Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: idea_GUAY_volunteers
Constructs: send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_volunteers = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteer_divisions_required = -1
		air_volunteer_cap = 2
		send_volunteer_size = 4
		send_volunteers_tension = -0.8
	}
}
### Entity: Idea
Component: GRE_agricultural_communes_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_agricultural_communes_idea = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_agricultural_communes
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		conscription_factor = -0.07
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/mun_opinion_modifiers.txt

Code:
opinion_modifiers = {
	CZE_investment_deal = {
		value = 25
	}
	CZE_customs_union = {
		trade = yes
		value = 20
	}
	CZE_working_with_henlein = {
		value = 15
		decay = 5
		months = 3
	}
	CZE_recent_contract_purchases = {
		value = 11
		decay = 1
	}
	CZE_renewed_diplomatic_efforts = {
		value = 30
		decay = 5
	}
	CZE_sent_attaches = {
		value = 5
		months = 3
	}
	CZE_sent_observers = {
		value = 15
		decay = 1
	}
	CZE_sent_observers_to_enemy = {
		value = -15
		months = 6
	}
	CZE_smuggling_guns_to_eth = {
		value = -10
		months = 12
	}
	CZE_smuggling_guns_to_our_enemy = {
		value = -15
		months = 12
	}
	CZE_defied_non_intervention_committee = {
		value = -20
		months = 36
	}
	CZE_improving_cross_border_rail_connections = {
		value = 10
	}
	CZE_customs_union_member = {
		value = 15
		trade = yes
	}
	CZE_allows_passage_of_soviet_troops = {
		value = 30
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_finish_the_railyways
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_finish_the_railyways
	icon = GFX_focus_IRQ_train
	prerequisite = {
		focus = IRQ_iraqi_republic_railways
	}
	x = 2
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				1050
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				1045
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				291
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				676
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_5/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_appoint_macarthur
Constructs: prerequisite, add_war_support, completion_reward, is_ally_with, has_country_leader, set_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_appoint_macarthur
	icon = GFX_focus_PHI_appoint_macarthur
	prerequisite = {
		focus = PHI_united_states_army_forces_in_the_far_east
	}
	relative_position_id = PHI_united_states_army_forces_in_the_far_east
	x = 0
	y = 1
	cost = 5
	available = {
		is_ally_with = USA
	}
	bypass = {
		USA = {
			has_country_leader = {
				name = Douglas MacArthur
				ruling_only = yes
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		set_variable = {
			USA.USA_recall_macarthur_cost = 25
		}
		USA = {
			country_event = {
				id = SEA_PHI_political_events.20
				hours = 3
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_army
		add_war_support = 0.05
		show_ideas_tooltip = PHI_richard_sutherland
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: SOV_modern_tank_destroyer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_modern_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_destroyer_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_destroyer_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = armor_skirts
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 4
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 2
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gas_turbine_engine sloped_armor smoke_launchers armor_skirts tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Name List
Component: NWF
Source: game
File: common/names/00_names.txt

Code:
NWF = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_end_the_occupation
Constructs: completion_reward, is_demilitarized_zone, set_demilitarized_zone
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_end_the_occupation
	icon = GFX_goal_BRA_end_the_occupation
	x = 27
	y = 0
	cost = 5
	bypass = {
		498 = {
			is_demilitarized_zone = no
		}
		1004 = {
			is_demilitarized_zone = no
		}
	}
	completion_reward = {
		army_experience = 5
		498 = {
			set_demilitarized_zone = no
		}
		1004 = {
			set_demilitarized_zone = no
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: ETH_taxed_nobility_idea
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_taxed_nobility_idea = {
	picture = ETH_taxed_nobility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		defensive_war_stability_factor = -0.2
	}
}
### Entity: Effect Reference
Construct: save_global_event_target_as
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## save_global_event_target_as

* Supported Scopes: any
* Supported Targets: none

```
save a global event target
```
### Entity: Decision
Component: form_mutapa_category
Constructs: has_dlc, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_mutapa_category = {
	form_mutapa = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = SAF BOT ZIM MZB BAR ZAM
			}
			has_dlc = Waking the Tiger
		}
		visible = {
			OR = {
				original_tag = SAF BOT ZIM MZB BAR ZAM
			}
			NOT = {
				has_global_flag = form_mutapa_flag
			}
		}
		available = {
			controls_state = 541 893 894 895 681 719 275 542 545 544 896 897 771 981
		}
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 541 893 894 895 681 719 275 542 545 544 896 897 771 981
			}
		}
		complete_effect = {
			set_cosmetic_tag = MUT_UNIFIED
			541 = {
				add_core_of = ROOT
			}
			681 = {
				add_core_of = ROOT
			}
			719 = {
				add_core_of = ROOT
			}
			275 = {
				add_core_of = ROOT
			}
			542 = {
				add_core_of = ROOT
			}
			545 = {
				add_core_of = ROOT
			}
			544 = {
				add_core_of = ROOT
			}
			896 = {
				add_core_of = ROOT
			}
			897 = {
				add_core_of = ROOT
			}
			893 = {
				add_core_of = ROOT
			}
			894 = {
				add_core_of = ROOT
			}
			895 = {
				add_core_of = ROOT
			}
			771 = {
				add_core_of = ROOT
			}
			981 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				news_event = {
					id = wtt_news.63
					hours = 6
				}
				set_global_flag = form_mutapa_flag
			}
		}
		ai_will_do = {
			base = 200
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_aviatic_aspirations
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_aviatic_aspirations
	prerequisite = {
		focus = HOL_longer_range_models HOL_unsinkable_aircraft_carriers
	}
	icon = GFX_goal_generic_build_airforce
	x = 1
	y = 1
	relative_position_id = HOL_longer_range_models
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = HOL_aviatic_aspirations
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		HOL_domestic_jet_engine_designs_level_up = yes
	}
}
### Entity: Event
Component: new_ger.141
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.141
	title = new_ger.141.t
	desc = new_ger.141.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.141.a
		ai_chance = {
			base = 0.7
		}
		FROM.FROM = {
			transfer_state_to = HUN
		}
		FROM = {
			country_event = CHI_warlords.20
		}
		HUN = {
			country_event = new_ger.144
		}
	} {
		name = new_ger.141.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = new_ger.143
		}
		set_country_flag = GER_refused_hungarian_irridentism
	}
}
### Entity: National Focus
Tree: cin_focus
Component: CIN_kick_start_industry
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, industrial_bonus, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/chechnya.txt

Code:
focus = {
	id = CIN_kick_start_industry
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = CIN_war_tactics
	}
	x = 2
	y = 1
	relative_position_id = CIN_war_tactics
	cost = 5
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = industry
		} {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_faithful_ally
Constructs: prerequisite, has_war, limit, has_government, add_war_support, completion_reward, has_army_manpower, is_subject
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_faithful_ally
	icon = GFX_goal_SLO_supremacy
	prerequisite = {
		focus = SLO_hlinka_youth
	}
	relative_position_id = SLO_hlinka_youth
	x = 1
	y = 1
	cost = 10
	available = {
		has_war = yes
		has_army_manpower = {
			size = > 100000
		}
		is_subject = yes
		has_government = fascism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	completion_reward = {
		add_war_support = 0.1
		add_autonomy_ratio = {
			value = 0.9
			localization = slovak_autonomy
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Event
Component: mtg_britain.34
Constructs: is_triggered_only, has_completed_focus, division_template, limit, add_ideas, has_dlc, retire_country_leader, set_faction_name
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.34
	title = mtg_britain.34.t
	desc = mtg_britain.34.d
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = mtg_britain.34.a
		add_ideas = ENG_george_vi
		hidden_effect = {
			if = {
				limit = {
					has_dlc = Graveyard of Empires
				}
				RAJ = {
					country_event = {
						id = GOE_RAJ.30
						hours = 2
					}
				}
				raj_was_a_subject_reset_party_ideology_after_independence = yes
			}
			else = {
				RAJ = {
					leave_faction = yes
					drop_cosmetic_tag = yes
					retire_country_leader = yes
				}
			}
			MAL = {
				drop_cosmetic_tag = yes
				retire_country_leader = yes
			}
			CAN = {
				if = {
					limit = {
						has_completed_focus = CAN_strengthen_the_commonwealth_ties
					}
					set_faction_name = ENG_commonwealth_of_nations
					every_other_country = {
						limit = {
							NOT = {
								tag = SAF
							} {
								tag = AST
							} {
								tag = NZL
							}
						}
						CAN = {
							add_ai_strategy = {
								type = alliance
								id = PREV
								value = -200
							}
						}
					}
				}
			}
		} {
			news_event = {
				id = mtg_news.42
				days = 1
			}
		}
		custom_effect_tooltip = mtg_britain.34_tt
		delete_unit_template_and_units = {
			division_template = Blackshirt Brigade
		}
	}
}
### Entity: Unit Template
Component: GER_Arm_01
Constructs: has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_Arm_01 = {
	name = Panzer Divisions
	for_countries = {
		GER
	}
	can_use = {
		has_government = fascism
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Panzer-Division
	ordered = {
		1 = {
			%d. Panzer-Division
		}
		2 = {
			%d. Panzer-Division
		}
		3 = {
			%d. Panzer-Division
		}
		4 = {
			%d. Panzer-Division
		}
		5 = {
			%d. Panzer-Division
		}
		10 = {
			%d. Panzer-Division
		}
		8 = {
			%d. Panzer-Division
		}
		6 = {
			%d. Panzer-Division
		}
		7 = {
			%d. Panzer-Division
		}
		9 = {
			%d. Panzer-Division
		}
		11 = {
			%d. Panzer-Division
		}
		14 = {
			%d. Panzer-Division
		}
		12 = {
			%d. Panzer-Division
		}
		13 = {
			%d. Panzer-Division
		}
		20 = {
			%d. Panzer-Division
		}
		18 = {
			%d. Panzer-Division
		}
		15 = {
			%d. Panzer-Division
		}
		16 = {
			%d. Panzer-Division
		}
		17 = {
			%d. Panzer-Division
		}
		19 = {
			%d. Panzer-Division
		}
		21 = {
			%d. Panzer-Division
		}
		23 = {
			%d. Panzer-Division
		}
		22 = {
			%d. Panzer-Division
		}
		24 = {
			%d. Panzer-Division
		}
		25 = {
			%d. Panzer-Division
		}
		26 = {
			%d. Panzer-Division
		}
		27 = {
			%d. Panzer-Division
		}
		693 = {
			Fallschirm-Pz-Div. 'Hermann Göring'
		}
		130 = {
			Panzer-Lehr-Division
		}
		116 = {
			%d. Panzer-Division
		}
		60 = {
			Panzer-Division 'Feldherrnhalle 1'
		}
		232 = {
			%d. Panzer-Division
		}
		85 = {
			Panzer-Division 'Holstein'
		}
		88 = {
			Panzer-Division 'Müncheberg'
		}
		61 = {
			Panzer-Division 'Feldherrnhalle 2'
		}
		233 = {
			Panzer-Division 'Clausewitz'
		}
	}
}
### Entity: Character
Component: ZAM_aco2
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = ZAM_aco2
		allowed = {
			original_tag = ZAM
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Scripted Effect
Component: LIE_assemble_the_crew
Constructs: limit, has_government, has_idea, swap_ideas, remove_idea, add_idea, add_field_marshal_role, add_corps_commander_role
Source: game
File: common/scripted_effects/LIE_scripted_effects.txt

Code:
LIE_assemble_the_crew = {
	if = {
		limit = {
			has_idea = LIE_legacy_of_1866
		}
		swap_ideas = {
			remove_idea = LIE_legacy_of_1866
			add_idea = LIE_legacy_of_1866_2
		}
	}
	add_field_marshal_role = {
		character = LIE_johannes_franz_maria_balthasar
		traits = {
			inflexible_strategist old_guard
		}
		skill = 1
		attack_skill = 1
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 1110
		visible = {
			NOT = {
				has_government = communism
			}
		}
	} {
		character = LIE_alois_gonzaga_maria_adolf
		traits = {
			infantry_officer old_guard
		}
		skill = 1
		attack_skill = 1
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 1111
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
	add_corps_commander_role = {
		character = LIE_karl_aloys_von_liechtenstein
		traits = {
			politically_connected
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 1112
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_liberate_the_holy_land
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_state_claim, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_liberate_the_holy_land
	icon = GFX_focus_generic_attack_ethiopia
	prerequisite = {
		focus = SUD_the_well_guided
	}
	x = 1
	y = 4
	relative_position_id = SUD_the_well_guided
	cost = 10
	will_lead_to_war_with = ETH
	available = {
		is_subject = no
		has_government = fascism
	}
	completion_reward = {
		add_state_claim = 841 840 839 838
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 841 840 839 838
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: SWE_update_iron_ore_calc
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_update_iron_ore_calc = {
	set_variable = {
		fraction_of_steel_needed = base_iron_output
	} {
		satisfied_by_import_factor = var:GER.resource_imported@steel
	} {
		iron_ore_scale = iron_ore_result
	}
	multiply_variable = {
		fraction_of_steel_needed = 0.8
	}
	divide_variable = {
		satisfied_by_import_factor = fraction_of_steel_needed
	}
	if = {
		limit = {
			check_variable = {
				satisfied_by_import_factor = > 1
			}
		}
		set_variable = {
			iron_ore_result = 0
		}
	}
	else = {
		set_variable = {
			iron_ore_result = fraction_of_steel_needed
		} {
			raw_iron_from_import = satisfied_by_import_factor
		} {
			iron_ore_result = fraction_of_steel_needed
		}
		multiply_variable = {
			raw_iron_from_import = fraction_of_steel_needed
		} {
			iron_ore_result = -1
		}
		subtract_from_variable = {
			fraction_of_steel_needed = raw_iron_from_import
		}
	}
}
### Entity: Modifier Reference
Component: COG_kasai_separatism_modifier
Constructs: remove_trigger, is_owned_by
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
COG_kasai_separatism_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_COG_kasai_separatism
	remove_trigger = {
		ROOT = {
			NOT = {
				OR = {
					is_owned_by = COG BEL
				}
			}
		}
	}
	compliance_growth = -0.02
	local_manpower = -0.1
}
### Entity: Modding Documentation
Construct: total_equipment_produced_armor
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_armor
* description: Total produced equipment of typearmor
### Entity: Shared Focus
Tree: usc_focus
Component: USC_UNIFIED_united_armed_forces
Constructs: shared_focus, prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_central_america_shared.txt

Code:
shared_focus = {
	id = USC_UNIFIED_united_armed_forces
	icon = GFX_goal_generic_multinational_army
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	prerequisite = {
		focus = USC_UNIFIED_defend_the_new_union
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_army_unification
		}
	}
	relative_position_id = USC_UNIFIED_defend_the_new_union
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	bypass = {
		has_idea = idea_r56_united_armed_forces
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_r56_defense_of_the_union
			add_idea = idea_r56_united_armed_forces
		}
	}
}
### Entity: Idea
Component: CHI_internal_opposition75
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition75 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.15
		army_org_factor = -0.15
		max_dig_in_factor = -0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.6
		attack_bonus_against = -0.3
	}
}
### Entity: Character
Component: ZIM_aco2
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = ZIM_aco2
		allowed = {
			original_tag = ZIM
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_army_of_africa
Constructs: prerequisite, completion_reward, has_global_flag, add_to_variable
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_army_of_africa
	available = {

	}
	bypass = {
		has_global_flag = spanish_civil_war
	}
	prerequisite = {
		focus = SPA_negotiate_carlist_support
	}
	icon = GFX_goal_generic_special_forces
	x = 0
	y = 1
	relative_position_id = SPA_negotiate_carlist_support
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		army_experience = 10
		add_to_variable = {
			var = spa_civil_war_divisions_counter_var
			value = 5
		}
		custom_effect_tooltip = SPA_the_army_of_africa_tt
	}
}