Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: USA_us_air_force
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_us_air_force = {
	picture = usa_us_air_force
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		air_doctrine_cost_factor = -0.1
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_department_of_defense
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_department_of_defense
	icon = GFX_goal_generic_military_sphere
	x = -1
	y = 2
	prerequisite = {
		focus = USA_build_the_pentagon
	}
	relative_position_id = USA_war_department
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = USA_war_department
			add_idea = USA_department_of_defense
		}
	}
}
### Entity: Modifier Reference
Component: ITA_regia_marina_2_alt_dynamic_modifier
Constructs: screening_efficiency, decryption_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_marina_2_alt_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_marina_2
	naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack
	screening_efficiency = ITA_rm_screening_efficiency
	naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor
	naval_coordination = ITA_rm_naval_coordination
	naval_detection = ITA_rm_naval_detection
	spotting_chance = ITA_rm_spotting_chance
	convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor
	naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor
	navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor
	navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor
	naval_morale_factor = ITA_rm_naval_morale_factor
	strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss
	special_forces_cap = ITA_rm_special_forces_cap
	amphibious_invasion = ITA_rm_amphibious_invasion
	naval_invasion_division_cap = ITA_rm_naval_invasion_capacity
	invasion_preparation = ITA_rm_invasion_preparation
	naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor
	naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor
	sub_retreat_speed = ITA_rm_sub_retreat_speed
	navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor
	decryption_factor = ITA_rm_decryption_factor
	navy_intel_factor = ITA_rm_navy_intel_factor
	naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed
	sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor
}
### Entity: Idea
Component: ROM_balkans_dominance
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_balkans_dominance = {
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		justify_war_goal_time = -0.25
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.55
Constructs: is_triggered_only, limit, add_stability, has_active_mission, add_days_mission_timeout
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.55
	title = bftb_bulgaria_factions.55.t
	desc = bftb_bulgaria_factions.55.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.55.a
		BUL_zveno_low_loyalty_decrease_effect = yes
		add_stability = -0.1
		if = {
			limit = {
				has_active_mission = BUL_impending_zveno_coup
			}
			add_days_mission_timeout = {
				mission = BUL_impending_zveno_coup
				days = BUL_zveno_coup_timer_delay_low
			}
		}
	}
}
### Entity: Game Rule
Component: ITA_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
ITA_ai_behavior = {
	name = ITA_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = FASCIST_HISTORICAL
		text = RULE_OPTION_FASCIST_HISTORICAL
		desc = RULE_FASCIST_HISTORICAL_ITA_AI_DESC
		allow_achievements = yes
	} {
		required_dlc = By Blood Alone
		name = ALT_FASCIST_BALBO
		text = RULE_OPTION_ALT_FASCIST_BALBO
		desc = RULE_ALT_FASCIST_BALBO_ITA_AI_DESC
	} {
		required_dlc = By Blood Alone
		name = ALT_FASCIST_GRANDI
		text = RULE_OPTION_ALT_FASCIST_GRANDI
		desc = RULE_ALT_FASCIST_GRANDI_ITA_AI_DESC
	} {
		required_dlc = By Blood Alone
		name = ITA_MONARCHIST_ROMAN_EMPIRE
		text = RULE_OPTION_ITA_MONARCHIST_ROMAN_EMPIRE
		desc = RULE_OPTION_ITA_MONARCHIST_ROMAN_EMPIRE_AI_DESC
	} {
		required_dlc = By Blood Alone
		name = ITA_CHRISTIAN_DEMOCRACY
		text = RULE_OPTION_ITA_CHRISTIAN_DEMOCRACY
		desc = RULE_OPTION_ITA_CHRISTIAN_DEMOCRACY_AI_DESC
	} {
		required_dlc = By Blood Alone
		name = ITA_COMMUNIST_PLAN
		text = RULE_OPTION_ITA_COMMUNIST_PLAN
		desc = RULE_OPTION_ITA_COMMUNIST_PLAN_AI_DESC
	} {
		required_dlc = By Blood Alone
		name = ITA_DEMOCRATIC_PLAN
		text = RULE_OPTION_ITA_DEMOCRATIC_PLAN
		desc = RULE_OPTION_ITA_DEMOCRATIC_PLAN_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Event
Component: mtg_news.63
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.63
	title = mtg_news.63.t
	desc = mtg_news.63.desc
	picture = GFX_news_event_generic_funeral
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.62.b
		trigger = {
			always = yes
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.57
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.57
	title = BBA_ethiopia_communist_events.57.t
	desc = BBA_ethiopia_communist_events.57.desc
	is_triggered_only = yes
	picture = GFX_report_event_japanese_reply
	option = {
		name = BBA_ethiopia_communist_events.57.a
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_communist_events.58
				days = 3
			}
		}
	}
}
### Entity: Event
Component: chile.6
Constructs: is_triggered_only
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.6
	title = Britain Accepts!
	desc = Britain has accepted our application to the allies. Together we stand against the fascist and communist threat.
	picture = GFX_report_event_gre_allied_diplomacy_military
	is_triggered_only = yes
	option = {
		name = United we are strong!
	}
}
### Entity: Idea
Component: continuous_air_production
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/zzz_generic.txt

Code:
continuous_air_production = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		medium_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		medium_plane_fighter_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		medium_plane_scout_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		large_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		large_plane_maritime_patrol_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		guided_missile_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_develop_somalia
Constructs: prerequisite, completion_reward, is_owned_by, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_develop_somalia
	available = {
		559 = {
			is_owned_by = ETH
		}
	}
	prerequisite = {
		focus = ETH_red_sea_focus
	}
	icon = GFX_focus_generic_develop_somaliland
	x = 19
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		559 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: peru.10
Constructs: is_triggered_only
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.10
	title = peru.10.t
	desc = peru.10.d
	picture = GFX_r56i_generic_event_05
	is_triggered_only = yes
	option = {
		name = peru.10.a
	}
}
### Entity: Idea
Component: VEN_oil_5
Constructs: production_speed_buildings_factor, has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_5 = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil VEN_oil_2 VEN_oil_3 VEN_oil_4 VEN_oil_6 VEN_oil_7 VEN_oil_8 VEN_oil_9 VEN_oil_10 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		always = no
	}
	modifier = {
		consumer_goods_expected_value = 0.7
		civilian_intel_to_others = 4
		production_speed_buildings_factor = -0.45
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
	}
	cancel_if_invalid = no
}
### Entity: Decision
Component: ALB_assimilate_the_albanian_territories
Constructs: is_core_of
Source: game
File: common/decisions/categories/ALB_decision_categories.txt

Code:
ALB_assimilate_the_albanian_territories = {
	icon = GFX_decision_category_generic_propaganda
	priority = 25
	allowed = {
		original_tag = ALB
	}
	visible = {
		NOT = {
			AND = {
				802 = {
					is_core_of = ALB
				}
				950 = {
					is_core_of = ALB
				}
				953 = {
					is_core_of = ALB
				}
			}
		}
	}
}
### Entity: Game Rule
Component: CAN_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
CAN_ai_behavior = {
	name = CAN_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 = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_CAN_AI_DESC
	} {
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_DEMOCRATIC_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_CAN_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_DEMOCRATIC_ALTERNATE
		desc = RULE_DEMOCRATIC_ALTERNATE_CAN_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_CAN_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Event
Component: bftb_greece.169
Constructs: is_triggered_only, limit, has_idea, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_offsite_building
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.169
	title = bftb_greece.169.t
	desc = bftb_greece.169.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.169.a
		trigger = {
			GER = {
				has_idea = GRE_small_investment
			}
		}
		GRE = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	} {
		name = bftb_greece.169.b
		trigger = {
			GER = {
				has_idea = GRE_moderate_investment
			}
		}
		GRE = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = bftb_greece.169.c
		trigger = {
			GER = {
				has_idea = GRE_heavy_investment
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 3
		}
	}
}
### Entity: Scripted Trigger
Component: HOL_check_plan_historical
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
HOL_check_plan_historical = {
	HOL = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = HOL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = HOL_AI_RANDOM_DEMOCRATIC_HISTORICAL
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
}
### Entity: Scripted Trigger
Component: is_baltic_country
Constructs: is_baltic_country
Source: game
File: common/scripted_triggers/BALTIC_scripted_triggers.txt

Code:
is_baltic_country = {
	OR = {
		original_tag = LIT LAT EST
	}
}
### Entity: Unit Leader
Component: cavalry_leader
Constructs: gain_xp, check_expr
Source: game
File: common/unit_leader/00_traits.txt

Code:
cavalry_leader = {
	type = corps_commander
	gain_xp = {
		check_expr = {
			value = num_cavalry
			add = num_motorized num_mechanized
			greater_than = {
				value = num_units
				multiply = 0.4
			}
		}
	}
	custom_gain_xp_trigger_tooltip = cavalary_ratio_over_40
	cost = 1000
	modifier = {
		cavalry_attack_factor = 0.12
		motorized_attack_factor = 0.12
		mechanized_attack_factor = 0.12
	}
	slot = high_command
	specialist_advisor_trait = army_cavalry_1
	expert_advisor_trait = army_cavalry_2
	genius_advisor_trait = army_cavalry_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 3
}
### Entity: Decision
Component: ABC_army_effort
Source: game
File: common/decisions/categories/r56_ABC_categories.txt

Code:
ABC_army_effort = {
	priority = 1
	icon = GFX_decision_category_military_operation
	picture = GFX_decision_cat_ABC_army_effort
	visible = {

	}
}
### Entity: Event
Component: r56.news_event.41
Constructs: is_triggered_only, has_war_with
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.41
	title = r56.news_event.41.t
	desc = r56.news_event.41.desc
	picture = GFX_news_event_GER_panzerschif_dock2
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.41.a
		trigger = {
			NOT = {
				has_war_with = BRA
			}
		}
	} {
		name = r56.news_event.41.b
		trigger = {
			has_war_with = BRA
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_purchase_destroyers_and_subs
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_purchase_destroyers_and_subs
	icon = GFX_focus_SWE_italian_destroyers
	prerequisite = {
		focus = RAJ_bombay_trade_port
	}
	relative_position_id = RAJ_bombay_trade_port
	x = -4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		custom_effect_tooltip = ETH_purchase_obsolete_ships_tt
		set_country_flag = generic_purchase_old_ships_flag
	}
}
### Entity: Modifier Reference
Component: idea_COG_river_navy
Constructs: remove_trigger, has_capitulated
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
idea_COG_river_navy = {
	remove_trigger = {
		COG = {
			has_capitulated = yes
		}
	}
	icon = GFX_MODIFIER_NAVAL_INVASION_DIVISION_CAP
	army_core_defence_factor = 0.1
	resistance_target = 0.5
	resistance_growth_on_our_occupied_states = 0.25
	resistance_activity = 1
	resistance_damage_to_garrison_on_our_occupied_states = 0.5
	resistance_garrison_penetration_chance = 1
}
### Entity: Faction
Component: faction_goal_control_baku_oil_fields
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, every_state
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_baku_oil_fields = {
	name = control_baku_oil_fields_goal_name
	description = control_baku_oil_fields_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = SOV
				is_in_faction_with = SOV
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 229
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		229 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		232 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		821 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 229 232 821
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 229 232 821
				}
			}
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = -1
			fuel_ratio = > 0.9
			all_allied_country = {
				fuel_ratio = > 0.9
			}
		} {
			add = 1
			has_resources_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION
				}
				resource = oil
				amount = < 10
				extracted = yes
			}
		} {
			add = 1
			fuel_ratio = < 0.4
		} {
			add = 1
			fuel_ratio = < 0.1
		} {
			add = 5
			fuel_ratio = < 0.1
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: Idea
Component: MEX_banco_de_mexico
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_banco_de_mexico = {
	cost = 75
	allowed = {
		original_tag = MEX
	}
	available = {
		has_completed_focus = MEX_focus_national_bank
	}
	research_bonus = {
		industry = 0.15
	}
	modifier = {
		economy_cost_factor = -0.25
	}
	traits = {
		industrial_concern
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_industrial_upgrade_in_harjavalta
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_industrial_upgrade_in_harjavalta
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = FIN_outokumpu_for_defence_industry
	}
	x = 3
	y = 1
	relative_position_id = FIN_tire_factory_at_nokia
	cost = 5
	available = {
		has_full_control_of_state = 926
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		926 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = 3083
			}
			add_resource = {
				type = steel
				amount = 4
			} {
				type = chromium
				amount = 4
			}
		}
	}
}
### Entity: Technology
Component: improved_militia
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	militia = {
		combat_width = -0.1
		defense = 0.1
		soft_attack = 0.1
	}
	research_cost = 0
	ai_will_do = {
		factor = 0
	}
}
### Entity: State History
Component: 1102
Constructs: add_core_of, add_to_array, set_demilitarized_zone
Source: game
File: history/states/1102-Inner Oman.txt

Code:
state = {
	id = 1102
	name = STATE_1102
	manpower = 129000
	state_category = pastoral
	history = {
		owner = OMA
		add_core_of = IMO
		add_to_array = {
			state_victory_points = 5049
		}
		set_demilitarized_zone = yes
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			5049 1
		}
	}
	provinces = {
		2018 5049
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: TIB_army_reforms
Source: game
File: common/decisions/categories/TIB_decision_categories.txt

Code:
TIB_army_reforms = {
	priority = 10
	icon = army_reform
	picture = GFX_decision_cat_TIB_army_reform
	allowed = {
		tag = TIB
	}
}
### Entity: Event
Component: INS_communist_events.4
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_communist_events.4
	title = INS_communist_events.4.t
	desc = INS_communist_events.4.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_riot
	option = {
		name = INS_communist_events.4.a
	}
}
### Entity: Unit Template
Component: JAP_MINELAYERS_HISTORICAL
Source: game
File: common/units/names_ships/JAP_ship_names.txt

Code:
JAP_MINELAYERS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_MINELAYERS
	for_countries = {
		JAP
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser ship_hull_light destroyer
	}
	fallback_name = Fusetsukan %d -go
	unique = {
		Okinoshima Hatsutaka Aotaka Wakataka Tsugaru Eijo Mino Katsuriki Shirataka Itsukushima Yaeyama Natsushima Sokuten Toshima Kuroshima Ashizaki Katoku Kurokami Katashima Ento Enoshima Kurosaki Ninoshima Washizaki Kamome Tsubame Nasami Sarushima Shirakami Naryu Kyosai Ukishima Hirashima Hoko Ishizaki Takashima Saishu Niizaki Yurijima Nuwashima Maeshima Ajiro Kamishima Awashima
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_shining_dragon
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_shining_dragon
	icon = GFX_focus_generic_diplomatic_treaty
	cost = 10
	prerequisite = {
		focus = VIN_establish_the_ve_binh_cong_hoa
	} {
		focus = VIN_establish_the_regional_parliaments
	} {
		focus = VIN_gradual_agrarian_reform
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VIN_vietnams_tridemism
			add_idea = VIN_the_shining_dragon
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	x = 24
	y = 4
}
### Entity: Idea
Component: RUT_idea_conscript_management
Constructs: removal_cost
Source: game
File: common/ideas/ruthenia.txt

Code:
RUT_idea_conscript_management = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		conscription = 0.01
	}
}
### Entity: Idea
Component: JAP_intervene_in_china_4
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_intervene_in_china_4 = {
	name = JAP_intervene_in_china
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_intervene_in_china
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = -0.4
		defense_bonus_against = -0.2
	} {
		tag = PRC
		attack_bonus_against = -0.4
		defense_bonus_against = -0.2
	} {
		tag = SHX
		attack_bonus_against = -0.4
		defense_bonus_against = -0.2
	} {
		tag = XSM
		attack_bonus_against = -0.4
		defense_bonus_against = -0.2
	} {
		tag = YUN
		attack_bonus_against = -0.4
		defense_bonus_against = -0.2
	} {
		tag = GXC
		attack_bonus_against = -0.4
		defense_bonus_against = -0.2
	} {
		tag = SIK
		attack_bonus_against = -0.4
		defense_bonus_against = -0.2
	}
}
### Entity: Order of Battle
Component: 12 Lujun Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 12 Lujun Shi
	location = 7637
	division_template = Juntuán
	start_equipment_factor = 0.7
	start_experience_factor = 0.1
}