Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_nordlandsbanen
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, has_country_flag, completion_reward, add_political_power, is_historical_focus_on
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_nordlandsbanen
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = NOR_de_norske_statsbaner
	}
	x = -1
	y = 1
	relative_position_id = NOR_de_norske_statsbaner
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0.2
			is_historical_focus_on = yes
			date = < 1950.1.1
		} {
			add = 2
			num_of_civilian_factories = > 9
		} {
			factor = 10
			controls_state = 144
			OR = {
				has_war_with = FIN SOV
			}
		}
	}
	available = {
		AND = {
			143 = {
				is_controlled_by = ROOT
			}
			144 = {
				is_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 75
		build_railway = {
			level = 2
			build_only_on_allied = yes
			fallback = yes
			path = {
				3022 6038 9132 6173 9069 9208 3126 3088 3048 173 6214 9126
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = 4
			producer = NOR
		}
		add_to_variable = {
			var = NOR.railroad_development
			value = 2
		}
		custom_effect_tooltip = NOR_railroad_development_add_2_tt
		hidden_effect = {
			if = {
				limit = {
					check_variable = {
						var = NOR.railroad_development
						value = 6
						compare = greater_than_or_equals
					}
					NOT = {
						has_country_flag = NOR_tier_2_railroad_developments_available
					}
				}
				set_country_flag = NOR_tier_2_railroad_developments_available
			} {
				limit = {
					check_variable = {
						var = NOR.railroad_development
						value = 12
						compare = greater_than_or_equals
					}
					NOT = {
						has_country_flag = NOR_tier_3_railroad_developments_available
					}
				}
				set_country_flag = NOR_tier_3_railroad_developments_available
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ARG_manuel_maria_de_iriondo
Source: game
File: common/characters/ARG.txt

Code:
ARG_manuel_maria_de_iriondo = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_manuel_maria_de_iriondo
		allowed = {
			original_tag = ARG
		}
		traits = {
			prince_of_terror
		}
	}
	name = Manuel María de Iriondo
	portraits = {
		army = {
			small = GFX_portrait_ARG_manuel_iriondo_small
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_50
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_50 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 50
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 50
	}
}
### Entity: Character
Component: GUA_carlos_diaz_de_leon
Source: game
File: common/characters/GUA.txt

Code:
GUA_carlos_diaz_de_leon = {
	advisor = {
		slot = high_command
		idea_token = GUA_carlos_diaz_de_leon
		ledger = army
		allowed = {
			original_tag = GUA
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Carlos Diaz de Leon
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Character
Component: naval_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
naval_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.1
		}
		cv_small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.1
		}
		cv_small_plane_airframe = {
			air_range = 0.1
			air_agility = 0.1
		}
		cv_small_plane_cas_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: AST_resolve_stuck_union_control_civil_war
Constructs: limit, every_country, has_country_flag, save_event_target_as, check_variable, annex_country, is_subject
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_resolve_stuck_union_control_civil_war = {
	save_event_target_as = AST_stuck_union_control_loyalist
	if = {
		limit = {
			any_country = {
				has_country_flag = AST_instigated_communist_civil_war
				check_variable = {
					AST_communist_civil_war_enemy_country = event_target:AST_stuck_union_control_loyalist
				}
			}
		}
		every_country = {
			limit = {
				has_country_flag = AST_instigated_communist_civil_war
				check_variable = {
					AST_communist_civil_war_enemy_country = event_target:AST_stuck_union_control_loyalist
				}
			}
			save_event_target_as = AST_stuck_union_control_rebel
		}
		event_target:AST_stuck_union_control_rebel = {
			annex_country = {
				target = PREV
				transfer_troops = yes
			}
			if = {
				limit = {
					is_subject = yes
				}
				overlord = {
					end_puppet = PREV
				}
			}
		}
		AST = {
			puppet = {
				target = event_target:AST_stuck_union_control_rebel
			}
		}
	}
}
### Entity: Character
Component: SPR_close_air_support_aviation_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_close_air_support_aviation_council = {
	name = SPR_close_air_support_aviation_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_close_air_support_aviation_council
		ledger = air
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_a_valuable_partner_to_germany
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, is_subject, has_civil_war
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_a_valuable_partner_to_germany
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = NOR_jonas_lie_coup
	}
	dynamic = yes
	x = 0
	y = 1
	relative_position_id = NOR_jonas_lie_coup
	cost = 10
	available = {
		has_government = fascism
		is_subject = yes
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					exists = yes
					has_government = fascism
				}
			}
			GER = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_satellite
					freedom_level = 0.5
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = NOR_valuable_fascist_partner
				}
			}
		}
		else_if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_government = fascism
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_reichsprotectorate
					freedom_level = 0.5
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = NOR_valuable_fascist_partner
				}
			}
		}
		else = {
			find_biggest_fascist_bully = yes
			var:platonic_fascist_bully = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_reichsprotectorate
					freedom_level = 0.5
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = NOR_valuable_fascist_partner
				}
			}
		}
		add_political_power = 100
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_borderless_solidarity
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, gain_random_agency_upgrade
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_borderless_solidarity
	icon = GFX_focus_focus_fra_liberte_egalite_solidarite
	prerequisite = {
		focus = AST_make_common_cause
	}
	relative_position_id = AST_make_common_cause
	x = 3
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					name = The Investigation Branch
					icon = GFX_intelligence_agency_logo_AST_investigation_branch
				}
			}
			ELSE = {
				gain_random_agency_upgrade = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = {
				SWI_expanded_spy_network_idea
			}
		}
		ELSE = {
			add_ideas = {
				SWI_expanded_spy_network_idea
			}
		}
	}
	search_filters = {

	}
}
### Entity: Joint Focus
Component: NORDIC_mechanized_army
Constructs: prerequisite, joint_focus, completion_reward, has_army_size, has_tech, add_tech_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_mechanized_army
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = NORDIC_unified_recruitment
	}
	mutually_exclusive = {
		focus = NORDIC_infantry_first
	}
	x = -1
	y = 1
	relative_position_id = NORDIC_unified_recruitment
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_tech = motorised_infantry
		has_army_size = {
			size = > 7
			type = motorized
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		army_experience = 40
		add_tech_bonus = {
			name = NORDIC_mechanized_army
			bonus = 0.25
			uses = 2
			category = cat_mechanized_equipment
		} {
			name = NORDIC_mechanized_army
			bonus = 0.2
			uses = 1
			category = armor
		}
	}
	completion_reward_joint_member = {
		army_experience = 20
		add_tech_bonus = {
			name = NORDIC_mechanized_army
			bonus = 0.25
			uses = 1
			category = cat_mechanized_equipment
		} {
			name = NORDIC_mechanized_army
			bonus = 0.15
			uses = 1
			category = armor
		}
	}
}
### Entity: Event
Component: BALTIC_events.17
Constructs: is_triggered_only, ai_chance, save_event_target_as, declare_war_on
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.17
	title = BALTIC_events.7.t
	desc = BALTIC_events.7.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		EST = {
			save_event_target_as = baltic_wargoal_target
		}
	}
	option = {
		name = BALTIC_events.7.a
		ai_chance = {
			base = 10
		}
		FROM = {
			declare_war_on = {
				type = topple_government
				target = EST
			}
		}
	} {
		name = BALTIC_events.7.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = BALTIC_events.701
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/American.html

Doc:
This article is considered accurate for the current version of the game.

United States

Capital provinceWashington D.C.

Government typeDemocratic Republic

FactionAllies

The United States is one of the largest countries in the world in 1936, but the only major power outside of Europe and Asia.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 National spirits

3.2 National focus

3.2.1 Issue War Bonds

3.2.2 WPA & War Propaganda

3.2.3 Air War Plans Division

3.2.4 Bureau of Ships

3.2.5 Reaffirm Monroe Doctrine

3.3 Laws

3.4 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: AI Strategy
Component: naval_capital_battleship
Constructs: has_tech
Source: game
File: common/ai_equipment/generic_naval.txt

Code:
naval_capital_battleship = {
	category = naval
	blocked_for = {
		GER USA JAP ENG FRA ITA
	}
	available_for = {

	}
	roles = {
		naval_capital_bb
	}
	priority = {
		factor = 500
		modifier = {
			factor = 0
			num_of_naval_factories = < 35
		}
	}
	capital_battleship_early = {
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_armor_slot = ship_heavy_armor
				fixed_ship_secondaries_slot = ship_secondaries
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_heavy_battery
			}
		}
		allowed_modules = {
			ship_heavy_battery ship_anti_air ship_secondaries ship_fire_control_system heavy_ship_engine ship_heavy_armor ship_radar ship_airplane_launcher
		}
	}
	capital_battleship_basic = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_2
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_armor_slot = ship_heavy_armor
				fixed_ship_secondaries_slot = ship_secondaries
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_heavy_battery ship_anti_air ship_secondaries ship_fire_control_system heavy_ship_engine ship_heavy_armor ship_radar ship_airplane_launcher
		}
	}
	capital_battleship_improved = {
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_heavy_3
			m
# ... (truncated)
### Entity: Building
Component: buildings
Constructs: stability_factor, war_support_factor, has_dlc, base_cost, damage_factor, is_buildable, disable_grow_animation, enable_for_controllers
Source: game
File: common/buildings/01_landmark_buildings.txt

Code:
buildings = {
	landmark_big_ben = {
		dlc_allowed = {
			has_dlc = Gotterdammerung
		}
		show_on_map = 1
		base_cost = 20000
		damage_factor = 0
		icon_frame = 22
		value = 5
		is_buildable = no
		disable_grow_animation = yes
		spawn_point = landmark_spawn
		repair_speed_factor = @landmark_repair_speed_factor
		only_display_if_exists = yes
		special_icon = GFX_big_ben_icon_small
		level_cap = {
			province_max = 1
		}
		always_shown = yes
		drawn_at_distance = yes
		show_modifier = yes
		country_modifiers = {
			enable_for_controllers = {
				ENG
			}
			modifiers = {
				political_power_factor = 0.03
			}
		}
	}
	landmark_colosseum = {
		dlc_allowed = {
			has_dlc = Gotterdammerung
		}
		show_on_map = 1
		base_cost = 20000
		damage_factor = 0
		icon_frame = 22
		value = 5
		is_buildable = no
		disable_grow_animation = yes
		spawn_point = landmark_spawn
		repair_speed_factor = @landmark_repair_speed_factor
		only_display_if_exists = yes
		special_icon = GFX_colosseum_icon_small
		level_cap = {
			province_max = 1
		}
		always_shown = yes
		drawn_at_distance = yes
		show_modifier = yes
		country_modifiers = {
			enable_for_controllers = {
				ITA
			}
			modifiers = {
				war_support_factor = 0.05
			}
		}
	}
	landmark_cristo_redentor = {
		dlc_allowed = {
			has_dlc = Gotterdammerung
		}
		show_on_map = 1
		base_cost = 20000
		damage_factor = 0
		icon_frame = 22
		value = 5
		is_buildable = no
		disable_grow_animation = yes
		spawn_point = landmark_spawn
		repair_speed_factor = @landmark_repair_speed_factor
		only_display_if_exists = yes
		special_icon = GFX_cristo_redentor_icon_small
		level_cap = {
			province_max = 1
		}
		always_shown = yes
		drawn_at_distance = yes
		show_modifier = yes
		country_modifiers = {
			enable_for_controllers = {
				BRA
			}
			modifiers = {
				stability_factor = 0.05
			}
		}
	}
	landmark_eiffel_tower = {
		dlc_allowed = {
			has_dlc = Gotterdammerung
		}
		show_on_map = 1
		base_cost = 20000
		damage_factor = 0
		icon_frame = 22
		value = 5
		is_buildable = no
		disable_grow_animation = yes
		spawn_point = landmark_spawn
		repair_speed_factor = @landmark_repair_speed_factor
		only_display_if_exists = yes
		special_icon = GFX_eiffel_tower_icon_small
		level_cap = {
			province_max = 1
		}
		always_shown = yes
		drawn_at_distance = yes
		show_modifier = yes
		country_modifiers = {
			enable_for_controllers = {
				FRA
			}
	
# ... (truncated)
### Entity: Idea
Component: AUS_hirtenberger
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_hirtenberger = {
	picture = generic_artillery_manufacturer_3
	allowed = {
		original_tag = AUS
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.8
Constructs: is_triggered_only, limit, add_manpower, has_dlc, has_tech, create_equipment_variant, create_ship
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.8
	title = bftb_bulgaria_equipment_purchases.8.t
	desc = bftb_bulgaria_equipment_purchases.8.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lar_portugal_purchase_ships.4.a
		custom_effect_tooltip = lar_portugal_purchase_ships.4.a_tt
		hidden_effect = {
			hidden_effect = {
				add_manpower = 600
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				if = {
					limit = {
						FROM.FROM = {
							has_tech = advanced_ship_hull_submarine
						}
					}
					FROM.FROM = {
						create_equipment_variant = {
							name = Slava Class
							type = ship_hull_submarine_4
							name_group = BUL_SS_HISTORICAL
							parent_version = 0
							modules = {
								fixed_ship_torpedo_slot = ship_torpedo_sub_1
								fixed_ship_engine_slot = sub_ship_engine_1
								rear_1_custom_slot = ship_torpedo_sub_1
								front_1_custom_slot = ship_torpedo_sub_1
							}
						}
					}
					create_ship = {
						type = ship_hull_submarine_4
						equipment_variant = Slava Class
						creator = FROM.FROM
					} {
						type = ship_hull_submarine_4
						equipment_variant = Slava Class
						creator = FROM.FROM
					} {
						type = ship_hull_submarine_4
						equipment_variant = Slava Class
						creator = FROM.FROM
					}
				}
				else_if = {
					limit = {
						FROM.FROM = {
							has_tech = improved_ship_hull_submarine
						}
					}
					FROM.FROM = {
						create_equipment_variant = {
							name = Slava Class
							type = ship_hull_submarine_3
							name_group = BUL_SS_HISTORICAL
							parent_version = 0
							modules = {
								fixed_ship_torpedo_slot = ship_torpedo_sub_1
								fixed_ship_engine_slot = sub_ship_engine_1
								rear_1_custom_slot = ship_torpedo_sub_1
							}
						}
					}
					create_ship = {
						type = ship_hull_submarine_3
						equipment_variant = Slava Class
						creator = FROM.FROM
					} {
						type = ship_hull_submarine_3
						equipment_variant = Slava Class
						creator = FROM.FROM
					} {
						type = ship_hull_submarine_3
						equipment_variant = Slava Class
						creator = FROM.FROM
					}
				} {
					limit = {
						FROM.FROM = {
							has_tech = basic_ship_hull_submarine
						}
					}
					FROM.FROM = {
						create_equipment_variant = {
							name = Slava Class
							type = ship_hull_submarine_2
							name
# ... (truncated)
### Entity: Modifier Reference
Component: weather_snow
Constructs: supply_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_snow = {
	air_accidents = 0.1
	air_detection = -0.15
	air_mission_efficiency = -0.1
	naval_detection = -0.15
	naval_hit_chance = -0.05
	naval_retreat_speed = 0.05
	naval_speed_factor = -0.05
	naval_strike = -0.3
	org_loss_when_moving = 0.1
	positioning = -0.1
	supply_factor = -0.1
	truck_attrition_factor = 0.3
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_communism_in_the_caribbean
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, every_other_country
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_communism_in_the_caribbean
	icon = GFX_goal_sov_communist_cuba
	cost = 10
	prerequisite = {
		focus = CUB_deal_with_haitian_oppressors
	} {
		focus = CUB_liberate_the_dominican_republic
	}
	relative_position_id = CUB_one_caribbean_policy
	x = 0
	y = 2
	available = {
		has_government = communism
		any_other_country = {
			r56_is_caribbean_country = yes
			NOT = {
				has_government = communism
			}
		}
	}
	bypass = {
		NOT = {
			any_other_country = {
				r56_is_caribbean_country = yes
				NOT = {
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				r56_is_caribbean_country = yes
				NOT = {
					has_government = communism
				}
			}
			add_ideas = CUB_spread_communism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modding Documentation
Construct: idea_name
Source: vanilla_docs
File: documentation/loc_formatter_documentation.md

Doc:
## idea_name
The idea_name formatter formats gets the name for the idea.
### Entity: Character
Component: CUB_julio_sanguily
Source: game
File: common/characters/CUB.txt

Code:
CUB_julio_sanguily = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CUB_julio_sanguily
		ledger = navy
		allowed = {
			original_tag = CUB
		}
		traits = {
			naval_theorist
		}
	}
	name = Julio Sanguily
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: AI Strategy
Component: GER_spain_ally_la_resistance
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_spain_ally_la_resistance = {
	allowed = {
		original_tag = GER
		has_dlc = La Resistance
	}
	enable = {
		has_completed_focus = GER_alliance_with_spain
		country_exists = SPA
	}
	abort = {
		OR = {
			NOT = {
				country_exists = SPA
			}
			SPA = {
				has_completed_focus = SPA_join_the_allies
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = SPA
		value = 100
	} {
		type = alliance
		id = SPA
		value = 100
	}
}
### Entity: Name List
Component: COM
Source: game
File: common/names/r56_names.txt

Code:
COM = {
	male = {
		names = {
			José Eduardo Henrique Alberto Joaquim Dinho Demosthenes Amos Kafundanga Jeremias Valdemar Mendes Rodrigues Agostinho Viriato Nito
		}
	}
	female = {
		names = {
			Yuran Mussa Jassi Jossais Adia Bongani
		}
	}
	surnames = {
		dos Santos Tiago N'zita Vinama Chingunji Chilingutila Chitunda Chidondo de Carvalho Mingas Neto da Cruz Alves Machel
	}
	callsigns = {

	}
}
### Entity: Modifier Reference
Construct: industrial_capacity_factory
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## industrial_capacity_factory

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: Idea
Component: bra_eficiencia_tenenge_2
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_tenenge_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_ind_pic
	modifier = {
		production_factory_efficiency_gain_factor = 0.125
		consumer_goods_factor = -0.15
		production_factory_max_efficiency_factor = 0.125
		industrial_capacity_factory = 0.125
		local_resources_factor = 0.05
		war_support_factor = 0.1
		stability_factor = 0.05
	}
}