Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_night_fighter_squadrons
Constructs: prerequisite, completion_reward, has_tech, has_war_with_major, add_timed_idea, add_ace
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_night_fighter_squadrons
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = GER_defense_of_the_reich
	}
	x = 1
	y = 1
	relative_position_id = GER_defense_of_the_reich
	cost = 5
	available = {
		has_tech = centimetric_radar
		has_war_with_major = yes
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_nachtjagdgeschwader
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ace = {
			name = Heinz
			surname = Schnaufer
			callsign = The Spook
			type = fighter_unique
		} {
			name = Helmut
			surname = Lent
			callsign = The Moonlight Hunter
			type = fighter_unique
		}
	}
}
### Entity: Event
Component: AAT_Sweden.49
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.49
	title = AAT_Sweden.49.t
	desc = AAT_Sweden.49.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.49.a
		effect_tooltip = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SIA_liberal_ministers_available_r56
Constructs: has_completed_focus, limit, has_government, has_country_flag, has_country_leader
Source: game
File: common/scripted_triggers/SIA_scripted_triggers_r56.txt

Code:
SIA_liberal_ministers_available_r56 = {
	has_completed_focus = SIA_end_the_constitutional_protection_act_r56
	if = {
		limit = {
			OR = {
				AND = {
					has_completed_focus = SIA_phibuns_takeover_r56
					has_government = fascism
				} {
					has_completed_focus = SIA_songsuradets_ascendency_r56
					OR = {
						has_government = fascism neutrality
						has_country_leader = {
							character = SIA_kuang_abhayavongsa
							ruling_only = yes
						}
					}
				}
			}
		}
		NOT = {
			has_country_flag = SIA_has_been_purged_by_conservative_or_ultranationalist_forces
		}
	}
}
### Entity: Special Project
Component: sp_thermo_nuclear_bomb
Constructs: limit, fire_only_once, set_technology, resource_cost, has_dlc, add_nuclear_bombs, add_project_progress_ratio, set_country_flag
Source: game
File: common/special_projects/projects/nuclear_projects.txt

Code:
sp_thermo_nuclear_bomb = {
	specialization = specialization_nuclear
	icon = GFX_sp_thermo_nuclear_bomb
	project_tags = sp_tag_nuclear_warfare
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.insane
	resource_cost = {
		resources = {
			steel = 2
			tungsten = 10
			chromium = 3
		}
	}
	special_project_parent = {
		sp_nuclear_bomb
	}
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {

	}
	project_output = {
		country_effects = {
			custom_effect_tooltip = sp_thermo_nuclear_bomb_tt
			hidden_effect = {
				set_technology = {
					thermonuclear_bombs = 1
					popup = no
				}
			}
		}
	}
	empty_reward_weight = {
		base = 0.5
	}
	generic_prototype_rewards = {
		sp_nuclear_scientist_xp_generic_reward sp_nuclear_minor_progress_generic_reward sp_nuclear_generic_electronics_tech_reward sp_nuclear_war_support_generic_reward sp_nuclear_generic_industry_tech_reward sp_nuclear_major_political_interference_generic_reward sp_nuclear_bomb_theoretical_breakthrough_generic_reward sp_nuclear_bomb_critical_mass_generic_reward sp_nuclear_bomb_accident_generic_reward
	}
	unique_prototype_rewards = {
		sp_thermonuclear_bomb_test_reward = {
			fire_only_once = yes
			threshold = {
				min = 50
				max = 80
			}
			weight = {
				base = 1000
				modifier = {
					factor = 0
					FROM = {
						num_of_nukes = < 5
					}
				}
			}
			option = {
				token = sp_thermonuclear_bomb_test_reward_option_no
				iteration_output = {
					country_effects = {

					}
				}
			} {
				token = sp_thermonuclear_bomb_test_reward_option_yes
				iteration_output = {
					country_effects = {
						IF = {
							limit = {
								num_of_nukes = > 0
							}
							add_nuclear_bombs = -1
							FROM = {
								add_project_progress_ratio = constant:sp_progress.gain.high
							}
							set_country_flag = thermonuclear_weapon_test_flag
						}
						ELSE = {
							custom_effect_tooltip = sp_no_nukes_available_tt
						}
					}
				}
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.38
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.38
	title = mtg_britain.38.t
	desc = mtg_britain.38.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = unfortunate
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_extend_military_service
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_extend_military_service
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = CZE_czechoslovak_government_reform
	}
	x = 29
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = {
			id = CZE.401
			days = 1
		}
		custom_effect_tooltip = report_reward alternative_diplomatic_reward
		effect_tooltip = {
			if = {
				limit = {
					has_idea = extensive_conscription
				}
				add_political_power = 150
			} {
				limit = {
					has_idea = service_by_requirement
				}
				add_political_power = 150
			} {
				limit = {
					has_idea = all_adults_serve
				}
				add_political_power = 150
			} {
				limit = {
					has_idea = scraping_the_barrel
				}
				add_political_power = 150
			} {
				limit = {
					NOT = {
						has_idea = extensive_conscription
					}
				}
				add_ideas = extensive_conscription
			}
		} {
			add_ideas = CZE_minority_mobilization_plan
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: HUN_dome_sztojay
Constructs: has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_dome_sztojay = {
	name = HUN_dome_sztojay
	portraits = {
		army = {
			large = GFX_portrait_HUN_dome_sztojay
			small = GFX_portrait_HUN_dome_sztojay_small
		}
	}
	corps_commander = {
		traits = {
			trait_HUN_fascist_sympathies
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				OR = {
					has_government = communism democratic
				}
			}
		}
	}
}
### Entity: Event
Component: belgium.39
Constructs: remove_ideas, has_government, fire_only_once, has_idea
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.39
	title = belgium.39.t
	desc = belgium.39.d
	picture = GFX_report_event_belgium_war
	fire_only_once = yes
	trigger = {
		tag = BEL
		OR = {
			NOT = {
				has_government = democratic
			}
		}
		has_idea = BEL_national_union
	}
	immediate = {

	}
	option = {
		name = belgium.39.a
		remove_ideas = BEL_national_union
	}
}
### Entity: Character
Component: GER_walter_kruger
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/characters/GER.txt

Code:
GER_walter_kruger = {
	name = GER_walter_kruger
	portraits = {
		army = {
			large = GFX_portrait_GER_walter_kruger
			small = GFX_portrait_GER_walter_kruger_small
		}
	}
	corps_commander = {
		traits = {
			militias_officer trait_reckless politically_connected
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 3
		legacy_id = 15
		visible = {
			OR = {
				has_completed_focus = GER_strengthen_the_waffen_ss
				has_global_flag = GER_civil_war_has_started
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_departamendo_de_propaganda
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_departamendo_de_propaganda
	icon = GFX_focus_BRA_department_of_propaganda
	prerequisite = {
		focus = BRA_autarky BRA_corporatism
	}
	x = 0
	y = 1
	relative_position_id = BRA_autarky
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = BRA_propaganda_idea
	}
}
### Entity: Country History
Country: BEG
Component: BEG_technology
Constructs: set_technology
Source: game
File: history/countries/BEG - Benishangul-Gumuz.txt

Code:
# Starting Technologies for BEG
set_technology = {
	infantry_weapons = 1
}
### Entity: AI Strategy
Component: germany_ally_historical
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy/JAP.txt

Code:
germany_ally_historical = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			has_government = fascism neutrality
		}
		has_completed_focus = JAP_sea_mil_tech_coop_with_germany
		country_exists = GER
	}
	abort = {
		NOT = {
			country_exists = GER
		}
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = 100
	}
}
### Entity: Idea
Component: CZE_skoda_naval_focus_optimization_2_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_naval_focus_optimization_2_idea = {
	name = CZE_skoda_naval_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 = {
		naval_equipment = 0.04
	}
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.04
			instant = yes
		}
		ship_hull_cruiser = {
			build_cost_ic = -0.04
			instant = yes
		}
		ship_hull_submarine = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
	modifier = {
		naval_manufacturer_cost_factor = -0.04
		production_speed_arms_factory_factor = -0.04
		production_speed_industrial_complex_factor = -0.04
		production_speed_dockyard_factor = 0.04
		industrial_capacity_dockyard = 0.04
		production_lack_of_resource_penalty_factor = 0.04
		factory_energy_consumption = 0.04
	}
}
### Entity: AI Strategy
Component: SWE_trade_with_poland
Constructs: has_government
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_trade_with_poland = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		OR = {
			POL = {
				has_government = neutrality
			} {
				has_government = democratic
			}
		}
		has_government = democratic
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = POL
		value = 60
	}
}
### Entity: Trigger Reference
Construct: has_manpower
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### has_manpower
* description: check amount of manpower
* (Auto generated using the trigger with same name)
### Entity: Event
Component: AAT_norway_news.3
Constructs: is_triggered_only, has_government
Source: game
File: events/AAT_Norway.txt

Code:
news_event = {
	id = AAT_norway_news.3
	title = AAT_norway_news.3.t
	desc = AAT_norway_news.3.desc
	picture = GFX_news_event_NOR_queen_maud_funeral
	is_triggered_only = yes
	option = {
		name = AAT_norway_news.2.a
		trigger = {
			NOT = {
				has_government = communism
			}
		}
	} {
		name = AAT_norway_news.2.b
		trigger = {
			has_government = communism
		}
	}
}
### Entity: Character
Component: JAP_fumimaro_konoe
Source: game
File: common/characters/JAP.txt

Code:
JAP_fumimaro_konoe = {
	name = JAP_fumimaro_konoe
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_fumimaro_konoe
			small = GFX_portrait_JAP_fumimaro_konoe_civilian_small
		}
		army = {
			small = GFX_portrait_JAP_fumimaro_konoe_military_small
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_am_yisrael_hai
Constructs: prerequisite, limit, add_war_support, completion_reward, add_political_power, add_popularity, swap_ideas, remove_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_am_yisrael_hai
	icon = GFX_goal_star_of_david
	x = 0
	y = 9
	relative_position_id = ISR_draft_constitution
	prerequisite = {
		focus = ISR_draft_constitution
	} {
		focus = ISR_alone ISR_join_SOV ISR_join_ENG ISR_join_USA ISR_join_ITA
	}
	cost = 15
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = 0.1
		add_popularity = {
			ideology = ISR
			popularity = 0.2
		}
		swap_ideas = {
			remove_idea = ISR_zionist_consensus
			add_idea = ISR_defense_of_zion
		}
		if = {
			limit = {
				has_country_leader = {
					character = ISR_yaakov_hazan
					ruling_only = yes
				}
			}
			hidden_effect = {
				ISR_yaakov_hazan = {
					set_portraits = {
						character = ISR_yaakov_hazan
						civilian = {
							large = gfx/leaders/ISR/r56_portrait_ISR_Yaakov_Hazan_old.dds
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CUB_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CUB
		}
		requested_factories = 1
		progress = 0.62
		efficiency = 100
	}
}
### Entity: Decision
Component: PHI_american_intervention_category
Constructs: has_completed_focus, has_country_flag, has_dlc
Source: game
File: common/decisions/categories/PHI_decision_categories.txt

Code:
PHI_american_intervention_category = {
	icon = GFX_decision_category_usa_congress
	picture = GFX_decision_cat_picture_PHI_american_intervention
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		has_completed_focus = PHI_the_red_sun_over_manila
		NOT = {
			OR = {
				has_completed_focus = PHI_treaty_of_manila
				has_country_flag = PHI_american_intervention_is_over
			}
		}
		country_exists = USA
	}
	custom_icon = {
		tag = USA
		value = PHI_american_intervention_icon_value
		desc = PHI_american_intervention_icon_description
		visible = {
			country_exists = USA
		}
	}
	visible_when_empty = yes
	priority = 100
}
### Entity: Event
Component: vietnam.11
Constructs: is_triggered_only, set_country_flag, set_politics, add_popularity
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.11
	title = vietnam.11.t
	desc = vietnam.11.d
	picture = GFX_report_event_vietnam_vnqdd
	is_triggered_only = yes
	option = {
		name = vietnam.11.a
		set_country_flag = vnqdd_victorious_flag
		set_politics = {
			ruling_party = democratic
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.5
		}
	}
}
### Entity: Unit Template
Component: CHI_BB_HISTORICAL
Source: game
File: common/units/names_ships/CHI_ship_names.txt

Code:
CHI_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		CHI PRC GXC XSM SIK MAN YUN SHX
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = %d Zhanjian
	unique = {
		Nanshen Paonin Yingjing Tuanji Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai Zhongeng Haizhao Haizhen Feihong
	}
}
### Entity: National Focus
Component: nuclear_effort
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus, nuclear_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = nuclear_effort
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = infrastructure_effort_2
	}
	x = -2
	y = 1
	relative_position_id = infrastructure_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.75
		}
		add_tech_bonus = {
			name = nuclear_bonus
			ahead_reduction = 1
			category = nuclear
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: National Focus
Component: royal_ordinance_focus
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_dlc, has_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = royal_ordinance_focus
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			OR = {
				any_other_country = {
					has_war_with = ROOT
					num_of_factories = > 30
				}
				GER = {
					has_completed_focus = GER_remilitarize_the_rhineland
				}
				threat = > 0.2
				has_idea = ENG_no_further_appeasement_idea
				NOT = {
					has_government = democratic
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			OR = {
				any_other_country = {
					has_war_with = ROOT
					num_of_factories = > 30
				}
				GER = {
					has_completed_focus = GER_remilitarize_the_rhineland
				}
				threat = > 0.2
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	prerequisite = {
		focus = uk_industrial_focus
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = -1
	y = 2
	relative_position_id = uk_industrial_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	continue_if_invalid = yes
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			NOT = {
				any_owned_state = {
					is_in_home_area = yes
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
		}
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = royal_ordinance_focus_2AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = royal_ordinance_focus_2AF
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = royal_ordinance_focus_2AF
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_loc
# ... (truncated)
### Entity: Operation
Component: operation_ajax
Constructs: has_completed_focus, has_war, limit, add_ideas, remove_ideas, has_government, has_war_with, is_subject
Source: game
File: common/operations/r56_operations.txt

Code:
operation_ajax = {
	icon = GFX_operations_coup_government
	map_icon = GFX_operations_coup_government_map
	name = operation_ajax
	desc = operation_ajax_desc
	priority = 15
	allowed = {
		original_tag = USA
	}
	visible = {
		num_of_operatives = > 1
		FROM = {
			original_tag = PER
		}
		PER = {
			has_completed_focus = PER_undermine_the_shah
			is_subject = no
			has_war = no
		}
		NOT = {
			has_global_flag = r56_hide_operation_ajax
		}
	}
	equipment = {
		civilian_factories = {
			amount = 3
			days = 30
		}
	}
	outcome_execute = {
		PER = {
			promote_character = PER_mohammed_reza_pahlavi
			add_ideas = PER_american_iranian_oil_company
			if = {
				limit = {
					HOL = {
						has_government = democratic
						NOT = {
							has_global_flag = r56_HOL_in_yalta
							has_war_with = ROOT
						}
					}
				}
				add_ideas = PER_royal_dutch_shell
			} {
				limit = {
					FRA = {
						has_government = democratic
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				add_ideas = PER_francaise_des_petroles
			} {
				limit = {
					ENG = {
						has_government = democratic
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				add_ideas = PER_anglo_iranian_oil_company_post_war
			} {
				limit = {
					has_idea = PER_economy_without_oil
				}
				remove_ideas = PER_economy_without_oil
			}
			ENG = {
				diplomatic_relation = {
					country = PREV
					relation = embargo
					active = no
				}
			}
		}
	}
	days = 60
	network_strength = 70
	operatives = 2
	phases = {
		infiltration_border = {
			base = 25
		}
	} {
		targeted_instigate_protests = {
			base = 100
		}
	} {
		exfiltration_border = {
			base = 30
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_rural_infrastructure
Constructs: prerequisite, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_rural_infrastructure
	icon = GFX_goal_generic_promote_ruralism
	cost = 5
	x = 2
	y = 1
	relative_position_id = CYP_subsidise_fruit_farming
	prerequisite = {
		focus = CYP_subsidise_fruit_farming
	} {
		focus = CYP_mining_effort
	}
	completion_reward = {
		random_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_dynamic_modifier = {
				modifier = r56_CYP_dyn_mod_accessible_countryside
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Technology
Component: land_fort_tech_2
Constructs: research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	bunker_max_level_terrain_limit = 1
	research_cost = 1.5
	start_year = 1940
	folder = {
		name = electronics_folder
		position = {
			x = 0
			y = 10
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		cat_fortification
	}
}
### Entity: Wiki Documentation
Construct: weather
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
weather
|
Toggle weather simulation
|

|

debug_air_vs_land (dbg_cas)
|
Toggle debug mode for air vs land combat.
|

|
### Entity: Idea
Component: GER_flak_towers
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_flak_towers = {
	allowed = {
		always = no
	}
	picture = generic_air_bonus
	modifier = {
		static_anti_air_damage_factor = 0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: Idea
Component: ICE_christian_x_worse
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_christian_x_worse = {
	name = ICE_christian_x
	picture = ICE_christian_x
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			has_government = communism
		} {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
		army_core_defence_factor = 0.05
	}
}
### Entity: Event
Component: poland_r56.23
Constructs: is_triggered_only, limit, random_country, add_opinion_modifier, add_political_power
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.23
	title = poland_r56.23.t
	desc = poland_r56.23.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = poland_r56.23.a
		effect_tooltip = {
			ROM = {
				diplomatic_relation = {
					country = CZE
					relation = guarantee
					active = no
				} {
					country = POL
					relation = non_aggression_pact
					active = yes
				}
				add_opinion_modifier = {
					target = POL
					modifier = POL_Reaffirm_Ties_With_Romania
				}
			}
		}
		random_country = {
			limit = {
				tag = POL
			}
			add_political_power = 25
			add_opinion_modifier = {
				target = ROM
				modifier = POL_Reaffirm_Ties_With_Romania
			}
		}
	}
}
### Entity: Idea
Component: KOR_sixth
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_sixth = {
	picture = generic_naval_manufacturer_1
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 918
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}