Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PRODUCTION_TI_navy_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_TI_navy_production_strategies = {
	if = {
		limit = {
			EAI_CV_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_TI_CV_navy_production_strategy
				}
			}
			set_country_flag = EAI_TI_CV_navy_production_strategy
		}
	} {
		limit = {
			EAI_BB_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_TI_BB_navy_production_strategy
				}
			}
			set_country_flag = EAI_TI_BB_navy_production_strategy
		}
	} {
		limit = {
			EAI_BC_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_TI_BC_navy_production_strategy
				}
			}
			set_country_flag = EAI_TI_BC_navy_production_strategy
		}
	} {
		limit = {
			EAI_CA_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_TI_CA_navy_production_strategy
				}
			}
			set_country_flag = EAI_TI_CA_navy_production_strategy
		}
	} {
		limit = {
			EAI_CL_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_TI_CL_navy_production_strategy
				}
			}
			set_country_flag = EAI_TI_CL_navy_production_strategy
		}
	} {
		limit = {
			EAI_DD_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_TI_DD_navy_production_strategy
				}
			}
			set_country_flag = EAI_TI_DD_navy_production_strategy
		}
	} {
		limit = {
			EAI_SS_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_TI_SS_navy_production_strategy
				}
			}
			set_country_flag = EAI_TI_SS_navy_production_strategy
		}
	}
	else = {
		clr_country_flag = EAI_TI_CV_navy_production_strategy
	} {
		clr_country_flag = EAI_TI_BB_navy_production_strategy
	} {
		clr_country_flag = EAI_TI_BC_navy_production_strategy
	} {
		clr_country_flag = EAI_TI_CA_navy_production_strategy
	} {
		clr_country_flag = EAI_TI_CL_navy_production_strategy
	} {
		clr_country_flag = EAI_TI_DD_navy_production_strategy
	} {
		clr_country_flag = EAI_TI_SS_navy_production_strategy
	}
}
### Entity: Event
Component: kmt.31
Constructs: is_triggered_only, add_ideas, has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.31
	title = kmt.31.t
	desc = {
		text = kmt.31.d_1
		trigger = {
			FROM = {
				NOT = {
					has_country_flag = die_tannu_scum
				}
			}
		}
	} {
		text = kmt.31.d_2
		trigger = {
			FROM = {
				has_country_flag = die_tannu_scum
			}
		}
	}
	picture = GFX_report_event_soviet_finnish_pact
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.31.a
		add_ideas = KMT_framed_mongolia
		set_country_flag = no_faction
	}
}
### Entity: Idea
Component: bra_eficiencia_gerdau_2
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_gerdau_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_ind_pic
	modifier = {
		production_factory_efficiency_gain_factor = 0.125
		consumer_goods_factor = -0.15
		production_factory_max_efficiency_factor = 0.125
		industrial_capacity_factory = 0.125
		production_speed_buildings_factor = 0.05
		war_support_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.80
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.80
	title = bftb_bulgaria_factions.80.t
	desc = bftb_bulgaria_factions.80.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.80.a
		BUL_nsm_low_loyalty_decrease_effect = yes
		BUL_nsm_low_popularity_decrease_effect = yes
		add_stability = -0.05
	}
}
### Entity: Idea
Component: EAI_DD_12/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Event
Component: mandate_palestine.83
Constructs: is_triggered_only, add_political_power, add_manpower, add_popularity, add_to_variable, complete_national_focus
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.83
	title = mandate_palestine.83.t
	desc = mandate_palestine.83.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.83.a
		add_manpower = -3000
		add_political_power = -50
		add_popularity = {
			ideology = fascism
			popularity = -0.03
		} {
			ideology = neutrality
			popularity = -0.03
		}
		add_to_variable = {
			MPL_minority_support = 5
		}
		custom_effect_tooltip = MPL_minority_up_10
		MPL_clamp_support = yes
		complete_national_focus = MPL_the_jerusalem_trials
	} {
		name = mandate_palestine.83.b
		add_political_power = 50
		add_to_variable = {
			MPL_minority_support = -5
		}
		custom_effect_tooltip = MPL_minority_down_5
		MPL_clamp_support = yes
		complete_national_focus = MPL_the_jerusalem_trials
	}
}
### Entity: Character
Component: SPR_francisco_largo_caballero
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_francisco_largo_caballero = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_francisco_largo_caballero
		portraits = {
			army = {
				small = GFX_idea_SPR_francisco_largo_caballero
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SPR_francisco_largo_caballero
			allowed = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			visible = {
				NOT = {
					tag = SPA SPB
				}
			}
			available = {
				NOT = {
					has_completed_focus = SPR_masters_of_our_own_fate SPR_communists_in_the_government
				}
				custom_trigger_tooltip = {
					tooltip = SPR_not_nationalist_spain_tt
					NOT = {
						tag = SPA SPB
					}
				}
			}
			traits = {
				silent_workhorse
			}
			ai_will_do = {
				base = 1.0
				modifier = {
					factor = 0.0
					OR = {
						has_completed_focus = SPA_a_great_spain SPR_hinder_nkvd_interference
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_francisco_largo_caballero
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_1
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SPR_francisco_largo_caballero
			name = SPR_francisco_largo_caballero
			allowed = {
				NOT = {
					has_dlc = La Resistance
				} {
					has_government = fascism
				}
				original_tag = SPR
			}
			traits = {
				captain_of_industry
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Icons
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
## Raid Map Icons

Map icons can be assigned in the following ways:

1. Automatically based on a string lookup of "GFX_raid_type_icon_" + [raid_type_name]
2. A custom scripted icon set through "custom_map_icon = [name]"

In both of the above cases, the system will also try to find a customized icon for the target building type, by appending the building template to the end of the string:
`[1. or 2. from above] + "_" + [building_template_name]`
### Entity: AI Strategy
Component: SPR_i_let_the_boys_help_me_win_civil_war
Constructs: has_government, has_civil_war, has_global_flag, has_dlc
Source: game
File: common/ai_strategy/r56_SPR.txt

Code:
SPR_i_let_the_boys_help_me_win_civil_war = {
	allowed = {
		original_tag = SPR
	}
	enable = {
		date = < 1939.1.1
		has_government = communism
		SPR = {
			has_civil_war = yes
		}
		NOT = {
			has_global_flag = scw_over
		} {
			has_dlc = La Resistance
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = communism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = befriend
		id = MEX
		value = 30
	} {
		type = befriend
		id = POL
		value = 30
	} {
		type = befriend
		id = POR
		value = -25
	}
}
### Entity: Game Rule
Component: ENG_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
ENG_ai_behavior = {
	name = ENG_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_DEMOCRATIC_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_ENG_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_DEMOCRATIC_NO_MORE_APPEASEMENT
		desc = RULE_OPTION_DEMOCRATIC_NO_MORE_APPEASEMENT_ENG_AI_DESC
		required_dlc = Man the Guns
	} {
		name = COMMUNIST
		text = RULE_OPTION_TRADE_UNIONS
		desc = RULE_OPTION_TRADE_UNIONS_ENG_AI_DESC
		required_dlc = Man the Guns
	} {
		name = NEUTRALITY
		text = RULE_OPTION_THE_KINGS_PARTY
		desc = RULE_OPTION_THE_KINGS_PARTY_ENG_AI_DESC
		required_dlc = Man the Guns
	} {
		name = FASCIST
		text = RULE_OPTION_ORGANIZE_THE_BLACKSHIRTS
		desc = RULE_OPTION_ORGANIZE_THE_BLACKSHIRTS_ENG_AI_DESC
		required_dlc = Man the Guns
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		required_dlc = Man the Guns
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_new_road_conscription_law
Constructs: has_completed_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_new_road_conscription_law
	prerequisite = {
		focus = PRU_mediate_between_the_parties
	}
	icon = GFX_goal_generic_construction3
	x = 9
	y = 1
	relative_position_id = PRU_mediate_between_the_parties
	cost = 3
	available = {
		OR = {
			has_completed_focus = PRU_conservative_coalition PRU_social_democratic_coalition
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_poor_republic
			add_idea = PRU_weak_republic
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_a_fleet_fit_for_the_aegean
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_a_fleet_fit_for_the_aegean
	icon = GFX_focus_generic_aegean_sea_focus
	prerequisite = {
		focus = GRE_abandon_the_greek_turkish_naval_treaty
	}
	x = 0
	y = 1
	relative_position_id = GRE_abandon_the_greek_turkish_naval_treaty
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_a_fleet_fit_for_the_aegean
			bonus = 1.0
			uses = 1
			category = bb_tech bc_tech
		}
		add_doctrine_cost_reduction = {
			name = GRE_a_fleet_fit_for_the_aegean
			cost_reduction = 0.35
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Character
Component: SPR_alberto_bayo
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_alberto_bayo = {
	name = SPR_alberto_bayo
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SPR_alberto_bayo
		ledger = air
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPR_crush_the_revolution SPR_regional_defense_council_of_aragon
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
	}
}
### Entity: Event
Component: soviet.8
Constructs: is_triggered_only, limit, has_country_flag, annex_country
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.8
	title = soviet.8.t
	desc = soviet.8.d
	picture = GFX_report_event_soviet_tank_parade
	is_triggered_only = yes
	option = {
		name = soviet.8.a
		if = {
			limit = {
				FROM = {
					has_country_flag = cave_to_enemy_pressure_flag
				}
			}
			puppet = FROM
		}
		else = {
			annex_country = {
				target = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_union_of_latin_american_socialist_republics
Constructs: prerequisite, limit, completion_reward, set_cosmetic_tag, every_state, is_on_continent, add_core_of
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_union_of_latin_american_socialist_republics
	icon = GFX_focus_BRA_ulasr
	x = -2
	y = 2
	relative_position_id = BRA_create_faction
	prerequisite = {
		focus = BRA_create_faction BRA_join_the_comintern
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_cosmetic_tag = BRA_union_of_latin_american_socialist_republics_cos_tag
		every_state = {
			limit = {
				is_on_continent = south_america
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Character
Component: SWI_anarchist
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_anarchist = {
	random = no
	sprite = 13
	communism_drift = 0.05
}
### Entity: Idea
Component: POR_portugals_road_to_democracy
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_portugals_road_to_democracy = {
	picture = worker_cluture
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.001
		neutrality_drift = -0.02
		weekly_casualties_war_support = 0.001
		defensive_war_stability_factor = 0.1
		justify_war_goal_time = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_german_leanings
Constructs: has_completed_focus, prerequisite, has_war_with, add_opinion_modifier, completion_reward, add_political_power, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_german_leanings
	icon = GFX_focus_generic_fascist_propaganda
	prerequisite = {
		focus = CZE_strategy_decisions
	}
	mutually_exclusive = {
		focus = CZE_trust_in_the_west CZE_an_entente_of_our_own
	}
	x = -2
	y = 1
	relative_position_id = CZE_strategy_decisions
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 0
			has_completed_focus = CZE_go_left
		} {
			factor = 0
			has_completed_focus = CZE_democratic_bastion
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = CZE
				modifier = CZE_german_leanings
			}
		}
		add_political_power = 75
		add_popularity = {
			ideology = GER
			popularity = 0.1
		}
	}
}
### Entity: Country History
Country: RKH
Component: RKH_characters
Constructs: recruit_character
Source: game
File: history/countries/RKH - Bohmen Mahren.txt

Code:
# Leaders & Characters for RKH
recruit_character = RKH_erich_friderici RKH_jaroslav_eminger
### Entity: National Focus
Tree: ice_focus
Component: ICE_state_owned_industry
Constructs: prerequisite, limit, completion_reward, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_state_owned_industry
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = ICE_embrace_the_workers_revolution
	}
	x = 0
	y = 1
	relative_position_id = ICE_embrace_the_workers_revolution
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				100
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = ICE_landsvirkjun
	}
}
### Entity: Event
Component: DOD_yugoslavia.702
Constructs: is_triggered_only, ai_chance, fire_only_once, set_country_flag, has_already_decided_yugo_coup_flag, has_opinion, has_guaranteed, is_historical_focus_on
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.702
	title = DOD_yugoslavia.702.t
	desc = DOD_yugoslavia.702.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = has_already_decided_yugo_coup_flag
		}
	}
	option = {
		name = DOD_yugoslavia.702.a
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0.5
				has_opinion = {
					target = YUG
					value = 25
				}
			} {
				factor = 0.5
				has_opinion = {
					target = YUG
					value = 100
				}
			} {
				factor = 0.5
				has_opinion = {
					target = YUG
					value = 150
				}
			}
		}
		YUG = {
			country_event = {
				id = DOD_yugoslavia.701
				days = 10
			}
		}
	} {
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				has_guaranteed = YUG
			} {
				factor = 0
				is_historical_focus_on = yes
				FROM = {
					is_ai = yes
				}
			}
		}
		name = DOD_yugoslavia.702.b
	}
}
### Entity: Idea
Component: SWI_pressured_demobilization
Constructs: has_war, has_annex_war_goal
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_pressured_demobilization = {
	allowed = {
		original_tag = SWI
		has_war = no
	}
	available = {
		has_war = no
		NOT = {
			any_other_country = {
				has_annex_war_goal = SWI
			}
		}
		GER = {
			NOT = {
				focus_progress = {
					focus = GER_operation_tannenbaum
					progress = > 0
				}
			}
		}
	}
	picture = tfv_can_conscription_crisis
	modifier = {

	}
}
### Entity: Game Rule
Component: RAJ_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
RAJ_ai_behavior = {
	name = RAJ_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Together for Victory
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = GOE_HISTORICAL
		text = RULE_OPTION_GOE_HISTORICAL
		desc = RULE_OPTION_GOE_HISTORICAL_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
		allow_achievements = yes
	} {
		name = GOE_INDIA_UNITED
		text = RULE_OPTION_GOE_INDIA_UNITED
		desc = RULE_OPTION_GOE_INDIA_UNITED_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
		allow_achievements = yes
	} {
		name = GOE_INDIA_FASCISM_BOSE
		text = RULE_OPTION_GOE_INDIA_FASCISM_BOSE
		desc = RULE_OPTION_GOE_INDIA_FASCISM_BOSE_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
	} {
		name = GOE_INDIA_FASCISM_HINDUTVA
		text = RULE_OPTION_GOE_INDIA_FASCISM_HINDUTVA
		desc = RULE_OPTION_GOE_INDIA_FASCISM_HINDUTVA_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
	} {
		name = GOE_INDIA_EAST_INDIA_COMPANY
		text = RULE_OPTION_GOE_INDIA_EAST_INDIA_COMPANY
		desc = RULE_OPTION_GOE_INDIA_EAST_INDIA_COMPANY_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
	} {
		name = GOE_INDIA_MUGHAL
		text = RULE_OPTION_GOE_INDIA_MUGHAL
		desc = RULE_OPTION_GOE_INDIA_MUGHAL_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
	} {
		name = GOE_INDIA_COMMUNISM
		text = RULE_OPTION_GOE_INDIA_COMMUNISM
		desc = RULE_OPTION_GOE_INDIA_COMMUNISM_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
	} {
		name = GOE_INDIA_COMMUNISM_URBAN
		text = RULE_OPTION_GOE_INDIA_COMMUNISM_URBAN
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
	} {
		name = GOE_INDIA_LOYALTY
		text = RULE_OPTION_OBEDIENCE
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_RAJ_AI_DESC
		required_dlc = Graveyard of Empires
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_RAJ_AI_DESC
		exclude_dlc = Graveyard of Empires
	} {
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_RAJ_AI_DESC
		allow_achievements = yes
		exclude_dlc = Graveyard of Empires
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_RAJ_AI_DESC
		exclude_dlc = Graveyard of Empires
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Character
Component: LUX_charlotte
Source: game
File: common/characters/LUX.txt

Code:
LUX_charlotte = {
	name = LUX_charlotte
	portraits = {
		civilian = {
			large = GFX_portrait_LUX_charlotte_wilhelmine
			small = GFX_portrait_LUX_charlotte_wilhelmine_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			LUX_grand_duchess_of_luxembourg
		}
		expire = 1964.1.1.12
		id = -1
	}
}
### Entity: Character
Component: CUB_enrique_c_rolas
Source: game
File: common/characters/CUB.txt

Code:
CUB_enrique_c_rolas = {
	advisor = {
		slot = high_command
		idea_token = CUB_enrique_c_rolas
		ledger = navy
		allowed = {
			original_tag = CUB
		}
		traits = {
			air_naval_strike_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Enrique C. Rolas
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Unit Template
Component: RAJ_CA_HISTORICAL
Source: game
File: common/units/names_ships/RAJ_ship_names.txt

Code:
RAJ_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		RAJ
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = HMIS 
	fallback_name = Heavy Cruiser %s
	unique = {
		Delhi Bombay Mysore Karachi Rangoon Hyderabad Lucknow Ahmadabad Patna Mandalay Dacca Calcutta
	}
}
### Entity: Technology
Component: basic_light_spaa
Constructs: is_major, enable_equipments, enable_subunits, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		light_tank_aa_equipment_1
	}
	enable_subunits = {
		light_sp_anti_air_brigade
	}
	research_cost = 0.5
	start_year = 1934
	ai_will_do = {
		base = 0
		modifier = {
			is_major = yes
			add = 0.25
		} {
			factor = 0
			OR = {
				has_tech = improved_light_spaa
				can_research = improved_light_spaa
				is_researching_technology = improved_light_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_institute_price_controls
Constructs: prerequisite, limit, add_stability, completion_reward, add_popularity, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_institute_price_controls
	icon = GFX_focus_generic_price_controls
	prerequisite = {
		focus = GER_autarky_efforts
	}
	x = 0
	y = 1
	relative_position_id = GER_autarky_efforts
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = ROOT
			popularity = -0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_unlock_price_controls_decision_tt
		if = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = GER_mefo_bills_modifier
					} {
						modifier = GER_economy_of_conquest_modifier
					}
				}
			}
			GER_modify_industrial_modifier = yes
			custom_effect_tooltip = GER_reduce_increasing_consumer_goods_tt
			subtract_from_variable = {
				GER_monthly_consumer_goods_increase = GER_change_monthly_CG_price_controls
			}
		}
		else = {
			GER_modify_industrial_modifier = yes
			add_to_variable = {
				GER_industrial_consumer_goods_factor = -0.1
				tooltip = consumer_goods_factor_tt
			}
		}
	}
}