Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: poland.18
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, set_cosmetic_tag, set_politics, add_country_leader_role, is_historical_focus_on
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.18
	title = poland.18.t
	desc = poland.18.d
	picture = GFX_report_event_sanation_revolt
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = poland.18.a
		ai_chance = {
			factor = 50
		}
		set_cosmetic_tag = POL_SANATION
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			long_name = POL_OZON_party_long
			name = POL_OZON_party
		}
		add_country_leader_role = {
			character = POL_edward_rydzsmigly
			country_leader = {
				ideology = oligarchism
				traits = {
					sanation_militarist
				}
				expire = 1965.1.1.1
			}
			promote_leader = yes
		}
	} {
		name = poland.18.b
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		effect_tooltip = {
			set_cosmetic_tag = POL_SANATION_fascism
		}
		hidden_effect = {
			set_cosmetic_tag = POL_SANATION
		}
		add_ruling_to_fas = yes
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
			long_name = POL_OZON_party_long
			name = POL_OZON_party
		}
		add_country_leader_role = {
			character = POL_edward_rydzsmigly
			country_leader = {
				ideology = falangism
				traits = {
					sanation_militarist_falangist
				}
				expire = 1965.1.1.1
			}
			promote_leader = yes
		}
		if = {
			limit = {
				has_idea = POL_april_constitution_4
			}
			swap_ideas = {
				add_idea = POL_april_constitution_fas
				remove_idea = POL_april_constitution_4
			}
		} {
			limit = {
				has_idea = POL_april_constitution_left
			}
			swap_ideas = {
				add_idea = POL_april_constitution_fas_left
				remove_idea = POL_april_constitution_left
			}
		} {
			limit = {
				has_idea = POL_april_constitution_right
			}
			swap_ideas = {
				add_idea = POL_april_constitution_fas_right
				remove_idea = POL_april_constitution_right
			}
		}
	}
}
### Entity: Character
Component: SAD_enrico_adami_rossi
Source: game
File: common/characters/SAD.txt

Code:
SAD_enrico_adami_rossi = {
	name = SAD_enrico_adami_rossi
	portraits = {
		army = {
			large = gfx/leaders/ITA/Portrait_Italy_Generic_land_1.dds
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
	}
}
### Entity: Character
Component: SAM_tanumafili_ii
Source: game
File: common/characters/SAM.txt

Code:
SAM_tanumafili_ii = {
	name = SAM_tanumafili_ii
	portraits = {
		civilian = {
			large = GFX_kr_portrait_south_america_generic_3
			small = GFX_kr_portrait_south_america_generic_3_small
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Event
Component: cityfall.89
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.89
	title = cityfall.89.t
	desc = cityfall.89.desc
	picture = GFX_news_event_south_american_argentine_soldiers
	major = yes
	is_triggered_only = yes
	immediate = {
		113 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.89.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.89.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.89.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Event
Component: generic_debug.42
Constructs: is_triggered_only, create_intelligence_agency
Source: game
File: events/debug_events.txt

Code:
country_event = {
	id = generic_debug.42
	title = generic_debug.42.t
	desc = generic_debug.42.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	immediate = {
		create_intelligence_agency = yes
		upgrade_intelligence_agency = upgrade_form_department
	}
	option = {
		name = excellent
	}
}
### Entity: Modifier Reference
Component: weather_mud
Constructs: army_attack_factor, supply_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_mud = {
	army_attack_factor = -0.4
	army_speed_factor = -0.5
	attrition = 0.7
	org_loss_when_moving = 0.25
	supply_factor = -0.15
	truck_attrition_factor = 5.0
}
### Entity: Idea
Component: PAL_high_civilian_power_idea3
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_high_civilian_power_idea3 = {
	picture = chi_war_of_resistance3
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		consumer_goods_factor = -0.25
		political_power_factor = 0.2
		conscription_factor = -0.15
	}
}
### Entity: Decision
Component: BEL_rekindle_the_red_flame_cat
Constructs: has_country_flag, add_stability, fire_only_once, cancel_trigger, cancel_effect, clr_country_flag, complete_effect, set_country_flag
Source: game
File: common/decisions/BEL.txt

Code:
BEL_rekindle_the_red_flame_cat = {
	BEL_communist_constitution_decision = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {

		}
		visible = {

		}
		available = {
			communism = > 0.6
		}
		cost = 100
		days_remove = 25
		fire_only_once = yes
		cancel_trigger = {

		}
		cancel_effect = {
			clr_country_flag = BEL_currently_undertaking_communism_decision_flag
		}
		complete_effect = {
			set_country_flag = BEL_currently_undertaking_communism_decision_flag
		}
		remove_effect = {
			clr_country_flag = BEL_currently_undertaking_communism_decision_flag
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
		}
	}
	BEL_worker_rallies_decision = {
		icon = GFX_decision_eng_propaganda_campaigns
		allowed = {

		}
		visible = {

		}
		available = {
			NOT = {
				has_country_flag = BEL_currently_undertaking_communism_decision_flag
			}
		}
		cost = 50
		modifier = {
			political_power_factor = -0.1
		}
		days_remove = 15
		fire_only_once = yes
		cancel_trigger = {

		}
		cancel_effect = {
			clr_country_flag = BEL_currently_undertaking_communism_decision_flag
		}
		complete_effect = {
			set_country_flag = BEL_currently_undertaking_communism_decision_flag
		}
		remove_effect = {
			clr_country_flag = BEL_currently_undertaking_communism_decision_flag
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
			add_stability = -0.05
		}
	}
	BEL_increased_union_powers_decision = {
		icon = GFX_decision_eng_trade_unions_demand
		allowed = {

		}
		visible = {

		}
		available = {
			NOT = {
				has_country_flag = BEL_currently_undertaking_communism_decision_flag
			}
		}
		cost = 50
		days_remove = 25
		fire_only_once = yes
		cancel_trigger = {

		}
		cancel_effect = {
			clr_country_flag = BEL_currently_undertaking_communism_decision_flag
		}
		complete_effect = {
			set_country_flag = BEL_currently_undertaking_communism_decision_flag
		}
		remove_effect = {
			clr_country_flag = BEL_currently_undertaking_communism_decision_flag
			set_country_flag = BEL_has_increased_union_powers_flag
			add_timed_idea = {
				idea = BEL_powerful_unions_ns
				days = 180
			}
			custom_effect_tooltip = BEL_increased_union_powers_decision_tt
		}
	}
	BEL_boost_miner_unions_decision = {
		icon = GFX_decision_eng_propaganda_campaigns
		allowed = {

		}
		visible = {
			has_country_flag = BEL_has_increased_union_powers_flag
		}
		avail
# ... (truncated)
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_100_regiments_campaign
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_100_regiments_campaign
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = PRC_sea_mobile_warfare
	}
	x = 1
	y = 2
	relative_position_id = PRC_sea_provoke_japan
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = PRC_launch_100_regiments_campaign
	}
}
### Entity: Scripted Effect
Component: BUL_bs_low_popularity_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bs_low_popularity_decrease_effect = {
	custom_effect_tooltip = BUL_bs_tt BUL_low_popularity_decrease_tt
	add_to_variable = {
		BUL_bs_popularity = BUL_faction_low_decrease
	}
	clamp_variable = {
		var = BUL_bs_popularity
		min = 0
		max = 100
	}
}
### Entity: Character
Component: indies_councilor_mook
Constructs: autonomy_gain, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
indies_councilor_mook = {
	sprite = 13
	random = no
	autonomy_gain = 0.3
	democratic_drift = 0.04
	neutrality_drift = 0.01
}
### Entity: Event
Component: austria.5007
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.5007
	title = austria.5007.t
	desc = austria.5007.d
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = austria.5007.a
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_join_the_research_program
Constructs: prerequisite, limit, every_country, completion_reward, is_in_faction, is_in_faction_with, is_subject_of, add_to_tech_sharing_group
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_join_the_research_program
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = AUS_lawmaking_leniency
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_lawmaking_leniency
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_join_the_research_program_tt
		every_country = {
			limit = {
				OR = {
					tag = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
			add_to_tech_sharing_group = AUS_allied_tech_sharing_group
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_expand_the_nzpaf
Constructs: add_equipment_to_stockpile, limit, completion_reward, cancel_if_invalid, has_dlc, create_equipment_variant, allow_without_tech, add_equipment_subsidy
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_expand_the_nzpaf
	icon = GFX_goal_generic_air_doctrine
	x = 23
	y = 0
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Bristol Blenheim
				type = medium_plane_airframe_1
				allow_without_tech = yes
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					fixed_auxiliary_weapon_slot_1 = torpedo_mounting
					fixed_auxiliary_weapon_slot_2 = bomb_locks
					engine_type_slot = engine_3_2x
					special_type_slot_1 = empty
				}
				icon = GFX_ENG_tactical_bomber1_medium
			}
			add_equipment_to_stockpile = {
				type = medium_plane_airframe_1
				producer = ENG
				amount = 116
				variant_name = Bristol Blenheim
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = medium_plane_airframe
				seller_tags = {
					ENG
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = nav_bomber_equipment_1
				amount = 56
				producer = ENG
			}
			if = {
				limit = {
					ENG = {
						has_tech = tactical_bomber1
					}
				}
				add_equipment_to_stockpile = {
					type = tac_bomber_equipment_1
					amount = 30
					producer = ENG
				}
				else = {
					add_equipment_to_stockpile = {
						type = tac_bomber_equipment_0
						amount = 30
						producer = ENG
					}
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: RAID_INSTANCE
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope RAID_INSTANCE

* [hidden_trigger](#hidden_trigger)
* [meta_trigger](#meta_trigger)
### Entity: Unit Leader
Component: trait_TUR_kemalist_champion
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_TUR_kemalist_champion = {
	type = all
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = TUR
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Decision
Component: nato_decisions
Constructs: has_war, limit, add_ideas, every_country, has_country_flag, fire_only_once, is_in_faction, is_in_faction_with
Source: game
File: common/decisions/NATO.txt

Code:
nato_decisions = {
	NATO_brussels_treaty = {
		icon = generic_formable_nations
		available = {
			has_war = no
			is_in_faction = yes
			country_exists = SOV
			NOT = {
				is_in_faction_with = SOV
			}
		}
		visible = {
			OR = {
				tag = ENG FRA
			}
			date = > 1944.1.1
			NOT = {
				custom_trigger_tooltip = {
					tooltip = brussels_to_has_already_happened
					has_global_flag = brussels_to_fired
				}
			}
		}
		ai_will_do = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					ENG = {
						is_ai = no
					}
					FRA = {
						is_ai = no
					}
				}
			}
		}
		cost = 25
		fire_only_once = yes
		complete_effect = {
			set_global_flag = brussels_to_fired
			set_country_flag = TO_joined_brussels_treaty
			every_other_country = {
				limit = {
					is_subject = no
					is_in_faction_with = ROOT
					NOT = {
						tag = USA
					}
				}
				hidden_effect = {
					country_event = treaty_org.1
				}
				custom_effect_tooltip = TO_will_be_invited_to_join_or_leave
			}
			hidden_effect = {
				news_event = {
					id = treaty_org.2
					days = 1
				}
			}
		}
	}
	NATO_suggest_nato = {
		icon = generic_formable_nations
		available = {
			has_war = no
		}
		visible = {
			is_in_faction = yes
			OR = {
				has_country_flag = TO_joined_brussels_treaty
				tag = USA
			}
			has_global_flag = brussels_to_fired
			NOT = {
				has_global_flag = nato_suggested
			}
			is_subject = no
		}
		fire_only_once = yes yes
		days_remove = 90
		ai_will_do = {
			base = 100
			modifier = {
				factor = 0
				AND = {
					any_allied_country = {
						is_ai = no
					}
					date = < 1946.6.1
				}
			} {
				factor = 0
				OR = {
					NOT = {
						tag = ENG
					} {
						tag = USA
					} {
						tag = FRA
					}
				}
			}
		}
		cost = 25
		remove_effect = {
			if = {
				limit = {
					OR = {
						is_in_faction_with = USA
						tag = USA
					}
				}
				news_event = treaty_org.3
			} {
				limit = {
					is_in_faction = yes
				}
				set_faction_name = north_atlantic_treaty_org
			}
			else = {
				news_event = treaty_org.4
			}
			every_country = {
				limit = {
					is_in_faction_with = ROOT
					OR = {
						is_subject = no
						has_autonomy_state = autonomy_dominion
					}
				}
				add_ideas = TO_nato_ratified
			}
		}
		complete_effect = {
			set_global_flag = nato_suggested
		}
	}
}
### Entity: Misc Config
Component: controllable_mare_nostrum_states
Source: game
File: common/collections/collections.txt

Code:
controllable_mare_nostrum_states = {
	input = constant:state_groups.mare_nostrum_states
	name = COLLECTION_FACTION_MARE_NOSTRUM_STATES
}
### Entity: Order of Battle
Component: 10 Su jun Zhiyuanjun
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements.txt

Code:
division = {
	name = 10 Su jun Zhiyuanjun
	location = 12880
	division_template = Erjinzhi Juntuán
}
### Entity: Idea
Component: officers_purged_2
Constructs: has_government, industrial_capacity_factory, removal_cost, research_bonus, send_volunteer_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
officers_purged_2 = {
	name = officers_purged_2
	removal_cost = -1
	picture = officers_purged
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	research_bonus = {
		land_doctrine = -0.09
		naval_doctrine = -0.09
		air_doctrine = -0.09
	}
	modifier = {
		army_org_factor = -0.45
		army_bonus_air_superiority_factor = -0.04
		send_volunteer_factor = -0.74
		industrial_capacity_factory = -0.18
		training_time_factor = 0.45
	}
}
### Entity: Character
Component: CHI_soong_mei_ling
Constructs: has_dlc, has_country_leader
Source: game
File: common/characters/CHI.txt

Code:
CHI_soong_mei_ling = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_soong_mei_ling
		portraits = {
			civilian = {
				small = GFX_idea_CHI_soong_mei_ling
				large = GFX_portrait_CHI_soong_mei_ling
			}
		}
		gender = female
		country_leader = {
			ideology = despotism
			traits = {
				first_lady
			}
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = CHI_soong_mei_ling
			available = {
				has_country_leader = {
					ruling_only = yes
					character = CHI_chiang_kaishek
				}
			}
			traits = {
				first_lady
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_soong_mei_ling
		portraits = {
			civilian = {
				small = GFX_idea_CHI_soong_mei_ling
			}
		}
		gender = female
		advisor = {
			slot = political_advisor
			idea_token = CHI_soong_mei_ling
			available = {
				has_country_leader = {
					ruling_only = yes
					character = CHI_chiang_kaishek
				}
			}
			traits = {
				first_lady
			}
		}
	}
}
### Entity: Define
Component: NDefines.NOperatives
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NOperatives = {
AGENCY_CREATION_DAYS = 30
AGENCY_UPGRADE_DAYS = 30
AGENCY_CREATION_FACTORIES = 5
AGENCY_AI_BASE_NUM_FACTORIES = 25.0
AGENCY_AI_PER_UPGRADE_FACTORIES = 6.0
AGENCY_UPGRADE_PER_OPERATIVE_SLOT = 5
MAX_OPERATIVE_SLOT_FROM_AGENCY_UPGRADES = 1
AGENCY_OPERATIVE_RECRUITMENT_TIME = 30
BECOME_SPYMASTER_PP_COST = 50
BECOME_SPYMASTER_FI_COST = 1
BECOME_SPYMASTER_MIN_UPGRADES = 3
BASE_COUNTER_INTELLIGENCE_RATING = 0.0
AGENCY_DEFENSE_EFFECT_ON_HOSTILE_ACTION_COST = 0.2
INTEL_NETWORK_GAIN_RATE_ON_WRONG_CONTROLLER = -10.0
INTEL_NETWORK_GAIN_RATE_ON_OUT_OF_RANGE = -1.75
INTEL_NETWORK_GAIN_FROM_ADJACENCY_FACTOR = 0.5
INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR = 0.5
INTEL_NETWORK_STRENGTH_TARGET_OFFSET_PER_OPERATIVE = 15.0
INTEL_NETWORK_STRENGTH_DECAY_WHEN_ABOVE_TARGET = -2.5
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_FACTOR = -10.0
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_OFFSET = 90
INTEL_NETWORK_MIN_VP_TO_TARGET = 15
INTEL_NETWORK_MIN_STRENGTH_TO_TARGET = 101.0
INTEL_NETWORK_MIN_STRENGTH_TO_LINK_SUBNETWORKS = 0.0
INTEL_NETWORK_OPERATIVE_GAIN_STACKING_FACTOR = 0.5
INTEL_NETWORK_MIN_STRENGTH_FOR_STATE_TO_COUNT_TOWARD_NATIONAL_COVERAGE = 0.0
INTEL_NETWORK_NATIONAL_COVERAGE_CONTROLLED_STATES_WEIGHT = 0.2
INTEL_NETWORK_NATIONAL_COVERAGE_CORE_STATES_WEIGHT = 0.6
INTEL_NETWORK_NATIONAL_COVERAGE_OWNED_WORTH_WEIGHT = 0.2
INTEL_NETWORK_OCCUPIED_TAG_STATES_WEIGHT = 0.5
INTEL_NETWORK_OCCUPIED_TAG_WORTH_WEIGHT = 0.5
INTEL_NETWORK_MIN_SUB_NETWORK_SIZE_FOR_DETECTION = 0
INTEL_NETWORK_MIN_NATIONAL_COVERAGE_FOR_DETECTION = 0.02
INTEL_NETWORK_MIN_SUB_NETWORK_NATIONAL_COVERAGE_FOR_DETECTION = 0.01
INTEL_NETWORK_MIN_SUB_NETWORK_STRENGTH_FOR_DETECTION = 10.0
INTEL_NETWORK_INTELLIGENCE_AGENCY_DEFENSE_TO_DETECTION_FACTOR = 2.0
INTEL_NETWORK_INTELLIGENCE_AGENCY_DEFENSE_DETECTION_SCALE_FACTOR = 0.0
INTEL_NETWORK_MAX_INTELLIGENCE_AGENCY_DEFENSE_DETECTION_SCALE_FACTOR = 1.0
INTEL_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR = 1.0
INTEL_NETWORK_SUB_NETWORK_STRENGTH_TO_DETECTION_CHANCE_FACTOR = 0.1
INTEL_NETWORK_SUB_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR = 3.0
INTEL_NETWORK_DETECTION_GLOBAL_FACTOR = 0.01
BUILD_INTEL_NETWORK_DAILY_XP_GAIN = 1
QUIET_INTEL_NETWORK_DAILY_XP_GAIN = 0
OPERATIVE_MISSION_DETECTION_CHANCE_FACTOR = {
	0.0 1.0 1.0 1.0 0.0 3.0 0.1 0.1 3.0
}
OPERATIVE_SLOTS_FROM_FACTION_MEMBERS_FOR_SPY_MASTER = {
	0.0 , 0.0 0.25 
# ... (truncated)
### Entity: Character
Component: KMT_cult_of_personality2b
Constructs: research_speed_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_cult_of_personality2b = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	war_support_factor = 0.05
	research_speed_factor = 0.05
}
### Entity: Modifier Reference
Construct: autonomy_gain_ll_to_overlord
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## autonomy_gain_ll_to_overlord

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Decision
Component: PAL_atheist_religious_category
Constructs: has_government
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_atheist_religious_category = {
	icon = power_struggle
	priority = 1000
	visible_when_empty = yes
	allowed = {
		original_tag = PAL
	}
	visible = {
		has_government = communism
	}
	scripted_gui = palestine_atheism_bar
}
### Entity: National Focus
Tree: mon_focus
Component: MON_rally_the_radicals
Constructs: prerequisite, completion_reward, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_rally_the_radicals
	icon = GFX_goal_generic_election_chaos
	prerequisite = {
		focus = MON_matters_of_internal_affairs MON_approach_japan
	}
	x = 3
	y = 1
	relative_position_id = MON_matters_of_internal_affairs
	cost = 5
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = communism
			popularity = -0.1
		}
		unlock_decision_tooltip = MON_spread_pan_asian_propaganda
	}
}
### Entity: Event
Component: rt56.rom_trial.1
Constructs: is_triggered_only, ai_chance, retire_character
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_trial.1
	title = rt56.rom_trial.1.t
	desc = rt56.rom_trial.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_trial.1.a
		ai_chance = {
			base = 2
		}
	} {
		name = rt56.rom_trial.1.b
		promote_character = ROM_ana_pauker
		retire_character = ROM_lucretiu_patrascanu
		ai_chance = {
			base = 2
		}
	} {
		name = rt56.rom_trial.1.c
		promote_character = ROM_gheorghe_gheorghiu_dej
		retire_character = ROM_lucretiu_patrascanu
		ai_chance = {
			base = 2
		}
	} {
		name = rt56.rom_trial.1.e
		promote_character = ROM_lucretiu_patrascanu
		retire_character = ROM_ana_pauker
		ai_chance = {
			base = 2
		}
	}
}
### Entity: State History
Component: 807
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/807-Gdynia.txt

Code:
state = {
	id = 807
	name = STATE_807
	manpower = 713370
	state_category = city
	history = {
		owner = POL
		add_core_of = POL KSH
		add_claim_by = PRE
		victory_points = {
			9263 5
		} {
			3295 5
		} {
			279 1
		}
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 1
			air_base = 2
			9263 = {
				naval_base = 1
			}
		}
		1938.3.12 = {
			add_claim_by = GER
		}
	}
	provinces = {
		243 279 334 389 3295 3324 6347 9263
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: CZE_skoda_no_focus_optimization_1_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_no_focus_optimization_1_idea = {
	name = CZE_skoda_no_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		industry = 0.02
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.02
		}
		train_equipment = {
			instant = yes
			build_cost_ic = -0.02
		}
		support_equipment = {
			build_cost_ic = 0.02
			instant = yes
		}
	}
	modifier = {
		consumer_goods_factor = -0.02
		production_lack_of_resource_penalty_factor = 0.02
		production_speed_industrial_complex_factor = 0.02
		industrial_concern_cost_factor = -0.02
		production_speed_arms_factory_factor = -0.02
		fuel_gain_factor = -0.02
		factory_energy_consumption = -0.02
	}
}