Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_conquer_italy
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, add_state_claim, create_wargoal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_conquer_italy
	icon = GFX_focus_attack_italy
	prerequisite = {
		focus = GER_the_second_berlin_award GER_trade_agreements
	}
	mutually_exclusive = {
		focus = GER_align_italy GER_prepare_italian_coup_ww
	}
	x = 0
	y = 1
	relative_position_id = GER_the_second_berlin_award
	cost = 10
	available = {
		is_subject = no
		NOT = {
			ITA = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
		}
	}
	will_lead_to_war_with = ITA
	bypass = {
		ITA = {
			OR = {
				exists = no
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 39 850 852 736
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = ITA
			expire = 0
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Idea
Component: idea_SIA_civilian_technocrats_in_institutions
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_civilian_technocrats_in_institutions = {
	picture = generic_research_bonus
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.15
		local_resources_factor = 0.1
		local_resources_coal_factor = 0.05
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_stormtroopers
Constructs: prerequisite, limit, completion_reward, set_technology, add_doctrine_cost_reduction, add_tech_bonus, add_to_variable, has_character
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_stormtroopers
	icon = GFX_focus_CHL_departemento_de_las_tropas_nacistas_de_asalto
	prerequisite = {
		focus = GER_artillery_bombardment
	}
	x = 0
	y = 1
	relative_position_id = GER_artillery_bombardment
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_modify_bewegungskrieg_modifier_tt generic_skip_one_line_tt GER_sturmtruppe_battalion_tt generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = GER_stormtroopers
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		add_tech_bonus = {
			name = GER_stormtroopers
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		}
		effect_tooltip = {
			add_to_variable = {
				GER_bewegungskrieg_army_infantry_attack_factor = 0.05
				tooltip = army_infantry_attack_factor_tt
			} {
				GER_bewegungskrieg_breakthrough_factor = 0.05
				tooltip = breakthrough_factor_tt
			}
		}
		hidden_effect = {
			set_technology = {
				sturmtruppe_battalion_tech = 1
				popup = no
			}
		}
		if = {
			limit = {
				has_character = GER_friedrich_schulz
			}
			if = {
				limit = {
					GER_friedrich_schulz = {
						NOT = {
							has_trait = brilliant_strategist
						}
					}
				}
				GER_friedrich_schulz = {
					add_trait = {
						trait = brilliant_strategist
					}
				}
			}
		} {
			limit = {
				has_character = GER_ernsteberhard_hell
			}
			if = {
				limit = {
					GER_ernsteberhard_hell = {
						NOT = {
							has_trait = brilliant_strategist
						}
					}
				}
				GER_ernsteberhard_hell = {
					add_trait = {
						trait = brilliant_strategist
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: army_leader_start_planning_level
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_leader_start_planning_level

* Number with 0 decimal places
* **Categories**: unit_leader
### Entity: Event
Component: congo_independence_struggle.6
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.6
	title = congo_independence_struggle.6.t
	desc = congo_independence_struggle.6.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.6.a
		ai_chance = {
			base = 50
		}
		add_political_power = -50
		FROM = {
			country_event = {
				id = congo_independence_struggle.8
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.6.b
		ai_chance = {
			base = 50
		}
		add_political_power = -50
		add_war_support = 0.03
		hidden_effect = {
			ROOT = {
				country_event = {
					id = congo_independence_struggle.9
					days = 7
				}
			}
		}
	} {
		name = congo_independence_struggle.6.c
		ai_chance = {
			base = 50
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = congo_independence_struggle.23
				days = 7
			}
		}
	}
}
### Entity: Idea
Component: TUR_inanc_vergisi_spirit
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_inanc_vergisi_spirit = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = tur_inanc_vergisi
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.25
		political_power_factor = 0.25
		stability_weekly = -0.01
		war_support_weekly = -0.005
	}
}
### Entity: Character
Component: DNZ_albert_forster
Source: game
File: common/characters/DNZ.txt

Code:
DNZ_albert_forster = {
	name = DNZ_albert_forster
	portraits = {
		civilian = {
			small = GFX_idea_generic_air_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DNZ_albert_forster
		allowed = {
			original_tag = DNZ
		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			factor = 4
		}
	}
}
### Entity: AI Strategy
Component: USA_wants_more_steel
Constructs: has_idea
Source: game
File: common/ai_strategy/r56_USA.txt

Code:
USA_wants_more_steel = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = > 1944.01.01
		has_idea = free_trade
		steel_mill = < 30
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = steel_mill
		value = 4
	}
}
### Entity: Unit Leader
Component: operative_escape_artist
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_escape_artist = {
	type = operative
	trait_type = basic_trait
	modifier = {
		operation_rescue_operative_risk = -0.1
		operation_rescue_operative_cost = -0.1
	}
}
### Entity: Idea
Component: CZE_state_sponsored_recruitment_idea_3
Constructs: send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_state_sponsored_recruitment_idea_3 = {
	name = CZE_state_sponsored_recruitment_idea
	picture = generic_volunteer_expedition_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -0.4
		send_volunteer_size = 1
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.5
Constructs: division_template, fire_only_once, has_dlc, set_country_flag, add_corps_commander_role, random_controlled_state, create_unit
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.5
	title = SEA_PRC_misc_events.5.t
	desc = SEA_PRC_misc_events.5.desc
	picture = GFX_report_event_PRC_he_long_arrives
	trigger = {
		original_tag = PRC
		date = > 1937.2.2
		has_dlc = No Compromise, No Surrender
	}
	mean_time_to_happen = {
		days = 1
	}
	fire_only_once = yes
	option = {
		name = SEA_PRC_misc_events.5.a
		set_country_flag = PRC_he_long_has_arrived
		effect_tooltip = {
			add_corps_commander_role = {
				character = PRC_he_long
				traits = {
					militias_officer trait_mountaineer guerilla_fighter PRC_survivor_of_the_long_march
				}
				skill = 5
				attack_skill = 4
				defense_skill = 5
				planning_skill = 3
				logistics_skill = 4
				legacy_id = -1
			}
		}
		hidden_effect = {
			division_template = {
				name = Bubing Shi
				division_names_group = PRC_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				priority = 0
			}
		}
		random_controlled_state = {
			create_unit = {
				division = division_template = "Bubing Shi" start_experience_factor = 0.4 start_equipment_factor = 0.7
				owner = ROOT
			}
		}
	}
}
### Entity: Name List
Component: CPS
Source: game
File: common/names/00_names.txt

Code:
CPS = {
	male = {
		names = {
			Anousone Athit Ban Bandith Bounchanh Buakham Chanh Houmpheng Humphan Khamla Khamphone Khanhti Lattana Oudom Payloth Racha Sakda Siha Sombath Souriya Vichith Xay Vixay Visith Vilaphanh Xaypaseuth Xok
		}
	}
	female = {
		names = {
			Anousone Ban Bounchanh Buakham Chanh Dalasamai Lattana
		}
	}
	surnames = {
		Inthavong Chanthavong Yang Lee Thammavong Xiong Vang Noy Manivong Phanthavong Lao Kham Keo Nguyen Phommachanh Lor Sayavong Vongphachanh Xayavong Phommavong Chanthalangsy
	}
	callsigns = {

	}
}
### Entity: Character
Component: ROM_petru_groza
Source: game
File: common/characters/ROM.txt

Code:
ROM_petru_groza = {
	name = ROM_petru_groza
	portraits = {
		army = {
			small = GFX_idea_ROM_petru_groza
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ROM_petru_groza
		allowed = {
			original_tag = ROM
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Decision
Component: bangladesh_liberation
Constructs: has_completed_focus, owns_state, has_country_flag
Source: game
File: common/decisions/categories/PAK_decision_categories.txt

Code:
bangladesh_liberation = {
	icon = saf_anti_colonialist_crusade
	allowed = {
		tag = PAK
	}
	visible = {
		owns_state = 430
		NOT = {
			has_completed_focus = PAK_A_Federal_Pakistan
		} {
			has_country_flag = ban_ind_disable
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_hydroelectric_power
Constructs: prerequisite, limit, completion_reward, random_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_hydroelectric_power
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = ICE_expand_the_fishing_industry ICE_mineral_prospecting
	}
	x = 1
	y = 1
	relative_position_id = ICE_expand_the_fishing_industry
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
		add_to_variable = {
			ICE_economy_production_speed_buildings_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			ICE_economy_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			ICE_economy_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			ICE_economy_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_establish_politics
Constructs: completion_reward, allow_branch
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_establish_politics
	icon = GFX_focus_generic_treaty
	cost = 1
	x = 100
	y = 0
	allow_branch = {
		always = no
	}
	completion_reward = {

	}
}
### Entity: Military Industrial Organization
Component: CZE_skoda_shipyards_organization
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_skoda_shipyards_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_CZE_skoda_shipyards
	allowed = {
		OR = {
			tag = CZE RKH
		}
	}
	equipment_type = {
		mio_cat_eq_all_cruiser mio_cat_eq_all_destroyer
	}
	research_categories = {
		naval_equipment
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_establish_the_armee_d_indochine
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, is_subject_of
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_establish_the_armee_d_indochine
	icon = GFX_goal_indochina_corps_expeditionnaire
	cost = 5
	prerequisite = {
		focus = FRI_the_war_arrives_to_indochina
	}
	mutually_exclusive = {
		focus = FRI_maintain_reliance_on_the_armee_de_terre
	}
	available = {
		country_exists = FRA
		is_subject_of = FRA
		NOT = {
			has_country_flag = FRI_support_vichy
		}
	}
	completion_reward = {
		add_ideas = FRI_armee_d_indochine
	}
	x = -2
	y = 4
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_nuclear_effort
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, nuclear_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_nuclear_effort
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = CRO_construction_effort_2
	}
	relative_position_id = CRO_construction_effort_2
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = nuclear_bonus
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Idea
Component: AST_phosphate_commission
Constructs: industrial_capacity_factory, removal_cost, is_owned_by
Source: game
File: common/ideas/australia.txt

Code:
AST_phosphate_commission = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = INS_bangka_bauxite_export
	cancel = {
		725 = {
			NOT = {
				is_owned_by = AST
			}
		}
	}
	modifier = {
		consumer_goods_factor = -0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_strengthening_our_resolve
Constructs: has_completed_focus, limit, add_war_support, completion_reward, add_political_power, allow_branch, has_game_rule, add_popularity
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_strengthening_our_resolve
	icon = GFX_focus_CHI_strengthening_our_resolve
	mutually_exclusive = {
		focus = CHI_end_military_primacy CHI_dang_guo
	}
	x = 39
	y = 0
	relative_position_id = CHI_dang_guo
	cost = 5
	available = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = CHI_dang_guo CHI_end_military_primacy
				}
			}
		}
	}
	offset = {
		x = -61
		y = 0
		trigger = {
			has_completed_focus = CHI_strengthening_our_resolve
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
		add_political_power = 75
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.03
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_prepare_for_a_change_in_leadership_dai_li generic_skip_one_line_tt CHI_a_party_unified_tt
		swap_ruler_traits = {
			remove = blue_shirt_connections_0
			add = blue_shirt_connections_1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_strengthen_communism
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_strengthen_communism
	icon = GFX_goal_generic_communism
	prerequisite = {
		focus = CZE_boycott_press_law
	}
	mutually_exclusive = {
		focus = CZE_handle_the_communist_power_grab
	}
	x = 34
	y = 4
	cost = 10
	available = {
		if = {
			limit = {
				has_country_flag = yalta_unlock_focuses
				is_subject_of = SOV
			}
			has_government = communism
		}
	}
	completion_reward = {
		country_event = {
			id = CZE.442
			days = 1
		}
		hidden_effect = {
			country_event = {
				id = CZE.447
				days = 10
			}
		}
		custom_effect_tooltip = report_reward
		effect_tooltip = {
			if = {
				limit = {
					has_idea = CZE_vladimir_clementis
				}
				add_political_power = 75
			} {
				limit = {
					has_idea = CZE_felix_achille_de_la_camara
				}
				remove_ideas = CZE_felix_achille_de_la_camara
				add_ideas = CZE_vladimir_clementis
			}
			else = {
				add_ideas = CZE_vladimir_clementis
			}
		}
	}
}
### Entity: Character
Component: vfb_trait_jk
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_jk = {
	random = no
	production_speed_buildings_factor = 0.05
	production_speed_infrastructure_factor = 0.15
	production_speed_rail_way_factor = 0.1
	sprite = 10
}
### Entity: Scripted Effect
Component: EAI_difficulty_static_bonus
Constructs: limit, has_country_flag, has_variable, has_dynamic_modifier, add_dynamic_modifier, check_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_update.txt

Code:
EAI_difficulty_static_bonus = {
	if = {
		limit = {
			has_variable = EAI_difficulty_bonus
		}
		if = {
			limit = {
				has_country_flag = EAI_difficulty_logging
			}
			log = [GetYear] [GetMonth] | DIFFICULTY | [Root.GetName] | DIFFICULTY BONUS: updating static
		} {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = EAI_difficulty_bonus_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = EAI_difficulty_bonus_modifier
			}
		} {
			limit = {
				check_variable = {
					EAI_difficulty_equipment_bonus_active = 1
				}
			}
			EAI_DIFFICULTY_clear_equipment_modifier_HARD = yes
		} {
			limit = {
				check_variable = {
					EAI_custom_bonus_25 = 1
				}
			}
			EAI_DIFFICULTY_apply_equipment_modifier_HARD = yes
		}
		set_country_flag = EAI_difficulty_bonus_active
		else_if = {
			limit = {
				check_variable = {
					EAI_difficulty_equipment_bonus_active = 2
				}
			}
			EAI_DIFFICULTY_clear_equipment_modifier_VERY_HARD = yes
		} {
			limit = {
				check_variable = {
					EAI_difficulty_equipment_bonus_active = 3
				}
			}
			EAI_DIFFICULTY_clear_equipment_modifier_INSANE = yes
		} {
			limit = {
				check_variable = {
					EAI_custom_bonus_25 = 2
				}
			}
			EAI_DIFFICULTY_apply_equipment_modifier_VERY_HARD = yes
		} {
			limit = {
				check_variable = {
					EAI_custom_bonus_25 = 3
				}
			}
			EAI_DIFFICULTY_apply_equipment_modifier_INSANE = yes
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_expand_settlement
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, add_manpower, add_core_of
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_expand_settlement
	icon = GFX_goal_ISR_aliyah
	relative_position_id = ISR_reject_lesser_israel
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_reject_lesser_israel
	}
	cost = 5
	completion_reward = {
		add_political_power = -50
		add_stability = -0.05
		if = {
			limit = {
				controls_state = 454
			}
			454 = {
				add_manpower = 50000
			}
		} {
			limit = {
				controls_state = 1016
			}
			1016 = {
				add_manpower = 30000
			}
		} {
			limit = {
				controls_state = 1017
			}
			1017 = {
				add_manpower = 10000
			}
		} {
			limit = {
				controls_state = 966
			}
			966 = {
				add_core_of = ISR
				add_manpower = 30000
			}
		}
		add_manpower = 5000
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Decision
Component: The_destiny_of_azerbaijan_category
Constructs: owns_state, has_war_with, is_major, is_subject, is_on_continent
Source: game
File: common/decisions/categories/AZR_decision_categories.txt

Code:
The_destiny_of_azerbaijan_category = {
	allowed = {
		NOT = {
			original_tag = ARM SOV
		}
	}
	visible = {
		any_country = {
			owns_state = 229
			has_war_with = ROOT
			NOT = {
				original_tag = AZR
			}
		}
		is_major = yes
		is_subject = no
		OR = {
			capital_scope = {
				is_on_continent = europe
			}
			original_tag = USA CAN USA SAF AST NZL
		}
	}
	icon = generic_independence
}
### Entity: Unit Template
Component: BEL_RG_HISTORICAL
Source: game
File: common/units/names_railway_guns/BEL_railway_gun_names.txt

Code:
BEL_RG_HISTORICAL = {
	for_countries = {
		BEL
	}
	type = railway_gun
	fallback_name = %dème Batterie/5ème Régiment d’Artillerie d’Armée
	ordered = {
		4 = {
			%dème Batterie/5ème Régiment d’Artillerie d’Armée
		}
		5 = {
			%dème Batterie/5ème Régiment d’Artillerie d’Armée
		}
		6 = {
			%dème Batterie/5ème Régiment d’Artillerie d’Armée
		}
		7 = {
			%dème Batterie/5ème Régiment d’Artillerie d’Armée
		}
		8 = {
			%dème Batterie/5ème Régiment d’Artillerie d’Armée
		}
		9 = {
			%dème Batterie/5ème Régiment d’Artillerie d’Armée
		}
		10 = {
			%dème Batterie/5ème Régiment d’Artillerie d’Armée
		}
	}
}
### Entity: Balance of Power
Component: AUS_heimwehr_power_balance
Constructs: has_completed_focus, stability_factor, limit, war_support_factor, set_power_balance_gfx
Source: game
File: common/bop/AUS.txt

Code:
AUS_heimwehr_power_balance = {
	initial_value = -0.3
	left_side = AUS_vf_side
	right_side = AUS_heimwehr_side
	decision_category = AUS_heimwehr_power_balance_category
	range = {
		id = AUS_balance_range
		min = -0.1
		max = 0.1
		modifier = {
			stability_factor = 0.05
		}
		on_activate = {

		}
		on_deactivate = {

		}
	}
	side = {
		icon = GFX_bop_AUS_vf
		id = AUS_vf_side
		range = {
			id = AUS_low_vf_control
			min = -0.3
			max = -0.1
			modifier = {
				stability_factor = 0.05
				war_support_factor = -0.025
				air_chief_cost_factor = 0.05
				army_chief_cost_factor = 0.05
				navy_chief_cost_factor = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_medium_vf_control
			min = -0.6
			max = -0.3
			modifier = {
				stability_factor = 0.1
				war_support_factor = -0.05
				air_chief_cost_factor = 0.1
				army_chief_cost_factor = 0.1
				navy_chief_cost_factor = 0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_high_vf_control
			min = -0.9
			max = -0.6
			modifier = {
				stability_factor = 0.15
				war_support_factor = -0.075
				air_chief_cost_factor = 0.15
				army_chief_cost_factor = 0.15
				navy_chief_cost_factor = 0.15
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_total_vf_control
			min = -1
			max = -0.9
			modifier = {
				stability_factor = 0.2
				war_support_factor = -0.1
				air_chief_cost_factor = 0.25
				army_chief_cost_factor = 0.25
				navy_chief_cost_factor = 0.25
			}
			on_activate = {
				set_power_balance_gfx = {
					id = AUS_heimwehr_power_balance
					side = AUS_vf_side
					gfx = GFX_bop_AUS_vf_total
				}
			}
			on_deactivate = {
				set_power_balance_gfx = {
					id = AUS_heimwehr_power_balance
					side = AUS_vf_side
					gfx = GFX_bop_AUS_vf
				}
			}
		}
	} {
		id = AUS_heimwehr_side
		icon = GFX_bop_AUS_heimwehr
		range = {
			id = AUS_low_heimwehr_control
			min = 0.1
			max = 0.3
			modifier = {
				stability_factor = -0.05
				war_support_factor = 0.025
				air_chief_cost_factor = -0.05
				army_chief_cost_factor = -0.05
				navy_chief_cost_factor = -0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_medium_heimwehr_control
			min = 0.3
			max = 0.6
			modifier = {
				stability_factor = -0.1
				war_support_factor = 0.05
				air_chief_cost_factor = -0.1
				army_chief_cost_factor = -0.1
				navy_
# ... (truncated)