Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_far_east_fortification
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_far_east_fortification
	icon = GFX_SOV_far_east_fortification_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_military_engineering_university
	}
	x = 3
	y = 1
	relative_position_id = SOV_military_engineering_university
	cost = 10
	available = {
		OR = {
			has_full_control_of_state = 563 561 657 409 408
		}
	}
	search_filters = {

	}
	completion_reward = {
		563 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_far_east_fortification_forts_4
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 4719 12622
						}
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = {
							id = 10559
						}
						instant_build = yes
					}
				}
			}
		}
		561 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_far_east_fortification_forts_4
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 12543 7851 10678
						}
						instant_build = yes
					} {
						type = bunker
						level = 1
						province = {
							id = 12657
						}
						instant_build = yes
					}
				}
			}
		}
		657 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_far_east_fortification_forts_10
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 10655 7801 10722 7672
						}
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = {
							id = 7763 4725 4805
						}
						instant_build = yes
					}
				}
			}
		}
		409 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_far_east_fortification_forts_4
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = {
							id = 12189
						}
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = {
							id = 10466
						}
						instant_build = yes
					}
				}
			}
		}
		408 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_far_east_fortification_forts_10
				hidden_effect = {
					add_building_construction = {
						type = b
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_state_catholicism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_dlc
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_state_catholicism
	icon = GFX_focus_por_concordat
	relative_position_id = CHL_strengthen_control
	x = 1
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_strengthen_control
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_ideas = CHL_state_catholicism_idea
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		IF = {
			limit = {
				AND = {
					has_dlc = By Blood Alone
					ITA = {
						exists = yes
						has_completed_focus = ITA_seek_papal_support
					}
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					POR = {
						has_completed_focus = POR_concordat_with_the_holy_see
					}
				}
			}
			POR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					SPR = {
						has_completed_focus = SPA_defenders_of_catholicism
					}
				}
			}
			SPR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		}
		show_ideas_tooltip = CHL_guido_beck CHL_osvaldo_lira_perez
	}
}
### Entity: Operation
Component: fake_intel_deliberate_leaks
Source: game
File: common/operation_phases/lar_fake_intel.txt

Code:
fake_intel_deliberate_leaks = {
	name = fake_intel_deliberate_leaks
	desc = fake_intel_deliberate_leaks_desc
	outcome = fake_intel_deliberate_leaks_outcome
	picture = GFX_phase_fake_intel_deliberate_leaks
	icon = GFX_phase_fake_intel_deliberate_leaks_small
	equipment = {

	}
}
### Entity: Character
Component: AFG_dethroned_king
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_dethroned_king = {
	random = no
	stability_factor = -0.15
	political_power_factor = -0.05
}
### Entity: State History
Component: 1044
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/1044-Nakhchivan.txt

Code:
state = {
	id = 1044
	name = STATE_1044
	history = {
		owner = SOV
		add_core_of = SOV AZR
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			13327 1
		}
		add_claim_by = ARM
		add_to_array = {
			state_victory_points = 13327
		}
	}
	provinces = {
		6997 13327
	}
	manpower = 126696
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Character
Component: USA_robert_goddard
Source: game
File: common/characters/USA.txt

Code:
USA_robert_goddard = {
	name = USA_robert_goddard
	portraits = {
		army = {
			large = GFX_portrait_USA_robert_goddard
			small = GFX_idea_robert_goddard
		}
	}
	scientist = {
		traits = {
			scientist_trait_rocketry_specialist scientist_trait_bright
		}
		skills = {
			specialization_air = 3
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_cement_histadrut_powers
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_cement_histadrut_powers
	icon = GFX_BEL_union_agreement
	relative_position_id = ISR_begin_nationalization
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_begin_nationalization
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_histadrut_start
			add_idea = ISR_histadrut_2
		}
	}
}
### Entity: Order of Battle
Component: 1 Brygada Piechoty Górskiej
Constructs: division_template
Source: game
File: history/units/POL_1939.txt

Code:
division = {
	name = 1 Brygada Piechoty Górskiej
	location = 9551
	division_template = Brygada Piechoty Górskiej
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_strengthen_agricultural_industry
Constructs: prerequisite, completion_reward, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_strengthen_agricultural_industry
	icon = GFX_goal_agrarian_reform
	cost = 5
	x = 0
	y = 1
	relative_position_id = LUX_establish_national_labour_council
	prerequisite = {
		focus = LUX_establish_national_labour_council
	}
	completion_reward = {
		custom_effect_tooltip = LUX_focus_autocompletion_tt generic_skip_one_line_tt
		8 = {
			add_building_construction = {
				type = infrastructure
				level = 1
			}
		}
		add_timed_idea = {
			idea = r56_LUX_strengthened_agriculture
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_solve_the_karelian_question
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, complete_tooltip, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_solve_the_karelian_question
	icon = GFX_focus_fin_karjala_question
	prerequisite = {
		focus = SOV_civil_war_imperial_legacy
	}
	x = -2
	y = 1
	relative_position_id = SOV_civil_war_imperial_legacy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		r56_script_i_am_sane = yes
		FIN = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		FIN = {
			r56_script_standard_bypass = yes
		}
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				FIN = {
					exists = yes
					owns_state = 146
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = FIN
				expire = 0
				generator = {
					146 147
				}
			}
		}
		add_state_claim = 146 147
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_de_militarize_politics
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_de_militarize_politics
	icon = GFX_focus_rom_parties_end
	cost = 10
	prerequisite = {
		focus = PER_rally_around_mosaddegh
	}
	x = 0
	y = 1
	relative_position_id = PER_rally_around_mosaddegh
	ai_will_do = {
		factor = 75
	}
	completion_reward = {
		add_ideas = PER_de_militarize_politics
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: r56.news_event.46
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.46
	title = r56.news_event.46.t
	desc = r56.news_event.46.desc
	picture = GFX_news_event_ENG_royal_navy_infantry
	is_triggered_only = yes
	option = {
		name = r56.news_event.46.a
		trigger = {
			OR = {
				tag = ENG
				is_in_faction_with = ENG
			}
			NOT = {
				tag = USA
			}
		}
	} {
		name = r56.news_event.46.b
		trigger = {
			tag = USA
		}
	} {
		name = r56.news_event.46.c
		trigger = {
			NOT = {
				tag = USA ENG
				is_in_faction_with = ENG
			}
		}
	}
}
### Entity: Scripted Trigger
Component: FROM_is_stronger
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
FROM_is_stronger = {
	strength_ratio = {
		tag = FROM
		ratio = < 1
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.19
Constructs: is_triggered_only, ai_chance, limit, clear_array, every_state, is_in_array, add_claim_by
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.19
	title = AAT_finland_diplomacy.19.t
	desc = AAT_finland_diplomacy.19.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.19.a
		ai_chance = {
			base = 1
		}
		clear_array = FROM.FIN_states_requested_by_finland_array
	} {
		name = AAT_finland_diplomacy.16.b
		ai_chance = {
			base = 0
		}
		effect_tooltip = {
			every_state = {
				limit = {
					is_in_array = {
						array = FROM.FIN_states_requested_by_finland_array
						value = THIS
					}
				}
				display_individual_scopes = yes
				add_claim_by = ROOT
			}
		}
		hidden_effect = {
			for_each_scope_loop = {
				array = FROM.FIN_states_requested_by_finland_array
				add_claim_by = ROOT
			}
		}
		clear_array = FROM.FIN_states_requested_by_finland_array
	}
}
### Entity: Character
Component: JUNO_anarcho_socialist
Constructs: production_speed_buildings_factor, conscription_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_anarcho_socialist = {
	random = no
	sprite = 13
	global_building_slots_factor = 0.05
	conscription_factor = 0.05
	non_core_manpower = 0.1
	production_speed_buildings_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Trigger
Component: is_literally_china
Constructs: is_literally_china
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
is_literally_china = {
	OR = {
		original_tag = CHI PRC GXC YUN SHX XSM SIK GDC SND SIC NXM GSM XIC KHM KUM RNG HBC
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_integrity_of_the_fatherland
Constructs: prerequisite, completion_reward, add_country_leader_role
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_integrity_of_the_fatherland
	icon = GFX_focus_BRA_defense_of_the_fatherland
	prerequisite = {
		focus = BRA_reject_cosmopolitanism BRA_departamento_feminino
	}
	mutually_exclusive = {
		focus = BRA_in_vargas_we_trust
	}
	x = 0
	y = 1
	relative_position_id = BRA_departamento_feminino
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = BRA_modify_estado_moderno_ns_intro
		BRA_plinio_salgado = {
			add_country_leader_role = {
				country_leader = {
					ideology = fascism_ideology
					expire = 1965.1.1.1
					id = -1
					traits = {
						dictator
					}
				}
				promote_leader = yes
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_advancements_in_telecommunications
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_advancements_in_telecommunications
	icon = GFX_focus_research
	relative_position_id = CHL_domestic_production_of_the_willys_mb
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_domestic_production_of_the_willys_mb CHL_strengthen_the_central_bank CHL_they_shall_not_pass CHL_fortify_the_coastlines CHL_invest_in_shipping
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		num_of_factories = > 30
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = CHL_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = CHL_via_trans_radio
	}
}
### Entity: AI Strategy
Component: HOL_continental_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_continental_alternate_democratic_plan_taog = {
	name = Netherlands Continental Alternate Democratic plan TAOG
	desc = Democratic Netherlands will build up on the continent rather than their colonies. (TAOG)
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_completed_focus = HOL_the_zuiderzee_works
			has_country_flag = HOL_AI_RANDOM_DEMOCRATIC_ALTERNATE_2
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_ALTERNATE_2
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_form_new_government HOL_philips_focus HOL_expand_RD_facilities HOL_the_zuiderzee_works 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: Modifier Reference
Component: refinery_critically_damaged_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
refinery_critically_damaged_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_oil_factor = -0.75
}
### Entity: Unit Template
Component: NIC_CA_HISTORICAL
Source: game
File: common/units/names_ships/NIC_ship_names.txt

Code:
NIC_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		NIC
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARN 
	fallback_name = Crucero Pesado %d
	unique = {
		Managua Masaya Granada León Chinandega
	}
}
### Entity: Event
Component: KMT_event.104
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.104
	title = KMT_event.104.t
	desc = KMT_event.104.desc
	picture = GFX_report_event_FIN_continuation_war
	is_triggered_only = yes
	option = {
		name = KMT_event.104.a
		add_political_power = 75
	}
}
### Entity: Event
Component: new_ger.94
Constructs: is_triggered_only, ai_chance, add_ideas, add_stability
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.94
	title = new_ger.94.t
	desc = new_ger.94.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.94.a
		add_stability = -0.075
		add_ideas = GER_franco_german_rivalry_fra
	} {
		name = new_ger.94.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: medium_tank_producer_offense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
medium_tank_producer_offense_2 = {
	random = no
	equipment_bonus = {
		medium_tank_chassis = {
			soft_attack = 0.15
			reliability = 0.15
		}
		medium_tank_artillery_chassis = {
			soft_attack = 0.15
			reliability = 0.15
		}
		medium_tank_destroyer_chassis = {
			soft_attack = 0.15
			reliability = 0.15
		}
		medium_tank_aa_chassis = {
			soft_attack = 0.15
			reliability = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: Communism
Source: wiki
File: wiki/Communist.html

Doc:
Communism[edit]
Communism.

Traits[edit]
Traits

Tension limits[edit]
Countries that start out as Communist:[edit]
Majors[edit]
Soviet Union

Minors[edit]
Communist China

Tannu Tuva (?)

Mongolia
### Entity: Military Industrial Organization
Component: CHI_china_automobile_corporation_organization
Constructs: has_completed_focus, limit, is_literally_china_not_prc, has_dlc, add_trait, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_china_automobile_corporation_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_CHI_cac
	allowed = {
		OR = {
			is_literally_china_not_prc = yes
			tag = MAN MEN
		}
		has_dlc = No Compromise, No Surrender
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CHI
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^6
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^6
				}
			}
		}
	}
	override_trait = {
		token = generic_mio_trait_all_wheel_drive
		position = {
			x = 0
			y = 2
		}
		mutually_exclusive = {
			generic_mio_trait_long_range_priority
		}
	} {
		token = generic_mio_trait_attached_wood_gas_generator
		position = {
			x = 0
			y = 2
		}
		any_parent = {
			generic_mio_trait_all_wheel_drive generic_mio_trait_long_range_priority
		}
	} {
		token = generic_mio_trait_bulletproof_panels
		position = {
			x = 0
			y = 2
		}
		mutually_exclusive = {
			generic_mio_trait_sufficient_armor
		}
	} {
		token = generic_mio_trait_mounted_light_anti_tank_gun
		any_parent = {
			generic_mio_trait_bulletproof_panels generic_mio_trait_sufficient_armor
		}
	} {
		token = generic_mio_trait_light_flame_projectors
		position = {
			x = -1
			y = 2
		}
		any_parent = {
			generic_mio_trait_bulletproof_panels generic_mio_trait_sufficient_armor
		}
	} {
		token = generic_mio_trait_land_mine_racks
		any_parent = {
			generic_mio_trait_bulletproof_panels generic_mio_trait_sufficient_armor
		}
	}
	add_trait = {
		token = generic_mio_trait_long_range_priority
		name = generic_mio_trait_long_range_priority
		icon = GFX_generic_mio_trait_icon_breakthrough
		special_trait_background = yes
		position = {
			x = 2
			y = 2
		}
		relative_position_id = generic_mio_trait_composite_cargo_bed
		mutually_exclusive = {
			generic_mio_trait_all_wheel_drive
		}
		any_parent = {
			generic_mio_trait_composite_cargo_bed generic_mio_trait_steel_cargo_bed
		}
		all_parents = {
			generic_mio_trait_medium_machinegun_mounts
		}
		limit_to_equipment_type = {
			motorized_equipment motorized_rocket_equipment
		}
		equipment_bonus = {
			fuel_consumption = -0.03
		}
	} {
		token = generic_mio_trait_sufficient_armor
		name = generic_mio_trait_sufficie
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_consolidate_power
Constructs: prerequisite, completion_reward, has_global_flag, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_consolidate_power
	icon = GFX_SOV_consolidate_power_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_hands_do
	}
	x = 0
	y = 2
	relative_position_id = SOV_the_hands_do
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_consolidate_power
			days = 365
		}
		custom_effect_tooltip = SOV_consolidate_power_tt
	}
}
### Entity: Combat Tactic
Component: tactic_attacker_sb_skillful_defence
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_attacker_sb_skillful_defence = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_bridge
		skill = > 4
	}
	base = {
		factor = 4
	}
	picture = attacker_sb_skillful_defence
	display_phase = seize_bridge
	combat_width = -0.25
	attacker = 0.2
	defender = -0.1
}
### Entity: Military Industrial Organization
Component: NIR_frazer_and_haughton_factory_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/IRE_organization.txt

Code:
NIR_frazer_and_haughton_factory_organization = {
	name = NIR_frazer_and_haughton_factory
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		tag = NIR
	}
	visible = {

	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Event
Component: new_ger.179
Constructs: is_triggered_only, ai_chance, fire_only_once, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.179
	title = new_ger.179.t
	desc = new_ger.179.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = new_ger.179.a
		set_country_flag = GER_secure_weser
		custom_effect_tooltip = GER_kpd_secure_weser_tt
	} {
		name = new_ger.179.b
		set_country_flag = GER_consolidate_the_north
		custom_effect_tooltip = GER_kpd_consolidate_the_north_tt
	} {
		name = new_ger.179.c
		ai_chance = {
			base = 0
		}
		set_country_flag = GER_infiltrate
		custom_effect_tooltip = GER_kpd_infiltrate_tt
		show_ideas_tooltip = GER_infiltrated_communications_network
	} {
		name = new_ger.179.e
		ai_chance = {
			base = 0
		}
		set_country_flag = GER_break_comms
		custom_effect_tooltip = GER_kpd_break_comms_tt GER_kpd_break_comms_2_tt
		show_ideas_tooltip = GER_obliterated_communications_network
	}
}
### Entity: Event
Component: LAT_events.5
Constructs: is_triggered_only, ai_chance, limit, every_controlled_state, set_state_controller
Source: game
File: events/NSB_Latvia.txt

Code:
country_event = {
	id = LAT_events.5
	title = LAT_events.5.t
	desc = LAT_events.5.d
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = LAT_events.5.a
		ai_chance = {
			base = 30
		}
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					NOT = {
						owner = {
							tag = ROOT
						}
					}
					OR = {
						state = 814 11 815 189 188 811 812 13 813 191 784 96 95 94
					}
				}
				LAT = {
					set_state_controller = PREV
				}
			}
		}
		hidden_effect = {
			LAT = {
				country_event = LAT_events.501
			}
		}
	} {
		name = LAT_events.5.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			LAT = {
				country_event = LAT_events.502
			}
		}
	}
}