Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: INS_clear_limited_war_variables
Constructs: clear_variable, clear_array, set_rule
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
INS_clear_limited_war_variables = {
	hidden_effect = {
		clear_variable = INS.limited_war_lost_state_concession INS.pre_limited_war_faction_leader INS.limited_war_target
		clear_array = INS.limited_war_states INS.limited_war_target_allies
		INS_refresh_malaya_controllers = yes
		set_rule = {
			can_join_factions = yes
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_the_five_mems
Constructs: prerequisite, limit, add_ideas, completion_reward, has_country_leader, random_days, random_hours, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_the_five_mems
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	relative_position_id = ISR_revisionist_revolution
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_revisionist_revolution
	}
	select_effect = {
		if = {
			limit = {
				has_country_leader = {
					character = ISR_zeev_jabotinsky
					ruling_only = yes
				}
			}
			country_event = {
				id = israel.45
				days = 10
				random_days = 20
				random_hours = 24
			}
		}
	}
	cost = 5
	available = {

	}
	completion_reward = {
		add_ideas = ISR_the_five_mems
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: AI Strategy
Component: ENG_build_more_patrol_bombers
Constructs: has_dlc, has_navy_size
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_build_more_patrol_bombers = {
	enable = {
		has_dlc = By Blood Alone
		has_navy_size = {
			size = > 1
		}
		tag = ENG
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = maritime_patrol_plane
		value = 10
	} {
		type = equipment_production_factor
		id = maritime_patrol_plane
		value = 15
	}
}
### Entity: AI Strategy
Component: ENG_fighter
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/ENG_planes.txt

Code:
ENG_fighter = {
	category = air
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		air_fighter
	}
	priority = {
		factor = 1000
	}
	great_war_fighter_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			engine_1_1x light_mg_4x
		}
	}
	basic_fighter_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = small_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = light_mg_4x
				engine_type_slot = {
					any_of = {
						engine_2_1x engine_1_1x
					}
				}
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			light_mg_4x aircraft_cannon_1_1x engine_2_1x engine_1_1x armor_plate_small
		}
	}
	basic_fighter_improved = {
		name = HurricaneMkIIC
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = small_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = {
					any_of = {
						aircraft_cannon_1_2x aircraft_cannon_1_1x
					}
				}
				fixed_auxiliary_weapon_slot_1 = {
					any_of = {
						aircraft_cannon_1_2x aircraft_cannon_1_1x
					}
				}
				engine_type_slot = engine_2_1x
			}
		}
		allowed_modules = {
			light_mg_4x aircraft_cannon_1_1x aircraft_cannon_1_2x engine_2_1x armor_plate_small self_sealing_fuel_tanks_small
		}
	}
	improved_fighter_default = {
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_small_airframe
				factor = 0
			} {
				has_tech = survivability_studies
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = small_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = light_mg_4x
				engine_type_slot = engine_2_1x
			}
		}
		allowed_modules = {
			light_mg_4x engine_2_1x
	
# ... (truncated)
### Entity: Scripted Effect
Component: indonesia_increase_escalation_1_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_increase_escalation_1_effect = {
	hidden_effect = {
		INS = {
			add_to_variable = {
				var = INS_war_escalation_level
				value = 1
				tooltip = INS_increase_escalation_1_tt
			}
		}
	} {
		INS = {
			clamp_variable = {
				var = INS_war_escalation_level
				max = 10
			}
		}
	}
	custom_effect_tooltip = INS_increase_escalation_1_tt
	indonesia_evaluate_escalation_effect = yes
}
### Entity: Event
Component: venezuela.2
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.2
	picture = GFX_report_event_generic_army
	title = venezuela.2.t
	desc = venezuela.2.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.2.a
		transfer_state = 695
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_spoils_of_war
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_spoils_of_war
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = PER_align_with_axis
	}
	x = 0
	y = 1
	relative_position_id = PER_align_with_axis
	cost = 10
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_spoils_of_war_idea
			days = 730
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_decolonization
Constructs: has_completed_focus, division_template, prerequisite, limit, has_government, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_decolonization
	available = {
		has_government = communism
		OR = {
			CRC = {
				is_subject_of = HOL
			}
			695 = {
				is_fully_controlled_by = HOL
			}
			SUR = {
				is_subject_of = HOL
			}
			309 = {
				is_fully_controlled_by = HOL
			}
			custom_trigger_tooltip = {
				tooltip = HOL_decolonization_tt2
				AND = {
					672 = {
						is_fully_controlled_by = HOL
					}
					335 = {
						is_fully_controlled_by = HOL
					}
					334 = {
						is_fully_controlled_by = HOL
					}
					667 = {
						is_fully_controlled_by = HOL
					}
					673 = {
						is_fully_controlled_by = HOL
					}
					668 = {
						is_fully_controlled_by = HOL
					}
					738 = {
						is_fully_controlled_by = HOL
					}
					669 = {
						is_fully_controlled_by = HOL
					}
				}
			}
			AND = {
				INS = {
					is_subject_of = HOL
				}
				custom_trigger_tooltip = {
					tooltip = HOL_decolonization_tt1
					672 = {
						is_fully_controlled_by = INS
					}
					335 = {
						is_fully_controlled_by = INS
					}
					334 = {
						is_fully_controlled_by = INS
					}
					667 = {
						is_fully_controlled_by = INS
					}
					673 = {
						is_fully_controlled_by = INS
					}
					668 = {
						is_fully_controlled_by = INS
					}
					738 = {
						is_fully_controlled_by = INS
					}
					669 = {
						is_fully_controlled_by = INS
					}
				}
			}
		}
		is_subject = no
	}
	bypass = {
		NOT = {
			OR = {
				672 = {
					is_owned_by = HOL
				}
				335 = {
					is_owned_by = HOL
				}
				334 = {
					is_owned_by = HOL
				}
				667 = {
					is_owned_by = HOL
				}
				673 = {
					is_owned_by = HOL
				}
				668 = {
					is_owned_by = HOL
				}
				738 = {
					is_owned_by = HOL
				}
				669 = {
					is_owned_by = HOL
				}
				695 = {
					is_owned_by = HOL
				}
				309 = {
					is_owned_by = HOL
				}
			}
		} {
			OR = {
				CRC = {
					is_subject_of = HOL
				}
				SUR = {
					is_subject_of = HOL
				}
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	prerequisite = {
		focus = HOL_legacy_of_the_de_zeven_provincien_mutiny
	}
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	x = -1
	y = 1
	relative_position_id = HOL_legacy_of_the_de_zeven_provincien_mutiny
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		i
# ... (truncated)
### Entity: Character
Component: CHL_rolando_reyes
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/CHL.txt

Code:
CHL_rolando_reyes = {
	name = CHL_rolando_reyes
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_rolando_reyes_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_rolando_reyes
		allowed = {
			original_tag = CHL
		}
		cost = 150
		available = {
			OR = {
				has_government = communism
				has_completed_focus = CHL_align_the_marxists
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			}
		}
		visible = {
			OR = {
				has_government = communism
				has_completed_focus = CHL_align_the_marxists
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			} {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				} {
					has_completed_focus = CHL_rule_by_decree
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
				AND = {
					has_completed_focus = CHL_avenge_the_pacification_of_araucania
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
			}
		}
		traits = {
			JUNO_miister_of_lands_and_colonization
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_begin_rearmament
Constructs: prerequisite, add_ideas, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_begin_rearmament
	icon = GFX_focus_secret_rearmament
	cost = 5
	x = 1
	y = 1
	relative_position_id = LUX_abandon_neutrality
	prerequisite = {
		focus = LUX_abandon_neutrality
	}
	completion_reward = {
		add_ideas = r56_LUX_initial_rearmament
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: SWE_svenska_stormtrupper_2_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_svenska_stormtrupper_2_idea = {
	picture = generic_soldiers_good
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		conscription = 0.025
	}
}
### Entity: Idea
Component: SPR_the_threats_abound_3
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_the_threats_abound_3 = {
	name = SPR_the_threats_abound
	picture = generic_fortify_the_borders
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.1
		training_time_factor = -0.1
		army_morale_factor = 0.1
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_empower_provincial_authorities
Constructs: prerequisite, completion_reward, set_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_empower_provincial_authorities
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = RAJ_work_with_local_leaders
	}
	x = 1
	y = 1
	relative_position_id = RAJ_work_with_local_leaders
	cost = 5
	mutually_exclusive = {
		focus = RAJ_concessions_to_the_industrialists
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt RAJ_empower_provincial_authorities_chances_tt
		set_variable = {
			RAJ_local_leaders_infra_chance = 0
		} {
			RAJ_local_leaders_civs_chance = 0.34
		} {
			RAJ_local_leaders_mils_chance = 0.33
		} {
			RAJ_local_leaders_defenses_chance = 0.33
		}
	}
}
### Entity: Character
Component: MLW_coi
Source: game
File: common/characters/MLW.txt

Code:
MLW_coi = {
	advisor = {
		slot = political_advisor
		idea_token = MLW_coi
		allowed = {
			original_tag = MLW
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Event
Component: usa.64
Constructs: is_triggered_only, ai_chance, unlock_decision_tooltip, set_state_flag, set_variable, add_to_variable, clr_country_flag, clear_global_event_target
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.64
	title = usa.64.t
	desc = usa.64.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = usa.64.a
		ai_chance = {
			factor = 0
		}
		unlock_decision_tooltip = {
			decision = USA_invest_in_state_dockyard
			show_effect_tooltip = yes
		}
		event_target:USA_congress_investment_state = {
			set_state_flag = USA_congress_build_dockyard
			set_variable = {
				dockyard_goal = building_level@dockyard
			}
			add_to_variable = {
				dockyard_goal = 1
			}
		}
	} {
		name = usa.64.b
		ai_chance = {
			factor = 100
		}
		ROOT = {
			clr_country_flag = USA_congress_investment
		}
		clear_global_event_target = USA_congress_investment_state
	}
}
### Entity: Technology
Component: marines_shore_parties
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = navy
	xp_unlock_cost = 60
	xor = {
		marines_jungle_troops
	}
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = marines_recon
		research_cost_coeff = 1
	}
	pioneer_support = {
		amphibious = {
			attack = 0.25
			defence = 0.15
			movement = 0.2
		}
	}
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_marines_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 1
			y = 2
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Country History
Country: HAZ
Component: HAZ_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/HAZ - Hazaristan.txt

Code:
# Politics & Parties for HAZ
set_war_support = 0.2
set_stability = 0.4
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	fascism = 15
	communism = 10
	neutrality = 75
}
### Entity: Event
Component: germany.71
Constructs: is_triggered_only, add_stability, add_country_leader_role
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.71
	title = germany.71.t
	desc = germany.71.d
	picture = GFX_report_event_europe_funeral
	is_triggered_only = yes
	option = {
		name = germany.71.a
		kill_country_leader = yes
		add_stability = 0.05
		GER_heinrich_himmler = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = nazism
					expire = 1965.1.1.1
					traits = {

					}
				}
			}
		}
		hidden_effect = {
			GER_remove_himmler_effects = yes
		} {
			news_event = {
				hours = 6
				id = news.28
			}
		}
	} {
		name = germany.71.b
		kill_country_leader = yes
		add_stability = 0.1
		GER_hermann_goring = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = nazism
					expire = 1965.1.1.1
					traits = {

					}
				}
			}
		}
		hidden_effect = {
			GER_remove_goring_effects = yes
			GER_replace_goring_as_prevailing_industrialist = yes
		} {
			news_event = {
				hours = 6
				id = news.29
			}
		}
	} {
		name = germany.71.c
		kill_country_leader = yes
		add_stability = 0.1
		GER_eva_braun = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = nazism
					expire = 1965.1.1.1
					traits = {
						GER_iron_maiden
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_dismantle_capitalist_empires
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_subject, gain_topple_goal_tt, every_other_country
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_dismantle_capitalist_empires
	icon = GFX_goal_tfv_sever_ties_with_uk
	prerequisite = {
		focus = POL_baltic_socialism
	}
	relative_position_id = POL_baltic_socialism
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		is_subject = no
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = gain_topple_goal_tt
		every_other_country = {
			limit = {
				has_government = democratic
				is_major = yes
			}
			hidden_effect = {
				POL = {
					create_wargoal = {
						type = topple_government
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Achievement
Component: team_america
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
team_america = {
	id = 73
	possible = {
		tag = USA
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievement_team_america
	}
}
### Entity: Event
Component: tsr_manchukuo.6
Constructs: is_triggered_only, ai_chance, add_political_power, has_opinion, add_to_faction
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.6
	title = tsr_manchukuo.6.t
	desc = tsr_manchukuo.6.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.6.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			}
		}
		leave_faction = yes
		FROM = {
			add_to_faction = ROOT
		}
		add_political_power = 25
	} {
		name = tsr_manchukuo.6.b
		ai_chance = {
			base = 10
		}
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_artillery
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = SWI_tank_development
	}
	relative_position_id = SWI_tank_development
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = SWI_artillery
			bonus = 0.75
			uses = 3
			category = artillery
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_shortage_CRITICAL_abort
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_shortage_CRITICAL_abort = {
	OR = {
		check_variable = {
			EAI_fielded_eq_ratio = < 0.8
		}
		EAI_reserve_manpower_less_than_10p = yes
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_gestapo
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, has_dlc, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_gestapo
	icon = GFX_focus_GER_expand_gestapo
	prerequisite = {
		focus = GER_ascension_of_himmler
	}
	mutually_exclusive = {
		focus = GER_expand_ss_security_duties
	}
	text_icon = GER_inner_circle_focus_style
	x = -1
	y = 1
	relative_position_id = GER_ascension_of_himmler
	cost = @inner_circle_time_tier_1
	available = {
		if = {
			limit = {
				has_country_flag = GER_expand_gestapo_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_1
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_heinrich_himmler
					FLAG_DAYS = [?GER_expand_gestapo_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_heinrich_himmler
					FOCUS = GER_ascension_of_himmler
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		GER_add_or_modify_military_intelligence_service = yes
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_to_variable = {
				GER_military_intelligence_service_intelligence_agency_defense = 0.15
				tooltip = intelligence_agency_defense_tt
			} {
				GER_military_intelligence_service_agency_upgrade_time = -0.2
				tooltip = agency_upgrade_time_tt
			} {
				GER_military_intelligence_root_out_resistance_effectiveness_factor = 0.2
				tooltip = root_out_resistance_effectiveness_factor_tt
			}
		}
		else = {
			add_to_variable = {
				GER_military_intelligence_service_encryption_factor = 0.1
				tooltip = encryption_factor_tt
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_print_built_building_nums
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_print_built_building_nums = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_print_built_building_nums > THIS=[this.getname] PREV=[prev.getname]
	}
	log = ====================================== [This.GetTag] | EAI_PC_print_built_building_nums   EAI_PC_INF = [?EAI_PC_built_type_PC_INF_num] EAI_PC_AIR = [?EAI_PC_built_type_PC_AIR_num] EAI_PC_AA = [?EAI_PC_built_type_PC_AA_num] EAI_PC_RADAR = [?EAI_PC_built_type_PC_RADAR_num] EAI_PC_MIC = [?EAI_PC_built_type_PC_MIC_num] EAI_PC_CIC = [?EAI_PC_built_type_PC_CIC_num] EAI_PC_NIC = [?EAI_PC_built_type_PC_NIC_num] EAI_PC_REF = [?EAI_PC_built_type_PC_REF_num] EAI_PC_SILO = [?EAI_PC_built_type_PC_SILO_num] EAI_PC_MTC = [?EAI_PC_built_type_PC_MTC_num] EAI_PC_BUNKER = [?EAI_PC_built_type_PC_BUNKER_num] EAI_PC_CBUNKER = [?EAI_PC_built_type_PC_CBUNKER_num]
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/INS_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = INS
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	} {
		equipment = {
			type = convoy_1
			creator = INS
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Unit Leader
Component: trait_SOV_cowed_by_stalin_navy
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
trait_SOV_cowed_by_stalin_navy = {
	type = {
		navy
	}
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = SOV
		}
	}
	new_commander_weight = {
		factor = 0
	}
	attack_skill = -2
	defense_skill = -2
	modifier = {
		naval_retreat_chance = -0.25
	}
}