Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ECU_benigno_andrade_flores
Source: game
File: common/characters/ECU.txt

Code:
ECU_benigno_andrade_flores = {
	advisor = {
		slot = army_chief
		idea_token = ECU_benigno_andrade_flores
		allowed = {
			original_tag = ECU
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Benigno Andrade Flores
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Decision
Component: MEX_meddling_in_foreign_affairs
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_government, has_war_with, has_country_flag, fire_only_once, is_in_home_area
Source: game
File: common/decisions/r56_MEX_decisions.txt

Code:
MEX_meddling_in_foreign_affairs = {
	MEX_organize_fifth_columnists_in_enemy_neighbor = {
		name = SOV_organize_fifth_columnists_in_enemy_neighbor
		priority = 10
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 0.7
		}
		target_trigger = {
			FROM = {
				exists = yes
				has_war_with = ROOT
				NOT = {
					original_tag = MEX
				}
				any_controlled_state = {
					is_in_home_area = yes
					any_neighbor_state = {
						is_controlled_by = ROOT
					}
				}
				capital_scope = {
					OR = {
						is_on_continent = north_america south_america australia
					}
				}
			}
		}
		allowed = {
			original_tag = MEX
		}
		available = {
			has_completed_focus = MEX_the_end_of_the_imperialist_era
			FROM = {
				has_civil_war = no
				any_controlled_state = {
					is_in_home_area = yes
					is_capital = no
				}
			}
			has_equipment = {
				infantry_equipment = > 19999
			}
		}
		visible = {
			is_subject = no
			FROM = {
				exists = yes
				NOT = {
					has_government = communism
				}
			}
			has_completed_focus = MEX_the_end_of_the_imperialist_era
		}
		cost = 150
		fire_only_once = yes
		days_remove = SOV_permanent_revolution_uprising_days
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -20000
			}
			hidden_effect = {
				FROM = {
					set_country_flag = SOV_permanent_revolution_ignite_uprising_timer_flag
					activate_mission = SOV_ignite_uprising_timer_mission
				}
			}
		}
		remove_effect = {
			SOV_permanent_revolution_spawn_fifth_columnists_effect = yes
		}
	}
	MEX_ignite_revolutionary_uprisings = {
		name = SOV_ignite_revolutionary_uprisings
		priority = 5
		icon = generic_political_rally
		target_trigger = {
			FROM = {
				exists = yes
				NOT = {
					is_in_faction_with = ROOT
				} {
					tag = ROOT
				} {
					original_tag = MEX
				} {
					has_government = communism
				}
				has_capitulated = no
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1
				FROM = {
					communism = > 0.4
				}
			}
		}
		allowed = {
			original_tag = MEX
		}
		available = {
			has_completed_focus = MEX_the_end_of_the_imperialist_era
			FROM = {
				NOT = {
					has_war_with = ROOT
				} {
					has_government = communism
				}
				communism = > 0.1
			}
		}
		visible = {
			country_exists = FROM
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				NOT = {
					is_in_faction_with = R
# ... (truncated)
### Entity: Technology
Component: tech_trucks
Constructs: limit, is_major, enable_subunits, has_dlc, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_subunits = {
		mot_anti_tank_brigade mot_artillery_brigade mot_anti_air_brigade
	} {
		limit = {
			has_dlc = Thunder at Our Gates
		}
		 = hq_motorized
	}
	enable_equipments = {
		motorized_equipment_0
	}
	enable_equipment_modules = {
		tank_wheeled_suspension
	}
	path = {
		leads_to_tech = motorised_infantry
		research_cost_coeff = 1
	} {
		leads_to_tech = armored_car1
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = -1
		}
	}
	categories = {
		motorized_equipment mio_cat_tech_all_motorized_mechanized infantry_tech
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1937.1.1
		} {
			factor = 2
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		} {
			is_major = no
			factor = 0.75
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_battleship_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_battleship_focus
	prerequisite = {
		focus = KOR_the_old_japanese_model
	}
	icon = GFX_focus_generic_navy_battleship2
	x = 0
	y = 1
	relative_position_id = KOR_the_old_japanese_model
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = uk_battleship_focus
			bonus = 1.0
			uses = 1
			category = bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_carrier_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_carrier_modernization
	icon = GFX_goal_generic_admirality
	prerequisite = {
		focus = ARG_carrier_development
	}
	x = 22
	y = 3
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_carrier_modernization
			bonus = 1
			uses = 1
			category = cv_tech cvl_tech
		} {
			name = ARG_carrier_modernization
			bonus = 1
			uses = 1
			technology = cv_fighter1 cv_fighter2
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_armor_tech damage_control_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: HON_miguel_angel_sevilla
Source: game
File: common/characters/HON.txt

Code:
HON_miguel_angel_sevilla = {
	advisor = {
		slot = air_chief
		idea_token = HON_miguel_angel_sevilla
		allowed = {
			original_tag = HON
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Miguel Ángel Sevilla
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Character
Component: MLI_ar
Source: game
File: common/characters/MLI.txt

Code:
MLI_ar = {
	advisor = {
		slot = high_command
		idea_token = MLI_ar
		ledger = army
		allowed = {
			original_tag = MLI
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Character
Component: LAT_teodors_zvejnieks
Source: game
File: common/characters/LAT.txt

Code:
LAT_teodors_zvejnieks = {
	name = LAT_teodors_zvejnieks
	portraits = {
		army = {
			small = GFX_Portrait_Europe_Generic_navy_1_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = LAT_teodors_zvejnieks
		allowed = {
			original_tag = LAT
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: GRE_faction_management_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/GRE_decision_categories.txt

Code:
GRE_faction_management_category = {
	priority = 9
	icon = gre_faction_management
	scripted_gui = gre_internal_factions_decision_ui
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/EST_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 4640
	division_template = Jalaväediviisi
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = EST
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.2
}
### Entity: AI Strategy
Component: ITA_PatrolReconForce_1
Source: game
File: common/ai_navy/taskforce/ITA_taskforce_templates.txt

Code:
ITA_PatrolReconForce_1 = {
	allowed = {
		original_tag = ITA
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		destroyer = {
			amount = 2
		}
	}
	optimal_composition = {
		light_cruiser = {
			amount = 2
		}
		destroyer = {
			amount = 5
		}
	}
}
### Entity: Doctrine
Component: mobile_infantry
Constructs: is_major, xp_cost, enable_tactic, add_tech_bonus, maximum_speed
Source: game
File: common/doctrines/subdoctrines/land/infantry_subdoctrines.txt

Code:
mobile_infantry = {
	track = infantry
	name = SUBDOCTRINE_MOBILE_INFANTRY
	description = SUBDOCTRINE_MOBILE_INFANTRY_DESC
	icon = GFX_doctrine_mobile_infantry_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			original_tag = GER
		} {
			factor = 0.5
			is_major = no
		}
	}
	enable_tactic = tactic_overwhelming_fire
	category_all_infantry = {
		breakthrough = 0.1
	}
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = motorized_equipment
			name = SUBDOCTRINE_MOBILE_INFANTRY
		}
	}
	rewards = {
		cavalry_charge = {
			category_cavalry = {
				breakthrough = 0.2
			}
		}
		combined_arms_planning = {
			category_all_infantry = {
				max_organisation = 10
				maximum_speed = 0.05
			}
		}
		decisive_operations = {
			category_vehicle_infantry = {
				max_organisation = 20
			}
			category_regimental_support_artillery = {
				soft_attack = 0.15
			}
		}
		delegated_authority = {
			category_vehicle_infantry = {
				default_morale = 0.1
				soft_attack = 0.1
			}
		}
		maneuver_warfare = {
			category_all_infantry = {
				max_organisation = 10
				maximum_speed = 0.2
			}
			mot_fire_support = {
				max_organisation = 5
				soft_attack = 0.1
			}
		}
	}
}
### Entity: Character
Component: BEL_jules_pire
Constructs: has_government, has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_jules_pire = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_jules_pire
		portraits = {
			army = {
				large = GFX_portrait_BEL_jules_pire
				small = GFX_portrait_BEL_jules_pire_small
			}
		}
		corps_commander = {
			visible = {
				NOT = {
					has_government = communism
				}
			}
			traits = {
				career_officer urban_assault_specialist
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = BEL_jules_pire
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_6
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = BEL_jules_pire
			ledger = army
			allowed = {
				original_tag = BEL
			}
			traits = {
				military_theorist
			}
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_materiel_design
Constructs: prerequisite, joint_focus, add_tech_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_materiel_design
	icon = GFX_focus_generic_reorient_production
	prerequisite = {
		focus = NORDIC_nordic_research
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_nordic_research
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_researched_technologies = > 50
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		add_tech_bonus = {
			name = NORDIC_materiel_design
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
	completion_reward_joint_member = {
		add_tech_bonus = {
			name = NORDIC_materiel_design
			bonus = 0.45
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: Idea
Component: CHI_beacon_of_federalism
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_beacon_of_federalism = {
	picture = SWI_spirit_of_helvetia_passive_peace
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		production_factory_start_efficiency_factor = 0.1
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.1
		political_power_cost = 0.3
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: POL_submarine_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_submarine_manufacturer = {
	random = no
	equipment_bonus = {
		submarine = {
			naval_range = 0.25
		}
	}
	ai_will_do = {
		factor = 1.5
	}
}
### Entity: State History
Component: 542
Constructs: add_core_of
Source: game
File: history/states/542-Bechuana Land.txt

Code:
state = {
	id = 542
	name = STATE_542
	manpower = 234000
	state_category = wasteland
	resources = {
		chromium = 90
	}
	history = {
		owner = ENG
		buildings = {
			infrastructure = 1
		}
		add_core_of = BOT
		victory_points = {
			8214 1
		}
	}
	provinces = {
		1580 8214 10525 12940 12963
	}
	local_supplies = 2.0
}
### Entity: Character
Component: carlist_intellectual
Constructs: compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
carlist_intellectual = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	compliance_gain = 0.05
	opinion_gain_monthly_factor = 0.15
}
### Entity: Event
Component: israel.103
Constructs: ai_chance, set_state_owner_to, has_completed_focus, limit, owns_state, has_war_with, has_country_flag, add_stability
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.103
	title = israel.103.t
	desc = israel.103.d
	fire_only_once = yes
	trigger = {
		TAG = JOR
		has_country_flag = MPL_arab_declaring_war
		has_war_with = ISR
		ISR = {
			NOT = {
				has_completed_focus = ISR_win
			} {
				owns_state = 455 1022
			}
			count_triggers = {
				amount = 1
				controls_province = 7170 7171 4017 4115
			}
		}
	}
	option = {
		name = israel.103.a
		ISR = {
			country_event = {
				id = israel.104
				random_hours = 12
			}
		}
		clr_country_flag = ISR_arab_israel_impending MPL_arab_declaring_war
		set_country_flag = MPL_arab_peaced_out
		effect_tooltip = {
			966 = {
				set_state_owner_to = 966
				 = .controller
			}
			if = {
				limit = {
					ISR = {
						NOT = {
							has_war_with = EGY
						}
					}
				}
				1017 = {
					set_state_owner_to = 1017
					 = .controller
				}
			} {
				limit = {
					ISR = {
						NOT = {
							has_war_with = EGY
						}
					}
				}
				949 = {
					set_state_owner_to = 949
					 = .controller
				}
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = israel.103.b
		add_stability = -0.1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Defy_Russia
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Defy_Russia
	icon = GFX_focus_prc_agrarian_socialism
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = SOV
		}
	}
	prerequisite = {
		focus = DEN_DKP_Takeover
	}
	mutually_exclusive = {
		focus = DEN_Alliegence_to_Moscow
	}
	x = -5
	y = 1
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				is_in_faction = no
				any_other_country = {
					NOT = {
						original_tag = SOV
					} {
						has_war_with = ROOT
					}
					OR = {
						NOT = {
							capital_scope = {
								is_on_continent = north_america south_america africa
							}
						}
						original_tag = BRA USA MEX SAF EGY ALG
					}
					is_faction_leader = yes
					has_government = communism
				}
			}
			r56_other_faction_invite_communism_NOT_SOV = yes
		}
		else_if = {
			limit = {
				is_in_faction = no
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_DEN_nordic_workers_front
					name = nordic_workers_front
				}
				add_faction_initiative = 2
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = nordic_workers_front
			}
			every_other_country = {
				limit = {
					is_nordic_country = yes
					has_government = communism
					is_in_faction = no
					is_subject = no
					NOT = {
						has_war_with = DEN
					}
				}
				country_event = generic.5
			}
		}
		add_opinion_modifier = {
			target = SOV
			modifier = hostile_status
		}
		SOV = {
			add_opinion_modifier = {
				target = DEN
				modifier = hostile_status
			}
		}
		country_event = {
			id = denmark.59
			days = 20
			random_days = 40
		}
	}
}
### Entity: State History
Component: 990
Constructs: add_core_of, add_to_array
Source: game
File: history/states/990-Vermont.txt

Code:
state = {
	id = 990
	name = STATE_990
	resources = {
		steel = 4
	}
	state_category = town
	history = {
		owner = USA
		buildings = {
			infrastructure = 4
			industrial_complex = 1
		}
		add_core_of = USA
		add_to_array = {
			state_victory_points = 4445
		}
		victory_points = {
			4445 1
		}
	}
	provinces = {
		9675 4445 7629
	}
	manpower = 357000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: AAT_finland_diplomacy.07
Constructs: is_triggered_only, ai_chance, limit, is_ai, every_controlled_state, is_core_of, is_claimed_by, add_claim_by
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.07
	title = AAT_finland_diplomacy.07.t
	desc = AAT_finland_diplomacy.07.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.07.a
		ai_chance = {
			base = 1
		}
	} {
		name = AAT_finland_diplomacy.07.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					is_ai = no
				}
			}
		}
		FROM = {
			every_controlled_state = {
				limit = {
					is_core_of = SMI
					NOT = {
						is_claimed_by = ROOT
					}
				}
				add_claim_by = ROOT
			}
		}
	}
}
### Entity: Name List
Component: SCO
Source: game
File: common/names/00_names.txt

Code:
SCO = {
	male = {
		names = {
			Alec Alex Alexander Allan Andy Andrew Angus Archibald Bob Brian Campbell Charles David Donald Douglas Duncan Edward Ewan George Gordon Iain Ian Jack James John Joseph Kenneth Lachlan Lawrence Lewis Malcolm Neil Peter Robert Ronald Thomas William
		}
	}
	female = {
		names = {
			Agnes Annie Betsy Catherinea Eliza Elizabeth Ellen Ethel Helen Isabella Jane Janet Jemima Maggie Margaret Mary Nellie Fiona
		}
	}
	surnames = {
		Baird Ballantyne Blair Boyd Brown Bruce Buchanan Burns Calhoun Cameron Campbell Carr Carson Clacher Clarke Coburn Cockburn Cooper Cowden Craig Croft Cruickshank Cunningham David Davies Donaghue Donaldson Douglas Drummond Drysdale Duffy Dunbar Duncan Dunn Edwards Evans Fairbairn Faulkner Ferguson Findlay Fraiser Gibbs Glenn Gordon Graeme Green Greer Hughes Hume Jack Jackson Johnson Johnston Jones Keir Keith Kelly Kendrick Kidd Kinley Kinnaird Kyles Leiper Lennox Leslie Lester Lewis Limond Logan Lowe Lowry Lyon Martin Masters Maxwell McAdams McAfee McAlister McArthur McCabe McCaig McCallum McClellan McConnell McCormick McCoy McCracken McCrae McCreery McDonald McDougall McEwan McFarlane McFee McGee McGill McGregor McIntyre McIver McKay McKellar McKendick McKenna McKenzie McKinley McLain McLean McLeod McNab McNeill McQueen McReynolds Milligan Monroe Montgomery Moray Morris Murdoch Neil Ness Nevin Norris Oliver Patton Payne Ralston Ramsey Reid Ritchie Roberts Robinson Ross Roy Rutherford Scott Skeates Smith Smith Sterling Steward Stewart Stirling Stroud Stuart Taggart Taylor Thomas Thomson Turner Urquhart Walker Wallace Wallis Ward White Williams Wilson Wood Wright
	}
	callsigns = {

	}
}
### Entity: Idea
Component: ETH_victor_emanuel_of_ethiopia_idea_3
Constructs: stability_factor, has_government, is_subject_of, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_victor_emanuel_of_ethiopia_idea_3 = {
	picture = ETH_victor_emanuel_of_ethiopia
	name = ETH_victor_emanuel_of_ethiopia_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_subject_of = ITA
	}
	available = {
		is_subject_of = ITA
		OR = {
			ITA = {
				has_government = fascism
			} {
				has_government = neutrality
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.05
		command_power_gain_mult = 0.1
	}
}
### Entity: Event
Component: hon.50
Constructs: is_triggered_only, limit, is_fully_controlled_by
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.50
	title = hon.50.t
	desc = hon.50.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.50.a
		if = {
			limit = {
				694 = {
					is_fully_controlled_by = FRA
				}
			}
			HON = {
				transfer_state = 694
			}
		} {
			limit = {
				1080 = {
					is_fully_controlled_by = FRA
				}
			}
			HON = {
				transfer_state = 1080
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_is_regular_switzerland
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_regular_switzerland = {
	OR = {
		state = 845 3 847 846 151
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_expand_cattaro_harbour
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_expand_cattaro_harbour
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = AUS_repair_pola_naval_base
	}
	relative_position_id = AUS_repair_pola_naval_base
	x = -2
	y = 1
	cost = 10
	available = {
		controls_state = 105
	}
	completion_reward = {
		105 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			} {
				type = naval_base
				level = 3
				province = 9809
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Component: AFG_afghan_army
Constructs: army_defence_factor, army_attack_factor, planning_speed, conscription_factor, recon_factor
Source: game
File: common/dynamic_modifiers/AFG.txt

Code:
AFG_afghan_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AFG_army_idea
	army_defence_against_major_factor = AFG_army_major_defence
	planning_speed = AFG_army_planning_speed
	army_org_factor = AFG_army_organization
	consumer_goods_factor = AFG_army_consumer_goods
	conscription_factor = AFG_army_conscription
	army_armor_attack_factor = AFG_armor_attack
	army_armor_defence_factor = AFG_armor_defence
	enemy_army_bonus_air_superiority_factor = AFG_enemy_air_superiority
	army_artillery_attack_factor = AFG_artillery_attack
	army_artillery_defence_factor = AFG_artillery_defence
	org_loss_when_moving = AFG_org_loss
	land_reinforce_rate = AFG_reinforce_rate
	no_supply_grace = AFG_supply_grace
	supply_consumption_factor = AFG_supply_consumption
	experience_loss_factor = AFG_experience_loss
	army_morale_factor = AFG_morale_factor
	acclimatization_hot_climate_gain_factor = AFG_hot_acclimatization
	special_forces_attack_factor = AFG_special_forces_attack
	special_forces_defence_factor = AFG_special_forces_defence
	attrition = AFG_attrition
	army_core_attack_factor = AFG_core_attack
	terrain_penalty_reduction = AFG_terrain_penalty
	modifier_army_sub_unit_mountaineers_attack_factor = AFG_mountaineers_attack
	modifier_army_sub_unit_mountaineers_defence_factor = AFG_mountaineers_defence
	pocket_penalty = AFG_pocket_penalty
	cavalry_attack_factor = AFG_cavalry_attack
	cavalry_defence_factor = AFG_cavalry_defence
	trait_cavalry_leader_xp_gain_factor = AFG_cavalry_leader_xp
	intel_from_combat_factor = AFG_intel_from_combat
	recon_factor = AFG_recon_factor
	army_attack_factor = AFG_army_attack
	army_defence_factor = AFG_army_defence
	army_attack_speed_factor = AFG_army_attack_speed
	trait_infantry_leader_xp_gain_factor = AFG_infantry_leader_xp_gain_factor
	experience_gain_infantry_combat_factor = AFG_experience_gain_infantry_combat_factor
	army_armor_speed_factor = AFG_armor_speed
}