Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: IRQ_fawsi_al_kaukji
Constructs: has_completed_focus
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_fawsi_al_kaukji = {
	name = IRQ_fawsi_al_kaukji
	portraits = {
		army = {
			small = GFX_portrait_IRQ_fawsi_al_kaukji_small
		}
	}
	advisor = {
		allowed = {
			original_tag = IRQ
		}
		slot = army_chief
		idea_token = IRQ_fawsi_al_kaukji
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		available = {
			has_completed_focus = IRQ_arab_free_legion
		}
	}
}
### Entity: AI Strategy
Component: CZE_alternate_strategy_plan_fascist
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/CZE_alternate_strategy_plan.txt

Code:
CZE_alternate_strategy_plan_fascist = {
	name = THE BOHEMIAN EMPIRE RIDES AGAIN
	desc = DEATH OR GLORY!
	allowed = {
		original_tag = CZE
	}
	enable = {
		OR = {
			has_country_flag = CZE_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = CZE_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CZE_political_direction CZE_go_right CZE_czech_fascism CZE_exclude_the_slovaks CZE_german_ally CZE_favor_czechs_1 CZE_favor_czechs_2 CZE_industrial_legacy CZE_strategy_decisions CZE_german_leanings CZE_favor_czechs_3 CZE_deliver_sudetenland CZE_military_research_institute CZE_exclude_the_slovaks CZE_arms_exports_1 CZE_german_minor_ally CZE_arms_exports_2 CZE_arms_exports_3 CZE_aggressive_wars CZE_the_polish_question CZE_hungarian_situation CZE_bonus_research_slot_1
	}
	research = {
		industry = 30.0
		infantry_tech = 5.0
		artillery = 18.0
		support_tech = 10
	}
	ideas = {

	}
	traits = {
		fascist_demagogue = 10
		captain_of_industry = 5
		war_industrialist = 5
		prince_of_terror = 0
		backroom_backstabber = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		CZE_military_research_institute = 10
		CZE_military_aeronautical_institute = 5
		CZE_motorization_scheme = 8
		CZE_armour_bonus_1 = 10
		CZE_armour_bonus_ii = 10
		CZE_import_foreign_bombers = 5
		CZE_air_is_our_sea = 5
	}
}
### Entity: Scripted Effect
Component: bba_get_fighter_FRA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_fighter_FRA_effect = {
	if = {
		limit = {
			FRA = {
				NOT = {
					has_tech = basic_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_0
			producer = FRA
			amount = fighter_buy_amount
			variant_name = D.510
		}
	} {
		limit = {
			FRA = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = {
					NOT = {
						has_country_flag = FRA_basic_export_fighter_template
					}
				}
			}
			create_equipment_variant = {
				name = MS. 406
				type = small_plane_airframe_1
				allow_without_tech = yes
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_FRA_fighter1_medium
			}
			set_country_flag = FRA_basic_export_fighter_template
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_1
			producer = FRA
			amount = fighter_buy_amount
			variant_name = MS. 406
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = {
					NOT = {
						has_country_flag = FRA_improved_export_fighter_template
					}
				}
			}
			FRA = {
				create_equipment_variant = {
					name = D.520
					type = small_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = light_mg_4x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
						engine_type_slot = engine_2_1x
						special_type_slot_1 = empty
					}
					icon = GFX_FRA_fighter2_medium
				}
				set_country_flag = FRA_improved_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = FRA
			amount = fighter_buy_amount
			variant_name = D.520
		}
	} {
		limit = {
			FRA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				FRA = {
					NOT = {
						has_country_flag = FRA_advanced_export_fighter_template
					}
				}
			}
			FRA = {
				create_equipment_variant = {
					name = SE.580
					type = small_plane_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = heavy_mg_4x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
						fixed_auxiliary_weapon_slot_2
# ... (truncated)
### Entity: National Focus
Tree: bra_focus
Component: BRA_spread_the_revolution
Constructs: prerequisite, has_government, completion_reward, has_war_support, has_army_manpower, add_timed_idea
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_spread_the_revolution
	icon = GFX_focus_SOV_builder_of_the_red_army
	x = 0
	y = 6
	relative_position_id = BRA_launch_the_revolution
	prerequisite = {
		focus = BRA_soviet_arms_industry BRA_equality_for_women
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = communism
		has_war_support = > 0.6
		has_army_manpower = {
			size = > 199999
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = BRA_expanding_the_revolution
			days = 1460
		}
	}
}
### Entity: Character
Component: BOT_acas
Source: game
File: common/characters/BOT.txt

Code:
BOT_acas = {
	advisor = {
		slot = high_command
		idea_token = BOT_acas
		ledger = air
		allowed = {
			original_tag = BOT
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Technology
Component: winter_logistics_support_tech
Constructs: research_cost, enable_subunits
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	enable_subunits = {
		winter_logistics_support
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_anti_bolshevist_aid
Constructs: prerequisite, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_anti_bolshevist_aid
	dynamic = yes
	icon = GFX_goal_generic_war_with_comintern
	x = 2
	y = 3
	prerequisite = {
		focus = USA_war_plan_white
	}
	relative_position_id = USA_intervention_in_europe
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV = {
			has_civil_war = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = mtg_usa_anti_bolshevist_aid_tt
	}
}
### Entity: Character
Component: SOV_vitaly_primakov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_vitaly_primakov = {
	name = SOV_vitaly_primakov
	portraits = {
		army = {
			large = GFX_portrait_SOV_vasily_primakov
			small = GFX_portrait_SOV_vasily_primakov_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer trait_reckless war_hero cavalry_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: AI Strategy
Component: ARG_does_the_SCW_communism
Constructs: has_completed_focus, has_government, has_civil_war, has_global_flag, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_ARG.txt

Code:
ARG_does_the_SCW_communism = {
	allowed = {
		original_tag = ARG
	}
	enable = {
		date = < 1939.2.1
		ARG = {
			has_completed_focus = ARG_spanish_civil_war_involvement
		} {
			has_government = communism
		}
		country_exists = SPR
		SPR = {
			OR = {
				has_government = communism
			}
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = communism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPR
		value = 100
	} {
		type = support
		id = SPR
		value = 100
	} {
		type = send_volunteers_desire
		id = SPR
		value = 125
	}
}
### Entity: Event
Component: denmark.30
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.30
	title = denmark.30.t
	desc = denmark.30.d
	picture = GFX_report_event_danish_liberation
	is_triggered_only = yes
	option = {
		name = denmark.30.a
	}
}
### Entity: Event
Component: greece.10
Constructs: is_triggered_only, add_state_core, create_wargoal, annex_everything
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.10
	title = greece.10.t
	desc = greece.10.d
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = greece.10.a
		add_state_core = 347 340 339
		create_wargoal = {
			type = annex_everything
			target = TUR
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_improve_red_army
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_improve_red_army
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = SWE_close_the_straits SWE_turn_the_baltic_red
	}
	relative_position_id = SWE_turn_the_baltic_red
	x = 1
	y = 1
	cost = 12.86
	available = {
		has_idea = SWE_fledgling_red_army
	}
	completion_reward = {
		swap_ideas = {
			add_idea = SWE_improved_red_army
			remove_idea = SWE_fledgling_red_army
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Unit Template
Component: SAU_BB_HISTORICAL
Source: game
File: common/units/names_ships/SAU_ship_names.txt

Code:
SAU_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		SAU
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HMS 
	fallback_name = Battleship %d
	unique = {
		Makkah al Madinah
	}
}
### Entity: Effect Reference
Construct: delete_unit
Constructs: delete_unit, division_template
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## delete_unit

* Supported Scopes: COUNTRY
* Supported Targets: none

```
delete units of a country. no tooltip is generated. example: 

Example:
delete_unit = { 
	division_template = template_name # can be filtered a specific template 
	id = 42 # can be filtered to a given id in create unit effect 
	state = 64 # can be filtered by a given state 
	disband = yes # default is no. if set to yes the game will refund equipment/manpower
}
```
### Entity: Event
Component: IRQ_political_events.22
Constructs: is_triggered_only, ai_chance, has_war_with
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.22
	title = IRQ_political_events.22.t
	desc = IRQ_political_events.22.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.22.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = IRQ
			}
		}
		IRQ = {
			country_event = {
				id = IRQ_political_events.23
				hours = 1
			}
		}
		drop_cosmetic_tag = yes
		effect_tooltip = {
			IRQ = {
				puppet = PAL
			}
		}
	} {
		name = IRQ_political_events.22.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_war_with = IRQ
			}
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.25
				hours = 1
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_policies_of_collective_security.10
Constructs: is_triggered_only, random_hours
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_policies_of_collective_security.10
	title = NSB_soviet_policies_of_collective_security.10.t
	desc = NSB_soviet_policies_of_collective_security.10.desc
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = NSB_soviet_policies_of_collective_security.10.a
		SOV = {
			country_event = {
				id = NSB_soviet_policies_of_collective_security.11
				hours = 10
				random_hours = 4
			}
		}
		effect_tooltip = {
			SOV_apply_collective_ageement_on_mutual_assistance_effects_basic = yes
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_favor_shiite_officers
Constructs: prerequisite, limit, add_war_support, completion_reward, random_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_favor_shiite_officers
	icon = GFX_focus_generic_military_academy
	relative_position_id = IRQ_promote_peaceful_religious_coexistence
	prerequisite = {
		focus = IRQ_promote_peaceful_religious_coexistence
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 15
		add_war_support = 0.05
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = politically_connected
				}
			}
			add_trait = {
				trait = politically_connected
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: YUN_luo_sun
Source: game
File: common/characters/YUN.txt

Code:
YUN_luo_sun = {
	name = YUN_luo_sun
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = YUN_luo_sun
		ledger = army
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: form_ethiopian_empire_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_ethiopian_empire_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_ethiopian_empire
	allowed = {
		has_dlc = By Blood Alone
	}
}
### Entity: Character
Component: ITA_francesco_zingales
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_francesco_zingales = {
	name = ITA_francesco_zingales
	portraits = {
		army = {
			small = GFX_portrait_ITA_francesco_zingales_small
			large = GFX_portrait_ITA_francesco_zingales
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader combined_arms_expert
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			has_government = fascism
		}
	}
}
### Entity: Unit Template
Component: FRA_MINELAYERS_HISTORICAL
Source: game
File: common/units/names_ships/FRA_ship_names.txt

Code:
FRA_MINELAYERS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_MINELAYERS
	for_countries = {
		FRA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser ship_hull_light destroyer
	}
	fallback_name = %d Mouilleur de Mines
	unique = {
		Bougainville Amiral Charner Dumont d'Urville D'Entrecasteaux La Grandière D'Iberville Rigault de Genouilly Savorgnan de Brazza Beautemps-Beaupré La Pérouse Commandant de Pimodan Amiral Duperré Amiral Gourdon Amiral Sénès Annamite Chamois Chevreuil Enseigne Ballande Enseigne Bisson Gazelle L'Ambitieuse La Furieuse La Généreuse L'Heureuse La Joyeuse La Malicieuse Commandant Ducuing La Rieuse La Sérieuse Bambara La Trompeuse La Victorieuse Matelot Leblanc Rageot de la Touche Élan La Batailleuse La Boudeuse La Capricieuse Commandant Bory Commandant Delage Commandant Dominé Commandant Duboc Commandant Rivière La Curieuse La Gracieuse L'Impétueuse La Moqueuse Aldébaran Algol Altair Antares Bellatrix Rigel Cassiopée Regulus Pluton Cerbère Le Gladiateur Châteaurenault Guichen
	}
}
### Entity: Idea
Component: GYA_stc
Source: game
File: common/ideas/guyana.txt

Code:
GYA_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = GYA
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Idea
Component: HUN_the_rakosi_battalion_idea
Constructs: has_government, send_volunteer_divisions_required, send_volunteers_tension, send_volunteer_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_the_rakosi_battalion_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic communism
		}
	}
	picture = HUN_the_rakosi_battalion_idea
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteers_tension = -0.15
		send_volunteer_factor = 0.15
	}
}
### Entity: Special Project
Component: sp_naval_support_ships
Constructs: limit, fire_only_once, set_technology, has_dlc, has_tech, resource_cost, breakthrough_cost, enable_equipments
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_support_ships = {
	specialization = specialization_naval
	project_tags = sp_tag_surface_ship
	ai_will_do = {
		base = 1
	}
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = mtg_transport
			}
			else = {
				has_tech = transport
			}
		}
	}
	resource_cost = {
		resources = {
			steel = 6
		}
	}
	breakthrough_cost = {
		specialization_naval = 1
	}
	complexity = sp_complexity.medium
	prototype_time = sp_time.prototype.medium
	project_output = {
		country_effects = {

		}
		enable_equipments = {
			support_ship_1 repair_ship_1
		}
		enable_equipment_modules = {

		}
		enable_subunits = {

		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_naval_support_ships_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 10
				max = 50
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_support_ships_preference_a_a
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_a
						hidden_effect = {
							set_technology = {
								sp_naval_support_ships_pick_a = 1
								popup = no
							}
						}
					}
				}
			} {
				token = sp_naval_support_ships_preference_b_a
				default = yes
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_b
						hidden_effect = {
							set_technology = {
								sp_naval_support_ships_pick_b = 1
								popup = no
							}
						}
					}
				}
			} {
				token = sp_naval_support_ships_preference_c_a
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_c
						hidden_effect = {
							set_technology = {
								sp_naval_support_ships_pick_c = 1
								popup = no
							}
						}
					}
				}
			}
		}
		sp_naval_suppo
# ... (truncated)
### Entity: Idea
Component: GRE_sophistry_and_science_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_sophistry_and_science_idea = {
	removal_cost = -1 -1
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_research_bonus
	modifier = {
		political_power_factor = 0.05
		research_speed_factor = 0.05
	}
}
### Entity: Idea
Component: PRC_hundred_regiments_offensive_idea
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_hundred_regiments_offensive_idea = {
	name = PRC_hundred_regiments_offensive
	picture = PRC_hundred_regiments_offensive
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_reevaluating_the_drachma
Constructs: completion_reward, add_political_power, unlock_decision_category_tooltip
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_reevaluating_the_drachma
	icon = GFX_focus_GRE_reevaluating_the_drachma
	x = 28
	y = 0
	cost = 5
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_GRE_DEBT_TO_IFC FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 120
		unlock_decision_category_tooltip = GRE_pay_back_debt_to_the_ifc_category
		custom_effect_tooltip = GRE_pay_back_debt_tt
	}
}
### Entity: State History
Component: 820
Constructs: add_core_of
Source: game
File: history/states/820-Khovsgol.txt

Code:
state = {
	id = 820
	name = STATE_820
	provinces = {
		1689 1791 1834 4882 7676 7717 12579 12649
	}
	history = {
		owner = MON
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7717 2
		} {
			7676 1
		}
		add_core_of = MON
	}
	manpower = 88200
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Event
Component: AUS_political_events.77
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.77
	title = AUS_political_events.77.t
	desc = AUS_political_events.77.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.77.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.05
		add_stability = -0.1
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt AUS_political_events.77.a_tt
	}
}
### Entity: Modifier Reference
Construct: civilian_intel_to_others
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## civilian_intel_to_others

* Number with 1 decimal places
* **Categories**: country
### Entity: Character
Component: SMI_andreas_wilks
Source: game
File: common/characters/SMI.txt

Code:
SMI_andreas_wilks = {
	name = Andreas Wilks
	portraits = {
		civilian = {
			small = GFX_portrait_generic_democratic_reformer_sami_2d
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = SMI_andreas_wilks
		allowed = {
			original_tag = SMI
		}
		available = {

		}
		visible = {

		}
		traits = {
			popular_figurehead
		}
		ai_will_do = {
			base = 3.0
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_communal_agriculture
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_communal_agriculture
	prerequisite = {
		focus = ETH_communal_education ETH_seize_the_means
	}
	relative_position_id = ETH_seize_the_means
	x = 0
	y = 1
	icon = GFX_goal_generic_demand_territory
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		custom_effect_tooltip = ETH_communal_agriculture_industry_tt ETH_communal_agriculture_consumer_tt
		add_to_variable = {
			ETH_industrialization_industrial_capacity_factory = 0.1
		} {
			ETH_industrialization_consumer_goods_factor = -0.15
		}
		ETH_BOP_decentralization_large_effect = yes
	}
}
### Entity: Event
Component: mtg_britain.110
Constructs: has_global_flag, set_cosmetic_tag, set_global_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.110
	trigger = {
		tag = ENG
		country_exists = NIR WLS SCO
		NOT = {
			has_global_flag = ENG_became_england
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	hidden = yes
	immediate = {
		set_cosmetic_tag = ENG_england
		set_global_flag = ENG_became_england
	}
}