Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_expand_the_railways
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, build_railway, random_owned_state, add_building_construction
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_expand_the_railways
	icon = GFX_focus_SOV_south_manchuria_railway
	prerequisite = {
		focus = MAN_tsr_invite_japanese_investors
	}
	x = 2
	y = 1
	relative_position_id = MAN_tsr_invite_japanese_investors
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		OR = {
			716 = {
				is_fully_controlled_by = ROOT
			}
			328 = {
				is_fully_controlled_by = ROOT
			}
			610 = {
				is_fully_controlled_by = ROOT
			}
			717 = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 716
			}
			build_railway = {
				path = {
					11771 9885 3895 3839 3970 6981
				}
			} {
				path = {
					11771 987 9781 11764 964 3783
				}
			}
		} {
			limit = {
				328 = {
					is_fully_controlled_by = ROOT
				}
				controls_state = 715 716
			}
			build_railway = {
				path = {
					11771 11808 916 4642 4572 4503 7652 10433
				}
			}
		} {
			limit = {
				controls_state = 716 610
			}
			build_railway = {
				path = {
					11771 6951 11815 9835 6837 11886 3900
				}
			}
		} {
			limit = {
				controls_state = 714 715
			}
			build_railway = {
				path = {
					11771 846 9831 930 4633 4561 4506 7582 10433
				}
			}
		}
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = MAN_south_manchuria_railway_company
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_expand_naval_production
Constructs: prerequisite, add_ideas, completion_reward, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_expand_naval_production
	icon = GFX_focus_generic_shipbuilding
	prerequisite = {
		focus = PRU_naval_industry
	}
	relative_position_id = PRU_a_reborn_navy
	x = 0
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		OR = {
			has_tech = construction3
			num_of_naval_factories = > 10
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = PRU_great_marina
		navy_experience = 25
		492 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		PRU_increase_navy_25_percent = yes
	}
}
### Entity: Character
Component: SWE_erik_af_edholm
Source: game
File: common/characters/SWE.txt

Code:
SWE_erik_af_edholm = {
	name = SWE_erik_af_edholm
	portraits = {
		army = {
			large = GFX_portrait_SWE_erik_af_edholm
			small = GFX_portrait_SWE_erik_af_edholm_small
		}
	}
	corps_commander = {
		traits = {
			hill_fighter
		}
		skill = 4
		attack_skill = 4
		defense_skill = 1
		planning_skill = 4
		logistics_skill = 4
		legacy_id = 0
	}
}
### Entity: Order of Battle
Component: 5. Frivilligregiment 'Østlandsregimentet'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_democratic.txt

Code:
division = {
	name = 5. Frivilligregiment 'Østlandsregimentet'
	location = 3021
	division_template = Frivilligregiment
}
### Entity: Idea
Component: GER_captured_heavy_weapons
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_captured_heavy_weapons = {
	allowed = {
		always = no
	}
	picture = generic_war_preparation
	modifier = {
		equipment_conversion_speed = 0.25
		equipment_capture_factor = 0.05
	}
}
### Entity: Event
Component: AAT_norway.12
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_popularity, set_party_name
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.12
	title = AAT_norway.12.t
	desc = AAT_norway.12.desc
	picture = GFX_report_event_NOR_storting
	is_triggered_only = yes
	option = {
		name = AAT_norway.12.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_stability = -0.25
		add_war_support = 0.05
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		}
		promote_character = {
			character = NOR_johan_h_andresen
			ideology = conservatism
		}
		set_party_name = {
			ideology = democratic
			name = NOR_hoyre_name
			long_name = NOR_hoyre_long
		}
	}
}
### Entity: Country History
Country: TIG
Component: TIG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/TIG - Tigray.txt

Code:
# Politics & Parties for TIG
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Idea
Component: WES_ai2
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = WES
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: JUNO_promote_immigration_cat
Constructs: limit, has_country_flag, add_opinion_modifier, fire_only_once, has_political_power, is_owned_and_controlled_by, has_state_flag, complete_effect
Source: game
File: common/decisions/TOA_shared_decisions.txt

Code:
JUNO_promote_immigration_cat = {
	JUNO_promote_immigration_in_state_ITA = {
		icon = GFX_decision_SWI_support_humanitarian_efforts
		ai_will_do = {
			base = 1
			modifier = {
				factor = 10
				has_political_power = > 300
			}
		}
		cost = 150
		fire_only_once = yes
		allowed = {
			AND = {
				OR = {
					original_tag = ARG BRA CHL
				}
			}
		}
		available = {
			has_country_flag = JUNO_promote_immigration_flag
			NOT = {
				has_country_flag = JUNO_promote_immigration_ongoing JUNO_ITA_immigration_completed
			}
		}
		visible = {
			has_country_flag = JUNO_promote_immigration_flag
			NOT = {
				has_country_flag = JUNO_ITA_immigration_completed
			}
		}
		on_map_mode = decision_view_only
		state_target = yes
		targets = {
			500 501 499 278 956 512 950 949 507
		}
		target_trigger = {
			FROM = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					has_state_flag = JUNO_promote_immigration_complete
				}
				if = {
					limit = {
						ROOT = {
							original_tag = BRA
						}
					}
					OR = {
						state = 500 501 499
					}
				}
				else_if = {
					limit = {
						ROOT = {
							original_tag = ARG
						}
					}
					OR = {
						state = 278 956 512
					}
				} {
					limit = {
						ROOT = {
							original_tag = CHL
						}
					}
					OR = {
						state = 950 949 507
					}
				}
			}
		}
		days_remove = 20
		complete_effect = {
			set_country_flag = JUNO_promote_immigration_ongoing JUNO_ITA_immigration_completed
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = JUNO_promoted_immigration
				}
			}
			custom_effect_tooltip = JUNO_promote_immigration_in_state_tt
		}
		remove_effect = {
			clr_country_flag = JUNO_promote_immigration_ongoing
			FROM = {
				add_dynamic_modifier = {
					modifier = JUNO_immigration_promoted
				}
				set_state_flag = JUNO_promote_immigration_complete
			}
		}
	}
	JUNO_promote_immigration_in_state_JAP = {
		icon = GFX_decision_SWI_support_humanitarian_efforts
		ai_will_do = {
			base = 1
			modifier = {
				factor = 10
				has_political_power = > 300
			}
		}
		cost = 150
		fire_only_once = yes
		allowed = {
			original_tag = BRA
		}
		available = {
			has_country_flag = JUNO_promote_immigration_flag
			NOT = {
				has_country_flag = JUNO_promote_immigration_ongoing JUNO_JAP_immigration_completed
			}
		}
		visible = {
			has_country_flag = JUNO_promote_immigration_flag
			NOT = {
				h
# ... (truncated)
### Entity: Character
Component: GER_supreme_leader
Constructs: army_defence_factor, stability_factor, war_support_factor, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_supreme_leader = {
	war_support_factor = 0.05
	stability_factor = 0.05
	army_morale_factor = 0.1
	non_core_manpower = 0.01
	resistance_growth = -0.05
	army_attack_factor = 0.05
	army_defence_factor = 0.05
	subjects_autonomy_gain = -0.1
}
### Entity: Order of Battle
Component: 10. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 10. SS-Sturmbrigade
	location = 6594
	division_template = SS-Sturmbrigade
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Naval_Doctrine
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Naval_Doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = PAL_Cruisers PAL_Destroyer PAL_Battleship
	}
	x = 0
	y = 2
	relative_position_id = PAL_Battleship
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 1
			category = fleet_in_being_tree
		}
		custom_effect_tooltip = GEN_Generals_Other_nav_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_crackdown_on_looting
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_crackdown_on_looting
	icon = GFX_focus_AUS_lawmaking_leniency
	x = 0
	y = 1
	dynamic = yes
	cost = 5
	prerequisite = {
		focus = CHI_sea_the_army
	}
	relative_position_id = CHI_sea_the_army
	ai_will_do = {
		base = 1
	}
	available = {
		has_idea = CHI_warlord_looting_idea
	}
	bypass = {

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

	}
	completion_reward = {
		remove_ideas = CHI_warlord_looting_idea
	}
}
### Entity: Character
Component: GER_film_director
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_film_director = {
	sprite = 13
	random = no
	weekly_casualties_war_support = 0.001
	offensive_war_stability_factor = 0.05
	defensive_war_stability_factor = 0.05
	drift_defence_factor = 0.15
}
### Entity: Idea
Component: EAI_DD_16/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.16
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PAK_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = PAK
		}
		requested_factories = 1
		progress = 0.12
		efficiency = 100
	}
}
### Entity: Character
Component: orthodox_rabblerouser
Source: game
File: common/country_leader/00_traits.txt

Code:
orthodox_rabblerouser = {
	random = no
	sprite = 13
	conscription = 0.01
	non_core_manpower = 0.025
}
### Entity: Scope Reference
Construct: object
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
# Using a loc string with a localization scope object
custom_effect_tooltip = "[ROOT.GetName]"
```
### Entity: Idea
Component: LIT_purge_resistance_idea
Constructs: has_government, is_subject, removal_cost, democratic_drift, communism_drift, fascism_drift, neutrality_drift
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_purge_resistance_idea = {
	picture = generic_purge
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			is_subject = no
			AND = {
				is_subject = yes
				OVERLORD = {
					has_government = neutrality
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		democratic_drift = -0.1
		communism_drift = -0.1
		fascism_drift = 0.1
		neutrality_drift = 0.1
	}
}
### Entity: Character
Component: HOL_wilhelmina
Source: game
File: common/characters/HOL.txt

Code:
HOL_wilhelmina = {
	name = HOL_wilhelmina
	gender = female
	country_leader = {
		expire = 1965.1.1
		ideology = centrism
		traits = {
			wilhelmina disdain_for_politicians_1 queen_of_the_people
		}
	}
	portraits = {
		civilian = {
			large = GFX_portrait_HOL_wilhelmina
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_battleship_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, bb_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_battleship_focus
	icon = GFX_goal_generic_navy_battleship
	text = GRE_battleship_focus
	prerequisite = {
		focus = GRE_heavy_cruiser_effort
	}
	mutually_exclusive = {
		focus = GRE_carrier_focus
	}
	x = 9
	y = 4
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = bb_bonus
			bonus = 10
			uses = 1
			category = bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: r56i_laws_leadership_divine
Constructs: limit, war_support_factor, has_government, is_subject, has_country_leader_ideology, has_global_flag, communism_drift, has_power_balance
Source: game
File: common/ideas/r56i_laws_leadership.txt

Code:
r56i_laws_leadership_divine = {
	available = {
		NOT = {
			has_government = communism democratic
		}
		custom_trigger_tooltip = {
			tooltip = r56_tooltip_is_independent_or_has_democratic_or_communist_overlord
			OR = {
				is_subject = no
				OVERLORD = {
					NOT = {
						has_government = democratic communism
					}
				}
			}
		} {
			tooltip = not_has_government_anarchism_tt
			NOT = {
				has_country_leader_ideology = anarchism anarchist_communism
			}
		}
		hidden_trigger = {
			NOT = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		communism_drift = -0.05
		war_support_factor = 0.1
		political_power_cost = 0.05
	}
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.05
				tooltip_side = AFG_tribal_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
	cost = 150
	ai_will_do = {
		factor = 0
		modifier = {
			has_political_power = > 150
			amount_taken_ideas = {
				amount = > 2
				slots = {
					political_advisor
				}
			} {
				amount = > 2
				slots = {
					high_command
				}
			} {
				amount = > 0
				slots = {
					army_chief
				}
			} {
				amount = > 0
				slots = {
					industrial_concern
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				amount_taken_ideas = {
					amount = > 0
					slots = {
						tank_manufacturer
					}
				} {
					amount = > 0
					slots = {
						aircraft_manufacturer
					}
				} {
					amount = > 0
					slots = {
						materiel_manufacturer
					}
				}
			}
			NOT = {
				OR = {
					has_idea = r56i_laws_leadership_cult r56i_laws_leadership_secular r56i_laws_leadership_people r56i_laws_leadership_communal_decision_making
				}
			}
			add = 1
		}
	}
}
### Entity: Idea
Component: AFG_fake_compulsory_jizya
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_fake_compulsory_jizya = {
	name = compulsory_jizya
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		resistance_target = -0.1
		compliance_gain = -0.03
		local_factories = 0.15
		local_resources = 0.1
		local_manpower = -0.05
		required_garrison_factor = -0.15
		resistance_damage_to_garrison = 0.15
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_motorize_infantry
Constructs: prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_motorize_infantry
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = PER_establish_motor_arms
	}
	x = 0
	y = 1
	relative_position_id = PER_establish_motor_arms
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			ahead_reduction = 2
			uses = 1
			category = motorized_equipment
		} {
			name = PER_motorized_infantry_bonus
			bonus = 0.5
			uses = 2
			category = motorized_equipment
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_hormuz_crisis
Constructs: prerequisite, limit, completion_reward, is_subject, allow_branch, every_other_country, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_hormuz_crisis
	icon = GFX_focus_attack_britain
	prerequisite = {
		focus = PER_revolution_in_the_gulf
	}
	x = 0
	y = 1
	relative_position_id = PER_revolution_in_the_gulf
	cost = 10
	will_lead_to_war_with = ENG
	available = {
		is_subject = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					OR = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
						is_subject = yes
					}
				}
				OR = {
					any_owned_state = {
						NOT = {
							is_core_of = THIS
						}
						OR = {
							state = 656 859 678 658 1013 1014 765 294 1015 1016 659 293
						}
					}
					any_subject_country = {
						any_owned_state = {
							OR = {
								state = 656 859 678 658 1013 1014 765 294 1015 1016 659 293
							}
						}
					}
				}
			}
			country_event = {
				id = PER_communist_events.5
				hours = 8
			}
		}
		custom_effect_tooltip = PER_hormuz_crisis_tt
	}
}
### Entity: AI Strategy
Component: EAI_GER_barbarossa_HISTORICAL_hold_limiter
Constructs: has_war_with, is_ai, is_in_faction_with, check_variable, force_concentration_front_factor, is_in_array, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_HISTORICAL_hold_limiter = {
	enable = {
		has_war_with = SOV
		SOV = {
			is_ai = yes
		}
		is_in_faction_with = GER
		GER = {
			check_variable = {
				EAI_MILITARY_barbarossa_LIMITER = 2
			}
		}
		check_variable = {
			global.EAI_eastern_front = 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 1200
		execution_type = careful
		manual_attack = no
		execute_order = no
		tag = SOV
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = -100
		state_trigger = {
			CONTROLLER = {
				is_in_faction_with = SOV
			}
			is_in_array = {
				global.EAI_MAP_barbarossa_theatre = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = -100
		state_trigger = {
			CONTROLLER = {
				is_in_faction_with = SOV
			}
			is_in_array = {
				global.EAI_MAP_barbarossa_theatre = THIS.id
			}
		}
	}
}
### Entity: Balance of Power
Component: DEN_balance_of_power
Constructs: research_speed_factor, set_power_balance_gfx, mobilization_speed
Source: game
File: common/bop/DEN.txt

Code:
DEN_balance_of_power = {
	initial_value = 0.0
	left_side = DEN_welfare_side
	right_side = DEN_warfare_side
	decision_category = DEN_balance_of_power_category
	side = {
		id = DEN_welfare_side
		icon = GFX_bop_DEN_welfare_side
		range = {
			id = DEN_welfare_low_range
			min = -0.3
			max = 0
			modifier = {
				production_speed_infrastructure_factor = 0.05
				production_speed_rail_way_factor = 0.05
				production_speed_industrial_complex_factor = 0.05
				research_speed_factor = 0.025
				monthly_population = 0.05
				economy_cost_factor = -0.05
				trade_laws_cost_factor = -0.05
				mobilization_laws_cost_factor = 0.05
				production_speed_arms_factory_factor = -0.025
				training_time_factor = 0.025
				production_factory_max_efficiency_factor = -0.025
				production_factory_efficiency_gain_factor = -0.025
				production_factory_start_efficiency_factor = -0.025
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = DEN_welfare_medium_range
			min = -0.6
			max = -0.3
			modifier = {
				production_speed_infrastructure_factor = 0.1
				production_speed_rail_way_factor = 0.1
				production_speed_industrial_complex_factor = 0.1
				research_speed_factor = 0.05
				monthly_population = 0.1
				economy_cost_factor = -0.1
				trade_laws_cost_factor = -0.1
				mobilization_laws_cost_factor = 0.1
				production_speed_arms_factory_factor = -0.05
				training_time_factor = 0.05
				production_factory_max_efficiency_factor = -0.05
				production_factory_efficiency_gain_factor = -0.05
				production_factory_start_efficiency_factor = -0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = DEN_welfare_high_range
			min = -0.9
			max = -0.6
			modifier = {
				production_speed_infrastructure_factor = 0.15
				production_speed_rail_way_factor = 0.15
				production_speed_industrial_complex_factor = 0.15
				research_speed_factor = 0.075
				monthly_population = 0.15
				economy_cost_factor = -0.15
				trade_laws_cost_factor = -0.15
				mobilization_laws_cost_factor = 0.15
				production_speed_arms_factory_factor = -0.1
				training_time_factor = 0.1
				production_factory_max_efficiency_factor = -0.15
				production_factory_efficiency_gain_factor = -0.1
				production_factory_start_efficiency_factor = -0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = DEN_welfare_max_range
			min = -1
			max = -0.9
			modifier
# ... (truncated)
### Entity: Modifier Reference
Construct: air_carrier_night_penalty_reduction_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_carrier_night_penalty_reduction_factor

* Number with 2 decimal places
* **Categories**: air
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Adolf_Hitler.html

Doc:
|
This article is a Stub, which means that it does not sufficiently cover its subject matter.
Please help expand this article if you can. |

Political Parties are the ruling political party in any given nation. They are ruled by a Leader. The following is a list of all political parties and leaders in the game:

Contents

1 Majors

1.1 Germany

1.2 Soviet

1.3 USA

1.4 Nationalist China
### Entity: Idea
Component: PER_resource_industry_incompetence
Constructs: has_tech
Source: game
File: common/ideas/coldwar.txt

Code:
PER_resource_industry_incompetence = {
	allowed = {
		always = no
	}
	picture = SOV_third_five_year_plan_civilian
	cancel = {
		has_tech = excavation3
	}
	modifier = {
		local_resources_factor = -0.7
	}
}