Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bra_focus
Component: BRA_soviet_arms_industry
Constructs: prerequisite, limit, completion_reward, has_opinion, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_soviet_arms_industry
	icon = GFX_focus_generic_combined_arms
	x = -1
	y = 1
	relative_position_id = BRA_license_soviet_designs
	prerequisite = {
		focus = BRA_license_soviet_designs BRA_purchase_soviet_equipment
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		SOU = {
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = invites_mio_tt
			show_mio_tooltip = SOV_rubin_design_bureau_organization SOV_mig_design_bureau_organization SOV_gaz_organization
			mio:SOV_rubin_design_bureau_organization = {
				add_mio_size = 3
			}
			mio:SOV_mig_design_bureau_organization = {
				add_mio_size = 3
			}
			mio:SOV_gaz_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_rubin_design_bureau SOV_mig_design_bureau SOV_gaz
		}
	}
}
### Entity: Order of Battle
Component: air_wing_336
Source: game
File: history/units/ENG_1936_air_bba.txt

Code:
air_wings = {
	336 = {
		small_plane_naval_bomber_airframe_0 = {
			owner = ENG
			amount = 24
			version_name = Vickers Vildebeest
		}
		small_plane_cas_airframe_0 = {
			owner = ENG
			amount = 64
			version_name = Fairey Gordon
		}
	}
}
### Entity: State History
Component: 826
Constructs: add_core_of
Source: game
File: history/states/826 - Abkhazia.txt

Code:
state = {
	id = 826
	name = STATE_826
	history = {
		owner = SOV
		victory_points = {
			11617 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = SOV GEO ABK
		1939.1.1 = {
			buildings = {
				industrial_complex = 1
			}
		}
	}
	provinces = {
		672 11599 11617 11647
	}
	manpower = 491569
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_low_altitude_flights
Constructs: prerequisite, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_low_altitude_flights
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = RUT_short_range_fighter_focus
	}
	mutually_exclusive = {
		focus = RUT_compromised_approach RUT_offensive_bombing_strategy
	}
	relative_position_id = RUT_short_range_fighter_focus
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_doctrine = new_battlefield_support
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = air_doc_bonus
			bonus = 1
			uses = 1
			category = battlefield_support_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: DEN_fascist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_fascist_ai = {
	OR = {
		has_country_flag = DEN_AI_RANDOM_FASCIST_PLAN
		has_game_rule = {
			rule = DEN_ai_behavior
			option = DEN_fascist_plan
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: fire_only_once, has_civil_war, is_owned_by, is_fully_controlled_by, is_controlled_by, is_core_of, remove_effect, add_core_of
Source: game
File: common/decisions/PNG.txt

Code:
political_actions = {
	PNG_assimilate_west_papua = {
		icon = generic_nationalism
		cost = 25
		fire_only_once = yes
		days_remove = 30
		allowed = {
			original_tag = PNG
		}
		available = {
			has_civil_war = no
			669 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 40
			}
			1137 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 40
			}
			523 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
		}
		visible = {
			NOT = {
				AND = {
					669 = {
						is_core_of = ROOT
					}
					1137 = {
						is_core_of = ROOT
					}
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 669 1137
			}
		}
		remove_effect = {
			669 = {
				add_core_of = ROOT
			}
			1137 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 5
		}
	}
	WPG_become_papua = {
		icon = generic_nationalism
		cost = 25
		fire_only_once = yes
		days_remove = 30
		allowed = {
			original_tag = WPG
		}
		available = {
			has_civil_war = no
			523 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 40
			}
			1096 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 40
			}
			669 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			1137 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
		}
		visible = {
			NOT = {
				523 = {
					is_core_of = ROOT
				}
				1096 = {
					is_core_of = ROOT
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 523 1096
			}
		}
		remove_effect = {
			523 = {
				add_core_of = ROOT
			}
			1096 = {
				add_core_of = ROOT
			}
			set_cosmetic_tag = PNG
		}
		ai_will_do = {
			factor = 5
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_transcarpathian_infrastructure
Constructs: prerequisite, completion_reward, is_owned_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_transcarpathian_infrastructure
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RUT_extraction_focus RUT_industrial_technology
	}
	relative_position_id = RUT_food_processing_plant
	x = 1
	y = 2
	cost = 10
	available_if_capitulated = yes
	available = {
		RUT = {
			controls_state = 73
		}
		73 = {
			is_owned_by = RUT
		}
	}
	completion_reward = {
		73 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Order of Battle
Component: Ejército de Honduras 
Constructs: division_template
Source: game
File: history/units/HON_1936.txt

Code:
division = {
	name = Ejército de Honduras 
	location = 12865
	division_template = Brigada de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Character
Component: WLS_coi
Source: game
File: common/characters/WLS.txt

Code:
WLS_coi = {
	advisor = {
		slot = political_advisor
		idea_token = WLS_coi
		allowed = {
			original_tag = WLS
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Event
Component: sfl.26
Constructs: is_triggered_only, limit
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.26
	title = sfl.26.t
	desc = sfl.26.d
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			transfer_state = 670 671 286 741 924 925 926 927 928
			if = {
				limit = {
					ROOT = {
						tag = CHI
					}
				}
				FRA = {
					country_event = {
						id = sfl.27
					}
				}
			}
		}
	}
	option = {
		name = sfl.26.a
		effect_tooltip = {
			transfer_state = 670 671 286 741 924 925 926 927 928
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_ask_for_vorarlberg
Constructs: prerequisite, owns_state, completion_reward, has_variable, cancel_if_invalid, add_core_of, set_variable
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_ask_for_vorarlberg
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = SWI_become_german_puppet
	}
	relative_position_id = SWI_become_german_puppet
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_variable = SWI_biggest_fascist
		var:SWI_biggest_fascist = {
			OR = {
				controls_state = 848
				owns_state = 848
			}
		}
		fascism = > 0.7
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			SWI_find_biggest_fascist_neighbor = yes
		}
		848 = {
			add_core_of = SWI
		}
		set_variable = {
			SWI_requested_territory = 848
		}
		var:SWI_biggest_fascist = {
			country_event = {
				id = BBA_switzerland_fascist.3
				hours = 4
			}
		}
		custom_effect_tooltip = if_they_accept SWI_size_and_opinion_chance_tooltip
		effect_tooltip = {
			848 = {
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_oil_production
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, completion_reward, set_variable, set_temp_variable, is_fully_controlled_by
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_oil_production
	icon = GFX_SOV_oil_production_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_steel_casting_industry
	}
	x = 1
	y = 1
	relative_position_id = SOV_steel_casting_industry
	cost = 5
	available = {
		SOV_third_five_year_plan_available = yes
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_variable = {
			SOV_fyp_fuel_gain_factor_from_states = 0.05
		} {
			SOV_fyp_production_oil_factor = 0.05
		}
		custom_effect_tooltip = SOV_oil_production_ns_tt
		set_temp_variable = {
			SOV_silos_from_focus = 0
		}
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				has_resources_amount = {
					resource = oil
					amount = > 0
				}
				infrastructure = < 3
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			hidden_effect = {
				if = {
					limit = {
						check_variable = {
							SOV_silos_from_focus = 2
							compare = less_than_or_equals
						}
					}
					add_building_construction = {
						type = fuel_silo
						level = 1
						instant_build = yes
					}
					add_to_temp_variable = {
						SOV_silos_from_focus = 1
					}
				}
			}
			custom_effect_tooltip = SOV_oil_production_silo_tt
		}
		if = {
			limit = {
				has_full_control_of_state = 229 230 231
			}
			build_railway = {
				path = {
					7661 1536 4614 4477 11645 11674 1539 11708 1599
				}
			}
		} {
			limit = {
				has_full_control_of_state = 232 821
			}
			build_railway = {
				path = {
					3668 3682 3672
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Royal_Construction_Program
Constructs: prerequisite, completion_reward, add_tech_bonus, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Royal_Construction_Program
	prerequisite = {
		focus = PRU_Create_the_Royal_Army
	}
	icon = GFX_goal_generic_war_factory
	x = -4
	y = 8
	relative_position_id = PRU_look_to_the_past
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = PRU_Royal_Construction_Program
			bonus = 1.0
			uses = 2
			category = industry
		} {
			name = ROM_civil_works
			bonus = 1.0
			uses = 2
			category = construction_tech
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
	}
}
### Entity: Character
Component: AST_richard_dixon
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_richard_dixon = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_richard_dixon
		portraits = {
			civilian = {
				small = GFX_portrait_AST_richard_dixon_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_richard_dixon
			allowed = {
				original_tag = AST
			}
			available = {
				NOT = {
					has_completed_focus = AST_australia_first
				}
			}
			traits = {
				AST_revolutionary_equalist
			}
			ai_will_do = {
				factor = 1
				modifier = {
					NOT = {
						has_completed_focus = AST_against_war_and_fascism
					}
					factor = 0
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_richard_dixon
		portraits = {
			civilian = {
				large = GFX_AST_richard_dixon
			}
		}
		country_leader = {
			ideology = stalinism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Idea
Component: AUS_covering_the_phonix_insurances
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/austria.txt

Code:
AUS_covering_the_phonix_insurances = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AUS_covering_the_phonix_insurance
	modifier = {
		conscription_factor = 0.05
		stability_factor = 0.02
		political_power_factor = 0.05
		consumer_goods_factor = 0.1
	}
}
### Entity: Country History
Country: JAP
Component: JAP_technology
Constructs: set_technology
Source: game
File: history/countries/JAP - Japan.txt

Code:
# Starting Technologies for JAP
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	marines = 1
	paratroopers = 1
	gw_artillery = 1
	bicycle_infantry = 1
	JAP_silver_wheels = 1
	JAP_lighter_tanks = 1
	tech_military_police = 1
	basic_train = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	fuel_refining = 1
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/TIB_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 8068
	division_template = Juntuan
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_oil
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, add_resource, add_offsite_building
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_oil
	icon = GFX_focus_generic_resource_extraction
	prerequisite = {
		focus = IRQ_kurdish_industry
	}
	x = 0
	y = 1
	relative_position_id = IRQ_kurdish_industry
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		676 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		676 = {
			add_resource = {
				type = oil
				amount = 12
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
}
### Entity: Scripted Trigger
Component: BEL_historical_ai
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/BEL_scripted_triggers.txt

Code:
BEL_historical_ai = {
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = BEL_AI_BEHAVIOR
				option = DEFAULT
			}
		}
		has_country_flag = BEL_AI_RANDOM_HISTORICAL
		has_game_rule = {
			rule = BEL_AI_BEHAVIOR
			option = HISTORICAL
		}
	}
}
### Entity: Idea
Component: ETH_CZE_avia
Constructs: has_completed_focus, limit, has_war_with, has_idea, has_opinion, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_CZE_avia = {
	picture = generic_air_manufacturer_1
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_CZE_avia
				}
			}
			CZE = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = CZE
			}
		}
	}
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Sea_Dominance
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Sea_Dominance
	icon = GFX_goal_sea_navy
	prerequisite = {
		focus = PAL_Naval_Effort
	}
	mutually_exclusive = {
		focus = PAL_Small_Navy
	}
	x = 1
	y = 1
	relative_position_id = PAL_Naval_Effort
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 2
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: new_ger.81
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_political_power, declare_war_on, take_state_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.81
	title = new_ger.81.t
	desc = new_ger.81.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.81.a
		declare_war_on = {
			target = FROM
			type = take_state_focus
		}
		add_war_support = 0.025
	} {
		name = new_ger.81.b
		ai_chance = {
			base = 4
			modifier = {
				factor = 0.1
				has_government = fascism
			}
		}
		add_political_power = -50
		add_war_support = -0.05
	}
}
### Entity: Country History
Country: SIC
Component: SIC_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SIC - Sichuan.txt

Code:
# Politics & Parties for SIC
set_stability = 0.5
set_war_support = 0.4
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Joint Focus
Component: NORDIC_research_investments
Constructs: prerequisite, joint_focus, completion_reward, modify_tech_sharing_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_research_investments
	icon = GFX_focus_research2
	prerequisite = {
		focus = NORDIC_materiel_design
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_materiel_design
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		modify_tech_sharing_bonus = {
			id = NORDIC_research_tech_sharing
			bonus = 0.1
		}
	}
}
### Entity: Technology
Component: ToA_river_boats_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	category_all_infantry = {
		river = {
			movement = 0.1
			attack = 0.1
			defence = 0.05
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_medium_tank_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_medium_tank_anti-tank.png &#8206;(53 × 31 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Country History
Country: CHT
Component: CHT_technology
Constructs: set_technology
Source: game
File: history/countries/CHT - Chatham Islands.txt

Code:
# Starting Technologies for CHT
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	tech_trucks = 1
	mtg_transport = 1
}
### Entity: Event
Component: wuw_GER_diplomacy.88
Constructs: is_triggered_only, limit, has_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.88
	title = wuw_GER_diplomacy.88.t
	desc = wuw_GER_diplomacy.88.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.88.a
		IF = {
			limit = {
				FROM = {
					original_tag = GER
				}
			}
			IF = {
				limit = {
					FROM = {
						has_country_flag = capitulated_POL_flag
					}
				}
				transfer_state = 89 91 93 94 95 96 97
			}
			ELSE_IF = {
				limit = {
					FROM = {
						has_country_flag = capitulated_CZE_flag
					}
				}
				transfer_state = 70 664 71 73
			}
		}
		ELSE_IF = {
			limit = {
				FROM = {
					original_tag = SOV
				}
			}
			IF = {
				limit = {
					FROM = {
						has_country_flag = capitulated_POL_flag
					}
				}
				transfer_state = 807 85 86 87 88 90 92 98 10 762
			}
			ELSE_IF = {
				limit = {
					FROM = {
						has_country_flag = capitulated_CZE_flag
					}
				}
				transfer_state = 69 972 9 75 74 72
			}
		}
	}
}
### Entity: Idea
Component: isr_idf
Constructs: removal_cost
Source: game
File: common/ideas/tykn_generic.txt

Code:
isr_idf = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ETH_peacekeeping_forces
	removal_cost = -1
	modifier = {
		weekly_manpower = 100
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.25
		army_org_factor = 0.1
		army_morale_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ENG_commit_to_the_lifeline
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_commit_to_the_lifeline = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = suez
		value = 10
	}
}
### Entity: Event
Component: liechtenstein.21
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, add_opinion_modifier, fire_only_once, set_country_flag
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.21
	picture = GFX_report_event_LIE_liechtenstein_switzerland_relations
	title = liechtenstein.21.t
	desc = liechtenstein.21.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.21.a
		ai_chance = {
			base = 100
		}
		set_country_flag = LIE_prince_in_exile
		custom_effect_tooltip = available_political_advisor
		if = {
			limit = {
				original_tag = SWI
			}
			show_ideas_tooltip = SWI_franz_joseph_ii
		} {
			limit = {
				has_guaranteed = LIE
			}
			diplomatic_relation = {
				country = LIE
				relation = guarantee
				active = no
			}
		}
		else = {
			show_ideas_tooltip = CZE_franz_joseph_ii
		}
		LIE = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	} {
		name = liechtenstein.21.b
		trigger = {
			original_tag = SWI
		}
		if = {
			limit = {
				CZE = {
					NOT = {
						has_war_with = ROOT
						has_government = communism
					}
					has_capitulated = no
				}
			}
			CZE = {
				country_event = {
					id = liechtenstein.21
					hours = 6
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: ANTI-AIR_EQUIPMENT_####
Constructs: ANTI-AIR_EQUIPMENT_####, build_cost_ic
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
#### ANTI-AIR EQUIPMENT ####
############################
```
- `reliability`
- `defense`
- `breakthrough`
- `hardness`
- `armor_value`
- `soft_attack`
- `hard_attack`
- `ap_attack`
- `air_attack`
- `build_cost_ic`