Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_apply_equipment_modifier_DD
Constructs: limit, add_ideas, remove_ideas, has_country_flag, has_variable, set_variable, check_variable, has_equipment
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_apply_equipment_modifier_DD = {
	if = {
		limit = {
			has_variable = EAI_desperate_defense_level
		}
		set_variable = {
			EAI_dd_equipment_bonus_active = EAI_desperate_defense_level
		}
		if = {
			limit = {
				check_variable = {
					EAI_dd_equipment_bonus_active = > 0
				}
			}
			meta_effect = {
				text = {
					add_ideas = EAI_desperate_defense_[x]
					if = {
						limit = {
							has_equipment = {
								infantry_equipment = < 5000
							}
						}
						add_ideas = EAI_DD_[x]/infantry_equipment_bonus
						else = {
							remove_ideas = EAI_DD_[x]/infantry_equipment_bonus
						}
					} {
						limit = {
							has_equipment = {
								support_equipment = < 500
							}
						}
						add_ideas = EAI_DD_[x]/support_equipment_bonus
						else = {
							remove_ideas = EAI_DD_[x]/support_equipment_bonus
						}
					} {
						limit = {
							has_equipment = {
								artillery_equipment = < 500
							}
						}
						add_ideas = EAI_DD_[x]/artillery_equipment_bonus
						else = {
							remove_ideas = EAI_DD_[x]/artillery_equipment_bonus
						}
					} {
						limit = {
							has_equipment = {
								rocket_artillery_equipment = < 500
							}
						}
						add_ideas = EAI_DD_[x]/rocket_artillery_equipment_bonus
						else = {
							remove_ideas = EAI_DD_[x]/rocket_artillery_equipment_bonus
						}
					} {
						limit = {
							has_equipment = {
								motorized_rocket_equipment = < 500
							}
						}
						add_ideas = EAI_DD_[x]/motorized_rocket_equipment_bonus
						else = {
							remove_ideas = EAI_DD_[x]/motorized_rocket_equipment_bonus
						}
					} {
						limit = {
							has_equipment = {
								motorized_equipment = < 500
							}
						}
						add_ideas = EAI_DD_[x]/motorized_equipment_bonus
						else = {
							remove_ideas = EAI_DD_[x]/motorized_equipment_bonus
						}
					} {
						limit = {
							has_equipment = {
								mechanized_equipment = < 500
							}
						}
						add_ideas = EAI_DD_[x]/mechanized_equipment_bonus
						else = {
							remove_ideas = EAI_DD_[x]/mechanized_equipment_bonus
						}
					} {
						limit = {
							has_equipment = {
								anti_tank_equipment = < 500
							}
						}
						add_ideas = EAI_DD_[x]/anti_tank_equipment_bonus
						else = {
							remove_ideas = EAI_DD_[x]/anti_tank_equipment_bonus
						}
					} {
						limit = {
							has_equipment = {
								anti_ai
# ... (truncated)
### Entity: Unit Template
Component: SAF_BC_HISTORICAL
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		SAF
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = HMSAS 
	fallback_name = Battlecruiser %s
	unique = {
		South Africa Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria
	}
}
### Entity: Character
Component: ARG_uribaldi_diaz_brittenberg
Source: game
File: common/characters/ARG.txt

Code:
ARG_uribaldi_diaz_brittenberg = {
	advisor = {
		slot = high_command
		idea_token = ARG_uribaldi_diaz_brittenberg
		ledger = air
		allowed = {
			original_tag = ARG
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Collectivist_Ethos
Constructs: prerequisite, has_government, completion_reward, add_political_power, has_global_flag, is_historical_focus_on, is_puppet, has_civil_war
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Collectivist_Ethos
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = TAN_State_Matter
	}
	mutually_exclusive = {
		focus = TAN_Liberty_Ethos
	}
	available = {

	}
	x = -3
	y = 1
	relative_position_id = TAN_State_Matter
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			has_global_flag = rt56_old_school
			add = 0.1
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				is_puppet = yes
				NOT = {
					OVERLORD = {
						OR = {
							has_government = fascism communism
						}
					}
				}
			}
		} {
			factor = 0
			has_civil_war = yes
			OR = {
				has_government = democratic neutrality
			}
		} {
			factor = 0.01
			AND = {
				is_historical_focus_on = no
				is_puppet = yes
				NOT = {
					OVERLORD = {
						OR = {
							has_government = fascism communism
						}
					}
				}
			}
		} {
			factor = 0.02
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				OR = {
					has_government = fascism communism
				}
			}
		} {
			factor = 10
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				AND = {
					is_in_faction_with = SOV
					SOV = {
						has_government = communism
					}
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 25
		add_timed_idea = {
			idea = collectivist_ethos_focus
			days = 1395
		}
	}
}
### Entity: Character
Component: SWI_werner_jenni
Source: game
File: common/characters/SWI.txt

Code:
SWI_werner_jenni = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SWI_werner_jenni
		ledger = army
		allowed = {
			original_tag = SWI
		}
		traits = {
			military_theorist
		}
	}
	name = SWI_werner_jenni
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Idea
Component: MAD_aco2
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = MAD
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: SIA_increase_military_approval_2
Constructs: limit, has_country_flag, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_increase_military_approval_2 = {
	if = {
		limit = {
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		if = {
			limit = {
				has_idea = idea_SIA_military_rebellious
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_rebellious
				add_idea = idea_SIA_military_neutral
			}
		}
		else_if = {
			limit = {
				has_idea = idea_SIA_military_opposition
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_opposition
				add_idea = idea_SIA_military_slight_support
			}
		} {
			limit = {
				has_idea = idea_SIA_military_neutral
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_neutral
				add_idea = idea_SIA_military_full_support
			}
		} {
			limit = {
				has_idea = idea_SIA_military_slight_support
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_slight_support
				add_idea = idea_SIA_military_full_support
			}
		} {
			limit = {
				has_idea = idea_SIA_military_full_support
			}
		}
	}
}
### Entity: Scripted Effect
Component: WTT_make_ROOT_majority_1_point_over_next
Constructs: limit, random_country, has_state_flag, clr_state_flag, set_variable, add_to_variable, set_state_flag
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_make_ROOT_majority_1_point_over_next = {
	random_country = {
		limit = {
			PREV = {
				has_state_flag = majority_political_platform_@PREV
			}
		}
		PREV = {
			clr_state_flag = majority_political_platform_@PREV
		}
		set_variable = {
			PREV.political_platform_@ROOT = PREV.political_platform_@THIS
		}
		add_to_variable = {
			PREV.political_platform_@ROOT = 1
		}
	}
	set_state_flag = majority_political_platform_@ROOT
}
### Entity: Character
Component: nav_cas_producer_offense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
nav_cas_producer_offense_0 = {
	random = no
	equipment_bonus = {
		small_plane_cas_airframe = {
			air_ground_attack = 0.05
			air_agility = 0.05
		}
		small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.05
			naval_strike_targetting = 0.05
		}
		cv_small_plane_cas_airframe = {
			air_ground_attack = 0.05
			air_agility = 0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.05
			naval_strike_targetting = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: KOR_MEC_01
Source: game
File: common/units/names_divisions/KOR_names_divisions.txt

Code:
KOR_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		KOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		KOR_INF_01
	}
	fallback_name = %dth ROK Infantry Division
	ordered = {
		1 = {
			%dst ROK Infantry Division 'Forward'
		}
		2 = {
			%dnd ROK Infantry Division 'Angry Wave'
		}
		3 = {
			%drd ROK Infantry Division 'White Skull'
		}
		4 = {
			%dth ROK Infantry Division
		}
		5 = {
			%dth ROK Infantry Division 'The Key'
		}
		6 = {
			%dth ROK Infantry Division 'Blue Star'
		}
		7 = {
			%dth ROK Infantry Division 'Seven Stars'
		}
		8 = {
			%dth ROK Infantry Division 'Tumbler'
		}
		9 = {
			%dth ROK Infantry Division 'White Horse'
		}
		10 = {
			%dth ROK Infantry Division
		}
		11 = {
			%dth ROK Infantry Division 'Hwa-rang'
		}
		12 = {
			%dth ROK Infantry Division 'Eulji'
		}
		13 = {
			%dth ROK Infantry Division
		}
		14 = {
			%dth ROK Infantry Division
		}
		15 = {
			%dth ROK Infantry Division 'Victory'
		}
		16 = {
			%dth ROK Infantry Division
		}
		17 = {
			%dth ROK Infantry Division 'Lightning'
		}
		18 = {
			%dth ROK Infantry Division
		}
		19 = {
			%dth ROK Infantry Division
		}
		20 = {
			%dth ROK Infantry Division 'Decisive Battle'
		}
		21 = {
			%dst ROK Infantry Division 'Mt. Baekdu'
		}
		22 = {
			%dnd ROK Infantry Division 'Yulgok' 
		}
		23 = {
			%drd ROK Infantry Division 'Iron Wall'
		}
		24 = {
			%dth ROK Infantry Division
		}
		25 = {
			%dth ROK Infantry Division 'Flying Dragon'
		}
		26 = {
			%dth ROK Infantry Division 'Fires'
		}
		27 = {
			%dth ROK Infantry Division 'Let's Win'
		}
		28 = {
			%dth ROK Infantry Division 'Invincible Typhoon'
		}
		29 = {
			%dth ROK Infantry Division
		}
		30 = {
			%dth ROK Infantry Division 'Certain Victory'
		}
	}
}
### Entity: Name List
Component: RAN
Source: game
File: common/names/00_names.txt

Code:
RAN = {
	male = {
		names = {
			Adolfo Agustín Alejandro Andrés Aníbal Antonio Bartolomé Bernardo David Diego Domingo Eduardo Emiliano Emilio Enrique Esteban Eusebio Federico Felipe Francisco Germán Hernando Hilarión Ignacio Isidoro Ismael Jorge José José Miguel Juan Juan Antonio Juan Francisco Justo Ladislao Luis Manuel Mariano Miguel Narciso Nicolás Pablo Patricio Pedro Ramón Rufino Ruperto Santiago Sebastián Severino Tomás
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Abaroa Ágreda Altamirano Arteaga Ballivián Baquedano Belzú Blanche Blanco Bulnes Cabrera Calvo Campero Castilla Corrico Daza de la Cruz de Santa Cruz de Velasco de Vidal Echenique Errázuriz Fernández Figueroa Franco Freire Gamarra Gorostiaga Grau Guilarte La Mar Latorre Lynch Melgarejo Monje Montero Montes Montt Orbegoso Pezet Rebolledo Ruíz-Tagle Salaverry Santa María Siles Sotomayor Toro Valencia Zañartu Zapata
	}
	callsigns = {

	}
}
### Entity: Event
Component: netherlands.24
Constructs: is_triggered_only, ai_chance, swap_ideas, remove_idea, add_idea
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.24
	title = netherlands.24.t
	desc = netherlands.24.desc
	picture = GFX_report_event_benelux
	is_triggered_only = yes
	option = {
		name = netherlands.24.a
		ai_chance = {
			base = 100
		}
		swap_ideas = {
			remove_idea = BEL_LUX_BEL_customs_union
			add_idea = BEL_LUX_benelux_customs_union
		}
	}
}
### Entity: Character
Component: AST_maurice_blackburn
Constructs: has_completed_focus, limit, has_government, check_variable, add_to_variable
Source: game
File: common/characters/AST.txt

Code:
AST_maurice_blackburn = {
	name = AST_maurice_blackburn
	portraits = {
		civilian = {
			small = GFX_portrait_AST_maurice_blackburn_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_maurice_blackburn
		allowed = {
			original_tag = AST
		}
		cost = 75
		on_add = {
			IF = {
				limit = {
					ROOT = {
						has_completed_focus = AST_war_is_coming
						has_government = democratic
					}
					check_variable = {
						var = AST_ruling_party
						value = 0
						compare = equals
					}
				}
				add_to_variable = {
					var = AST_uap_votes_daily_var
					value = -0.01
				}
				AST_votes_change_effect = yes
				ELSE_IF = {
					limit = {
						ROOT = {
							has_completed_focus = AST_war_is_coming
							has_government = democratic
						}
						check_variable = {
							var = AST_ruling_party
							value = 1
							compare = equals
						}
					}
					add_to_variable = {
						var = AST_alp_votes_daily_var
						value = -0.01
					}
					AST_votes_change_effect = yes
				}
			}
		}
		on_remove = {
			IF = {
				limit = {
					ROOT = {
						has_completed_focus = AST_war_is_coming
						has_government = democratic
					}
					check_variable = {
						var = AST_ruling_party
						value = 0
						compare = equals
					}
				}
				add_to_variable = {
					var = AST_uap_votes_daily_var
					value = 0.01
				}
				AST_votes_change_effect = yes
				ELSE_IF = {
					limit = {
						ROOT = {
							has_completed_focus = AST_war_is_coming
							has_government = democratic
						}
						check_variable = {
							var = AST_ruling_party
							value = 1
							compare = equals
						}
					}
					add_to_variable = {
						var = AST_alp_votes_daily_var
						value = 0.01
					}
					AST_votes_change_effect = yes
				}
			}
		}
		traits = {
			AST_irrepressible_freethinker
		}
		available = {
			OR = {
				has_completed_focus = AST_a_controversial_recruitment AST_a_democratic_bulwark
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				NOT = {
					has_completed_focus = AST_against_war_and_fascism
				}
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: COR_pierre_dominique_lucchini
Source: game
File: common/characters/COR.txt

Code:
COR_pierre_dominique_lucchini = {
	name = COR_pierre_dominique_lucchini
	portraits = {
		civilian = {
			large = gfx/leaders/ITA/Portrait_Italy_Generic_2.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1960.1.1.1
		id = -1
		traits = {
			political_dancer
		}
	}
}
### Entity: State History
Component: 772
Constructs: add_core_of
Source: game
File: history/states/772-Middle Congo.txt

Code:
state = {
	id = 772
	name = STATE_772
	manpower = 746415
	state_category = pastoral
	resources = {
		rubber = 2
	}
	history = {
		owner = FRA
		add_core_of = RCG
		victory_points = {
			8193 3
		} {
			12975 1
		}
		buildings = {
			infrastructure = 2
			12975 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		2192 3109 6008 8193 12975
	}
	local_supplies = 0.0
}
### Entity: Effect Reference
Construct: add_tech_bonus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_tech_bonus

* Supported Scopes: COUNTRY
* Supported Targets: none

```
adds a limited use tech bonus
```
### Entity: Event
Component: PER_imperial_events.11
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.11
	title = PER_imperial_events.11.t
	desc = PER_imperial_events.11.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.11.a
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B01
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B01 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^1 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B01
		value = -2000
	}
}
### Entity: Idea
Component: CZE_revolutionary_brigades_idea
Constructs: has_government, send_volunteer_factor
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_revolutionary_brigades_idea = {
	picture = MEX_revolutionary_army
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		conscription = 0.015
		send_volunteer_factor = 0.3
		army_core_defence_factor = 0.15
	}
}
### Entity: Idea
Component: QUE_southern_front
Source: game
File: common/ideas/quebec.txt

Code:
QUE_southern_front = {
	allowed_civil_war = {
		always = no
	}
	picture = HUN_secret_rearmament
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	modifier = {
		production_speed_bunker_factor = 0.25
	}
}
### Entity: Event
Component: tsr_sichuan_border_war.2
Constructs: is_triggered_only, add_political_power
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = tsr_sichuan_border_war.2
	is_triggered_only = yes
	title = tsr_sichuan_border_war.2.t
	desc = tsr_sichuan_border_war.2.desc
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		name = tsr_sichuan_border_war.2.a
		trigger = {
			original_tag = SIC
		}
		army_experience = 25
	} {
		name = tsr_sichuan_border_war.2.b
		trigger = {
			NOT = {
				original_tag = SIC
			}
		}
		add_political_power = 25
	}
}
### Entity: Event
Component: germany.6
Constructs: is_triggered_only, add_opinion_modifier, remove_opinion_modifier, is_subject_of
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.6
	title = germany.6.t
	desc = germany.6.d
	picture = [GetHitlerCroatianHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = germany.6.a
		remove_opinion_modifier = {
			target = GER
			modifier = anti_comintern_pact_opinion
		} {
			target = SOV
			modifier = pact_against_us
		}
		add_opinion_modifier = {
			target = GER
			modifier = tripartite_pact_opinion
		} {
			target = SOV
			modifier = worse_pact_against_us
		}
	} {
		name = germany.6.b
		trigger = {
			NOT = {
				is_subject_of = GER
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = refused_tripartite_pact_opinion
		}
	}
}
### Entity: Idea
Component: SWE_severe_lack_of_ammunition
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_severe_lack_of_ammunition = {
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	picture = SWE_severe_lack_of_ammunition
	modifier = {
		army_attack_factor = -0.1
		army_defence_factor = -0.1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_restore_the_1862_constitution
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_restore_the_1862_constitution
	icon = GFX_goal_LIE_the_way_of_haus_liechtenstein
	x = -5
	y = 1
	relative_position_id = LIE_establish_a_regency_council
	cost = 5
	available = {
		neutrality = > 0.3
	}
	prerequisite = {
		focus = LIE_establish_a_regency_council
	}
	mutually_exclusive = {
		focus = LIE_empower_russian_exiles
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = liechtenstein.30
			hours = 6
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = LIE_eduard_von_liechtenstein
	}
}
### Entity: Idea
Component: MNC_Louis_II
Constructs: removal_cost
Source: game
File: common/ideas/monaco.txt

Code:
MNC_Louis_II = {
	picture = MNC_louis_II
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	traits = {
		MNC_louis_ii_of_monaco_idea
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_demand_ministerial_positions
Constructs: prerequisite, add_ideas, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_demand_ministerial_positions
	available = {

	}
	bypass = {
		OR = {
			has_global_flag = scw_over SPR_anarchist_uprising_flag
		}
	}
	prerequisite = {
		focus = SPR_the_anti_fascist_workers_revolution
	}
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	x = 1
	y = 1
	relative_position_id = SPR_the_anti_fascist_workers_revolution
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = SPR_demand_ministerial_positions
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = SPR_dolores_ibarruri SPR_jesus_hernandez_tomas
	}
}
### Entity: Character
Component: infantry_equipment_producer_offense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_offense_0 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.05
			breakthrough = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: denmark_overlord_events.14
Constructs: is_triggered_only, add_political_power
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.14
	title = denmark_overlord_events.14.t
	desc = denmark_overlord_events.14.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.14.a
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_a_domestic_supply_chain
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_a_domestic_supply_chain
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = AST_lang_is_right
	} {
		focus = AST_reverse_wage_cuts
	}
	relative_position_id = AST_lang_is_right
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_forging_australias_future_spirit_tt
		add_to_variable = {
			AST_forging_australias_future_spirit_production_lack_of_resource_penalty_factor = -0.15
			tooltip = production_lack_of_resource_penalty_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: lar_france_french_union.2
Constructs: is_triggered_only, every_owned_state, limit, is_subject_of, annex_country, is_core_of, add_core_of
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_french_union.2
	title = lar_france_french_union.2.t
	desc = lar_france_french_union.2.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = lar_france_french_union.2.a
		if = {
			limit = {
				ALG = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = ALG
			}
		} {
			limit = {
				TUN = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = TUN
			}
		} {
			limit = {
				MOR = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = MOR
			}
		}
		every_owned_state = {
			limit = {
				OR = {
					is_core_of = ALG TUN MOR
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_prioritize_sugar_economy
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_state_category, add_dynamic_modifier
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_prioritize_sugar_economy
	icon = GFX_focus_AFG_sugar_factory
	available = {

	}
	bypass = {
		NOT = {
			any_owned_state = {
				has_state_category = rural
			}
		}
	}
	prerequisite = {
		focus = INS_first_come_first_serve
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = INS_first_come_first_serve
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				has_state_category = rural
			}
			add_dynamic_modifier = {
				modifier = INS_agrarian_funding_state
			}
		}
	}
}