Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: adu_focus
Component: ADU_secure_parlementarianism
Constructs: prerequisite, add_stability, completion_reward, has_idea_with_trait, add_popularity
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_secure_parlementarianism
	icon = GFX_goal_generic_multipartism
	prerequisite = {
		focus = ADU_mass_strikes
	}
	relative_position_id = ADU_mass_strikes
	x = -1
	y = 1
	cost = 10
	available = {
		democratic = > 0.4
		NOT = {
			OR = {
				has_idea_with_trait = communist_revolutionary fascist_demagogue
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: ARG_Siam
Constructs: research_bonus, removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_Siam = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_Siam
	research_bonus = {
		electronics = 0.15
	}
	cost = 150
	removal_cost = 10
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Event
Component: mexico.18
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, has_dlc, set_politics, is_historical_focus_on
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.18
	title = mexico.18.title
	desc = mexico.18.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	trigger = {
		original_tag = MEX
		date = < 1942.1.1
		has_dlc = Man the Guns
	}
	option = {
		name = mexico.18.a
		country_event = {
			id = mexico.19
			days = 1
		}
		ai_chance = {
			factor = 75
		}
	} {
		name = mexico.18.b
		trigger = {
			NOT = {
				has_government = democratic
			}
		}
		add_stability = -0.03
		if = {
			limit = {
				has_government = neutrality
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
		} {
			limit = {
				has_government = fascism
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
		} {
			limit = {
				has_government = communism
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Event
Component: IRQ_political_events.77
Constructs: is_triggered_only, set_state_owner_to
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.77
	is_triggered_only = yes
	title = IRQ_political_events.77.t
	desc = IRQ_political_events.77.desc
	picture = GFX_report_event_generic_troops_at_rivier_in_iraq
	option = {
		name = IRQ_political_events.77.a
		trigger = {
			original_tag = IRQ
		}
		transfer_state = 680
	} {
		name = IRQ_political_events.77.b
		trigger = {
			NOT = {
				original_tag = IRQ
			}
		}
		effect_tooltip = {
			680 = {
				set_state_owner_to = IRQ
			}
		}
	}
}
### Entity: Idea
Component: GLC_ai2
Source: game
File: common/ideas/galicia.txt

Code:
GLC_ai2 = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = GLC
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_empower_the_coastguard
Constructs: prerequisite, completion_reward, modify_royal_thai_navy, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_empower_the_coastguard
	icon = GFX_focus_generic_coastal_fort
	x = 1
	y = 1
	relative_position_id = SIA_focus_on_commercial_civilian_ships
	prerequisite = {
		focus = SIA_focus_on_commercial_civilian_ships
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = modify_royal_thai_navy
		add_to_variable = {
			SIA_royal_navy_conscription = 0.006
			tooltip = conscription_tt
		}
		SIA_increase_military_approval = yes
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_expand_operation_bolivar
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, create_operative_leader
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_expand_operation_bolivar
	icon = GFX_focus_BRA_expand_bolivar
	prerequisite = {
		focus = BRA_berlin_accords BRA_rome_accords
	}
	x = 0
	y = 1
	relative_position_id = BRA_berlin_accords
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		is_in_faction_with = GER
	}
	search_filters = {

	}
	completion_reward = {
		GER = {
			country_event = {
				id = JUNO_brazil_events.31
				hours = 1
			}
		}
		add_ideas = BRA_aid_operation_bolivar
		create_operative_leader = {
			name = Maximilian Vogel
			traits = {
				operative_double_agent operative_infiltrator
			}
			female = no
			bypass_recruitment = yes
			nationalities = {
				BRA ARG CHL
			}
			GFX = GFX_portrait_europe_generic_operative_male_14
		}
	}
}
### Entity: Wiki Documentation
Construct: Hearts_of_Iron_IV_or_Hearts_of_Iron_4
Source: wiki
File: wiki/Talk%3AHearts_of_Iron_IV.html

Doc:
Hearts of Iron IV or Hearts of Iron 4[edit]
Paradox calls the game Hearts of Iron IV, rather than Hearts of Iron 4. I suggest renaming the article to this for consistency. SaintDaveUK (talk) 19:13, 12 September 2015 (CEST)

This particular page could be renamed, sure. The wiki itself won't be though, as people search for "4" not "IV". ~ Meneth (talk) 19:14, 12 September 2015 (CEST)
Yeah of course, keep HOI4 as the shorthand. I was thinking of mentioning both in the opening sentence.SaintDaveUK (talk) 19:18, 12 September 2015 (CEST)
Feel free. ~ Meneth (talk) 19:20, 12 September 2015 (CEST)

Retrieved from "http://www.hoi4wiki.com/index.php?title=Talk:Hearts_of_Iron_IV&oldid=1659"
### Entity: Unit Template
Component: DNZ_CA_HISTORICAL
Source: game
File: common/units/names_ships/DNZ_ship_names.txt

Code:
DNZ_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		DNZ
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = DVs 
	fallback_name = Schwerer Kreuzer %d
	unique = {
		Landkreise Danziger Höhe Danziger Niederung
	}
}
### Entity: Character
Component: ITA_alfredo_guzzoni
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_alfredo_guzzoni = {
	name = ITA_alfredo_guzzoni
	portraits = {
		army = {
			small = GFX_portrait_ITA_alfredo_guzzoni_small
			large = GFX_portrait_ITA_alfredo_guzzoni
		}
	}
	advisor = {
		slot = high_command
		idea_token = alfredo_guzzoni
		ledger = army
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			base = 2.0
		}
	}
	corps_commander = {
		traits = {
			old_guard
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			has_government = fascism
		}
	}
}
### Entity: Modifier Reference
Construct: character
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope character

* [scientist_breakthrough_bonus_factor](#scientist_breakthrough_bonus_factor)
* [scientist_research_bonus_factor](#scientist_research_bonus_factor)
* [scientist_xp_gain_factor](#scientist_xp_gain_factor)
### Entity: Event
Component: news.704
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
news_event = {
	id = news.704
	title = news.704.t
	desc = news.704.d
	picture = GFX_news_event_012
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = news.704.o
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_abandon_jordan
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_abandon_jordan
	icon = GFX_goal_generic_repeal_opressive_law
	relative_position_id = ISR_hatzohar
	x = -1
	y = 1
	mutually_exclusive = {
		focus = ISR_affirm_territorial_claims
	}
	prerequisite = {
		focus = ISR_hatzohar
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_coalition_new_aliyah ISR_marginally_strengthen_hatzohar
		add_to_variable = {
			ISR_hatzohar_max_seats = 2
		} {
			ISR_hatzohar_min_seats = 2
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_buildings_destruction
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_buildings_destruction
	icon = GFX_goal_generic_air_bomber
	cost = 10
	prerequisite = {
		focus = VIN_develop_new_fighters
	}
	mutually_exclusive = {
		focus = VIN_troops_destruction
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = VIN_buildings_destruction
				bonus = 1.0
				uses = 1
				technology = basic_large_airframe improved_large_airframe advanced_large_airframe
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = VIN_buildings_destruction
				bonus = 1.0
				uses = 1
				technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
				category = tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 72
	y = 3
}
### Entity: Scripted Effect
Component: BUL_ff_approaches_a_faction_effect
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_ff_approaches_a_faction_effect = {
	randomize_variable = {
		var = BUL_random_ff_approaching_faction_chance
		distribution = binomial
		min = 0
		max = 100
	}
	log = FF Approaches faction random chance: [?BUL.BUL_random_ff_approaching_faction_chance]
}
### Entity: Event
Component: PER_communist_events.5
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, has_war_with, fire_only_once, has_war_with_major, random_days
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_communist_events.5
	title = PER_communist_events.5.t
	desc = PER_communist_events.5.desc
	picture = GFX_report_event_merchant_ship_01
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_communist_events.5.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 2
				has_war_with_major = yes
			}
		}
		FROM = {
			country_event = {
				id = PER_communist_events.6
				days = 7
				random_days = 4
			}
		}
		effect_tooltip = {
			every_owned_state = {
				limit = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
					NOT = {
						is_core_of = ROOT
					}
					OR = {
						state = 656 859 678 658 1013 1014 765 294 1015 1016 659 293
					}
				}
				transfer_state_to = FROM
			}
			every_subject_country = {
				limit = {
					capital_scope = {
						OR = {
							state = 656 859 678 658 1013 1014 765 294 1015 1016 659 293
						}
					}
				}
				PREV = {
					set_autonomy = {
						target = PREV
						autonomous_state = autonomy_free
					}
				}
			}
		}
	} {
		name = PER_communist_events.5.b
		ai_chance = {
			base = 3
			modifier = {
				factor = 2
				is_in_faction = yes
			}
		}
		FROM = {
			country_event = {
				id = PER_communist_events.7
				days = 7
				random_days = 4
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_maritime_colonial_railway
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, build_railway, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_maritime_colonial_railway
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CAN_canada_pacific_railway
	}
	x = 0
	y = 3
	relative_position_id = CAN_rowell_sirois_commission
	cost = 10
	ai_will_do = {
		factor = 75
	}
	available = {
		controls_state = 464 465 468
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				4345 4417 10320 7433 1284 12291 4362 7379 4432 1424 7304 7644 7361
			}
		} {
			path = {
				1424 4285
			}
		} {
			path = {
				7433 12149
			}
		}
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_xp_upgrade_spending_air
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_xp_upgrade_spending_air = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		date = < 1940.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_xp_spend_priority
		id = upgrade_xp_cutoff
		value = -1000
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.46
Constructs: is_triggered_only, ai_chance, is_in_faction, has_war_with_major, is_core_of, is_owned_by, release_puppet_on_controlled, white_peace
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.46
	title = BBA_ethiopia_communist_events.46.t
	desc = BBA_ethiopia_communist_events.46.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.46.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				AND = {
					is_in_faction = yes
					has_war_with_major = yes
					ETH = {
						is_in_faction = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_communist_events.60
				hours = 12
			}
		}
	} {
		name = BBA_ethiopia_communist_events.46.b
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				any_owned_state = {
					is_core_of = SUD
					is_owned_by = ETH
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = ETH
				}
			}
		}
		ETH = {
			release_puppet_on_controlled = SUD
		}
		white_peace = ETH
	}
}
### Entity: Event
Component: CHL_political_events.10
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.10
	title = CHL_political_events.10.t
	desc = CHL_political_events.10.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.10.a
		ai_chance = {
			base = 60
		}
		add_political_power = -50
		FROM = {
			country_event = {
				id = CHL_political_events.11
				days = 3
			}
		}
	} {
		name = CHL_political_events.10.b
		ai_chance = {
			base = 40
		}
		add_political_power = 75
		FROM = {
			country_event = {
				id = CHL_political_events.12
				days = 3
			}
		}
	}
}
### Entity: Modifier Reference
Component: KMT_lingering_mainland_opposition
Constructs: has_completed_focus, army_defence_factor, stability_factor, remove_trigger, check_variable
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_lingering_mainland_opposition = {
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			AND = {
				democratic = < 0.1
				communism = < 0.1
				check_variable = {
					var = KMT_wt_stab
					value = 0
					compare = greater_than_or_equals
				}
			}
			has_completed_focus = KMT_a_glorious_return
		}
	}
	icon = GFX_idea_AUS_austromarxism
	stability_factor = KMT_wt_stab
	army_defence_factor = KMT_wt_d
}
### Entity: Technology
Component: heavy_fighter3
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		heavy_fighter_equipment_3
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = air_techs_folder
		position = {
			x = -2
			y = 8
		}
	}
	categories = {
		medium_air air_equipment cat_heavy_fighter mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_world_stage
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_world_stage
	icon = GFX_goal_generic_befriend_greece
	text = GRE_world_stage
	prerequisite = {
		focus = GRE_embrace_metaxism
	}
	x = 4
	y = 1
	relative_position_id = GRE_embrace_metaxism
	cost = 5
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_metaxism_r56
			add_idea = GRE_metaxism_2_r56
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_eliminate_the_upper_class
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_eliminate_the_upper_class
	prerequisite = {
		focus = ENG_concessions_to_the_trade_unions
	}
	available = {
		has_government = communism
	}
	icon = GFX_goal_generic_political_pressure
	x = 1
	y = 1
	relative_position_id = ENG_concessions_to_the_trade_unions
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 60
		custom_effect_tooltip = ENG_eliminate_the_upper_class_tt
		country_event = {
			id = mtg_britain.45
		}
	}
}
### Entity: Idea
Component: CHI_asian_bastion_of_liberty_idea
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/china.txt

Code:
CHI_asian_bastion_of_liberty_idea = {
	picture = chi_chinese_support
	removal_cost = -1
	allowed = {
		original_tag = CHI
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		political_power_factor = 0.15
		drift_defence_factor = 0.75
		conscription_factor = 0.1
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ENG_escorts
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
ENG_escorts = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_escort
	}
	priority = {
		factor = 100
		modifier = {
			factor = 2
			anti_submarine_strategy_required_trigger = yes
		} {
			convoy_threat = > 0.5
			factor = 50
		}
	}
	escort_early = {
		name = opqr_class
		priority = {
			factor = 10
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 500.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = dp_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	escort_basic = {
		name = c_class
		priority = {
			factor = 100
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = dp_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	escort_improved = {
		priority = {
			factor = 250
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 2800.0
			type = ship_hull_light_3
			modules = {
				fixed_ship_battery_slot = dp_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_sonar
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery light_ship_engine s
# ... (truncated)
### Entity: Modding Documentation
Construct: MipLevels
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Terrain.MipLevels
* Type: Boolean
* Not available in release build
### Entity: Idea
Component: EAI_DD_15/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_fuzileiros
Constructs: prerequisite, completion_reward, add_tech_bonus, add_ai_strategy
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_fuzileiros
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_submarine_effort
	} {
		focus = POR_merchant_marine_protection
	}
	icon = GFX_goal_generic_occupy_states_coastal
	x = 0
	y = 3
	relative_position_id = POR_submarine_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_fuzileiros
			bonus = 0.5
			uses = 2
			category = marine_tech
		} {
			name = POR_fuzileiros
			bonus = 1.0
			uses = 2
			category = tp_tech
		}
		add_ai_strategy = {
			type = building_target
			id = dockyard
			value = 15
		}
	}
}
### Entity: Order of Battle
Component: Artillery Regiment
Constructs: division_template
Source: game
File: history/units/NFL_1936.txt

Code:
division_template = {
	name = Artillery Regiment
	division_names_group = NFL_ART_01
	regiments = {
		artillery_brigade = {
			x = 0
			y = 0
		}
	}
}
### Entity: Modding Documentation
Construct: pc_total_score
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### pc_total_score
* description: Checks country's total peace conference score. Only usable if the country is on the winning side.
Example:
CZE = { pc_total_score > 400 }
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: QUE_church_healthcare_education
Constructs: research_speed_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_church_healthcare_education = {
	allowed_civil_war = {
		always = no
	}
	picture = BEL_church_support
	modifier = {
		experience_loss_factor = -0.3
		monthly_population = 0.25
		political_power_cost = -0.05
		drift_defence_factor = 0.5
		research_speed_factor = 0.045
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.70
Constructs: is_triggered_only, ai_chance, set_nationality, set_character_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.70
	title = BBA_ethiopia_fascist_events.70.t
	desc = BBA_ethiopia_fascist_events.70.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.70.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			ITA = {
				ITA_giuseppe_tellera = {
					set_nationality = ETH
					set_character_flag = ITA_advisor_eth
				}
				ITA_mario_berti = {
					set_nationality = ETH
					set_character_flag = ITA_advisor_eth
				}
				ITA_alessandro_pirzio_biroli = {
					set_nationality = ETH
					set_character_flag = ITA_advisor_eth
				}
			}
		}
	}
}