Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: AUS_industrial_funds_category
Constructs: has_completed_focus, remove_ideas, fire_only_once, industrial_capacity_factory, production_speed_buildings_factor, check_variable, complete_effect, has_idea
Source: game
File: common/decisions/r56_AUS.txt

Code:
AUS_industrial_funds_category = {
	AUS_end_the_depression = {
		icon = GFX_decision_generic_welfare
		available = {
			has_completed_focus = AUS_end_the_depression
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds_2
				check_variable = {
					AUS_industrial_funds = > 1
				}
			}
		}
		ai_will_do = {
			base = 10000
		}
		fire_only_once = yes
		complete_effect = {
			custom_effect_tooltip = AUS_lose_2_fund
			subtract_from_variable = {
				AUS_industrial_funds = 2
			}
			remove_ideas = AUS_great_depression
		}
	}
	AUS_take_out_loan = {
		icon = GFX_decision_ger_mefo_bills
		available = {
			NOT = {
				has_idea = AUS_reliant_on_lon_4
				has_global_flag = league_of_nations_gone
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1000
				has_completed_focus = AUS_end_the_depression
				has_idea = AUS_great_depression
				check_variable = {
					AUS_industrial_funds = < 2
				}
			}
		}
		complete_effect = {
			add_to_variable = {
				AUS_industrial_funds = 2
			}
			AUS_loans_up = yes
			custom_effect_tooltip = AUS_gain_2_fund
		}
		days_remove = 90
	}
	AUS_industrial_subsidies = {
		icon = GFX_decision_hol_attract_foreign_investors
		cost = 0
		modifier = {
			consumer_goods_factor = 0.1
		}
		days_remove = 120
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				check_variable = {
					AUS_industrial_funds = < 2
				}
				NOT = {
					has_idea = AUS_great_depression AUS_reliant_on_lon_1 AUS_reliant_on_lon_2 AUS_reliant_on_lon_3 AUS_reliant_on_lon_4
				}
			} {
				add = 100
				check_variable = {
					AUS_industrial_funds = < 3
				}
				NOT = {
					has_idea = AUS_great_depression
				}
				OR = {
					has_idea = AUS_reliant_on_lon_1 AUS_reliant_on_lon_2 AUS_reliant_on_lon_3 AUS_reliant_on_lon_4
				}
			}
		}
		complete_effect = {
			add_to_variable = {
				AUS_industrial_funds = 1
			}
			custom_effect_tooltip = AUS_gain_1_fund
		}
	}
	AUS_divert_construction_funding = {
		icon = GFX_decision_eng_trade_unions_support
		cost = 0
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				check_variable = {
					AUS_industrial_funds = < 2
				}
				NOT = {
					has_idea = AUS_great_depression AUS_reliant_on_lon_1 AUS_reliant_on_lon_2 AUS_reliant_on_lon_3 AUS_reliant_on_lon_4
				}
			} {
				add = 100
				check_variable = {
					AUS_industrial_funds = < 3
				}
				NOT = {
					has_idea = AUS_great_depression
				}
				
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_276
Source: game
File: history/units/CAN_1936_air_bba.txt

Code:
air_wings = {
	276 = {
		small_plane_cas_airframe_0 = {
			owner = CAN
			amount = 24
			creator = ENG
			version_name = Fairey Gordon
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_polish_question
Constructs: prerequisite, has_war_with, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_the_polish_question
	icon = GFX_focus_generic_attack_poland
	prerequisite = {
		focus = CZE_aggressive_wars CZE_german_puppet
	}
	x = -1
	y = 4
	relative_position_id = CZE_go_right
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		GER = {
			exists = yes
		}
		POL = {
			exists = yes
		}
		NOT = {
			has_War_with = GER
		}
	}
	bypass = {
		OR = {
			POL = {
				exists = no
			}
			has_war_with = POL
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			country_event = {
				hours = 1
				id = czech.10
			}
		}
	}
}
### Entity: Scripted Trigger
Component: DEN_aat_is_subject
Constructs: has_dlc, is_subject
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_aat_is_subject = {
	original_tag = DEN
	has_dlc = Arms Against Tyranny
	is_subject = yes
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_kp_bill
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_kp_bill
	icon = GFX_goal_generic_army_motorized
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_aquire_modern_panzers SWE_ring_a_ding_ding
	}
	relative_position_id = SWE_ring_a_ding_ding
	mutually_exclusive = {
		focus = SWE_lynx_winter_armored_cars
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
			name = SWE_kp_bill
		} {
			bonus = 0.5
			uses = 1
			technology = motorized_rocket_unit
			name = SWE_kp_bill
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_ramp_up_cement_production
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_ramp_up_cement_production
	icon = GFX_goal_generic_construction_tools
	x = -3
	y = 1
	relative_position_id = CZE_R56_devalue_the_koruna
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_R56_devalue_the_koruna
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				74
			}
			limit = {
				is_core_of = ROOT
				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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_ENG
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_ENG = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		ENG = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = ENG
		value = -800
	} {
		type = support
		id = ENG
		value = -25
	} {
		type = befriend
		id = ENG
		value = -25
	} {
		type = alliance
		id = ENG
		value = -75
	}
}
### Entity: Idea
Component: SMB_dreadnought_debt_ger
Constructs: removal_cost
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
SMB_dreadnought_debt_ger = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ger_mefo_bills_payment
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_strengthen_relations_with_iran
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_strengthen_relations_with_iran
	icon = GFX_focus_generic_befriend_iran
	prerequisite = {
		focus = IRQ_curtail_arabism
	}
	x = -1
	y = 1
	relative_position_id = IRQ_curtail_arabism
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		PER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	} {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		PER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = IRQ_better_relations
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
}
### Entity: Shared Focus
Component: AH_austro_hungarian_unification
Constructs: shared_focus, has_completed_focus, prerequisite, add_stability, completion_reward, has_focus_tree, has_idea, has_cosmetic_tag
Source: game
File: common/national_focus/r56_austria_hungary_shared.txt

Code:
shared_focus = {
	id = AH_austro_hungarian_unification
	icon = GFX_focus_proclaim_the_restauration_of_Austria_Hungary
	cost = 10
	prerequisite = {

	}
	x = 62
	y = 0
	offset = {
		x = -38
		y = 11
		trigger = {
			has_focus_tree = hungarian_focus
		}
	} {
		x = -24
		y = 0
		trigger = {
			tag = AUS
		}
	} {
		x = -8
		trigger = {
			tag = CRO
		}
	} {
		x = -21
		y = 0
		trigger = {
			has_focus_tree = czechoslovakian_focus
		}
	} {
		x = 2
		y = 8
		trigger = {
			has_focus_tree = mu_czech_focus
		}
	} {
		x = -42
		y = -8
		trigger = {
			has_focus_tree = mu_czech_focus
			has_completed_focus = CZE_appeal_to_the_castle
		}
	}
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_idea = generic_recent_political_unification
		}
		custom_trigger_tooltip = {
			tooltip = is_AH_tt
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	allow_branch = {

	}
	completion_reward = {
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_reaffirm_territorial_claims
Constructs: prerequisite, completion_reward, is_in_faction, is_in_faction_with, is_puppet, cancel_if_invalid, add_state_core, add_state_claim
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_reaffirm_territorial_claims
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = HUN_renounce_the_treaty_of_trianon
	}
	x = -2
	y = 3
	relative_position_id = HUN_renounce_the_treaty_of_trianon
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 0.25
			OR = {
				YUG = {
					is_in_faction = yes
				}
				ROM = {
					is_in_faction = yes
				}
			}
		} {
			factor = 4
			is_in_faction = yes
			NOT = {
				OR = {
					is_in_faction_with = GER ROM YUG
				}
			}
		}
	}
	available = {
		is_puppet = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_core = 76 83 84 664 45 764
		add_state_claim = 82
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_XSM_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = XSM
		}
		requested_factories = 1
		progress = 0.74
		efficiency = 15
	}
}
### Entity: Faction
Component: faction_goal_an_infantry_army
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, has_completed_goal, random_character, is_unit_leader, has_trait
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_an_infantry_army = {
	name = an_infantry_army_goal_name
	description = an_infantry_army_goal_desc
	category = short_term
	group = FOCUS_FILTER_ARMY_XP
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			unit = infantry
			size = > 249
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_an_infantry_army
					}
				}
				army_experience = 50
				random_character = {
					tooltip = ONE_INFANTRY_GENERAL
					visible_when_empty = yes
					limit = {
						is_unit_leader = yes
						OR = {
							has_trait = infantry_officer infantry_leader infantry_expert
						}
					}
					gain_xp = 400
					add_logistics = 1
				}
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Character
Component: NIC_guillermo_r_cuadra
Source: game
File: common/characters/NIC.txt

Code:
NIC_guillermo_r_cuadra = {
	advisor = {
		slot = air_chief
		idea_token = NIC_guillermo_r_cuadra
		allowed = {
			original_tag = NIC
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Guillermo R. Cuadra
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_praga
Constructs: prerequisite, limit, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, has_dlc, add_mio_size
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_praga
	icon = GFX_focus_generic_truck
	overlay = GFX_focus_overlay_cze_military_equipment
	prerequisite = {
		focus = CZE_bolster_domestic_construction CZE_joint_stock_schemes
	}
	relative_position_id = CZE_bolster_domestic_construction
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_any_focus = yes
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = 0.025
			tooltip = industrial_capacity_factory_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_praga_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
			}
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				if = {
					limit = {
						is_special_project_completed = sp_air_helicopter
					}
					mio:CZE_praga_aviation_organization = {
						add_mio_size = 1
						add_mio_funds_gain_factor = 0.25
					}
				}
				else = {
					mio:CZE_praga_aviation_organization = {
						add_mio_funds = 250
						add_mio_funds_gain_factor = 0.25
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			if = {
				limit = {
					has_idea = CZE_praga
				}
				swap_ideas = {
					remove_idea = CZE_praga
					add_idea = CZE_praga_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_praga
						add_idea = CZE_praga_improved
					}
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_consolidating_power
Constructs: prerequisite, add_stability, completion_reward, add_political_power, has_civil_war, add_days_mission_timeout, add_popularity
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_consolidating_power
	icon = GFX_focus_ARG_consolidating_power
	prerequisite = {
		focus = ARG_the_castillo_cabinet
	}
	x = 0
	y = 1
	relative_position_id = ARG_the_castillo_cabinet
	mutually_exclusive = {
		focus = ARG_maintain_the_status_quo
	}
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	bypass = {
		has_civil_war = yes
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = ARG_consolidating_power_tt CHL_skip_one_line_tt
		add_days_mission_timeout = {
			mission = ARG_military_coup_attempt
			days = -150
		}
		add_popularity = {
			popularity = 0.15
			ideology = fascism
		} {
			popularity = -0.1
			ideology = democratic
		}
		add_political_power = 100
		add_stability = -0.2
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_reclaim_the_emperors_lost_domain
Constructs: prerequisite, limit, completion_reward, every_state, is_core_of, add_core_of, is_ally_with, has_wargoal_against
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_reclaim_the_emperors_lost_domain
	icon = GFX_focus_SOV_patriarch_of_all_russia
	prerequisite = {
		focus = AFG_the_amu_darya_plan
	}
	x = 0
	y = 2
	relative_position_id = AFG_the_amu_darya_plan
	will_lead_to_war_with = SOV
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_core_of = UZB TMS BUK TAJ KYR
				}
			}
			add_core_of = ROOT
			IF = {
				limit = {
					OWNER = {
						NOT = {
							OR = {
								tag = ROOT
								is_ally_with = ROOT
								ROOT = {
									has_wargoal_against = PREV
								}
							}
						}
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = take_core_state
					}
				}
			}
		}
	}
}
### Entity: Character
Component: LAT_karlis_ulmanis
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LAT.txt

Code:
LAT_karlis_ulmanis = {
	name = LAT_karlis_ulmanis
	portraits = {
		civilian = {
			large = GFX_Portrait_latvia_karlis_ulmanis
		}
		army = {
			small = GFX_idea_LAT_karlis_ulmanis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_karlis_ulmanis
		allowed = {
			original_tag = LAT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = LAT_military_dictatorship
		}
		traits = {
			married_to_latvia
		}
		ai_will_do = {
			factor = 10.0
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: den_peasent_support
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_peasent_support = {
	removal_cost = -1
	picture = generic_agrarian_reform
	modifier = {
		attrition = -0.15
		supply_consumption_factor = -0.1
		monthly_population = 0.1
	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Experience.html

Doc:
b
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Namespace: |
### Entity: Character
Component: VOL_stc
Source: game
File: common/characters/VOL.txt

Code:
VOL_stc = {
	advisor = {
		slot = political_advisor
		idea_token = VOL_stc
		allowed = {
			original_tag = VOL
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Event
Component: INS_revolution_events.26
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.26
	title = INS_revolution_events.26.t
	desc = INS_revolution_events.26.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.26.a
	}
}
### Entity: Character
Component: UAE_ncs
Source: game
File: common/characters/UAE.txt

Code:
UAE_ncs = {
	advisor = {
		slot = high_command
		idea_token = UAE_ncs
		ledger = navy
		allowed = {
			original_tag = UAE
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: AI Strategy
Component: FIN_historical_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/FIN_historical_strategy_plan.txt

Code:
FIN_historical_plan = {
	allowed = {
		original_tag = FIN
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = FIN_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = FIN_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = FIN_ai_behavior
				option = HISTORICAL
			}
		}
	}
	ai_national_focuses = {
		FIN_finnish_neutrality FIN_enhance_southern_infrastructure FIN_industrial_development FIN_vaisala_radiosonde_tests FIN_increase_military_budget FIN_suomen_maavoimat FIN_reach_out_to_scandinavia FIN_moderate_politics FIN_mannerheim_line FIN_national_unity FIN_outokumpu_for_defence_industry FIN_industrial_upgrade_in_harjavalta FIN_janiskoski_power_plant FIN_political_unity FIN_railways_and_infrastructure FIN_repurpose_small_industries FIN_extra_refresher_exercises FIN_weapon_caches FIN_the_cold_front FIN_a_cry_for_help FIN_defense_in_depth FIN_jaeger_movement FIN_salvaged_and_retooled FIN_motti_tactics FIN_winter_warfare FIN_oy_alkoholiliike FIN_underground_resistance_cells FIN_foreign_armor FIN_union_of_finnish_brothers_in_arms FIN_arm_the_lotta_svard FIN_helsinki_air_defense FIN_finnish_radio_intelligence FIN_bank_of_aland FIN_suomen_akatemia FIN_expand_imatra_hydropower_plant FIN_the_lone_wolf FIN_cooperation_with_germany FIN_expand_state_military_factories FIN_german_military_advisors FIN_joint_scientific_program FIN_long_range_patrols FIN_utilize_the_sami FIN_sissi FIN_integrate_oy_tikkakoski FIN_wartsila_engine_production FIN_suomen_ilmavoimat FIN_found_pohjolan_voima FIN_tire_factory_at_nokia FIN_contract_with_yhteissisu FIN_suomen_merivoimat FIN_coastal_defense FIN_expand_air_bases FIN_pilot_training FIN_expand_air_force_academy FIN_modernize_the_army
	}
	focus_factors = {
		FIN_suomalainen_sosialismi = 0
		FIN_right_wing_policies = 0
		FIN_join_the_allies = 0
		FIN_northern_defense_front = 0
		FIN_viron_kansa = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Trigger Reference
Construct: triggers
Constructs: triggers, has_faction_template, has_faction_goal, has_completed_faction_goal, has_manpower_to_become_leader, has_industry_to_become_leader
Source: vanilla_docs
File: common/factions/_documentation.md

Doc:
### List of faction-related triggers
- *faction_manifest_fulfillment* - compares the current country faction's manifest fulfillmens to a value
- *has_faction_template* - checks if the current country is in a faction created from a template
- *faction_power_projection* - compares the current country faction's power to a value
- *faction_influence_score* - checks influence value of current country in the faction
- *faction_influence_ratio* - checks influence ratio of current country in the faction
- *faction_influence_rank* - checks influence rank in the faction of the current country
- *has_faction_goal* - checks if the current country's faction has an active or completed goal
- *has_completed_faction_goal* - checks if the current country's faction has completed a goal
- *faction_goal_fulfillment* - checks goal fulfillment for the current country's faction
- *has_manpower_to_become_leader* - checks if the current country exceeds the current faction leader and its subjects in deployed manpower
- *has_industry_to_become_leader* - checks if the current country exceeds the faction leader in number of factories
### Entity: Character
Component: HAI_emilie_lescot
Source: game
File: common/characters/HAI.txt

Code:
HAI_emilie_lescot = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = HAI_emilie_lescot
		ledger = army
		allowed = {
			original_tag = HAI
		}
		traits = {
			military_theorist
		}
	}
	name = Emilie Lescot
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Unit Template
Component: BEL_CL_HISTORICAL
Source: game
File: common/units/names_ships/BEL_ship_names.txt

Code:
BEL_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		BEL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = BNS 
	fallback_name = Croiseur Léger %d
	unique = {
		Wielingen Westdiep Wandelaar Albertville Elisabethville Antwerpen Bruxelles Gent Ieper Liege Brugge Roeselare
	}
}