Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: URG_CA_HISTORICAL
Source: game
File: common/units/names_ships/URG_ship_names.txt

Code:
URG_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		URG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ROU 
	fallback_name = Crucero Pesado %d
	unique = {
		Uruguay Montevideo Maldonado Rocha Colonia Artigas Río Negro Paysandu
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_an_appropriate_design
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_an_appropriate_design
	icon = GFX_focus_CHI_appropriate_design
	x = 0
	y = 2
	relative_position_id = CHI_bring_the_war_home
	prerequisite = {
		focus = CHI_projecting_power CHI_controlling_our_skies
	}
	cost = 10
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = CHI_projecting_power
			}
			custom_effect_tooltip = CHI_modify_ROCAF_tt
			add_ideas = {
				CHI_appropriate_design_offensive_idea
			}
		}
		ELSE_IF = {
			limit = {
				has_completed_focus = CHI_controlling_our_skies
			}
			custom_effect_tooltip = CHI_modify_ROCAF_tt
			add_ideas = {
				CHI_appropriate_design_defensive_idea
			}
		}
		ELSE = {
			custom_effect_tooltip = CHI_an_appropriate_design_3_tt CHI_modify_ROCAF_tt generic_skip_one_line_tt CHI_an_appropriate_design_2_tt CHI_modify_ROCAF_tt
			effect_tooltip = {
				add_ideas = {
					CHI_appropriate_design_offensive_idea
				}
			} {
				add_ideas = {
					CHI_appropriate_design_defensive_idea
				}
			}
		}
	}
}
### Entity: Character
Component: TZN_awt
Source: game
File: common/characters/TZN.txt

Code:
TZN_awt = {
	advisor = {
		slot = theorist
		idea_token = TZN_awt
		ledger = air
		allowed = {
			original_tag = TZN
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Modding Documentation
Construct: become_head_of_operations
Source: vanilla_docs
File: common/factions/_documentation.md

Doc:
become_head_of_operations
```
Faction Rules initiative spending priority are scripted in the faction rules themselves (ai_will_do)
### Entity: National Focus
Tree: fra_focus
Component: FRA_invest_in_the_metropole
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_invest_in_the_metropole
	icon = GFX_goal_generic_construct_civilian
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_devalue_the_franc
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_devalue_the_franc
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
	}
}
### Entity: Modifier Reference
Component: ETH_state_decentralization_dynamic_modifier
Constructs: army_defence_factor, army_attack_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_state_decentralization_dynamic_modifier = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					original_tag = ETH
				}
			}
		}
	}
	icon = GFX_modifiers_ETH_state_decentralization
	local_building_slots_factor = ETH_state_decentralization_building_slots
	production_speed_infrastructure_factor = ETH.ETH_state_decentralization_infrastructure
	state_resources_factor = ETH.ETH_state_decentralization_resources
	army_defence_factor = ETH.ETH_state_decentralization_defence
	army_attack_factor = ETH.ETH_state_decentralization_attack
	recruitable_population_factor = ETH.ETH_state_decentralization_recruitable_population
	army_speed_factor = ETH.ETH_state_decentralization_army_speed
}
### Entity: State History
Component: 579
Constructs: add_core_of
Source: game
File: history/states/579-Siberia 6.txt

Code:
state = {
	id = 579
	name = STATE_579
	manpower = 45484
	state_category = pastoral
	history = {
		victory_points = {
			1684 1
		}
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV YAM
	}
	provinces = {
		1664 1684 3169 4669 7689 7738 8461 9142 13076
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_11/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: JAP_how_about_some_more_cv_planes
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_how_about_some_more_cv_planes = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = > 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = cv_fighter
		value = 3
	} {
		type = equipment_production_min_factories
		id = cv_cas
		value = 1
	} {
		type = equipment_production_min_factories
		id = cv_naval_bomber
		value = 1
	}
}
### Entity: Character
Component: BUL_boris_iii
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_boris_iii = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = BUL_boris_iii
		portraits = {
			civilian = {
				large = GFX_portrait_BUL_boris_iii
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				tsar_unifier
			}
			expire = 1965.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = BUL_boris_iii
		portraits = {
			civilian = {
				large = GFX_portrait_BUL_boris_iii
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.75
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.75
	title = bftb_bulgaria_factions.75.t
	desc = bftb_bulgaria_factions.75.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.75.a
		BUL_bzns_low_loyalty_decrease_effect = yes
		add_stability = -0.1
	}
}
### Entity: Character
Component: PRC_agrarian_revolutionary
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_agrarian_revolutionary = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	stability_factor = 0.05
	power_balance_weekly = -0.015
	production_lack_of_resource_penalty_factor = -0.1
}
### Entity: Order of Battle
Component: air_wing_291
Source: game
File: history/units/IRQ_1939_air_bba.txt

Code:
air_wings = {
	291 = {
		small_plane_cas_airframe_1 = {
			owner = IRQ
			amount = 40
			creator = USA
			version_name = A-17
		}
		small_plane_airframe_0 = {
			owner = IRQ
			amount = 24
			creator = ENG
			version_name = Gloster Gladiator
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_open_public_schools
Constructs: prerequisite, is_major, completion_reward, is_ally_with, has_opinion, add_research_slot, add_timed_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_open_public_schools
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = MEN_fuel_for_the_war_machine MEN_prioritize_industrialization
	}
	x = 3
	y = 1
	bypass = {

	}
	available = {
		OR = {
			num_of_factories = > 5
			any_other_country = {
				is_major = yes
				num_of_factories = > 35
				OR = {
					is_ally_with = ROOT
					has_opinion = {
						target = ROOT
						value = > 59
					}
				}
			}
		}
	}
	relative_position_id = MEN_fuel_for_the_war_machine
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_research_slot = 1
		add_timed_idea = {
			idea = URG_education_reforms
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_establish_republican_canada
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_subject_of
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_establish_republican_canada
	icon = GFX_goal_CAN_parliament
	prerequisite = {
		focus = QUE_push_westward
	}
	relative_position_id = QUE_our_own_way
	x = 4
	y = 3
	cost = 5
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject = yes
			has_war_with = CAN
		}
		CAN = {
			OR = {
				is_subject_of = QUE
				exists = no
			}
		}
		has_government = fascism
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = QUE_ontario_only
		country_event = quebec_fascism.2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Name List
Component: KUB
Source: game
File: common/names/00_names.txt

Code:
KUB = {
	male = {
		names = {
			Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Jelena Ludmila Ella Svetlana Margarita Elena Natalya Lydia Valentina Olga Alexandra Sofia Albina
		}
	}
	surnames = {
		Alexseyev Antonov Azarov Badanov Brusilov Budyonny Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Konev Konstantinov Kornilov Kolchak Kuropatkin Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Romanov Rozhestvensky Skobelev Shuvalov Surkov Tukhachevsky Yegorov Yudenich Vorontsov Voroshilov Zavoyko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_UPGRADE_larm_eq
Constructs: has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_UPGRADE_larm_eq = {
	enable = {
		has_equipment = {
			light_tank_chassis = < 1000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = light_tank_chassis_1
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = light_tank_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = light_tank_chassis_3
		value = 100
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_grand_university_of_capital
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_grand_university_of_capital
	icon = GFX_focus_research
	prerequisite = {
		focus = HOA_state-funded_projects
	}
	x = 0
	y = 1
	relative_position_id = HOA_state-funded_projects
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_utilise_stengths
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, is_fully_controlled_by, random_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_utilise_stengths
	icon = GFX_focus_generic_land_reclamation
	cost = 8
	x = 1
	y = 1
	relative_position_id = CYP_water_infrastructure
	prerequisite = {
		focus = CYP_water_infrastructure CYP_rural_infrastructure
	}
	available = {
		if = {
			limit = {
				183 = {
					is_fully_controlled_by = ROOT
				}
			}
			183 = {
				infrastructure = > 3
			}
		}
		else = {
			any_controlled_state = {
				infrastructure = > 3
			}
		}
	}
	completion_reward = {
		random_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline r56_newline
		add_stability = 0.05
		add_ideas = r56_CYP_agrarian_economy
		add_tech_bonus = {
			name = CYP_utilise_stengths
			category = industry
			bonus = 1.0
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: new_ger.77
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.77
	title = new_ger.77.t
	desc = new_ger.77.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.77.a
		set_country_flag = GER_memel_plebiscite_done
		FROM = {
			country_event = new_ger.71
		}
	} {
		name = new_ger.77.b
		ai_chance = {
			base = 0
		}
		add_political_power = -15
		clr_country_flag = GER_memel_active
	}
}
### Entity: Character
Component: USA_vannevar_bush
Source: game
File: common/characters/USA.txt

Code:
USA_vannevar_bush = {
	name = USA_vannevar_bush
	portraits = {
		army = {
			large = GFX_portrait_USA_vannevar_bush
		}
	}
	scientist = {
		traits = {
			scientist_trait_electronics_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Character
Component: LAT_alberts_kvesis
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LAT.txt

Code:
LAT_alberts_kvesis = {
	name = LAT_alberts_kvesis
	portraits = {
		civilian = {
			large = GFX_portrait_LAT_alberts_kviesis
		}
		army = {
			small = GFX_idea_LAT_alberts_kviesis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_alberts_kvesis
		allowed = {
			original_tag = LAT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = LAT_renew_kviesis_term
		}
		traits = {
			subservient_democrat
		}
		ai_will_do = {
			factor = 10.0
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: r56.lootbox.event.1
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.1
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.1.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.common
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_improve_living_standards
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, is_in_faction_with, has_idea, swap_ideas
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_improve_living_standards
	available = {
		OR = {
			is_in_faction_with = ENG USA
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_capitalist_economic_aid
	}
	icon = GFX_goal_generic_consumer_goods
	x = -1
	y = 1
	relative_position_id = SPA_capitalist_economic_aid
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = 0.15
		add_political_power = 120
		if = {
			limit = {
				NOT = {
					has_idea = SPA_national_recovery_4 SPA_national_recovery_6
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_national_recovery_4
					add_idea = SPA_national_recovery_5
				}
			}
		} {
			limit = {
				has_idea = SPA_national_recovery_4
			}
			swap_ideas = {
				remove_idea = SPA_national_recovery_4
				add_idea = SPA_national_recovery_5
			}
		} {
			limit = {
				has_idea = SPA_national_recovery_6
			}
			swap_ideas = {
				remove_idea = SPA_national_recovery_6
				add_idea = SPA_national_recovery_7
			}
		}
	}
}
### Entity: Character
Component: ENG_winston_churchill
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state, has_character_flag
Source: game
File: common/characters/ENG.txt

Code:
ENG_winston_churchill = {
	name = ENG_winston_churchill
	portraits = {
		civilian = {
			large = GFX_portrait_ENG_winston_churchill
		}
		army = {
			small = GFX_idea_ENG_winston_churchill
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_winston_churchill
		available = {
			if = {
				limit = {
					original_tag = ENG
				}
				has_government = neutrality
				has_completed_focus = ENG_the_kings_party
				if = {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
			}
			else_if = {
				limit = {
					original_tag = RAJ
				}
				OR = {
					has_government = neutrality democratic
				}
			}
		}
		allowed = {
			OR = {
				AND = {
					has_dlc = Man the Guns
					original_tag = ENG
				} {
					has_dlc = Graveyard of Empires
					original_tag = RAJ
				}
			}
		}
		visible = {
			if = {
				limit = {
					original_tag = RAJ
				}
				NOT = {
					has_character_flag = RAJ_churchill_as_country_leader_flag
				}
			}
		}
		traits = {
			royalist_bulldog
		}
		ai_will_do = {
			base = 1
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			british_bulldog
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: DAH_nt
Source: game
File: common/characters/DAH.txt

Code:
DAH_nt = {
	advisor = {
		slot = theorist
		idea_token = DAH_nt
		ledger = navy
		allowed = {
			original_tag = DAH
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: AI Strategy
Component: HOL_colonial_alternate_democratic_plan_taog
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_TAOG_alternate_strategy_plan.txt

Code:
HOL_colonial_alternate_democratic_plan_taog = {
	name = Netherlands Colonial Alternate Democratic plan TAOG
	desc = Democratic Netherlands will build up in the colonies rather than on the continent. (TAOG)
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_completed_focus = HOL_curtail_colonial_autonomy
			has_country_flag = HOL_AI_RANDOM_DEMOCRATIC_ALTERNATE_1
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_ALTERNATE_1
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_obtain_foreign_colonial_investments_taog HOL_taog_guarantee_colonial_loyalty HOL_the_western_possessions_taog HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder INSHOL_east_indies_investments HOL_gateway_to_europe HOL_unity_through_democracy HOL_go_with_britain HOL_replace_the_defeatist_government
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_congo_rubber4
Constructs: prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_congo_rubber4
	icon = GFX_focus_generic_rubber
	cost = 10
	x = 0
	y = 1
	relative_position_id = COG_congo_rubber3
	prerequisite = {
		focus = COG_congo_rubber3
	}
	available = {
		has_tech = excavation4
		controls_state = 295 538 718
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_resource = {
			type = rubber
			amount = 4
			state = 538
		} {
			type = rubber
			amount = 2
			state = 295
		} {
			type = rubber
			amount = 1
			state = 718
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.025
					localization = congolese_self_reliance
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_RUBBER
	}
}
### Entity: Idea
Component: FRI_illiteracy
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_illiteracy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = indochina_illiteracy
	modifier = {
		research_speed_factor = -0.2
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/TUR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1005
	division_template = Piyade Tümeni
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3APartial_mobilization.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to File:Partial mobilization.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Partial_mobilization.png"
### Entity: Idea
Component: r56_CYP_ethno_religious_conflict
Constructs: democratic_drift
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_ethno_religious_conflict = {
	picture = tur_kemalist_army_officers_limited_power_disloyal
	modifier = {
		stability_weekly = -0.001
		democratic_drift = -0.01
		production_factory_max_efficiency_factor = -0.15
	}
}
### Entity: Trigger Reference
Construct: any_state_of
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_state_of

* Supported Scopes: any
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Checks if any of the provided states fulfill the specified triggers.
The `target` supports script constants and `tooltip` supports bindable localization.
### Entity: National Focus
Tree: vic_focus
Component: VIC_learn_from_the_enemy
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_learn_from_the_enemy
	icon = GFX_focus_research2
	x = 0
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_modernize_the_airforce
	}
	relative_position_id = VIC_modernize_the_airforce
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_to_tech_sharing_group = VIC_learn_from_the_enemy
		GER = {
			add_to_tech_sharing_group = VIC_learn_from_the_enemy
		}
	}
}