Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: AST_cabinet_trust_change
Constructs: limit, has_country_flag, check_variable, add_to_variable, clr_country_flag
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_cabinet_trust_change = {
	IF = {
		limit = {
			has_country_flag = AST_cabinet_trust_increase
			check_variable = {
				var = AST_cabinet_trust_state
				value = 5
				compare = less_than
			}
		}
		add_to_variable = {
			var = AST_cabinet_trust_state
			value = 1
		}
		AST_cabinet_trust_swap_idea = yes
	}
	ELSE_IF = {
		limit = {
			has_country_flag = AST_cabinet_trust_decrease
			check_variable = {
				var = AST_cabinet_trust_state
				value = 1
				compare = greater_than
			}
		}
		add_to_variable = {
			var = AST_cabinet_trust_state
			value = -1
		}
		AST_cabinet_trust_swap_idea = yes
	}
	clr_country_flag = AST_cabinet_trust_increase AST_cabinet_trust_decrease
}
### Entity: Scripted Trigger
Component: check_for_warlord_5_left
Constructs: has_country_flag, check_for_warlord_5_left, is_warlords, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_warlord_5_left = {
	count_triggers = {
		amount = 5
		CHI = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SHX = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GDC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		HBC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SND = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GXC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		YUN = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XSM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		KHM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: Effect Reference
Construct: start_resistance
Constructs: start_resistance, force_enable_resistance
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## start_resistance

* Supported Scopes: STATE
* Supported Targets: any

```
starts resistance activity for a core country. 
Use along with force_enable_resistance if you are enabling resistance
in a state that is not possible (ie core).
Example : start_resistance = POL or start_resistance = yes
```
### Entity: National Focus
Tree: pru_focus
Component: PRU_alliance_with_spain
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_faction_leader, is_in_faction, random_other_country
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_alliance_with_spain
	icon = GFX_focus_generic_befriend_nationalist_spain_focus
	prerequisite = {
		focus = PRU_hispanism
	}
	x = 1
	y = 1
	relative_position_id = PRU_hispanism
	cost = 10
	available = {
		is_subject = no
		is_faction_leader = yes
		SPR = {
			is_subject = no
			is_in_faction = no
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_other_country = {
			limit = {
				original_tag = SPR
				is_subject = no
				is_in_faction = no
				OR = {
					has_government = fascism neutrality
				}
			}
			country_event = {
				hours = 8
				id = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: SEA_china_democratic.14
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_variable, add_cic_monthly_tt
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.14
	title = SEA_china_democratic.14.t
	desc = SEA_china_democratic.14.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.14.a
		ai_chance = {
			base = 10
		}
		add_to_variable = {
			CHI_foreign_economic_support_cic_amount = 150
			tooltip = add_cic_monthly_tt
		}
		custom_effect_tooltip = CHI_delivery_tt
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_the_alpine_supremacy
Constructs: prerequisite, has_government, completion_reward, is_core_of, is_alpine_state, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_the_alpine_supremacy
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = SWI_request_austrian_occupation SWI_request_italian_alps_occupation SWI_request_french_alps_occupation SWI_join_the_axis
	}
	relative_position_id = SWI_join_the_axis
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
		any_owned_state = {
			NOT = {
				is_core_of = ROOT
			}
			is_alpine_state = yes
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SWI_turn_into_alpine = yes
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_closer_sino_germanic_relations
Constructs: prerequisite, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, set_country_flag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_closer_sino_germanic_relations
	icon = GFX_focus_chi_cooperation_with_the_nationalists
	prerequisite = {
		focus = GER_accept_british_naval_dominance_ww GER_the_second_naval_race
	}
	dynamic = yes
	x = 3
	y = 2
	relative_position_id = GER_accept_british_naval_dominance_ww
	cost = 5
	available = {
		is_subject = no
		event_target:WTT_current_china_leader = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ROOT
			} {
				has_government = communism
			}
			custom_trigger_tooltip = {
				tooltip = GER_alone_or_peace_faction_tt
				is_alone_or_in_faction_at_peace_with_GER = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			set_country_flag = GER_befriended_by_germany_flag
			country_event = {
				id = wuw_GER_diplomacy.29
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_ideas = GER_ger_chi_trade_ns
			event_target:WTT_current_china_leader = {
				add_offsite_building = {
					type = arms_factory
					level = 2
				}
				add_opinion_modifier = {
					target = GER
					modifier = ger_chi_diplomacy_focus
				}
				add_ideas = GER_chi_ger_trade_ns
			}
		}
		JAP = {
			add_opinion_modifier = {
				target = GER
				modifier = supported_the_chinese
			}
		}
	}
}
### Entity: Character
Component: AUS_austrian_fuhrer
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_austrian_fuhrer = {
	random = no
	war_stability_factor = 0.1
	army_core_defence_factor = 0.05
}
### Entity: Character
Component: bomber_producer_defense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
bomber_producer_defense_0 = {
	random = no
	equipment_bonus = {
		medium_plane_airframe = {
			air_attack = 0.05
			air_defence = 0.05
			air_agility = 0.05
		}
		large_plane_airframe = {
			air_attack = 0.05
			air_defence = 0.05
			air_agility = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: BAN_acd2
Source: game
File: common/characters/BAN.txt

Code:
BAN_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = BAN_acd2
		allowed = {
			original_tag = BAN
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_hellenic_spirit
Constructs: prerequisite, limit, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea, has_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_hellenic_spirit
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = GRE_metaxism_focus
	}
	x = 0
	y = 1
	relative_position_id = GRE_metaxism_focus
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_political_power = 120
		effect_tooltip = {
			swap_ideas = {
				remove_idea = GRE_metaxism
				add_idea = GRE_metaxism_2
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = GRE_metaxism
				}
				swap_ideas = {
					remove_idea = GRE_metaxism
					add_idea = GRE_metaxism_2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_german_naval_coordination
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_german_naval_coordination
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = NOR_expand_german_technology_sharing
	}
	x = 1
	y = 4
	relative_position_id = NOR_support_radical_nationalism
	cost = 5
	ai_will_do = {
		base = 20
		modifier = {
			factor = 1.5
			has_war = yes
		}
	}
	available = {
		has_country_flag = NOR_nortraship_established
		has_equipment = {
			convoy_1 = > 99
		}
		GER = {
			NOT = {
				has_war_with = ROOT
			}
			is_in_faction_with = ROOT
			OR = {
				has_war_together_with = ROOT
				num_of_naval_factories = > 29
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		send_equipment = {
			target = GER
			type = convoy_1
			amount = 100
		}
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = dd_tech
		}
		add_political_power = 100
		navy_experience = 10
		custom_effect_tooltip = NOR_enable_german_naval_procurements_tt
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = NOR_reject_constitutional_monarchy NOR_support_radical_nationalism
					has_government = fascism
				}
				news_event = {
					days = 3
					id = naw_norway.233
				}
			}
			else = {
				news_event = {
					days = 3
					id = naw_norway.232
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_noart_sg_masc_x_de_a_07a
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_noart_sg_masc_x_de_a_07a = {
	OR = {
		AND = {
			has_government = democratic
			OR = {
				tag = CUB MAD PUE
				original_tag = CUB MAD PUE
			}
		} {
			has_government = neutrality
			OR = {
				tag = DJI DOM PUE
				original_tag = DJI DOM PUE
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_subvert_soviet_influence_focus
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_subvert_soviet_influence_focus
	icon = GFX_goal_anti_comintern_pact
	x = -1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
		SOV = {
			has_government = communism
		}
	}
	bypass = {
		SOV = {
			NOT = {
				has_government = communism
			}
		}
	}
	prerequisite = {
		focus = AFG_disband_the_jirga
	}
	relative_position_id = AFG_disband_the_jirga
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 150
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		add_ideas = AFG_subvert_soviet_influence
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 165
Constructs: add_core_of
Source: game
File: history/states/165-Catalonia.txt

Code:
state = {
	id = 165
	name = STATE_165
	manpower = 3036537
	resources = {
		coal = 2
	}
	state_category = large_city
	history = {
		owner = SPR
		add_core_of = CAT SPR
		victory_points = {
			9764 30
		} {
			6966 1
		} {
			6927 1
		}
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 1
			air_base = 2
			9764 = {
				naval_base = 4
			}
		}
	}
	provinces = {
		854 872 897 3898 3899 6812 6836 6865 6927 6966 9764 9797 9824 11779
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: ITA_mussolinis_reroll_cleanup_if_necessary
Constructs: limit, has_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_mussolinis_reroll_cleanup_if_necessary = {
	if = {
		limit = {
			has_country_flag = ITA_missiolinis_rerolling_flag
		}
		clr_country_flag = ITA_missiolinis_rerolling_flag
	}
}
### Entity: Character
Component: ARM_armenak_artem_hanperiants
Source: game
File: common/characters/ARM.txt

Code:
ARM_armenak_artem_hanperiants = {
	name = ARM_armenak_artem_hanperiants
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
	advisor = {
		slot = theorist
		idea_token = ARM_armenak_artem_hanperiants_theorist
		ledger = air
		allowed = {
			original_tag = ARM
		}
		traits = {
			air_warfare_theorist
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = air_chief
		idea_token = ARM_armenak_artem_hanperiants_chief
		ledger = air
		allowed = {
			original_tag = ARM
		}
		traits = {
			air_chief_safety_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Scripted Effect
Component: USA_recalc_congress_icon_frames
Constructs: limit, set_temp_variable, check_variable, set_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_recalc_congress_icon_frames = {
	set_temp_variable = {
		senators_temp = senators_support
	} {
		house_temp = representatives_support
	}
	divide_temp_variable = {
		senators_temp = senators_total
	} {
		house_temp = representatives_total
	}
	multiply_temp_variable = {
		senators_temp = 21
	} {
		house_temp = 21
	}
	if = {
		limit = {
			check_variable = {
				senators_temp = > 0
			}
		}
		clamp_temp_variable = {
			var = senators_temp
			min = 1
			max = 21
		}
	} {
		limit = {
			check_variable = {
				house_temp = > 0
			}
		}
		clamp_temp_variable = {
			var = house_temp
			min = 1
			max = 21
		}
	}
	else = {
		set_temp_variable = {
			senators_temp = 1
		}
	} {
		set_temp_variable = {
			house_temp = 1
		}
	}
	set_variable = {
		current_senate_icon_frame = senators_temp
	} {
		current_house_icon_frame = house_temp
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_r56_the_path_of_the_wolf
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_r56_the_path_of_the_wolf
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = TUR_doctrinal_advancement
	}
	x = 2
	y = 1
	relative_position_id = TUR_doctrinal_advancement
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_r56_the_path_of_the_wolf
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = TUR_r56_the_path_of_the_wolf
			bonus = 0.75
			uses = 1
			category = torpedo_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_found_the_air_defense_surveilance_corps
Constructs: prerequisite, add_ideas, completion_reward, has_war_with_major, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_found_the_air_defense_surveilance_corps
	icon = GFX_focus_SWE_lottakoren
	x = 5
	y = 1
	relative_position_id = JAP_tojos_premiership
	prerequisite = {
		focus = JAP_tojos_premiership JAP_yamamotos_premiership JAP_the_crysanthemum_throne JAP_solidify_tohokai_rule
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_with_major = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = JAP_air_defence_surveilance_corps_idea
	}
}
### Entity: Order of Battle
Component: Ceylon Command
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = Ceylon Command
	location = 7260
	division_template = Colonial Garrison
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.2
	start_equipment_factor = 0.15
}
### Entity: National Focus
Tree: can_focus
Component: CAN_shadow_factories
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_shadow_factories
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CAN_strengthen_the_commonwealth_ties
	}
	x = -2
	y = 1
	relative_position_id = CAN_strengthen_the_commonwealth_ties
	cost = 10
	ai_will_do = {
		factor = 35
	}
	available = {
		threat = > 0.05
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CAN_shadow_factories_AF1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = CAN_shadow_factories_AF2
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = CAN_shadow_factories_AF3
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				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
			}
			set_state_flag = CAN_shadow_factories_AF1
		} {
			limit = {
				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
			}
			set_state_flag = CAN_shadow_factories_AF2
		} {
			limit = {
				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
			}
			set_state_flag = CAN_shadow_factories_AF3
		}
	}
}
### Entity: Country History
Country: KBK
Component: KBK_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KBK - Kabardino-Balkaria.txt

Code:
# Politics & Parties for KBK
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 70
	fascism = 30
	communism = 0
	neutrality = 0
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_state_of_perpetual_warfare
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_state_of_perpetual_warfare
	icon = GFX_goal_focus_communist_army
	prerequisite = {
		focus = SOV_world_revolution_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_world_revolution_old
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = SOV_state_of_perpetual_warfare_idea
		if = {
			limit = {
				OR = {
					has_idea = war_economy tot_economic_mobilisation
				}
			}
			add_political_power = 125
		} {
			limit = {
				has_idea = partial_economic_mobilisation
			}
			swap_ideas = {
				remove_idea = partial_economic_mobilisation
				add_idea = war_economy
			}
		} {
			limit = {
				has_idea = low_economic_mobilisation
			}
			swap_ideas = {
				remove_idea = low_economic_mobilisation
				add_idea = war_economy
			}
		} {
			limit = {
				has_idea = civilian_economy
			}
			swap_ideas = {
				remove_idea = civilian_economy
				add_idea = war_economy
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Trigger Reference
Construct: any_neighbor_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_neighbor_country

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

```
check if any neighbor country meets the trigger. tooltip=key can be defined to override title
```
### Entity: AI Strategy
Component: EAI_PROD_NAVY_FIB_DD_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_FIB_DD_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_FIB_DD_navy_production_strategy
	}
	abort_when_not_enabled = yes
}
### Entity: Idea
Component: CZE_federalization_agreement_2
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_federalization_agreement_2 = {
	picture = chi_wargaming_division
	name = CZE_federalization_agreement_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		faction_trade_opinion_factor = 0.1
		conscription_factor = 0.15
	}
}
### Entity: Modifier Reference
Component: r56_CYP_dyn_mod_national_guard
Constructs: initiative_factor
Source: game
File: common/dynamic_modifiers/r56_CYP.txt

Code:
r56_CYP_dyn_mod_national_guard = {
	icon = YUG_federal_defense_council
	political_power_factor = CYP_national_guard_political_power_gain
	recruitable_population_factor = CYP_national_guard_recruitable_population
	army_core_defence_factor = CYP_national_guard_core_defense
	army_morale_factor = CYP_national_guard_recovery_rate
	army_org = CYP_national_guard_division_org
	org_loss_at_low_org_factor = CYP_national_guard_org_loss_at_low_org
	army_speed_factor = CYP_national_guard_division_speed
	max_dig_in_factor = CYP_national_guard_max_entrenchment
	dig_in_speed_factor = CYP_national_guard_entrenchment_speed
	initiative_factor = CYP_national_guard_initiative
}