Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PROD_EQUIP_MIN_anti_air_equipment
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_equipment_strategy_effects.txt

Code:
EAI_PROD_EQUIP_MIN_anti_air_equipment = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_0
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_0_START_MIC
				check_variable = {
					num_equipment@anti_air_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_0
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_1
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_1_START_MIC
				check_variable = {
					num_equipment@anti_air_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_1
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_2
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_2_START_MIC
				check_variable = {
					num_equipment@anti_air_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_2
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_3
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_3_START_MIC
				check_variable = {
					num_equipment@anti_air_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_3
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_4
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_4_START_MIC
				check_variable = {
					num_equipment@anti_air_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_4
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_5
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_5_START_MIC
				check_variable = {
					num_equipment@anti_air_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_5
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_6
			}
		}
		if = {
			limit
# ... (truncated)
### Entity: National Focus
Tree: man_focus
Component: MAN_offer_vassalization
Constructs: prerequisite, limit, every_country, completion_reward, cancel_if_invalid, is_chinese_warlord
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_offer_vassalization
	icon = GFX_goal_generic_air_doctrine
	mutually_exclusive = {
		focus = MAN_assert_our_authority
	}
	prerequisite = {
		focus = MAN_reclaim_the_empire
	}
	x = 3
	y = 1
	relative_position_id = MAN_reclaim_the_empire
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				is_chinese_warlord = yes
				not = {
					tag = event_target:WTT_current_china_leader
				}
			}
			country_event = {
				id = wtt_manchukou.1
			}
		}
	}
}
### Entity: Event
Component: wtt_news.33
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.33
	title = wtt_news.33.t
	desc = wtt_news.33.desc
	picture = GFX_news_event_chinese_soldiers_march
	immediate = {
		set_global_flag = chiang_needs_to_die
	}
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.31.c
		trigger = {
			original_tag = PRC
		}
	} {
		name = wtt_news.33.b
		trigger = {
			original_tag = CHI
		}
	} {
		name = wtt_news.32.e
		trigger = {
			OR = {
				original_tag = JAP MAN
			}
		}
	} {
		name = wtt_news.32.c
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.32.d
		trigger = {
			NOT = {
				original_tag = PRC CHI SOV JAP MAN
			}
		}
	}
}
### Entity: Scripted Effect
Component: SWI_update_neighbor_opinion_balance
Constructs: clear_variable, set_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_update_neighbor_opinion_balance = {
	hidden_effect = {
		SWI_find_biggest_fascist_neighbor = yes
		SWI_fill_neighbors = yes
		clear_variable = SWI_country_to_appease_1_opinion SWI_country_to_appease_2_opinion SWI_country_to_appease_3_opinion SWI_country_to_appease_4_opinion
		var:SWI.SWI_country_to_appease_1 = {
			SWI = {
				set_variable = {
					SWI_country_to_appease_1_opinion = PREV.opinion@SWI
				}
			}
			SWI_check_if_angry = yes
		}
		var:SWI.SWI_country_to_appease_2 = {
			SWI = {
				set_variable = {
					SWI_country_to_appease_2_opinion = PREV.opinion@SWI
				}
			}
			SWI_check_if_angry = yes
		}
		var:SWI.SWI_country_to_appease_3 = {
			SWI = {
				set_variable = {
					SWI_country_to_appease_3_opinion = PREV.opinion@SWI
				}
			}
			SWI_check_if_angry = yes
		}
		var:SWI.SWI_country_to_appease_4 = {
			SWI = {
				set_variable = {
					SWI_country_to_appease_4_opinion = PREV.opinion@SWI
				}
			}
			SWI_check_if_angry = yes
		}
		SWI_check_if_anyone_angry = yes
	}
}
### Entity: Decision
Component: DEN_political_integration
Constructs: every_owned_state, limit, has_government, has_country_flag, add_stability, fire_only_once, has_cosmetic_tag, is_core_of
Source: game
File: common/decisions/r56_DEN.txt

Code:
DEN_political_integration = {
	den_integrate_sweden_r56 = {
		cost = 150
		icon = generic_form_nation
		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = den_is_den_nor_tt
					has_cosmetic_tag = DEN_NOR
				} {
					tooltip = Has cores on all Norwegian states.
					controls_state = 110 1032 967 142 1031 143 1033 144 1034 1035
					110 = {
						is_core_of = ROOT
					}
					1032 = {
						is_core_of = ROOT
					}
					967 = {
						is_core_of = ROOT
					}
					142 = {
						is_core_of = ROOT
					}
					1031 = {
						is_core_of = ROOT
					}
					143 = {
						is_core_of = ROOT
					}
					1033 = {
						is_core_of = ROOT
					}
					1034 = {
						is_core_of = ROOT
					}
					1035 = {
						is_core_of = ROOT
					}
					144 = {
						is_core_of = ROOT
					}
				}
			}
			controls_state = 138 139 140 969 1030 1026 141 38 1028 968 1029 666
			core_compliance = {
				occupied_country_tag = SWE
				value = > 50
			}
		}
		ai_will_do = {
			factor = 100
		}
		visible = {
			NOT = {
				is_in_faction_with = SWE
			}
		}
		complete_effect = {
			if = {
				limit = {
					has_cosmetic_tag = DEN_NOR
				}
				drop_cosmetic_tag = yes
				set_cosmetic_tag = DEN_SCA
				set_country_flag = DEN_SCA_formed
				hidden_effect = {
					set_party_name = {
						ideology = communism
						long_name = Skandinavisk Kommunistiske Parti
						name = SKP
					} {
						ideology = fascism
						long_name = Skandinaviens Nationalsocialistiske Arbejderparti
						name = SNSAP
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
			else = {
				drop_cosmetic_tag = yes
				set_cosmetic_tag = DEN_SWE
			}
		} {
			every_owned_state = {
				limit = {
					is_core_of = SWE
				}
				add_core_of = ROOT
			}
		}
		fire_only_once = yes
	}
	den_integrate_norway_r56 = {
		cost = 150
		icon = generic_form_nation
		available = {
			controls_state = 110 1032 967 142 1031 143 1033 144 1034 1035
			core_compliance = {
				occupied_country_tag = NOR
				value = > 50
			}
		}
		ai_will_do = {
			factor = 100
		}
		visible = {
			NOT = {
				is_in_faction_with = NOR
				has_country_flag = focus_den_nor_formed
			}
		}
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					has_cosmetic_tag = DEN_SWE
				}
				drop_cosmetic_tag = yes
				set_cosmetic_tag = DEN_SCA
				set_country_flag = DEN_SCA_formed
				hidden_effect = {
					set_party_name = {
						ideo
# ... (truncated)
### Entity: Event
Component: denmark_occupation_event.100
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, has_opinion, add_to_faction
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.100
	title = denmark_occupation_event.100.t
	desc = denmark_occupation_event.100.desc
	picture = GFX_report_event_DEN_fascist_troops
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.100.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 0
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 1.5
				FROM = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = < 0
					}
				}
			} {
				factor = 2
				FROM = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = < -0.3
					}
				}
			}
		}
		effect_tooltip = {
			ROOT = {
				add_to_faction = FROM
			}
			FROM = {
				OVERLORD = {
					add_opinion_modifier = {
						modifier = DEN_cooperative_subject
						target = DEN
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_occupation_event.101
				days = 2
			}
		}
	} {
		name = denmark_occupation_event.100.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 20
				has_opinion = {
					target = FROM
					value = < 1
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_occupation_event.102
				days = 2
			}
		}
	}
}
### Entity: Character
Component: ENG_frederick_bowhill
Source: game
File: common/characters/ENG.txt

Code:
ENG_frederick_bowhill = {
	name = ENG_frederick_bowhill
	portraits = {
		army = {
			small = GFX_idea_frederick_bowhill
		}
	}
	advisor = {
		slot = high_command
		idea_token = frederick_bowhill
		ledger = navy
		allowed = {
			original_tag = ENG
		}
		traits = {
			air_naval_strike_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_unemployment_assistance
Constructs: prerequisite, add_war_support, completion_reward, has_idea, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_unemployment_assistance
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = CHI_land_tax_reform
	}
	x = 1
	y = 3
	relative_position_id = CHI_welfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		CHI_hyper_inflation_level_up = yes
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Talk%3AUnited_States.html

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

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Talk:United States:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Talk:United States of America (redirect page) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Talk:United_States"
### Entity: Idea
Component: JAP_kempeitai_idea_lar
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_kempeitai_idea_lar = {
	picture = generic_secret_police
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	modifier = {
		operative_slot = 1
		enemy_operative_detection_chance_factor = 0.1
		enemy_operative_intel_extraction_rate = 0.05
		enemy_operative_capture_chance_factor = 0.05
		intelligence_agency_defense = 0.05
		resistance_target = -0.05
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_seize_government_assets
Constructs: prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_seize_government_assets
	icon = GFX_goal_generic_control_the_radio
	relative_position_id = VEN_cult_of_creole
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = VEN_export_oil_aggressively
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_creole_cult2
			add_idea = VEN_creole_cult3
		}
		add_political_power = 50
		random_owned_controlled_state = {
			prioritize = {
				307
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_zaolzie_for_alliance
Constructs: prerequisite, has_war, has_country_flag, completion_reward, allow_branch, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_zaolzie_for_alliance
	icon = GFX_focus_generic_polish_deal
	prerequisite = {
		focus = CZE_military_coup CZE_ban_communism
	}
	mutually_exclusive = {
		focus = CZE_join_axis
	}
	allow_branch = {
		NOT = {
			has_country_flag = hide_interwar_diplomacy
		}
	}
	available = {
		is_subject = no
		has_war = no
		NOT = {
			is_in_faction_with = GER
		}
		POL = {
			exists = yes
			is_subject = no
			has_war = no
			NOT = {
				is_in_faction_with = GER
			}
		}
	}
	x = 27
	y = 6
	cost = 10
	ai_will_do = {
		factor = 0.2
	}
	completion_reward = {
		country_event = {
			id = CZE.414
			days = 1
		}
		custom_effect_tooltip = report_reward CZE_zaolzie_for_alliance_tooltip_reward_1 report_reward CZE_zaolzie_for_alliance_tooltip_reward_2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_marines
Constructs: prerequisite, limit, completion_reward, add_potential_special_forces_tree, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_marines
	icon = GFX_focus_generic_naval_invasion
	prerequisite = {
		focus = AST_royal_australian_navy
	}
	relative_position_id = AST_royal_australian_navy
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_potential_special_forces_tree = yes
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = AST_marines
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
		}
		add_tech_bonus = {
			name = AST_marines
			bonus = 1
			uses = 1
			category = marine_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Luxembourg.html

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

Luxembourg

Capital provinceLuxemburg

Government typeConstitutional monarchy

FactionNeutral/Allied (1940-05-10)

Luxemburg is a minor country located in Western Europe. Historically they attempted to remain neutral, but this was thwarted when Germany invaded Luxemburg, Belgium and Netherlands in the opening moves of Fall Gelb on the 10th of May 1940.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 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: National Focus
Tree: sam_focus
Component: SAM_request_the_ellice_islands
Constructs: prerequisite, limit, owns_state, completion_reward, every_other_country, random_hours, random_days
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_request_the_ellice_islands
	icon = GFX_goal_generic_major_alliance
	cost = 5
	x = 1
	y = 1
	relative_position_id = SAM_malietoa_leadership
	available = {

	}
	bypass = {
		owns_state = 643
	}
	prerequisite = {
		focus = SAM_malietoa_leadership
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		every_other_country = {
			limit = {
				owns_state = 643
			}
			country_event = {
				id = samoa.3
				days = 5
				random_hours = 12
				random_days = 10
			}
		}
	}
}
### Entity: Order of Battle
Component: Norra Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1939.txt

Code:
division = {
	name = Norra Militärområde
	location = 11148
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Modifier Reference
Component: ITA_international_aid
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_international_aid = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_goods_red_bonus
	consumer_goods_factor = ITA_consumer_goods_from_leftist_aid
}
### Entity: Character
Component: KHM_emir_of_khotan
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KHM_emir_of_khotan = {
	random = no
	sprite = 13
	communism_acceptance = -50
	army_core_defence_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Country History
Country: YUC
Component: YUC_army
Source: game
File: history/countries/YUC - Yucatan.txt

Code:
# OOB & Army Setup for YUC
oob = MEX_1936
### Entity: Unit Template
Component: SWE_MAR_01
Source: game
File: common/units/names_divisions/SWE_names_divisions.txt

Code:
SWE_MAR_01 = {
	name = Marine Division
	for_countries = {
		SWE
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	link_numbering_with = {
		SWE_INF_01
	}
	fallback_name = %s. Kustjägarfördelningen
	ordered = {
		21 = {
			%s. Kustjägarfördelningen
		}
		22 = {
			%s. Kustjägarfördelningen
		}
		23 = {
			%s. Kustjägarfördelningen
		}
		24 = {
			%s. Kustjägarfördelningen
		}
		25 = {
			%s. Kustjägarfördelningen
		}
		26 = {
			%s. Kustjägarfördelningen
		}
		27 = {
			%s. Kustjägarfördelningen
		}
		28 = {
			%s. Kustjägarfördelningen
		}
		29 = {
			%s. Kustjägarfördelningen
		}
		30 = {
			%s. Kustjägarfördelningen
		}
		31 = {
			%s. Kustjägarfördelningen
		}
	}
}
### Entity: Unit Template
Component: GER_DD_HISTORICAL
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/GER_ship_name.txt

Code:
GER_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		GER
	}
	can_use = {
		NOT = {
			OR = {
				has_completed_focus = GER_return_of_the_kaiser GER_the_monarchy_compromise GER_revive_the_kaiserreich_ww GER_the_monarchy_compromise_ww GER_start_the_proletarian_revolution
			}
		}
	}
	type = ship
	ship_types = {
		destroyer
	}
	fallback_name = Z %d
	ordered = {
		1 = {
			Z1 Leberecht Maass
		}
		2 = {
			Z2 Georg Thiele
		}
		3 = {
			Z3 Max Schultz
		}
		4 = {
			Z4 Richard Beitzen
		}
		5 = {
			Z5 Paul Jacobi
		}
		6 = {
			Z6 Theodor Riedel
		}
		7 = {
			Z7 Hermann Schoemann
		}
		8 = {
			Z8 Bruno Heinemann
		}
		9 = {
			Z9 Wolfgang Zenker
		}
		10 = {
			Z10 Hans Lody
		}
		11 = {
			Z11 Bernd von Arnim
		}
		12 = {
			Z12 Erich Giese
		}
		13 = {
			Z13 Erich Koellner
		}
		14 = {
			Z14 Friedrich Ihn
		}
		15 = {
			Z15 Erich Steinbrinck
		}
		16 = {
			Z16 Friedrich Eckholdt
		}
		17 = {
			Z17 Diether von Roeder
		}
		18 = {
			Z18 Hans Lüdemann
		}
		19 = {
			Z19 Hermann Kühne
		}
		20 = {
			Z20 Karl Galster
		}
		21 = {
			Z21 Wilhelm Heidkamp
		}
		22 = {
			Z22 Anton Schmidt
		}
	}
}
### Entity: Modifier Reference
Component: r56_ISR_retake_jerusalem
Constructs: has_completed_focus, army_attack_factor, breakthrough_factor, remove_trigger, has_full_control_of_state
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_ISR_retake_jerusalem = {
	army_attack_factor = 0.1
	breakthrough_factor = 0.05
	remove_trigger = {
		OR = {
			ISR = {
				has_full_control_of_state = 1016
			} {
				has_completed_focus = ISR_win
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_302
Source: game
File: history/units/BOL_1936_air_bba.txt

Code:
air_wings = {
	302 = {
		small_plane_airframe_0 = {
			owner = BOL
			amount = 12
			creator = USA
			version_name = P-6
		}
	}
}
### Entity: Trigger Reference
Construct: has_any_license
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_any_license

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Country has any active licenses
Example: has_any_license = yes
```
### Entity: National Focus
Tree: saf_focus
Component: SAF_reclaim_boer_colonies
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, create_wargoal, take_state_focus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_reclaim_boer_colonies
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = SAF_south_africa_first
	}
	x = 3
	y = 4
	relative_position_id = SAF_support_the_afrikaner_broederbond
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = ENG
			expire = 0
			generator = {
				542 545
			}
		}
	}
}
### Entity: Unit Template
Component: HON_BB_HISTORICAL
Source: game
File: common/units/names_ships/HON_ship_names.txt

Code:
HON_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		HON
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARH 
	fallback_name = Acorazado %d
	unique = {
		Tegucigalpa San Pedro Sula
	}
}
### Entity: Unit Template
Component: AMENGL_ARM_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
AMENGL_ARM_01 = {
	name = Armored Division
	for_countries = {
		LIB
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dth Armored Division
	ordered = {
		1 = {
			%dst Armored Division
		}
		2 = {
			%dnd Armored Division
		}
		3 = {
			%drd Armored Division
		}
		4 = {
			%dth Armored Division
		}
		5 = {
			%dth Armored Division
		}
		6 = {
			%dth Armored Division
		}
		7 = {
			%dth Armored Division
		}
		8 = {
			%dth Armored Division
		}
		9 = {
			%dth Armored Division
		}
		10 = {
			%dth Armored Division
		}
	}
}
### Entity: Technology
Component: rocket_engines
Constructs: limit, enable_equipments, has_dlc, enable_equipment_modules, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	show_equipment_icon = yes
	enable_equipments = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		 = rocket_interceptor_equipment_1
	}
	enable_equipment_modules = {
		rocket_engine_1
	}
	research_cost = 2
	start_year = 1944
	ai_will_do = {
		factor = 1
	}
	categories = {
		rocketry
	}
}
### Entity: Country History
Country: ANG
Component: ANG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ANG - Angola.txt

Code:
# Politics & Parties for ANG
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: AI Strategy
Component: GER_industry_we_are_the_baddies_2
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_industry_we_are_the_baddies_2 = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = added_military_to_civilian_factory_ratio
		value = 20
	}
}