Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: equipment_conversion_speed
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## equipment_conversion_speed

* Number with 0 decimal places
* **Categories**: country, war_production
### Entity: Event
Component: lar_spain.71
Constructs: is_triggered_only, ai_chance, has_war_with, has_opinion
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.71
	title = lar_spain.71.t
	desc = lar_spain.71.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = lar_spain.71.a
		ai_chance = {
			base = 75
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.72
				}
			}
		}
	} {
		name = lar_spain.71.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0.5
				has_opinion = {
					target = FROM
					value = > 99
				}
			} {
				factor = 0
				has_war_with = SOV
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.73
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: BALTIC_RAF_organization
Constructs: has_completed_focus, has_war_with, has_dlc
Source: game
File: common/military_industrial_organization/organizations/baltic_organization.txt

Code:
BALTIC_RAF_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		OR = {
			original_TAG = LAT LIT EST
		}
		has_dlc = No Step Back
	}
	available = {
		FROM = {
			NOT = {
				has_war_with = ENG
			}
		} {
			has_completed_focus = BALTIC_british_designers
		}
	}
}
### Entity: Idea
Component: HUN_hungarian_monarchy_resored_habsburgs_otto
Constructs: stability_factor, war_support_factor, has_government, neutrality_drift, conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy_resored_habsburgs_otto = {
	name = HUN_habsburg_restored
	picture = HUN_hungarian_monarchy_habsburg
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = 0.02
		stability_factor = 0.1
		war_support_factor = 0.1
		conscription_factor = 0.05
		political_power_factor = 0.2
		generate_wargoal_tension = -0.4
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_strength_and_brotherhood
Constructs: prerequisite, completion_reward, is_subject, is_in_faction, has_dynamic_modifier, set_rule, create_faction_from_template
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_strength_and_brotherhood
	icon = GFX_focus_BEL_order_of_the_golden_lion
	prerequisite = {
		focus = BEL_burgundy_rising
	}
	mutually_exclusive = {
		focus = BEL_join_axis
	}
	relative_position_id = BEL_burgundy_rising
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = -2
	y = 1
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
		NOT = {
			has_dynamic_modifier = {
				modifier = BEL_neutrality_dynamic_modifier
			}
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_european_dominance
			name = BEL_pride_of_the_golden_lion
			icon = GFX_faction_logo_generic_fascist
		}
	}
}
### Entity: Country History
Country: NAH
Component: NAH_army
Source: game
File: history/countries/NAH - Nahua.txt

Code:
# OOB & Army Setup for NAH
oob = CHL_1936
### Entity: Idea
Component: GER_collect_scrap_metal_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_collect_scrap_metal_ns = {
	name = GER_collect_scrap_metal
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		country_resource_steel = 10
	}
}
### Entity: Country History
Country: SML
Component: SML_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/SML - Somaliland.txt

Code:
# Politics & Parties for SML
add_ideas = {
	limited_conscription
}
set_politics = {
	ruling_party = neutrality
	last_election = 1935.6.9
	election_frequency = 12
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Order of Battle
Component: Inmin Gundae Seoul
Constructs: division_template
Source: game
File: history/units/KOR_liberated_south.txt

Code:
division = {
	name = Inmin Gundae Seoul
	location = 7125
	division_template = Imsi Bobyeong Gundae
	start_experience_factor = 0.1
	start_equipment_factor = 0.75
}
### Entity: Unit Template
Component: WGR_CV_HISTORICAL
Source: game
File: common/units/names_ships/WGR_ship_names.txt

Code:
WGR_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		WGR
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = Träger %d
	ordered = {
		1 = {
			Seydlitz
		}
		2 = {
			Europa
		}
		3 = {
			Potsdam
		}
		4 = {
			Aurora
		}
		5 = {
			Ernst Udet
		}
		6 = {
			Erich Löwenhardt
		}
		7 = {
			Manfred von Richthofen
		}
	}
}
### Entity: Wiki Documentation
Construct: Usage
Source: wiki
File: wiki/Template%3ASpeedDelete.html

Doc:
Usage
Please insert the template at the top of the page!

```
{{SpeedDelete|<--insert here the reason for the speedy deletion request--> -- ~~~~}}
```
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_the_armed_forces_of_the_chinese_state
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_the_armed_forces_of_the_chinese_state
	icon = GFX_focus_GER_demonstration_of_military_achievements
	prerequisite = {
		focus = KMT_the_national_catastrophe
	}
	available = {
		NOT = {
			has_war_with = CUG
		}
	}
	x = -6
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	relative_position_id = KMT_the_national_catastrophe
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_shattered_army
			add_idea = KMT_shattered_army2
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_ikarus
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, add_mio_funds, random_owned_controlled_state
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_ikarus
	icon = GFX_focus_YUG_ikarus
	prerequisite = {
		focus = YUG_local_developers
	}
	x = -2
	y = 1
	relative_position_id = YUG_local_developers
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = YUG_ikarus_organization
			mio:YUG_ikarus_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		else = {
			custom_effect_tooltip = YUG_designer_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				107
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Achievement
Component: crusader_kings_2
Constructs: has_completed_focus, has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_faction_leader, is_in_faction_with
Source: game
File: common/achievements.txt

Code:
crusader_kings_2 = {
	id = 36
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SAF
	}
	happened = {
		has_completed_focus = SAF_anti_colonialist_crusade
		has_country_flag = SAF_released_ANG SAF_released_MZB SAF_released_ZIM SAF_released_KEN SAF_released_COG
		is_faction_leader = yes
		any_country = {
			OR = {
				tag = ROOT
				is_in_faction_with = ROOT
			}
			controls_state = 126
		}
	}
}
### Entity: Idea
Component: rsaf_enfield
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
rsaf_enfield = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: prc.4
Constructs: is_triggered_only, limit, remove_ideas, has_idea, add_research_slot, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.4
	title = prc.4.t
	desc = prc.4.d
	picture = GFX_report_event_physics_lab_02
	is_triggered_only = yes
	option = {
		name = prc.4.a
		custom_effect_tooltip = prc_msp_tt
		if = {
			limit = {
				has_idea = PRC_lack_skilled_personnel_10
			}
			remove_ideas = PRC_lack_skilled_personnel_10
			add_research_slot = 1
		} {
			limit = {
				has_idea = PRC_lack_skilled_personnel_9
			}
			swap_ideas = {
				remove_idea = PRC_lack_skilled_personnel_9
				add_idea = PRC_lack_skilled_personnel_10
			}
			hidden_effect = {
				country_event = {
					id = prc.4
					days = 30
				}
			}
		} {
			limit = {
				has_idea = PRC_lack_skilled_personnel_8
			}
			swap_ideas = {
				remove_idea = PRC_lack_skilled_personnel_8
				add_idea = PRC_lack_skilled_personnel_9
			}
			hidden_effect = {
				country_event = {
					id = prc.4
					days = 30
				}
			}
		} {
			limit = {
				has_idea = PRC_lack_skilled_personnel_7
			}
			swap_ideas = {
				remove_idea = PRC_lack_skilled_personnel_7
				add_idea = PRC_lack_skilled_personnel_8
			}
			hidden_effect = {
				country_event = {
					id = prc.4
					days = 30
				}
			}
		} {
			limit = {
				has_idea = PRC_lack_skilled_personnel_6
			}
			swap_ideas = {
				remove_idea = PRC_lack_skilled_personnel_6
				add_idea = PRC_lack_skilled_personnel_7
			}
			hidden_effect = {
				country_event = {
					id = prc.4
					days = 30
				}
			}
		} {
			limit = {
				has_idea = PRC_lack_skilled_personnel_5
			}
			swap_ideas = {
				remove_idea = PRC_lack_skilled_personnel_5
				add_idea = PRC_lack_skilled_personnel_6
			}
			hidden_effect = {
				country_event = {
					id = prc.4
					days = 30
				}
			}
		} {
			limit = {
				has_idea = PRC_lack_skilled_personnel_4
			}
			swap_ideas = {
				remove_idea = PRC_lack_skilled_personnel_4
				add_idea = PRC_lack_skilled_personnel_5
			}
			hidden_effect = {
				country_event = {
					id = prc.4
					days = 30
				}
			}
		} {
			limit = {
				has_idea = PRC_lack_skilled_personnel_3
			}
			swap_ideas = {
				remove_idea = PRC_lack_skilled_personnel_3
				add_idea = PRC_lack_skilled_personnel_4
			}
			hidden_effect = {
				country_event = {
					id = prc.4
					days = 30
				}
			}
		} {
			limit = {
				has_idea = PRC_lack_skilled_personnel_2
			}
			swap_ideas = {
				remove_idea = PRC_lack_skilled_personnel_2
				add_idea = PRC_lack_skilled_personnel_3
			}
			hid
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/MEX_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = MEX
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = MEX
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
	} {
		equipment = {
			type = convoy_1
			creator = MEX
		}
		requested_factories = 2
		progress = 0.2
		efficiency = 100
	}
}
### Entity: Event
Component: KMT_event.29
Constructs: is_triggered_only, add_war_support, annex_country, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.29
	title = KMT_event.29.t
	desc = KMT_event.29.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = KMT_event.29.a
		CHI = {
			annex_country = {
				target = ROOT
				transfer_troops = no
			}
		} {
			country_event = CHI_warlords.20
		}
		FROM = {
			country_event = CHI_warlords.20
		}
	} {
		name = KMT_event.29.b
		CHI = {
			country_event = CHI_warlords.19
		} {
			create_wargoal = {
				target = ROOT
				type = annex_everything
				expire = 0
			}
		}
		FROM = {
			country_event = CHI_warlords.19
		}
		add_war_support = 0.1
		JAP = {
			create_wargoal = {
				target = ROOT
				type = annex_everything
				expire = 0
			}
		}
	}
}
### Entity: Modding Documentation
Construct: debug_checkportraitssanity
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_checkportraitssanity

Analyse all characters' portraits and write failures in error log
### Entity: Event
Component: r56.ger.62
Constructs: is_triggered_only, has_country_leader
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.62
	hidden = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_country_leader = {
				character = GER_otto_wels
				ruling_only = yes
			}
		}
	}
	option = {
		name = r56.ger.62.a
		GER_otto_wels = {
			retire = yes
		}
	}
}
### Entity: Shared Focus
Tree: nss_focus
Component: NSS_invite_norwegian_statesmen
Constructs: shared_focus, add_opinion_modifier, completion_reward, add_political_power, has_political_power, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/norwegian_subjects_shared.txt

Code:
shared_focus = {
	id = NSS_invite_norwegian_statesmen
	icon = GFX_goal_generic_intelligence_exchange
	x = 23
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 5
			has_political_power = < 99
		}
	}
	available = {
		OR = {
			original_tag = ICE LOI
		}
		ROOT = {
			is_subject_of = NOR
		}
	}
	cancel_if_invalid = yes
	completion_reward = {
		add_opinion_modifier = {
			target = NOR
			modifier = USA_special_relationship
		}
		NOR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = USA_special_relationship
			}
		}
		add_political_power = 75
	}
}
### Entity: Character
Component: HOL_izaak_reijnders
Constructs: has_completed_focus, limit, has_cosmetic_tag, has_dlc
Source: game
File: common/characters/HOL.txt

Code:
HOL_izaak_reijnders = {
	name = HOL_izaak_reijnders
	portraits = {
		army = {
			large = GFX_portrait_hol_izaak_reijnders
			small = GFX_idea_HOL_izaak_reijnders
		}
	}
	field_marshal = {
		traits = {
			old_guard inflexible_strategist trait_reckless
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 3
		legacy_id = 980
	}
	advisor = {
		slot = army_chief
		idea_token = HOL_izaak_reijnders
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
					original_tag = HOL
				}
				not = {
					has_completed_focus = HOL_appoint_new_supreme_commander
				}
			}
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_purchase_capital_ships
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_purchase_capital_ships
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = AFG_purchase_destroyers
	}
	x = 0
	y = 1
	relative_position_id = AFG_purchase_destroyers
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		naval_base = > 0
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		custom_effect_tooltip = AFG_purchase_capital_ships_tt
		set_country_flag = generic_purchase_dreadnoughts_flag
	}
}
### Entity: Idea
Component: PRC_army_education_efforts
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_army_education_efforts = {
	picture = generic_army_war_college
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		experience_gain_army = 0.2
	}
}
### Entity: Character
Component: XSM_GSM_navy_chief
Source: game
File: common/characters/XSM.txt

Code:
XSM_GSM_navy_chief = {
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_navy_4
			small = GFX_portrait_asia_generic_navy_4_small
		}
	}
	navy_leader = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
	}
	advisor = {
		slot = navy_chief
		idea_token = XSM_GSM_navy_chief
		allowed = {
			original_tag = GSM
		}
		traits = {
			navy_chief_maneuver_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: wuw_GER_chinese_diplomacy.6
Constructs: is_triggered_only, ai_chance, add_political_power, add_timed_idea, add_to_tech_sharing_group
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_chinese_diplomacy.6
	title = wuw_GER_chinese_diplomacy.6.t
	desc = wuw_GER_chinese_diplomacy.6.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_chinese_diplomacy.6.a
		ai_chance = {
			base = 100
		}
		add_political_power = 100
		FROM = {
			add_timed_idea = {
				idea = GER_investments_into_sino_german_research_cooperation_idea
				days = 360
			}
		} {
			add_to_tech_sharing_group = ger_chi_research
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_to_tech_sharing_group = ger_chi_research
	}
}
### Entity: Character
Component: likes_germany
Source: game
File: common/country_leader/r56_traits.txt

Code:
likes_germany = {
	random = no
	ai_strategy = {
		type = befriend
		id = GER
		value = 100
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ATurkey_DiplomacyView.jpg.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Turkey_DiplomacyView.jpg &#8206;(544 × 278 pixels, file size: 47 KB, MIME type: image/jpeg)
### Entity: Trigger Reference
Construct: has_occupation_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_occupation_modifier

* Supported Scopes: STATE
* Supported Targets: any

```
compares occupied country that creates resistance to a tag. Example: has_occupation_modifier = modifier_name
```
### Entity: Event
Component: news.612
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.612
	title = news.612.t
	desc = news.612.desc
	picture = GFX_news_event_spr_spanish_civil_war3
	major = yes
	is_triggered_only = yes
	option = {
		name = news.612.a
	}
}
### Entity: Idea
Component: EAI_DD_17/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Decision
Component: INS_revolution_planning_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_revolution_planning_cat = {
	icon = GFX_decision_category_generic_independence
	priority = 30
	visible_when_empty = yes
	on_map_area = {
		state = 1058
		name = INS_revolution_planning_cat_map_name
		zoom = 600
	}
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = INS_underground_revolution
		NOT = {
			has_completed_focus = INS_the_declaration_of_independence
		}
	}
}
### Entity: Idea
Component: CHL_communist_conquest_idea
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_communist_conquest_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		resistance_damage_to_garrison = -0.1
		land_reinforce_rate = 0.01
	}
	picture = FRA_scw_intervention_republicans_focus
}
### Entity: Character
Component: KHM_navy_chief
Source: game
File: common/characters/KHM.txt

Code:
KHM_navy_chief = {
	name = Admiral in Chief
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = KHM_navy_chief
		allowed = {
			original_tag = KHM
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_low_air_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_low_air_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_navy_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_army_part
	} {
		tooltip_folkhemmet_intactness = 1
	}
	calculate_folkhemmet_low_option = yes
}
### Entity: State History
Component: 671
Constructs: add_core_of
Source: game
File: history/states/671-Annam.txt

Code:
state = {
	id = 671
	name = STATE_671
	manpower = 8528000
	state_category = town
	resources = {
		chromium = 2
		tungsten = 20
		coal = 3
	}
	history = {
		owner = FRA
		add_core_of = VIN
		victory_points = {
			4075 10
		} {
			9948 1
		} {
			12065 1
		} {
			12319 1
		} {
			4119 2
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 1
			4119 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		1073 1157 1185 4075 4119 4529 7015 7093 7518 9948 10075 10103 10129 12008 12048 12065 12075 12319
	}
	local_supplies = 0.0
}
### Entity: Character
Component: NIC_francisco_leiva
Source: game
File: common/characters/NIC.txt

Code:
NIC_francisco_leiva = {
	name = Francisco Leiva
	portraits = {
		civilian = {
			large = GFX_portrait_Francisco_Leiva
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1944.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: HOL_the_fourth_ally
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_the_fourth_ally = {
	picture = hol_the_fourth_ally
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Idea
Component: CHI_internal_opposition10
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition10 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.02
		army_org_factor = -0.02
		max_dig_in_factor = -0.02
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.08
		attack_bonus_against = -0.04
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_settlement_projects
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, add_manpower, add_core_of
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_settlement_projects
	icon = GFX_goal_ISR_aliyah_2
	relative_position_id = ISR_judea_fell
	x = -2
	y = 3
	prerequisite = {
		focus = ISR_judea_fell
	}
	cost = 5
	completion_reward = {
		add_political_power = -25
		add_stability = -0.05
		if = {
			limit = {
				controls_state = 454
			}
			454 = {
				add_manpower = 50000
			}
		} {
			limit = {
				controls_state = 1016
			}
			1016 = {
				add_manpower = 30000
			}
		} {
			limit = {
				controls_state = 1017
			}
			1017 = {
				add_manpower = 10000
			}
		} {
			limit = {
				controls_state = 966
			}
			966 = {
				add_core_of = ISR
				add_manpower = 30000
			}
		}
		add_manpower = 5000
	}
}
### Entity: Idea
Component: POL_konfederacja_narodu
Constructs: war_support_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/poland.txt

Code:
POL_konfederacja_narodu = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.025
		defense_bonus_against = 0.05
	}
	picture = POL_ideology_drift_defence
	modifier = {
		conscription_factor = 0.05
		war_support_factor = 0.1
	}
}