Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: Variants
Source: wiki
File: wiki/Land_units.html

Doc:
Variants[edit]
Armoured units have the following variants, in addition to the base "tank" type:

Self-propelled anti-air

Self-propelled artillery

Tank destroyer

Motorized units have the following variant:

Self-propelled rocket artillery

Retrieved from "http://www.hoi4wiki.com/index.php?title=Land_units&oldid=2690"
### Entity: Unit Template
Component: MAN_CAV_02
Source: game
File: common/units/names_divisions/MAN_names_divisions.txt

Code:
MAN_CAV_02 = {
	name = Cavalry Division
	for_countries = {
		MAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	link_numbering_with = {
		MAN_CAV_01
	}
	fallback_name = %d Man'chu Qibing Shi
	ordered = {
		1 = {
			%d Man'chu Qibing Shi
		}
		2 = {
			%d Man'chu Qibing Shi
		}
		3 = {
			%d Man'chu Qibing Shi
		}
		4 = {
			%d Man'chu Qibing Shi
		}
		5 = {
			%d Man'chu Qibing Shi
		}
		6 = {
			%d Man'chu Qibing Shi
		}
		7 = {
			%d Man'chu Qibing Shi
		}
		8 = {
			%d Man'chu Qibing Shi
		}
		9 = {
			%d Man'chu Qibing Shi
		}
		10 = {
			%d Man'chu Qibing Shi
		}
		11 = {
			%d Man'chu Qibing Shi
		}
		12 = {
			%d Man'chu Qibing Shi
		}
		13 = {
			%d Man'chu Qibing Shi
		}
		14 = {
			%d Man'chu Qibing Shi
		}
		15 = {
			%d Man'chu Qibing Shi
		}
	}
}
### Entity: Idea
Component: MAN_modernizing_tanks
Constructs: research_speed_factor, is_subject, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_modernizing_tanks = {
	allowed = {
		always = yes
	}
	cancel = {
		is_subject = yes
	}
	removal_cost = -1
	picture = generic_armor
	modifier = {
		political_power_cost = 0.05
		research_speed_factor = 0.03
		army_armor_attack_factor = 0.05
	}
}
### Entity: Country History
Country: RKA
Component: RKA_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RKA - Reichskommisariat Mittelafrika.txt

Code:
# Politics & Parties for RKA
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_seas_of_tomorrow
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_fully_controlled_by, add_building_construction, random_core_state, is_coastal
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_seas_of_tomorrow
	icon = GFX_focus_SMB_blue_water_fleet
	prerequisite = {
		focus = CHI_battleship_focus CHI_heavy_cruiser_focus CHI_mobile_bases CHI_coastal_defence CHI_long_range
	}
	x = -2
	y = 1
	relative_position_id = CHI_battleship_focus
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				591 = {
					is_fully_controlled_by = ROOT
					air_facility = < 1
					land_facility = < 1
					naval_facility = < 1
					nuclear_facility = < 1
				}
			}
			591 = {
				add_building_construction = {
					type = naval_facility
					level = 1
					instant_build = yes
					province = 1070
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_coastal = yes
					air_facility = < 1
					land_facility = < 1
					naval_facility = < 1
					nuclear_facility = < 1
				}
				construct_building_in_random_province = {
					naval_facility = 1
				}
			}
		}
		IF = {
			limit = {
				has_completed_focus = CHI_strike_from_below
			}
			generate_scientist_character = {
				portrait_tag_override = CHI
				traits = {
					scientist_trait_submarine_specialist
				}
				skills = {
					specialization_naval = 2
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_completed_focus = CHI_heavy_ship_research
			}
			generate_scientist_character = {
				portrait_tag_override = CHI
				traits = {
					scientist_trait_surface_ship_specialist
				}
				skills = {
					specialization_naval = 2
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = CHI_the_seas_of_tomorrow_tt
		}
	}
}
### Entity: Character
Component: PRC_member_of_central_committee
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_member_of_central_committee = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.05
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_support_trade_unions
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_support_trade_unions
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = KMT_consolidate_control_over_industry
	}
	available = {
		has_government = communism
	}
	mutually_exclusive = {
		focus = KMT_enforce_trade_union_compliance
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	relative_position_id = KMT_consolidate_control_over_industry
	completion_reward = {
		add_ideas = KMT_loyal_trade_unions
	}
}
### Entity: Character
Component: TAH_democratic_guy
Constructs: has_government
Source: game
File: common/characters/TAH.txt

Code:
TAH_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TAH_democratic_guy
		allowed = {
			original_tag = TAH
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Character
Component: LOI_alexander_malcolm_macewen
Source: game
File: common/characters/LOI.txt

Code:
LOI_alexander_malcolm_macewen = {
	name = Alexander Malcolm MacEwen
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/portrait_europe_generic_4.dds
		}
	}
	country_leader = {
		ideology = moderatism
		traits = {
			naw_leader_of_the_highlanders
		}
		expire = 1965.1.1
	}
}
### Entity: Event
Component: DOD_yugoslavia.802
Constructs: is_triggered_only, limit, random_country, fire_only_once, is_faction_leader, add_to_faction, is_in_faction_with
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.802
	title = DOD_yugoslavia.802.t
	desc = DOD_yugoslavia.802.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = DOD_yugoslavia.802.a
		effect_tooltip = {
			transfer_state = 163
			if = {
				limit = {
					FROM = {
						is_faction_leader = yes
					}
				}
				FROM = {
					add_to_faction = YUG
				}
			}
			else = {
				random_country = {
					limit = {
						is_in_faction_with = FROM
						is_faction_leader = yes
					}
					add_to_faction = YUG
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_naval_bombers
Constructs: has_deployed_air_force_size
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_naval_bombers = {
	allowed = {
		tag = ITA
	}
	enable = {
		has_deployed_air_force_size = {
			size = < 800
			type = naval_bomber
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = naval_bomber
		value = 2
	} {
		type = equipment_variant_production_factor
		id = med_maritime_equipment
		value = -100
	} {
		type = equipment_variant_production_factor
		id = strat_maritime_equipment
		value = -100
	} {
		type = equipment_variant_production_factor
		id = large_plane_airframe
		value = -100
	}
}
### Entity: Modifier Reference
Component: operative_nationality_operation
Constructs: operation_cost
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
operative_nationality_operation = {
	operation_outcome = 0.1
	operation_cost = -0.1
}
### Entity: Character
Component: GDC_zeng_yangfu
Source: game
File: common/characters/GDC.txt

Code:
GDC_zeng_yangfu = {
	name = Zeng Yangfu
	portraits = {
		army = {
			small = GFX_kr_portrait_asia_generic_3_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GDC_zeng_yangfu
		allowed = {
			original_tag = GDC
		}
		visible = {

		}
		available = {

		}
		traits = {
			linchpin_of_infrastructure_leader
		}
	}
}
### Entity: Idea
Component: PRC_sov_machinery
Constructs: has_government, has_war_with, industrial_capacity_factory, removal_cost, has_opinion
Source: game
File: common/ideas/prc.txt

Code:
PRC_sov_machinery = {
	removal_cost = -1
	picture = FRA_motorized_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		SOV = {
			OR = {
				has_opinion = {
					target = PRC
					value = < 0
				}
				has_war_with = PRC
				NOT = {
					has_government = communism
				}
			}
		}
	}
	modifier = {
		industrial_capacity_factory = 0.15
		production_factory_efficiency_gain_factor = 0.05
		line_change_production_efficiency_factor = 0.25
	}
}
### Entity: Character
Component: army_armored_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_armored_1 = {
	sprite = 8
	army_armor_attack_factor = 0.05
	army_armor_defence_factor = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: AI Strategy
Component: ENG_heavy_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_heavy_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_heavy_tank_artillery
	}
	priority = {
		factor = 500
	}
	heavy_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine extra_ammo_storage
		}
	}
	heavy_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery5
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = t
# ... (truncated)
### Entity: Idea
Component: BUL_anti_capitalism_lux
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_lux = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = LUX
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Wiki Documentation
Construct: Espionage
Source: wiki
File: wiki/Features.html

Doc:
Espionage[edit]
Battle plans can be discovered by spies.

(You can steal plans of AI countries.[10])

Enemies will respond to discovered plans by repositioning defenses etc.[47]

You can create mock battle plans to incorrectly inform enemy spies, throwing them off more legitimate plans.[22]
### Entity: National Focus
Tree: ice_focus
Component: ICE_domestic_ind
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_domestic_ind
	icon = GFX_focus_generic_expansion_of_new_towns
	cost = 5
	ai_will_do = {
		factor = 100
	}
	prerequisite = {
		focus = ICE_roads_program
	}
	available = {

	}
	bypass = {
		100 = {
			free_building_slots = {
				building = industrial_complex
				size = < 1
				include_locked = yes
			}
		}
	}
	x = 3
	y = 1
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: ETH_ethiopian_electric_power
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_ethiopian_electric_power = {
	picture = ETH_ethiopian_electric_power
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	available = {
		has_completed_focus = ETH_modernizing_the_industry
	}
	cost = 150
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_cooperation_against_stalin
Constructs: prerequisite, limit, completion_reward, set_character_flag, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_cooperation_against_stalin
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = SOV_gain_support_from_party_members
	}
	mutually_exclusive = {
		focus = SOV_left_eliminate_right SOV_eliminate_the_left
	}
	x = 0
	y = 1
	relative_position_id = SOV_gain_support_from_party_members
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_medium_increase_effect = yes
		IF = {
			limit = {
				SOV_is_left_opposition = yes
			}
			custom_effect_tooltip = SOV_cooperation_against_stalin_left_tt
			hidden_effect = {
				SOV_nikolay_bukharin = {
					set_character_flag = SOV_aligned_left_opposition_flag
				}
				SOV_aleksey_rykov = {
					set_character_flag = SOV_aligned_left_opposition_flag
				}
			}
		}
		ELSE_IF = {
			limit = {
				SOV_is_right_opposition = yes
			}
			custom_effect_tooltip = SOV_cooperation_against_stalin_right_tt
			hidden_effect = {
				SOV_karl_radek = {
					set_character_flag = SOV_aligned_right_opposition_flag
				}
				SOV_yevgeny_preobrazhensky = {
					set_character_flag = SOV_aligned_right_opposition_flag
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = SOV_cooperation_against_stalin_other_tt
		}
		custom_effect_tooltip = SOV_cooperation_against_stalin_factionalism_tt
		add_to_variable = {
			SOV_factionalism_political_advisor_cost_factor = -0.15
		} {
			SOV_factionalism_political_power_factor = -0.05
		} {
			SOV_factionalism_popularity_stability_cost_factor = -0.1
		}
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_RNG_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_RNG_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = RNG
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: State History
Component: 288
Constructs: add_core_of, add_to_array
Source: game
File: history/states/288-Burma.txt

Code:
state = {
	id = 288
	name = STATE_288
	manpower = 5571640
	state_category = developed_rural
	resources = {
		rubber = 12
		oil = 15
	}
	history = {
		add_core_of = BRM
		owner = RAJ
		add_to_array = {
			state_victory_points = 7190
		} {
			state_victory_points = 12284
		} {
			state_victory_points = 1330
		}
		victory_points = {
			12284 2
		} {
			1330 5
		} {
			7190 2
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		1014 1142 3651 3999 4019 4059 4147 4202 4454 4541 7034 7122 7163 7190 7534 10033 11966 12090 12449 1333 1650 4626 10182 12284 10344 10283 10223 7254 7382 12267 10154 1330 12197 10267 12256 12127
	}
	local_supplies = 0.0
}
### Entity: Character
Component: ambitious_agrarian
Source: game
File: common/country_leader/r56_traits.txt

Code:
ambitious_agrarian = {
	random = no
	sprite = 13
	MONTHLY_POPULATION = 0.2
	min_export = -0.1
	supply_consumption_factor = -0.1
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_naval_academy
Constructs: prerequisite, completion_reward, set_character_flag
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_naval_academy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = AFG_establish_naval_bases
	}
	x = -1
	y = 1
	relative_position_id = AFG_establish_naval_bases
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		naval_base = > 0
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = AFG_naval_academy_tt
		navy_experience = 20
		AFG_generic_navy_1 = {
			set_character_flag = AFG_random_admiral_selected
		}
		AFG_generic_navy_2 = {
			set_character_flag = AFG_random_admiral_selected
		}
	}
}
### Entity: Idea
Component: FIN_finnish_march_of_conquest
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_finnish_march_of_conquest = {
	picture = FIN_finnish_march_of_conquest
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	available = {

	}
	modifier = {
		army_attack_against_major_factor = 0.1
		army_breakthrough_against_major_factor = 0.1
		army_morale_factor = 0.1
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_bomber_focus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_bomber_focus
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = NZL_form_the_rnzaf
	}
	mutually_exclusive = {
		focus = NZL_fighter_focus
	}
	x = 1
	y = 2
	relative_position_id = NZL_expand_the_nzpaf
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NZL_bomber_focus
			bonus = 1.0
			uses = 1
			category = cat_strategic_bomber tactical_bomber
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_maintain_neutrality
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, send_embargo
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_maintain_neutrality
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = ARG_the_american_push
	}
	x = 2
	y = 1
	relative_position_id = ARG_the_american_push
	mutually_exclusive = {
		focus = ARG_join_the_allies
	}
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	cancel_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		country_event = {
			id = ARG_political_events.4
			hours = 1
		}
		custom_effect_tooltip = embargo_relation_tt
		USA = {
			send_embargo = ARG
		}
		add_ideas = ARG_maintain_neutrality_idea
	}
}
### Entity: Military Industrial Organization
Component: HUN_mavag_assault_guns_organization
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/military_industrial_organization/organizations/HUN_organization.txt

Code:
HUN_mavag_assault_guns_organization = {
	include = generic_assault_guns_organization
	icon = GFX_idea_HUN_mavag_assault_gun
	allowed = {
		original_tag = HUN
		has_dlc = Arms Against Tyranny
	}
	available = {
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			FROM = {
				has_completed_focus = wuw_HUN_establish_the_mavag_army_division
			}
		}
		ELSE = {
			FROM = {
				has_completed_focus = HUN_assault_gun_focus
			}
		}
	}
}
### Entity: Country History
Country: MLI
Component: MLI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MLI - Mali.txt

Code:
# Politics & Parties for MLI
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: State History
Component: 403
Constructs: add_core_of
Source: game
File: history/states/403-Kharabali.txt

Code:
state = {
	id = 403
	name = STATE_403
	manpower = 939067
	state_category = rural
	history = {
		owner = SOV
		victory_points = {
			4824 1
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV
	}
	provinces = {
		1387 1880 3472 4209 4659 4754 4780 4824 6787 7681 7774 7833 7846 9512 10600 10659 10670 12390 12521
	}
	local_supplies = 3.0
}
### Entity: AI Strategy
Component: garrison_HUN
Constructs: has_war
Source: game
File: common/ai_templates/templates_HUN.txt

Code:
garrison_HUN = {
	available_for = {
		HUN
	}
	role = garrison
	upgrade_prio = {
		base = 0.5
		modifier = {
			factor = 5
			NOT = {
				ai_has_role_template = garrison
			}
		} {
			factor = 0
			has_war = no
			date = < 1940.1.1
		}
	}
	garrison_HUN = {
		reinforce_prio = 0
		custom_icon = 7
		upgrade_prio = {
			base = 2
		}
		division_names_group = HUN_GAR_01
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				infantry = 4
			}
		}
	}
}
### Entity: Idea
Component: POR_unite_against_salazar_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_unite_against_salazar_idea = {
	name = POR_disgruntled_republicans
	picture = EST_democratic_opposition
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.003
		political_power_factor = -0.3
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_imperial_factories
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_imperial_factories
	icon = GFX_goal_generic_royal_industry
	relative_position_id = EGY_reclaim_the_sehzade
	x = 4
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_reclaim_the_sehzade EGY_revive_the_eyalet
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}