Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MILITARY_track_province_control_time
Constructs: has_war, limit, has_war_with, every_state, set_temp_variable, has_full_control_of_state, set_state_flag, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_track_province_control_time = {
	every_state = {
		set_temp_variable = {
			tmp_controller = controller
		}
		if = {
			limit = {
				CONTROLLER = {
					has_war = yes
				}
				OR = {
					CONTROLLER = {
						NOT = {
							has_full_control_of_state = PREV
						}
					}
					any_neighbor_state = {
						OR = {
							CONTROLLER = {
								has_war_with = var:tmp_controller
							}
							var:tmp_controller = {
								controls_state = PREV
								NOT = {
									has_full_control_of_state = PREV
								}
							}
						}
					}
				}
			}
			set_state_flag = EAI_MILITARY_track_province_control_time_flag
			for_each_loop = {
				array = global.EAI_MAP_state_province_ids@THIS
				index = control_i
				value = control_v
				if = {
					limit = {
						OR = {
							check_variable = {
								global.EAI_MAP_province_controller^control_v = 0
							}
							NOT = {
								var:global.EAI_MAP_province_controller^control_v = {
									controls_province = control_v
								}
							}
						}
					}
					set_variable = {
						global.EAI_MAP_province_controller^control_v = global.province_controllers^control_v
					} {
						global.EAI_MAP_province_control_days^control_v = 0
					}
				}
				else = {
					add_to_variable = {
						global.EAI_MAP_province_control_days^control_v = 1
					}
				}
			}
		}
		else_if = {
			limit = {
				has_state_flag = EAI_MILITARY_track_province_control_time_flag
			}
			clr_state_flag = EAI_MILITARY_track_province_control_time_flag
			for_each_loop = {
				array = global.EAI_MAP_state_province_ids@THIS
				index = control_i
				value = control_v
				set_variable = {
					global.EAI_MAP_province_controller^control_v = global.province_controllers^control_v
				} {
					global.EAI_MAP_province_control_days^control_v = 0
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_cant_stop_wont_stop
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_cant_stop_wont_stop = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1941.9.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ai_wanted_divisions_factor
		value = 0.15
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_east_indies_fleet_focus
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_east_indies_fleet_focus
	prerequisite = {
		focus = peninsular_focus
	} {
		focus = ENG_south_east_asia_air_command_focus
	}
	icon = GFX_focus_JAP_assure_superior_naval_quality
	x = 1
	y = 1
	relative_position_id = peninsular_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			326 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			1021 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			422 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			333 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	bypass = {
		NOT = {
			326 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			1021 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			422 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			333 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = ENG_east_indies_fleet_focus
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				1021 = {
					is_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			1021 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				326 = {
					is_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			326 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				422 = {
					is_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			422 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				333 = {
					is_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			333 = {
				add_extra_state_shared_bu
# ... (truncated)
### Entity: Idea
Component: MAC_acr
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_acr = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = MAC
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_pre_empt_the_fascist_attack
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction_with, cancel_if_invalid, every_neighbor_country
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_pre_empt_the_fascist_attack
	icon = GFX_focus_focus_fra_fascist_threat
	x = 0
	y = 5
	prerequisite = {
		focus = FRA_reconnect_to_the_balkans FRA_host_the_german_exiles
	}
	relative_position_id = FRA_reconciliation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_neighbor_country = {
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			} {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_neighbor_country = {
			limit = {
				has_government = fascism
				NOT = {
					has_non_aggression_pact_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					is_in_faction_with = ROOT
				} {
					has_war_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = topple_government
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_collective_farms
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, is_fully_controlled_by, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_collective_farms
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = MAN_tsr_invite_japanese_settlers
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_invite_japanese_settlers
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_take_care_of_the_kingdom_of_yugoslavia
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_army_manpower, create_wargoal, annex_everything
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_take_care_of_the_kingdom_of_yugoslavia
	icon = GFX_goal_generic_attack_yugoslavia
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
		YUG = {
			country_exists = YUG
			is_subject = no
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = YUG
			}
			has_war_with = YUG
		}
	}
	prerequisite = {
		focus = ALB_grand_kingdom_of_albania ALB_permanent_revolution ALB_socialism_in_one_country ALB_liberate_our_homeland
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 15
			has_army_manpower = {
				size = > 99999
			}
			any_other_country = {
				has_war_with = YUG
			}
		}
	}
	cost = 5
	x = 7
	y = 7
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = YUG
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: CHI_hunker_down_now_2
Constructs: has_war_with, is_historical_focus_on, has_defensive_war
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_hunker_down_now_2 = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		date = > 1938.6.1
		has_war_with = JAP
		is_historical_focus_on = yes
		has_defensive_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = JAP
		ratio = 0.35
		priority = 50
		ordertype = front
		execution_type = balanced
	}
}
### Entity: Idea
Component: VEN_corruption_11
Constructs: stability_factor, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_corruption_11 = {
	picture = VEN_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.25
		stability_factor = -0.2
		drift_defence_factor = -0.3
		communism_drift = 0.03
		democratic_drift = 0.03
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_into_central_asia
Constructs: prerequisite, completion_reward, is_subject, create_wargoal, annex_everything
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_into_central_asia
	icon = GFX_SOV_into_central_asia_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_eastern_expansion
	}
	x = -1
	y = 1
	relative_position_id = SOV_eastern_expansion
	mutually_exclusive = {
		focus = SOV_intervention_in_the_americas
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = AFG PER
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = AFG
		} {
			type = annex_everything
			target = PER
		}
	}
}
### Entity: AI Strategy
Component: r56_ITA_avoid_east_africa_actually
Constructs: has_war_with, is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
r56_ITA_avoid_east_africa_actually = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1944.1.1
		NOT = {
			has_global_flag = second_italo_ethiopian_war_flag
		} {
			has_war_with = AFA
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = horn_of_africa
		value = -999
	} {
		type = front_unit_request
		area = horn_of_africa
		value = -999
	} {
		type = area_priority
		id = sudan
		value = -999
	} {
		type = front_unit_request
		area = sudan
		value = -999
	} {
		type = area_priority
		id = kenya
		value = -999
	} {
		type = front_unit_request
		area = kenya
		value = -999
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_professional_army_training
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, has_army_manpower, has_army_experience, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_professional_army_training
	icon = GFX_goal_generic_army_professionalism
	cost = 10
	x = 1
	y = 1
	relative_position_id = CYP_general_staff_attack
	prerequisite = {
		focus = CYP_general_staff_attack
	} {
		focus = CYP_marine_corp
	}
	available = {
		has_army_manpower = {
			size = > 40000
		}
		has_army_experience = > 50
	}
	completion_reward = {
		hidden_effect = {
			remove_ideas = {
				CYP_naval_invasion_specialisation CYP_marine_corp_i CYP_general_staff_attack_i
			}
			add_ideas = CYP_professional_army_1
		}
		custom_effect_tooltip = CYP_professional_army_training_tt r56_newline
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CYP_professional_army_tt
				add_idea = CYP_professional_army_1
			}
		}
		army_experience = -50
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_leader_of_the_equal
Constructs: prerequisite, completion_reward, add_political_power, add_country_leader_trait
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_leader_of_the_equal
	icon = GFX_fifth_column
	x = 0
	y = 4
	relative_position_id = MON_dealing_with_soviet_sympathisers
	cost = 7.16
	prerequisite = {
		focus = MON_dealing_with_soviet_sympathisers
	} {
		focus = MON_mongolian_peoples_army MON_abolish_the_secretary_system
	}
	mutually_exclusive = {
		focus = MON_oust_genden
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 100
		add_country_leader_trait = veteran_communist
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: EAI_light_flamethrower_support_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_light_flamethrower_support_tech_focus = {
	OR = {
		EAI_LARM_equipment_production = yes
		EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_la_moderna_araucania
Constructs: has_completed_focus, prerequisite, add_war_support, completion_reward, add_to_variable, add_popularity
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_la_moderna_araucania
	icon = GFX_focus_CHL_la_moderna_araucania_fin
	relative_position_id = CHL_sociedad_caupolican_defensora_de_la_araucania
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_sociedad_caupolican_defensora_de_la_araucania CHL_la_federacion_araucania
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		NOT = {
			has_completed_focus = CHL_avenge_the_pacification_of_araucania
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_mapuche_nationalism_ns_intro CHL_skip_one_line_tt
		add_to_variable = {
			CHL_mapuche_nationalism_political_power_factor = 0.1
			tooltip = political_power_factor_tt
		} {
			CHL_mapuche_nationalism_research_speed_factor = 0.1
			tooltip = research_speed_factor_tt
		}
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		add_war_support = -0.02
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_strike_jerusalem
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_country_leader, add_dynamic_modifier, set_country_flag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_strike_jerusalem
	icon = GFX_goal_PAL_the_al_aqsa_martyrs
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_abdulqadir
	}
	bypass = {
		OR = {
			hidden_trigger = {
				has_country_leader = {
					name = Ahmed Hilmi Pasha
				}
			}
			ISR = {
				has_completed_focus = ISR_the_west_bank
			}
		}
	}
	cost = 3
	relative_position_id = PAL_abdulqadir
	completion_reward = {
		if = {
			limit = {
				NOT = {
					controls_state = 1016
				}
			}
			1016 = {
				add_dynamic_modifier = {
					modifier = r56_PAL_jerusalem_offensive
					scope = ISR
					days = 45
				}
			}
			set_country_flag = {
				flag = PAL_attack_jerusalem
				days = 45
				value = 1
			}
		} {
			limit = {
				controls_state = 1016
			}
			add_ideas = PAL_alf_idea
		}
	}
}
### Entity: Event
Component: SEA_china_democratic.9
Constructs: is_triggered_only, fire_only_once, create_wargoal
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.9
	title = SEA_china_democratic.9.t
	desc = SEA_china_democratic.9.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.9.a
		create_wargoal = {
			type = liberate_wargoal
			target = FROM
		}
	}
}
### Entity: Idea
Component: BRA_estado_novo_dummy_idea
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_estado_novo_dummy_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = BRA_estado_novo
	modifier = {
		stability_factor = 0.1
		neutrality_drift = 0.3
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Character
Component: CZE_jaroslav_fajfr
Constructs: limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_jaroslav_fajfr = {
	name = CZE_jaroslav_fajfr
	portraits = {
		army = {
			small = GFX_idea_CZE_jaroslav_fajfr
		}
	}
	advisor = {
		slot = air_chief
		idea_token = CZE_jaroslav_fajfr
		allowed = {
			original_tag = CZE
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Maintenance_reports
Source: wiki
File: wiki/Special%3ASpecialPages.html

Doc:
Maintenance reports
Broken redirects

Dead-end pages

Double redirects

Long pages

Oldest pages

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### Entity: Event
Component: bftb_turkey.85
Constructs: is_triggered_only, has_government
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.85
	title = bftb_turkey.85.t
	desc = bftb_turkey.85.desc
	picture = GFX_report_event_bul_boris_military
	is_triggered_only = yes
	option = {
		name = bftb_turkey.85.a
		trigger = {
			tag = SOV
		}
		diplomatic_relation = {
			country = BUL
			relation = guarantee
			active = yes
		}
		hidden_effect = {
			BUL = {
				country_event = {
					id = bftb_turkey.86
					hours = 6
					random = 4
				}
			}
			TUR = {
				country_event = {
					id = bftb_turkey.87
					hours = 12
				}
			}
		}
	} {
		name = bftb_turkey.85.b
		trigger = {
			has_government = democratic
		}
		diplomatic_relation = {
			country = BUL
			relation = guarantee
			active = yes
		}
		hidden_effect = {
			BUL = {
				country_event = {
					id = bftb_turkey.86
					hours = 6
					random = 4
				}
			}
			TUR = {
				country_event = {
					id = bftb_turkey.87
					hours = 12
				}
			}
		}
	} {
		name = bftb_turkey.85.c
		trigger = {
			OR = {
				has_government = fascism neutrality
			}
		}
		diplomatic_relation = {
			country = BUL
			relation = guarantee
			active = yes
		}
		hidden_effect = {
			BUL = {
				country_event = {
					id = bftb_turkey.86
					hours = 6
					random = 4
				}
			}
			TUR = {
				country_event = {
					id = bftb_turkey.87
					hours = 12
				}
			}
		}
	} {
		name = bftb_turkey.85.d
		BUL = {
			country_event = {
				id = bftb_turkey.89
				hours = 6
				random = 4
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_experimental_weaponry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_experimental_weaponry
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = BEL_equipement_modernization
	}
	relative_position_id = BEL_equipement_modernization
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: ENG
Component: ENG_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/ENG - Britain.txt

Code:
# Politics & Parties for ENG
set_stability = 0.6
set_war_support = 0.1
add_ideas = {
	stiff_upper_lip ENG_the_war_to_end_all_wars george_v
}
set_politics = {
	ruling_party = democratic
	last_election = 1935.11.14
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 97
	fascism = 2
	communism = 1
}
### Entity: Idea
Component: EAI_VERY_HARD/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: KMT_dying_democracy2
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_dying_democracy2 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		has_government = democratic
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = -0.07
		political_power_factor = -0.025
		stability_factor = -0.15
		industrial_capacity_factory = -0.05
		drift_defence_factor = 0.5
	}
}
### Entity: Modding Documentation
Construct: facility_state
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### facility_state
* description: State that the project is researched in
### Entity: Event
Component: nsb_news.104
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.104
	title = nsb_news.104.t
	desc = nsb_news.104.desc
	picture = GFX_news_event_SOV_invasion_iran
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.104.a
		trigger = {
			OR = {
				tag = SOV ENG
			}
		}
	} {
		name = nsb_news.104.b
		trigger = {
			NOT = {
				tag = SOV ENG
			}
		}
	}
}
### Entity: Unit Template
Component: SNG_INF_01
Source: game
File: common/units/names_divisions/SNG_names_divisions.txt

Code:
SNG_INF_01 = {
	name = Infantry Division
	for_countries = {
		SNG
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Infantry Division
	ordered = {
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
		31 = {
			%dst Infantry Division
		}
		32 = {
			%dnd Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		41 = {
			%dst Infantry Division
		}
		42 = {
			%dnd Infantry Division
		}
		43 = {
			%drd Infantry Division
		}
		51 = {
			%dst Infantry Division
		}
		52 = {
			%dnd Infantry Division
		}
		53 = {
			%drd Infantry Division
		}
		61 = {
			%dst Infantry Division
		}
		62 = {
			%dnd Infantry Division
		}
		63 = {
			%drd Infantry Division
		}
		71 = {
			%dst Infantry Division
		}
		72 = {
			%dnd Infantry Division
		}
		73 = {
			%drd Infantry Division
		}
		81 = {
			%dst Infantry Division
		}
		82 = {
			%dnd Infantry Division
		}
		83 = {
			%drd Infantry Division
		}
		91 = {
			%dst Infantry Division
		}
		92 = {
			%dnd Infantry Division
		}
		93 = {
			%drd Infantry Division
		}
	}
}