Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_continue_the_professionalization_r56
Constructs: shared_focus, prerequisite, limit, is_major, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_continue_the_professionalization_r56
	icon = GFX_focus_PRC_develop_the_army
	cost = 8
	ai_will_do = {
		base = 7
	}
	prerequisite = {
		focus = RAJ_cooperation_with_foreign_advisors_r56
	}
	y = 1
	relative_position_id = RAJ_cooperation_with_foreign_advisors_r56
	available = {
		any_allied_country = {
			is_major = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = RAJ_influx_of_military_advisors_r56
			}
			swap_ideas = {
				remove_idea = RAJ_influx_of_military_advisors_r56
				add_idea = RAJ_continue_the_professionalization_r56_idea
			}
		}
		else = {
			swap_ideas = {
				remove_idea = RAJ_study_air_sea_cooperation_r56_idea
				add_idea = RAJ_influx_of_military_advisors_2_r56
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_a_bandits_war
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, add_mastery_bonus, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_a_bandits_war
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ITA_army_primacy_bba
	}
	mutually_exclusive = {
		focus = ITA_preserve_army_traditions
	}
	x = 3
	y = 1
	relative_position_id = ITA_army_primacy_bba
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_re_org_loss_when_moving = -0.15
		} {
			ITA_re_army_speed_factor = 0.05
		}
		custom_effect_tooltip = ITA_a_bandits_war_re_tt available_chief_of_army
		show_ideas_tooltip = ITA_alberto_pariani
		add_mastery_bonus = {
			name = ITA_a_bandits_war
			bonus = 0.25
			days = 240
			grand_doctrine = new_mobile_warfare
		}
		add_doctrine_cost_reduction = {
			name = ITA_a_bandits_war
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		add_tech_bonus = {
			name = ITA_a_bandits_war
			uses = 2
			bonus = 0.5
			category = motorized_equipment recon_tech
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_tech_bonus = {
				name = ITA_a_bandits_war
				bonus = 1
				uses = 1
				category = cat_armored_cars
			}
			add_ideas = ITA_bandits_war
		}
		else = {
			add_ideas = ITA_bandits_war_no_lar
		}
		hidden_effect = {
			if = {
				limit = {
					is_ai = yes
				}
				if = {
					limit = {
						has_doctrine = grand_battleplan
					}
					set_grand_doctrine = new_mobile_warfare
				}
			}
		}
	}
}
### Entity: Event
Component: prc.64
Constructs: is_triggered_only, division_template, fire_only_once, add_political_power, add_manpower, add_popularity, random_list, random_owned_controlled_state
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.64
	title = prc.64.t
	desc = prc.64.d
	picture = GFX_report_event_chinese_soldiers_fighting
	immediate = {
		hidden_effect = {
			country_event = {
				id = prc.65
				days = 30
			}
		}
	}
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.64.a
		add_political_power = 150
		add_manpower = -7500
		army_experience = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		} {
			ideology = communism
			popularity = -0.1
		}
	} {
		name = prc.64.b
		add_political_power = 50
		custom_effect_tooltip = PRC_random_amount_of_partisan_tt
		hidden_effect = {
			division_template = {
				name = You Ji Dui
				division_names_group = PRC_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					}
				}
			}
			random_list = {
				20 = {
					random_owned_controlled_state = {
						prioritize = {
							283
						}
						create_unit = {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = PRC
						} {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = PRC
						}
					}
				} {
					random_owned_controlled_state = {
						prioritize = {
							283
						}
						create_unit = {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = PRC
						} {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = PRC
						} {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = PRC
						}
					}
				} {
					random_owned_controlled_state = {
						prioritize = {
							283
						}
						create_unit = {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = PRC
						} {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = PRC
						} {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = PRC
						} {
							division = name = "Di Xia You Ji Dui" division_template = "You Ji Dui" start_experience_factor = 0.25
							owner = P
# ... (truncated)
### Entity: Character
Component: motor_tycoon
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/goe_traits.txt

Code:
motor_tycoon = {
	sprite = 13
	production_speed_arms_factory_factor = 0.04
	equipment_bonus = {
		motorized = {
			build_cost_ic = -0.07
			instant = yes
		}
	} {
		mechanized = {
			build_cost_ic = -0.07
			instant = yes
		}
	} {
		armored_car_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_suppress_the_church
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, add_stability, completion_reward, has_idea
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_suppress_the_church
	icon = GFX_focus_mex_triumph_over_the_cristeros
	x = 0
	y = 1
	relative_position_id = CZE_collectivize_farms
	cost = 10
	prerequisite = {
		focus = CZE_collectivize_farms
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CZE_divided_nation
			}
			add_stability = -0.1
			swap_ideas = {
				remove_idea = CZE_divided_nation
				add_idea = CZE_divided_nation_2
			}
		} {
			limit = {
				has_idea = CZE_divided_nation_2
			}
			add_stability = -0.1
			remove_ideas = CZE_divided_nation_2
		}
		add_ideas = ETH_secular_education
	}
}
### Entity: Character
Component: FRA_alphonse_juin
Source: game
File: common/characters/FRA.txt

Code:
FRA_alphonse_juin = {
	name = FRA_alphonse_juin
	portraits = {
		army = {
			large = GFX_portrait_FRA_alphonse_juin
			small = GFX_portrait_FRA_alphonse_juin_small
		}
	}
	corps_commander = {
		traits = {
			career_officer trait_cautious armor_officer
		}
		skill = 4
		attack_skill = 3
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 4
		legacy_id = 0
	}
}
### Entity: Country History
Country: ZIM
Component: ZIM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ZIM - Zimbabwe.txt

Code:
# Politics & Parties for ZIM
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	neutrality = 100
}
### Entity: Idea
Component: AUS_domestic_air_production_medium
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/austria.txt

Code:
AUS_domestic_air_production_medium = {
	allowed = {
		tag = AUS
	}
	removal_cost = -1
	picture = man_five_year_plan_air
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: PRC_increase_asian_democratic_union_modfier_strength
Constructs: limit, add_to_variable, check_variable
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_increase_asian_democratic_union_modfier_strength = {
	add_to_variable = {
		PRC_asian_democratic_union_num_of_members = 1
	}
	if = {
		limit = {
			check_variable = {
				var = PRC_asian_democratic_union_num_of_members
				value = 10
				compare = less_than
			}
		}
		add_to_variable = {
			PRC_asian_democratic_union_modifier_research_speed_factor = 0.01
		}
		subtract_from_variable = {
			PRC_asian_democratic_union_modifier_consumer_goods_factor = 0.02
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_cleanse_iberia_of_bolshevism
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_cleanse_iberia_of_bolshevism
	icon = GFX_focus_spr_war_of_independence
	mutually_exclusive = {
		focus = TUR_court_the_spanish
	}
	prerequisite = {
		focus = TUR_pressure_portugal_to_join
	} {
		focus = TUR_mediterranean_merchant_fleet
	}
	x = -1
	y = 1
	relative_position_id = TUR_pressure_portugal_to_join
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		SPR = {
			OR = {
				exists = no
				has_government = fascism neutrality
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				SPR = {
					exists = yes
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = SPR
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_china.2
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_to_variable, add_dynamic_modifier
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.2
	title = SEA_china.2.t
	desc = SEA_china.2.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china.2.a
		ai_chance = {
			base = 10
		}
		diplomatic_relation = {
			country = SOV
			relation = non_aggression_pact
			active = yes
		}
		add_to_variable = {
			demonstrate_resolve_art_reward = 100
		}
		add_dynamic_modifier = {
			modifier = CHI_soviet_support
		}
		PRC_SOV_lend_lease_strategy = yes
		hidden_effect = {
			add_ideas = CHI_soviet_support_hidden
		}
	}
}
### Entity: Event
Component: argentina.15
Constructs: is_triggered_only, ai_chance, has_war_with
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.15
	title = argentina.15.t
	desc = argentina.15.d
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	option = {
		name = argentina.15.a
		ai_chance = {
			base = 0
			modifier = {
				add = 80
				NOT = {
					has_war_with = FROM
				}
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = argentina.44
			}
		}
	} {
		name = argentina.15.b
		FROM = {
			country_event = {
				days = 1
				id = argentina.45
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_promote_resource_extraction
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, has_dynamic_modifier, add_extra_state_shared_building_slots, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_promote_resource_extraction
	icon = GFX_focus_generic_resource_extraction
	prerequisite = {
		focus = BRA_radio_nacional BRA_desenvolvimentismo
	}
	x = 0
	y = 1
	relative_position_id = BRA_radio_nacional
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					has_dynamic_modifier = {
						modifier = BRA_neglected_state_dynamic_modifier
					} {
						modifier = BRA_growing_state_dynamic_modifier
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			custom_effect_tooltip = BRA_modify_neglected_state
			add_to_variable = {
				BRA_state_development_state_resources_factor = 0.1
				tooltip = MODIFIER_STATE_RESOURCES_FACTOR_tt
			}
		}
		add_tech_bonus = {
			name = BRA_resource_extraction_bonus
			bonus = 0.5
			uses = 2
			category = excavation_tech
		}
	}
}
### Entity: Character
Component: LIE_eugen_hilti
Source: game
File: common/characters/LIE.txt

Code:
LIE_eugen_hilti = {
	name = Eugen Hilti
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_eugen_hilti
		allowed = {
			original_tag = LIE
		}
		available = {

		}
		traits = {
			war_industrialist
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_axis_defend_GER_borders
Constructs: has_war_with, is_major, is_historical_focus_on, is_in_faction_with, is_on_continent, force_defend_ally_borders
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_axis_defend_GER_borders = {
	enable = {
		is_historical_focus_on = yes
		is_in_faction_with = GER
		is_major = no
		CAPITAL_SCOPE = {
			is_on_continent = europe
		}
		NOT = {
			any_neighbor_country = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		id = GER
		value = 5000
	}
}
### Entity: Event
Component: japan.13
Constructs: is_triggered_only
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.13
	title = japan.13.t
	desc = japan.13.d
	picture = GFX_report_event_japanese_siam_politicians
	is_triggered_only = yes
	option = {
		name = japan.13.a
		puppet = SIA
	}
}
### Entity: Scripted Effect
Component: ITA_promote_cln_to_country_leader_communism
Constructs: add_country_leader_role
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_promote_cln_to_country_leader_communism = {
	add_country_leader_role = {
		character = ITA_comitato_di_liberazione_nazionale
		promote_leader = yes
		country_leader = {
			ideology = marxism
			expire = 1965.1.1
			traits = {
				anti_fascist_committee
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PRC_CHI_alliance
Constructs: has_completed_focus, has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/CHI_EAI.txt

Code:
EAI_PRC_CHI_alliance = {
	allowed = {
		tag = PRC
	}
	enable = {
		is_historical_focus_on = yes
		CHI = {
			OR = {
				has_completed_focus = CHI_united_front
				focus_progress = {
					focus = CHI_united_front
					progress = > 0.9
				}
				CHI = {
					has_war_with = JAP
				}
			}
		}
		NOT = {
			AND = {
				date = > 1940.1.1
				NOT = {
					CHI = {
						has_war_with = JAP
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = CHI
		target = join_faction
		value = 1000
	} {
		type = diplo_action_acceptance
		id = CHI
		target = offer_join_faction
		value = 1000
	}
}
### Entity: Technology
Component: r56_railway_mortar_subtech
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		r56_railway_mortar_equipment
	}
	research_cost = 1
	start_year = 1930
	sub_tech_index = 1
	categories = {
		train_tech artillery
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: DEN_social_democratic_policies_0
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_social_democratic_policies_0 = {
	removal_cost = -1
	picture = BEL_union_agreements
	available = {

	}
	modifier = {
		industrial_capacity_factory = 0.05
	}
}
### Entity: AI Strategy
Component: PRC_alternate_plan_3
Constructs: has_completed_focus, has_country_flag, is_chinese_warlord, has_dlc, has_focus_tree
Source: game
File: common/ai_strategy_plans/PRC_alternate_strategy_plan.txt

Code:
PRC_alternate_plan_3 = {
	name = Communist China Alternate 2: Marxist orthodoxy
	desc = Ai choose to go marxist
	allowed = {
		OR = {
			original_tag = PRC
			is_chinese_warlord = yes
		}
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			original_tag = PRC
			AND = {
				is_chinese_warlord = yes
				has_focus_tree = china_communist_focus
			}
		} {
			has_completed_focus = PRC_marxist_orthodoxy
			has_country_flag = PRC_AI_RANDOM_ALTERNATE_2
		}
	}
	abort = {
		always = no
	}
	focus_factors = {
		PRC_prepare_for_war_with_japan = 4
		PRC_anti_japanese_expedition = 4
		PRC_soviet_leadership = 4
		PRC_soviet_economic_aid = 4
		PRC_internationalism = 4
	}
	research = {

	}
	ideas = {

	}
	ai_strategy = {
		type = befriend
		id = CHI
		value = 200
	} {
		type = alliance
		id = CHI
		value = 200
	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 973
Constructs: add_core_of
Source: game
File: history/states/973 - Bacs.txt

Code:
state = {
	id = 973
	name = STATE_973
	manpower = 580000
	state_category = large_town
	history = {
		owner = HUN
		add_core_of = HUN
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			arms_factory = 1
		}
		victory_points = {
			6670 1
		} {
			6700 2
		}
	}
	provinces = {
		6670 6700 11625
	}
	local_supplies = 12.0
}
### Entity: Order of Battle
Component: 21a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 21a Brigada Legionario
	location = 11780
	division_template = Brigada Legionario
}
### Entity: Idea
Component: GLC_acas
Source: game
File: common/ideas/galicia.txt

Code:
GLC_acas = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = GLC
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Name List
Component: CAN
Source: game
File: common/names/00_names.txt

Code:
CAN = {
	male = {
		names = {
			Charles John Frederick Douglas Patrick Leonard Henry Arthur Alexander Campbell Gilbert Albert Victor Julian Francis James
		}
	}
	female = {
		names = {
			Emma Lea Olivia Alice Florence Zoe Chloe Beatrice Charlotte Rosalie Eva Juliette Sofia Jade Camille Victoria
		}
	}
	surnames = {
		Grey Elliot Hamilton Gordon Stanley Campbell Ross Petty-Fitzmaurice Windham Young Doyle Hastings Blackwood MacDougall
	}
	callsigns = {

	}
}
### Entity: Idea
Component: SOV_comecon_support
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, autonomy_gain
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_comecon_support = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = sov_comecon
	modifier = {
		non_core_manpower = 0.05
		army_morale_factor = 0.05
		intel_network_gain = 0.2
		autonomy_gain = -0.5
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.15
		stability_factor = -0.15
	}
}
### Entity: Character
Component: EGY_lavish_lifestyle
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_lavish_lifestyle = {
	random = no
	consumer_goods_factor = 0.02
}
### Entity: Unit Template
Component: YUG_REGIONS
Source: game
File: common/units/names_ships/YUG_ship_names.txt

Code:
YUG_REGIONS = {
	name = NAME_THEME_REGIONS
	for_countries = {
		YUG
	}
	type = ship
	prefix = KB 
	unique = {
		Srbija Hrvatska Bosna Hercegovina Makedonija Slovenija Crna Gora Vojvodina Dalmacija Slavonija Banat Bačka Baranja Dunavska Dravska Drinska Primorska Moravska Savska Vardarska Vrbaska Zetska Basarabia Bukovina Herta Budjak
	}
}
### Entity: Idea
Component: BALTIC_new_red_riflemen
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_new_red_riflemen = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communist_army
	modifier = {
		communism_drift = 0.1
		conscription = 0.025
	}
}
### Entity: Idea
Component: ARM_armenian_workers_union_idea
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/armenia.txt

Code:
ARM_armenian_workers_union_idea = {
	picture = SOV_stakhanovite_movement
	allowed = {
		original_tag = ARM
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		political_power_factor = -0.05
		production_factory_max_efficiency_factor = 0.05
		line_change_production_efficiency_factor = 0.1
		industrial_capacity_factory = 0.05
		consumer_goods_factor = 0.1
	}
}
### Entity: Trigger Reference
Construct: num_of_military_factories
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_military_factories

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

```
check amount of military factories
```
### Entity: Decision
Component: ARG_island_negotiations_decisions
Constructs: has_completed_focus, fire_only_once, is_controlled_by, remove_effect
Source: game
File: common/decisions/ARG.txt

Code:
ARG_island_negotiations_decisions = {
	ARG_peace_out = {
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = ARG
		}
		available = {
			has_completed_focus = ARG_argentine_island_sovereignty
			299 = {
				is_controlled_by = ARG
			}
			720 = {
				is_controlled_by = ARG
			}
		}
		visible = {
			has_completed_focus = ARG_argentine_island_sovereignty
		}
		on_map_mode = map_and_decisions_view
		cost = 75
		fire_only_once = yes
		days_remove = 5
		modifier = {
			political_power_factor = -0.15
		}
		remove_effect = {
			ENG = {
				country_event = {
					id = ARG_political_events.32
					hours = 1
				}
			}
		}
	}
	ARG_england_demands_peace = {
		icon = GFX_decision_eng_propaganda_campaigns
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = ENG
		}
		available = {
			299 = {
				is_controlled_by = ARG
			}
			720 = {
				is_controlled_by = ARG
			}
		}
		visible = {
			ARG = {
				has_completed_focus = ARG_argentine_island_sovereignty
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 100
		fire_only_once = yes
		days_remove = 5
		modifier = {
			political_power_factor = -0.15
		}
		remove_effect = {
			ARG = {
				country_event = {
					id = ARG_political_events.35
					hours = 1
				}
			}
		}
	}
}
### Entity: Character
Component: CAN_liberal_corporatist
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CAN_liberal_corporatist = {
	random = no
	sprite = 13
	production_speed_infrastructure_factor = 0.1
	drift_defence_factor = 0.15
	research_speed_factor = 0.02
}
### Entity: Character
Component: MEN_khan_of_khans
Constructs: army_defence_factor, stability_factor, war_support_factor, army_attack_factor, compliance_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
MEN_khan_of_khans = {
	random = no
	justify_war_goal_time = -0.25
	army_defence_factor = 0.05
	army_attack_factor = 0.05
	compliance_gain = 0.025
	war_support_factor = 0.1
	stability_factor = -0.15
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_41
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_41 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 41
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 41
	}
}