Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_expand_the_academica_sinica
Constructs: prerequisite, has_war, completion_reward, has_stability, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_expand_the_academica_sinica
	icon = GFX_focus_research
	prerequisite = {
		focus = CHI_unified_industrial_planning
	}
	x = -2
	y = 1
	relative_position_id = CHI_unified_industrial_planning
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		OR = {
			has_war = no
			has_stability = > 0.7
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: ITA_logistics_in_ethiopia
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_logistics_in_ethiopia = {
	removal_cost = -1
	picture = CZE_planning_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		heat_attrition_factor = -0.15
		supply_consumption_factor = -0.05
		army_org_regain = 0.1
	}
}
### Entity: Character
Component: HON_carlos_alberto_ucles
Source: game
File: common/characters/HON.txt

Code:
HON_carlos_alberto_ucles = {
	advisor = {
		slot = political_advisor
		idea_token = HON_carlos_alberto_ucles
		allowed = {
			original_tag = HON
		}
		traits = {
			war_industrialist
		}
	}
	name = Carlos Alberto Ucles
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_590
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_590 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 590
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 590
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_full_recovery
Constructs: prerequisite, remove_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_full_recovery
	icon = GFX_goal_generic_positive_trade_relations
	x = -5
	y = 6
	cost = 10
	prerequisite = {
		focus = CHL_land_reform CHL_land_reform_auth
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		remove_ideas = CHL_depression3
		add_tech_bonus = {
			name = CHL_corfo_tech
			bonus = 1
			uses = 1
			category = industry
		}
	}
}
### Entity: State History
Component: 978
Constructs: add_core_of, add_to_array
Source: game
File: history/states/978-Central Kalimantan.txt

Code:
state = {
	id = 978
	name = STATE_978
	resources = {
		rubber = 20
	}
	history = {
		owner = INS
		add_core_of = INS
		add_to_array = {
			state_victory_points = 4279
		}
		victory_points = {
			4279 1
		}
		buildings = {
			infrastructure = 1
			4279 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1230 1304 1316 2184 4279 4335 4409 7227 8221 10138 10282 10310 12110 12129 12280 12955 13532
	}
	manpower = 1342466
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 1.0
}
### Entity: Idea
Component: AST_australian_comforts_fund_idea
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_australian_comforts_fund_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = AST_australian_comforts_fund_idea
	modifier = {
		army_org_factor = 0.05
		org_loss_when_moving = -0.1
	}
}
### Entity: Event
Component: wtt_germany.31
Constructs: is_triggered_only, ai_chance, limit, has_government, add_opinion_modifier, has_idea
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.31
	title = germany.63.t
	desc = wtt_germany.31.d
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = germany.63.a
		ai_chance = {
			factor = 60
			modifier = {
				factor = 3
				strength_ratio = {
					tag = GER
					ratio = > 1.0
				}
				NOT = {
					has_idea = FRA_disjointed_government
				}
			} {
				factor = 0
				has_idea = FRA_disjointed_government
			}
		}
		GER = {
			country_event = wtt_germany.34
		}
		if = {
			limit = {
				has_idea = FRA_disjointed_government
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = communism
					size = 0.2
				}
			}
		} {
			limit = {
				has_idea = FRA_disjointed_government
				has_government = communism
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = democratic
					size = 0.3
				}
			}
		}
	} {
		name = germany.63.b
		ai_chance = {
			factor = 40
		}
		ENG = {
			country_event = wtt_germany.35
		}
		add_opinion_modifier = {
			target = GER
			modifier = protest_action
		}
	}
}
### Entity: Country History
Country: LIT
Component: LIT_army
Source: game
File: history/countries/LIT - Lithuania.txt

Code:
# OOB & Army Setup for LIT
oob = LIT_1936
### Entity: AI Strategy
Component: EAI_SP_recruit_naval_scientist
Source: game
File: common/ai_strategy/EAI_RESEARCH_special_project_strategies.txt

Code:
EAI_SP_recruit_naval_scientist = {
	enable = {
		naval_facility = > 0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = recruit_scientist
		id = specialization_naval
		value = 100
	}
}
### Entity: Character
Component: scholar_of_ethiopian_and_somali_studies
Constructs: compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
scholar_of_ethiopian_and_somali_studies = {
	random = no
	compliance_gain = 0.05
	non_core_manpower = 0.1
	resistance_target = -0.05
}
### Entity: Character
Component: LUX_grand_duchess_of_luxembourg
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
LUX_grand_duchess_of_luxembourg = {
	random = no
	sprite = 13
	neutrality_drift = 0.12
	stability_factor = 0.1
	war_support_factor = 0.1
}
### Entity: Idea
Component: SOV_internal_chaos_2
Constructs: stability_factor, mobilization_speed
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_internal_chaos_2 = {
	name = SOV_internal_chaos_2
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	modifier = {
		stability_factor = -0.2
		political_power_factor = -0.2
		mobilization_speed = -0.2
		army_morale_factor = -0.2
		high_command_cost_factor = -0.2
		political_advisor_cost_factor = -0.2
	}
}
### Entity: Modifier Reference
Component: NOR_independent_norway_dmod
Constructs: research_speed_factor, war_support_factor, remove_trigger, is_subject
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_independent_norway_dmod = {
	enable = {
		NOR_AAT = yes
	}
	remove_trigger = {
		NOR = {
			is_subject = yes
		}
	}
	icon = GFX_idea_generic_morale_bonus
	political_power_factor = 0.1
	consumer_goods_factor = NOR.NOR_independent_norway_dmod_consumer_goods_factor
	production_speed_industrial_complex_factor = NOR.NOR_independent_norway_dmod_production_speed_industrial_complex_factor
	production_speed_infrastructure_factor = NOR.NOR_independent_norway_dmod_production_speed_infrastructure_factor
	research_speed_factor = NOR.NOR_independent_norway_dmod_research_speed_factor
	production_speed_supply_node_factor = NOR.NOR_independent_norway_dmod_production_speed_supply_node
	production_speed_naval_base_factor = NOR.NOR_independent_norway_dmod_modifier_production_speed_naval_base_factor
	army_org_factor = NOR.NOR_independent_norway_dmod_army_org_factor
	navy_org_factor = NOR.NOR_independent_norway_dmod_navy_org_factor
	war_stability_factor = NOR.NOR_independent_norway_dmod_war_stability_factor
	war_support_factor = NOR.NOR_independent_norway_dmod_war_support_factor
}
### Entity: Unit Template
Component: SWE_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/SWE_opertive_codenames.txt

Code:
SWE_OPERATIVE_CODENAME_HISTORICAL = {
	name = SWE_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		SWE
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Getingen Örnen Vargen Lokatten Räven Ugglan Älgen Vesslan Huggormen Illern Ålen Fladdermusen Järven Svalan Falken Tärnan Surströmmingen Sorken Ekorren Snoken Grävlingen Sälen Mullvaden
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_A_Modern_Hammershus
Constructs: shared_focus, prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_A_Modern_Hammershus
	icon = GFX_goal_defensive_position2
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		}
	}
	available = {
		controls_state = 1024
	}
	prerequisite = {
		focus = DEN_Fortress_Sjaelland
	}
	x = -6
	y = 2
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		1024 = {
			add_building_construction = {
				type = coastal_bunker
				level = 5
				instant_build = yes
				province = 6361
			} {
				type = naval_base
				level = 3
				instant_build = yes
				province = 6361
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: State History
Component: 511
Constructs: add_core_of
Source: game
File: history/states/511-Cuyo.txt

Code:
state = {
	id = 511
	name = STATE_511
	manpower = 1090274
	state_category = rural
	history = {
		owner = ARG
		add_core_of = ARG
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 1
		}
		victory_points = {
			10964 2
		}
	}
	provinces = {
		2179 2215 8215 10964 10992
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ins_focus
Component: INS_arm_the_revolutionaries
Constructs: prerequisite, completion_reward, has_manpower, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_arm_the_revolutionaries
	icon = GFX_goal_generic_axis_build_infantry
	available = {
		num_of_controlled_states = > 2
	}
	prerequisite = {
		focus = INS_commander_sudirman
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INS_commander_sudirman
	cost = 5
	ai_will_do = {
		base = 3
		modifier = {
			add = 3
			has_manpower = < 50000
		} {
			add = 1
			has_manpower = < 100000
		} {
			add = 1
			has_manpower = < 200000
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = INS_tkr_tt
		add_to_variable = {
			var = INS_peoples_security_army_conscription_factor
			value = 0.1
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Technology
Component: improved_ship_torpedo_launcher
Constructs: research_cost, enable_equipment_modules
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1.5
	start_year = 1936
	path = {
		leads_to_tech = magnetic_detonator
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = torpedo_advice_tt
	}
	enable_equipment_modules = {
		ship_torpedo_2 ship_torpedo_sub_2
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 5
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			tag = JAP
			factor = 5
		} {
			factor = 1.5
			date = > 1937.1.1
		} {
			factor = 1.5
			date = > 1938.1.1
		} {
			factor = 1.5
			date = > 1939.1.1
		}
	}
	categories = {
		naval_equipment ship_modules_tech cat_torpedoes mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Character
Component: FRA_rene_emile_godfroy
Constructs: has_country_flag
Source: game
File: common/characters/FRA.txt

Code:
FRA_rene_emile_godfroy = {
	name = FRA_rene_emile_godfroy
	portraits = {
		army = {
			large = GFX_portrait_FRA_rene_emile_godfroy
			small = GFX_portrait_FRA_rene_emile_godfroy_small
		} {
			small = GFX_idea_rene_emile_godfroy
		}
	}
	advisor = {
		slot = high_command
		idea_token = rene_emile_godfroy
		ledger = navy
		allowed = {
			original_tag = FRA
		}
		traits = {
			navy_screen_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		visible = {
			NOT = {
				has_country_flag = vichy_france
			}
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy gentlemanly battleship_adherent spotter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_country_flag = vichy_france
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_greek_influence.2
Constructs: is_triggered_only, limit, every_country, add_opinion_modifier, is_in_faction_with
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_greek_influence.2
	title = bftb_bulgaria_greek_influence.2.t
	desc = bftb_bulgaria_greek_influence.2.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_greek_influence.2.a
		effect_tooltip = {
			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
				}
			}
			every_country = {
				limit = {
					BUL_country_can_influence_bulgaria = yes
					NOT = {
						is_in_faction_with = ROOT
					} {
						is_in_faction_with = FROM
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_approached_greece
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_preserve_dolfuss_legacy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_preserve_dolfuss_legacy
	icon = GFX_goal_AUS_preserve_dolfuss_legacy
	relative_position_id = AUS_oust_schuschnigg
	x = 5
	y = 2
	prerequisite = {
		focus = AUS_oust_schuschnigg AUS_a_good_show
	} {
		focus = AUS_austrian_catholic_identity
	}
	mutually_exclusive = {
		focus = AUS_destroy_dolfuss_legacy
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_memories_of_februarkampfe_4
			add_idea = AUS_preserve_dolfuss_legacy
		}
	}
}
### Entity: Idea
Component: ADU_aa2
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_aa2 = {
	ledger = army
	picture = generic_army_arab_2
	allowed = {
		original_tag = ADU
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_planning_phase
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_planning_phase = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_states^num = > 0
		}
		has_country_flag = EAI_MILITARY_INVASION_planning_phase
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = invasion
		ratio = 0
		priority = 2000
		execution_type = balanced
		execute_order = no
		country_trigger = {
			is_in_array = {
				FROM.EAI_MILITARY_INVASION_target_countries = THIS.id
			}
		}
	}
}
### Entity: Event
Component: political.15
Constructs: has_completed_focus, has_government, has_country_flag, add_stability, has_idea_with_trait, has_dlc, is_subject, is_puppet
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.15
	title = political.15.t
	desc = political.15.d
	picture = GFX_report_event_journalists_speech
	trigger = {
		has_idea_with_trait = democratic_reformer
		NOT = {
			has_government = democratic
		} {
			has_country_flag = democracy_opposition_formed
		} {
			democratic = > 0.59
		} {
			AND = {
				has_dlc = No Step Back
				OR = {
					original_tag = POL EST LAT LIT
					AND = {
						original_tag = FIN
						EST = {
							has_completed_focus = EST_national_pride_in_finland
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = Battle for the Bosporus
				OR = {
					original_tag = GRE TUR
				}
			}
		} {
			AND = {
				has_dlc = By Blood Alone
				original_tag = SWI
			}
		} {
			AND = {
				has_dlc = Arms Against Tyranny
				OR = {
					AND = {
						original_tag = DEN
						is_subject = yes
					}
					original_tag = FIN
				}
			}
		} {
			has_dlc = Trial of Allegiance
			original_tag = ARG
		} {
			AND = {
				has_dlc = Gotterdammerung
				OR = {
					original_tag = AUS BEL
				}
			}
		}
		is_puppet = no
	}
	mean_time_to_happen = {
		days = 300
		modifier = {
			factor = 0.5
			has_country_flag = democracy_popular_movement
		}
	}
	option = {
		name = political.15.a
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_stability = -0.05
		set_country_flag = democracy_opposition_formed
	}
}
### Entity: Character
Component: SWI_intelligence_officer
Constructs: decryption_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_intelligence_officer = {
	random = no
	sprite = 15
	agency_upgrade_time = -0.15
	decryption_factor = 0.1
	army_intel_factor = 0.3
	operative_slot = 1
}
### Entity: Event
Component: bftb_greece.173
Constructs: is_triggered_only, ai_chance, add_timed_idea, add_to_variable, has_opinion, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.173
	title = bftb_greece.173.t
	desc = bftb_greece.173.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.173.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = GRE_small_investment
			days = 30
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_british_influence_over_greek_government
					value = 5
				}
			} {
				country_event = {
					id = bftb_greece.176
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.173.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				num_of_available_civilian_factories = < 15
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.177
				days = 2
			}
		}
	} {
		name = bftb_greece.173.c
		ai_chance = {
			base = 0.1
			modifier = {
				factor = 25
				has_opinion = {
					target = GRE
					value = < -50
				}
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.178
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_britain_rebuffed
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_21
Source: game
File: history/units/FRA_1939_air_legacy.txt

Code:
air_wings = {
	21 = {
		fighter_equipment_2 = {
			owner = FRA
			amount = 72
		} {
			owner = FRA
			amount = 72
		}
		tac_bomber_equipment_2 = {
			owner = FRA
			amount = 27
		}
		tac_bomber_equipment_1 = {
			owner = FRA
			amount = 52
		}
		CAS_equipment_1 = {
			owner = FRA
			amount = 24
		}
	}
}
### Entity: Event
Component: prc.18
Constructs: is_triggered_only, limit, add_opinion_modifier, fire_only_once, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.18
	title = prc.14.t
	desc = prc.14.d
	picture = GFX_report_event_second_vienna_award_pact
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = prc.19
				days = 30
			}
		}
	}
	option = {
		name = prc.14.a
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				} {
					building = infrastructure
					size = > 3
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			} {
				type = infrastructure
				level = 4
				instant_build = yes
			}
		}
		custom_effect_tooltip = prc_more_trade_deals_and_construct_tt
		every_other_country = {
			add_opinion_modifier = {
				target = PRC
				modifier = PRC_swcc_4
			}
		}
		if = {
			limit = {
				has_idea = PRC_socialism_with_chinese_characteristics_4
			}
			swap_ideas = {
				remove_idea = PRC_socialism_with_chinese_characteristics_4
				add_idea = PRC_socialism_with_chinese_characteristics_5
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_researched_technologies
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_researched_technologies
* description: Number of researched technologies
* (Auto generated using the trigger with same name)
### Entity: Character
Component: CZE_minister_of_defense
Constructs: mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_minister_of_defense = {
	sprite = 13
	random = no
	mobilization_laws_cost_factor = -0.1
	production_speed_arms_factory_factor = 0.1
	mobilization_speed = 0.1
	supply_combat_penalties_on_core_factor = -0.1
}
### Entity: Country History
Country: SAX
Component: SAX_technology
Constructs: set_technology
Source: game
File: history/countries/SAX - Saxony.txt

Code:
# Starting Technologies for SAX
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
}
### Entity: Idea
Component: MAN_civil_service_6
Constructs: stability_factor, political_power_gain, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_civil_service_6 = {
	allowed = {
		always = yes
	}
	cancel = {
		OR = {
			has_government = fascism communism
		}
	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy_democratic
	modifier = {
		political_power_gain = 0.1
		stability_factor = 0.1
		democratic_drift = 0.03
		stability_weekly = 0.001
	}
}
### Entity: Order of Battle
Component: 115th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 115th Division
	location = 7208
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_xiong_zhengping
	}
}
### Entity: Character
Component: AUS_eduard_freiherr
Source: game
File: common/characters/AUS.txt

Code:
AUS_eduard_freiherr = {
	advisor = {
		slot = army_chief
		idea_token = AUS_eduard_freiherr
		allowed = {
			original_tag = AUS
		}
		traits = {
			army_chief_offensive_1
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
	name = AUS_eduard_freiherr
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Character
Component: skillful_diplomat
Source: game
File: common/country_leader/00_traits.txt

Code:
skillful_diplomat = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.1
	political_power_factor = 0.05
}
### Entity: Country History
Country: EQG
Component: EQG_characters
Constructs: recruit_character
Source: game
File: history/countries/EQG - Equatorial Guinea.txt

Code:
# Leaders & Characters for EQG
recruit_character = EQG_ncm EQG_acd2 EQG_democratic_guy EQG_fascist_guy EQG_coi EQG_ar EQG_aa2 EQG_awt EQG_acgs EQG_mt EQG_nccr EQG_aco2 EQG_nt EQG_communist_guy EQG_pot EQG_acas EQG_acr EQG_stc EQG_ai2 EQG_ncs