Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Music Config
Component: base_music/india_the_japanese_cometh
Constructs: has_war_with, has_war
Source: game
File: music/goe_songs.txt

Code:
music = {
	song = india_the_japanese_cometh
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = RAJ
			}
		} {
			factor = 5
			original_tag = RAJ
			has_war = yes
		} {
			factor = 10
			has_war_with = RAJ
		}
	}
}
### Entity: Decision
Component: PRC_28_bolshevik_faction_cat
Constructs: has_completed_focus, has_dlc, is_in_faction_with
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_28_bolshevik_faction_cat = {
	icon = GFX_decision_category_SOV_propaganda
	priority = 1
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	visible = {
		has_completed_focus = PRC_a_stronger_united_front
		is_in_faction_with = CHI
	}
	visible_when_empty = no
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_the_stalinist_doctrine
Constructs: prerequisite, add_stability, add_opinion_modifier, completion_reward, add_political_power, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_the_stalinist_doctrine
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPR_demand_ministerial_positions
	} {
		focus = SPR_arm_the_workers_militias
	}
	mutually_exclusive = {
		focus = SPR_hinder_nkvd_interference
	}
	icon = GFX_focus_generic_soviet_politics
	x = 1
	y = 1
	relative_position_id = SPR_demand_ministerial_positions
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = -0.1
		add_political_power = 120
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SPR_the_stalinist_doctrine
			}
		}
		custom_effect_tooltip = available_military_high_command
		show_ideas_tooltip = SPR_wilhelm_zaisser
	}
}
### Entity: State History
Component: 861
Constructs: add_core_of
Source: game
File: history/states/861-Saguenay.txt

Code:
state = {
	id = 861
	name = STATE_861
	manpower = 50000
	state_category = pastoral
	history = {
		owner = CAN
		add_core_of = CAN QUE
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1657 4666 13164
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_exile_support
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_offsite_building
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_exile_support
	icon = GFX_focus_generic_government_in_exile
	prerequisite = {
		focus = PHI_submarine_supplies PHI_the_hunters
	}
	relative_position_id = PHI_submarine_supplies
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 300
		} {
			type = support_equipment
			amount = 150
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.11
Constructs: is_triggered_only, ai_chance, add_war_support
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.11
	title = AAT_Sweden_flashpoints.11.t
	desc = AAT_Sweden_flashpoints.11.desc
	picture = GFX_report_event_SWE_pajala_bombed_building
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.11.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				FROM = {
					SWE_is_historical_ai = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.13
				days = 3
			}
		}
		add_war_support = -0.05
	} {
		name = AAT_Sweden_flashpoints.11.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					SWE_is_historical_ai = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.14
				days = 2
			}
		}
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet
Constructs: set_temp_variable, set_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet = {
	set_temp_variable = {
		lerp_x = folkhemmet_intactness
	}
	divide_temp_variable = {
		lerp_x = folkhemmet_max_intactness
	}
	set_variable = {
		lerp_a = folkhemmet_war_support_min_intactness
	} {
		lerp_b = folkhemmet_war_support_max_intactness
	} {
		folkhemmet_war_support = lerp_result
	} {
		lerp_a = folkhemmet_stability_min_intactness
	} {
		lerp_b = folkhemmet_stability_max_intactness
	} {
		folkhemmet_stability = lerp_result
	} {
		lerp_a = folkhemmet_civ_min_intactness
	} {
		lerp_b = folkhemmet_civ_max_intactness
	} {
		folkhemmet_civ = lerp_result
	} {
		lerp_a = folkhemmet_mil_min_intactness
	} {
		lerp_b = folkhemmet_mil_max_intactness
	} {
		folkhemmet_mil = lerp_result
	} {
		lerp_a = folkhemmet_dockyard_min_intactness
	} {
		lerp_b = folkhemmet_dockyard_max_intactness
	} {
		folkhemmet_dockyard = lerp_result
	}
	lerp = yes yes yes yes yes
}
### Entity: Event
Component: quebec_fascism.1
Constructs: is_triggered_only, ai_chance, has_opinion
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_fascism.1
	title = quebec_fascism.1.t
	desc = quebec_fascism.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = quebec_fascism.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				strength_ratio = {
					tag = QUE
					ratio = < 0.5
				}
			} {
				factor = 2
				has_opinion = {
					target = QUE
					value = > 65
				}
			}
		}
		QUE = {
			country_event = {
				id = quebec_fascism.12
			}
		}
	} {
		name = quebec_fascism.1.b
		ai_chance = {
			base = 8
			modifier = {
				factor = 2
				has_opinion = {
					target = QUE
					value = < -40
				}
			}
		}
		QUE = {
			country_event = {
				id = quebec_fascism.13
			}
		}
	}
}
### Entity: Character
Component: SWI_august_lindt
Source: game
File: common/characters/SWI.txt

Code:
SWI_august_lindt = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_august_lindt
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_intelligence_officer
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				add = 10
				OR = {
					SWI_AI_is_dem_exp = yes
					SWI_AI_is_dem_allied = yes
				}
			}
		}
	}
	name = SWI_august_lindt
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_august_lindt_small
			large = GFX_portrait_SWI_august_lindt
		}
	}
}
### Entity: Idea
Component: english_electric
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
english_electric = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Character
Component: TAH_aa2
Source: game
File: common/characters/TAH.txt

Code:
TAH_aa2 = {
	advisor = {
		slot = high_command
		idea_token = TAH_aa2
		ledger = army
		allowed = {
			original_tag = TAH
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_european_revolution
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_european_revolution
	icon = GFX_focus_usa_focus_on_europe
	cost = 8
	x = -4
	y = 2
	relative_position_id = LUX_unite_the_country
	prerequisite = {
		focus = LUX_abandon_the_foolish_policy
	}
	mutually_exclusive = {
		focus = LUX_follow_moscow_line
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = communism
	}
	completion_reward = {
		promote_character = {
			character = LUX_charles_marx
			ideology = marxism
		}
		if = {
			limit = {
				GER = {
					OR = {
						has_completed_focus = GER_the_revolution_secured GER_lead_communists
					}
					has_government = communism
					is_faction_leader = yes
				}
			}
			GER = {
				country_event = generic.2
			}
		} {
			limit = {
				has_idea = LUX_charles_marx
			}
			remove_ideas = LUX_charles_marx
		}
		else_if = {
			limit = {
				FRA = {
					has_completed_focus = FRA_humanite_unie
					has_government = communism
					is_faction_leader = yes
				}
			}
			FRA = {
				country_event = generic.2
			}
		} {
			limit = {
				ENG = {
					has_completed_focus = ENG_the_british_communist_alternative
					has_government = communism
					is_faction_leader = yes
				}
			}
			ENG = {
				country_event = generic.2
			}
		} {
			limit = {
				ITA = {
					has_completed_focus = ITA_defend_the_land
					has_government = communism
					is_faction_leader = yes
				}
			}
			ITA = {
				country_event = generic.2
			}
		} {
			limit = {
				is_faction_leader = yes
			}
			set_faction_name = alliance_of_european_socialists
		}
		else = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_POR_popular_front_bloc
				name = alliance_of_european_socialists
				icon = GFX_faction_logo_generic_9
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_seize_the_means
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_seize_the_means
	prerequisite = {
		focus = ETH_local_committees ETH_a_guiding_hand
	}
	icon = GFX_focus_spr_masters_of_our_own_fate
	relative_position_id = ETH_local_committees
	x = 2
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_add_random_civ_factory_effect = yes
		ETH_BOP_decentralization_large_effect = yes
	}
}
### Entity: Idea
Component: r56_LUX_dennemeyers_propaganda
Constructs: fascism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_dennemeyers_propaganda = {
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.1
		political_power_factor = 0.15
	}
}
### Entity: Idea
Component: SPR_national_strikes_4
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_4 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.05
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
		production_speed_buildings_factor = -0.15
	}
}
### Entity: Order of Battle
Component: XXV Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXV Brigada Internacionales
	location = 9764
	division_template = Brigada Internacionales
}
### Entity: Order of Battle
Component: Illinois Defense Force
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = Illinois Defense Force
	location = 9450
	division_template = State Defense Force
}
### Entity: Decision
Component: CHI_fascist_coalition_gov_category
Constructs: has_completed_focus, is_subject_of
Source: game
File: common/decisions/categories/r56_warlord_decision_categories.txt

Code:
CHI_fascist_coalition_gov_category = {
	priority = 100
	icon = GFX_decision_category_generic_crisis
	visible_when_empty = no
	allowed = {
		OR = {
			original_tag = CHI XSM GXC YUN SIK KHM SHX SIC XIC GDC HBC SND
		}
	}
	visible = {
		OR = {
			AND = {
				has_completed_focus = CHI_a_coalition_gov_for_national_survival
				is_subject_of = CHI
				tag = NCG
			} {
				original_tag = CHI
				any_subject_country = {
					has_completed_focus = CHI_a_coalition_gov_for_national_survival
					is_subject_of = CHI
					tag = NCG
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_control_the_exports
Constructs: prerequisite, has_war_with, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_control_the_exports
	icon = GFX_goal_generic_banking
	prerequisite = {
		focus = LIT_long_term_investments
	}
	x = 1
	y = 1
	relative_position_id = LIT_long_term_investments
	cost = 7.15
	ai_will_do = {
		factor = 5
	}
	available = {
		any_neighbor_country = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LIT_stable_currency
			add_idea = LIT_stable_currency_2
		}
	}
}
### Entity: Country Tag
Component: UIA
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
UIA = {
	original_tag = RUT
	has_country_flag = r56_UPA_check
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_forced_administration_of_companies
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_forced_administration_of_companies
	icon = GFX_focus_DEN_heavy_regulations
	prerequisite = {
		focus = CZE_form_the_government_army
	}
	relative_position_id = CZE_form_the_government_army
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject_of = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_forced_administration_of_companies_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_expansion_of_universities
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_expansion_of_universities
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = CUB_expansion_of_new_towns
	}
	available = {
		num_of_factories = > 25
	}
	bypass = {
		amount_research_slots = > 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 1
	y = 1
	relative_position_id = CUB_expansion_of_new_towns
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_latin_entente
Constructs: create_country_leader, prerequisite, completion_reward, is_subject, cancel_if_invalid, set_rule, create_faction_from_template, set_party_name
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_latin_entente
	icon = GFX_goal_generic_dangerous_deal
	x = -2
	y = 1
	prerequisite = {
		focus = FRA_diplomatic_freedom
	}
	mutually_exclusive = {
		focus = FRA_towards_a_new_europe
	}
	relative_position_id = FRA_diplomatic_freedom
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_european_dominance
			name = FRA_latin_entente
		}
		create_country_leader = {
			name = François de la Rocque
			desc = POLITICS_ÉDOUARD_DALADIER_DESC
			picture = GFX_portrait_fra_francois_de_la_rocque
			expire = 1965.1.1
			ideology = fascism_ideology
			traits = {
				retired_officer
			}
		}
		set_party_name = {
			ideology = fascism
			long_name = FRA_psf_party_long
			name = FRA_psf_party
		}
	}
}
### Entity: Order of Battle
Component: 7 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 7 Renmin Jundui
	location = 12331
	division_template = Erjinzhi Juntuán
}
### Entity: Effect Reference
Construct: add_relation_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_relation_modifier

* Supported Scopes: COUNTRY
* Supported Targets: THIS

```
Adds a static modifier between current scope and target
Example: add_relation_modifier = {
	target = TAG # target of the relation
	modifier = static_modifier_name_here #Name of the modifier added
	}
}
```
### Entity: Decision
Component: form_commonwealth_category
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, limit, add_ideas, has_government, has_war_with, fire_only_once
Source: game
File: common/decisions/r56_POL_decisions.txt

Code:
form_commonwealth_category = {
	POL_Lithuanian_Constitutional_Crisis = {
		icon = generic_break_treaty
		allowed = {
			original_tag = POL
		}
		available = {
			has_war_support = > 0.5
			OR = {
				has_army_manpower = {
					size = > 624999
				}
				has_completed_focus = POL_Polish_Revanchism
				has_government = fascism
				GER = {
					has_completed_focus = GER_reassert_eastern_claims
				}
			}
			NOT = {
				has_completed_focus = POL_The_Front_Morges
			} {
				has_idea = POL_Neutral_Foreign_Policy
			}
		}
		cost = 150
		fire_only_once = yes
		visible = {
			POL = {
				controls_state = 96
			}
			is_owner_neighbor_of = LIT
			is_subject = no no
			LIT = {
				controls_state = 11
				exists = yes
				is_subject = no
				NOT = {
					has_war_with = POL
				}
			}
			has_capitulated = no
			NOT = {
				has_global_flag = POL_lithuanian_crisis_done
			}
		}
		complete_effect = {
			effect_tooltip = {
				LIT = {
					country_event = poland.129
				}
			}
			hidden_effect = {
				POL = {
					country_event = poland.129
				}
				set_global_flag = POL_lithuanian_crisis_done
			}
		}
		ai_will_do = {
			factor = 300
		}
	}
	POL_The_Directorate_Of_Ukraine = {
		icon = generic_nationalism
		allowed = {
			original_tag = POL
		}
		available = {
			has_government = neutrality
			has_completed_focus = POL_dissolve_the_bbwr
			NOT = {
				has_non_aggression_pact_with = SOV
			} {
				is_in_faction_with = SOV
			}
			93 = {
				is_owned_and_controlled_by = POL
			}
		}
		cost = 100
		fire_only_once = yes
		visible = {
			NOT = {
				has_cosmetic_tag = PLC_UNIFIED
			} {
				has_global_flag = POL_directorate_formed
			}
			DOU = {
				exists = no
			}
		}
		complete_effect = {
			hidden_effect = {
				country_event = poland.141
				set_global_flag = POL_directorate_formed
			}
			DOU = {
				transfer_state = 93
				93 = {
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = arms_factory
						level = 3
						instant_build = yes
					}
				}
				add_resource = {
					type = steel
					amount = 1
					state = 93
				}
				hidden_effect = {
					set_technology = {
						construction1 = 1
					}
					add_ideas = extensive_conscription war_economy
					add_equipment_to_stockpile = {
						type = infantry_equipment_1
						amount = 2555
						producer = POL
					} {
						type = support_equipment_1
						amount = 150
						produc
# ... (truncated)
### Entity: Idea
Component: BALTIC_economic_union_1
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_economic_union_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		industrial_capacity_factory = 0.05
		consumer_goods_factor = -0.1
	}
}
### Entity: Character
Component: HUN_ardent_stalinist
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_ardent_stalinist = {
	random = no
	sprite = 13
	drift_defence_factor = 0.5
	army_core_defence_factor = 0.1
	communism_drift = 0.02
}
### Entity: Unit Template
Component: equipment_modules
Constructs: limit, has_dlc, add_stats, build_cost_ic, maximum_speed, build_cost_resources, add_equipment_type, xp_cost
Source: game
File: common/units/equipment/modules/00_plane_modules.txt

Code:
equipment_modules = {
	limit = {
		has_dlc = By Blood Alone
	}
	engine_1_1x = {
		abbreviation = e11
		category = plane_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			thrust = 11
			build_cost_ic = 12
			fuel_consumption = 0.16
		}
	}
	engine_1_2x = {
		abbreviation = e12
		category = twin_plane_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			thrust = 19
			build_cost_ic = 24
			fuel_consumption = 0.32
		}
	}
	engine_1_3x = {
		abbreviation = e13
		category = medium_plane_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			thrust = 23
			build_cost_ic = 36
			fuel_consumption = 0.48
		}
	}
	engine_1_4x = {
		abbreviation = e14
		category = quad_large_plane_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			thrust = 32
			build_cost_ic = 48
			fuel_consumption = 0.64
		}
	}
	engine_1_6x = {
		abbreviation = e16
		category = large_plane_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			thrust = 41
			build_cost_ic = 68
			fuel_consumption = 0.8
		}
	}
	engine_2_1x = {
		abbreviation = e21
		category = plane_engine_type
		sfx = sfx_ui_sd_module_engine
		parent = engine_1_1x
		add_stats = {
			thrust = 16
			build_cost_ic = 14
			fuel_consumption = 0.16
		}
		multiply_stats = {
			maximum_speed = 0.2
		}
		can_convert_from = {
			module = engine_1_1x
			convert_cost_ic = 1.5
		}
	}
	engine_2_2x = {
		abbreviation = e22
		category = twin_plane_engine_type
		sfx = sfx_ui_sd_module_engine
		parent = engine_1_2x
		add_stats = {
			thrust = 25
			build_cost_ic = 28
			fuel_consumption = 0.32
		}
		multiply_stats = {
			maximum_speed = 0.2
		}
		can_convert_from = {
			module = engine_1_2x
			convert_cost_ic = 3
		}
	}
	engine_2_3x = {
		abbreviation = e23
		category = medium_plane_engine_type
		sfx = sfx_ui_sd_module_engine
		parent = engine_1_3x
		add_stats = {
			thrust = 32
			build_cost_ic = 42
			fuel_consumption = 0.48
		}
		multiply_stats = {
			maximum_speed = 0.2
		}
		can_convert_from = {
			module = engine_1_3x
			convert_cost_ic = 4.5
		}
	}
	engine_2_4x = {
		abbreviation = e24
		category = quad_large_plane_engine_type
		sfx = sfx_ui_sd_module_engine
		parent = engine_1_4x
		add_stats = {
			thrust = 40
			build_cost_ic = 56
			fuel_consumption = 0.64
		}
		multiply_stats = {
			maximum_speed = 0.2
		}
		can_convert_from = {
			module = engine_1_4x
			convert_cost_ic = 6
		}
	}
	engine_2_
# ... (truncated)
### Entity: Event
Component: bftb_bulgaria_balkan_federation.6
Constructs: is_triggered_only, every_unit_leader, set_nationality, annex_country
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.6
	title = bftb_bulgaria_balkan_federation.6.t
	desc = bftb_bulgaria_balkan_federation.6.desc
	picture = GFX_report_event_bul_soviet_army_sofia
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.6.a
		BUL_join_wars_of_from = yes
		FROM = {
			every_unit_leader = {
				set_nationality = BUL
			}
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		custom_effect_tooltip = germany.126.warning
	}
}
### Entity: State History
Component: 821
Constructs: add_core_of
Source: game
File: history/states/821-Dzavhan.txt

Code:
state = {
	id = 821
	name = Dzavhan
	history = {
		owner = MON
		victory_points = {
			7799 1
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = MON
	}
	provinces = {
		1689 1774 1855 4751 4777 7773 7799 7808 7843 7870 10539 10563 10669 12520 12695
	}
	manpower = 178000
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Idea
Component: bra_electronics_concern
Constructs: has_completed_focus, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_electronics_concern = {
	picture = light
	allowed = {
		tag = BRA
	}
	available = {
		has_completed_focus = BRA_R56_federal_institutes
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}