Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: state
Constructs: state, compliance_gain, disable_strategic_redeployment, disable_strategic_redeployment_for_controller, mobilization_speed, supply_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope state

* [<ModifierStat>_factor](#_factor)
* [<ModifierStatValue>_value_factor](#_value_factor)
* [<SpecialProject>_speed_factor](#_speed_factor)
* [army_speed_factor_for_controller](#army_speed_factor_for_controller)
* [coastal_bunker_effectiveness_factor](#coastal_bunker_effectiveness_factor)
* [compliance_gain](#compliance_gain)
* [compliance_growth](#compliance_growth)
* [compliance_growth_on_our_occupied_states](#compliance_growth_on_our_occupied_states)
* [disable_strategic_redeployment](#disable_strategic_redeployment)
* [disable_strategic_redeployment_for_controller](#disable_strategic_redeployment_for_controller)
* [enemy_army_speed_factor](#enemy_army_speed_factor)
* [enemy_attrition](#enemy_attrition)
* [enemy_intel_network_gain_factor_over_occupied_tag](#enemy_intel_network_gain_factor_over_occupied_tag)
* [enemy_local_supplies](#enemy_local_supplies)
* [enemy_spy_negative_status_factor](#enemy_spy_negative_status_factor)
* [enemy_truck_attrition_factor](#enemy_truck_attrition_factor)
* [equipment_capture_factor_for_controller](#equipment_capture_factor_for_controller)
* [equipment_capture_for_controller](#equipment_capture_for_controller)
* [intel_network_gain](#intel_network_gain)
* [intel_network_gain_factor](#intel_network_gain_factor)
* [land_bunker_effectiveness_factor](#land_bunker_effectiveness_factor)
* [local_building_slots](#local_building_slots)
* [local_building_slots_factor](#local_building_slots_factor)
* [local_factories](#local_factories)
* [local_factory_energy_consumption](#local_factory_energy_consumption)
* [local_factory_energy_consumption_per_infrastructure](#local_factory_energy_consumption_per_infrastructure)
* [local_factory_sabotage](#local_factory_sabotage)
* [local_intel_to_enemies](#local_intel_to_enemies)
* [local_manpower](#local_manpower)
* [local_non_core_manpower](#local_non_core_manpower)
* [local_non_core_supply_impact_factor](#local_non_core_supply_impact_factor)
* [local_resource_gain_efficiency_per_infrastructure](#local_resource_gain_efficiency_per_infrastructure)
* [local_resources](#local_resources)
* [local_resources_factor](#local_resources_factor)
* [local_supplies](#local_supplies)
* [local_supplies_for_controller](#local_supplies_for_controller)
* [local_supply_impact_factor](#local_supply_impact_factor)
* [mobilization_speed](#mobilization_speed)
* [no_compliance_gain](#no_co
# ... (truncated)
### Entity: Idea
Component: r56_nkvd_cleanup
Constructs: removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
r56_nkvd_cleanup = {
	allowed = {
		original_tag = SOV
		always = no
	}
	allowed_civil_war = {
		tag = SOV
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		stability_weekly = 0.008
		intelligence_agency_defense = -0.5
		enemy_operative_detection_chance_factor = -0.2
	}
}
### Entity: Modifier Reference
Component: r56_sudeten_modifier1
Constructs: remove_trigger, has_full_control_of_state, disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/r56_CZE.txt

Code:
r56_sudeten_modifier1 = {
	enable = {
		always = yes
	}
	remove_trigger = {
		CZE = {
			NOT = {
				has_full_control_of_state = 69 74
			}
		}
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	recruitable_population_factor = -0.5
	state_resources_factor = -0.35
	disable_strategic_redeployment = 1
	attrition_for_controller = 0.5
	local_org_regain = -0.5
}
### Entity: Define
Component: NDefines.NRaids
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NRaids = {
BASE_DAYS_TO_PREPARE = 7
MAX_STATE_TARGETS_TO_EVALUATE_PER_HOUR = 50
RAID_TARGET_ITEM_POOL_SIZE = 512
RAID_TYPE_ICON_ITEM_POOL_SIZE = 512
RAID_LOW_RISK_SETTING_DISASTER_MODIFIER = 0
RAID_MEDIUM_RISK_SETTING_DISASTER_MODIFIER = 0.1
RAID_HIGH_RISK_SETTING_DISASTER_MODIFIER = 0.25
RAID_SUCCESS_MODIFIER_THRESHOLD_BAD = -10.0
RAID_SUCCESS_MODIFIER_THRESHOLD_NEUTRAL = 0.0
MAX_DETECTED_TARGETS_PER_HOUR = 1
RAID_DEFAULT_TARGET_COOLDOWN_DAYS = 365
RAID_UNIT_SPEED_MULTIPLIER = 0.1
BASE_NAVAL_COMMANDO_RAID_DISTANCE = 1500
RAID_LOW_RISK_SETTING_SUCCESS_MODIFIER = 0.0
RAID_MEDIUM_RISK_SETTING_SUCCESS_MODIFIER = 0.1
RAID_HIGH_RISK_SETTING_SUCCESS_MODIFIER = 0.25
TARGET_DETECTION_INTEL_TRESHOLD = 20.0
TARGET_INTEL_PER_CIVILIAN_INTEL_OVER_COUNTRY = 0.5
TARGET_INTEL_PER_ARMY_INTEL_OVER_COUNTRY = 0.5
TARGET_INTEL_PER_NAVY_INTEL_OVER_COUNTRY = 0.5
TARGET_INTEL_PER_AIRFORCE_INTEL_OVER_COUNTRY = 0.5
TARGET_INTEL_PER_NETWORK_STRENGTH = 0.5
TARGET_INTEL_FROM_CONTROLLED_NEIGHBOUR_STATES = 15.0
TARGET_INTEL_PER_AIR_SUPERIORITY = 0.5
TARGET_INTEL_FROM_DECRYPTION = 25.0
TARGET_INTEL_PENALTY_PER_ENEMY_COUNTER_INTEL = 5.0
RAID_OUTCOME_REPORT_DAYS_TO_LIVE = 30
NUCLEAR_BOMB_PRODUCTION_SCALE = 2555.0
THERMONUCLEAR_BOMB_PRODUCTION_SCALE = 2555.0
NUCLEAR_BOMB_MIN_DAMAGE_PERCENT = 0.1
NUCLEAR_BOMB_MAX_DAMAGE_PERCENT = 0.9
THERMONUCLEAR_BOMB_MIN_DAMAGE_PERCENT = 0.6
THERMONUCLEAR_BOMB_MAX_DAMAGE_PERCENT = 0.9
NUCLEAR_RAID_CATEGORY_NAME = nuclear_raids
ARMY_TRANSFER_MOVE_SAFELY = true
ARMY_TRANSFER_AVOID_ENEMY = true
MAX_TARGETS_TO_UPDATE_PER_FRAME = 100
}
### Entity: Event
Component: lithuania.13
Constructs: is_triggered_only, limit, add_stability, add_manpower, random_unit_leader, is_field_marshal, unlock_national_focus
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.13
	title = lithuania.13.t
	desc = lithuania.13.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.13.a
		add_manpower = -100
		add_stability = -0.1
		random_unit_leader = {
			limit = {
				is_field_marshal = yes
			}
			retire = yes
		}
		hidden_effect = {
			unlock_national_focus = LIT_elect_the_fourth_seimas
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_colonial_industry
Constructs: prerequisite, limit, completion_reward, every_state, is_owned_or_subject_trigger, has_state_flag, add_building_construction
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_colonial_industry
	icon = GFX_focus_generic_industry_3
	available = {

	}
	prerequisite = {
		focus = FRA_algerie_france FRA_invest_in_west_africa FRA_invest_in_indochina FRA_invest_in_syria
	}
	x = 2
	y = 1
	relative_position_id = FRA_algerie_france
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FRA_colonial_industry_effect_tt
		every_state = {
			limit = {
				is_owned_or_subject_trigger = yes
				has_state_flag = FRA_colonial_industry_target
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_naval_submarine
Constructs: has_war, has_war_with
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_naval_submarine = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_submarine
	}
	priority = {
		factor = 500
		modifier = {
			factor = 10
			has_war = yes
		} {
			GER_naval_interest_trigger = yes
			factor = 0.1
		}
	}
	submarine_early = {
		name = type_ii_class
		priority = {
			factor = 10
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_submarine_1
			modules = {
				fixed_ship_engine_slot = sub_ship_engine_1
				fixed_ship_torpedo_slot = ship_torpedo_sub_1
				rear_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_basic = {
		name = type_vii_class
		priority = {
			factor = 20
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_submarine_2
			modules = {
				fixed_ship_engine_slot = sub_ship_engine_1
				fixed_ship_torpedo_slot = ship_torpedo_sub_2
				rear_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_improved = {
		name = type_viic_class
		priority = {
			factor = 20
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_submarine_3
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_sub_snorkel
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_advanced = {
		name = type_xxi_class
		priority = {
			factor = 50
			modifier = {
				factor = 15
				has_war_with = SOV USA ENG
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 4000.0
			type = ship_hull_submarine_4
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = ship_torpedo_sub
				mid_1_custom_slot = ship_sub_snorkel
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
}
### Entity: Character
Component: SIA_militaristic_politician
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_militaristic_politician = {
	random = no
	sprite = 13
	army_speed_factor = 0.05
	army_org_regain = 0.05
	land_reinforce_rate = 0.02
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/General_Baker.html

Doc:
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11:45, 16 June 2014 (diff | hist) . . (+344)‎ . . Talk:Features ‎

02:21, 7 June 2014 (diff | hist) . . (+182)‎ . . Talk:Features ‎ (→‎Add to article)

15:00, 29 March 2014 (diff | hist) . . (+352)‎ . . Talk:Features ‎ (→‎Add to article: new section)

17:38, 9 March 2014 (diff | hist) . . (+3)‎ . . m Features ‎ (→‎Doctrines)

17:38, 9 March 2014 (diff | hist) . . (+1,168)‎ . . m Features ‎ (→‎Technology)

17:37, 9 March 2014 (diff | hist) . . (-951)‎ . . m Features ‎ (→‎Warfare)

17:55, 7 March 2014 (diff | hist) . . (+12)‎ . . m Features ‎ (→‎Mapmodes)

17:52, 7 March 2014 (diff | hist) . . (-43)‎ . . m Hearts of Iron IV ‎

17:51, 7 March 2014 (diff | hist) . . (+147)‎ . . Hearts of Iron IV ‎ (→‎Developer diaries)

17:29, 7 March 2014 (diff | hist) . . (+127)‎ . . m Features ‎ (→‎History & flavour)

15:40, 7 March 2014 (diff | hist) . . (+274)‎ . . m Features ‎ (→‎Equipment types & usage)

15:39, 7 March 2014 (diff | hist) . . (+77)‎ . . N File:HoI4 DD 2 tech tree.jpg ‎ (Dev Diary 2 tech tree screenshot.) (current)

15:38, 7 March 2014 (diff | hist) . . (+2,489)‎ . . Features ‎ (Info from DD2)

21:10, 4 March 2014 (diff | hist) . . (+1,086)‎ . . Features ‎ (Updated with Softpedia 3 March 2014 info.)

10:59, 26 February 2014 (diff | hist) . . (+8)‎ . . m User:General Baker/Sandbox/Infobox unit ‎ (current)

10:59, 26 February 2014 (diff | hist) . . (+31)‎ . . m User:General Baker/Sandbox/Infobox unit ‎

10:58, 26 February 2014 (diff | hist) . . (+687)‎ . . N User:General Baker/Sandbox/Infobox unit ‎ (Created page with "{{infobox |header=<div style="font-size:150%; padding: 3px 0px;">{{{type|Armoured Brigade}}}</div> |float=right |clear=right |w
# ... (truncated)
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_matarazzo_united_industries
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_matarazzo_united_industries
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = BRA_R56_legacy_of_martinelli
	}
	relative_position_id = BRA_R56_legacy_of_martinelli
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_eficiencia_2
			add_idea = bra_eficiencia_3
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.49
Constructs: is_triggered_only, every_core_state, add_compliance
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.49
	title = denmark_overlord_events.49.t
	desc = denmark_overlord_events.49.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	hidden = yes
	option = {
		name = denmark_overlord_events.49.a
		hidden_effect = {
			FROM = {
				every_core_state = {
					add_compliance = 25
				}
			}
		}
	}
}
### Entity: Character
Component: SWE_solidified_mandate
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_solidified_mandate = {
	political_power_factor = 0.05
	trade_laws_cost_factor = -0.1
	economy_cost_factor = -0.15
	stability_factor = 0.025
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_a_cry_for_help
Constructs: prerequisite, has_war, limit, has_war_with, is_major, completion_reward, has_defensive_war_with, is_in_faction_with
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_a_cry_for_help
	icon = GFX_focus_FIN_a_cry_for_help
	prerequisite = {
		focus = FIN_national_unity
	}
	mutually_exclusive = {
		focus = FIN_seek_german_protection
	}
	x = 1
	y = 2
	relative_position_id = FIN_national_unity
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = FIN_in_a_defensive_war_against_a_major_tt
			any_enemy_country = {
				is_major = yes
				ROOT = {
					has_defensive_war_with = PREV
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				has_war = no
				country_exists = SWE
				NOT = {
					has_war_with = SWE
					any_enemy_country = {
						is_in_faction_with = SWE
					}
				}
				SWE = {
					is_subject = no
				}
			}
			effect_tooltip = {
				country_event = AAT_finland_winter_war.01
			}
		}
		else_if = {
			limit = {
				country_exists = SWE
				NOT = {
					has_war_with = SWE
					any_enemy_country = {
						is_in_faction_with = SWE
					}
				}
				SWE = {
					is_subject = no
				}
			}
			country_event = AAT_finland_winter_war.01
		}
		add_timed_idea = {
			idea = FIN_international_volunteers
			days = 365
		}
	}
}
### Entity: Character
Component: TOG_stc
Source: game
File: common/characters/TOG.txt

Code:
TOG_stc = {
	advisor = {
		slot = political_advisor
		idea_token = TOG_stc
		allowed = {
			original_tag = TOG
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Order of Battle
Component: Gebirgs-Brigade
Constructs: division_template
Source: game
File: history/units/BAY_1936.txt

Code:
division = {
	name = Gebirgs-Brigade
	location = 692
	division_template = Gebirgs-Brigade
	start_experience_factor = 0.3
}
### Entity: Event
Component: bftb_turkey.89
Constructs: has_country_flag, fire_only_once, has_guaranteed
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.89
	title = bftb_turkey.89.t
	desc = bftb_turkey.89.desc
	picture = GFX_report_event_tur_turkish_soldiers
	trigger = {
		BUL = {
			has_country_flag = TUR_bulgaria_seeking_aid
		}
		NOT = {
			any_country = {
				has_guaranteed = BUL
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	option = {
		name = bftb_turkey.89.a
		TUR = {
			country_event = {
				id = bftb_turkey.90
			}
		}
		effect_tooltip = {
			TUR = {
				puppet = BUL
			}
		}
	} {
		name = bftb_turkey.89.b
		TUR = {
			country_event = {
				id = bftb_turkey.91
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_expand_the_chelopech_gold_deposit
Constructs: prerequisite, add_ideas, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_expand_the_chelopech_gold_deposit
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = BUL_expand_chromium_production
	}
	relative_position_id = BUL_expand_chromium_production
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 55
	}
	completion_reward = {
		add_ideas = BUL_chelopech_gold
		48 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_topple_romania
Constructs: prerequisite, has_government, completion_reward, is_subject, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_topple_romania
	prerequisite = {
		focus = BUL_reassert_the_extended_land_claims
	}
	relative_position_id = BUL_reassert_the_extended_land_claims
	icon = GFX_goal_generic_attack_romania
	x = 1
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 40
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	completion_reward = {
		create_wargoal = {
			target = ROM
			expire = 0
			type = take_state_focus
			generator = {
				77 955
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_banha_industrial_sectors
Constructs: completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_banha_industrial_sectors
	icon = GFX_goal_generic_construct_civ_factory
	relative_position_id = EGY_development_in_sudan
	x = 3
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_a_great_charter
Constructs: prerequisite, completion_reward, add_political_power, add_command_power, add_popularity
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_a_great_charter
	available = {

	}
	prerequisite = {
		focus = PAR_central_bank_of_paraguay PAR_allow_women_workers
	}
	icon = GFX_focus_renounce_the_treaty_of_trianon
	relative_position_id = PAR_ban_vouchers
	x = -1
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 150
		add_command_power = 60
		add_popularity = {
			ideology = communism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: Scripted Trigger
Component: MEN_cannot_call_to_civil_war
Constructs: has_civil_war
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
MEN_cannot_call_to_civil_war = {
	MEN = {
		has_civil_war = yes
	}
}
### Entity: State History
Component: 1013
Constructs: add_core_of
Source: game
File: history/states/1013 -Musamdam.txt

Code:
state = {
	id = 1013
	name = STATE_1013
	manpower = 33600
	resources = {
		oil = 1
	}
	state_category = pastoral
	history = {
		owner = OMA
		add_core_of = OMA
		buildings = {
			infrastructure = 1
			13369 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13369
	}
	local_supplies = 4.0
}
### Entity: Scripted Trigger
Component: EAI_Medium_Armor_Focus_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Medium_Armor_Focus_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = GER USA ITA SOV ENG JAP FRA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = SOV GER USA
		}
	}
}
### Entity: Event
Component: soviet.7
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.7
	title = soviet.7.t
	desc = soviet.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = soviet.7.a
		create_wargoal = {
			type = annex_everything
			target = EST
		}
	}
}
### Entity: Shared Focus
Component: ARAB_under_the_sun
Constructs: shared_focus, add_equipment_to_stockpile, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_under_the_sun
	icon = GFX_goal_ARG_sun
	x = 3
	y = 0
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
		}
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 3
			uses = 1
			category = r56_desert_infantry_tech
		} {
			name = land_doc_bonus
			bonus = 1
			uses = 1
			category = summer_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: CHL_emilio_soto
Source: game
File: common/characters/CHL.txt

Code:
CHL_emilio_soto = {
	advisor = {
		slot = high_command
		idea_token = CHL_emilio_soto
		allowed = {
			original_tag = CHL
		}
		traits = {
			navy_submarine_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			seawolf
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 1
		legacy_id = -1
	}
	name = CHL_emilio_soto
	portraits = {
		army = {
			large = GFX_portrait_CHL_emilio_soto
			small = GFX_portrait_CHL_emilio_soto_small
		}
	}
}
### Entity: Military Industrial Organization
Component: FIN_valtion_tykkitehdas_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/FIN_organization.txt

Code:
FIN_valtion_tykkitehdas_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_FIN_valtion_tykkitehdas
	allowed = {
		original_tag = FIN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_operational_department
		x = 1
	} {
		text = mio_header_design_department
		x = 5
	} {
		text = mio_header_production_department
		x = 8.5
	}
	override_trait = {
		token = generic_mio_trait_rapid_fire
		position = {
			x = 3
			y = 0
		}
	}
	add_trait = {
		token = FIN_mio_trait_salvaged_and_retooled
		name = FIN_mio_trait_salvaged_and_retooled
		icon = GFX_generic_mio_trait_icon_resources
		special_trait_background = yes
		position = {
			x = 8
			y = 0
		}
		available = {
			owner = {
				has_completed_focus = FIN_salvaged_and_retooled
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_resource_need_factor = -0.1
		}
	} {
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = FIN_mio_trait_salvaged_and_retooled
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}