Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_ITA_dont_justify_vs_GRE
Constructs: has_war, is_historical_focus_on
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_dont_justify_vs_GRE = {
	enable = {
		is_historical_focus_on = yes
		original_tag = ITA
		OR = {
			AND = {
				date = > 1939.1.1 < 1941.1.1
			} {
				has_war = no
				date = > 1943.1.1
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = GRE
		value = 5000
	}
}
### Entity: Unit Leader
Component: r56w_trait_generic_is_breathing
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
r56w_trait_generic_is_breathing = {
	type = all
	allowed = {
		always = no
	}
	modifier = {
		experience_gain_factor = 0.5
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_sanation_left
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_sanation_left_opposition
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_sanation_left
	icon = GFX_focus_POL_sanation_left
	prerequisite = {
		focus = POL_consolidate_sanation_government
	}
	x = -4
	y = 1
	relative_position_id = POL_consolidate_sanation_government
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_sanation_left_opposition = yes
		NOT = {
			has_completed_focus = POL_second_man_of_the_state
		} {
			has_completed_focus = POL_camp_of_national_unity
		} {
			has_completed_focus = POL_dissolve_the_bbwr
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 75
		POL_sanation_left_opposition_down = yes
		POL_sanation_right_opposition_up = yes
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = POL_walery_slawek POL_kazimierz_switalski
	}
}
### Entity: Idea
Component: CZE_sudeten_facde
Constructs: has_war_with_major, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_sudeten_facde = {
	picture = CZE_sudeten_german_quandary
	allowed = {
		OR = {
			original_tag = GER AUS BAY SIL PRE THU HAN SHL RHI WUR KSH MEK HES SAX DNZ SDL
		}
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_war_with_major = no
	}
	removal_cost = -1
	modifier = {
		enemy_declare_war_tension = -0.25
		enemy_justify_war_goal_time = -0.25
		trade_opinion_factor = -0.25
	}
}
### Entity: Event
Component: cityfall.81
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.81
	title = cityfall.81.t
	desc = cityfall.81.desc
	picture = GFX_news_event_fall_of_budapest
	major = yes
	is_triggered_only = yes
	immediate = {
		43 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.81.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.81.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.81.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Technology
Component: night_vision
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	land_night_attack = 0.1
	path = {
		leads_to_tech = night_vision2
		research_cost_coeff = 1
	}
	research_cost = 2.5
	start_year = 1943
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1943
		}
	}
	categories = {
		night_vision
	}
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 2
			date = > 1942.1.9
		} {
			factor = 2
			date = > 1943.1.1
		} {
			factor = 5
			date = > 1943.1.6
		} {
			factor = 5
			date = > 1946.1.1
		}
	}
}
### Entity: Event
Component: gre_news.1
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
news_event = {
	id = gre_news.1
	title = gre_news.1.t
	desc = gre_news.1.d
	picture = GFX_news_event_greek_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = gre_news.1.a
		trigger = {
			NOT = {
				TAG = GRE
			}
		}
	} {
		name = gre_news.1.b
		trigger = {
			TAG = GRE
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_the_agricultural_field
Constructs: prerequisite, has_government, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_expand_the_agricultural_field
	icon = GFX_focus_SOV_breadbasket_of_the_union
	relative_position_id = CHL_adopt_mapundungun
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_revise_the_social_classes
	} {
		focus = CHL_adopt_mapundungun
	}
	mutually_exclusive = {
		focus = CHL_embrace_indigenous_corporatism
	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
		950 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		950 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_modify_mapuche_nationalism_ns_intro
		add_to_variable = {
			CHL_mapuche_nationalism_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Event
Component: CHL_political_events.69
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, create_wargoal, puppet_wargoal_focus
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.69
	title = CHL_political_events.69.t
	desc = CHL_political_events.69.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.69.a
		ai_chance = {
			base = 100
		}
		add_political_power = 75
	} {
		name = CHL_political_events.69.b
		ai_chance = {
			base = 0
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = CHL
		}
	}
}
### Entity: Idea
Component: SOM_coi
Source: game
File: common/ideas/somalia.txt

Code:
SOM_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = SOM
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Order of Battle
Component: División de Caballería
Constructs: division_template
Source: game
File: history/units/CHL_1936.txt

Code:
division = {
	name = División de Caballería
	location = 8194
	division_template = División de Caballería
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Modifier Reference
Component: AUS_doth
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_doth = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_doth
	production_speed_bunker_factor = AUS_doth_production_speed_bunker_factor
	army_core_defence_factor = AUS_doth_army_core_defence_factor
	drift_defence_factor = AUS_doth_drift_defence_factor
	political_power_factor = AUS_doth_political_power_factor
	defensive_war_stability_factor = AUS_doth_defensive_war_stability_factor
}
### Entity: Idea
Component: SOV_ARG_BRA_rubin_design_bureau_manufacturer
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
SOV_ARG_BRA_rubin_design_bureau_manufacturer = {
	picture = SOV_rubin_design_bureau
	allowed = {
		OR = {
			original_tag = ARG BRA
		}
		has_dlc = Trial of Allegiance
	}
	visible = {
		OR = {
			original_tag = ARG BRA
		}
	}
	available = {
		OR = {
			AND = {
				original_tag = ARG
				has_completed_focus = ARG_russian_manufacturers
			} {
				original_tag = BRA
				has_completed_focus = BRA_soviet_arms_industry
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: SPR_pursue_autarky_policies
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_pursue_autarky_policies = {
	name = SPR_pursue_autarky_policies
	picture = man_five_year_plan_industry
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		min_export = -0.1
		local_resources_factor = 0.1
	}
}
### Entity: Technology
Component: advanced_radio
Constructs: has_war, is_major, coordination_bonus, research_cost, enable_equipment_modules
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	land_reinforce_rate = 0.01
	coordination_bonus = 0.02
	start_year = 1941
	research_cost = 2
	folder = {
		name = electronics_folder
		position = {
			x = @radio
			y = 12
		}
	}
	enable_equipment_modules = {
		tank_radio_3 lc_radio_3
	}
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 6
			has_war = yes
		} {
			is_major = yes
			factor = 2
		} {
			factor = 5
			date = > 1942.3.1
		}
	}
	categories = {
		electronics
	}
	special_project_specialization = {
		specialization_air
	}
}
### Entity: Character
Component: BUL_nikola_zhekov
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_nikola_zhekov = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_nikola_zhekov
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_completed_focus = BUL_appoint_right_wing_ministers
			NOT = {
				has_government = democratic
			} {
				has_government = communism
			}
		}
		traits = {
			nazi_sympathizer
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 2.0
				BUL_is_fascist_axis_ai = yes
			}
		}
	}
	name = BUL_nikola_zhekov
	portraits = {
		army = {
			small = GFX_idea_bul_nikola_zhekov
		}
	}
}
### Entity: Operation
Component: bruneval_raid
Constructs: has_war_with, has_tech, has_capitulated, has_global_flag, operation_cost
Source: game
File: common/operations/LaR_historical_operations.txt

Code:
bruneval_raid = {
	icon = GFX_historical_bruneval_raid
	map_icon = GFX_historical_bruneval_raid_small
	name = bruneval_raid
	desc = bruneval_raid_desc
	days = 180
	allowed = {
		NOT = {
			original_tag = GER
		}
	}
	available = {
		enemy_has_equal_or_better_radar_tech_trigger = yes
	}
	visible = {
		FROM = {
			original_tag = GER
		}
		has_war_with = GER
		GER = {
			has_tech = radio_detection
		}
		FRA = {
			has_war_with = GER
			has_capitulated = yes
		}
		not = {
			has_global_flag = bruneval_raid_success
		}
		network_national_coverage = {
			target = GER
			value = > 0
		}
	}
	operatives = 1
	experience = 5
	network_strength = 50
	equipment = {
		infantry_equipment = 500
		support_equipment = 50
	}
	on_start = {

	}
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	outcome_potential = {
		custom_effect_tooltip = bruneval_raid_outcome_tt
	}
	risk_chance = 0.2
	outcome_execute = {
		FROM = {
			country_event = lar_bruneval_raid.1
		}
		ROOT = {
			country_event = lar_bruneval_raid.2
		}
	}
	phases = {
		bruneval_infiltration = {
			base = 100
		}
	} {
		bruneval_attack = {
			base = 100
		}
	} {
		bruneval_exfiltration = {
			base = 100
		}
	}
}
### Entity: AI Strategy
Component: SWE_historical_plan
Constructs: has_war, has_country_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWE_historical_strategy_plan.txt

Code:
SWE_historical_plan = {
	name = Swedish Historical Plan
	desc = 
	allowed = {
		SWE_AAT = yes
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SWE_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			has_country_flag = SWE_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = SWE_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		is_subject = yes
		has_war = no
	}
	ai_national_focuses = {
		SWE_defense_act SWE_urbanization SWE_hygenic_housing SWE_work_projects_for_the_unemployed SWE_government_weapons_contract SWE_individual_liberty_and_prosperity_for_all SWE_paid_holidays SWE_norma_projektilfabrik SWE_bofors_fly_swatter SWE_bofors_anti_tank_gun SWE_form_saab SWE_affordable_housing SWE_saltsjobaden_agreement SWE_education_reform SWE_husqvarna_vapenfabrik SWE_standardize_equipment SWE_radiojanst SWE_research_slot_1 SWE_continue_the_second_industrial_revolution SWE_deep_mining_complexes SWE_as_the_barometer_falls SWE_swedes_not_sweden_to_finlands_aid SWE_coalition_war_cabinet SWE_land_air_warfare SWE_en_svensk_tiger SWE_winter_drill SWE_varnplikt SWE_per_albin_bus SWE_rationing SWE_totalforsvar SWE_train_the_sheltered SWE_train_the_sheltered SWE_secret_mobilization SWE_per_albin_line
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_ASSUME_FACTION_LEADERSHIP_ENABLE_TRIGGER
Constructs: limit, has_game_rule, allow_take_over_faction
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_ASSUME_FACTION_LEADERSHIP_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_take_over_faction
				option = BLOCKED
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ASSUME_LEADERSHIP_BLOCKED_TOOLTIP
			always = no
		}
	}
}
### Entity: Define
Component: NDefines.NAI.MAX_MISSION_PER_TASKFORCE
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.MAX_MISSION_PER_TASKFORCE = {
0 1.5 6 1.5 4 2 2 0 0 10
}
### Entity: Character
Component: CHI_wang_jingwei
Source: game
File: common/characters/CHI.txt

Code:
CHI_wang_jingwei = {
	name = CHI_wang_jingwei
	portraits = {
		civilian = {
			large = GFX_portrait_chi_wang_jingwei
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			popular_figurehead3
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Wiki Documentation
Construct: pause_in_hours
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
pause_in_hours
|
Pauses the game after X hours have passed after command is called
|

|
### Entity: State History
Component: 3
Constructs: add_core_of
Source: game
File: history/states/3-Swiss Plateau.txt

Code:
state = {
	id = 3
	name = STATE_3
	manpower = 1216838
	resources = {

	}
	state_category = city
	history = {
		owner = SWI
		victory_points = {
			9620 15
		} {
			663 10
		}
		buildings = {
			infrastructure = 4
			arms_factory = 3
			industrial_complex = 3
			air_base = 4
		}
		add_core_of = SWI
	}
	provinces = {
		663 9620 11590 11604 11623
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: GRE_small_payment_to_british_debt_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_small_payment_to_british_debt_effect = {
	custom_effect_tooltip = GRE_small_payment_to_british_debt_effect_tt
	hidden_effect = {
		subtract_from_variable = {
			var = GRE_debt_to_the_ifc_britain_var
			value = 2.5
		}
		add_to_variable = {
			var = GRE_debt_to_the_ifc_paid_var
			value = 2.5
		}
		GRE_debt_check_effect = yes
	}
}
### Entity: Event
Component: EAI_DM_W.22
Constructs: limit, has_government, has_war_with, has_country_flag, fire_only_once, is_ai, has_variable, is_in_faction
Source: game
File: events/EAI_war_justification.txt

Code:
country_event = {
	id = EAI_DM_W.22
	hidden = yes
	fire_only_once = yes
	mean_time_to_happen = {
		days = 180
	}
	trigger = {
		tag = JAP
		is_ai = yes
		date = > 1942.6.1
		NOT = {
			has_variable = EAI_wardec_script_target
		} {
			surrender_progress = > 0.1
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		} {
			any_country = {
				OR = {
					has_country_flag = EAI_prepare_for_war_from_@PREV EAI_declare_war_from_@PREV
				}
			}
		}
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		} {
			has_government = fascism communism
		}
		ROOT = {
			has_capitulated = no
			exists = yes
			is_subject = no
		}
		NEP = {
			EAI_is_threat = yes
			any_other_country = {
				OR = {
					tag = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				is_neighbor_of = PREV
			}
			NOT = {
				has_war_with = ROOT
			}
		}
		CHI = {
			NOT = {
				EAI_is_threat = yes
			}
		}
	}
	immediate = {
		NEP = {
			add_to_array = {
				ROOT.EAI_prepare_for_war_targets = THIS.id
			}
			set_country_flag = {
				flag = EAI_prepare_for_war_from_@ROOT
				value = 1
				days = 365
			}
			ROOT = {
				set_variable = {
					EAI_wardec_script_target = PREV.id
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_war_justification_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIPLO WARDEC: against NEP
		}
	}
	option = {

	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_announce_upcoming_elections
Constructs: remove_ideas, completion_reward, set_country_flag
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_announce_upcoming_elections
	icon = GFX_goal_generic_multipartism
	available = {

	}
	x = 73
	y = 0
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		remove_ideas = LIT_peasant_strikes
		activate_mission = LIT_fourth_seimas_elections_mission
		hidden_effect = {
			set_country_flag = LIT_elections_in_progress_flag
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_cas_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_cas_focus
	icon = GFX_goal_generic_air_fighter
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_establish_the_airforce
	}
	mutually_exclusive = {
		focus = CHL_bomber_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHL_cas_bonus
			bonus = 1
			uses = 1
			category = cas_bomber
		}
		add_doctrine_cost_reduction = {
			name = air_doctrine_tech_bonus_name
			cost_reduction = 0.5
			uses = 1
			category = battlefield_support_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_add_INF
Constructs: limit, has_country_flag, add_building_construction, add_to_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_add_INF = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_add_INF in [?This.id] [This.GetName]
	}
	add_building_construction = {
		type = infrastructure
		level = 1
		instant_build = no
	}
	add_to_variable = {
		ROOT.EAI_construction_INF_added = 1
	}
}
### Entity: Wiki Documentation
Construct: Resources
Source: wiki
File: wiki/Civilian_IC.html

Doc:
Resources[edit]
Unlike previous games, resources cannot be stockpiled---they flow directly to production with any excess resources being effectively wasted.

Raw materials[edit]
All equipment requires a single "raw materials" resource to produce.

Strategic Resources[edit]
Some Equipment requires Resources to produce. Lacking sufficient Resources will slow the production of that Equipment.

There are six Strategic Resources.

Icon
Resource
Required to produce Equipment

|
Oil |
Planes
Tanks
Ships
|

|
Rubber |
Planes
Tanks
Trucks
|

|
Aluminum |
Planes
Support Equipment
|

|
Steel |
Guns
Ships
Tanks
|

|
Tungsten |
Anti-tank
Artillery
Jet Planes
|

|
Chromium |
Modern tanks
Battleships
Battlecruiser
Carrier
|
### Entity: Event
Component: WW_hungary.7
Constructs: is_triggered_only, ai_chance, fire_only_once, has_war_support
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.7
	title = WW_hungary.7.t
	desc = WW_hungary.7.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			news_event = {
				id = news.303
			}
		}
	}
	fire_only_once = yes
	option = {
		name = WW_hungary.7.a
		ai_chance = {
			factor = 75
			modifier = {
				has_war_support = < 0.5
				factor = 2
			} {
				strength_ratio = {
					tag = HUN
					ratio = < 0.8
				}
				factor = 2
			}
		}
		FROM = {
			country_event = DOD_hungary.81
		}
		hidden_effect = {
			news_event = {
				id = news.304
				days = 1
			}
		}
	} {
		name = WW_hungary.7.b
		ai_chance = {
			factor = 25
			modifier = {
				has_war_support = > 0.5
				factor = 1.5
			} {
				strength_ratio = {
					tag = HUN
					ratio = > 1.5
				}
				factor = 2
			}
		}
		FROM = {
			country_event = DOD_hungary.84
		}
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_winning_the_hearts_and_minds_of_the_people
Constructs: shared_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_winning_the_hearts_and_minds_of_the_people
	icon = GFX_focus_PER_strengthen_the_tudeh
	prerequisite = {
		focus = KMT_ideological_education
	}
	available = {

	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	relative_position_id = KMT_ideological_education
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_unpopular_government2
			add_idea = KMT_unpopular_government3
		}
	}
}
### Entity: Character
Component: URG_vittorio_amato_masso
Source: game
File: common/characters/URG.txt

Code:
URG_vittorio_amato_masso = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = URG_vittorio_amato_masso
		ledger = army
		allowed = {
			original_tag = URG
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Event
Component: mongol_democratic.8
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
news_event = {
	id = mongol_democratic.8
	title = mongol_democratic.8.title
	desc = mongol_democratic.8.desc
	picture = GFX_news_event_MON_faction_discussion
	major = yes
	is_triggered_only = yes
	option = {
		name = mongol_democratic.8.a
	}
}
### Entity: State History
Component: 842
Constructs: set_variable, add_dynamic_modifier, add_core_of, add_claim_by
Source: game
File: history/states/842-Tigray.txt

Code:
state = {
	id = 842
	name = STATE_842
	history = {
		set_variable = {
			ETH_state_development_production_speed = -0.3
		} {
			ETH_state_development_local_building_slots_factor = -0.3
		}
		add_dynamic_modifier = {
			modifier = ETH_state_development_dynamic_modifier
		} {
			modifier = ETH_state_decentralization_dynamic_modifier
			scope = ETH
		}
		buildings = {

		}
		victory_points = {
			2072 2
		} {
			13237 1
		} {
			13238 1
		}
		owner = ETH
		add_core_of = ETH TIG
		add_claim_by = ERI
		1936.6.1 = {
			owner = ITA
			controller = ITA
		}
	}
	provinces = {
		2072 13237 13238
	}
	manpower = 1000000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Country History
Country: YUN
Component: YUN_characters
Constructs: recruit_character
Source: game
File: history/countries/YUN - Yunnan.txt

Code:
# Leaders & Characters for YUN
recruit_character = YUN_long_yun YUN_lu_han YUN_mao_dong YUN_cheng_peng YUN_hsia_wu YUN_liao_fang YUN_luo_sun YUN_huang_dong YUN_zhang_wu YUN_zhu_hu YUN_li_jiang YUN_chen_zhao YUN_hu_wei YUN_liu_zhao YUN_liang_peng YUN_pan_tian YUN_wang_jiang YUN_zhou_zhirou YUN_liu_wenhui YUN_ding_zhipan
### Entity: Modifier Reference
Construct: decryption_power
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## decryption_power

* Number with 0 decimal places
* **Categories**: intelligence_agency