Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: SLV
Source: game
File: common/names/00_names.txt

Code:
SLV = {
	male = {
		names = {
			Luka Filip Jakob Nik Zan Mark Tim Jan Vid Jaka Lovro Lan Maks Nejc Anze David Liam Ziga Oskar Gal Patrik Aljaz Leon Anej Miha Matic Matija Maj Tian Aleks Erik Val Martin Bine Rok Tine Tilen Matevz Urban Bor Lukas Adam Jure Teo Svit Rene Gasper Domen Enej Izak Marcel Nace
		}
	}
	female = {
		names = {
			Zala Eva Ema Mia Lara Masa Sara Ana Julija Neza Nika Hana Ela Lana Zoja Klara Ajda Brina Kaja Vita Sofija Lina Mila Zarja Iza Neja Lia Ula Nina Manca Tinkara Ziva Taja Alina Maja Sofia Tia Lili Iva Laura Tara Gaja Lucija Katarina Naja Zara Lea Nusa Zana Pika
		}
	}
	surnames = {
		Babic Brankovic Dragic Furlan Gasper Grbic Horvat Jakolin Jankovic Jez Kaluza Kaspar Klements Kokot Kolar Kopitar Korosec Kovac Kovacevic Kovacic Kozel Kriz Krizman Loncar Medved Mlakar Novak Perko Plesec Plesko Resnik Strnad Struna Vlasic Zitnik Zupan
	}
}
### Entity: Character
Component: BRA_vengeful_industrialist
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_vengeful_industrialist = {
	sprite = 10
	random = yes
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_arms_factory_factor = 0.1
	fascism_drift = 0.01
	war_support_factor = 0.05
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1.8
			date = < 1939.1.1
		}
	}
}
### Entity: Character
Component: KUR_acas
Source: game
File: common/characters/KUR.txt

Code:
KUR_acas = {
	advisor = {
		slot = high_command
		idea_token = KUR_acas
		ledger = air
		allowed = {
			original_tag = KUR
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Order of Battle
Component: air_wing_9
Source: game
File: history/units/CZE_1936_air_legacy.txt

Code:
air_wings = {
	9 = {
		fighter_equipment_0 = {
			owner = CZE
			amount = 36
		}
		tac_bomber_equipment_0 = {
			owner = CZE
			amount = 72
		}
		CAS_equipment_1 = {
			owner = CZE
			amount = 24
		}
	}
}
### Entity: Idea
Component: CAN_handley_page
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/canada.txt

Code:
CAN_handley_page = {
	picture = generic_air_manufacturer_3
	cost = 150
	allowed = {
		original_tag = CAN
		has_dlc = Together for Victory
	}
	available = {
		has_completed_focus = CAN_cookie_carriers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_start_military_industry
Constructs: has_completed_focus, limit, add_ideas, completion_reward, allow_branch, has_idea, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_start_military_industry
	icon = GFX_goal_generic_construct_mil_factory
	x = 12
	y = 0
	available = {
		has_completed_focus = MPL_two_people_union
	}
	allow_branch = {
		NOT = {
			has_completed_focus = MPL_two_states
		}
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = MPL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = MPL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = MPL_start_military_industry
			bonus = 1
			uses = 2
			category = industry
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_industrial_development
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_industrial_development
	icon = GFX_focus_generic_industry_1
	prerequisite = {
		focus = ARG_imports_substitution
	}
	x = 31
	y = 3
	cost = 10
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 1
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: SWI_pragmatic_democrat
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_pragmatic_democrat = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	stability_factor = 0.1
}
### Entity: AI Strategy
Component: r56_volunteer_during_civil_war_fix
Constructs: has_civil_war, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_volunteer_during_civil_war_fix = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		has_civil_war = yes
		any_other_country = {
			has_civil_war = yes
		}
	}
	abort = {
		has_civil_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = SOV
		value = -800
	} {
		type = send_volunteers_desire
		id = GRE
		value = -800
	} {
		type = send_volunteers_desire
		id = ENG
		value = -800
	} {
		type = send_volunteers_desire
		id = ITA
		value = -800
	} {
		type = send_volunteers_desire
		id = FRA
		value = -800
	} {
		type = send_volunteers_desire
		id = GER
		value = -800
	} {
		type = send_volunteers_desire
		id = PER
		value = -800
	} {
		type = send_volunteers_desire
		id = SPR
		value = -800
	} {
		type = send_volunteers_desire
		id = D01
		value = -800
	} {
		type = send_volunteers_desire
		id = D02
		value = -800
	} {
		type = send_volunteers_desire
		id = D03
		value = -800
	} {
		type = send_volunteers_desire
		id = D04
		value = -800
	} {
		type = send_volunteers_desire
		id = D05
		value = -800
	} {
		type = send_volunteers_desire
		id = D06
		value = -800
	} {
		type = send_volunteers_desire
		id = D07
		value = -800
	} {
		type = send_volunteers_desire
		id = D08
		value = -800
	} {
		type = send_volunteers_desire
		id = D09
		value = -800
	} {
		type = send_volunteers_desire
		id = D10
		value = -800
	} {
		type = send_volunteers_desire
		id = D11
		value = -800
	} {
		type = send_volunteers_desire
		id = D12
		value = -800
	} {
		type = send_volunteers_desire
		id = D13
		value = -800
	} {
		type = send_volunteers_desire
		id = D14
		value = -800
	} {
		type = send_volunteers_desire
		id = D15
		value = -800
	} {
		type = send_volunteers_desire
		id = D16
		value = -800
	} {
		type = send_volunteers_desire
		id = D17
		value = -800
	} {
		type = send_volunteers_desire
		id = D18
		value = -800
	} {
		type = send_volunteers_desire
		id = D19
		value = -800
	} {
		type = send_volunteers_desire
		id = D20
		value = -800
	}
}
### Entity: Event
Component: soviet.24
Constructs: is_triggered_only
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.24
	title = soviet.24.t
	desc = soviet.24.d
	picture = GFX_report_event_soviet_purge_speech
	is_triggered_only = yes
	option = {
		name = soviet.24.a
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_railways
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, build_railway, add_project_progress_ratio, add_mio_funds
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_railways
	icon = GFX_goal_generic_railroad
	cost = 5
	x = -2
	y = 1
	relative_position_id = CYP_begin_urbanisation_efforts
	prerequisite = {
		focus = CYP_begin_urbanisation_efforts
	}
	available = {
		has_tech = basic_train
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 183
			}
			build_railway = {
				level = 1
				start_province = 11984
				target_province = 7193
			}
		} {
			limit = {
				has_tech = railway_gun
			}
			custom_effect_tooltip = r56_newline
			sp:sp_land_super_heavy_railway_gun = {
				add_project_progress_ratio = 0.25
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = 15
		}
		custom_effect_tooltip = r56_newline
		mio:generic_train_organization_r56_NSB = {
			add_mio_funds = 750
		}
		add_tech_bonus = {
			name = CYP_railways
			category = railway_construction_tech
			bonus = 0.75
		} {
			name = CYP_railways
			category = train_tech
			bonus = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: SAB
Component: SAB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SAB - Sabah.txt

Code:
# Politics & Parties for SAB
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 60
	fascism = 20
	communism = 10
	neutrality = 10
}
### Entity: Idea
Component: BALTIC_equipment_siphon
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_equipment_siphon = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = chi_hyper_inflation
	modifier = {
		industrial_capacity_factory = -0.4
	}
}
### Entity: Idea
Component: CZE_territory_compensation_payments_YUG_idea
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_territory_compensation_payments_YUG_idea = {
	picture = czech_industry
	allowed = {
		tag = CZE
	}
	available = {
		NOT = {
			has_war_with = ROM
		}
	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ROM
		cic_to_target_factor = 0.3
		mic_to_target_factor = 0.25
	}
}
### Entity: Idea
Component: POL_Arms_Deal
Constructs: has_war_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Arms_Deal = {
	allowed = {
		always = no
	}
	available = {
		NOT = {
			has_war_with = CZE
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = free_trade
	removal_cost = -1
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Decision
Component: BRA_good_neighbor_decisions
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_good_neighbor_decisions = {
	priority = 10
	picture = GFX_decision_cat_picture_naval_treaties
	icon = GFX_decision_category_usa_intervention_mandate
	allowed = {
		original_tag = BRA
	}
	visible_when_empty = no
}
### Entity: National Focus
Tree: pol_focus
Component: POL_expansion_of_new_towns
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_to_variable, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_expansion_of_new_towns
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = POL_central_region_strategy
	}
	x = 2
	y = 1
	relative_position_id = POL_central_region_strategy
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_state = {
			limit = {
				has_state_flag = POL_expansion_of_new_towns_1
			}
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = POL_expansion_of_new_towns_1
			}
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_owned_controlled_state = {
			prioritize = {
				86
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_expansion_of_new_towns_1
		} {
			prioritize = {
				807
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_expansion_of_new_towns_1
		}
		build_railway = {
			start_province = 9508
			target_province = 6558
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_a_new_caliph
Constructs: prerequisite, limit, completion_reward, add_political_power, has_country_leader, cancel_if_invalid, set_cosmetic_tag, add_country_leader_trait
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_a_new_caliph
	icon = GFX_focus_IRQ_a_new_caliph
	prerequisite = {
		focus = IRQ_restoration_of_hejaz
	}
	mutually_exclusive = {
		focus = IRQ_hashemite_arab_federation
	}
	x = 0
	y = 1
	relative_position_id = IRQ_restoration_of_hejaz
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = IRQ_abd_al_ilah
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			drop_cosmetic_tag = yes
		}
		set_cosmetic_tag = IRQ_hashemite_caliphate
		add_country_leader_trait = IRQ_hashemite_caliph
		add_political_power = 100
		every_other_country = {
			limit = {
				is_subject_of = ROOT
				is_ai = yes
				OR = {
					original_tag = SAU JOR KUW PAL SYR LEB
				}
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: Unit Template
Component: KOR_CAV_01
Source: game
File: common/units/names_divisions/KOR_names_divisions.txt

Code:
KOR_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		KOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Cavalry Division
	ordered = {
		1 = {
			%dst Cavalry Division
		}
		2 = {
			%dnd Cavalry Division
		}
		3 = {
			%drd Cavalry Division
		}
		4 = {
			%dth Cavalry Division
		}
		5 = {
			%dth Cavalry Division
		}
		6 = {
			%dth Cavalry Division
		}
		7 = {
			%dth Cavalry Division
		}
		8 = {
			%dth Cavalry Division
		}
		9 = {
			%dth Cavalry Division
		}
		10 = {
			%dth Cavalry Division
		}
		11 = {
			%dth Cavalry Division
		}
		12 = {
			%dth Cavalry Division
		}
		13 = {
			%dth Cavalry Division
		}
		14 = {
			%dth Cavalry Division
		}
		15 = {
			%dth Cavalry Division
		}
		16 = {
			%dth Cavalry Division
		}
		17 = {
			%dth Cavalry Division
		}
		18 = {
			%dth Cavalry Division
		}
		19 = {
			%dth Cavalry Division
		}
		20 = {
			%dth Cavalry Division
		}
		21 = {
			%dst Cavalry Division
		}
		22 = {
			%dnd Cavalry Division
		}
		23 = {
			%drd Cavalry Division
		}
		24 = {
			%dth Cavalry Division
		}
		25 = {
			%dth Cavalry Division
		}
		26 = {
			%dth Cavalry Division
		}
		27 = {
			%dth Cavalry Division
		}
		28 = {
			%dth Cavalry Division
		}
		29 = {
			%dth Cavalry Division
		}
		30 = {
			%dth Cavalry Division
		}
		31 = {
			%dst Cavalry Division
		}
		32 = {
			%dnd Cavalry Division
		}
		33 = {
			%drd Cavalry Division
		}
		34 = {
			%dth Cavalry Division
		}
		35 = {
			%dth Cavalry Division
		}
		36 = {
			%dth Cavalry Division
		}
		37 = {
			%dth Cavalry Division
		}
		38 = {
			%dth Cavalry Division
		}
		39 = {
			%dth Cavalry Division
		}
		40 = {
			%dth Cavalry Division
		}
		41 = {
			%dst Cavalry Division
		}
		42 = {
			%dnd Cavalry Division
		}
		43 = {
			%drd Cavalry Division
		}
		44 = {
			%dth Cavalry Division
		}
		45 = {
			%dth Cavalry Division
		}
		46 = {
			%dth Cavalry Division
		}
		47 = {
			%dth Cavalry Division
		}
		48 = {
			%dth Cavalry Division
		}
		49 = {
			%dth Cavalry Division
		}
		50 = {
			%dth Cavalry Division
		}
		51 = {
			%dst Cavalry Division
		}
		52 = {
			%dnd Cavalry Division
		}
		53 = {
			%drd Cavalry Division
		}
	}
}
### Entity: Scripted Effect
Component: USA_congress_add_state
Constructs: add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_congress_add_state = {
	custom_effect_tooltip = mtg_usa_congress_add_state_tt
	add_to_variable = {
		senators_total = 2
	} {
		senators_support = 2
	}
	USA_congress_get_quorum = yes
	USA_recalc_congress_icon_frames = yes
}
### Entity: Character
Component: backhanded_democrat
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
backhanded_democrat = {
	random = no
	sprite = 13
	fascism_drift = -0.05
	drift_defence_factor = 0.1
}
### Entity: Special Project
Component: sp_naval_generic_reward_navy_xp_1
Constructs: fire_only_once, has_project_flag, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_navy_xp_1 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_navy_xp_flag
		}
	}
	option = {
		token = sp_naval_generic_reward_option_navy_xp
		iteration_output = {
			country_effects = {
				navy_experience = constant:sp_military_xp_gain.low
				FROM = {
					set_project_flag = sp_naval_generic_reward_navy_xp_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_focke_achgelis
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_focke_achgelis = {
	name = GER_focke_achgelis_organization
	picture = GER_focke_achgelis
	allowed = {
		original_tag = GER
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		support_tech = 0.05
		air_equipment = 0.05
	}
	traits = {
		helicopter_equipment_manufacturer
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Decision
Component: CHI_the_sinofication_of_china
Constructs: has_completed_focus, has_country_flag, add_stability, fire_only_once, is_core_of, complete_effect, set_temp_variable, is_controlled_by
Source: game
File: common/decisions/r56_warlord_decisions.txt

Code:
CHI_the_sinofication_of_china = {
	CHI_manchu_colab = {
		icon = GFX_decision_generic_army_support
		visible = {
			has_country_flag = CHI_overrun_colab
		}
		available = {
			any_controlled_state = {
				NOT = {
					is_core_of = ROOT
				}
				is_core_of = MAN
			}
			MAN = {
				NOT = {
					has_completed_focus = MAN_reclaim_the_empire_2
				}
			}
		}
		cost = 50
		modifier = {

		}
		fire_only_once = yes
		ai_will_do = {
			base = 1
		}
		complete_effect = {
			set_temp_variable = {
				country_to_initiate = MAN
			}
			instantiate_collaboration_government = yes
		}
	}
	CHI_tunganistan_colab = {
		icon = GFX_decision_generic_army_support
		visible = {
			has_country_flag = CHI_overrun_colab
			NOT = {
				original_tag = KHM
			} {
				original_tag = SIK
			}
			KHM = {
				NOT = {
					has_completed_focus = CHI_a_national_chinese_empire
				} {
					has_completed_focus = CHI_the_great_restoration
				} {
					has_completed_focus = CHI_a_new_federalist_national_government
				} {
					has_completed_focus = CHI_the_national_unity_government
				} {
					has_completed_focus = CHI_a_new_peoples_republic
				}
			}
		}
		available = {
			any_controlled_state = {
				NOT = {
					is_core_of = ROOT
				}
				is_core_of = KHM
			}
		}
		cost = 50
		modifier = {

		}
		fire_only_once = yes
		ai_will_do = {
			base = 1
		}
		complete_effect = {
			set_temp_variable = {
				country_to_initiate = KHM
			}
			instantiate_collaboration_government = yes
		}
	}
	CHI_sinofy_land = {
		icon = GFX_decision_generic_army_support
		state_target = yes
		target_root_trigger = {

		}
		target_array = CHI.core_states
		visible = {
			has_country_flag = CHI_overrun_genocide
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
			} {
				is_controlled_by = ROOT
			}
		}
		available = {

		}
		on_map_mode = map_and_decisions_view
		cost = 10
		complete_effect = {
			add_stability = -0.02
			FROM = {
				add_manpower = -100000
			}
		}
		days_remove = 100
		remove_effect = {
			FROM = {
				add_manpower = -300000
				add_core_of = ROOT
				remove_building = {
					type = industrial_complex
					level = 1
				} {
					type = arms_factory
					level = 1
				}
			}
		}
	}
}
### Entity: Unit Template
Component: PHI_ARM_01
Source: game
File: common/units/names_divisions/PHI_names_divisions.txt

Code:
PHI_ARM_01 = {
	name = Tank Group
	for_countries = {
		PHI
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dth Philippine Tank Group
	ordered = {
		1 = {
			%dst Philippine Tank Group
		}
		2 = {
			%dnd Philippine Tank Group
		}
		3 = {
			%drd Philippine Tank Group
		}
		4 = {
			%dth Philippine Tank Group
		}
		5 = {
			%dth Philippine Tank Group
		}
		6 = {
			%dth Philippine Tank Group
		}
		7 = {
			%dth Philippine Tank Group
		}
		8 = {
			%dth Philippine Tank Group
		}
		9 = {
			%dth Philippine Tank Group
		}
		10 = {
			%dth Philippine Tank Group
		}
	}
}
### Entity: Character
Component: JAP_oomoto_preacher
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_oomoto_preacher = {
	random = no
	sprite = 13
	drift_defence_factor = 0.2
	stability_factor = 0.1
	political_power_factor = 0.05
}
### Entity: National Focus
Tree: por_focus
Component: POR_modernize_our_infantry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_modernize_our_infantry
	prerequisite = {
		focus = POR_prepare_for_a_war_of_logistics
	}
	icon = GFX_goal_rhineland
	cost = 10
	ai_will_do = {
		base = 18
	}
	x = -1
	y = 1
	relative_position_id = POR_prepare_for_a_war_of_logistics
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POR_modernize_our_infantry
			bonus = 0.75
			uses = 2
			category = infantry_weapons
		} {
			name = POR_modernize_our_infantry
			bonus = 1
			uses = 1
			category = summer_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: YUG_western_license
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
YUG_western_license = {
	valid_relation_trigger = {
		FROM = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	ai_license_acceptance = 20
}
### Entity: Event
Component: israel.54
Constructs: is_triggered_only, add_popularity
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.54
	title = israel.54.t
	desc = israel.54.d
	is_triggered_only = yes
	picture = GFX_report_event_isr_stern
	option = {
		name = israel.54.a
		kill_ideology_leader = fascism
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
	}
}
### Entity: Scripted Effect
Component: SOV_opposition_support_very_low_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_opposition_support_very_low_increase_effect = {
	custom_effect_tooltip = SOV_opposition_support_very_low_increase_effect_tt
	add_to_variable = {
		SOV_opposition_popular_support = 1
	}
	clamp_variable = {
		var = SOV_opposition_popular_support
		max = 60
		min = 0
	}
}