			MAN = {
				remove_ideas = MAN_kwantung_veto
			}
		} {
			limit = {
				KOR = {
					is_subject_of = ROOT
				}
			}
			set_autonomy = {
				target = KOR
				autonomy_state = autonomy_free
			}
			KOR = {
				retire_character = KOR_jiro_minami
			}
		} {
			limit = {
				any_controlled_state = {
					is_core_of = KOR
				}
			}
			release = KOR
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		start_civil_war = {
			ruling_party = democratic
			ideology = fascism
			size = 0.5
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_civil_war_country
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_civil_war_country = {
	OR = {
		tag = D01 D02 D03 D04 D05 D06 D07 D08 D09 D10 D11 D12 D13 D14 D15
	}
}
### Entity: Scripted Trigger
Component: AUS_anschluss_risk_low
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/AUS_scripted_triggers.txt

Code:
AUS_anschluss_risk_low = {
	custom_trigger_tooltip = {
		tooltip = AUS_anschluss_risk_low_tt
		GER = {
			fighting_army_strength_ratio = {
				tag = AUS
				ratio = < global.medium_anschluss_risk
			}
			has_completed_focus = GER_remilitarize_the_rhineland
			NOT = {
				has_completed_focus = GER_heed_von_neuraths_concerns GER_reorganize_the_wehrmacht
			}
		}
	}
}
### Entity: State History
Component: 130
Constructs: add_core_of
Source: game
File: history/states/130-Yorkshire.txt

Code:
state = {
	id = 130
	name = STATE_130
	manpower = 4762495
	state_category = metropolis
	resources = {
		steel = 71
		coal = 51
	}
	history = {
		owner = ENG
		victory_points = {
			9379 10
		} {
			11297 5
		} {
			9315 15
		}
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 3
			air_base = 10
			11297 = {
				naval_base = 5
			}
		}
		add_core_of = ENG
		1939.1.1 = {
			buildings = {
				arms_factory = 3
				industrial_complex = 4
			}
		}
	}
	provinces = {
		6268 9269 9315 9332 9379 9397 11297 11317 11382
	}
	local_supplies = 0.0
}
### Entity: Event
Component: r56.soviet.201
Constructs: is_triggered_only, limit, fire_only_once, set_country_flag, has_dlc, add_operation_token, add_decryption, add_tech_bonus
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.201
	title = r56.soviet.201.t
	desc = r56.soviet.201.d
	picture = GFX_report_event_soviet_german_soldier_handshake
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.201.a
		set_country_flag = SOV_provided_japanese_with_intelligence_flag
		if = {
			limit = {
				has_dlc = La Resistance
			}
			JAP = {
				add_operation_token = {
					tag = SOV
					token = token_army
				}
				add_decryption = {
					target = SOV
					ratio = 0.15
				}
			}
		}
		else = {
			JAP = {
				add_tech_bonus = {
					name = SOV_strategic_intel_supplied
					bonus = 1
					uses = 1
					category = encryption_tech
				} {
					name = SOV_strategic_intel_supplied
					bonus = 0.25
					uses = 1
					category = decryption_tech
				}
			}
		}
	}
}
### Entity: Event
Component: wtt_news.13
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.13
	title = wtt_news.13.t
	desc = wtt_news.13.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.13.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.13.b
		trigger = {
			OR = {
				original_tag = FRA ENG
			}
		}
	} {
		name = wtt_news.13.c
		trigger = {
			NOT = {
				original_tag = GER FRA ENG
			}
		}
	}
}
### Entity: Order of Battle
Component: Kangtp Cheate Robsa Khmer
Constructs: division_template
Source: game
File: history/units/CAM_nationalist_army.txt

Code:
division = {
	name = Kangtp Cheate Robsa Khmer
	location = 7404
	division_template = Kangtp
	start_experience_factor = 0.4
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_deal_with_the_beurgeois
Constructs: shared_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, has_idea, swap_ideas
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_deal_with_the_beurgeois
	icon = GFX_focus_GER_strike_at_the_rising_sun
	prerequisite = {
		focus = KMT_a_great_purge
	}
	available = {
		has_government = communism
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	relative_position_id = KMT_a_great_purge
	completion_reward = {
		IF = {
			limit = {
				has_idea = KMT_capitalist_opposition
			}
			swap_ideas = {
				remove_idea = KMT_capitalist_opposition
				add_idea = KMT_capitalist_opposition2
			}
		}
		else = {
			remove_ideas = KMT_capitalist_opposition2
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Character
Component: QUE_paul_gouin
Constructs: has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_paul_gouin = {
	name = Paul Gouin
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_6
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_paul_gouin
		available = {
			OR = {
				has_government = democratic neutrality
			}
		}
		allowed = {
			original_tag = QUE
		}
		traits = {
			lawyer
		}
	}
}
### Entity: Modifier Reference
Construct: equipment_capture
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## equipment_capture

* Number with 1 decimal places
* **Categories**: country
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Carrier
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Carrier
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = GEN_Dockyards
	}
	x = 1
	y = 1
	relative_position_id = GEN_Dockyards
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			uses = 1
			category = cv_tech
		}
		custom_effect_tooltip = GEN_Generals_Other_nav_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_take_no_sides
Constructs: prerequisite, limit, add_ideas, completion_reward, has_civil_war, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_take_no_sides
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = NOR_the_european_policy
	}
	mutually_exclusive = {
		focus = NOR_a_piece_in_the_greater_game
	}
	x = -1
	y = 1
	relative_position_id = NOR_the_european_policy
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
	}
	completion_reward = {
		add_ideas = {
			deterrence
		}
		custom_effect_tooltip = NOR_icelandic_subject_benefits_tt
		if = {
			limit = {
				ICE = {
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
			ICE = {
				add_ideas = {
					deterrence
				}
			}
		}
		country_event = {
			hours = 6
			id = naw_norway.200
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_revoke_anti_militia_laws
Constructs: division_template, prerequisite, completion_reward, set_technology, cancel_if_invalid, every_army_leader, random_select_amount, add_unit_leader_trait
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_revoke_anti_militia_laws
	icon = GFX_focus_SWE_revoke_militia_law
	x = 2
	y = 1
	mutually_exclusive = {
		focus = SWE_undermine_the_fascists
	}
	cost = 10
	prerequisite = {
		focus = SWE_prevent_a_red_dictatorship
	}
	relative_position_id = SWE_prevent_a_red_dictatorship
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		set_technology = {
			militia_tech = 1
			popup = no
		}
		every_army_leader = {
			random_select_amount = 3
			add_unit_leader_trait = militias_officer
		}
		hidden_effect = {
			division_template = {
				name = Stormtrupper
				division_names_group = SWE_BS_01
				is_locked = yes
				template_counter = 20
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				override_model = SWE_militia_alt_0_entity
			}
		}
		custom_effect_tooltip = SWE_revoke_anti_militia_laws_tt
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_fund_mongolian_naval_forces
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_fund_mongolian_naval_forces
	icon = GFX_goal_MON_peoples_mongolian_navy
	x = 5
	y = 0
	relative_position_id = MON_establish_the_trade_fleet
	cost = 5
	available = {
		num_of_factories = > 15
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_naval_forces_established_idea
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_expand_pyrenees_fortifications
Constructs: shared_focus, prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_expand_pyrenees_fortifications
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = SPR_stay_out_of_conflicts
	}
	x = 0
	y = 1
	relative_position_id = SPR_stay_out_of_conflicts
	cost = 10.0
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		172 = {
			custom_effect_tooltip = SPR_Fra_Forts
			hidden_effect = {
				add_building_construction = {
					type = bunker
					level = 3
					province = 3737
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 3931
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 11838
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 915
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 971
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 3899
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 3898
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 11779
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 9824
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_polish_autonomy_old
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject, is_guaranteed_by
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_polish_autonomy_old
	text = SOV_polish_autonomy
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = SOV_the_free_russian_people_old
	}
	x = -1
	y = 2
	relative_position_id = SOV_the_free_russian_people_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		POL = {
			exists = yes
			NOT = {
				is_in_faction_with = SOV
			} {
				has_war_with = SOV
			} {
				has_government = fascism communism
			}
		}
	}
	bypass = {
		POL = {
			OR = {
				exists = no
				is_subject = yes
				has_government = fascism communism
				has_war_with = ROOT
				is_in_faction_with = ROOT
				is_guaranteed_by = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_global_flag = sov_yes_pact
				POL = {
					exists = yes
					NOT = {
						is_in_faction_with = SOV
					}
					is_subject = no
				}
			}
			SOV = {
				remove_state_claim = 96 95 94 97 93 91 89 861 862 863
			}
		}
		POL = {
			country_event = {
				id = r56.soviet.31
				hours = 4
			}
		}
	}
}
### Entity: Order of Battle
Component: Pyeong-yang Gelilla
Constructs: division_template
Source: game
File: history/units/KOR_liberated_north.txt

Code:
division = {
	name = Pyeong-yang Gelilla
	location = 4052
	division_template = Imsi Bobyeong Gundae
	start_experience_factor = 0.2
	start_equipment_factor = 0.75
}
### Entity: State History
Component: 1023
Constructs: add_core_of
Source: game
File: history/states/1023 - Brunei.txt

Code:
state = {
	id = 1023
	name = STATE_1023
	manpower = 249800
	resources = {
		oil = 12
	}
	state_category = rural
	history = {
		owner = MAL
		add_core_of = MAL BRN
		victory_points = {
			7387 2
		}
		buildings = {
			infrastructure = 2
			7371 = {
				naval_base = 1
			}
			7387 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		7371 7387
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: idea_GUAY_demoralized_troops_PAR
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_demoralized_troops_PAR = {
	picture = SPR_disbanded_army
	removal_cost = -1
	targeted_modifier = {
		tag = PAR
		army_org_factor = -0.12
		army_attack_factor = -0.12
		army_defence_factor = -0.12
		army_speed_factor = -0.25
	}
}
### Entity: Modifier Reference
Component: r56_volksdeutscher_selbstschutz_recruitment
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_volksdeutscher_selbstschutz_recruitment = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	recruitable_population_factor = 0.15
	army_speed_factor_for_controller = 0.05
	state_resources_factor = 0.05
}