Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: POR
Component: POR_misc
Constructs: recruit_character, set_stability, limit, add_ideas, add_opinion_modifier, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/POR - Portugal.txt

Code:
# Misc for POR
capital = 112
if = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = POR_1936_naval_mtg
	else = {
		set_naval_oob = POR_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = POR_1936_air_bba
	else = {
		set_air_oob = POR_1936_air_legacy
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			CAS1 = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	add_ideas = POR_unreliable_army POR_unstable_republic
	set_stability = 0.6
	set_war_support = 0.15
	set_research_slots = 2
	ENG = {
		add_opinion_modifier = {
			target = POR
			modifier = POR_anglo_portuguese_alliance
		}
	}
	POR = {
		add_opinion_modifier = {
			target = ENG
			modifier = POR_anglo_portuguese_alliance
		}
	}
	GER = {
		add_opinion_modifier = {
			target = POR
			modifier = fascism_leanings_good
		}
	}
	ITA = {
		add_opinion_modifier = {
			target = POR
			modifier = fascism_leanings_good
		}
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	recruit_character = POR_antonio_de_oliveira_salazar POR_bento_goncalves POR_rolao_preto POR_jose_norton_de_matos POR_jose_vicente_de_freitas POR_luis_augusto_ferreira_martins POR_raul_augusto_esteves POR_jose_mendes_cabecadas POR_julio_botelho_moniz POR_humberto_delgado POR_vieira_da_rocha POR_manuel_ortins_torres_de_bettencourt POR_antonio_oscar_carmona POR_manuel_quintao_meireles POR_jaime_afreixo POR_americo_tomas POR_domingos_oliveira POR_manuel_gouveia POR_jose_filipe_de_barros_rodrigues POR_francisco_da_costa_gomes POR_jose_manuel_sarmento_de_beires POR_francisco_craveiro_lopes POR_alvaro_cunhal POR_francisco_da_cunha_leal POR_bento_de_jesus_caraca POR_jaime_cortesao POR_alberto_monsaraz POR_maria_lamas POR_joao_de_azevedo_coutinho POR_duarte_jose_pacheco POR_manuel_goncalves_cerejeira POR_jose_adriano_pequito_rebelo POR_jose_hipolito_raposo POR_joao_francisco_de_barbosa_azevedo POR_alfredo_da_silva POR_fernando_dos_
# ... (truncated)
### Entity: Event
Component: political.32
Constructs: has_war, limit, has_government, has_country_flag, is_subject, is_ai, clr_country_flag, every_other_country
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.32
	title = political.32.t
	desc = political.32.desc
	picture = GFX_report_event_journalists_speech
	trigger = {
		is_subject = no
		has_country_flag = yes_to_unification_flag
		any_other_country = {
			NOT = {
				tag = ROOT
			}
			original_tag = ROOT
			has_country_flag = yes_to_unification_flag
			is_subject = no
			has_government = ROOT
			has_war = no
		}
		NOT = {
			any_other_country = {
				original_tag = ROOT
				has_government = ROOT
				has_country_flag = unification_request_sent_flag
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {

	}
	option = {
		name = political.32.a
		trigger = {
			ROOT = {
				is_ai = no
			}
		}
		clr_country_flag = yes_to_unification_flag unification_request_sent_flag
		every_other_country = {
			limit = {
				original_tag = ROOT
				has_country_flag = yes_to_unification_flag
				is_subject = no
				has_government = ROOT
				has_war = no
			}
			clr_country_flag = yes_to_unification_flag
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
		news_event = {
			id = news.350
			hours = 8
			random_hours = 8
		}
	} {
		name = political.32.b
		trigger = {
			ROOT = {
				is_ai = yes
			}
		}
		IF = {
			limit = {
				any_other_country = {
					NOT = {
						tag = ROOT
					}
					original_tag = ROOT
					has_country_flag = yes_to_unification_flag
					is_subject = no
					has_government = ROOT
					has_war = no
					is_ai = no
				}
			}
			log = ai ROOT - Human player [ROOT.GetName] to annex
			random_other_country = {
				limit = {
					NOT = {
						tag = ROOT
					}
					original_tag = ROOT
					has_country_flag = yes_to_unification_flag
					is_subject = no
					has_government = ROOT
					has_war = no
					is_ai = no
				}
				clr_country_flag = yes_to_unification_flag unification_request_sent_flag
				every_other_country = {
					limit = {
						original_tag = ROOT
						has_country_flag = yes_to_unification_flag
						is_subject = no
						has_government = ROOT
						has_war = no
					}
					clr_country_flag = yes_to_unification_flag
					PREV = {
						annex_country = {
							target = PREV
							transfer_troops = yes
						}
					}
				}
				news_event = {
					id = news.350
					hours = 8
					random_hours = 8
				}
			}
		}
		ELSE = {
			clr_country_flag = yes_to_unification_flag unification_request_sent_flag
			every_ot
# ... (truncated)
### Entity: Idea
Component: AUS_reverse_brain_drain
Constructs: research_speed_factor, has_government, research_bonus
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_reverse_brain_drain = {
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic communism
		}
	}
	modifier = {
		research_speed_factor = 0.05
	}
	research_bonus = {
		electronics = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_4/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: MPL_zeid_bin_hussein
Source: game
File: common/characters/MPL.txt

Code:
MPL_zeid_bin_hussein = {
	name = Zeid Bin Hussein
	portraits = {
		civilian = {
			large = gfx/leaders/PAL/r56_portrait_PAL_zeid_bin_hussein.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		traits = {
			charismatic_monarch
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Technology
Component: improved_light_tank_chassis
Constructs: has_completed_focus, has_war, limit, is_major, enable_equipments, research_cost, create_equipment_variant
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	enable_equipments = {
		light_tank_chassis_2 light_tank_destroyer_chassis_2 light_tank_artillery_chassis_2 light_tank_aa_chassis_2
	}
	path = {
		leads_to_tech = advanced_light_tank_chassis
		research_cost_coeff = 1
	} {
		leads_to_tech = amphibious_tank_chassis
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = nsb_armour_folder
		position = {
			x = -1
			y = 4
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
			NOT = {
				AND = {
					tag = JAP
					num_of_military_factories = < 50
				}
			}
		} {
			is_major = yes
			not = {
				tag = JAP
			}
			has_war = yes
			factor = 10
		} {
			tag = SOV
			factor = 3
		} {
			factor = 8
			tag = ENG
			date = > 1936.9.1
		} {
			factor = 8
			tag = USA
			date = > 1940.9.1
		} {
			factor = 1.1
			date = > 1937.1.1
		} {
			factor = 1.1
			date = > 1938.1.1
		} {
			factor = 1.1
			date = > 1939.1.1
		}
	}
	on_research_complete = {
		if = {
			limit = {
				original_tag = ITA
				has_completed_focus = ITA_italian_tankettes
			}
			ITA_add_improved_light_tank_templates = yes
		}
		IF = {
			limit = {
				original_tag = HUN
				has_completed_focus = wuw_HUN_the_toldi
			}
			create_equipment_variant = {
				name = 38M Toldi
				type = light_tank_chassis_2
				parent_version = 0
				modules = {
					main_armament_slot = tank_small_cannon_2
					turret_type_slot = tank_light_fixed_superstructure_turret
					suspension_type_slot = tank_torsion_bar_suspension
					armor_type_slot = tank_riveted_armor
					engine_type_slot = tank_gasoline_engine
					special_type_slot_2 = tank_radio_1
				}
				upgrades = {
					tank_nsb_engine_upgrade = 3
					tank_nsb_armor_upgrade = 2
				}
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_light_armor mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: COG_royal_council_of_kongo_idea
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/congo.txt

Code:
COG_royal_council_of_kongo_idea = {
	picture = por_monarchist_uprising
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.1
		political_power_factor = 0.1
		justify_war_goal_time = -0.05
		generate_wargoal_tension = -0.05
	}
}
### Entity: Character
Component: AFG_uzbek_scholar
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_uzbek_scholar = {
	random = no
	sprite = 13
	stability_factor = 0.05
	research_speed_factor = 0.05
}
### Entity: Unit Template
Component: ENG_MINELAYERS_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_MINELAYERS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_MINELAYERS
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser ship_hull_light destroyer
	}
	prefix = HMS 
	fallback_name = Miner %s
	unique = {
		Plover Abdiel Latona Manxman Welshman Apollo Ariadne Adventure Linnet Redstart Ringdove
	}
}
### Entity: Idea
Component: VEN_creole_cult4
Constructs: communism_drift, democratic_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_creole_cult4 = {
	picture = VEN_creole_petroleum
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.08
		democratic_drift = 0.08
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_advantage_francophones
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_advantage_francophones
	icon = GFX_goal_QUE_ally_france
	prerequisite = {
		focus = QUE_weaponize_mysticism
	} {
		focus = QUE_control_literature
	}
	relative_position_id = QUE_glorify_clerical_past
	x = 3
	y = 4
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_francophilia
		FRA = {
			add_opinion_modifier = {
				target = QUE
				modifier = huge_increase
			}
		}
		add_opinion_modifier = {
			target = FRA
			modifier = huge_increase
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: r56_GER_economic_uncertainty
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_GER_economic_uncertainty = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_disjointed_gov
	modifier = {
		industrial_concern_cost_factor = 0.25
		fuel_gain_factor = -0.25
		faction_trade_opinion_factor = -0.25
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_blue_water_fleet
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_blue_water_fleet
	icon = GFX_focus_SMB_blue_water_fleet
	prerequisite = {
		focus = SMB_reescalate_the_naval_arms_race
	}
	relative_position_id = SMB_reescalate_the_naval_arms_race
	mutually_exclusive = {
		focus = SMB_coastal_fleet
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = tooltip_capital_ships
			bonus = 1.0
			uses = 2
			category = ca_tech bb_tech
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_german_heavy_industry_expansion
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_tech, has_capitulated
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_german_heavy_industry_expansion
	icon = GFX_goal_generic_industrial_plan
	prerequisite = {
		focus = GEN_invite_german_investors
	}
	x = 0
	y = 2
	relative_position_id = GEN_invite_german_investors
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		num_of_controlled_states = > 0
		OR = {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		any_other_country = {
			OR = {
				original_tag = GER BAY PRE WGR
			} {
				has_government = ROOT
				AND = {
					NOT = {
						has_government = communism
					}
					ROOT = {
						has_government = neutrality
					}
				}
			}
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				num_of_controlled_states = > 0
				NOT = {
					any_owned_state = {
						is_core_of = ROOT
					}
				}
			}
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Faction
Component: faction_goal_fortify_strait_of_hormuz
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_fortify_strait_of_hormuz = {
	name = fortify_strait_of_hormuz_goal_name
	description = fortify_strait_of_hormuz_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		OR = {
			412 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			1013 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	available = {
		412 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		1013 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	completed = {
		custom_trigger_tooltip = {
			tooltip = fortify_strait_of_hormuz_tooltip
			412 = {
				any_province_building_level = {
					province = {
						id = 7982
					}
					building = coastal_bunker
					level = > 0
				} {
					province = {
						id = 7982
					}
					building = bunker
					level = > 0
				}
			}
			1013 = {
				any_province_building_level = {
					province = {
						id = 13369
					}
					building = coastal_bunker
					level = > 0
				} {
					province = {
						id = 13369
					}
					building = bunker
					level = > 0
				}
			}
			OR = {
				AND = {
					divisions_in_state = {
						state = 412
						size = > 0
					} {
						state = 1013
						size = > 0
					}
				}
				any_allied_country = {
					divisions_in_state = {
						state = 412
						size = > 0
					} {
						state = 1013
						size = > 0
					}
				}
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 412 1013
				}
			}
			add_faction_initiative = 1
		}
		412 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 7982
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 7982
				instant_build = yes
			}
		}
		1013 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 13369
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 13369
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limi
# ... (truncated)
### Entity: National Focus
Tree: phi_focus
Component: PHI_sanction_piracy
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_sanction_piracy
	icon = GFX_focus_generic_piracy
	prerequisite = {
		focus = PHI_smugglers
	}
	relative_position_id = PHI_smugglers
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_island_nation_dynamic_modifier_tt
		add_to_variable = {
			PHI_island_nation_convoy_raiding_efficiency_factor = 0.2
			tooltip = convoy_raiding_efficiency_factor_tt
		}
	}
}
### Entity: Decision
Component: AFG_develop_central_asia_category
Source: game
File: common/decisions/categories/AFG_decision_categories.txt

Code:
AFG_develop_central_asia_category = {
	icon = GFX_decision_category_gre_paying_ifc_debt
	priority = 5
	picture = GFX_decision_cat_picture_chi_political_support
	visible_when_empty = no
	allowed = {
		OR = {
			original_tag = AFG
		}
	}
	visible = {

	}
}
### Entity: Scripted Effect
Component: AUS_fascist_vaterlandische_leader_setup
Constructs: remove_country_leader_role, add_country_leader_role
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_fascist_vaterlandische_leader_setup = {
	AUS_arthur_seyss-inquart = {
		remove_country_leader_role = {
			ideology = nazism
		}
		add_country_leader_role = {
			promote_character = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1
				 = .1
				traits = {
					nazi_sympathizer
				}
			}
		}
	}
	AUS_kurt_schuschnigg = {
		remove_country_leader_role = {
			ideology = despotism
		}
		add_country_leader_role = {
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1.1
				id = -1
				traits = {
					AUS_under_german_pressure
				}
			}
		}
	}
	AUS_ernst_rudiger_starhemberg = {
		remove_country_leader_role = {
			ideology = despotism
		}
		add_country_leader_role = {
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1.1
				id = -1
				traits = {
					anti_communist
				}
			}
		}
	}
	AUS_wilhelm_miklas = {
		remove_country_leader_role = {
			ideology = moderatism
		}
	}
	AUS_edmund_glaise_horstenau = {
		remove_country_leader_role = {
			ideology = nazism
		}
		add_country_leader_role = {
			country_leader = {
				ideology = despotism
				expire = 1965.1.1
				 = .1
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: FRA_amx_organization
Constructs: has_completed_focus, limit
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_amx_organization = {
	include = generic_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_2
	allowed = {
		tag = FRA
	}
	available = {
		IF = {
			limit = {
				FROM = {
					original_tag = FRA
				}
			}
			FROM = {
				has_completed_focus = FRA_form_the_state_arsenals
			}
		}
	}
}
### Entity: State History
Component: 690
Constructs: add_core_of
Source: game
File: history/states/690-Bahama Islands.txt

Code:
state = {
	id = 690
	name = STATE_690
	manpower = 40000
	state_category = tiny_island
	history = {
		add_core_of = BAH
		owner = ENG
		victory_points = {
			10254 1
		}
		buildings = {
			infrastructure = 2
			10254 = {
				naval_base = 1
			}
			4647 = {
				naval_base = 1
			}
			7245 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		4647 7245 10254
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_emperor_stays
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, has_global_flag, has_country_leader
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_emperor_stays
	icon = GFX_focus_ETH_the_emperor_stays
	prerequisite = {
		focus = ETH_rally_around_the_emperor
	}
	mutually_exclusive = {
		focus = ETH_boarding_the_train
	}
	x = -3
	y = 1
	relative_position_id = ETH_rally_around_the_emperor
	cost = 5
	bypass = {
		NOT = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
	}
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				surrender_progress = > 0.25
				date = < 1936.6.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		add_political_power = 75
		add_war_support = 0.05
		add_stability = 0.1
	}
}
### Entity: Define
Component: NDefines.NIndustrialOrganisation
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NIndustrialOrganisation = {
ASSIGN_DESIGN_TEAM_PP_COST_PER_DAY = 0.1
ASSIGN_INDUSTRIAL_MANUFACTURER_PP_COST_PER_DAY = 0.0
FUNDS_FOR_SIZE_UP = 700
FUNDS_FOR_SIZE_UP_LEVEL_FACTOR = 100
FUNDS_FOR_SIZE_UP_LEVEL_POW = 1.8
UNLOCKED_TRAITS_PER_SIZE_UP = 1
DESIGN_TEAM_CHANGE_XP_COST = 0
FUNDS_FOR_RESEARCH_COMPLETION_PER_RESEARCH_COST = 500
FUNDS_FOR_CREATING_EQUIPMENT_VARIANT = 0
FUNDS_FROM_MANUFACTURER_PER_IC_PER_DAY = 0.1
MAX_FUNDS_FROM_MANUFACTURER_PER_DAY = 100
DESIGN_TEAM_RESEARCH_BONUS = 0.05
ENABLE_TASK_CAPACITY = false
DEFAULT_INITIAL_TASK_CAPACITY = 0
DEFAULT_INITIAL_POLICY_ATTACH_COST = 25
DEFAULT_INITIAL_ATTACH_POLICY_COOLDOWN = 180
LEGACY_COST_FACTOR_SCALE = 1.0
}
### Entity: Character
Component: SWI_fascist
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_fascist = {
	random = no
	sprite = 13
	fascism_drift = 0.07
	stability_factor = -0.1
	war_support_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_18/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: resize_array
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## resize_array

* Supported Scopes: any
* Supported Targets: none

```
Resizes array
Example: resize_array = {
	array = array_name
	value = 42 #optional, if not specified and array grows the new elements are set to this (default 0)
	size = 3 #if higher than old size, new elements are added to end. otherwise last elements are removed to match to new size
}
#shorter usage: resize_array = { array_name = 3 }
```
### Entity: Scripted Trigger
Component: SOV_has_active_materiel_designer_gaz
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_materiel_designer_gaz = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_active_materiel_designer_gaz_tt
		OR = {
			has_idea = SOV_gaz SOV_gaz_1 SOV_gaz_2 SOV_gaz_3 SOV_gaz_1_2 SOV_gaz_1_3 SOV_gaz_2_3 SOV_gaz_final
		}
	}
}
### Entity: Scripted Trigger
Component: CHI_the_hump_states
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
CHI_the_hump_states = {
	OR = {
		state = 601 434 747
	}
}
### Entity: Idea
Component: CZE_militarized_organizations
Constructs: has_government
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_militarized_organizations = {
	picture = ast_volunteer_defence_corps
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		conscription = 0.015
		training_time_factor = -0.25
	}
}