Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fin_focus
Component: FIN_rapid_raiders
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, complete_mio_trait, add_mio_size, has_tech
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_rapid_raiders
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = FIN_coastal_defense
	}
	mutually_exclusive = {
		focus = FIN_deep_sea_raiders
	}
	x = -1
	y = 2
	relative_position_id = FIN_coastal_defense
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 35
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = FIN_rapid_raiders
				bonus = 0.5
				uses = 2
				category = cat_torpedoes naval_mines dd_tech
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:FIN_crichton_vulcan_organization = {
				complete_mio_trait = FIN_mio_trait_rapid_raiders
				add_mio_size = 1
			}
		} {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					has_tech = improved_ship_hull_light
				}
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					create_equipment_variant = {
						name = Turku Class
						type = ship_hull_light_3
						name_group = FIN_DD_HISTORICAL
						parent_version = 0
						allow_without_tech = yes
						modules = {
							fixed_ship_battery_slot = ship_light_battery_1
							fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_fire_control_system_slot = empty
							fixed_ship_radar_slot = empty
							fixed_ship_engine_slot = light_ship_engine_3
							fixed_ship_torpedo_slot = ship_torpedo_2
							mid_1_custom_slot = ship_torpedo_2
							rear_1_custom_slot = ship_torpedo_2
							front_1_custom_slot = ship_anti_air_1
						}
						design_team = mio:FIN_crichton_vulcan_organization
					}
					add_equipment_production = {
						equipment = {
							type = ship_hull_light_3
							creator = FIN
							version_name = Turku Class
						}
						name = Turku
						requested_factories = 1
						progress = 0.65
						amount = 3
						industrial_manufacturer = mio:FIN_crichton_vulcan_organization
					}
				}
				else = {
					create_equipment_variant = {
						name = Turku Class
						type = ship_hull_light_3
						name_group = FIN_DD_HISTORICAL
						parent_version = 0
						allow_without_tech = yes
						modules = {
							fixed_ship_battery_slot = ship_light_battery_1
							fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_fire_control_system_slot = empty
							fixed_ship_radar_slot = empty
							fixed_sh
# ... (truncated)
### Entity: Event
Component: libya.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, give_military_access, set_country_flag, add_tech_bonus
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.1
	title = libya.1.t
	desc = libya.1.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = libya.1.a
		ai_chance = {
			base = 10
		}
		give_military_access = ITA
		hidden_effect = {
			ITA = {
				country_event = {
					id = libya.2
				}
			}
			set_country_flag = lba_agreed_oil_work
		}
		LBA = {
			add_tech_bonus = {
				name = GER_coal_liquidization
				bonus = 1.0
				uses = 3
				category = synth_resources
			}
			add_opinion_modifier = {
				target = ITA
				modifier = aided_industry
			}
		}
	} {
		name = libya.1.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			ITA = {
				country_event = {
					id = libya.3
				}
			}
		}
	}
}
### Entity: Character
Component: CZE_rudolf_bechyne
Constructs: is_subject, research_bonus
Source: game
File: common/characters/CZE.txt

Code:
CZE_rudolf_bechyne = {
	name = CZE_rudolf_bechyne
	portraits = {
		army = {
			small = GFX_portrait_CZE_rudolf_bechyne_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_rudolf_bechyne
		allowed = {
			original_tag = CZE
		}
		available = {
			is_subject = no
		}
		visible = {
			is_subject = no
		}
		traits = {
			CZE_minister_of_railways
		}
		research_bonus = {
			train_tech = 0.25
		}
	}
}
### Entity: Event
Component: bftb_turkey.4
Constructs: is_triggered_only, ai_chance, add_war_support, is_historical_focus_on, set_country_flag, check_variable
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.4
	title = bftb_turkey.4.t
	desc = bftb_turkey.4.desc
	picture = GFX_report_event_tur_soviets
	is_triggered_only = yes
	option = {
		name = bftb_turkey.4.a
		ai_chance = {
			factor = 50
			modifier = {
				is_historical_focus_on = yes
				factor = 100
			}
		}
		add_war_support = 0.05
		custom_effect_tooltip = TUR_soviets_oppose_turkey_tt
		hidden_effect = {
			TUR = {
				set_country_flag = TUR_soviets_defiant
				country_event = {
					id = bftb_turkey.5
					hours = 8
				}
			}
		}
	} {
		name = bftb_turkey.4.b
		ai_chance = {
			factor = 50
			modifier = {
				check_variable = {
					SOV_great_purge_counter = > 0
				}
				factor = 0.25
			}
		}
		custom_effect_tooltip = TUR_soviets_allow_militarisation_tt
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.6
					hours = 8
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: all_country_with_original_tag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_country_with_original_tag

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

```
check if all country with current scope's original tag meets the trigger. Example:
all_country_with_original_tag = { 
  original_tag_to_check = ENG # the trigger check all countries that has this original tag 
  # ... triggers to check 
}
```
### Entity: National Focus
Tree: ita_focus
Component: ITA_expand_the_royal_guard
Constructs: division_template, prerequisite, completion_reward, add_to_variable, add_popularity, create_unit
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_expand_the_royal_guard
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = ITA_disband_the_blackshirts ITA_utilize_the_blackshirts
	}
	x = 1
	y = 1
	relative_position_id = ITA_disband_the_blackshirts
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = ITA_expand_the_royal_guard_re_tt
		add_to_variable = {
			ITA_re_modifier_army_sub_unit_cavalry_defence_factor = 0.05
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		army_experience = 15
		show_unit_leaders_tooltip = ITA_giuseppe_pieche
		division_template = {
			name = Reggimento Corazzieri
			division_names_group = ITA_INF_01
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
				mot_artillery_brigade = {
					x = 2
					y = 0
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
				anti_air = {
					x = 0
					y = 2
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = division_template = "Reggimento Corazzieri" start_experience_factor = 0.5 start_equipment_factor = 1.0
				owner = ROOT
				count = 3
			}
		}
	}
}
### Entity: State History
Component: 1032
Constructs: add_core_of, set_compliance, set_resistance
Source: game
File: history/states/1032 - Waziristan.txt

Code:
state = {
	id = 1032
	name = STATE_987
	manpower = 217974
	state_category = rural
	resources = {

	}
	history = {
		owner = PAK
		buildings = {

		} {
			infrastructure = 1
		}
		add_core_of = NWF PAK KHL
		set_compliance = 0
		start_resistance = yes
		set_resistance = 70
	}
	provinces = {
		1107 1978 4998 7975
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: MAN_arms_seized_1
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_arms_seized_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = generic_army_problems
	modifier = {
		supply_consumption_factor = 0.05
	}
	targeted_modifier = {
		tag = MAN
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_crush_the_monarchists
Constructs: has_completed_focus, has_government, has_country_flag, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_crush_the_monarchists
	icon = GFX_goal_generic_ban_aristocrats
	relative_position_id = BUL_democracy_through_elections
	mutually_exclusive = {
		focus = BUL_politicize_the_trade_union BUL_establish_free_trade
	}
	x = 0
	y = 6
	cost = 6.4
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = democratic
		has_country_flag = BUL_agrarians_in_power
		OR = {
			has_completed_focus = BUL_strength_of_the_tsar BUL_promote_republicanism
		}
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = neutrality
			popularity = -0.2
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_mobile_warfare
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_mobile_warfare
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = PRC_sea_provoke_japan
	}
	mutually_exclusive = {
		focus = PRC_sea_protracted_warfare
	}
	x = 1
	y = 1
	relative_position_id = PRC_sea_provoke_japan
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_mobile_warfare
	}
}
### Entity: Unit Template
Component: POL_THEME_REGIONS
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_THEME_REGIONS = {
	name = NAME_THEME_REGIONS
	for_countries = {
		POL
	}
	type = ship
	prefix = ORP 
	unique = {
		Mazowsze Kujawy Małopolska Wielkopolska Śląsk Pomorze Podlasie Polesie Świętokrzyskie Wileńszczyzna Podhale Podkapracie
	}
}
### Entity: Event
Component: germany.124
Constructs: is_triggered_only, limit, is_subject_of, add_state_core, set_country_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.124
	title = germany.124.t
	desc = {
		text = germany.124.desc_cze_subject_of_ger
		trigger = {
			tag = CZE
			is_subject_of = FROM
		}
	} {
		text = germany.124.d
	}
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = germany.124.a
		if = {
			limit = {
				CZE = {
					controls_state = 69
				}
			}
			ROOT = {
				add_state_core = 69
				transfer_state = 69
			}
		} {
			limit = {
				CZE = {
					controls_state = 972
				}
			}
			ROOT = {
				add_state_core = 972
				transfer_state = 972
			}
		} {
			limit = {
				CZE = {
					controls_state = 74
				}
			}
			ROOT = {
				add_state_core = 74
				transfer_state = 74
			}
		}
		GER_czechoslovakia_modify_mefo_bills_or_economy_of_conquest = yes
		GER_seize_gold_reserves_in_europe_peacefully = yes
		set_country_flag = sudetenland_acquired
	}
}
### Entity: Decision
Component: JAP_the_red_sun_over_asia_decisions
Constructs: has_completed_focus, limit, has_government, has_war_with, has_country_flag, add_stability, fire_only_once, is_subject
Source: game
File: common/decisions/JAP.txt

Code:
JAP_the_red_sun_over_asia_decisions = {
	JAP_invite_com_south_ame_nation_to_faction_decison = {
		icon = GFX_decision_hol_exchange_intelligence_data
		priority = 30
		allowed = {

		}
		ai_will_do = {
			base = 50
		}
		visible = {
			has_completed_focus = JAP_trans_pacific_influence
		}
		available = {

		}
		target_array = global.south_american_countries
		target_trigger = {
			FROM = {
				is_subject = no
				is_in_faction = no
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
			}
		}
		on_map_mode = decision_view_only
		cost = 50
		fire_only_once = yes
		complete_effect = {
			FROM = {
				country_event = {
					id = SEA_japan_foreign_policy.118
					hours = 6
					random_hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				ROOT = {
					add_to_faction = FROM
				}
			}
		}
		remove_effect = {

		}
		cancel_trigger = {

		}
		cancel_effect = {

		}
	}
	JAP_communist_core_asian_state = {
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 50
		}
		priority = 25
		highlight_states = {
			highlight_state_targets = {
				state = FROM
			}
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_the_pacific_union_of_soviet_socialist_republics
		}
		available = {
			FROM = {
				NOT = {
					has_state_flag = JAP_coring_this_asian_state_in_progress_flag
				}
			} {
				compliance = > 45
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				OR = {
					is_on_continent = asia middle_east australia
				} {
					any_neighbor_state = {
						is_core_of = ROOT
					}
					is_coastal = yes
				}
			}
		}
		on_map_mode = map_only
		cost = 50
		fire_only_once = yes
		days_remove = 35
		complete_effect = {
			hidden_effect = {
				FROM = {
					set_state_flag = {
						flag = JAP_coring_this_asian_state_in_progress_flag
						value = 1
						days = 31
					}
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = JAP_coring_this_asian_state_in_progress_flag
				}
			}
			FROM = {
				add_core_of = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = JAP_coring_this_asian_state_in_progress_flag
# ... (truncated)
### Entity: Event
Component: lithuania.60
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.60
	title = lithuania.60.t
	desc = lithuania.60.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.60.a
		hidden_effect = {
			country_event = {
				id = lithuania.32
				days = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_air_production
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_air_production = {
	allowed = {
		tag = ITA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 50
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_workers_and_peasants_unite_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_workers_and_peasants_unite_focus
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = MON_peasants_focus
	} {
		focus = MON_workers_focus
	}
	x = -1
	y = 1
	relative_position_id = MON_peasants_focus
	cost = 10
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_workers_and_peasants_idea
			}
			swap_ideas = {
				remove_idea = MON_workers_and_peasants_idea
				add_idea = MON_workers_and_peasants_united_idea
			}
		}
		else = {
			add_ideas = MON_workers_and_peasants_united_idea
		}
		random_owned_controlled_state = {
			prioritize = {
				820
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				330
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 909
Constructs: add_core_of
Source: game
File: history/states/909-South Schleswig.txt

Code:
state = {
	id = 909
	name = STATE_909
	manpower = 152520
	state_category = rural
	history = {
		owner = GER
		add_core_of = GER SHL PRE
		victory_points = {
			317 3
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
		}
	}
	provinces = {
		317 3231 11366
	}
	local_supplies = 0.0
}
### Entity: Achievement
Component: die_albion
Constructs: has_government, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_core_of, is_on_continent, is_controlled_by
Source: game
File: common/achievements.txt

Code:
die_albion = {
	id = 108
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = FRA
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = die_albion_tt
			has_government = fascism
			all_state = {
				OR = {
					NOT = {
						is_core_of = ENG
					} {
						is_on_continent = europe
					}
					is_core_of = IRE NIR
					is_controlled_by = FRA
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_indian_cooperation
Constructs: shared_focus, prerequisite, limit, has_war_with, completion_reward, is_faction_leader, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_indian_cooperation
	icon = GFX_focus_RAJ_a_congress_resurgent
	prerequisite = {
		focus = CHI_sea_anti_imperialism
	}
	mutually_exclusive = {
		focus = CHI_sea_renounce_the_mcmahon_line
	}
	x = -1
	y = 2
	relative_position_id = CHI_sea_anti_imperialism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_faction_leader = yes
			RAJ = {
				is_subject = yes
			}
		}
		RAJ = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				ROOT = {
					is_faction_leader = yes
				}
				RAJ = {
					is_subject = no
				}
			}
			RAJ = {
				country_event = {
					id = generic.5
				}
			}
		}
		else = {
			RAJ = {
				country_event = wtt_china_shared.1
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_give_protection_of_civil_rights
Constructs: prerequisite, limit, add_stability, completion_reward, add_popularity, has_country_leader, remove_trait
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_give_protection_of_civil_rights
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = CHI_accelerate_the_tutelage
	}
	x = 2
	y = 1
	relative_position_id = CHI_accelerate_the_tutelage
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = CHI_chiang_kaishek
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_trait = {
				character = CHI_chiang_kaishek
				ideology = despotism
				trait = blue_shirt_connections_0
			}
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_legalize_the_pool
Constructs: prerequisite, limit, add_stability, completion_reward, random_core_state, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_legalize_the_pool
	available = {

	}
	icon = GFX_focus_mex_privatisation
	x = -2
	y = 1
	prerequisite = {
		focus = URG_colorado_victory
	}
	cost = 5
	relative_position_id = URG_colorado_victory
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		random_core_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				946 945
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Template
Component: ENG_CAR_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_CAR_01 = {
	name = Armored Car Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		armored_car
	}
	link_numbering_with = {
		ENG_MOT_02
	}
	fallback_name = No.%d Armoured Car Company RAF
	ordered = {
		1 = {
			No.%d Armoured Car Company RAF
		}
		2 = {
			No.%d Armoured Car Company RAF
		}
		3 = {
			No.%d Armoured Car Company RAF
		}
		4 = {
			No.%d Armoured Car Company RAF
		}
		5 = {
			No.%d Armoured Car Company RAF
		}
		6 = {
			No.%d Armoured Car Company RAF
		}
		7 = {
			No.%d Armoured Car Company RAF
		}
		8 = {
			No.%d Armoured Car Company RAF
		}
		9 = {
			No.%d Armoured Car Company RAF
		}
		10 = {
			No.%d Armoured Car Company RAF
		}
	}
}
### Entity: Idea
Component: SWE_fascist_counter_revolution_2
Constructs: has_civil_war, fascism_drift, neutrality_drift, democratic_drift
Source: game
File: common/ideas/sweden.txt

Code:
SWE_fascist_counter_revolution_2 = {
	picture = generic_fascism_drift_bonus
	cancel = {
		has_civil_war = yes
	}
	modifier = {
		fascism_drift = 0.23
		neutrality_drift = 0.17
		democratic_drift = 0.04
	}
}
### Entity: Idea
Component: CZE_back_against_the_mountains_RUT
Constructs: is_ai, set_rule, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_back_against_the_mountains_RUT = {
	picture = YUG_federal_defense_council
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		is_ai = yes
	}
	on_add = {
		set_rule = {
			can_join_factions = no
		}
	}
	on_remove = {
		set_rule = {
			can_join_factions = yes
		}
	}
	removal_cost = -1
	modifier = {
		max_dig_in_factor = 0.05
		army_core_defence_factor = 0.05
		custom_modifier_tooltip = SOV_shocked_by_surprise_attack_cant_join_factions_tt
		hidden_modifier = {
			ai_get_ally_desire_factor = -500
			ai_join_ally_desire_factor = -500
			ai_call_ally_desire_factor = -500
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Event
Component: r56_eng.26
Constructs: is_triggered_only
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.26
	title = r56_eng.26.t
	desc = r56_eng.26.d
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	option = {
		name = r56_eng.26.a
	}
}
### Entity: Unit Template
Component: HON_BC_HISTORICAL
Source: game
File: common/units/names_ships/HON_ship_names.txt

Code:
HON_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		HON
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARH 
	fallback_name = Crucero de Batalla %d
	unique = {

	}
}
### Entity: Modding Documentation
Construct: attack_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### attack_level
* description: attack level of the leader