Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: HUN_magdolna_purgly
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_magdolna_purgly = {
	name = HUN_magdolna_purgly
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_magdolna_purgly_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_magdolna_purgly
		allowed = {
			original_tag = HUN
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_end_the_regency wuw_HUN_end_the_white_terror wuw_HUN_undermine_the_admiral
				}
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
			has_completed_focus = wuw_HUN_pass_statute_xix
		}
		traits = {
			HUN_her_serene_highness
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Event
Component: r56_afghanistan.71
Constructs: is_triggered_only, division_template, add_equipment_to_stockpile, limit, has_country_flag, fire_only_once, clr_country_flag, create_unit
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.71
	picture = GFX_report_event_AFG_tribes_tribes_give_support_2
	title = r56_afghanistan.71.t
	desc = r56_afghanistan.71.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.71.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
		}
		if = {
			limit = {
				has_country_flag = AFG_tribal_divs_2
			}
			clr_country_flag = AFG_tribal_divs_2
			1009 = {
				create_unit = {
					division = name = "Qabā'ili Mersandwaya Zwaak" division_template = "Qawmī Lashkar" start_experience_factor = 0.05 start_equipment_factor = 0.85 start_manpower_factor = 1
					owner = AFG
					count = 1
					allow_spawning_on_enemy_provs = yes
					prioritize_location = 7916
				} {
					division = name = "Qabā'ili Mersandwaya Zwaak" division_template = "Qawmī Lashkar" start_experience_factor = 0.05 start_equipment_factor = 0.85 start_manpower_factor = 1
					owner = AFG
					count = 1
					allow_spawning_on_enemy_provs = yes
					prioritize_location = 12769
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: SIK_push_khotan
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/CHI.txt

Code:
SIK_push_khotan = {
	allowed = {
		original_tag = SIK
	}
	enable = {
		OR = {
			focus_progress = {
				focus = SIK_march_into_khotan
				progress = > 0.01
			}
			has_war_with = KHM
		}
	}
	abort = {
		KHM = {
			OR = {
				has_capitulated = yes
				exists = no
			}
		}
	}
	ai_strategy = {
		type = front_unit_request
		tag = KHM
		value = 75
	} {
		type = conquer
		id = KHM
		value = 200
	} {
		type = antagonize
		id = KHM
		value = 200
	} {
		type = front_control
		tag = KHM
		ratio = 0.7
		priority = 100
		ordertype = front
		execution_type = rush
		execute_order = yes
	}
}
### Entity: Decision
Component: march_through_estonia
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, is_good, cancel_trigger, cancel_effect, is_core_of
Source: game
File: common/decisions/EST.txt

Code:
march_through_estonia = {
	EST_stomp_the_vaps = {
		icon = GFX_decision_revolt
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 480
		is_good = no
		fire_only_once = yes
		cancel_trigger = {
			has_government = fascism
		}
		activation = {
			has_completed_focus = EST_rally_the_nation
		}
		visible = {

		}
		cancel_effect = {

		}
		timeout_effect = {
			effect_tooltip = {
				start_civil_war = {
					ruling_party = fascism
					ideology = ROOT
					size = 0.5
				}
			}
			hidden_effect = {
				country_event = EST_events.7
			}
		}
		ai_will_do = {
			factor = 200
		}
	}
	EST_march_in_state = {
		icon = hol_draw_up_staff_plans
		state_target = yes
		available = {
			FROM = {
				is_core_of = ROOT
				owner = {
					tag = ROOT
				}
				is_capital = no
			}
			NOT = {
				has_country_flag = marching_in_state_flag
			} {
				has_country_flag = EST_vapsid_takeover
			}
		}
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				owner = {
					tag = ROOT
				}
				is_capital = no
				NOT = {
					has_state_flag = vaps_loyal_state
				}
			}
		}
		visible = {

		}
		cancel_trigger = {
			has_completed_focus = EST_march_on_talinn
		}
		fire_only_once = no
		cost = 25
		days_remove = 30
		on_map_mode = map_only
		complete_effect = {
			set_country_flag = marching_in_state_flag
		}
		remove_effect = {
			FROM = {
				set_state_flag = vaps_loyal_state
			}
			random_list = {
				50 = {
					effect_tooltip = {
						add_popularity = {
							ideology = fascism
							popularity = 0.1
						}
					}
					hidden_effect = {
						set_variable = {
							EST.vaps_from = FROM
						}
						country_event = EST_events.801
					}
				}
				35 = {
					effect_tooltip = {
						add_popularity = {
							ideology = fascism
							popularity = 0.15
						}
					}
					hidden_effect = {
						set_variable = {
							EST.vaps_from = FROM
						}
						country_event = EST_events.802
					}
				}
				15 = {
					effect_tooltip = {
						add_popularity = {
							ideology = fascism
							popularity = 0.2
						}
					}
					hidden_effect = {
						set_variable = {
							EST.vaps_from = FROM
						}
						country_event = EST_events.803
					}
				}
			}
			clr_country_flag = marching_in_state_flag
		}
		ai_will_do = {
			base = 10
		}
	}
}
### Entity: Order of Battle
Component: 6. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 6. Landsturmregiment
	location = 6581
	division_template = Landsturmregiment
}
### Entity: Event
Component: libya.53
Constructs: is_triggered_only, ai_chance
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.53
	title = libya.53.t
	desc = libya.53.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.50.a
		ai_chance = {
			base = 90
		}
		GER = {
			country_event = {
				id = libya.55
			}
		}
	} {
		name = libya.53.b
		ai_chance = {
			base = 5
		}
		GER = {
			country_event = {
				id = libya.54
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_expand_the_belgian_legion
Constructs: division_template, prerequisite, limit, completion_reward, is_government_in_exile, random_state, is_hosting_exile, is_in_home_area
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_expand_the_belgian_legion
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = BEL_rally_to_the_king
	}
	relative_position_id = BEL_rally_to_the_king
	x = 0
	y = 1
	cost = 5
	available = {
		is_government_in_exile = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			random_state = {
				limit = {
					OWNER = {
						is_hosting_exile = ROOT
						controls_state = PREV
					}
					is_in_home_area = yes
				}
				create_unit = {
					division = name = "Division d'Infanterie" division_template = "Division d'Infanterie" start_experience_factor = 0.6
					owner = ROOT
					count = 3
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = BEL_expand_the_belgian_legion_tt
		}
	}
}
### Entity: Idea
Component: CZE_state_defense_law_idea
Constructs: has_government, removal_cost, is_subject, is_puppet, democratic_drift
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_state_defense_law_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		has_government = democratic
	}
	modifier = {
		democratic_drift = -0.03
		guarantee_tension = 0.3
		foreign_subversive_activites = -0.2
	}
}
### Entity: Event
Component: christian_denmark.5
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = christian_denmark.5
	title = christian_denmark.5.t
	desc = christian_denmark.5.d
	picture = GFX_report_event_haakon_in_minerva_car
	is_triggered_only = yes
	option = {
		name = christian_denmark.5.a
		NOR = {
			country_event = {
				id = christian_denmark.6
				hours = 50
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_defy_the_duce
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, random_days
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_defy_the_duce
	icon = GFX_focus_ITA_liberation_or_death
	prerequisite = {
		focus = ITA_organize_strikes_in_the_north ITA_the_southern_farmlands ITA_triumph_in_africa_bba
	}
	mutually_exclusive = {
		focus = ITA_culto_del_duce ITA_convene_the_grand_council
	}
	x = 1
	y = 2
	relative_position_id = ITA_organize_strikes_in_the_north
	cost = 5
	allow_branch = {
		has_dlc = By Blood Alone
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ITA_culto_del_duce
			} {
				has_completed_focus = ITA_convene_the_grand_council
			}
		}
	}
	available = {
		NOT = {
			has_completed_focus = ITA_foreign_affairs
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = BBA_italy_civil_war.300
		if = {
			limit = {
				NOT = {
					has_completed_focus = ITA_unite_the_opposition
				}
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = amadeo_bordiga ivanoe_bonomi
		} {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
		custom_effect_tooltip = ITA_foreign_affairs_focus_locked_tt
		hidden_effect = {
			country_event = {
				id = BBA_italy_democratic_events.03
				days = 40
				random_days = 15
			}
		} {
			play_song = bella_ciao
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Character
Component: CHI_zhang_zhizhong
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhang_zhizhong = {
	name = CHI_zhang_zhizhong
	portraits = {
		army = {
			small = GFX_portrait_CHI_zhang_zhizhong_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = CHI_zhang_zhizhong
		ledger = army
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			army_entrenchment_1
		}
		cost = 50
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: State History
Component: 1000
Constructs: add_core_of
Source: game
File: history/states/1000-Benue.txt

Code:
state = {
	id = 1000
	name = STATE_900
	manpower = 1163674
	state_category = pastoral
	history = {
		owner = NGA
		add_core_of = BIA
		victory_points = {
			8034 2
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		1992 4889 7978 8034 10831
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: GNA_acas
Source: game
File: common/characters/GNA.txt

Code:
GNA_acas = {
	advisor = {
		slot = high_command
		idea_token = GNA_acas
		ledger = air
		allowed = {
			original_tag = GNA
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Character
Component: LUX_pierre_dupong
Constructs: has_dlc
Source: game
File: common/characters/LUX.txt

Code:
LUX_pierre_dupong = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = LUX_pierre_dupong
			allowed = {
				original_tag = LUX
			}
			traits = {
				silent_workhorse
			}
		}
		name = LUX_pierre_dupong
		portraits = {
			civilian = {
				large = GFX_portrait_LUX_pierre_dupong
				small = GFX_portrait_LUX_pierre_dupong_small
			}
		}
		country_leader = {
			ideology = conservatism
			traits = {
				conservative_grandee
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = LUX_pierre_dupong
			allowed = {
				original_tag = LUX
			}
			traits = {
				silent_workhorse
			}
		}
		name = LUX_pierre_dupong
		portraits = {
			civilian = {
				large = GFX_portrait_Europe_Generic_2
				small = GFX_idea_generic_political_advisor_europe_2
			}
		}
		country_leader = {
			ideology = conservatism
			traits = {
				conservative_grandee
			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Event
Component: poland.172
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.172
	title = poland.172.t
	desc = poland.172.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.172.a
	}
}
### Entity: AI Strategy
Component: ETH_build_infrastructure_if_possible
Constructs: has_dlc, has_idea, build_building
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_build_infrastructure_if_possible = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		original_tag = ETH
		has_idea = ETH_rebuilding_the_country_idea
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = infrastructure
		target = 271
		value = 200
	}
}
### Entity: Country History
Country: ADO
Component: ADO_misc
Constructs: set_convoys
Source: game
File: history/countries/ADO - Andorra.txt

Code:
# Misc for ADO
capital = 902
set_convoys = 0
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_light_task_forces
Constructs: has_dlc, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_light_task_forces = {
	has_dlc = No Compromise, No Surrender
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
	check_variable = {
		EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
	}
}
### Entity: Scripted Effect
Component: SOV_replace_stuff_based_on_ideology_effect
Constructs: limit, has_government, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_replace_stuff_based_on_ideology_effect = {
	if = {
		limit = {
			NOT = {
				has_government = communism
			}
		}
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = SOV_third_five_year_plan_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = SOV_third_five_year_plan_dynamic_modifier_alt
			}
		}
		else_if = {
			limit = {
				has_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_civilian_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = SOV_third_five_year_plan_civilian_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = SOV_third_five_year_plan_civilian_dynamic_modifier_alt
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_military_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = SOV_third_five_year_plan_military_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = SOV_third_five_year_plan_military_dynamic_modifier_alt
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = SOV_fourth_five_year_plan_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = SOV_fourth_five_year_plan_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = SOV_fourth_five_year_plan_dynamic_modifier_alt
			}
		}
	} {
		limit = {
			NOT = {
				has_government = communism
			}
		}
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = SOV_ussr_academy_of_sciences_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = SOV_ussr_academy_of_sciences_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = SOV_ussr_academy_of_sciences_dynamic_modifier_alt
			}
		}
	} {
		limit = {
			NOT = {
				has_government = communism
			}
		}
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = SOV_soviet_airforce_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = SOV_soviet_airforce_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = SOV_soviet_airforce_dynamic_modifier_alt
			}
		}
		else_if = {
			limit = {
				has_dynamic_modifier = {
					modifier = SOV_soviet_airforce_aircraft_production_focus_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = SOV_soviet_airforce_aircraft_production_foc
# ... (truncated)
### Entity: National Focus
Tree: prc_focus
Component: PRC_mobile_warfare
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_mobile_warfare
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = PRC_provoke_japan
	}
	mutually_exclusive = {
		focus = PRC_protracted_warfare
	}
	x = 1
	y = 1
	relative_position_id = PRC_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: Modding Documentation
Construct: Enabled
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## PostEffectVolumes.Enabled
* Type: Boolean
* Not available in release build
### Entity: National Focus
Tree: lit_focus
Component: LIT_develop_the_banks_holdings
Constructs: prerequisite, completion_reward, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_develop_the_banks_holdings
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = LIT_develop_the_fledgling_industry
	}
	x = -1
	y = 1
	relative_position_id = LIT_develop_the_fledgling_industry
	cost = 7.15
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		189 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		11 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_facilitate_operation_zet
Constructs: prerequisite, add_ideas, completion_reward, has_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_facilitate_operation_zet
	icon = GFX_focus_CHI_operation_zet
	prerequisite = {
		focus = CHI_secure_the_soviet_border
	}
	x = 0
	y = 2
	relative_position_id = CHI_secure_the_soviet_border
	cost = 10
	available = {
		has_dynamic_modifier = {
			modifier = CHI_soviet_support
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_soviet_support_tt
		show_ideas_tooltip = CHI_operation_zet_hidden
		hidden_effect = {
			add_ideas = CHI_operation_zet_hidden
		}
	}
}
### Entity: Order of Battle
Component: air_wing_994
Source: game
File: history/units/CUB_1936_air_bba.txt

Code:
air_wings = {
	994 = {
		small_plane_airframe_0 = {
			owner = CUB
			amount = 10
			creator = USA
			version_name = P-6
		}
		small_plane_cas_airframe_0 = {
			owner = CUB
			amount = 13
			creator = USA
			version_name = Corsair
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_cat_killers
Constructs: division_template, prerequisite, has_war, limit, is_major, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_cat_killers
	icon = GFX_focus_generic_army_tanks2
	prerequisite = {
		focus = SOV_tank_improvements
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	relative_position_id = SOV_tank_improvements
	cancel_if_invalid = no
	available = {
		OR = {
			has_idea = war_economy tot_economic_mobilisation
		}
		has_war = yes
		any_enemy_country = {
			is_major = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			add_tech_bonus = {
				name = GER_counter_sloped_armor
				bonus = 1
				uses = 1
				category = cat_anti_tank
			} {
				name = tank_bonus
				bonus = 2
				uses = 1
				technology = improved_light_td advanced_light_td
			} {
				name = tank_bonus
				bonus = 2
				uses = 1
				technology = basic_medium_td improved_medium_td advanced_medium_td
			} {
				name = tank_bonus
				bonus = 2
				uses = 1
				technology = basic_heavy_td improved_heavy_td advanced_heavy_td
			}
		}
		else = {
			add_tech_bonus = {
				name = GER_counter_sloped_armor
				bonus = 1
				uses = 2
				category = cat_anti_tank
			}
			if = {
				limit = {
					OR = {
						has_tech = antiair2 antitank2
					}
				}
				create_equipment_variant = {
					name = IS-2
					type = heavy_tank_chassis_3
					parent_version = 0
					modules = {
						main_armament_slot = tank_heavy_cannon_2
						turret_type_slot = tank_heavy_three_man_tank_turret
						suspension_type_slot = tank_torsion_bar_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = tank_radio_1
						special_type_slot_2 = sloped_armor
						special_type_slot_3 = smoke_launchers
					}
					upgrades = {
						tank_nsb_engine_upgrade = 8
						tank_nsb_armor_upgrade = 6
					}
					icon = gfx/interface/technologies/SOV_adv_heavy_tank.dds
				}
			} {
				limit = {
					has_tech = antitank5
				}
				create_equipment_variant = {
					name = SU-100
					type = medium_tank_destroyer_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_high_velocity_cannon_3
						turret_type_slot = tank_medium_fixed_superstructure_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade 
# ... (truncated)
### Entity: Event
Component: south_american_events.30
Constructs: is_triggered_only, ai_chance, limit, has_government, add_war_support, add_stability, add_opinion_modifier, has_dlc
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.30
	title = south_american_events.30.t
	desc = south_american_events.30.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = south_american_events.30.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_government = communism
			}
		}
		add_war_support = 0.1
		IF = {
			limit = {
				has_dlc = By Blood Alone
			}
			send_embargo = FROM
		}
		ELSE = {
			add_opinion_modifier = {
				target = FROM
				modifier = USA_embargoed_us
			} {
				target = FROM
				modifier = USA_isolating_us
			}
		}
		FROM = {
			country_event = {
				id = south_american_events.31
				days = 1
			}
		}
	} {
		name = south_american_events.30.c
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_government = communism
			}
		}
		add_stability = -0.05
	}
}
### Entity: Modifier Reference
Component: r56_army_disorginization
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_army_disorginization = {
	icon = GFX_idea_ita_bloated_military_bureaucracy
	production_speed_arms_factory_factor = mil_factory_production
	production_speed_industrial_complex_factor = civ_factory_production
	production_speed_bunker_factor = fort_factory_production
	production_speed_coastal_bunker_factor = cfort_factory_production
	industrial_capacity_factory = arms_production
	industrial_capacity_dockyard = ship_production
	mobilization_laws_cost_factor = mob_cost_factor
	economy_cost_factor = eco_cost_factor
	refit_ic_cost = refit_cost_factor
}