Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_planned_economy
Constructs: prerequisite, limit, add_ideas, completion_reward, every_subject_country, add_tech_bonus, add_dynamic_modifier
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_planned_economy
	icon = GFX_SOV_planned_economy_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_back_to_the_nep
	}
	x = -2
	y = 1
	relative_position_id = SOV_back_to_the_nep
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				num_subjects = > 0
			}
			every_subject_country = {
				country_event = {
					id = NSB_soviet_planned_economy.1
				}
				effect_tooltip = {
					add_tech_bonus = {
						name = SOV_planned_economy
						bonus = 1.0
						uses = 2
						category = industry
					}
					add_ideas = new_economic_policy
				}
			}
		}
		else = {
			custom_effect_tooltip = SOV_planned_economy_subjects_tt
			effect_tooltip = {
				country_event = {
					id = NSB_soviet_planned_economy.1
				}
				add_tech_bonus = {
					name = SOV_planned_economy
					bonus = 1.0
					uses = 2
					category = industry
				}
				add_ideas = new_economic_policy
			}
		}
		custom_effect_tooltip = SOV_planned_economy_dynamic_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = SOV_planned_economy_dynamic_modifier
			}
		}
	}
}
### Entity: Decision
Component: form_horn_of_africa_africa_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_horn_of_africa_africa_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_the_horn_of_africa
	allowed = {
		has_dlc = By Blood Alone
	}
}
### Entity: Character
Component: SIC_zhong_tidao
Source: game
File: common/characters/SIC.txt

Code:
SIC_zhong_tidao = {
	advisor = {
		slot = air_chief
		idea_token = SIC_zhong_tidao
		allowed = {
			original_tag = SIC
		}
		traits = {
			air_chief_old_guard
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Zhong Tidao
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Event
Component: AFG_industrial_events.30
Constructs: is_triggered_only, ai_chance, add_ideas, has_war_with, random_days
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.30
	title = AFG_industrial_events.30.t
	desc = AFG_industrial_events.30.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.30.a
		trigger = {
			NOT = {
				has_war_with = FROM
			}
		}
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.31
				days = 7
				random_days = 4
			}
		}
		add_ideas = PER_hellmand_altered_no_treaty
	} {
		name = AFG_industrial_events.30.b
		ai_chance = {
			base = 1
		}
		add_ideas = PER_hellmand_altered_no_treaty
	}
}
### Entity: Character
Component: CHL_gabriela_mistral
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_gabriela_mistral = {
	name = CHL_gabriela_mistral
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_gabriela_mistral_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_gabriela_mistral
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania
				has_government = democratic communism
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_rule_by_decree CHL_denounce_the_anarchy
				}
			}
		}
		traits = {
			JUNO_popular_latinian_poet
		}
	}
}
### Entity: Character
Component: nationalistic_freedom_fighter
Source: game
File: common/country_leader/goe_traits.txt

Code:
nationalistic_freedom_fighter = {
	sprite = 13
	attrition = -0.04
	supply_consumption_factor = -0.04
	land_night_attack = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_reform_the_education_system
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_reform_the_education_system
	icon = GFX_goal_SOV_education_initiative
	x = 1
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_our_own_path
	}
	relative_position_id = AFG_our_own_path
	ai_will_do = {
		factor = 1
	}
	cost = 5
	completion_reward = {
		add_ideas = AFG_socialist_education_idea
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.05
			tooltip_side = AFG_parcham_side
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: WHY_macrov
Source: game
File: common/characters/WHY.txt

Code:
WHY_macrov = {
	name = Macrov, the Haiku Lover
	portraits = {
		civilian = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_macrov.dds
		}
	}
	navy_leader = {
		traits = {
			r56w_trait_navy_ocean_haiku
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		maneuvering_skill = 5
		coordination_skill = 4
		legacy_id = -1
	}
}
### Entity: Order of Battle
Component: Ti 4 Ch'ü Chün
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = Ti 4 Ch'ü Chün
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 10433
	division_template = Huncheng Shih
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Scripted Effect
Component: EAI_construction_strategy_USA
Constructs: has_war, limit, is_major, has_deployed_air_force_size
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_strategy_USA = {
	EAI_queue_RADAR = yes yes
	if = {
		limit = {
			has_war = yes
		}
		EAI_queue_CFORT_COAST = yes
	} {
		limit = {
			num_of_civilian_factories_available_for_projects = > 40
			any_enemy_country = {
				has_deployed_air_force_size = {
					size = > 200
					type = strategic_bomber
				}
			}
			is_major = yes
		}
		EAI_queue_AA = yes yes
	}
}
### Entity: AI Strategy
Component: default_become_counter_intel
Constructs: has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
default_become_counter_intel = {
	allowed = {
		has_dlc = No Compromise, No Surrender La Resistance
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = become_head_of_counter_intel
		value = 2
	}
}
### Entity: Unit Template
Component: NEP_INF_01
Source: game
File: common/units/names_divisions/NEP_names_divisions.txt

Code:
NEP_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		NEP
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Infantry Division
	ordered = {
		24 = {
			Royal Nepalese Lifeguard Div.
		}
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.18
Constructs: is_triggered_only, limit, add_war_support, every_controlled_state, has_dynamic_modifier, add_to_array, add_state_core, is_in_faction_with
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.18
	title = wuw_GER_realpolitik.18.t
	desc = wuw_GER_realpolitik.18.desc
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.18.a
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 85 807 86 762
					}
				}
				display_individual_scopes = yes
				if = {
					limit = {
						ROOT = {
							OR = {
								has_dynamic_modifier = {
									modifier = GER_mefo_bills_modifier
								} {
									modifier = GER_economy_of_conquest_modifier
								}
							}
						}
					}
					add_to_array = {
						array = GER.GER_seize_gold_target_states_array
						value = THIS
					}
				}
				ROOT = {
					transfer_state = PREV
					add_state_core = PREV
				}
			}
		}
		GER_seize_gold_reserves_from_polish_states_peacufully = yes
		IF = {
			limit = {
				ENG = {
					NOT = {
						is_in_faction_with = GER
					}
					has_guaranteed = POL
				}
			}
			ENG = {
				add_war_support = -0.05
			}
		} {
			limit = {
				FRA = {
					NOT = {
						is_in_faction_with = GER
					}
					has_guaranteed = POL
				}
			}
			FRA = {
				add_war_support = -0.05
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_war_plan_gold
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, unlock_decision_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_war_plan_gold
	icon = GFX_focus_attack_france
	x = -2
	y = 2
	prerequisite = {
		focus = USA_intervention_in_europe
	}
	relative_position_id = USA_intervention_in_europe
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			USA_create_rene_joyeuse_operative = yes
		}
		unlock_decision_tooltip = {
			decision = USA_execute_war_plan_gold
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_estonian_volunteer_regiment
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_estonian_volunteer_regiment
	icon = GFX_goal_generic_befriend_finland
	prerequisite = {
		focus = EST_german_admiration
	}
	relative_position_id = EST_german_admiration
	x = 1
	y = 1
	cost = 7
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EST_estonian_volunteer_regiment
	}
}
### Entity: Scripted Effect
Component: ETH_BOP_centralization_large_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_BOP_centralization_large_effect = {
	add_power_balance_value = {
		id = ETH_centralization_balance
		value = 0.1
	}
}
### Entity: Idea
Component: FRA_political_violence
Constructs: has_stability, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_political_violence = {
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_stability = < 0.7
	}
	removal_cost = -1
	modifier = {

	}
}
### Entity: Event
Component: denmark_occupation_event.30
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.30
	title = denmark_occupation_event.30.t
	desc = denmark_occupation_event.30.desc
	picture = GFX_report_event_DEN_sabotage
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.30.a
		DEN_modify_overlord_relations_big = yes
		custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
		add_to_variable = {
			DEN_occupation_laws_cic_to_overlord = -0.1
			tooltip = cic_to_overlord_factor_tt
		}
	}
}
### Entity: State History
Component: 884
Constructs: add_core_of
Source: game
File: history/states/884-Idlib.txt

Code:
state = {
	id = 884
	name = Idlib
	provinces = {
		7140
	}
	history = {
		owner = OSY
		victory_points = {
			7140 2
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = SYR OSY
	}
	manpower = 87341
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = rural
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_attachment_production_strategies
Constructs: limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_attachment_production_strategies = {
	if = {
		limit = {
			num_of_military_factories = > 15
			EAI_motorized_attachment_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_motorized_attachment_army_production_strategy
				}
			}
			set_country_flag = EAI_motorized_attachment_army_production_strategy
		}
	} {
		limit = {
			num_of_military_factories = > 15
			EAI_light_armor_attachment_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_light_armor_attachment_army_production_strategy
				}
			}
			set_country_flag = EAI_light_armor_attachment_army_production_strategy
		}
	} {
		limit = {
			num_of_military_factories = > 20
			EAI_medium_attachment_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_medium_armor_attachment_army_production_strategy
				}
			}
			set_country_flag = EAI_medium_armor_attachment_army_production_strategy
		}
	} {
		limit = {
			num_of_military_factories = > 20
			EAI_heavy_attachment_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_heavy_armor_attachment_army_production_strategy
				}
			}
			set_country_flag = EAI_heavy_armor_attachment_army_production_strategy
		}
	} {
		limit = {
			num_of_military_factories = > 20
			EAI_modern_attachment_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_modern_armor_attachment_army_production_strategy
				}
			}
			set_country_flag = EAI_modern_armor_attachment_army_production_strategy
		}
	}
	else_if = {
		limit = {
			has_country_flag = EAI_motorized_attachment_army_production_strategy
		}
		clr_country_flag = EAI_motorized_attachment_army_production_strategy
	} {
		limit = {
			has_country_flag = EAI_light_armor_attachment_army_production_strategy
		}
		clr_country_flag = EAI_light_armor_attachment_army_production_strategy
	} {
		limit = {
			has_country_flag = EAI_medium_armor_attachment_army_production_strategy
		}
		clr_country_flag = EAI_medium_armor_attachment_army_production_strategy
	} {
		limit = {
			has_country_flag = EAI_heavy_armor_attachment_army_production_strategy
		}
		clr_country_flag = EAI_heavy_armor_attachment_army_production_strategy
	} {
		limit = {
			has_country_flag = EAI_modern_armor_attachment_army_production_strategy
		}
		clr_country_flag = EAI_modern_armor_attachment_army_production_strate
# ... (truncated)
### Entity: National Focus
Tree: cog_focus
Component: COG_CAS_effort
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_CAS_effort
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = COG_fighter_focus COG_bomber_focus
	} {
		focus = COG_radar_system
	}
	x = 41
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = COG_CAS_effort
				technology = aa_cannon_2
				bonus = 0.5
				uses = 1
			} {
				name = COG_CAS_effort
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_vereinigte_stahlwerke
Constructs: research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_vereinigte_stahlwerke = {
	picture = GER_vereinigte_stahlwerke
	allowed = {
		original_tag = GER
	}
	cost = 150
	research_bonus = {
		excavation_tech = 0.15
	}
	traits = {
		mining_company
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_mutual_defense
Constructs: prerequisite, limit, completion_reward, every_other_country, is_subject, has_idea, add_dynamic_modifier
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_mutual_defense
	prerequisite = {
		focus = ETH_organization_of_african_unity
	}
	icon = GFX_goal_generic_defence
	relative_position_id = ETH_organization_of_african_unity
	x = -1
	y = 1
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_mutual_defense_tt
		every_other_country = {
			limit = {
				is_subject = no
				has_idea = organization_of_african_unity_member_idea
			}
			country_event = {
				id = BBA_african_union_events.15
				hours = 1
			}
		}
		add_dynamic_modifier = {
			modifier = african_union_defense_agreement_modifier
		}
	}
}
### Entity: Idea
Component: NRU_phosphate_reservers
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory
Source: game
File: common/ideas/nauru.txt

Code:
NRU_phosphate_reservers = {
	name = NRU_phosphate_reservers
	picture = generic_exploit_mines
	allowed = {

	}
	modifier = {
		stability_factor = 0.03
		local_resources_factor = 0.05
		research_speed_factor = 0.01
		industrial_capacity_factory = 0.05
		consumer_goods_factor = -0.05
	}
}
### Entity: Name List
Component: CAL
Source: game
File: common/names/r56_names.txt

Code:
CAL = {
	male = {
		names = {
			Adam Alexander William Henry Michael Samuel Joshua George John Matthew Mark Luke Lucas Jeffrey Ulysses Joseph Charles Russell Benjamin Robert Christopher Richard Chester Lafayette Nathaniel Francis James Donald Cyrus Ambrose Edward Eugene Augustus Norton Abner Isaac Amos Thomas Randolph Robert Jesse James Nathan George Joseph John Patrick Albert Braxton William Ambrose Jubal Richard Lewis Edmund Leonida Benjamin Wade Daniel Thomas Jonathan Stonewall Lemual Sterling Raphael Kirby Pierre Jonas Frank Charles Peter Rand Leslie Howard Malvin Oscar Henry Simon Edward Gideon Isaac Evander Jerome Alfred Cadmus Carnot Ezra Wilton Hamilton Matthew Richard Hiram Thomas Elkanah John William James Albert Wilburn Walter Hinchie Samuel Benjamin Henry Allison Horace Felix Jerome Lawrence Alexander Louis Steven Zach
		}
	}
	female = {
		names = {
			Mary Jane Elizabeth Anne Mary Nancy Sophie Sarah Deborah Helen Alice Monica Kathleen Edith Caroline Victoria
		}
	}
	surnames = {
		Smith Washington Grant Sherman Chamberlain Powell Clemens Abbott Abercrombie Allen Ames Anderson Barkhauer Andrews Appleton Armstrong Arthur Atkins Asboth Babcock Baker Pope Banks Barnard Barnes Barnum Barry Barstow Bartlett Bates Baxter Beatty Belknap Benton Blair Blunt Bradley Brown Buell Buford Burnside Butler Caldwell Campbell Carr Chapman Chipman Clayton Coburn Connor Conrad Cook Cooper Crittenden Custer Davies Davis Doubleday Ewing Farnsworth Ford Forsyth Foster Franklin Fry Gilbert Gregg Griffin Halleck Hamlin Hancock Harrison Hatch Hayes Heintzelman Hooker Howard Hunter Jackson Johnson Jones Keyes Kimball Lyon McArthur McClellan McCook McDowell Meade Mitchell Morgan Paine Phelps Porter Potter Reynolds Rice Rhodes Robinson Rosencrans Saloman Schenck Schofield Scott Sedgwick Seward Sheridan Sickles Sprague Stevens Stevenson Stone Sullivan Taylor Tyler Wade Wadsworth Wallace Ward Warner Wilson Wright Young Lee Jackson Johnson Beauregard Stuart Longstreet Forrest Pickett Mosby Cleburne Hood Breckenridge Bragg Barksdale Early Hill Ewell Morgan Armistead Semmes Smith Hampton Polk Cheatham Wheeler Pemberton Gordon Hardee Floyd Price Wise Van Dorn Loring Buckner Taylor Williams French Gibbs Hindman Anderson Sibley Garnett Magruder Pillow McLaws Rodes Heth Pender Trimble Kershaw Wofford Kemper Law Robertson Benning Hays Walker Iverson Wilcox Mahone Wright Pettigrew Arc
# ... (truncated)
### Entity: Scripted Trigger
Component: has_air_academy
Constructs: has_completed_focus, limit, has_air_academy, has_air_academy_tt
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
has_air_academy = {
	IF = {
		limit = {
			original_tag = ETH
		}
		custom_trigger_tooltip = {
			tooltip = has_air_academy_tt
			has_completed_focus = ETH_debre_zeyit_air_force_training_center
		}
	}
}
### Entity: Character
Component: SIA_ananda_administrator_1
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_administrator_1 = {
	random = no
	sprite = 13
	supply_consumption_factor = -0.05
}
### Entity: Modifier Reference
Construct: supply_node_range
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## supply_node_range

* Number with 0 decimal places
* **Categories**: country
### Entity: Scripted Effect
Component: GER_yugoslavia_modify_mefo_bills_or_economy_of_conquest
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_yugoslavia_modify_mefo_bills_or_economy_of_conquest = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = GER_mefo_bills_modifier
				} {
					modifier = GER_economy_of_conquest_modifier
				}
			}
		}
		custom_effect_tooltip = yugoslavia_mefo_bills_tt
	}
}
### Entity: Unit Template
Component: GRE_DD_HISTORICAL
Source: game
File: common/units/names_ships/GRE_ship_names.txt

Code:
GRE_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		GRE
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = RHS 
	fallback_name = Metafero %s
	unique = {
		Vasilefs Georgios I Vasilissa Olga Salamis Navarinon Aspis Kimon Lonchi Nearchos Sfendoni Theyella Themistocles Kriti Aetos Ierax Leon Panthir Kountouriotis Hydra Psara Spetsai Pindos Adrias Hastings Kanaris Miaoulis Themistokles Astings Kriti Aigaion Aetos Ierax Leon Panthir
	}
}
### Entity: Character
Component: BOT_ai2
Source: game
File: common/characters/BOT.txt

Code:
BOT_ai2 = {
	advisor = {
		slot = high_command
		idea_token = BOT_ai2
		ledger = army
		allowed = {
			original_tag = BOT
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_german_economic_development
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject_of
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_german_economic_development
	icon = GFX_focus_generic_german_trade
	relative_position_id = AUS_inquart_backstab
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_inquart_backstab
	}
	available = {
		OR = {
			is_subject_of = GER
			GER = {
				has_government = fascism
			}
		}
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_german_economic_development
	}
}
### Entity: Military Industrial Organization
Component: RAJ_ordnance_factories_board_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/RAJ_organization.txt

Code:
RAJ_ordnance_factories_board_organization = {
	name = RAJ_ordnance_factories_board_organization
	include = generic_artillery_organization
	icon = GFX_idea_ordnance_factories_board
	allowed = {
		original_TAG = RAJ
		has_dlc = Together for Victory
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
}
### Entity: AI Strategy
Component: SWE_helped_us_being_communist_so_we_like_them_DEN
Constructs: has_government, has_war_with, has_country_flag
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_helped_us_being_communist_so_we_like_them_DEN = {
	allowed = {
		original_tag = DEN
	}
	enable = {
		SWE = {
			has_country_flag = SWE_has_triggered_den_com_uprising
		}
		NOR = {
			has_government = communism
			NOT = {
				has_war_with = SWE
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = SWE
		value = 500
	} {
		type = befriend
		id = SWE
		value = 500
	}
}