Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Marinha do Brasil
Source: game
File: history/units/BRA_1939_naval.txt

Code:
fleet = {
	name = Marinha do Brasil
	naval_base = 10980
	task_force = {
		name = Marinha do Brasil
		location = 10980
		ship = {
			name = NRB Minas Geraes
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = BRA
					version_name = Minas Geraes Class
				}
			}
		} {
			name = NRB São Paulo
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = BRA
					version_name = Minas Geraes Class
				}
			}
		} {
			name = NRB Bahia
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = BRA
					version_name = Bahia Class
				}
			}
		} {
			name = NRB Rio Grande do Sul
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = BRA
					version_name = Bahia Class
				}
			}
		} {
			name = NRB Piaui
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Rio Grande do Norte
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Paraíba
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Alagoas
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Marnhão
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Sergipe
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Santa Catharina
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Mato Grosso
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		}
	} {
		name = Flotilha de Submarinos
		location = 10980
		ship = {
			name = NRB Humaytá
			definition = submari
# ... (truncated)
### Entity: Character
Component: FRA_marcel_bucard
Constructs: has_completed_focus, limit, has_government, has_focus_tree, has_dlc, has_autonomy_state
Source: game
File: common/characters/FRA.txt

Code:
FRA_marcel_bucard = {
	name = FRA_marcel_bucard
	portraits = {
		civilian = {
			large = GFX_portrait_FRA_marcel_bucard
			small = GFX_portrait_FRA_marcel_bucard_small
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			fascist_corporatist
		}
		expire = 1949.1.1.12
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = marcel_bucard
		allowed = {
			original_tag = FRA
		}
		available = {
			OR = {
				has_completed_focus = FRA_right_wing_rhetoric FRA_utilize_the_leagues
				has_focus_tree = vichy_french_focus
			}
			IF = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		on_add = {
			IF = {
				limit = {
					NOT = {
						owner = {
							tag = VIC
						}
					}
				}
				owner = {
					country_event = lar_france_political_violence.2
				}
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_valid_fascist_tank_seller
Constructs: has_government, has_war_with, is_major, has_capitulated
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_valid_fascist_tank_seller = {
	custom_trigger_tooltip = {
		tooltip = NOR_valid_fascist_tank_seller_TT
		FROM = {
			has_government = fascism
			is_major = yes
			has_capitulated = no
			NOT = {
				original_tag = NOR
				has_war_with = ROOT
			}
		}
	}
}
### Entity: Event
Component: prc.73
Constructs: is_triggered_only
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.73
	title = prc.73.t
	desc = prc.73.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = prc.73.a
	}
}
### Entity: Idea
Component: r56_CYP_jp_ltd
Constructs: production_speed_buildings_factor, research_bonus
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_jp_ltd = {
	name = r56_CYP_jp_ltd
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = CYP
	}
	traits = {
		construction_concern
	}
	modifier = {
		production_speed_buildings_factor = 0.1
	}
	research_bonus = {
		construction_tech = 0.15
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_true_hero_for_the_people
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_country_leader_trait, random_days, set_province_name
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_true_hero_for_the_people
	icon = GFX_goal_MON_mongolia_flag
	x = 1
	y = 1
	relative_position_id = MON_remove_nominal_leadership
	cost = 5
	prerequisite = {
		focus = MON_remove_nominal_leadership MON_tackle_the_eastern_threat
	}
	available = {
		has_government = communism
		OR = {
			has_completed_focus = MON_the_great_terror
			AND = {
				has_completed_focus = MON_separate_army_and_politics MON_establish_socialist_society
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_country_leader_trait = nationalist_symbol
		hidden_effect = {
			country_event = {
				id = mongol.54
				days = 720
				random_days = 365
			}
		}
		if = {
			limit = {
				controls_state = 819
			}
			if = {
				limit = {
					has_completed_focus = MON_reject_choibalsan_advances
				}
				set_province_name = {
					id = 12557
					name = Amar
				}
			}
			else = {
				set_province_name = {
					id = 12557
					name = Choibalsan
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: calc_expected_consumer_goods_for_taxes
Constructs: limit, set_variable, check_variable, is_debug
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
calc_expected_consumer_goods_for_taxes = {
	controlled_civilian_factories_excluding_trade = yes
	ROOT = {
		set_variable = {
			taxes = actually_controlled_civs
		} {
			total_income = taxes
		} {
			taxes_display_tt = taxes
		}
		if = {
			limit = {
				check_variable = {
					var = taxes
					value = tier_two_taxes_threshold
					compare = less_than_or_equals
				}
			}
			set_variable = {
				taxes = tier_one_taxes_tax
			}
		}
		else_if = {
			limit = {
				check_variable = {
					var = taxes
					value = tier_two_taxes_threshold
					compare = greater_than
				} {
					var = taxes
					value = tier_three_taxes_threshold
					compare = less_than_or_equals
				}
			}
			set_variable = {
				taxes = tier_two_taxes_tax
			}
		} {
			limit = {
				check_variable = {
					var = taxes
					value = tier_three_taxes_threshold
					compare = greater_than
				} {
					var = taxes
					value = tier_four_taxes_threshold
					compare = less_than_or_equals
				}
			}
			set_variable = {
				taxes = tier_three_taxes_tax
			}
		} {
			limit = {
				check_variable = {
					var = taxes
					value = tier_four_taxes_tax
					compare = greater_than
				}
			}
			set_variable = {
				taxes = tier_four_taxes_tax
			}
		}
		else = {
			if = {
				limit = {
					is_debug = yes
				}
				log = Taxes calculation has gone horribly wrong somehow
				set_variable = {
					taxes = -1
				}
			}
			else = {
				set_variable = {
					taxes = tier_two_taxes_tax
				}
			}
		}
		multiply_variable = {
			taxes_display_tt = 100
		}
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_freja_aegir_fenrir
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_freja_aegir_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		stability_factor = 0.15
		research_speed_factor = 0.05
		political_power_gain = 0.15
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
		conscription = 0.01
		conscription_factor = 0.05
		army_org_factor = 0.1
		army_attack_factor = 0.1
	}
}
### Entity: Character
Component: MLT_stc
Source: game
File: common/characters/MLT.txt

Code:
MLT_stc = {
	advisor = {
		slot = political_advisor
		idea_token = MLT_stc
		allowed = {
			original_tag = MLT
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.20
Constructs: is_triggered_only, ai_chance, has_government, is_major, has_civil_war, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.20
	title = BBA_ethiopia_fascist_events.20.t
	desc = BBA_ethiopia_fascist_events.20.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				has_government = democratic
			} {
				factor = 0.5
				has_civil_war = yes
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_fascist_events.22
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = BBA_ethiopia_fascist_events.20.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 3
				any_enemy_country = {
					is_major = yes
				}
				surrender_progress = > 0.1
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_fascist_events.21
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ROM_buy_less_stuff_save_IC
Constructs: has_war
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_buy_less_stuff_save_IC = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		date = < 1940.1.1
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_spend_factories
		value = -75
	} {
		type = equipment_market_buying_threshold
		id = infantry_equipment
		value = -30000
	} {
		type = equipment_market_buying_threshold
		id = artillery_equipment
		value = -2000
	} {
		type = equipment_market_buying_threshold
		id = anti_air_equipment
		value = -2000
	} {
		type = equipment_market_buying_threshold
		id = anti_tank_equipment
		value = -2000
	} {
		type = equipment_market_buying_threshold
		id = motorized_equipment
		value = -2000
	} {
		type = equipment_market_buying_threshold
		id = mechanized_equipment
		value = -2000
	} {
		type = equipment_market_buying_threshold
		id = small_plane_fighter_airframe
		value = -2000
	} {
		type = equipment_market_buying_threshold
		id = small_plane_cas_airframe
		value = -2000
	} {
		type = equipment_market_buying_threshold
		id = medium_plane_fighter_airframe
		value = -2000
	} {
		type = equipment_market_buying_threshold
		id = large_plane_maritime_patrol_plane_airframe
		value = -2000
	}
}
### Entity: Idea
Component: EAI_DD_13/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Idea
Component: naval_tripwire_navy_spirit
Constructs: has_dlc, has_doctrine
Source: game
File: common/ideas/navy_spirits.txt

Code:
naval_tripwire_navy_spirit = {
	ledger = navy
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			has_doctrine = new_convoy_raiding coastal_defence_fleet
		}
	}
	modifier = {
		naval_enemy_fleet_size_ratio_penalty_factor = 0.2
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			has_doctrine = coastal_defence_fleet
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.58
Constructs: is_triggered_only, limit, every_state, has_state_flag, clr_state_flag, set_state_flag, clr_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.58
	title = AST_diplomatic_events.58.t
	desc = AST_diplomatic_events.58.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.58.a
		every_state = {
			limit = {
				has_state_flag = AST_vichy_req
			}
			clr_state_flag = AST_vichy_req
			set_state_flag = AST_vichy_claim
		}
		custom_effect_tooltip = AST_vichy_claim_tt
		hidden_effect = {
			clr_country_flag = AST_vichy_req_ongoing_flag
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_rapid_industrialization
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_rapid_industrialization
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = PER_modernizing_iran
	}
	x = 7
	y = 1
	relative_position_id = PER_modernizing_iran
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		266 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Component: FRA_carry_the_revolution_south
Constructs: has_government, compliance_gain
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
FRA_carry_the_revolution_south = {
	valid_relation_trigger = {
		ROOT = {
			has_government = communism
		}
	}
	compliance_gain = 0.4
}
### Entity: Idea
Component: COG_awt
Source: game
File: common/ideas/congo.txt

Code:
COG_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = COG
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Military Industrial Organization
Component: AFG_naval_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/AFG_organization.txt

Code:
AFG_naval_organization = {
	include = generic_escort_ship_organization
	allowed = {
		has_dlc = Graveyard of Empires
		tag = AFG
	}
	available = {
		AFG = {
			has_completed_focus = AFG_shipyards
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_reclaim_turkish_peninsula
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_reclaim_turkish_peninsula
	icon = GFX_focus_generic_attack_turkey
	prerequisite = {
		focus = PER_war_plan_xerxes
	}
	x = 0
	y = 1
	relative_position_id = PER_war_plan_xerxes
	cost = 5
	will_lead_to_war_with = TUR
	available = {
		has_government = neutrality
		is_subject = no
		TUR = {
			exists = yes
			is_subject = no
		}
		NOT = {
			has_war_with = TUR
			is_in_faction_with = TUR
		}
	}
	bypass = {
		TUR = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = TUR
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			create_wargoal = {
				target = TUR
				type = annex_everything
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_align_china
Constructs: limit, add_political_power, has_capitulated, is_subject_of, complete_effect, add_faction_power_projection, add_faction_initiative, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_align_china = {
	name = align_china_goal_name
	description = align_china_goal_desc
	category = long_term
	group = FOCUS_FILTER_ANNEXATION
	visible = {
		FROM = {
			original_tag = JAP
		}
	}
	completed = {
		collection_size = {
			input = {
				input = collection:countries_china
				operators = {
					limit = {
						exists = yes
						has_capitulated = no
						NOT = {
							is_subject_of = ROOT
						}
					}
				}
				name = COLLECTION_UNCAPITULATED_INDEPENDENT_CHINESE_COUNTRIES
			}
			value = < 3
		}
	}
	complete_effect = {
		add_faction_power_projection = 300
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt
		add_faction_initiative = 1
		if = {
			limit = {
				NOT = {
					has_completed_goal = faction_goal_align_china
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = 0.1
			}
		}
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						faction_influence_ratio = > 0.3
					}
				}
				name = INFLUENCE_ABOVE_30_PERCENT
			}
			custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT
			add_faction_initiative = 1
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_align_china
					}
				}
				add_political_power = 100
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 9
			date = < 1941.1.1
		}
	}
}
### Entity: Idea
Component: MEN_kwantungs_invisible_hand_servants_2
Constructs: army_defence_factor, has_government, has_war_with, army_attack_factor, is_neighbor_of, is_ally_with, has_civil_war, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_kwantungs_invisible_hand_servants_2 = {
	name = MEN_kwantungs_invisible_hand
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			OR = {
				is_neighbor_of = JAP
				JAP = {
					any_allied_country = {
						is_neighbor_of = MEN
					}
				}
			}
		} {
			AND = {
				is_ally_with = JAP
				has_war_with = JAP
			}
		}
		JAP = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
	}
	removal_cost = -1
	picture = MEN_kwantungs_invisible_hand
	modifier = {
		autonomy_gain_global_factor = -0.5
		offensive_war_stability_factor = 0.15
		conscription_factor = 0.05
		conscription = 0.02
		political_power_factor = -0.25
		fascism_drift = 0.1
		grand_battleplan_mastery_gain_factor = 0.05
		experience_gain_army_factor = 0.1
		drift_defence_factor = 0.15
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		license_subject_master_purchase_cost = -1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.25
		defense_bonus_against = -0.25
	}
}
### Entity: Event
Component: NSB_soviet_nationalist.001
Constructs: is_triggered_only, ai_chance, division_template, every_owned_state, limit, every_country, has_country_flag, is_core_of
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_nationalist.001
	title = NSB_soviet_nationalist.001.t
	desc = NSB_soviet_nationalist.001.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_country = {
				limit = {
					original_tag = SOV
				}
				every_owned_state = {
					limit = {
						is_core_of = var:SOV.SOV_nationalist_country
					}
					var:SOV.SOV_nationalist_country = {
						transfer_state = PREV
					}
				}
			}
			every_state = {
				limit = {
					is_owned_by = var:SOV.SOV_nationalist_country
				}
				SOS = {
					delete_unit = {
						state = PREV
						disband = no
					}
				}
			}
			var:SOV.SOV_nationalist_country = {
				division_template = {
					name = Resistance Fighters
					is_locked = yes yes
					priority = 1
					template_counter = 3
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
				}
				every_owned_state = {
					limit = {
						is_core_of = var:SOV.SOV_nationalist_country
					}
					create_unit = {
						division = name = "Resistance Fighters" division_template = "Resistance Fighters" start_experience_factor = 0.05 start_equipment_factor = 0.95
						owner = var:SOV.SOV_nationalist_country
						count = 2
					}
				}
				random_owned_state = {
					limit = {
						is_core_of = var:SOV.SOV_nationalist_country
						is_capital = yes
					}
					create_unit = {
						division = name = "Resistance Fighters" division_template = "Resistance Fighters" start_experience_factor = 0.05 start_equipment_factor = 0.95
						owner = var:SOV.SOV_nationalist_country
						count = 2
					}
				}
			} {
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
				}
				add_popularity = {
					ideology = democratic
					popularity = 0.4
				} {
					ideology = fascism
					popularity = 0.2
				} {
					ideology = neutrality
					popularity = 0.2
				}
				set_country_flag = SOV_breakaway_country_flag SOV_unrecognized_country_flag
				set_rule = {
					can_join_factions = no
				}
			}
			IF = {
				limit = {
					var:SOV.SOV_nationalist_country = {
						tag = KYR
					}
				}
				set_province_name = {
					id = 12583
					name = SOV_Bishkek
				}
			}
			ELSE_IF = {
				limit = {
					var:SOV
# ... (truncated)
### Entity: National Focus
Tree: bel_focus
Component: BEL_independent_neutral_and_loyal
Constructs: has_completed_focus, prerequisite, has_war, limit, completion_reward, has_dynamic_modifier, add_to_variable, send_volunteers_tension_tt
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_independent_neutral_and_loyal
	icon = GFX_focus_BEL_independent_neutral_and_loyal
	prerequisite = {
		focus = BEL_perpetual_neutrality
	}
	relative_position_id = BEL_perpetual_neutrality
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {
		OR = {
			has_war = yes
			has_completed_focus = BEL_growing_threat_of_fascism
			AND = {
				NOT = {
					has_dynamic_modifier = {
						modifier = BEL_neutrality_dynamic_modifier
					}
				}
				has_completed_focus = BEL_perpetual_neutrality
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = BEL_modify_neutrality_dynamic_modifier_tt
		add_to_variable = {
			BEL_neutrality_production_speed_infrastructure_factor = 0.1
			tooltip = production_speed_infrastructure_factor_tt
		} {
			BEL_neutrality_production_speed_arms_factory_factor = 0.1
			tooltip = production_speed_arms_factory_factor_tt
		} {
			BEL_neutrality_production_speed_industrial_complex_factor = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			BEL_neutrality_enemy_justify_war_goal_time = 0.5
			tooltip = enemy_justify_war_goal_time_tt
		} {
			BEL_neutrality_send_volunteers_tension = 1
			tooltip = send_volunteers_tension_tt
		} {
			BEL_neutrality_lend_lease_tension = 1
			tooltip = lend_lease_tension_tt
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_to_variable = {
				BEL_neutrality_embargo_threshold_factor = 1
				tooltip = embargo_threshold_factor_tt
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AUserInfo.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:UserInfo/doc. (edit | history)
UserInfo can be used by anyone wanting to provide some information about themselves in a straightforward manner