Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cas_focus
Component: CAS_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = CAS_effort
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = aviation_effort_2
	} {
		focus = motorization_effort
	}
	x = -1
	y = 1
	relative_position_id = aviation_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CAS_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = cas_bomber
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.802
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.802
	title = denmark_expansion_event.802.t
	desc = denmark_expansion_event.802.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.102.a
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_purge_of_the_generals
Constructs: shared_focus, prerequisite, remove_ideas, has_government, add_war_support, completion_reward, add_manpower
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_purge_of_the_generals
	icon = GFX_focus_SOV_military_purge
	prerequisite = {
		focus = KMT_a_great_purge
	}
	available = {
		has_government = communism
	}
	x = 2
	y = 2
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	relative_position_id = KMT_a_great_purge
	completion_reward = {
		army_experience = -100
		add_war_support = -0.05
		add_manpower = -1000
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = KMT_disloyal_nra_elements
	}
}
### Entity: Character
Component: SHX_huang_peng
Source: game
File: common/characters/SHX.txt

Code:
SHX_huang_peng = {
	name = SHX_huang_peng
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = SHX_huang_peng
		ledger = army
		allowed = {
			original_tag = SHX
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: ENG_USA_focus_on_europe_loads_more
Constructs: is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_USA_focus_on_europe_loads_more = {
	allowed = {
		OR = {
			tag = USA ENG
		}
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1943.6.1
		has_global_flag = FRA_already_surrendered
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = mainland_europe
		value = 50
	}
}
### Entity: Character
Component: OMA_nasser_bazzi
Source: game
File: common/characters/OMA.txt

Code:
OMA_nasser_bazzi = {
	advisor = {
		slot = high_command
		idea_token = OMA_nasser_bazzi
		ledger = air
		allowed = {
			original_tag = OMA
		}
		traits = {
			air_bomber_interception_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Nasser Bazzi
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Event
Component: wtt_germany.62
Constructs: has_war, limit, has_government, has_country_flag, add_political_power, check_variable, add_timed_idea, clr_country_flag
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.62
	title = wtt_germany.62.t
	desc = wtt_germany.62.desc
	picture = GFX_report_event_tank_factory
	trigger = {
		original_tag = GER
		has_government = fascism
		has_country_flag = mefo_bills_removed_through_war
		has_war = no
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = wtt_germany.62.a
		if = {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 15
					compare = less_than
				}
			}
			add_political_power = -20
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 60
			}
		} {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 15
					compare = equals
				}
			}
			add_political_power = -30
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 70
			}
		} {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 20
					compare = equals
				}
			}
			add_political_power = -40
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 80
			}
		} {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 25
					compare = equals
				}
			}
			add_political_power = -50
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 90
			}
		} {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 30
					compare = equals
				}
			}
			add_political_power = -60
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 100
			}
		} {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 35
					compare = equals
				}
			}
			add_political_power = -70
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 110
			}
		} {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 40
					compare = equals
				}
			}
			add_political_power = -80
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 120
			}
		} {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 45
					compare = equals
				}
			}
			add_political_power = -90
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 130
			}
		} {
			limit = {
				check_variable = {
					var = GER_mefo_bill_counter
					value = 50
					compare = equals
				}
			}
			add_political_power = -100
			add_timed_idea = {
				idea = GER_mefo_bills_ended
				days = 140
			}
		} {
			lim
# ... (truncated)
### Entity: AI Strategy
Component: EAI_GER_weserubung_DEPLOY_DEN
Constructs: has_completed_focus, has_global_flag, force_concentration_front_factor
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_weserubung_DEPLOY_DEN = {
	allowed = {
		tag = GER
	}
	enable = {
		OR = {
			has_global_flag = {
				flag = EAI_GER_blitz_denmark_365d
				days = < 90
			}
			AND = {
				focus_progress = {
					focus = GER_operation_weserubung
					progress = > 0
				}
				NOT = {
					has_completed_focus = GER_operation_weserubung
				}
			}
		}
		DEN = {
			EAI_PREV_deploy_against_THIS = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_front_factor
		ratio = 0.25
		value = -50
		tag = FRA
	}
}
### Entity: Event
Component: new_ger.22
Constructs: is_triggered_only, limit, is_ai, set_variable, set_country_flag, create_pie_chart
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.22
	title = new_ger.22.t
	desc = new_ger.22.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = new_ger.22.a
		IF = {
			limit = {
				is_ai = yes
			}
			set_variable = {
				NRAF_seats = 10
			} {
				DNVP_seats = 90
			} {
				DSTP_seats = 10
			} {
				Zentrum_seats = 70
			} {
				SPD_seats = 35
			} {
				KPD_seats = 10
			}
		}
		GER_undo_gov = yes
		GER_set_seats = yes
		set_country_flag = GER_no_gov
		GER_set_parliament = yes
		create_pie_chart = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_unite_maghreb
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_unite_maghreb
	icon = GFX_focus_IRQ_unite_maghreb
	prerequisite = {
		focus = IRQ_a_new_caliph
	}
	x = -2
	y = 1
	relative_position_id = IRQ_a_new_caliph
	will_lead_to_war_with = ENG EGY LBA ITA FRA ALG TUN
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					region = 225 126 182
				}
			}
			add_core_of = ROOT
			hidden_effect = {
				ROOT = {
					create_wargoal = {
						target = PREV.OWNER
						type = take_core_state
					}
				}
			}
			ROOT = {
				custom_effect_tooltip = IRQ_unite_maghreb_tt
			}
		}
	}
}
### Entity: Idea
Component: POL_Polish_Cipher_Bureau_Focus0_lar
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Polish_Cipher_Bureau_Focus0_lar = {
	name = POL_Polish_Cipher_Bureau_Focus0
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = POL_Intelligence_Service0
	modifier = {
		decryption_power_factor = 0.05
	}
}
### Entity: Order of Battle
Component: Lipolan Ryhmä
Constructs: division_template
Source: game
File: history/units/FIN_Red_Guards.txt

Code:
division = {
	name = Lipolan Ryhmä
	location = 9176
	division_template = Erillinen Prikaati P.
	start_experience_factor = 0.4
	start_equipment_factor = 0.5
}
### Entity: Scripted Effect
Component: EAI_add_CFORT_BASE
Constructs: limit, has_country_flag, add_building_construction, add_to_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_add_CFORT_BASE = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_add_CFORT_BASE in [?This.id] [This.GetName]
	}
	add_building_construction = {
		type = coastal_bunker
		province = {
			all_provinces = yes
			limit_to_naval_base = yes
		}
		level = 1
		instant_build = no
	}
	add_to_variable = {
		EAI_forts_constructed_on_bases_@ROOT = 1
	}
}
### Entity: Character
Component: FRA_pierre_laval
Source: game
File: common/characters/FRA.txt

Code:
FRA_pierre_laval = {
	name = FRA_pierre_laval
	portraits = {
		civilian = {
			large = GFX_portrait_fra_pierre_laval
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			stout_defender
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Decision
Component: PHI_integration_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/PHI_decision_categories.txt

Code:
PHI_integration_category = {
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	icon = border_war
	priority = 10
}
### Entity: Decision
Component: VIC_concessions_to_the_germans
Constructs: limit, add_ideas, remove_ideas, has_country_flag, fire_only_once, has_any_occupation_cost_trigger, has_idea, complete_effect
Source: game
File: common/decisions/FRA.txt

Code:
VIC_concessions_to_the_germans = {
	VIC_basing_rights = {
		available = {

		}
		visible = {
			has_any_occupation_cost_trigger = yes
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 1
			modifier = {
				has_idea = FRA_occupation_costs_4
				factor = 5
			} {
				has_idea = FRA_occupation_costs_3
				factor = 2
			} {
				has_idea = FRA_occupation_costs_2
				factor = 1.5
			}
		}
		complete_effect = {
			give_military_access = GER
			reduce_occupation_cost_effect = yes
		}
	}
	VIC_produce_aircraft_parts = {
		available = {

		}
		visible = {
			has_any_occupation_cost_trigger = yes
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 1
			modifier = {
				has_idea = FRA_occupation_costs_4
				factor = 5
			} {
				has_idea = FRA_occupation_costs_3
				factor = 2
			} {
				has_idea = FRA_occupation_costs_2
				factor = 1.5
			}
		}
		complete_effect = {
			add_ideas = VIC_produce_aircraft_parts
			GER = {
				add_ideas = VIC_aircraft_parts
			}
			reduce_occupation_cost_effect = yes
		}
	}
	VIC_send_guest_workers = {
		available = {

		}
		visible = {
			has_any_occupation_cost_trigger = yes
		}
		cancel_trigger = {
			not = {
				has_country_flag = VIC_send_guest_workers
			}
		}
		cost = 25
		ai_will_do = {
			factor = 1
			modifier = {
				has_idea = FRA_occupation_costs_4
				factor = 5
			} {
				has_idea = FRA_occupation_costs_3
				factor = 2
			} {
				has_idea = FRA_occupation_costs_2
				factor = 1.5
			}
		}
		fire_only_once = yes
		days_remove = -1
		modifier = {
			conscription_factor = -0.25
		}
		complete_effect = {
			GER = {
				add_ideas = VIC_guest_workers
			}
			reduce_occupation_cost_effect = yes
			set_country_flag = VIC_send_guest_workers
		}
	}
	VIC_recall_guest_workers = {
		available = {
			has_country_flag = VIC_send_guest_workers
		}
		visible = {
			has_country_flag = VIC_send_guest_workers
		}
		cost = 0
		ai_will_do = {
			factor = 0
			modifier = {
				controls_state = 16
				add = 10
			}
		}
		fire_only_once = yes
		complete_effect = {
			GER = {
				remove_ideas = VIC_guest_workers
			}
			if = {
				limit = {
					NOT = {
						controls_state = 16
					}
				}
				increase_occupation_cost_effect = yes
			} {
				limit = {
					controls_state = 16
					has_idea = FRA_mandatory_work_service
				}
				remove_ideas = FRA_mandatory_work_service
			}
			clr_country_flag = VIC_send_guest_worke
# ... (truncated)
### Entity: Doctrine
Component: guerilla_war
Constructs: stability_factor, war_support_factor, is_major, xp_cost, has_dlc, has_template_containing_unit, enable_tactic, mobilization_speed
Source: game
File: common/doctrines/subdoctrines/land/operations_subdoctrines.txt

Code:
guerilla_war = {
	track = operations
	name = SUBDOCTRINE_GUERILLA_WAR
	description = SUBDOCTRINE_GUERILLA_WAR_DESC
	icon = GFX_doctrine_guerilla_warfare_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_major = yes
		} {
			factor = 2
			is_major = no
		} {
			factor = 0
			NOT = {
				OR = {
					has_template_containing_unit = irregular_infantry militia
				}
			}
		}
	}
	enable_tactic = tactic_guerrilla_tactics
	irregular_infantry = {
		soft_attack = 0.1
		defense = 0.2
	}
	militia = {
		soft_attack = 0.1
		defense = 0.2
	}
	rewards = {
		catch_and_seize = {
			category_cavalry = {
				equipment_capture_factor = 0.01
				plains = {
					movement = 0.1
				}
			}
			category_light_infantry = {
				equipment_capture_factor = 0.01
				plains = {
					movement = 0.1
				}
			}
			pocket_penalty = -0.1
		}
		galvanize_support = {
			army_intel_to_others = -10.0
			army_intel_factor = 0.05
			war_support_factor = 0.1
			political_power_factor = 0.1
			mobilization_speed = 0.15
		}
		scorched_earth = {
			resistance_damage_to_garrison_on_our_occupied_states = 0.1
			resistance_target_on_our_occupied_states = 0.1
			category_army = {
				defense = 0.1
			}
		}
		urban_assaults = {
			militia = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
			}
			infantry = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
			}
		}
		defense_of_gained_power = {
			stability_factor = 0.1
			party_popularity_stability_factor = 0.05
			category_army = {
				defense = 0.1
			}
		}
	}
}
### Entity: Effect Reference
Construct: compliance
Constructs: compliance, add_intel
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
compliance
|
Increases compliance in the selected province in game by set amount
|
ex: (selects one of the provinces in Danzig) compliance 100
|

add_intel [<Country tag 1>] [Country Tag 2] [civilian,army,navy,airforce]=[number]
add_intel [<Target Country tag>] [civilian,army,navy,airforce]=[number]

|
Sets the inputted intel the first tag has against the second tag. The set intel amount is a static value (will be permanent for the rest of the game).
|
ex (sets intel player has against France to max): add_intel FRA
ex (sets army intel Germany has against USA to 20%): add_intel GER USA army=20

ex (sets airforce and civilian intel Player has against Japan to 90% and 76% respectively): add_intel JAP airforce=90 civilian=76

|
### Entity: Military Industrial Organization
Component: USA_brooklyn_naval_yard_organization
Constructs: add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_brooklyn_naval_yard_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_brooklyn_naval_yard
	allowed = {
		tag = USA
	}
	add_trait = {
		token = USA_mio_trait_the_can_do_shipyard
		name = USA_mio_trait_the_can_do_shipyard
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		all_parents = {

		}
		position = {
			x = 3
			y = 0
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	} {
		token = USA_mio_trait_drydock_expansion
		name = USA_mio_trait_drydock_expansion
		icon = GFX_generic_mio_department_icon_ship_capital_ship_production
		special_trait_background = yes
		limit_to_equipment_type = {
			capital_ship
		}
		all_parents = {
			USA_mio_trait_the_can_do_shipyard
		}
		position = {
			x = 0
			y = 1
		}
		relative_position_id = USA_mio_trait_the_can_do_shipyard
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Decision
Component: USA_foreign_support
Constructs: has_completed_focus, has_war, has_government, has_country_flag, is_major, complete_effect, has_tech, set_country_flag
Source: game
File: common/decisions/USA.txt

Code:
USA_foreign_support = {
	USA_invite_donations_FROM = {
		icon = ger_mefo_bills
		available = {
			has_war = no
		}
		visible = {
			has_completed_focus = USA_invite_foreign_support
			has_war = no
		}
		target_trigger = {
			FROM = {
				is_major = yes
				exists = yes
				has_war = no
				has_government = fascism
			}
		}
		cost = 25
		ai_will_do = {
			factor = 1
		}
		days_re_enable = 45
		complete_effect = {
			FROM = {
				country_event = mtg_usa_foreign_support.1
			}
		}
	}
	USA_smuggle_weapons_FROM = {
		icon = generic_prepare_civil_war
		available = {
			has_war = no
		}
		visible = {
			has_completed_focus = USA_invite_foreign_support
			has_war = no
		}
		target_trigger = {
			FROM = {
				exists = yes
				is_major = yes
				has_government = fascism
				has_war = no
				has_country_flag = USA_foreign_support_donations_approved
			}
		}
		cost = 50
		ai_will_do = {
			factor = 1
		}
		days_re_enable = 45
		complete_effect = {
			FROM = {
				country_event = mtg_usa_foreign_support.4
			}
		}
	}
	USA_training_camps_in_FROM = {
		icon = generic_prepare_civil_war
		available = {
			has_war = no
		}
		visible = {
			has_completed_focus = USA_invite_foreign_support
			has_war = no
		}
		target_trigger = {
			FROM = {
				is_major = yes
				exists = yes
				has_war = no
				has_government = fascism
				not = {
					has_country_flag = USA_training_camps_approved
				}
				has_country_flag = USA_foreign_support_donations_approved
			}
		}
		cost = 75
		ai_will_do = {
			factor = 1
		}
		days_re_enable = 45
		complete_effect = {
			FROM = {
				country_event = mtg_usa_foreign_support.9
			}
		}
	}
	USA_pilot_training_in_FROM = {
		icon = generic_air
		available = {
			has_war = no
		}
		visible = {
			has_completed_focus = USA_invite_foreign_support
			has_war = no
		}
		target_trigger = {
			FROM = {
				exists = yes
				is_major = yes
				has_war = no
				has_government = fascism
				has_tech = fighter1
				not = {
					has_country_flag = usa_pilot_training
				}
				has_country_flag = USA_foreign_support_donations_approved
			}
		}
		cost = 75
		ai_will_do = {
			factor = 1
		}
		days_re_enable = 45
		complete_effect = {
			FROM = {
				set_country_flag = usa_pilot_training
				country_event = mtg_usa_foreign_support.12
			}
		}
	}
	USA_fund_shipyards_FROM = {
		icon = generic_construction
		available = {
			has_war = no
		}
		visible = {
			has_complete
# ... (truncated)
### Entity: Character
Component: BUL_todor_pavlov
Constructs: has_government, has_country_flag, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_todor_pavlov = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_todor_pavlov
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_country_flag = BUL_appointed_bs_members_flag
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			marxist_philosopher
		}
		ai_will_do = {
			base = 3.0
			modifier = {
				factor = 0
				BUL_is_historical_ai = yes
			}
		}
	}
	name = BUL_todor_pavlov
	portraits = {
		army = {
			small = GFX_idea_bul_todor_pavlov
		}
	}
}
### Entity: Scripted Effect
Component: EAI_add_RADAR
Constructs: limit, has_country_flag, add_building_construction, set_state_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_add_RADAR = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_add_RADAR in [?This.id] [This.GetName]
	}
	add_building_construction = {
		type = radar_station
		level = 1
		instant_build = no
	}
	set_state_flag = EAI_radar_site
}
### Entity: Modifier Reference
Component: ARG_international_loan_modifier
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
ARG_international_loan_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_NOR_printing_money
	political_power_cost = ARG_loan_political_power_cost
	local_resources_factor = ARG_loan_local_resources_factor
	production_speed_buildings_factor = ARG_loan_production_speed_buildings_factor
	industrial_capacity_factory = ARG_loan_industrial_capacity_factory
	industrial_capacity_dockyard = ARG_loan_industrial_capacity_dockyard
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_set_garrison_template_flags
Constructs: limit, has_country_flag, clr_country_flag, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_set_garrison_template_flags = {
	clr_country_flag = EAI_GARRISON_TEMPLATE
	if = {
		limit = {
			has_country_flag = EAI_TEMPLATE_garrison_template_upgrade
		}
		if = {
			limit = {
				EAI_TEMPLATE_use_cheap_garrison = yes
			}
			set_country_flag = {
				flag = EAI_GARRISON_TEMPLATE
				value = 1
			}
		}
		else_if = {
			limit = {
				EAI_TEMPLATE_use_regular_garrison = yes
			}
			set_country_flag = {
				flag = EAI_GARRISON_TEMPLATE
				value = 2
			}
		} {
			limit = {
				EAI_TEMPLATE_use_expensive_garrison = yes
			}
			set_country_flag = {
				flag = EAI_GARRISON_TEMPLATE
				value = 3
			}
		}
		else = {
			set_country_flag = {
				flag = EAI_GARRISON_TEMPLATE
				value = 1
			}
		}
	}
}
### Entity: Order of Battle
Component: Gibraltar Command
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = Gibraltar Command
	location = 4135
	division_template = Colonial Garrison
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: ser_focus
Component: SER_expanded_repair_facilities
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_expanded_repair_facilities
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = SER_kraljevo_state_airlines_factory
	} {
		focus = SER_form_mechanics
	}
	x = 0
	y = 2
	relative_position_id = SER_kraljevo_state_airlines_factory
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = BUL_aircraft_repair_facilities
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_cruiser_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_cruiser_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = RUT_large_navy RUT_flexible_navy
	}
	relative_position_id = RUT_foreign_port
	x = 2
	y = 2
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cl_tech ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}