Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: GER_influence_countries_cat
Constructs: has_completed_focus, has_government, has_war_with, is_major, add_opinion_modifier, fire_only_once, is_subject, is_in_faction
Source: game
File: common/decisions/GER.txt

Code:
GER_influence_countries_cat = {
	GER_influence_baltics_decision = {
		priority = 1
		icon = GFX_decision_SWI_expand_covert_operations
		ai_will_do = {
			base = 25
			modifier = {
				factor = 0.5
				FROM = {
					is_major = yes
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			}
		}
		targets = {
			EST LAT LIT
		}
		target_trigger = {
			FROM = {
				NOT = {
					has_war_with = ROOT
				} {
					has_government = fascism
				}
				is_subject = no
				OR = {
					is_in_faction = no
					is_in_faction_with = ROOT
				}
				fascism = < 50
			}
		}
		target_root_trigger = {
			has_completed_focus = GER_influence_the_baltics
			has_government = fascism
		}
		fire_only_once = no
		cost = 25
		days_re_enable = 732
		complete_effect = {
			hidden_effect = {
				FROM = {
					country_event = {
						id = wuw_GER_diplomacy.10
						days = 1
					}
				}
			}
			effect_tooltip = {
				FROM = {
					add_timed_idea = {
						idea = GER_fascism_influence
						days = 730
					}
					add_opinion_modifier = {
						target = GER
						modifier = GER_german_influence
					}
				}
			}
		}
	}
	GER_influence_nordics_decision = {
		priority = 1
		icon = GFX_decision_SWI_expand_covert_operations
		ai_will_do = {
			base = 25
			modifier = {
				factor = 0.5
				FROM = {
					is_major = yes
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			}
		}
		targets = {
			SWE NOR FIN DEN SMI ICE KAR
		}
		target_trigger = {
			FROM = {
				NOT = {
					has_war_with = ROOT
				} {
					has_government = fascism
				}
				is_subject = no
				OR = {
					is_in_faction = no
					is_in_faction_with = ROOT
				}
				fascism = < 50
			}
		}
		target_root_trigger = {
			has_completed_focus = GER_utilize_the_nordliche_gesellschaft
			has_government = fascism
		}
		fire_only_once = no
		cost = 25
		days_re_enable = 732
		complete_effect = {
			hidden_effect = {
				FROM = {
					country_event = {
						id = wuw_GER_diplomacy.10
						days = 1
					}
				}
			}
			effect_toolt
# ... (truncated)
### Entity: Character
Component: grand_vizier_nursi
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
grand_vizier_nursi = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	mobilization_laws_cost_factor = -0.33
	justify_war_goal_time = -0.25
	non_core_manpower = 0.05
	neutrality_drift = 0.1
}
### Entity: AI Strategy
Component: ITA_turkey_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_turkey_ally = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_befriend_turkey
		country_exists = TUR
	}
	abort = {
		NOT = {
			country_exists = TUR
		}
	}
	ai_strategy = {
		type = befriend
		id = TUR
		value = 100
	} {
		type = alliance
		id = TUR
		value = 100
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_establish_a_naval_base
Constructs: prerequisite, limit, completion_reward, is_coastal, random_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_establish_a_naval_base
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = ETH_ecole_militaire_haile_selassie_1er
	}
	x = 9
	y = 1
	relative_position_id = ETH_ecole_militaire_haile_selassie_1er
	cost = 10
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			IF = {
				limit = {
					naval_base = < 8
				}
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
				}
			} {
				limit = {
					dockyard = < 8
				}
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
		}
	}
}
### Entity: Event
Component: PER_imperial_events.16
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.16
	title = PER_imperial_events.16.t
	desc = PER_imperial_events.16.desc
	picture = GFX_report_event_001
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.16.a
		PER = {
			create_wargoal = {
				target = RAJ
				type = annex_everything
			}
		}
	}
}
### Entity: Character
Component: nkvd_rezident
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
nkvd_rezident = {
	random = no
	sprite = 13
	resistance_damage_to_garrison = -0.1
	foreign_subversive_activites = -0.2
	drift_defence_factor = 0.2
	stability_factor = -0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_ambitions_in_the_south
Constructs: prerequisite, has_war, limit, completion_reward, is_claimed_by, is_owned_by, is_subject_of, is_subject
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_ambitions_in_the_south
	icon = GFX_focus_SOV_baltic_security
	prerequisite = {
		focus = FIN_viron_kansa
	}
	x = 0
	y = 2
	relative_position_id = FIN_viron_kansa
	cost = 10
	bypass = {
		EST = {
			all_core_state = {
				OR = {
					is_claimed_by = ROOT
					is_owned_by = ROOT
					controller = {
						is_subject_of = ROOT
					}
				}
			}
		}
		LAT = {
			all_core_state = {
				OR = {
					is_claimed_by = ROOT
					is_owned_by = ROOT
					controller = {
						is_subject_of = ROOT
					}
				}
			}
		}
		LIT = {
			all_core_state = {
				OR = {
					is_claimed_by = ROOT
					is_owned_by = ROOT
					controller = {
						is_subject_of = ROOT
					}
				}
			}
		}
	}
	available = {
		is_subject = no
		OR = {
			NOT = {
				country_exists = EST
			}
			is_in_faction_with = EST
			has_subject = EST
			any_controlled_state = {
				is_core_of = EST
			}
		} {
			has_war = no
			surrender_progress = < 0.05
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = FIN_ambitions_in_the_south_claims_tt generic_current_effects
		every_state = {
			limit = {
				OR = {
					is_core_of = EST LAT LIT
				}
				NOT = {
					is_owned_by = ROOT
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: Character
Component: AFG_fayzulla_xojayev
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_fayzulla_xojayev = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_fayzulla_xojayev
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_against_kabul
			}
		}
		available = {
			has_completed_focus = AFG_gant_refuge_to_jadidists
		}
		traits = {
			AFG_bukharan_jadidist
		}
	}
	name = AFG_fayzulla_xojayev
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_fayzulla_xojayev_small
		}
	}
}
### Entity: Idea
Component: law_11729
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
law_11729 = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = 0.3
	}
}
### Entity: Idea
Component: EAI_DD_13/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Idea
Component: tsr_united_ma_cliques
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
tsr_united_ma_cliques = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PER_islamic_traditions_ns
	removal_cost = -1
	modifier = {
		cavalry_attack_factor = 0.05
		political_power_factor = 0.05
		army_core_defence_factor = 0.025
	}
}
### Entity: Character
Component: CAN_leo_richer_lafleche
Constructs: has_dlc
Source: game
File: common/characters/CAN.txt

Code:
CAN_leo_richer_lafleche = {
	name = CAN_leo_richer_lafleche
	portraits = {
		army = {
			small = GFX_idea_CAN_leo_richer_lafleche
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_leo_richer_lafleche
		allowed = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		traits = {
			popular_figurehead
		}
	}
}
### Entity: Character
Component: ARM_hovhannes_kajaznuni
Source: game
File: common/characters/ARM.txt

Code:
ARM_hovhannes_kajaznuni = {
	name = ARM_hovhannes_kajaznuni
	portraits = {
		civilian = {
			large = gfx/leaders/ARM/r56_portrait_ARM_Hovhannes_Kajaznuni.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1
		id = -1
		traits = {
			resilient_nationalist tenacious_negotiator r56_trait_opposed_to_communism
		}
	}
}
### Entity: State
Component: state_categories
Source: game
File: common/state_category/town.txt

Code:
state_categories = {
	town = {
		local_building_slots = 4
		color = {
			200 200 0
		}
	}
}
### Entity: Order of Battle
Component: Unterseeboots-Flotte 
Source: game
File: history/units/GER_1936_naval_mtg.txt

Code:
fleet = {
	name = Unterseeboots-Flotte 
	naval_base = 6389
	task_force = {
		name = I. U-Boots Flottille Weddigen
		location = 6389
		ship = {
			name = U-7
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-8
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-9
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-10
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-11
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-12
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-13
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-17
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		}
	} {
		name = II. U-Boots-Ausbildungs-Gruppe
		location = 241
		ship = {
			name = U-1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-3
			definition = submarine
			officer = {
				name = GER_gunther_prien
				portraits = {
					navy = {
						large = GFX_portrait_GER_gunther_prien
						small = GFX_portrait_GER_gunther_prien_small
					}
				}
			}
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U-4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			name = U
# ... (truncated)
### Entity: National Focus
Tree: cog_focus
Component: COG_submarine_experiments
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, ss_bonus, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_submarine_experiments
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = COG_naval_effort
	}
	x = 45
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
		random_owned_controlled_state = {
			prioritize = {
				295
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Name List
Component: BHU
Source: game
File: common/names/00_names.txt

Code:
BHU = {
	male = {
		names = {
			Tsarong Chamba Trimon Penor Gendün Jamphel Norbhu Mipham Tsepon Andruk Namgang
		}
	}
	female = {
		names = {
			Kamala Indira Dawa Dechen Diki Choden Dohna Dolkar Karma Sonam Sangmu
		}
	}
	surnames = {
		Dzasa Wangyal Shatra Lungshar Rinpoche Chöphel Shakabpa Tashi
	}
	callsigns = {

	}
}
### Entity: Wiki Documentation
Construct: Examples
Source: wiki
File: wiki/Template%3ASpeedDelete/doc.html

Doc:
Examples

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```

will display:

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Template:SpeedDelete/doc is a candidate for speedy deletion.
Reason: copyright violation – Lillebror (talk) 07:26, 30 December 2014 (CET) |

```
{{SpeedDelete|user request: sandbox not needed anymore - ~~~~}}
```

will display:

|
Template:SpeedDelete/doc is a candidate for speedy deletion.
Reason: user request: sandbox not needed anymore – Lillebror (talk) 07:26, 30 December 2014 (CET) |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:SpeedDelete/doc&oldid=769"
### Entity: Modifier Reference
Component: KOR_resistance_against_colonial_rule_dm
Constructs: remove_trigger, is_subject_of
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
KOR_resistance_against_colonial_rule_dm = {
	enable = {
		always = yes
	}
	remove_trigger = {
		NOT = {
			OWNER = {
				original_tag = KOR
				is_subject_of = JAP
			} {
				original_tag = JAP
			}
		}
	}
	icon = GFX_modifiers_generic_resistance
	local_resources = -0.05
	local_factories = -0.05
	state_production_speed_buildings_factor = -0.1
	resistance_target = 0.1
	compliance_growth = -0.02
}
### Entity: Event
Component: wuw_GER_realpolitik.56
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, create_wargoal, take_claimed_state
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.56
	title = wuw_GER_realpolitik.56.t
	desc = wuw_GER_realpolitik.56.desc
	picture = GFX_report_event_generic_polish_machinegunners
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = wuw_GER_realpolitik.56.a
		ai_chance = {
			factor = 95
		}
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	} {
		name = wuw_GER_realpolitik.56.b
		ai_chance = {
			factor = 5
		}
		add_political_power = 25
		add_stability = -0.02
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.49
Constructs: is_triggered_only, ai_chance, random_hours, set_autonomy
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.49
	title = wuw_GER_realpolitik.49.t
	desc = wuw_GER_realpolitik.49.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.49.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = GAME_OVER_TT
		GER = {
			country_event = {
				id = wuw_GER_realpolitik.47
				hours = 5
				random_hours = 5
			}
		}
	} {
		name = wuw_GER_realpolitik.49.b
		ai_chance = {
			base = 0
		}
		set_autonomy = {
			target = ROOT
			autonomy_state = autonomy_free
			end_wars = no
			end_civil_wars = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER = {
			country_event = {
				id = wuw_GER_realpolitik.48
				hours = 5
				random_hours = 5
			}
		}
	}
}
### Entity: Scripted Trigger
Component: is_democracy_seller_trigger
Constructs: has_government, has_war_with, is_democracy_seller_trigger
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_democracy_seller_trigger = {
	NOT = {
		has_war_with = ROOT
	}
	has_government = democratic
}
### Entity: Idea
Component: TUR_nationalism
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_nationalism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		war_support_weekly = 0.025
	}
}
### Entity: Name List
Component: KAL
Source: game
File: common/names/00_names.txt

Code:
KAL = {
	male = {
		names = {
			Okna Tsahan Chimid Menko Arkad Evdokim Oka Kirsan Ja Harti Ayuka “Lha-bzang” Ubashi Kho Ivan Lavr David Djimba Shurguchi Ochirtu Aleksey Sanan Sangadji Lubsan Sharab Ilya Ngawang Alexei
		}
	}
	female = {
		names = {
			Eugenia Marina
		}
	}
	surnames = {
		Zam Balzanov Bormanzhinov Chubanov Oiradyn Baatudyn Buzavagiin Egorov Gorodovikov Ilyumzhinov Lama Khalimagiin Kanukov Khan Orluk Khoid Kitanov Kornilov Kugultinov Mandzhieva Mikulinov Nimgirov Olotyn Orlov Sjugirov Tarbaev Tepkin Torghutyn Ulyanov Wangyal Yegorov Mongolyn Tundudov
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: ITA_dont_invade_uk_early
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_dont_invade_uk_early = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = ENG
		value = -500
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_devout_catholic_kingdom
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_devout_catholic_kingdom
	icon = GFX_focus_generic_pope
	prerequisite = {
		focus = COG_the_kingdom_of_kongo_focus
	}
	mutually_exclusive = {
		focus = COG_bundu_dia_kongo
	}
	x = 1
	y = 2
	relative_position_id = COG_the_kingdom_of_kongo_focus
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = COG_devout_catholic_kingdom_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				AND = {
					has_dlc = By Blood Alone
					ITA = {
						exists = yes
						has_completed_focus = ITA_seek_papal_support
					}
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					POR = {
						has_completed_focus = POR_concordat_with_the_holy_see
					}
				}
			}
			POR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					SPR = {
						has_completed_focus = SPA_defenders_of_catholicism
					}
				}
			}
			SPR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = Trial of Allegiance
					CHL = {
						has_completed_focus = CHL_repeal_the_separation_of_church_an_state
					}
				}
			}
			CHL = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = Gotterdammerung
					HUN = {
						has_completed_focus = wuw_HUN_a_roman_catholic_state
					}
				}
			}
			HUN = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		}
	}
}
### Entity: Shared Focus
Component: GUAY_a_domestic_arms_factory
Constructs: shared_focus, prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_a_domestic_arms_factory
	icon = GFX_goal_generic_construct_mil_factory
	x = 2
	y = 0
	relative_position_id = GUAY_appease_the_generals
	prerequisite = {
		focus = GUAY_coup_detat
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.25
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Character
Component: scientist_trait_r56_SPA_nationalist_sympathies
Source: game
File: common/scientist_traits/00_r56_traits.txt

Code:
scientist_trait_r56_SPA_nationalist_sympathies = {
	modifier = {

	}
}
### Entity: Idea
Component: AST_morts_dock_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_morts_dock_organization_idea = {
	name = AST_morts_dock_organization
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: EAI_DD_4/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/submarine.txt

Code:
sub_units = {
	submarine = {
		sprite = submarine
		map_icon_category = ship
		priority = 2
		active = yes
		type = {
			submarine
		}
		need = {
			ship_hull_submarine = 1
		}
		max_organisation = 30
		supply_consumption = 0.04
		critical_parts = {
			destroyed_ammo_storage broken_propeller on_fire rudder_jammed ballast_tanks_inoperable leaking_pressure_hull battery_leak
		}
		critical_part_damage_chance_mult = 1
		hit_profile_mult = 1.0
	}
}
### Entity: State History
Component: 656
Constructs: add_core_of
Source: game
File: history/states/656-Kuwait.txt

Code:
state = {
	id = 656
	name = STATE_656
	manpower = 80000
	state_category = rural
	history = {
		owner = KUW
		add_core_of = KUW
		victory_points = {
			8085 1
		}
		buildings = {
			infrastructure = 2
			8085 = {
				naval_base = 4
			}
		}
	}
	provinces = {
		8085 13366 13367
	}
	local_supplies = 0.0
}
### Entity: Character
Component: anarchist_zeal
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
anarchist_zeal = {
	random = no
	neutrality_drift = 0.05
	war_support_factor = 0.1
	minimum_training_level = -0.1
}