Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: siam.39
Constructs: is_triggered_only, ai_chance, limit, has_war_with, fire_only_once, complete_national_focus, white_peace, every_allied_country
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.39
	title = siam.39.t
	desc = siam.39.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
		}
		name = siam.39.a
		complete_national_focus = SIA_reluctant_submission
		white_peace = {
			tag = FROM
		}
		FROM = {
			every_allied_country = {
				limit = {
					has_war_with = ROOT
				}
				white_peace = ROOT
			}
		}
		if = {
			limit = {
				FROM = {
					is_faction_leader = yes
				}
			}
			FROM = {
				add_to_faction = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_battleship_primacy
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_battleship_primacy
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = USA_bureau_of_ships
	}
	mutually_exclusive = {
		focus = USA_carrier_primacy
	}
	x = -3
	y = 1
	relative_position_id = USA_bureau_of_ships
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		add_tech_bonus = {
			name = USA_battleship_primacy
			bonus = 1.0
			uses = 2
			category = bb_tech
		}
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_OFFER_DOCKING_RIGHTS_ENABLE_TRIGGER
Constructs: limit, has_government, has_game_rule, allow_access
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_OFFER_DOCKING_RIGHTS_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = FREE
			}
		}
		always = yes
	} {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = SAME_IDEOLOGY
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_MILITARY_ACCESS_SAME_IDEOLOGY_TT
			has_government = FROM
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = BLOCKED
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_MILITARY_ACCESS_BLOCKED_TT
			always = no
		}
	}
}
### Entity: Character
Component: SIA_nangklao_suriyawongse
Source: game
File: common/characters/SIA.txt

Code:
SIA_nangklao_suriyawongse = {
	name = Nangklao Suriyawongse
	portraits = {
		civilian = {
			large = GFX_portrait_Nangklao_Suriyawongse
		}
	}
	country_leader = {
		ideology = gen_nazism
		expire = 1953.1.1.12
		id = -1
	}
}
### Entity: Decision
Component: improving_our_army_category
Source: game
File: common/decisions/categories/TOA_shared_decision_categories.txt

Code:
improving_our_army_category = {
	icon = GFX_decision_category_ger_military_buildup
	picture = GFX_decision_cat_picture_ITA_reggianes_exports
	allowed = {

	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_polish_militarism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_polish_militarism
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = POL_complete_april_constitution
	}
	x = 0
	y = 1
	relative_position_id = POL_complete_april_constitution
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		army_experience = 20
		add_ideas = POL_militarism_focus
		POL_april_constitution_up = yes
	}
}
### Entity: Idea
Component: idea_CHI_ban_immoral_entertainment
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_ban_immoral_entertainment = {
	picture = CHI_ban_immoral_entertainment
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		training_time_army_factor = -0.15
		research_speed_factor = 0.05
		stability_factor = -0.05
	}
}
### Entity: Character
Component: JAP_shun_akikusa
Constructs: has_intelligence_agency, has_dlc
Source: game
File: common/characters/JAP.txt

Code:
JAP_shun_akikusa = {
	name = JAP_shun_akikusa
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_shun_akikusa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_shun_akikusa
		available = {
			has_intelligence_agency = yes
		}
		allowed = {
			original_tag = JAP
			has_dlc = La Resistance
		}
		traits = {
			head_of_intelligence
		}
		ai_will_do = {
			base = 0.25
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Talk%3AHearts_of_Iron_IV.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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### Entity: National Focus
Tree: chl_focus
Component: CHL_sway_ariosto_hererra
Constructs: has_completed_focus, prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_sway_ariosto_hererra
	icon = GFX_focus_CHL_sway_ariosto_hererra
	relative_position_id = CHL_empower_the_preparation_department
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_empower_the_preparation_department
	}
	mutually_exclusive = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	available = {
		NOT = {
			has_completed_focus = CHL_commence_the_counter_revolution
		}
	}
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		custom_effect_tooltip = CHL_sway_ariosto_hererra_tt CHL_skip_one_line_tt
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		CHL_one_more_fascist_focus_done = yes
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_infrastructure_projects
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_infrastructure_projects
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = ICE_declare_absolute_neutrality
	}
	x = 0
	y = 1
	relative_position_id = ICE_declare_absolute_neutrality
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_controlled_by_ROOT_or_ally = yes
				infrastructure = < 5
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by_ROOT_or_ally = yes
				naval_base = < 10
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 12674
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_2 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_flame_chassis
		value = 1
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_gouverneur_jules_brevie
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_gouverneur_jules_brevie
	icon = GFX_goal_indochina_jules_brevie
	cost = 5
	x = 44
	y = 0
	ai_will_do = {
		factor = 120
	}
	completion_reward = {
		add_political_power = 75
		country_event = {
			id = frenchindochina.1
			hours = 4
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: JUNO_defender_of_the_race
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_defender_of_the_race = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	army_core_defence_factor = 0.15
	war_support_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_demand_palestine
Constructs: prerequisite, add_stability, completion_reward, is_subject, has_army_manpower, is_owned_and_controlled_by, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_demand_palestine
	icon = GFX_focus_IRQ_demand_palestine
	prerequisite = {
		focus = IRQ_regional_military_integration
	} {
		focus = IRQ_regional_economic_integration
	}
	x = 1
	y = 1
	relative_position_id = IRQ_regional_military_integration
	cost = 10
	ai_will_do = {
		base = 1
	}
	will_lead_to_war_with = PAL ENG
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 45000
		}
		OR = {
			454 = {
				is_owned_and_controlled_by = ENG
			}
			AND = {
				PAL = {
					is_subject_of = ENG
				}
				454 = {
					is_owned_and_controlled_by = PAL
				}
			}
		}
	}
	bypass = {
		NOT = {
			454 = {
				is_owned_and_controlled_by = ENG
			}
			PAL = {
				is_subject_of = ENG
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		ENG = {
			country_event = {
				id = IRQ_political_events.21
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Component: aviation_effort
Constructs: limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, random_owned_controlled_state, set_country_flag
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = aviation_effort
	icon = GFX_goal_generic_build_airforce
	x = 5
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Character
Component: GER_goebbels_fuhrer
Constructs: political_power_gain, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_goebbels_fuhrer = {
	random = no
	political_power_gain = 0.25
	war_support_factor = 0.1
	fascism_drift = 0.2
	party_popularity_stability_factor = 0.1
	surrender_limit = 0.1
	offensive_war_stability_factor = 0.1
	defensive_war_stability_factor = 0.1
	operative_slot = 2
	boost_ideology_mission_factor = 0.15
	boost_resistance_factor = 0.15
}
### Entity: National Focus
Tree: ast_focus
Component: AST_well-being_of_the_community
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_well-being_of_the_community
	icon = GFX_focus_generic_population_growth
	prerequisite = {
		focus = AST_a_growing_womens_guild
	}
	relative_position_id = AST_a_growing_womens_guild
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_monthly_population = 0.05
			tooltip = monthly_population_tt
		} {
			AST_australia_first_war_support_factor = 0.1
			tooltip = war_support_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_australia_first_spirit_tt
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: sfl.10
Constructs: ai_chance, has_government, has_war_with, add_opinion_modifier, fire_only_once, has_global_flag, has_civil_war, is_puppet
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.10
	title = sfl.10.t
	desc = sfl.10.d
	picture = GFX_report_event_china_politicians_captured
	trigger = {
		original_tag = JAP
		has_government = democratic
		has_global_flag = jap_civil_war_sf
		has_civil_war = no
		USA = {
			is_puppet = no
		}
		country_exists = USA
		NOT = {
			has_war_with = USA
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 11
	}
	option = {
		set_global_flag = jap_friend_usa
		ai_chance = {
			base = 95
		}
		name = sfl.10.a
		USA = {
			country_event = {
				id = sfl.6
				hours = 7
			}
		}
		effect_tooltip = {
			USA = {
				add_opinion_modifier = {
					modifier = jap_friendship_trade
					target = JAP
				} {
					modifier = jap_friendship
					target = JAP
				}
			}
		}
	} {
		ai_chance = {
			base = 5
		}
		name = sfl.10.b
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.10
Constructs: is_triggered_only, ai_chance, set_state_owner_to, every_owned_state, limit, has_war_with, is_core_of, is_owned_by
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.10
	title = BBA_ethiopia_exile_events.10.t
	desc = BBA_ethiopia_exile_events.10.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_exile_events.10.a
		trigger = {
			any_state = {
				is_core_of = SOM
				is_owned_by = ROOT
			}
		}
		ai_chance = {
			base = 4
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.11
				days = 3
				random_days = 5
			}
		}
		effect_tooltip = {
			every_owned_state = {
				limit = {
					is_core_of = SOM
				}
				set_state_owner_to = FROM
			}
			every_state = {
				limit = {
					is_core_of = SOM
					OWNER = {
						has_war_with = ROOT
					}
				}
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
				FROM = {
					add_state_claim = PREV
				}
			}
		}
	} {
		name = BBA_ethiopia_exile_events.10.b
		trigger = {
			any_state = {
				is_core_of = SOM
				any_country = {
					has_war_with = ETH
					PREV = {
						is_owned_by = PREV
					}
				}
			}
		}
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.12
				days = 3
				random_days = 5
			}
		}
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = SOM
					OWNER = {
						has_war_with = ROOT
					}
				}
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
				FROM = {
					add_state_claim = PREV
				}
			}
		}
	} {
		name = BBA_ethiopia_exile_events.10.c
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.13
				days = 3
				random_days = 5
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_demand_west_asia
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_demand_west_asia
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = PER_war_plan_cambyses
	}
	x = 2
	y = 1
	relative_position_id = PER_war_plan_cambyses
	cost = 10
	will_lead_to_war_with = SYR LEB
	available = {
		has_government = neutrality
		is_subject = no
		SYR = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_in_faction_with = ROOT
			}
		}
		LEB = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {
		SYR = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_in_faction_with = ROOT
			}
		}
		LEB = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = SYR
			}
			add_claim_by = ROOT
		} {
			limit = {
				is_core_of = LEB
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				SYR = {
					exists = yes
					NOT = {
						has_war_with = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = SYR
					type = annex_everything
				}
			}
		} {
			limit = {
				LEB = {
					exists = yes
					NOT = {
						has_war_with = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = LEB
					type = annex_everything
				}
			}
		}
	}
}
### Entity: Decision
Component: GER_a_fourth_silesian_uprising_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_a_fourth_silesian_uprising_cat = {
	icon = GFX_decision_category_FIN_motti_tactics
	picture = GFX_decision_cat_picture_grenzshutz
	allowed = {
		original_tag = GER
	}
	priority = 150
	visible = {
		has_completed_focus = GER_oppose_hitler_ww
		NOT = {
			has_completed_focus = GER_tend_to_the_future_of_germany
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_FIB_CV_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_FIB_CV_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_FIB_CV_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_carrier
		value = 10
	}
}
### Entity: Idea
Component: IRQ_golden_square_defense_government_idea
Constructs: stability_factor, removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_golden_square_defense_government_idea = {
	picture = chi_army_corruption2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	modifier = {
		conscription_factor = 0.15
		mobilization_speed = 0.3
		stability_factor = -0.1
		forced_surrender_limit = 1
		army_org_factor = -0.1
	}
	rule = {
		can_join_factions = no
		can_send_volunteers = no
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_modernize_mining_industry
Constructs: prerequisite, has_government, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_modernize_mining_industry
	icon = GFX_goal_excavation
	prerequisite = {
		focus = KOR_hyundai_engineering
	}
	relative_position_id = KOR_hyundai_engineering
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 4
	}
}
### Entity: AI Strategy
Component: EAI_light_tank_anti_air
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_light_tank.txt

Code:
EAI_light_tank_anti_air = {
	category = land
	roles = {
		land_light_tank_anti_air
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_light_armor_aa_design_focus = yes
			NOT = {
				EAI_light_armor_design_priority = yes
				EAI_light_armor_tank_design_priority = yes
			}
		}
	}
	BASIC_LIGHT_TANK_AA = {
		enable = {
			has_tech = basic_light_tank_chassis interwar_antiair
			NOT = {
				has_tech = improved_light_tank_chassis
			}
		}
		priority = {
			base = 100
		} {
			base = -1
			modifier = {
				add = 100
				has_tech = basic_light_tank_chassis
			} {
				add = -900
				has_tech = improved_light_tank_chassis
			}
		}
		target_variant = {
			type = light_tank_aa_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_anti_air_cannon_3 tank_anti_air_cannon_2 tank_anti_air_cannon
					}
				}
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 0
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	IMPROVED_LIGHT_TANK_AA = {
		enable = {
			has_tech = improved_light_tank_chassis interwar_antiair
			NOT = {
				has_tech = advanced_light_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = light_tank_aa_chassis_2
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_anti_air_cannon_3 tank_anti_air_cannon_2 tank_anti_air_cannon
					}
				}
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = {
					base = 4
					modifier = {
						add = 3
						has_tech = engine_tech_2
					}
				}
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	ADVANCED_LIGHT_TANK_AA = {
		enable = {
			has_tech = advanced_light_tank_chassis interwar_antiair
		}
		
# ... (truncated)
### Entity: Event
Component: axis_minors_vichy_france.6
Constructs: ai_chance, has_country_flag, fire_only_once, add_political_power, has_global_flag, set_country_flag
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.6
	title = axis_minors_vichy_france.6.t
	desc = axis_minors_vichy_france.6.desc
	picture = GFX_report_event_french_liberation
	trigger = {
		tag = VIC
		VIC = {
			OR = {
				NOT = {
					AND = {
						controls_state = 459 461
					}
					controls_state = 14 15 29 30 24 27 18 17 28 33 23 25 26 20 19 31 22 21 32 735
				}
			}
		}
		has_global_flag = fall_of_france
		NOT = {
			has_country_flag = delattre_betrayed
		}
	}
	mean_time_to_happen = {
		days = 243
	}
	fire_only_once = yes
	option = {
		name = axis_minors_vichy_france.6.a
		ai_chance = {
			base = 100
		}
		set_country_flag = delattre_imprisonned
		add_political_power = -10
	} {
		name = axis_minors_vichy_france.6.b
		ai_chance = {
			base = 0
		}
		add_political_power = -50
		set_country_flag = delattre_free
	}
}
### Entity: Character
Component: EGY_the_young_king_2
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_the_young_king_2 = {
	random = no
	high_command_cost_factor = 0.25
	air_chief_cost_factor = 0.25
	army_chief_cost_factor = 0.25
	navy_chief_cost_factor = 0.25
}