Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: albania.13
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy
Source: game
File: events/Albania.txt

Code:
country_event = {
	id = albania.13
	title = albania.13.t
	desc = albania.13.d
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	option = {
		name = albania.13.a
		SOV = {
			add_to_faction = ALB
		}
		ALB = {
			add_ai_strategy = {
				type = alliance
				id = SOV
				value = 200
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = r56.news_event.3
			}
		}
	} {
		name = albania.13.b
		ai_chance = {
			base = 0
		}
		ALB = {
			add_opinion_modifier = {
				target = SOV
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Character
Component: NMB_nt
Source: game
File: common/characters/NMB.txt

Code:
NMB_nt = {
	advisor = {
		slot = theorist
		idea_token = NMB_nt
		ledger = navy
		allowed = {
			original_tag = NMB
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_aztec_eagles
Constructs: prerequisite, has_war, has_war_with, add_opinion_modifier, completion_reward, cancel_if_invalid, set_rule, add_tech_bonus
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_aztec_eagles
	icon = GFX_focus_chi_flying_tigers
	prerequisite = {
		focus = MEX_focus_liberty_and_justice_for_all
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_liberty_and_justice_for_all
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		NOT = {
			has_war_with = USA
		}
		USA = {
			has_war = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_tech_bonus = {
			name = air_equipment
			bonus = 1.0
			uses = 1
			category = air_equipment
		}
		add_doctrine_cost_reduction = {
			name = air_doctrine
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		add_opinion_modifier = {
			target = USA
			modifier = aztec_eagles_opinion
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = aztec_eagles_opinion
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Designs
Source: vanilla_docs
File: common/ai_equipment/_documentation.md

Doc:
# AI Equipment Designs

These scripts are used to direct AI to create equipment variants and upgrade
existing equipment in order to satisfy specific role needs.  Equipment type and
equipment module specifications determine what is necessary and desirable for
filling particular roles, and priority triggers provide additional hooks to
encourage the AI in different directions.
### Entity: AI Strategy
Component: HOL_distracted_garrison_1049
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_1049 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		1049 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			1049
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			1050 1048 672
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: Idea
Component: SWE_aristocracy_reforms
Constructs: research_speed_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_aristocracy_reforms = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_monarchist_uprising
	modifier = {
		political_power_factor = -0.2
		research_speed_factor = -0.05
		drift_defence_factor = 0.1
		consumer_goods_factor = 0.04
	}
}
### Entity: AI Strategy
Component: convoy_factory_assignment_2
Source: game
File: common/ai_strategy/r56_default.txt

Code:
convoy_factory_assignment_2 = {
	enable = {
		num_of_naval_factories = > 14
	}
	abort = {
		num_of_naval_factories = < 15
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 1
	}
}
### Entity: State History
Component: 439
Constructs: add_core_of
Source: game
File: history/states/439-Delhi.txt

Code:
state = {
	id = 439
	name = STATE_439
	provinces = {
		2032 2086 10794 11955
	}
	manpower = 636246
	buildings_max_level_factor = 1.0
	state_category = large_city
	local_supplies = 1.0
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 4
		}
		add_core_of = RAJ
		victory_points = {
			2086 30
		}
	}
}
### Entity: Order of Battle
Component: Cavalry Police
Constructs: division_template
Source: game
File: history/units/LIE_1936.txt

Code:
division_template = {
	name = Cavalry Police
	division_names_group = SWI_CAV_01
	regiments = {
		cavalry = {
			x = 0
			y = 0
		}
	}
}
### Entity: Character
Component: YUG_petar_kosic
Source: game
File: common/characters/YUG.txt

Code:
YUG_petar_kosic = {
	name = YUG_petar_kosic
	portraits = {
		army = {
			large = GFX_Portrait_yugoslavia_petar_kosic
			small = GFX_portrait_YUG_petar_kosic_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = YUG_petar_kosic
		allowed = {
			original_tag = YUG
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: frenchindochina.4
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, fire_only_once, is_historical_focus_on, set_country_flag, every_enemy_country
Source: game
File: events/FrenchIndochinaEvents.txt

Code:
country_event = {
	id = frenchindochina.4
	title = frenchindochina.4.t
	desc = frenchindochina.4.d
	picture = GFX_report_event_soldiers_in_france
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = frenchindochina.4.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 50
				is_historical_focus_on = yes
			}
		}
		set_country_flag = block_leave_faction_news_event FRI_support_vichy
		every_enemy_country = {
			white_peace = FRI
		}
		if = {
			limit = {
				VIC = {
					exists = yes
				}
			}
			VIC = {
				set_autonomy = {
					target = FRI
					autonomy_state = autonomy_colony
				}
			}
		}
		else = {
			every_other_country = {
				limit = {
					has_country_flag = is_vichy_france
				}
				set_autonomy = {
					target = FRI
					autonomy_state = autonomy_colony
				}
			}
		}
		promote_character = FRI_jean_decoux
		set_party_name = {
			ideology = fascism
			long_name = FRI_fascist_gouvernorat_general_party_long
			name = FRI_fascist_gouvernorat_general_party_long
		}
		hidden_effect = {
			set_cosmetic_tag = FRIVichy
		}
	} {
		name = frenchindochina.4.b
		ai_chance = {
			base = 10
		}
		promote_character = FRI_georges_thierry_dargenlieu
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_4 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 4
	}
}
### Entity: Misc Config
Component: the_greater_game_states
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
the_greater_game_states = {
	input = game:all_states
	operators = {
		limit = {
			CHI_greater_game_states = yes
		}
	}
	name = COLLECTION_STATES_IN_ASIA_AND_IN_OCEANIA
}
### Entity: Scripted Effect
Component: ITA_non_aggression_pact_effect
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_non_aggression_pact_effect = {
	diplomatic_relation = {
		country = FROM
		relation = non_aggression_pact
		active = yes
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_redraft_the_twelve_point_proposal
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_redraft_the_twelve_point_proposal
	icon = GFX_focus_generic_treaty
	relative_position_id = LIT_roman_recognition
	x = -2
	y = 1
	cost = 8
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_royal_adress
	} {
		focus = LIT_roman_recognition
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 100
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/MEX_1936.txt

Code:
division = {
	location = 12715
	division_template = Brigada Agrarista
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = GER
		}
	}
}
### Entity: Idea
Component: CZE_department_2_idea_no_lar
Constructs: removal_cost, encryption_factor, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_department_2_idea_no_lar = {
	picture = generic_spy_intel
	name = CZE_department_2_idea_lar
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		foreign_subversive_activites = -0.05
		civilian_intel_to_others = -2.5
		encryption_factor = 0.05
	}
	research_bonus = {
		decryption_tech = 0.05
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_desert_air_force
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_desert_air_force
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = SAF_perfect_the_cab_rank_technique
	}
	x = -1
	y = 3
	relative_position_id = SAF_commit_to_the_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAF_desert_air_force
			bonus = 1.0
			uses = 1
			category = cas_bomber
		}
	}
}
### Entity: State History
Component: 1033
Constructs: limit, add_core_of, has_dlc, remove_core_of, set_province_controller
Source: game
File: history/states/1033 - Fangchenggang.txt

Code:
state = {
	id = 1033
	name = STATE_1033
	manpower = 4145000
	state_category = town
	resources = {

	}
	history = {
		owner = GXC
		add_core_of = GXC CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = GDC
				add_core_of = GDC
				remove_core_of = GXC
			}
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			10004 = {
				naval_base = 1
				coastal_bunker = 1
			}
		}
		victory_points = {
			10004 1
		}
		1938.10.25 = {
			remove_core_of = GXC
			owner = CHI
			JAP = {
				set_province_controller = 1018 4023 10004
			}
		}
	}
	provinces = {
		1018 4023 4160 7135 7192 10004 10105 11926
	}
	local_supplies = 1.0
}
### Entity: Unit Template
Component: SWE_CA_HISTORICAL
Source: game
File: common/units/names_ships/SWE_ship_names.txt

Code:
SWE_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		SWE
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = HMS 
	fallback_name = Tung Kryśsare %d
	unique = {
		Dristigheten Sverige Drottning Victoria Gustav V Äran Tapperheten Wasa Manligheten Oscar II Klas Fleming Hans Wachtmeister Tre Kronor Älvsnabben Starkodder Styrbiörn Gotland Svealand Götaland Norrland Oden Thor Niord Svea Göta Thule
	}
}
### Entity: Idea
Component: ISR_suez_pressure_1
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_suez_pressure_1 = {
	picture = generic_economic_crisis
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		stability_factor = -0.03
		consumer_goods_factor = 0.03
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_raid_zionist_militias
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_raid_zionist_militias
	icon = GFX_goal_PAL_destroy_israel
	prerequisite = {
		focus = PAL_centralize_command_structure
	}
	x = 1
	y = 1
	relative_position_id = PAL_expand_the_use_of_reconnaissance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PAL_jewish_settlements
			add_idea = PAL_restrict_jewish_settlement
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_thungur_hnifur
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_thungur_hnifur
	icon = GFX_focus_ICE_thungur_hnifur
	prerequisite = {
		focus = ICE_a_profesional_army ICE_enact_conscription
	}
	x = 1
	y = 1
	relative_position_id = ICE_a_profesional_army
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ICE_thungur_hnifur
			cost_reduction = 0.25
			uses = 2
			category = special_forces_doctrine
		}
		add_ideas = {
			ICE_thungur_hnifur
		}
	}
}
### Entity: Country History
Country: MAN
Component: MAN_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/MAN - Manchukou.txt

Code:
# Politics & Parties for MAN
add_ideas = MAN_banditry MAN_kwantung_veto MAN_low_legitimacy_5 MAN_the_kangde_emperor
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	fascism = 80
	neutrality = 20
}
### Entity: Name List
Component: CRO
Source: game
File: common/names/00_names.txt

Code:
CRO = {
	male = {
		names = {
			Mario Andrija Antun Bazilije Breno Dragutin Dzivo Filip Franjo Gaspar Ivan Janko Jero Jerolim Josip Juraj Karlo Kresimir Krsto Ljudevit Lucijan Luka Marijan Marin Matej Matko Maximiliam Medo Mihajlo Mirko Miroslav Niko Nikola Orsat Pavle Petar Rafo Sebastijan Sismundo Slavko Stjepan Svetoslav Svetozar Teo Teodor Toma Tomislav Vicko Vladimir Vlaho Zlatan
		}
	}
	female = {
		names = {
			Adriana Anna Borislava Cededa Doroteja Dorothy Ekaterina Catherine Helena Helen Jadviga Jovana Kera Ladika Maria Maria Mihaela Nada Petra Viola Yolanda Jadranka Mare Antonija Capeka Dragana Dubravka Emilija Emily Gordana Jagoda Jelena Jelka Lucija Lucia Catherine Marija Maria Marijana Mirjana Mirna Mojca Natalija Natasha Rijeka Silvija Snjezana Sofija Sophia Suzana Susana Svjetlana Suronja Tatjana Tihana Vedrana Visnja Vjekoslava Zlata Zvonimira Valerija Katalin
		}
	}
	surnames = {
		Lasan Alapic Bakaric Bettera Bilic Blazevic Bondic Boroevic Bosnajk Bunic Crnkovic Cuvaj Draskovic Dzamanjic Eltz Erdödy Frankopan Gaj Getaldic Gradic Gregoric Gucetic Gundulic Haulik Jelacic Kabuzic Keglevic Kostrencic Krstulovic Lagimja Mazuranic Mihailovic Mohorovicic Mrazovic Natali Nazor Njegovan Palecek Pejacevic Philippovic Preradovic Pucic Ranjina Sarkotic Sokcevic Sorkocevic Stankovaci Tomasic Tomlejnovic Vakanovic Vlasic
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_approach_the_young_officers
Constructs: prerequisite, has_government, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_approach_the_young_officers
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = JAP_the_unthinkable_option
	}
	x = -1
	y = 1
	relative_position_id = JAP_the_unthinkable_option
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		has_government = communism
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = JAP_approach_the_young_officers_tt generic_skip_one_line_tt
		JAP_small_army_faction_gain = yes
		add_war_support = 0.1
	}
}
### Entity: Idea
Component: VIN_personnal_armament_program
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_personnal_armament_program = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = MEX_politicised_army_2
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SAF_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 12648
	division_template = District Brigade
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Technology
Component: improved_light_art
Constructs: enable_equipments, research_cost, has_template_containing_unit, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		light_tank_artillery_equipment_2
	}
	research_cost = 0.5
	start_year = 1936
	ai_will_do = {
		base = 0
		modifier = {
			has_template_containing_unit = light_sp_artillery_brigade
			add = 2
		} {
			factor = 0
			OR = {
				has_tech = advanced_light_art
				can_research = advanced_light_art
				is_researching_technology = advanced_light_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Order of Battle
Component: 143rd Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 143rd Division
	location = 6904
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_liu_ruming
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_push_revanchist_agenda
Constructs: prerequisite, add_war_support, completion_reward, add_state_claim
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_push_revanchist_agenda
	icon = GFX_goal_generic_flames_of_rebellion
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_smc_crackdowns
	} {
		focus = PAL_regulate_militia_raids
	}
	cost = 5
	relative_position_id = PAL_regulate_militia_raids
	completion_reward = {
		add_war_support = 0.1
		add_state_claim = 455 1021 1022 453 554 553
	}
}
### Entity: Game Rule
Component: NZL_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
NZL_ai_behavior = {
	name = NZL_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Together for Victory
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_NZL_AI_DESC
	} {
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_DEMOCRATIC_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_NZL_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_DEMOCRATIC_ALTERNATE
		desc = RULE_DEMOCRATIC_ALTERNATE_NZL_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_NZL_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASynthetic_refinery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Synthetic_refinery.png &#8206;(46 × 46 pixels, file size: 7 KB, MIME type: image/png)
### Entity: National Focus
Tree: bhu_focus
Component: BHU_improve_the_roads
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_improve_the_roads
	icon = GFX_goal_generic_road
	prerequisite = {
		focus = BHU_improve_agriculture
	}
	relative_position_id = BHU_improve_agriculture
	x = 4
	y = 1
	cost = 8
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				324
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				324
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: ARG_women_in_industry_idea
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_women_in_industry_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_women_in_industry
	modifier = {
		production_factory_max_efficiency_factor = 0.075
		consumer_goods_factor = -0.15
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Meneth.html

Doc:
Meneth

Status

Paradox Wikis administrator
|

Forum account

Link
|

Meneth is the creator and administrator of Paradox Wikis, and administrates the wikis within it on the behalf of Paradox Interactive, who in 2014 bought the wikis from him and hired him to continue administrating them.

Meneth is also a Crusader Kings II modder. He's the creator of Project Balance and co-founder of the Historical Immersion Project. He's contributed to various other projects. He's also the creator of the unofficial Paradox IRC channel.

Retrieved from "http://www.hoi4wiki.com/index.php?title=User:Meneth&oldid=717"
### Entity: Decision
Component: INS_aslia_cat
Constructs: has_completed_focus, has_country_flag, is_subject_of, has_civil_war, complete_effect, set_country_flag, remove_effect, every_core_state
Source: game
File: common/decisions/INS.txt

Code:
INS_aslia_cat = {
	INS_integrate_subject = {
		icon = GFX_decision_generic_confiscation
		target_root_trigger = {
			has_completed_focus = INS_federation_of_aslia
		}
		available = {
			NOT = {
				has_country_flag = INS_integrate_subject_in_progress
			}
		}
		target_trigger = {
			FROM = {
				is_subject_of = INS
				has_civil_war = no
				OR = {
					original_tag = MAL SIA PHI AST NZL BRM VIN LAO CAM GDC GXC YUN PNG WPG SRL SAR BRN SAB SNG TML BOU CHM CPS
				}
			}
		}
		cost = 100
		days_remove = 120
		ai_will_do = {
			base = 100
		}
		complete_effect = {
			set_country_flag = {
				flag = INS_integrate_subject_in_progress
				days = 120
			}
		}
		remove_effect = {
			FROM = {
				every_core_state = {
					add_core_of = ROOT
				}
			}
			ROOT = {
				annex_country = {
					target = FROM
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: I Battaglione Sahariano
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = I Battaglione Sahariano
	location = 1130
	division_template = Divisione Ascari Libica
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ITA
		}
	}
	start_equipment_factor = 0.7
}
### Entity: Military Industrial Organization
Component: GRE_chropei_organzation
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_GRE_organization.txt

Code:
GRE_chropei_organzation = {
	name = Chropei
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		original_tag = GRE
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}