Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_warlord_vs_prc.33
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.33
	title = wtt_warlord_vs_prc.33.t
	desc = wtt_warlord_vs_prc.33.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = wtt_warlord_vs_prc.33.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Idea
Component: fiat_ETH
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
fiat_ETH = {
	picture = fiat
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_country_flag = ETH_ITA_sends_army_designers
	}
	research_bonus = {
		armor = 0.2
	}
	traits = {
		tank_manufacturer
	}
}
### Entity: Event
Component: bftb_bulgaria_greek_influence.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, every_country, add_opinion_modifier, add_political_power, has_opinion
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_greek_influence.1
	title = bftb_bulgaria_greek_influence.1.t
	desc = bftb_bulgaria_greek_influence.1.desc
	picture = GFX_report_event_bul_boris_with_muraviev
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_greek_influence.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = BUL
					value = > 50
				}
			} {
				factor = 2
				BUL = {
					has_completed_focus = BUL_condemn_macedonian_organizations
				}
			} {
				factor = 5
				BUL = {
					NOT = {
						has_idea = BUL_imro_01 BUL_imro_04 BUL_imro_05
					}
				}
			} {
				factor = 2
				strength_ratio = {
					tag = BUL
					ratio = < 1
				}
			} {
				factor = 5
				strength_ratio = {
					tag = BUL
					ratio = < 0.5
				}
			} {
				factor = 0
				has_opinion = {
					target = BUL
					value = < -50
				}
			}
		}
		add_political_power = 75
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_strengthened_relations_with_us
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_strengthened_relations_with_us
			}
		}
		BUL_remove_balkan_opinion_modifiers = yes
		every_country = {
			limit = {
				BUL_country_can_influence_bulgaria = yes
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_in_faction_with = FROM
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_approached_greece
			}
		}
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_greek_influence.2
			}
			news_event = {
				id = bftb_news.15
				hours = 8
				random_hours = 4
			}
		}
	} {
		name = bftb_bulgaria_greek_influence.1.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_opinion = {
					target = BUL
					value = < 0
				}
			} {
				factor = 5
				BUL = {
					has_completed_focus = BUL_support_macedonian_organizations
				}
			} {
				factor = 10
				BUL = {
					has_idea = BUL_imro_05
				}
			} {
				factor = 2
				strength_ratio = {
					tag = BUL
					ratio = > 2
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_rejected_our_proposal
			}
		}
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_greek_influence.3
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_EFR
Source: game
File: common/ai_focuses/EFR.txt

Code:
ai_historical_focus_list_EFR = {
	ai_national_focuses = {
		EFR_marechal_nous_voila EFR_patrie_focus EFR_armistice_army EFR_travail EFR_famille EFR_rationing EFR_chantiers_de_la_jeunesse EFR_negociate_the_release_of_officers EFR_aviation_effort EFR_recycling EFR_STO EFR_gazogenes_and_michelin_tires EFR_milice_francaise EFR_STO_2 EFR_light_fighters_focus EFR_secret_military_researches EFR_bulldozer_experiments EFR_bombing_awareness EFR_military_youth EFR_ideological_fanaticism EFR_autorized_modernization EFR_aviation_effort_2 EFR_pride_of_the_nation EFR_cruiser_effort EFR_destroyer_effort EFR_capital_ships_effort EFR_restart_heavy_water_production
	}
}
### Entity: Character
Component: BRM_stc
Source: game
File: common/characters/BRM.txt

Code:
BRM_stc = {
	advisor = {
		slot = political_advisor
		idea_token = BRM_stc
		allowed = {
			original_tag = BRM
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/flame_tank.txt

Code:
sub_units = {
	light_flame_tank = {
		abbreviation = LFT
		sprite = light_flame_tank
		map_icon_category = armored
		priority = 0
		ai_priority = 0
		active = no
		type = {
			armor flame support
		}
		group = support
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_tanks category_all_armor category_army
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 300
		training_time = 120
		weight = 0.1
		supply_consumption = 0.02
		can_be_parachuted = yes
		battalion_mult = {
			category = category_all_infantry
			breakthrough = 0.05
		}
		soft_attack = -0.5
		breakthrough = -0.5
		hard_attack = -0.75
		defense = -0.75
		armor_value = -0.75
		need = {
			light_tank_flame_chassis = 15
		}
		forest = {
			attack = 0.05
		}
		mountain = {
			attack = 0.05
		}
		hills = {
			attack = 0.05
		}
		jungle = {
			attack = 0.1
		}
		marsh = {
			attack = 0.05
		}
		urban = {
			attack = 0.1
		}
		fort = {
			attack = 0.1
			movement = 0.1
		}
		river = {
			attack = 0.1
		}
		amphibious = {
			attack = 0.1
		}
		same_support_type = flame
	}
	medium_flame_tank = {
		abbreviation = MFT
		sprite = medium_armor
		map_icon_category = armored
		priority = 0
		ai_priority = 0
		active = no
		type = {
			armor flame support
		}
		group = support
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_tanks category_all_armor category_army
		}
		regimental = no
		combat_width = 0
		battalion_mult = {
			category = category_all_infantry
			breakthrough = 0.05
		}
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 300
		training_time = 120
		weight = 0.1
		supply_consumption = 0.025
		can_be_parachuted = no
		soft_attack = -0.45
		breakthrough = -0.45
		hard_attack = -0.7
		defense = -0.7
		armor_value = -0.7
		need = {
			medium_tank_flame_chassis = 15
		}
		forest = {
			attack = 0.1
		}
		mountain = {
			attack = 0.05
		}
		hills = {
			attack = 0.05
		}
		jungle = {
			attack = 0.15
		}
		marsh = {
			attack = 0.05
		}
		urban = {
			attack = 0.15
		}
		fort = {
			attack = 0.2
			movement = 0.1
		}
		river = {
			attack = 0.1
		}
		amphibious = {
			attack = 0.1
		}
		same_support_type = flame
	}
	heavy_flame_tank = {
		abbreviation = HFT
		sprite = heavy_armor

# ... (truncated)
### Entity: Event
Component: lithuania.109
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.109
	title = lithuania.109.t
	desc = lithuania.109.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.109.a
		ai_chance = {
			base = 100
		}
		if = {
			limit = {
				fascism = > 0.1 > 0.2
			}
			add_stability = -0.05
			add_war_support = -0.05
		}
		else_if = {
			limit = {
				fascism = > 0.2 > 0.3
			}
			add_stability = -0.1
			add_war_support = -0.1
		} {
			limit = {
				fascism = > 0.3 > 0.4
			}
			add_stability = -0.15
			add_war_support = -0.15
		} {
			limit = {
				fascism = > 0.4
			}
			start_civil_war = {
				ideology = fascism
			}
		}
		else = {
			add_war_support = -0.05
		}
	}
}
### Entity: Event
Component: SEA_china_democratic.8
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.8
	title = SEA_china_democratic.8.t
	desc = SEA_china_democratic.8.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.8.a
		event_target:CHI_country_to_be_liberated = {
			add_ideas = CHI_liberated_by_democratic_china
		}
	}
}
### Entity: Operation
Component: targeted_bomb_officers_mess
Source: game
File: common/operation_phases/lar_assassinate_officers.txt

Code:
targeted_bomb_officers_mess = {
	name = targeted_bomb_officers_mess
	desc = targeted_bomb_officers_mess_desc
	outcome = targeted_bomb_officers_mess_outcome
	picture = GFX_phase_targeted_sabotage_plant_explosives
	icon = GFX_phase_targeted_sabotage_plant_explosives_small
	equipment = {
		support_equipment = 300
		infantry_equipment = 200
	}
}
### Entity: Scripted Effect
Component: r56_ger_kpd_70
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_kpd_70 = {
	IF = {
		limit = {
			has_active_mission = GER_kpd_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_kpd_demands_action
			days = 280
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_450
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_450 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 450
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 450
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_uranium_discovery
Constructs: prerequisite, add_ideas, completion_reward, has_tech
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_uranium_discovery
	text = ROM_uranium_discovery
	icon = GFX_focus_generic_uranium_extraction
	prerequisite = {
		focus = TAN_Autarky
	} {
		focus = TAN_coal_based_industry
	}
	relative_position_id = TAN_Autarky
	x = 1
	y = 1
	cost = 10
	available = {
		has_tech = excavation4
		num_of_factories = > 14
		controls_state = 329
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = ROM_uranium_supply_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_dogfighting_mastery
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_dogfighting_mastery = {
	always = no
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Unit Leader
Component: JAP_government_supporter
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
JAP_government_supporter = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			original_tag = JAP
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_promote_meritocracy
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_promote_meritocracy
	icon = GFX_focus_generic_industrial_experts
	x = -1
	y = 1
	relative_position_id = JAP_rikken_minseito_victory
	prerequisite = {
		focus = JAP_rikken_minseito_victory
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = JAP_industrial_meritocracy_idea
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_german_kaiserreich
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_the_german_kaiserreich
	icon = GFX_focus_ger_return_of_the_kaiser
	prerequisite = {
		focus = NOR_a_piece_in_the_greater_game
	}
	mutually_exclusive = {
		focus = NOR_the_british_empire
	} {
		focus = NOR_baltic_anti-communist_league
	}
	x = 1
	y = 2
	relative_position_id = NOR_the_european_policy
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		GER = {
			exists = yes
			has_civil_war = no
			is_subject = no
			if = {
				limit = {
					OR = {
						NOT = {
							has_dlc = Gotterdammerung
						}
						has_game_rule = {
							rule = GER_focus_tree_selection
							option = R56_TREE
						}
					}
				}
				GER = {
					OR = {
						has_completed_focus = GER_restore_the_empire GER_the_kaiser_rises
					}
				}
			}
			else = {
				GER = {
					has_completed_focus = GER_oppose_hitler
				}
			}
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_government = neutrality democratic
			} {
				is_faction_leader = yes
				is_in_faction_with = AUS CZE HUN ENG
			}
		}
	}
	completion_reward = {
		add_opinion_modifier = {
			target = GER
			modifier = USA_special_relationship
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = USA_special_relationship
			}
			country_event = {
				hours = 12
				id = naw_norway.160
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Name List
Component: EVE
Source: game
File: common/names/00_names.txt

Code:
EVE = {
	male = {
		names = {
			Dular Alitet Khadiul Kostoku Nikita Semyon Kim
		}
	}
	female = {
		names = {
			Garpancha Ogdo Tymancha Galina Keptuke Tamara Matriona
		}
	}
	surnames = {
		Bombogor Osor Chaoke Ureltu Nulgynet Nemtushkin Sakharov Nomokonov Kolesov Nomokonov
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_war_propaganda
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_war_propaganda
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = ARM_reestablish_the_republic ARM_the_triumph_over_communism
	}
	mutually_exclusive = {
		focus = ARM_organize_the_institutions
	}
	relative_position_id = ARM_reestablish_the_republic
	x = 8
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = ARM_war_propaganda_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Military Industrial Organization
Component: SWI_berna_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SWI_organization.txt

Code:
SWI_berna_organization = {
	name = SWI_berna
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_SWI_berna
	allowed = {
		tag = SWI
		has_dlc = By Blood Alone
	}
}
### Entity: Idea
Component: ICE_disloyal_fascism
Constructs: is_subject, autonomy_gain, fascism_drift
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_disloyal_fascism = {
	picture = can_patriation
	cancel = {
		is_subject = no
	}
	modifier = {
		autonomy_gain = 0.6
		fascism_drift = 0.1
	}
}
### Entity: Idea
Component: CHL_socialist_youth_idea
Constructs: war_support_factor, removal_cost, communism_drift, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_socialist_youth_idea = {
	picture = socialist_science_focus
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.02
		conscription_factor = 0.1
		conscription = 0.025
		war_support_factor = 0.05
	}
}
### Entity: Idea
Component: synarchist_youth
Constructs: has_government, removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
synarchist_youth = {
	picture = generic_fascism_drift_2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	modifier = {
		conscription = 0.01
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_demand_the_eastern_isles
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, every_other_country, is_ally_with, create_wargoal
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_demand_the_eastern_isles
	icon = GFX_goal_CUB_antilles
	x = 1
	y = 1
	prerequisite = {
		focus = CUB_subjugate_hispaniola
	}
	relative_position_id = CUB_subjugate_hispaniola
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
	}
	bypass = {
		owns_state = 686 972 1081 1079 308 694 1082 1080 1083 1084 1085 692
	}
	will_lead_to_war_with = ENG FRA USA PUE MAA STK BAS GDL DMN MAR STL SVG GRA BRB
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_owned_state = {
					OR = {
						state = 686 972 1081 1079 308 694 1082 1080 1083 1084 1085 692
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: NMB_ncm
Source: game
File: common/characters/NMB.txt

Code:
NMB_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = NMB_ncm
		allowed = {
			original_tag = NMB
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Character
Component: ARG_eleazar_videla
Constructs: has_dlc
Source: game
File: common/characters/ARG.txt

Code:
ARG_eleazar_videla = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			army = {
				large = GFX_portrait_ARG_eleazar_videla
				small = GFX_portrait_ARG_eleazar_videla_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = ARG_eleazar_videla
			ledger = army
			allowed = {
				original_tag = ARG
			}
			traits = {
				navy_capital_ship_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		navy_leader = {
			traits = {
				cuts_corners
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			army = {
				large = GFX_portrait_ARG_eduardo_avalos
				small = GFX_portrait_ARG_eduardo_avalos_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = ARG_eduardo_avalos
			ledger = army
			allowed = {
				original_tag = ARG
			}
			traits = {
				navy_capital_ship_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: State History
Component: 964
Constructs: add_core_of, force_link_ownership_to
Source: game
File: history/states/964-Deep Amazonas.txt

Code:
state = {
	id = 964
	name = STATE_964
	provinces = {
		2198 5216 8185 8254
	}
	history = {
		owner = BRA
		add_core_of = BRA
	}
	manpower = 13541
	impassable = yes
	force_link_ownership_to = 495
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = wasteland
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_fortify_mongolian_border_old
Constructs: prerequisite, completion_reward, has_civil_war, is_in_faction_with, has_full_control_of_state, is_subject, random_hours
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_fortify_mongolian_border_old
	text = SOV_fortify_mongolian_border
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = SOV_intervention_in_china_old SOV_war_with_japan
	}
	x = 1
	y = 1
	relative_position_id = SOV_war_with_japan
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		MON = {
			is_in_faction_with = ROOT
			has_full_control_of_state = 330 819 817 818
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		MON = {
			country_event = {
				id = NSB_soviet_foreign_politics_events.12
				hours = 2
				random_hours = 1
			}
		}
		custom_effect_tooltip = if_they_accept SOV_fortify_mongolian_border_forts_tt
	}
}
### Entity: Technology
Component: armored_car1
Constructs: enable_subunits, enable_equipments, allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_subunits = {
		armored_car
	}
	enable_equipments = {
		gw_armored_car_equipment
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	path = {
		leads_to_tech = armored_car2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1930
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -2
			y = @1936
		}
	}
	categories = {
		motorized_equipment armored_cars_tech cat_light_armor
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: r56_CAN_anti_war_policy_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_anti_war_policy_idea = {
	name = r56_CAN_anti_war_policy_idea
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		join_faction_tension = 0.75
		generate_wargoal_tension = 0.75
		war_support_factor = -0.1
		stability_factor = 0.05
	}
}
### Entity: Character
Component: ITA_papa_pio_xii
Source: game
File: common/characters/ITA.txt

Code:
ITA_papa_pio_xii = {
	name = ITA_papa_pio_xii
	portraits = {
		civilian = {
			large = GFX_portrait_ITA_papa_pio_xii
		}
	}
}
### Entity: Idea
Component: CZE_devaluation_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_devaluation_idea = {
	picture = ITA_devaluated_lira
	allowed = {
		tag = CZE
	}
	available = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_cost = 0.25
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_infantry_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_infantry_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MAC_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 6886
	division_template = Makedonska Pešadiska Divizija
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}