Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_turnout_10
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_turnout_10 = {
	if = {
		limit = {
			check_variable = {
				LUX.turnout = > 90
			}
		}
		set_variable = {
			LUX.turnout = 100
		}
	}
	else = {
		add_to_variable = {
			LUX.turnout = 10
		}
	}
	set_variable = {
		LUX.stab_impact = LUX.turnout
	} {
		LUX.stab_impact_loc = LUX.stab_impact
	}
	subtract_from_variable = {
		LUX.stab_impact = 50
	}
	divide_variable = {
		LUX.stab_impact = 2
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Paraguay.html

Doc:
This article is considered accurate for the current version of the game.

Paraguay

Capital provinceAsunción

Government typeDemocratic Republic

Faction
Have background information for Paraguay?

+ Add it to this article and help other players!
Paraguay played a minor role in the Second World War, joining the war against the Axis after the attacks on Pearl Harbour. The nation gave considerable thought to joining the Axis prior to this, but was convinced otherwise by United States diplomatic moves and arms sales.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: National Focus
Tree: ita_focus
Component: ITA_treaty_with_germany
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_dlc, add_equipment_subsidy, add_tech_bonus, synth_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_treaty_with_germany
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = ITA_pact_of_steel
	}
	x = -1
	y = 1
	relative_position_id = ITA_pact_of_steel
	cost = 5
	available = {
		NOT = {
			has_country_flag = ENG_ditched_by_the_germans_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = light_tank_chassis
				seller_tags = {
					GER
				}
			} {
				cic = 500
				equipment_type = medium_tank_chassis
				seller_tags = {
					GER
				}
			}
		}
		GER = {
			country_event = {
				id = italy.5
				days = 1
			}
			custom_effect_tooltip = needs_approval
		}
		effect_tooltip = {
			add_tech_bonus = {
				name = synth_bonus
				bonus = 1.0
				uses = 1
				category = synth_resources
			} {
				name = armor_bonus
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_crush_the_revolution
Constructs: prerequisite, limit, has_war_with, completion_reward, has_global_flag, remove_political_advisor, add_timed_idea, swap_ideas
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_crush_the_revolution
	available = {

	}
	bypass = {
		OR = {
			has_war_with = SPC
			has_global_flag = SPR_anarchist_uprising_flag scw_over
		}
	}
	prerequisite = {
		focus = SPR_reaffirm_the_popular_front_strategy
	}
	icon = GFX_focus_spr_crush_the_revolution
	x = 0
	y = 1
	relative_position_id = SPR_reaffirm_the_popular_front_strategy
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		custom_effect_tooltip = remove_political_advisor SPR_crush_the_revolution_tt
		show_ideas_tooltip = SPR_jesus_hernandez_tomas
		add_timed_idea = {
			idea = SPR_crush_the_revolution
			days = 60
		}
		swap_ideas = {
			remove_idea = SPR_popular_front_1
			add_idea = SPR_popular_front_2
		}
		if = {
			limit = {
				NOT = {
					has_war_with = SPC
				}
			}
			hidden_effect = {
				country_event = lar_spain.9
			}
		}
	}
}
### Entity: Event
Component: CZE.314
Constructs: is_triggered_only, add_resource
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.314
	title = CZE.314.t
	desc = CZE.314.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.314.a
		custom_effect_tooltip = new_resources
		add_resource = {
			type = oil
			amount = 6
			state = 73
		}
	}
}
### Entity: Idea
Component: LUX_minister_foreign_PRL
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_foreign_PRL = {
	modifier = {
		embargo_threshold_factor = -0.15
		trade_opinion_factor = 0.2
		trade_laws_cost_factor = -0.33
	}
}
### Entity: Idea
Component: AST_american_car_and_foundry_organization_idea
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/australia.txt

Code:
AST_american_car_and_foundry_organization_idea = {
	name = AST_american_car_and_foundry_organization
	picture = AST_american_car_and_foundry
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {
		owner = {
			has_completed_focus = AST_united_states_as_our_keystone
		}
	}
	visible = {

	}
	cost = 150
	research_bonus = {
		armor = 0.15
	}
	traits = {

	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.1
		}
		light_tank_chassis = {
			build_cost_ic = -0.1
		}
	}
	modifier = {

	}
}
### Entity: Idea
Component: CHI_land_value_tax
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_land_value_tax = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_goods_red_bonus
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Scripted Trigger
Component: EAI_infantry_width_40w
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_width_40w = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
		} {
			EAI_FOCUS/LAND/infantry_width_OVERRIDE = global.EAI_40W_INF_WIDTH
		}
		AND = {
			OR = {
				EAI_Infantry_Width_40_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/infantry_width EAI_FOCUS/LAND/infantry_width_OVERRIDE
			}
		}
	}
}
### Entity: Character
Component: reluctant_stalinist
Constructs: war_support_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
reluctant_stalinist = {
	random = no
	war_support_factor = 0.1
	industrial_capacity_factory = 0.1
	conversion_cost_civ_to_mil_factor = -0.25
}
### Entity: Event
Component: britain.24
Constructs: has_completed_focus, has_war, limit, fire_only_once, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.24
	title = britain.24.t
	desc = britain.24.d
	picture = GFX_report_event_generic_factory
	fire_only_once = yes
	trigger = {
		original_tag = ENG
		has_completed_focus = shadow_scheme_focus
		has_war = yes
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = britain.24.a
		random_owned_controlled_state = {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = shadow_scheme_2AF
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = shadow_scheme_2AF
		}
	}
}
### Entity: Order of Battle
Component: 53a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 53a Brigada Legionario
	location = 7183
	division_template = Brigada Legionario
}
### Entity: Military Industrial Organization
Component: NOR_norsk_spraengstofindustri_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/NOR_organization.txt

Code:
NOR_norsk_spraengstofindustri_organization = {
	include = generic_support_equipment_organization
	icon = GFX_idea_NOR_norsk_Spraengstofindustri
	allowed = {
		tag = NOR
		has_dlc = Arms Against Tyranny
	}
}
### Entity: Idea
Component: MEX_womens_suffrage
Constructs: research_speed_factor, has_government, is_subject, removal_cost, democratic_drift
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_womens_suffrage = {
	picture = generic_democratic_drift_bonus
	name = MEX_womens_suffrage
	allowed = {
		always = no
	}
	cancel = {
		AND = {
			is_subject = yes
			OVERLORD = {
				NOT = {
					has_government = democratic
				}
			}
			NOT = {
				has_government = democratic
			}
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = 0.1
		research_speed_factor = 0.03
	}
}
### Entity: Scripted Effect
Component: SOV_launch_stalinist_counter_measure
Constructs: limit, has_country_flag, has_global_flag, random_days, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_launch_stalinist_counter_measure = {
	IF = {
		limit = {
			NOT = {
				has_global_flag = SOV_soviet_civil_war_over
			}
		}
		country_event = {
			id = NSB_soviet_civil_war_common.004
			days = 45
			random_days = 10
		}
	} {
		limit = {
			NOT = {
				has_country_flag = SOV_stalinist_focuses_started
			}
		}
		set_country_flag = SOV_stalinist_focuses_started
		country_event = {
			id = NSB_soviet_civil_war_common.005
			days = 70
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_stavanger_airfield
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction, random_owned_state
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_stavanger_airfield
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = NOR_norwegian_planes NOR_foreign_plane_designs
	}
	x = 1
	y = 1
	relative_position_id = NOR_norwegian_planes
	cost = 10
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			free_building_slots = {
				building = air_base
				size = > 3
			}
		}
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				142 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 3
					}
				}
			}
			142 = {
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 3
					}
				}
				prioritize = {
					110 921 922 142 920
				}
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_monarchist_ye_olde_king_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_subject, build_army
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_monarchist_ye_olde_king_plan = {
	name = Gramp's got some fight in 'im
	desc = Gustaf V doing things.
	allowed = {
		original_tag = SWE
	}
	enable = {
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		neutrality = > 0.45
		OR = {
			GER = {
				has_completed_focus = GER_anschluss
			}
			SOV = {
				NOT = {
					has_completed_focus = SOV_beaten_but_not_defeated SOV_counter_coup_old SOV_form_a_fifth_column
				}
			}
		}
	}
	abort = {
		OR = {
			has_government = communism fascism
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_king_gustafs_government SWE_fortet_gotland SWE_negotiate_with_norway SWE_jumpstart_the_arms_industry SWE_swedish_army_staff SWE_conclude_rearmament SWE_expand_livgardet SWE_discussions_with_denmark
	}
	traits = {
		silent_workhorse = 5
		staunch_monarchist = 10
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 50
	} {
		type = befriend
		id = NOR
		value = 100
	} {
		type = befriend
		id = DEN
		value = 100
	} {
		type = befriend
		id = FIN
		value = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_intervention
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_game_rule, set_rule
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_intervention
	icon = GFX_goal_generic_military_sphere
	cost = 10
	prerequisite = {
		focus = AUS_look_west AUS_go_it_alone AUS_ally_italy
	}
	relative_position_id = AUS_look_west
	x = 20
	y = 1
	offset = {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_look_west
		}
		x = -12
	} {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = AUS_go_it_alone AUS_ally_italy
			}
		}
		x = 5
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = {
			FRA_intervention_idea
		}
	}
}
### Entity: Modifier Reference
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ACivilian_factory.png.html

Doc:
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Page:&#160; Namespace:&#160;
all
(Main)
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User talk
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Hearts of Iron 4 Wiki talk
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### Entity: Event
Component: siam.16
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, check_variable, clear_array, every_allied_country
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.16
	title = siam.16.t
	desc = siam.16.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = siam.16.a
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				FROM = {
					OR = {
						check_variable = {
							lost_states_due_to_limited_war^num = > 0
						}
						any_allied_country = {
							check_variable = {
								lost_states_due_to_limited_war^num = > 0
							}
						}
					}
				}
			}
			FROM = {
				if = {
					limit = {
						check_variable = {
							lost_states_due_to_limited_war^num = > 0
						}
					}
					for_each_scope_loop = {
						array = lost_states_due_to_limited_war
						transfer_state_to = PREV
					}
					clear_array = lost_states_due_to_limited_war
				}
				every_allied_country = {
					if = {
						limit = {
							check_variable = {
								lost_states_due_to_limited_war^num = > 0
							}
						}
						for_each_scope_loop = {
							array = lost_states_due_to_limited_war
							transfer_state_to = PREV
						}
						clear_array = lost_states_due_to_limited_war
					}
				}
			}
		}
		else = {
			add_stability = -0.3
			add_war_support = -0.3
			random_core_state = {
				limit = {
					arms_factory = > 0
				}
				add_building_construction = {
					type = arms_factory
					level = -1
					instant_build = yes
				}
			}
		}
		SIA_peace_out = yes
		SIA_re_add_to_old_faction = yes
		SIA_clear_limited_war_variables = yes
	} {
		name = siam.16.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = siam.17
				hours = 2
			}
		}
		add_timed_idea = {
			idea = idea_SIA_military_humiliation
			days = 780
		}
		SIA_re_add_to_old_faction = yes
		SIA_clear_limited_war_variables = yes
	}
}
### Entity: Event
Component: SEA_japan_popup_events.25
Constructs: is_triggered_only, ai_chance, fire_only_once, complete_national_focus
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.25
	title = SEA_japan_popup_events.25.t
	desc = SEA_japan_popup_events.25.desc
	picture = GFX_report_event_JAP_workers_celebrating
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.25.a
		ai_chance = {
			base = 50
		}
		JAP_small_government_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		complete_national_focus = {
			focus = JAP_rikken_minseito_victory
			use_side_message = yes
		}
	} {
		name = SEA_japan_popup_events.25.b
		ai_chance = {
			base = 50
		}
		JAP_small_government_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		complete_national_focus = {
			focus = JAP_rikken_seiyukai_victory
			use_side_message = yes
		}
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_economic_cooperation
Constructs: prerequisite, joint_focus, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_economic_cooperation
	icon = GFX_focus_AFG_a_modern_economy
	prerequisite = {
		focus = SSB_the_saadabad_pact
	}
	relative_position_id = SSB_the_saadabad_pact
	x = 1
	y = 1
	cost = 5
	text_icon = SSB_AFG_IRQ_PER_TUR_focus_style
	available = {
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 0
	}
	joint_trigger = {
		SSB_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_production_speed_infrastructure_factor
			value = 0.05
			tooltip = production_speed_infrastructure_factor_tt
		} {
			var = SSB_stability_factor
			value = 0.05
			tooltip = stability_factor_tt
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_abandoning_nynorsk
Constructs: prerequisite, completion_reward, add_timed_idea, set_variable, set_country_flag
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_abandoning_nynorsk
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = NOR_crackdown_on_civilian_life
	}
	x = -1
	y = 1
	relative_position_id = NOR_crackdown_on_civilian_life
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = NOR_abandoning_nynorsk_ns
			days = 365
		}
		custom_effect_tooltip = INDUSTRIAL_ORG_POLICY_ON_REMOVE NOR_modify_oppressed_civilians_TT
		set_variable = {
			var = NOR.NOR_oppressed_civilians_dmod_recruitable_population_factor
			value = 0.15
			tooltip = conscription_factor_tt
		}
		hidden_effect = {
			set_country_flag = NOR_included_in_generic_political
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_loyalty_to_the_maoists
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, has_capitulated
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_loyalty_to_the_maoists
	icon = GFX_focus_prc_maoism
	prerequisite = {
		focus = MEN_stamp_out_fascist_sympathies
	}
	mutually_exclusive = {
		focus = MEN_join_the_comintern
	}
	x = -1
	y = 1
	bypass = {

	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = communism
		PRC = {
			NOT = {
				has_war_with = ROOT
			}
			has_government = communism
			has_capitulated = no
			OR = {
				is_faction_leader = yes
				is_in_faction = yes
			}
		}
	}
	relative_position_id = MEN_stamp_out_fascist_sympathies
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				PRC = {
					is_faction_leader = yes
				}
			}
			PRC = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				PRC = {
					is_in_faction = yes
				}
			}
			PRC = {
				faction_leader = {
					ROOT = {
						PREV = {
							country_event = generic.2
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Country History
Country: CPS
Component: CPS_characters
Constructs: recruit_character
Source: game
File: history/countries/CPS - Champasak.txt

Code:
# Leaders & Characters for CPS
recruit_character = CPS_ratsadanay
### Entity: Character
Component: HYD_stc
Source: game
File: common/characters/HYD.txt

Code:
HYD_stc = {
	advisor = {
		slot = political_advisor
		idea_token = HYD_stc
		allowed = {
			original_tag = HYD
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: Character
Component: SIA_ananda_administrator_2
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_administrator_2 = {
	random = no
	sprite = 13
	supply_consumption_factor = -0.1
}
### Entity: National Focus
Tree: que_focus
Component: QUE_educate_the_masses
Constructs: prerequisite, has_government, completion_reward, is_subject, add_research_slot
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_educate_the_masses
	icon = GFX_goal_generic_marxist_enlightenment
	prerequisite = {
		focus = QUE_united_in_communism QUE_purge_the_anglophone
	}
	relative_position_id = QUE_align_with_moscow
	x = -2
	y = 3
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: 12a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 12a Brigada Legionario
	location = 11806
	division_template = Brigada Legionario
}
### Entity: Idea
Component: YUG_ikarus
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_ikarus = {
	picture = generic_air_manufacturer_3
	available = {
		has_completed_focus = YUG_ikarus
	}
	allowed = {
		original_tag = YUG
		has_dlc = Death or Dishonor
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: compliance
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### compliance
* description: Compares the current compliance level of a state to a value. Example: compliance > 50 
* (Auto generated using the trigger with same name)
### Entity: Character
Component: grey_eminance
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
grey_eminance = {
	sprite = 13
	random = no
	democratic_drift = 0.1
}
### Entity: Country History
Country: ECU
Component: ECU_technology
Constructs: set_technology
Source: game
File: history/countries/ECU - Ecuador.txt

Code:
# Starting Technologies for ECU
set_technology = {
	infantry_weapons = 1
	fuel_silos = 1
}
### Entity: Event
Component: kmt.193
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.193
	title = kmt.193.t
	desc = kmt.193.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = kmt.193.a
		add_opinion_modifier = {
			target = FROM
			modifier = hanjian
		}
	}
}