Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_permanent_revolution
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, has_country_leader, has_civil_war, has_dlc
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_permanent_revolution
	icon = GFX_goal_support_fourth_int
	mutually_exclusive = {
		focus = SOV_socialism_in_one_country_old
	}
	prerequisite = {
		focus = SOV_trotskyite_victory
	}
	relative_position_id = SOV_trotskyite_victory
	x = -6
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				name = Leon Trotsky
			}
			has_country_flag = trotsky_return_1
		}
		has_government = communism
		has_civil_war = no
	}
	completion_reward = {
		if = {
			limit = {
				has_country_flag = counter_purge
				has_dlc = La Resistance
			}
			remove_country_leader_trait = permanent_revolutionary_LaR
			add_country_leader_trait = triumphant_revolutionary_LaR
		} {
			limit = {
				has_country_flag = counter_purge
				NOT = {
					has_dlc = La Resistance
				}
			}
			remove_country_leader_trait = permanent_revolutionary
			add_country_leader_trait = triumphant_revolutionary
		} {
			limit = {
				NOT = {
					has_country_flag = counter_purge
				}
			}
			custom_effect_tooltip = SOV_permanent_revolution_tt2
		} {
			limit = {
				is_faction_leader = yes
				has_dlc = No Compromise, No Surrender
			}
			set_faction_manifest = faction_manifest_spread_of_communism
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_reserve_manpower_less_than_10p
Constructs: check_variable, has_manpower
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_reserve_manpower_less_than_10p = {
	NOT = {
		check_variable = {
			EAI_reserve_mp_ratio = > 0.1
		}
		has_manpower = > 125000
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_ideological_education
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_ideological_education
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = CHI_land_redistribution
	}
	x = -1
	y = 1
	relative_position_id = CHI_land_redistribution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject = no
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = CHI_ideological_education
			days = 1095
		}
	}
}
### Entity: Idea
Component: KMT_an_educated_china
Constructs: research_speed_factor, has_government, removal_cost, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_an_educated_china = {
	removal_cost = -1
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		research_speed_factor = 0.125
		max_planning_factor = 0.1
		planning_speed = 0.1
	}
}
### Entity: Idea
Component: secn_vanilla
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
secn_vanilla = {
	name = secn
	picture = generic_naval_manufacturer_3
	allowed = {
		NOT = {
			has_dlc = La Resistance
		}
		original_tag = SPR
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Scripted Trigger
Component: EAI_INVASION_exclude_target
Constructs: check_variable, is_coastal
Source: game
File: common/scripted_triggers/EAI_MILITARY_naval_invasion_triggers.txt

Code:
EAI_INVASION_exclude_target = {
	NOT = {
		check_variable = {
			PREV.EAI_naval_invasion_target = THIS.id
		}
	} {
		EAI_INVASION_THIS_is_invaded_by_leader_of_ROOT = yes
	}
	any_of_scopes = {
		array = controlled_states
		is_coastal = yes
	}
	OR = {
		AND = {
			NOT = {
				EAI_INVASION_invasion_strategies = yes
			}
			EAI_INVASION_block_invasion_strategies = yes
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_promote_tridemism
Constructs: prerequisite, completion_reward, is_subject_of, cancel_if_invalid, complete_tooltip, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_promote_tridemism
	icon = GFX_focus_CHI_revise_the_national_curriculum
	x = 0
	y = 1
	relative_position_id = CHI_tsr_expand_the_nanjing_army
	prerequisite = {
		focus = CHI_tsr_expand_the_nanjing_army
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_tsr_reorganized_government_idea_2
			add_idea = CHI_tsr_reorganized_government_idea_3
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_open_the_chamdo_road
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, has_state_flag, add_offsite_building
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_open_the_chamdo_road
	icon = GFX_focus_SOV_the_road_of_life
	prerequisite = {
		focus = TIB_support_the_allies
	}
	relative_position_id = TIB_support_the_allies
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 3
	}
	available = {
		any_state = {
			has_state_flag = CHI_burma_road_closed_state
		}
		CHI = {
			has_war_with = JAP
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		CHI = {
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
			add_opinion_modifier = {
				target = ENG
				modifier = huge_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: ENG_heavy_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_heavy_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 20
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 6
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 6
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cann
# ... (truncated)
### Entity: National Focus
Tree: slo_focus
Component: SLO_special_forces
Constructs: prerequisite, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = SLO_recon_companies
	}
	relative_position_id = SLO_army_effort
	x = -1
	y = 3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_jaeger_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_establish_ammunition_factories
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_establish_ammunition_factories
	icon = GFX_goal_ammunitions
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 267
	}
	prerequisite = {
		focus = AFG_begin_rearmament
	}
	relative_position_id = AFG_begin_rearmament
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				267
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				267
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline AFG_ammo_factories_tt r56_newline
		add_to_variable = {
			AFG_production_lack_of_resource_penalty_factor = -0.05
		}
		add_tech_bonus = {
			name = inf_bonus
			bonus = 0.25
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: AOI_guglielmo_nasi
Constructs: has_government
Source: game
File: common/characters/AOI.txt

Code:
AOI_guglielmo_nasi = {
	name = AOI_guglielmo_nasi
	portraits = {
		army = {
			large = GFX_portrait_AOI_gugliemo_nasi
			small = GFX_idea_AOI_guglielmo_nasi_small
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist irregulars_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Unit Template
Component: FRA_MNT_01
Source: game
File: common/units/names_divisions/FRA_names_divisions.txt

Code:
FRA_MNT_01 = {
	name = Mountain Division
	for_countries = {
		FRA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		FRA_INF_01
	}
	fallback_name = %dème Division d'Infanterie Alpine
	ordered = {
		27 = {
			%dème Division d'Infanterie Alpine
		}
		29 = {
			%dème Division d'Infanterie Alpine
		}
		30 = {
			%dème Division d'Infanterie Alpine
		}
		31 = {
			%dème Division d'Infanterie Alpine
		}
		28 = {
			%dème Division d'Infanterie Alpine
		}
		64 = {
			%dème Division d'Infanterie Alpine
		}
		65 = {
			%dème Division d'Infanterie Alpine
		}
		91 = {
			%dème Division d'Infanterie Alpine
		}
		92 = {
			%dème Division d'Infanterie Alpine
		}
		93 = {
			%dème Division d'Infanterie Alpine
		}
		94 = {
			%dème Division d'Infanterie Alpine
		}
		95 = {
			%dème Division d'Infanterie Alpine
		}
		96 = {
			%dème Division d'Infanterie Alpine
		}
		97 = {
			%dème Division d'Infanterie Alpine
		}
		98 = {
			%dème Division d'Infanterie Alpine
		}
		99 = {
			%dème Division d'Infanterie Alpine
		}
		100 = {
			%dème Division d'Infanterie Alpine
		}
		121 = {
			%dème Division d'Infanterie Alpine
		}
		122 = {
			%dème Division d'Infanterie Alpine
		}
		123 = {
			%dème Division d'Infanterie Alpine
		}
		124 = {
			%dème Division d'Infanterie Alpine
		}
		125 = {
			%dème Division d'Infanterie Alpine
		}
		126 = {
			%dème Division d'Infanterie Alpine
		}
		127 = {
			%dème Division d'Infanterie Alpine
		}
		128 = {
			%dème Division d'Infanterie Alpine
		}
		129 = {
			%dème Division d'Infanterie Alpine
		}
		130 = {
			%dème Division d'Infanterie Alpine
		}
		131 = {
			%dème Division d'Infanterie Alpine
		}
		132 = {
			%dème Division d'Infanterie Alpine
		}
		133 = {
			%dème Division d'Infanterie Alpine
		}
		134 = {
			%dème Division d'Infanterie Alpine
		}
		135 = {
			%dème Division d'Infanterie Alpine
		}
		136 = {
			%dème Division d'Infanterie Alpine
		}
		137 = {
			%dème Division d'Infanterie Alpine
		}
		138 = {
			%dème Division d'Infanterie Alpine
		}
		139 = {
			%dème Division d'Infanterie Alpine
		}
		140 = {
			%dème Division d'Infanterie Alpine
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_military_airports
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_expand_military_airports
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = AFG_train_our_personnel_abroad
	}
	x = -1
	y = 1
	relative_position_id = AFG_train_our_personnel_abroad
	cost = 8
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 10
		random_owned_controlled_state = {
			prioritize = {
				267
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 2
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				1010
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 2
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = radar_focus
			bonus = 0.5
			ahead_reduction = 0.5
			uses = 1
			category = radar_tech
		}
	}
}
### Entity: Event
Component: ireland.1
Constructs: is_triggered_only, ai_chance, add_political_power, add_to_faction, add_ai_strategy
Source: game
File: events/r56_ireland.txt

Code:
country_event = {
	id = ireland.1
	title = ireland.1.t
	desc = ireland.1.d
	picture = GFX_report_event_british_artillery
	is_triggered_only = yes
	option = {
		name = ireland.1.a
		ai_chance = {
			base = 95
		}
		add_political_power = -100
		IRE = {
			transfer_state = 119
		}
		ENG = {
			add_to_faction = IRE
		}
		add_ai_strategy = {
			type = alliance
			id = ENG
			value = 200
		}
	} {
		name = ireland.1.b
	}
}
### Entity: Idea
Component: COG_banque_du_congo_belge_idea
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_banque_du_congo_belge_idea = {
	picture = generic_agrarian_society
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.03
		consumer_goods_factor = -0.1
	}
}
### Entity: Decision
Component: HOL_gateway_to_europe_eng_category
Constructs: has_completed_focus, has_war_with, has_dlc, is_subject
Source: game
File: common/decisions/categories/HOL_decision_categories.txt

Code:
HOL_gateway_to_europe_eng_category = {
	icon = hol_gateway_to_europe
	allowed = {
		original_tag = ENG
		has_dlc = Man the Guns
	}
	picture = GFX_decision_cat_picture_gateway_to_europe
	priority = {
		base = 10
	}
	custom_icon = {
		tag = ENG
		value = eng_gateway_to_europe_icon_value
		desc = eng_gateway_to_europe_full_influence_breakdown
		visible = {
			country_exists = ENG
		}
	} {
		tag = GER
		value = ger_gateway_to_europe_icon_value
		desc = ger_gateway_to_europe_full_influence_breakdown
		visible = {
			country_exists = GER
		}
	}
	visible_when_empty = yes
	visible = {
		NOT = {
			HOL = {
				has_completed_focus = HOL_cave_to_the_germans
			}
		} {
			HOL = {
				has_completed_focus = HOL_cave_to_the_british
			}
		} {
			HOL = {
				has_completed_focus = HOL_maintain_trade_neutrality
			}
		} {
			HOL = {
				has_war_with = ENG
			}
		} {
			HOL = {
				has_war_with = GER
			}
		}
		HOL = {
			exists = yes
			is_subject = no
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Sardegna
Source: game
File: history/units/ITA_1936_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Sardegna
	naval_base = 6891
	task_force = {
		name = Squadra di Sardegna
		location = 6891
		ship = {
			name = RCT Generale Achille Papa
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Generale Carlo Montanari
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Generale Antonino Cascino
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Generale Antonio Chinotto
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Antonio Mosto
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Ippolito Nievo
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Fratelli Cairoli
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Aquila
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Aquila Class
				}
			}
		} {
			name = RCT Falco
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Aquila Class
				}
			}
		}
	} {
		name = VII Gruppo Sommergibili
		location = 6891
		ship = {
			name = RSmg Medusa
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Anfitrite
			definition = su
# ... (truncated)
### Entity: Event
Component: bftb_greece.13
Constructs: has_country_flag, fire_only_once
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.13
	title = bftb_greece.13.t
	desc = bftb_greece.13.desc
	picture = GFX_report_event_gre_allied_diplomacy_military
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_britain_attending_convention GRE_france_attending_convention GRE_italy_attending_convention
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = bftb_greece.13.a
		hidden_effect = {
			country_event = {
				id = bftb_greece.15
				days = 7
			}
			ENG = {
				country_event = {
					id = bftb_greece.15
					days = 7
				}
			}
			FRA = {
				country_event = {
					id = bftb_greece.15
					days = 7
				}
			}
			ITA = {
				country_event = {
					id = bftb_greece.15
					days = 7
				}
			}
		}
	}
}
### Entity: Idea
Component: SMB_organization_of_american_states_member
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
SMB_organization_of_american_states_member = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_flexible_foreign_policy
	modifier = {
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
	}
}
### Entity: Idea
Component: BEL_burgundian_heritage_ns
Constructs: production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/belgium.txt

Code:
BEL_burgundian_heritage_ns = {
	picture = BEL_burgundian_heritage_ns
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		consumer_goods_factor = -0.05
		production_speed_buildings_factor = 0.05
		conscription_factor = 0.05
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_influence
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_influence
* description: ai strategy value influence against country. Example: GER.ai_strategy_influence@ENG
### Entity: Modifier Reference
Component: fallout_atomic
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
fallout_atomic = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_radiation
	army_defence_factor = -0.25
	army_speed_factor = -0.3
	max_dig_in_factor = -0.5
	industry_repair_factor = -0.4
	industry_free_repair_factor = -0.4
	repair_speed_infrastructure_factor = -0.4
	repair_speed_rail_way_factor = -0.4
	local_resources_factor = -0.4
	state_production_speed_buildings_factor = -0.4
}
### Entity: Decision
Component: political_actions
Constructs: add_war_support, fire_only_once, has_dlc, complete_effect, remove_resource_rights
Source: game
File: common/decisions/IRQ.txt

Code:
political_actions = {
	IRQ_nationalise_the_oil = {
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = IRQ
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		visible = {

		}
		available = {
			controls_state = 676 291 1011
		}
		cost = 50
		fire_only_once = yes
		ai_will_do = {
			factor = 0
		}
		complete_effect = {
			add_war_support = 0.1
			ENG = {
				remove_resource_rights = 676 291 1010
			}
		}
	}
}
### Entity: Idea
Component: BLR_vasily_sokolovsky
Source: game
File: common/ideas/belarus.txt

Code:
BLR_vasily_sokolovsky = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = BLR
	}
	traits = {
		army_chief_offensive_2
	}
	ai_will_do = {
		factor = 1
	}
}