Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: advanced_rocket_engines
Constructs: limit, enable_equipments, has_dlc, enable_equipment_modules, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	show_equipment_icon = yes
	enable_equipments = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		 = rocket_interceptor_equipment_3
	} {

	}
	enable_equipment_modules = {
		rocket_engine_3 guided_anti_ship_missile
	}
	rocket_artillery_brigade = {
		soft_attack = 0.05
	}
	mot_rocket_artillery_brigade = {
		soft_attack = 0.05
	}
	motorized_rocket_brigade = {
		soft_attack = 0.05
	}
	research_cost = 1.5
	start_year = 1946
	ai_will_do = {
		factor = 1
	}
	categories = {
		rocketry
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_glorify_party_rallies
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, set_temp_variable, swap_ideas, remove_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_glorify_party_rallies
	icon = GFX_focus_GER_glorify_party_rallies
	prerequisite = {
		focus = GER_optimize_reich_labour_service
	} {
		focus = GER_party_chancellor_bormann
	}
	text_icon = GER_inner_circle_focus_style
	x = 1
	y = 1
	relative_position_id = GER_optimize_reich_labour_service
	cost = @inner_circle_time_tier_2
	available = {
		if = {
			limit = {
				has_country_flag = GER_glorify_party_rallies_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_2
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_martin_bormann
					FLAG_DAYS = [?GER_glorify_party_rallies_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_martin_bormann
					FOCUS = GER_party_chancellor_bormann
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = GER_bormann_secretary_to_the_fuhrer
			add_idea = GER_bormann_secretary_to_the_fuhrer_improved
		}
	}
}
### Entity: Country History
Country: MLI
Component: MLI_characters
Constructs: recruit_character
Source: game
File: history/countries/MLI - Mali.txt

Code:
# Leaders & Characters for MLI
recruit_character = MLI_coi MLI_aa2 MLI_democratic_guy MLI_acd2 MLI_acr MLI_fascist_guy MLI_stc MLI_ncs MLI_awt MLI_mt MLI_communist_guy MLI_ai2 MLI_ar MLI_acas MLI_acgs MLI_ncm MLI_nt MLI_pot MLI_nccr MLI_aco2
### Entity: Character
Component: red_tiger_of_bengal
Constructs: communism_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
red_tiger_of_bengal = {
	sprite = 13
	resistance_damage_to_garrison_on_our_occupied_states = 0.15
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.08
	communism_drift = 0.02
}
### Entity: Country History
Country: NGA
Component: NGA_characters
Constructs: recruit_character
Source: game
File: history/countries/NGA - Nigeria.txt

Code:
# Leaders & Characters for NGA
recruit_character = NGA_ncs NGA_pot NGA_nccr NGA_fascist_guy NGA_coi NGA_ai2 NGA_democratic_guy NGA_ar NGA_acgs NGA_awt NGA_acd2 NGA_nt NGA_aco2 NGA_acas NGA_acr NGA_mt NGA_stc NGA_aa2 NGA_ncm NGA_communist_guy
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAPP-6_HQ_Support.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:APP-6_HQ_Support.png"
### Entity: Scripted Trigger
Component: EAI_has_city
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_has_city = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_has_city > THIS=[this.getname] PREV=[prev.getname]
	}
	any_province_building_level = {
		province = {
			all_provinces = yes
			limit_to_victory_point = yes
		}
		building = bunker
		level = < 11
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_west_ukrainian_veterans
Constructs: division_template, prerequisite, limit, has_government, owns_state, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_west_ukrainian_veterans
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = RUT_contact_galician_ukrainians
	}
	relative_position_id = RUT_contact_galician_ukrainians
	available = {
		OR = {
			has_government = democratic neutrality fascism
		} {
			NOT = {
				country_exists = UKR
			}
			AND = {
				country_exists = UKR
				UKR = {
					has_government = communism
				}
			}
		}
		RUT = {
			is_subject = no
		}
		owns_state = 73
		controls_state = 73 91
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.08
		}
		add_political_power = 50
		if = {
			limit = {
				NOT = {
					has_global_flag = recruited_melnyk
				}
			}
			create_corps_commander = {
				name = Andriy Melnyk
				portrait_path = gfx/leaders/RUT/r56_portrait_UKR_Andriy_Melnyk.dds
				traits = {
					urban_assault_specialist
				}
				skill = 3
				attack_skill = 2
				defense_skill = 3
				planning_skill = 3
				logistics_skill = 2
			}
			set_global_flag = recruited_melnyk
		} {
			limit = {
				NOT = {
					has_global_flag = recruited_omelianovych
				}
			}
			create_corps_commander = {
				name = Mykhailo Omelianovych-Pavlenko
				portrait_path = gfx/leaders/RUT/r56_portrait_UKR_Mykhailo_Omelianovych_Pavlenko.dds
				traits = {
					trickster
				}
				skill = 3
				attack_skill = 2
				defense_skill = 2
				planning_skill = 4
				logistics_skill = 2
			}
			set_global_flag = recruited_omelianovych
		}
		add_manpower = -30000
		army_experience = 5
		division_template = {
			name = Sitchovi Stril'tsi
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				91
			}
			create_unit = {
				division = name = "1. Sitchovi Stril'tsi" division_template = "Sitchovi Stril'tsi" start_experience_factor = 0.5
				owner = RUT
			} {
				division = name = "2. Sitchovi Stril'tsi" division_template = "Sitchovi Stril'tsi" start_experience_factor = 0.5
				owner = RUT
			} {
				division = name = "3. Sitchovi Stril'tsi" division_template = "Sitchovi Stril'tsi" start_expe
# ... (truncated)
### Entity: Idea
Component: AFG_opening_schools
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_opening_schools = {
	picture = r56_idea_okay_investment
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_leader_technical_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_leader_technical_university
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = KOR_metallurgy
	} {
		focus = KOR_state_heavy_industry
	}
	relative_position_id = KOR_metallurgy
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		amount_research_slots = < 6
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 25
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_secure_the_norwegian_coast
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, add_autonomy_score, add_timed_idea, declare_war_on, annex_everything
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_secure_the_norwegian_coast
	icon = GFX_focus_generic_invade_norway
	prerequisite = {
		focus = DEN_contribute_to_the_war
	}
	relative_position_id = DEN_contribute_to_the_war
	x = -1
	y = 1
	cost = 10
	bypass = {
		NOR = {
			is_in_faction_with = ROOT
		}
	}
	available = {

	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = NOR
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_secure_the_norwegian_coast
		}
		if = {
			limit = {
				NOR = {
					exists = yes
				}
			}
			add_timed_idea = {
				idea = DEN_securing_norway_ns
				days = 365
			}
			declare_war_on = {
				target = NOR
				type = annex_everything
			}
		}
		else = {
			every_other_country = {
				limit = {
					NOT = {
						is_in_faction_with = ROOT
					}
					any_controlled_state = {
						is_core_of = NOR
					}
				}
				display_individual_scopes = yes
				every_controlled_state = {
					limit = {
						is_core_of = NOR
					}
					add_to_array = {
						array = PREV.DEN_norwegian_target_states_array
						value = THIS
					}
				}
				ROOT = {
					declare_war_on = {
						type = take_state_focus
						target = PREV
						generator = PREV.DEN_norwegian_target_states_array
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: SIA
Component: SIA_characters
Constructs: recruit_character
Source: game
File: history/countries/SIA - Siam.txt

Code:
# Leaders & Characters for SIA
recruit_character = SIA_phraya_phahon SIA_pridi_banomyong SIA_plaek_phibunsongkhram SIA_phra_silpasakrakorn SIA_luang_sinthusongkhramchai SIA_thawon_thamrongnawasawat SIA_phraya_thayarnpikart SIA_phra_vechayanrangsarit SIA_phraya_wichcitcholathai SIA_sawat_phutianands SIA_phraya_chalermarkiart SIA_kuang_abhayavongsa SIA_thawee_punyaketu SIA_phot_bhahalyodin
### Entity: AI Strategy
Component: RUT_i_am_a_push_over
Constructs: has_war_with, has_country_flag, has_war_with_major, is_controlled_by
Source: game
File: common/ai_strategy/RUT.txt

Code:
RUT_i_am_a_push_over = {
	allowed = {
		OR = {
			original_tag = HUN AUS ROM GER SOV YUG ITA SLO
		}
	}
	enable = {
		RUT = {
			exists = yes
		}
		exists = yes
		has_war_with = RUT
		has_country_flag = CZE_pfot_rut_war_news_event_flag
		has_war_with_major = no
		surrender_progress = < 0.01
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state_trigger = {
			is_controlled_by = RUT
		}
		ratio = 0.2
		ordertype = front
		execution_type = rush_weak
		execute_order = yes
	}
}
### Entity: Misc Config
Component: secretaries_general
Constructs: limit, has_completed_focus, has_dlc, has_global_flag, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
secretaries_general = {
	icon = 13
	sound_effect = Martial_Law_Interface_Autonomous_Occupation_Unique_DEM
	fallback_law = military_governor_occupation
	visible = {
		has_dlc = Gotterdammerung
		BEL = {
			has_completed_focus = BEL_secretaries_general
		}
		FROM = {
			original_tag = BEL
		}
		NOT = {
			has_global_flag = BEL_no_secretaries_general
		}
	}
	state_modifier = {
		resistance_target = -0.3
		compliance_gain = -0.02
		required_garrison_factor = -0.3
		resistance_damage_to_garrison = -0.4
	}
	ai_will_do = {
		base = 250
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.3
			}
			add = 200
		} {
			check_variable = {
				resistance_target_without_law = > 0.44
			} {
				garrison_min_support_ratio = < requirement_limit
			}
			set_temp_variable = {
				requirement_limit = 0.35
			}
			if = {
				limit = {
					occupation_law = local_police_force_garrison
				}
				set_temp_variable = {
					requirement_limit = 0.55
				}
			}
			add = 350
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_cap_steel
Constructs: prerequisite, limit, completion_reward, set_technology, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_tech
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_cap_steel
	icon = GFX_focus_generic_steel
	x = -6
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_establish_corfo_r56
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				279
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = steel_production_1
				}
			}
			set_technology = {
				steel_production_1 = 1
			}
			else = {
				add_tech_bonus = {
					name = construction_tech_bonus
					bonus = 1
					uses = 1
					category = steel_tech
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Military Industrial Organization
Component: SIA_bangkok_dock_organization
Constructs: has_completed_focus
Source: game
File: common/military_industrial_organization/organizations/SIA_organization.txt

Code:
SIA_bangkok_dock_organization = {
	name = SIA_bangkok_dock_organization
	include = generic_escort_ship_organization
	icon = GFX_idea_SIA_bangkok_dock
	allowed = {
		original_TAG = SIA
	}
	available = {
		SIA = {
			NOT = {
				has_completed_focus = SIA_sell_bangkok_dock_co
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.54
Constructs: is_triggered_only, add_stability, fire_only_once, add_political_power, add_popularity
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.54
	title = SEA_japan_foreign_policy.54.t
	desc = SEA_japan_foreign_policy.54.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.54.a
		add_stability = -0.05
		add_popularity = {
			ideology = MON
			popularity = -0.1
		}
		add_political_power = -50
	}
}
### Entity: Character
Component: NEP_hira_rana
Source: game
File: common/characters/NEP.txt

Code:
NEP_hira_rana = {
	advisor = {
		slot = high_command
		idea_token = NEP_hira_rana
		ledger = army
		allowed = {
			original_tag = NEP
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = NEP_hira_rana
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: Order of Battle
Component: 6a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 6a Brigada Legionario
	location = 7213
	division_template = Brigada Legionario
}
### Entity: Idea
Component: kockums
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/sweden.txt

Code:
kockums = {
	picture = generic_naval_manufacturer_3
	allowed = {
		original_tag = SWE
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: desperate_gambit
Source: game
File: common/country_leader/00_traits.txt

Code:
desperate_gambit = {
	random = no
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
	resistance_growth_on_our_occupied_states = 0.25
}
### Entity: Scripted Effect
Component: LIE_update_gold_trade_modifiers_negative
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, clr_country_flag, remove_opinion_modifier
Source: game
File: common/scripted_effects/LIE_scripted_effects.txt

Code:
LIE_update_gold_trade_modifiers_negative = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = LIE_gold_trade_with_liechtenstein
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = LIE_gold_trade_with_liechtenstein
			}
		}
		custom_effect_tooltip = LIE_end_gold_trade_with_liechtenstein_dynamic_mod_TT
		clr_country_flag = LIE_gold_trading_partner
		remove_opinion_modifier = {
			target = LIE
			modifier = LIE_gold_trade
		}
	}
}
### Entity: Idea
Component: one_mind
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
one_mind = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_morale_bonus
	modifier = {
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: CHI_internal_opposition5
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition5 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.01
		army_org_factor = -0.01
		max_dig_in_factor = -0.01
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.04
		attack_bonus_against = -0.02
	}
}
### Entity: Character
Component: GRE_nikos_beloyannis
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_nikos_beloyannis = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_nikos_beloyannis
		portraits = {
			army = {
				small = GFX_idea_gre_nikos_beloyannis
			}
		}
		advisor = {
			slot = high_command
			idea_token = GRE_nikos_beloyannis
			ledger = army
			name = GRE_nikos_beloyannis
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = GRE_communists_friendly_or_loyal
					check_variable = {
						var = GRE_communist_loyalty
						value = 1.0
						compare = greater_than_or_equals
					}
				}
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_nikos_beloyannis
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
		advisor = {
			slot = high_command
			idea_token = GRE_nikos_beloyannis
			ledger = navy
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				air_naval_strike_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_strike_while_the_rion_is_hot
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, limit, random_country, remove_ideas, has_government
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_strike_while_the_rion_is_hot
	icon = GFX_focus_generic_africa_liberation
	x = 0
	y = 1
	prerequisite = {
		focus = COG_slander_the_colonial_authorities
	}
	relative_position_id = COG_slander_the_colonial_authorities
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 10
	bypass = {

	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
		has_civil_war = no
	}
	completion_reward = {
		custom_effect_tooltip = COG_strike_while_the_iron_is_hot_tt
		hidden_effect = {
			set_global_flag = COG_uprising_happened_flag CONGO_independence_war_ongoing
			drop_cosmetic_tag = yes
			IF = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					set_country_flag = was_congos_overlord_when_cw_started_flag
					set_autonomy = {
						target = ROOT
						autonomy_state = autonomy_free
						end_wars = yes
						end_civil_wars = yes
					}
				}
			} {
				limit = {
					ROOT = {
						has_government = neutrality
					}
				}
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
				}
			} {
				limit = {
					has_global_flag = COG_secured_kasai_militias_flag
				}
				delete_unit_template_and_units = {
					division_template = Division de L'Armée Sud-Kasaï
					disband = yes
				}
				division_template = {
					name = Division de L'Armée Sud-Kasaï
					division_names_group = BEL_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
					support = {

					}
				}
				888 = {
					create_unit = {
						division = name = "Première Division de L'Armée Sud-Kasaï" division_template = "Division de L'Armée Sud-Kasaï" start_experience_factor = 0.4 start_equipment_factor = 0.8
						owner = ROOT
					} {
						division = name = "Deuxième Division de L'Armée Sud-Kasaï" division_template = "Division de L'Armée Sud-Kasaï" start_experience_factor = 0.3 start_equipment_factor = 0.8
						owner = ROOT
					}
				}
			} {
				limit = {
					has_country_flag = COG_will_get_german_aid_flag
				}
				add_offsite_building = {
					type = industrial_complex
					level = 1
				} {
					type = arms_factory
					level = 1
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = GER
				} {
		
# ... (truncated)
### Entity: Event
Component: ww_BEL_event_diplomatic.17
Constructs: is_triggered_only, ai_chance, add_doctrine_cost_reduction, set_country_flag
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.17
	title = ww_BEL_event_diplomatic.17.t
	desc = ww_BEL_event_diplomatic.17.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.17.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			add_doctrine_cost_reduction = {
				cost_reduction = 0.25
				uses = 2
				category = land_doctrine
			}
			army_experience = 25
		}
		FROM = {
			add_doctrine_cost_reduction = {
				cost_reduction = 0.25
				uses = 2
				category = land_doctrine
			}
			army_experience = 25
			hidden_effect = {
				set_country_flag = BEL_joint_military_exercises_flag
				country_event = {
					id = ww_BEL_event_diplomatic.18
					hours = 6
				}
			}
		}
	} {
		name = ww_BEL_event_diplomatic.17.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.19
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: CHI_warlord_looting_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_warlord_looting_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = CHI_neglected_countryside
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = -0.05
		army_morale_factor = 0.05
	}
}
### Entity: AI Strategy
Component: ISR_arab_israel_impending
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/ai_strategy/r56_ISR.txt

Code:
ISR_arab_israel_impending = {
	allowed = {
		ROOT = {
			OR = {
				original_tag = EGY JOR LEB JOR IRQ
			}
		}
	}
	enable = {
		ROOT = {
			has_country_flag = ISR_arab_israel_impending
		}
	}
	abort = {
		ISR = {
			has_completed_focus = ISR_win
		}
	}
	ai_strategy = {
		type = prepare_for_war
		id = ISR
		value = 150
	}
}