Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: Upgrades
Constructs: Upgrades, is_major, add_political_power, has_done_agency_upgrade, complete_effect
Source: vanilla_docs
File: common/intelligence_agency_upgrades/_documentation.md

Doc:
# Intelligence Agency Upgrades

Syntax:
```
<agency branch name> = {

	<upgrade name> = { # upgrade_name must be unique across all branches
		
		# Note : There is no "description" field. To add a description, you only need to add an entry "upgrade name" + "_desc" in the localisation files.
	
		picture = <GFX entry>
		
		frame = <GFX entry> # GFX entry of the border for the icon, without the suffixe (suffix are _available, _completed and _unavailable ) Optional, "upgrade_frame_1" by default.
		
		sound = <Sound entry> # Optional, "click_default" by default.
		
		ai_will_do = {
			# modifiable value. Example :
			factor = 2
			modifier = {
				factor = 20
				is_major = yes
			}
		}
		
		modifiers_during_progress = {
			# Modifiers to apply while the upgrade is being done.
			# For example, the factory cost of doing this upgrade:
			civilian_factory_use = 15
		}
		
		visible = {
			# trigger visible, like decisions. Optional. Example :
			original_tag = GER
		}
		
		available = {
			# trigger available, like decisions. Optional. If not available, the upgrade will be visible but locked. Example :
			has_done_agency_upgrade = upgrade_form_department
		}
		
		level = {
			modifier = {
				# Modifiers for the first level of the upgrade. Example :
				intelligence_agency_defense = 1.5
			}
			
			complete_effect = {
				# Effects when this level is researched. Example :
				add_political_power = 200
			}
		}
		
		level = {
			modifier = {
				# Modifiers for the second level of the upgrade (if there is a second level). And so forth. Example :
				intelligence_agency_defense = 1.25
			}
		}
		
	}
	
	<upgrade name> = {
		# Etc.
	}
}
```
### Entity: Order of Battle
Component: Ti 2 Ch'ü Chün
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = Ti 2 Ch'ü Chün
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 4572
	division_template = Huncheng Shih
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Scripted Effect
Component: EAI_PC_dynamic_strategy_SOV_daily
Constructs: limit, has_country_flag, check_variable, clr_country_flag, set_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_dynamic_strategy_SOV_daily = {
	if = {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 1
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_PC_dynamic_strategy_delay_effect
				NOT = {
					has_country_flag = EAI_PC_dynamic_strategy_delay_effect_duration
				}
			}
			clr_country_flag = EAI_PC_dynamic_strategy_delay_effect
			EAI_PC_clear_game_construction_queue = yes
		} {
			limit = {
				check_variable = {
					EAI_PC_reserved_factories_available = > 0
				}
				date = > 1937.1.1
			}
			if = {
				limit = {
					has_country_flag = EAI_priority_construction_detailed_logging
				}
				log = [GetYear] [GetMonth] | AI | [This.GetName] | PC: EAI_PC_dynamic_strategy_SOV_daily
			}
			set_temp_variable = {
				_queue_new_shared_types_with_factories_FACTORIES = 1
			} {
				_project_type_id = strategy_type_id
			} {
				_project_priority = strategy_type_prio
			}
			add_to_temp_array = {
				_queue_new_shared_types_with_factories_TYPES = global.EAI_PC_CIC
			}
			EAI_PC_queue_new_shared_types = yes
		}
	} {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 1.5
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_PC_reserved_factories_available = > 0
				}
				date = > 1937.1.1
			}
			if = {
				limit = {
					has_country_flag = EAI_priority_construction_detailed_logging
				}
				log = [GetYear] [GetMonth] | AI | [This.GetName] | PC: EAI_PC_dynamic_strategy_SOV_daily
			}
			set_temp_variable = {
				_queue_new_shared_types_with_factories_FACTORIES = EAI_PC_reserved_factories_available
			} {
				_project_type_id = strategy_type_id
			} {
				_project_priority = strategy_type_prio
			}
			add_to_temp_array = {
				_queue_new_shared_types_with_factories_TYPES = global.EAI_PC_CIC
			} {
				_queue_new_shared_types_with_factories_TYPES = global.EAI_PC_MIC
			}
			EAI_PC_queue_new_shared_types = yes
		}
	} {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 2
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_PC_reserved_factories_available = > 0
				}
				date = > 1937.1.1
			}
			if = {
				limit = {
					has_country_flag = EAI_priority_construction_detailed_logging
				}
				log = [GetYear] [GetMonth] | AI | [This.GetName] | PC: EAI_PC_dynamic_strategy_SOV_daily
			}
			set_temp_variable = {
				_queue_new_shared_types_with_factories_FACTORIES = EAI_PC_reserved_factories_available
			} {
	
# ... (truncated)
### Entity: Scope Reference
Construct: Effects
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
# Raid Instance Effects

These are new effects that operate on the *Raid Instance* scope.
### Entity: Event
Component: poland.65
Constructs: is_triggered_only, ai_chance, limit, random_country, add_political_power, has_idea_with_trait, is_controlled_by, add_resource
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.65
	title = poland.65.t
	desc = poland.65.d
	picture = GFX_report_event_polish_mansion
	is_triggered_only = yes
	option = {
		name = poland.65.a
		ai_chance = {
			base = 90
			modifier = {
				factor = 1.5
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			}
		}
		if = {
			limit = {
				543 = {
					is_controlled_by = FRA
				}
			}
			random_country = {
				limit = {
					tag = FRA
				}
				add_political_power = 200
			}
			POL = {
				country_event = poland.67
				add_political_power = -200
				transfer_state = 543
				hidden_effect = {
					add_resource = {
						type = rubber
						amount = 8
						state = 543
					} {
						type = aluminium
						amount = 6
						state = 543
					}
				}
			}
		}
	} {
		name = poland.65.b
		ai_chance = {
			base = 10
		}
		POL = {
			country_event = poland.153
		}
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.30
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
news_event = {
	id = AAT_Sweden_nationalists.30
	title = AAT_Sweden_nationalists.30.t
	desc = AAT_Sweden_nationalists.30.desc
	picture = GFX_news_event_polish_army
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.27.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_pleading_britain
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_game_rule, check_variable, has_country_leader, add_dynamic_modifier
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_pleading_britain
	icon = GFX_focus_generic_phone_alp
	overlay = GFX_focus_election_overlay_red_1_blue_1
	mutually_exclusive = {
		focus = AST_the_ultimate_overseas_duty AST_inevitably_independent AST_bring_on_the_giant
	}
	relative_position_id = AST_british_war_cabinet
	x = 9
	y = 3
	cost = 5
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			AND = {
				NOT = {
					has_completed_focus = AST_australia_first
				} {
					has_completed_focus = AST_against_war_and_fascism
				}
			}
		}
	}
	available = {
		custom_override_tooltip = {
			tooltip = {
				localization_key = AST_uap_win_count_trigger_tt
				COUNT = 1
			}
			check_variable = {
				var = AST_uap_election_win_count
				value = 1
				compare = greater_than_or_equals
			}
		} {
			tooltip = {
				localization_key = AST_alp_win_count_trigger_tt
				COUNT = 1
			}
			check_variable = {
				var = AST_alp_election_win_count
				value = 1
				compare = greater_than_or_equals
			}
		}
		has_country_leader = {
			ruling_only = yes
			character = AST_john_curtin
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		country_event = {
			id = AST_diplomatic_events.28
			days = 3
		}
		custom_effect_tooltip = AST_castle_crumbling_mission_event_tt
		effect_tooltip = {
			add_dynamic_modifier = {
				modifier = AST_war_angst_spirit
			}
			activate_mission = AST_deteriorating_prime_minister_nerves_mission
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_hansson_iii_cabinet
Constructs: prerequisite, completion_reward, has_country_leader, add_country_leader_trait, add_popularity
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_hansson_iii_cabinet
	icon = GFX_goal_SWE_hansson_iii_cabinet
	prerequisite = {
		focus = SWE_swedish_internal_policy
	}
	mutually_exclusive = {
		focus = SWE_gosta_bagge_i_cabinet
	}
	relative_position_id = SWE_swedish_internal_policy
	x = -1
	y = 1
	cost = 5
	available = {
		has_country_leader = {
			character = SWE_per_albin_hansson
			ruling_only = yes
		}
	}
	completion_reward = {
		add_country_leader_trait = SWE_father_of_folkhemmet
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_kikues_new_model
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, add_political_power, has_idea, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_kikues_new_model
	icon = GFX_focus_JAP_kikues_new_model
	x = 5
	y = 1
	relative_position_id = JAP_cooperate_with_anarchists
	prerequisite = {
		focus = JAP_cooperate_with_anarchists
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	offset = {
		x = 1
		y = 0
		trigger = {
			has_country_flag = JAP_buddhist_socialist_takeover_flag
		}
	}
	available = {
		OR = {
			has_idea = JAP_yamakawa_kikue
			has_country_leader = {
				ruling_only = yes
				character = JAP_yamakawa_kikue
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 50
		add_stability = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_hiratsuka_raicho
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.20
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.20
	title = BBA_ethiopia_exile_events.20.t
	desc = BBA_ethiopia_exile_events.20.desc
	is_triggered_only = yes
	picture = GFX_report_event_japanese_reply
	option = {
		name = BBA_ethiopia_exile_events.20.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Scripted Effect
Component: SOV_opposition_support_high_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_opposition_support_high_increase_effect = {
	custom_effect_tooltip = SOV_opposition_support_high_increase_effect_tt
	add_to_variable = {
		SOV_opposition_popular_support = 5
	}
	clamp_variable = {
		var = SOV_opposition_popular_support
		max = 60
		min = 0
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_increase_purge_counter_regular
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_increase_purge_counter_regular = {
	add_to_variable = {
		SOV_regular_purge_counter = 1
	} {
		SOV_total_purge_counter = 1
	}
}
### Entity: Character
Component: BRA_jose_pessoa_cavalcanti_de_albuquerque
Source: game
File: common/characters/BRA.txt

Code:
BRA_jose_pessoa_cavalcanti_de_albuquerque = {
	name = BRA_jose_pessoa_cavalcanti_de_albuquerque
	portraits = {
		army = {
			large = GFX_portrait_BRA_jose_de_albuquerque
			small = GFX_portrait_BRA_jose_de_albuquerque_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Country History
Country: FER
Component: FER_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/FER - Far Eastern Republic.txt

Code:
# Politics & Parties for FER
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 0
	communism = 40
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_collectivist_thinking
Constructs: prerequisite, has_government, completion_reward, add_political_power, has_global_flag, is_historical_focus_on, is_puppet, has_civil_war
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_collectivist_thinking
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = WAF_establish_the_army
	}
	mutually_exclusive = {
		focus = WAF_empower_the_educated_elite WAF_build_democratic_institutions
	}
	available = {

	}
	x = -4
	y = 1
	relative_position_id = WAF_establish_the_army
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			has_global_flag = rt56_old_school
			add = 0.1
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				is_puppet = yes
				NOT = {
					OVERLORD = {
						OR = {
							has_government = fascism communism
						}
					}
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					OR = {
						has_government = communism fascism
					}
				}
			}
		} {
			factor = 0
			has_civil_war = yes
			OR = {
				has_government = democratic neutrality
			}
		} {
			factor = 0.01
			AND = {
				is_historical_focus_on = no
				is_puppet = yes
				NOT = {
					OVERLORD = {
						OR = {
							has_government = fascism communism
						}
					}
				}
			}
		} {
			factor = 0.02
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		add_timed_idea = {
			idea = collectivist_ethos_focus
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: tsr_anti_communist_campaign
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/china_warlord.txt

Code:
tsr_anti_communist_campaign = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_communism_banned
	removal_cost = -1
	modifier = {
		communism_drift = -0.01
	}
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}
### Entity: Event
Component: WW_hungary.82
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, set_autonomy, every_state, is_owned_by, is_claimed_by
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.82
	title = WW_hungary.82.t
	desc = WW_hungary.82.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.82.a
		ai_chance = {
			factor = 100
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
			end_wars = yes
			end_civil_wars = yes
		}
		every_state = {
			limit = {
				is_owned_by = FROM
				NOT = {
					OR = {
						is_claimed_by = ROOT
						is_core_of = ROOT
					}
				}
				OR = {
					state = 155 43 973 974 154 102 853 103 104 804 109 45 83 76 84 39 163 736 852 850 764 82 67 762 66 88 91 89 80
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			declare_war_on = {
				target = FROM
				type = annex_everything
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_reorganize_state_agenda
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, remove_political_advisor
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_reorganize_state_agenda
	icon = GFX_goal_MON_destroy_buddhism
	x = 3
	y = 1
	relative_position_id = MON_seize_the_power
	cost = 7.2
	prerequisite = {
		focus = MON_seize_the_power MON_new_party_elite
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_buddhist_opposition
			}
			remove_ideas = MON_buddhist_opposition
		} {
			limit = {
				NOT = {
					has_completed_focus = MON_deal_with_religious_centre
				}
			}
			custom_effect_tooltip = remove_political_advisor
			show_ideas_tooltip = MON_Tserendondovyn_Navaanneren
		}
		add_ideas = MON_atheist_propaganda
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_demand_transnistria
Constructs: prerequisite, completion_reward, is_owned_by, is_controlled_by, cancel_if_invalid, create_wargoal, take_state_focus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_demand_transnistria
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = ROM_join_axis
	}
	x = 1
	y = 5
	relative_position_id = ROM_trade_treaty_with_germany
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		834 = {
			is_owned_by = SOV
			is_controlled_by = SOV
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = SOV
			generator = {
				834
			}
		}
	}
}
### Entity: Event
Component: tdlra.10
Constructs: is_triggered_only
Source: game
File: events/r56_netherlands.txt

Code:
country_event = {
	id = tdlra.10
	title = tdlra.10.t
	desc = tdlra.10.d
	picture = GFX_news_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = tdlra.10.a
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_politicized_general_staff
Constructs: division_template, prerequisite, limit, completion_reward, add_to_variable, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_politicized_general_staff
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = AUS_seek_soviet_support
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_seek_soviet_support
	cost = 5
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AUS_display_right_communism_spirit = yes
		add_to_variable = {
			AUS_austromarxism_theorist_cost_factor = -0.1
			tooltip = theorist_cost_factor_tt
		} {
			AUS_austromarxism_high_command_cost_factor = -0.1
			tooltip = high_command_cost_factor_tt
		} {
			AUS_austromarxism_command_power_gain_mult = 0.15
			tooltip = command_power_gain_mult_tt
		}
		IF = {
			custom_effect_tooltip = generic_skip_one_line_tt
			random_owned_controlled_state = {
				limit = {
					PREV = {
						has_full_control_of_state = PREV
					}
				}
				create_unit = {
					division = name = "Infanterie Division" division_template = "Infanterie Division" start_experience_factor = 0.6
					owner = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: BUL_balkan_federation_project_propaganda
Constructs: removal_cost, has_capitulated, communism_drift
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_balkan_federation_project_propaganda = {
	picture = por_iberian_workers_united
	allowed = {
		BUL_is_balkan_nation = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		OR = {
			BUL = {
				has_capitulated = yes
			}
			NOT = {
				country_exists = BUL
			}
		}
	}
	modifier = {
		communism_drift = 0.2
	}
}
### Entity: AI Strategy
Component: EAI_ADVISOR_popular_figurehead
Constructs: check_variable
Source: game
File: common/ai_strategy_plans/EAI_national_laws.txt

Code:
EAI_ADVISOR_popular_figurehead = {
	name = EAI_ADVISOR_popular_figurehead
	enable = {
		check_variable = {
			EAI_get_advisor = global.EAI_popular_figurehead_TYPE
		}
	}
	abort_when_not_enabled = yes
	traits = {
		popular_figurehead = 50000
	}
}
### Entity: Faction
Component: joining_rule_communist_only
Constructs: limit, has_government, has_rule
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_communist_only = {
	type = joining_rules
	ai_will_do = {
		base = 0
	}
	available = {
		has_government = communism
	}
	trigger = {
		has_government = communism
		IF = {
			limit = {
				NOT = {
					has_rule = can_join_opposite_factions
				}
			}
			has_government = FROM
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_government_weapons_contract
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid, add_tech_bonus, every_military_industrial_organization, add_mio_funds
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_government_weapons_contract
	icon = GFX_goal_generic_military_deal
	x = -17
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_defense_act
	}
	relative_position_id = SWE_defense_act
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SWE_government_weapons_contract
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		}
		every_military_industrial_organization = {
			add_mio_funds = 300
		}
		add_war_support = 0.03
	}
}
### Entity: Character
Component: INS_gatot_soebroto
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_gatot_soebroto = {
	name = INS_gatot_soebroto
	portraits = {
		army = {
			large = GFX_portrait_INS_gatot_soebroto
			small = GFX_portrait_INS_gatot_soebroto_small
		}
	}
	corps_commander = {
		traits = {
			INS_loyalty_to_indonesia
		}
		skill = 2
		attack_skill = 4
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		cost = 50
		idea_token = INS_gatot_soebroto
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
			}
		}
		traits = {
			army_concealment_1
		}
	}
}
### Entity: Character
Component: army_guerilla_organizer_3
Constructs: planning_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
army_guerilla_organizer_3 = {
	sprite = 9
	random = no
	planning_speed = 0.06
	dig_in_speed_factor = 0.06
	supply_consumption_factor = -0.06
	out_of_supply_factor = -0.06
	resistance_growth_on_our_occupied_states = 0.15
}
### Entity: AI Strategy
Component: USA_coast_defense
Source: game
File: common/ai_navy/goals/goals_USA.txt

Code:
USA_coast_defense = {
	objective_type = coast_defense
	available_for = {
		USA
	}
	min_priority = 1
	max_priority = 10
}
### Entity: Modding Documentation
Construct: max_manpower_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### max_manpower_k
* description: maximum manpower of country in thousands
### Entity: Decision
Component: MEN_suiyuan_campaign_category
Source: game
File: common/decisions/categories/r56_MEN_decision_categories.txt

Code:
MEN_suiyuan_campaign_category = {
	icon = border_conflicts
	priority = 10
	picture = GFX_decision_cat_MEN_decisions
	allowed = {
		tag = MEN
	}
	visible_when_empty = no
}