Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ICE_viking_spirit_freja_thor_aegir_fenrir
Constructs: stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_freja_thor_aegir_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.15
		stability_factor = 0.05
		conscription = 0.01
		conscription_factor = 0.05
		political_power_gain = 0.15
		army_attack_factor = 0.25
		army_attack_speed_factor = 0.05
		army_org_factor = 0.1
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
	}
}
### Entity: Character
Component: PHI_social_reformer
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_social_reformer = {
	random = no
	sprite = 13
	drift_defence_factor = 0.1
	stability_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: KMT_people_knowledge
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_people_knowledge = {
	removal_cost = -1
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = 0.04
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_improve_stalin_line
Constructs: prerequisite, limit, completion_reward, has_offensive_war, has_full_control_of_state, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_improve_stalin_line
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = SOV_permanent_revolution SOV_socialism_in_one_country_old
	}
	x = 13
	y = 1
	relative_position_id = SOV_socialism_in_one_country_old
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		has_offensive_war = no
		has_full_control_of_state = 209 210 207 206 202 203 192
	}
	completion_reward = {
		209 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 6
					province = 415
					instant_build = yes
				}
			}
		}
		210 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 3333
					instant_build = yes
				}
			}
		}
		207 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 3219
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 6371
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 6220
					instant_build = yes
				}
			}
		}
		206 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 11370
					instant_build = yes
				}
			}
		}
		202 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 7
					province = 525
					instant_build = yes
				} {
					type = bunker
					level = 7
					province = 3494
					instant_build = yes
				}
			}
		}
		203 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 7
					province = 11409
					instant_build = yes
				}
			}
		}
		192 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 5
					province = 754
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 741
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 11670
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: NKR
Component: NKR_characters
Constructs: recruit_character
Source: game
File: history/countries/NKR - North Korea.txt

Code:
# Leaders & Characters for NKR
recruit_character = KOR_kim_il_sung NKR_kim_won_bong NKR_cho_man_sik NKR_kim_gyusik NKR_yi_yun_yong NKR_mu_chong NKR_kim_kwang_hyop NKR_park_chong_ae NKR_choi_yong_geon NKR_kim_du_bong NKR_kim_chaek NKR_ju_yeongha NKR_kang_geon NKR_nam_il NKR_pang_hak_sae NKR_heo_sang_soo NKR_seo_myung_hoon NKR_yeo_un_hyeong NKR_won_hong_gu NKR_kang_ryang_uk NKR_park_heon_yeong
### Entity: National Focus
Tree: irq_focus
Component: IRQ_import_submarine_technology
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_import_submarine_technology
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = IRQ_persian_gulf_supremacy
	}
	relative_position_id = IRQ_persian_gulf_supremacy
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = POL_import_submarine_technology
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 1
			category = naval_minelaying
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = torpedo_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ISR_zionist_consensus
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_zionist_consensus = {
	picture = ISR_morale
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.01
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		defensive_war_stability_factor = 0.2
		offensive_war_stability_factor = 0.1
		ai_focus_defense_factor = 0.5
	}
}
### Entity: State History
Component: 820
Constructs: add_core_of
Source: game
File: history/states/820-Rason.txt

Code:
state = {
	id = 820
	name = Rason
	provinces = {
		898 959 3803 3860 6822 6922 6944 11878
	}
	history = {
		victory_points = {
			898 1
		}
		owner = KPA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = KOR KPA
	}
	manpower = 1150000
	state_category = rural
	buildings_max_level_factor = 1.0
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_philippine_military_academy
Constructs: prerequisite, completion_reward, add_to_variable, add_research_slot
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_philippine_military_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = PHI_philippine_scouts
	} {
		focus = PHI_militarize_the_constabulary
	}
	relative_position_id = PHI_philippine_scouts
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_philippine_army_experience_gain_army_factor = 0.2
			tooltip = experience_gain_army_factor_tt
		} {
			PHI_philippine_army_max_planning_factor = 0.1
			tooltip = max_planning_factor_tt
		} {
			PHI_philippine_army_command_power_gain_mult = 0.1
			tooltip = command_power_gain_mult_tt
		}
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Faction
Component: joining_rule_same_ideology
Constructs: has_government
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_same_ideology = {
	type = joining_rules
	ai_will_do = {
		base = 0
	}
	trigger = {
		has_government = FROM
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_attract_foreign_capitals
Constructs: prerequisite, limit, has_war_with, completion_reward, random_owned_state, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_attract_foreign_capitals
	prerequisite = {
		focus = BUL_improve_the_road_system
	}
	icon = GFX_goal_generic_intelligence_exchange
	relative_position_id = BUL_improve_the_road_system
	x = -2
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_invigorate_national_industry
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = BUL_foreign_industry_dynamic_modifier
			}
		} {
			activate_targeted_decision = {
				target = GER
				decision = BUL_german_industrial_agreements
			} {
				target = ENG
				decision = BUL_british_industrial_agreements
			} {
				target = SOV
				decision = BUL_soviet_industrial_agreements
			}
		}
		custom_effect_tooltip = BUL_attract_foreign_capitals_dynamic_modifier_tt
		effect_tooltip = {
			if = {
				limit = {
					country_exists = GER
					NOT = {
						has_war_with = GER
					}
					GER = {
						BUL_is_valid_subject = yes
					}
				}
				activate_targeted_decision = {
					target = GER
					decision = BUL_german_industrial_agreements
				}
			} {
				limit = {
					country_exists = ENG
					NOT = {
						has_war_with = ENG
					}
					ENG = {
						BUL_is_valid_subject = yes
					}
				}
				activate_targeted_decision = {
					target = ENG
					decision = BUL_british_industrial_agreements
				}
			} {
				limit = {
					country_exists = SOV
					NOT = {
						has_war_with = SOV
					}
					SOV = {
						BUL_is_valid_subject = yes
					}
				}
				activate_targeted_decision = {
					target = SOV
					decision = BUL_soviet_industrial_agreements
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_deal_with_the_german_threat
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_deal_with_the_german_threat
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = AUS_union_of_danubian_socialist_republics AUS_the_right_to_self_determination AUS_protector_of_the_danube AUS_via_danube_to_europe
	}
	mutually_exclusive = {

	}
	x = 0
	y = 3
	relative_position_id = AUS_the_right_to_self_determination
	will_lead_to_war_with = GER
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		GER = {
			NOT = {
				has_government = ROOT
			}
		}
		is_subject = no
	}
	bypass = {

	}
	offset = {
		x = 7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_austromarxism_focus
		}
	} {
		x = 0
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_hold_elections
		}
	} {
		x = -4
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_reinstate_the_imperial_council
		}
	} {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_the_danubian_federation AUS_reinstate_the_imperial_council
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_government = neutrality
			}
			create_wargoal = {
				type = annex_everything
				target = GER
			}
		}
		ELSE_IF = {
			limit = {
				has_government = democratic
				NOT = {
					has_wargoal_against = {
						target = GER
					}
				}
			}
			create_wargoal = {
				type = topple_government
				target = GER
			}
		}
		add_war_support = 0.1
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		}
		add_ideas = AUS_against_fascism
		custom_effect_tooltip = generic_skip_one_line_tt AUS_unlocks_reichstag_raid
	}
}
### Entity: Faction
Component: faction_template_GER_normal_demo_germany
Constructs: change_leader_rule_manifest_below_35, change_leader_rule_industry
Source: game
File: common/factions/templates/r56_GER.txt

Code:
faction_template_GER_normal_demo_germany = {
	name = GER_berliner_pakt
	icon = GFX_faction_logo_eu
	manifest = faction_manifest_defense_of_democracy
	goals = {
		faction_goal_unlock_research faction_goal_secure_european_continent faction_goal_defeat_of_fascism
	}
	default_rules = {
		change_leader_rule_manifest_below_35 change_leader_rule_industry government_in_exile_allowed joining_rule_has_no_war
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_shortage_CRITICAL
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_shortage_CRITICAL = {
	OR = {
		check_variable = {
			EAI_fielded_eq_ratio = < 0.7
		}
		EAI_reserve_manpower_less_than_5p = yes
	}
}
### Entity: Scripted Trigger
Component: PRC_is_infiltrated_by_PREV
Constructs: has_state_flag
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_is_infiltrated_by_PREV = {
	has_state_flag = {
		flag = PRC_infiltration_@PREV
		value = > 0
	}
}
### Entity: Idea
Component: ITA_dodecanese_treaty_idea
Constructs: removal_cost, fascism_drift, neutrality_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_dodecanese_treaty_idea = {
	picture = ast_abandon_the_westminster_system_fascism
	removal_cost = -1
	allowed = {
		OR = {
			original_tag = ITA GRE TUR
		}
	}
	modifier = {
		fascism_acceptance = 80
		neutrality_acceptance = 80
		fascism_drift = 0.05
		neutrality_drift = 0.05
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_intervention_in_brazil
Constructs: prerequisite, has_war, completion_reward, is_subject, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_intervention_in_brazil
	icon = GFX_goal_generic_attack_brazil
	x = 40
	y = 15
	cost = 5
	available = {
		is_subject = no
		BRA = {
			NOT = {
				is_in_faction_with = VEN
			}
		}
	}
	prerequisite = {
		focus = VEN_attack_south_south_america VEN_alliance_with_south_south_america VEN_alliance_with_mexico VEN_attack_mexico
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
		modifier = {
			has_war = yes
			factor = 0
		}
	}
	will_lead_to_war_with = BRA
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BRA
			expire = 0
		}
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_land_armor_welding_specialists
Constructs: has_mio_equipment_type, has_mio_size, equipment_bonus
Source: game
File: common/military_industrial_organization/policies/_land_policies.txt

Code:
mio_policy_land_armor_welding_specialists = {
	icon = GFX_mio_policy_welding_specialists
	allowed = {
		OR = {
			has_mio_equipment_type = armor motorized mechanized anti_tank flame rocket mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank mio_cat_eq_all_heavy_tank light_tank_artillery_chassis medium_tank_artillery_chassis heavy_tank_artillery_chassis
		}
	}
	available = {
		has_mio_size = > 5
	}
	equipment_bonus = {
		same_as_mio = {
			armor_value = 0.05
		}
	}
}
### Entity: Event
Component: hon.17
Constructs: is_triggered_only, add_core_of, annex_country
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.17
	title = hon.17.t
	desc = hon.17.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.17.a
		304 = {
			add_core_of = ROOT
		}
		937 = {
			add_core_of = ROOT
		}
		annex_country = {
			target = PAN
		}
	}
}
### Entity: Character
Component: indies_councilor_visman
Constructs: autonomy_gain, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
indies_councilor_visman = {
	sprite = 13
	random = no
	autonomy_gain = 0.2
	democratic_drift = 0.02
	neutrality_drift = 0.03
}
### Entity: Decision
Component: AUS_war_plan_dr_category
Constructs: fire_only_once, has_defensive_war_with, complete_effect, add_command_power, add_timed_idea
Source: game
File: common/decisions/r56_AUS.txt

Code:
AUS_war_plan_dr_category = {
	AUS_enact_warplan_DR = {
		icon = GFX_decision_generic_fortification
		available = {
			has_defensive_war_with = GER
		}
		custom_cost_trigger = {
			command_power = > 14
		}
		custom_cost_text = MPL_decision_cost_command_power
		fire_only_once = yes
		complete_effect = {
			hidden_effect = {
				add_command_power = -15
			}
			add_timed_idea = {
				idea = AUS_warplan_dr
				days = 120
			}
		}
		ai_will_do = {
			base = 1000
		}
	}
}
### Entity: Decision
Component: BUL_negotiate_claims_in_the_balkans
Constructs: has_completed_focus, has_war_with, fire_only_once, is_historical_focus_on, has_capitulated, is_subject, has_state_flag, is_in_faction_with
Source: game
File: common/decisions/BUL.txt

Code:
BUL_negotiate_claims_in_the_balkans = {
	BUL_demand_our_historical_claims = {
		icon = hol_draw_up_staff_plans
		ai_will_do = {
			base = 800
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			}
		}
		available = {

		}
		visible = {
			has_completed_focus = BUL_approach_germany
			country_exists = GER
			NOT = {
				has_war_with = GER
			}
			GER = {
				has_capitulated = no
				is_subject = no
			}
			any_state = {
				has_state_flag = BUL_historical_bulgarian_claim_flag
				controller = {
					OR = {
						tag = GER
						AND = {
							NOT = {
								is_in_faction_with = GER
							} {
								tag = BUL
							}
						}
					}
				}
			}
		}
		cost = 75
		fire_only_once = yes
		complete_effect = {
			GER = {
				country_event = {
					id = bftb_bulgarian_claims.1
					hours = 1
				}
			}
		}
	}
	BUL_secure_occupation_in_balkan_state = {
		icon = hol_draw_up_staff_plans
		on_map_mode = map_and_decisions_view
		state_target = europe
		target_root_trigger = {
			has_completed_focus = BUL_peaceful_development
			is_in_faction = yes
		}
		target_trigger = {
			FROM = {
				BUL_is_balkan_state = yes
				NOT = {
					is_controlled_by = BUL
				}
				controller = {
					PREV = {
						NOT = {
							is_core_of = PREV
						}
						is_fully_controlled_by = PREV
					}
					is_in_faction_with = ROOT
				}
				any_neighbor_state = {
					is_fully_controlled_by = BUL
				}
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				FROM = {
					OR = {
						has_state_flag = BUL_initial_bulgarian_state_flag BUL_historical_bulgarian_claim_flag
					}
				}
			} {
				factor = 100
				is_historical_focus_on = yes
			} {
				factor = 0
				FROM = {
					OR = {
						owner = {
							has_capitulated = no
						}
						controller = {
							NOT = {
								has_full_control_of_state = FROM
							}
						}
					}
				}
			}
		}
		available = {
			has_manpower = > 4999
		}
		visible = {
			has_completed_focus = BUL_peaceful_development
			is_in_faction = yes
			FROM = {
				NOT = {
					is_controlled_by = BUL
				}
				any_neighbor_state = {
					is_fully_controlled_by = BUL
				}
				controller = {
					PREV = {
						NOT = {
							is_core_of = PREV
						}
						is_fully_controlled_by = PREV
					}
					is_in_faction_with = ROOT
				}
			}
		}
		cost = 25
		fire_only_once = yes
		complete_effect = {
			FROM = {
				controller = {
					coun
# ... (truncated)
### Entity: National Focus
Tree: por_focus
Component: POR_modern_engines
Constructs: prerequisite, completion_reward, allow_branch, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_modern_engines
	prerequisite = {
		focus = POR_study_british_fighters
	}
	icon = GFX_goal_generic_air_production
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_study_british_fighters
	allow_branch = {
		has_dlc = By Blood Alone
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POR_modern_engines
			bonus = 0.75
			uses = 1
			technology = engines_1 engines_2 engines_3 engines_4
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: MAN_low_legitimacy_32
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_low_legitimacy_32 = {
	name = MAN_low_legitimacy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_low_legitimacy3
	modifier = {
		army_morale_factor = -0.15
		army_org_factor = -0.15
		political_power_cost = 0.15
		stability_factor = -0.3
		war_support_factor = -0.3
	}
}
### Entity: Idea
Component: ITA_hardened_irregular_bands
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_hardened_irregular_bands = {
	removal_cost = -1
	picture = ITA_hardened_irregular_bands
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		custom_modifier_tooltip = ITA_hardened_irregular_bands_tt
		hidden_modifier = {
			modifier_army_sub_unit_irregular_infantry_attack_factor = 0.05
			modifier_army_sub_unit_irregular_infantry_defence_factor = 0.05
			modifier_army_sub_unit_irregular_infantry_speed_factor = 0.05
			modifier_army_sub_unit_cavalry_attack_factor = 0.05
			modifier_army_sub_unit_cavalry_defence_factor = 0.05
			modifier_army_sub_unit_cavalry_speed_factor = 0.05
			modifier_army_sub_unit_camelry_attack_factor = 0.05
			modifier_army_sub_unit_camelry_defence_factor = 0.05
			modifier_army_sub_unit_camelry_speed_factor = 0.05
		}
	}
}
### Entity: Scripted Trigger
Component: den_avoid_army
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/r56_danish_scripted_trigger.txt

Code:
den_avoid_army = {
	NOT = {
		has_completed_focus = DEN_King_Christian_Coup DEN_Conservative_Majority DEN_Social_Democratic_Majority DEN_DKP_Takeover DEN_DNSAP_Takeover
	}
}
### Entity: Idea
Component: LUX_chamberofdeputies_PRL_info_small_increase_i
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_chamberofdeputies_PRL_info_small_increase_i = {
	name = LUX_chamberofdeputies_PRL_info_small_increase_tt
	modifier = {
		political_power_cost = 0.1
		stability_weekly = -0.001
	}
}
### Entity: Scripted Effect
Component: ETH_add_random_civ_factory_effect
Constructs: limit, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_add_random_civ_factory_effect = {
	random_owned_controlled_state = {
		limit = {
			free_building_slots = {
				building = industrial_complex
				size = > 0
				include_locked = yes
			}
			OR = {
				is_in_home_area = yes
				NOT = {
					owner = {
						any_owned_state = {
							free_building_slots = {
								building = industrial_complex
								size = > 0
								include_locked = yes
							}
							is_in_home_area = yes
						}
					}
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
		}
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
			type = industrial_complex
			level = 2
			instant_build = yes
		}
	}
}
### Entity: Idea
Component: MOR_mt
Source: game
File: common/ideas/morocco.txt

Code:
MOR_mt = {
	ledger = army
	picture = generic_army_arab_1
	allowed = {
		original_tag = MOR
	}
	traits = {
		military_theorist
	}
}
### Entity: Character
Component: VNZ_giovanni_mercello
Source: game
File: common/characters/VNZ.txt

Code:
VNZ_giovanni_mercello = {
	name = VNZ_giovanni_mercello
	portraits = {
		civilian = {
			large = GFX_kr_portrait_europe_generic_11
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
		traits = {
			empire_builder
		}
	}
}
### Entity: Country History
Country: ANG
Component: ANG_technology
Constructs: set_technology
Source: game
File: history/countries/ANG - Angola.txt

Code:
# Starting Technologies for ANG
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
}