Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ADU_ai2
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_ai2 = {
	ledger = army
	picture = generic_army_arab_3
	allowed = {
		original_tag = ADU
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: VEN_corruption_4
Constructs: stability_factor
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_corruption_4 = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.05
		stability_factor = -0.1
		drift_defence_factor = 0.5
	}
}
### Entity: Modifier Reference
Component: PRC_rural_development_state_modifier_bonus
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_rural_development_state_modifier_bonus = {
	icon = GFX_modifiers_PRC_rural_development
	enable = {
		always = yes
	}
	local_manpower = 0.15
	local_supplies = 0.25
}
### Entity: State History
Component: 1069
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/1069-Formosa.txt

Code:
state = {
	id = 1069
	name = STATE_1069
	manpower = 385342
	state_category = pastoral
	resources = {
		tungsten = 5
		steel = 2
	}
	history = {
		owner = ARG
		add_core_of = ARG
		add_claim_by = BOL PAR
		add_to_array = {
			state_victory_points = 12922
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12922 1
		}
	}
	provinces = {
		10944 12922 12943
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_abolish_the_upper_house
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_abolish_the_upper_house
	icon = GFX_focus_generic_treaty
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = IRE_finna_fail
	}
	relative_position_id = IRE_finna_fail
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 150
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_military_research_facilities
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_military_research_facilities
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_military_vehicles POR_portuguese_artillery POR_light_aircraft_focus
	}
	icon = GFX_focus_research
	x = 0
	y = 1
	relative_position_id = POR_military_vehicles
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: hon.57
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.57
	title = hon.57.t
	desc = hon.57.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.57.a
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_japanese_military_advisors
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, is_subject_of, is_ally_with, add_autonomy_score
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_japanese_military_advisors
	icon = GFX_focus_chi_collaboration_with_the_japanese
	available = {
		OR = {
			is_subject_of = JAP
			is_ally_with = JAP
		}
	}
	prerequisite = {
		focus = MEN_forces_for_the_south
	}
	relative_position_id = MEN_forces_for_the_south
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				is_subject_of = JAP
			}
			add_autonomy_score = {
				value = -50
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_stability = 0.05
		add_ideas = MEN_japanese_advisors_idea
		custom_effect_tooltip = r56_newline available_military_high_command generic_skip_one_line_tt available_chief_of_army generic_skip_one_line_tt
		show_ideas_tooltip = MEN_ryukichi_tanaka MEN_ryukichi_tanaka_chief
		add_doctrine_cost_reduction = {
			name = MEN_japanese_military_advisors
			cost_reduction = 0.5
			uses = 1
			category = cat_grand_battle_plan
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_provide_refuge_to_the_victims_of_fascism
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_provide_refuge_to_the_victims_of_fascism
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = TUR_the_batumi_accord
	}
	x = -2
	y = 1
	relative_position_id = TUR_the_batumi_accord
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = TUR_refugees_from_the_fascist_menace
			days = 180
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3ATo_be_splitted.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 Category:To be splitted:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Split ‎ (← links | edit)

Template:Split/doc ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Category:To_be_splitted"
### Entity: Event
Component: DOD_yugoslavia.22
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.22
	title = DOD_yugoslavia.22.t
	desc = DOD_yugoslavia.22.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.21.a
		ai_chance = {
			factor = 30
		}
		add_opinion_modifier = {
			target = FROM
			modifier = YUG_sold_planes
		}
	}
}
### Entity: Scripted Trigger
Component: TUR_a_monopoly_has_been_formed
Constructs: has_idea
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_a_monopoly_has_been_formed = {
	custom_trigger_tooltip = {
		tooltip = TUR_a_monopoly_has_been_formed_tt
		AND = {
			has_idea = koc_ticaret_as_armor koc_ticaret_as_shipyard koc_ticaret_as_defense_industry
		}
	}
}
### Entity: Event
Component: MAN_56_event.9
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.9
	title = MAN_56_event.9.t
	desc = MAN_56_event.9.desc
	picture = GFX_report_event_DEN_denmark_surrenders
	is_triggered_only = yes
	option = {
		name = MAN_56_event.9.a
		custom_effect_tooltip = MAN_seperatism_tt
		MAN = {
			set_country_flag = MAN_seperatism
			country_event = CHI_warlords.20
		}
	} {
		name = MAN_56_event.9.b
		MAN = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_stand_against_communism
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, unlock_national_focus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_stand_against_communism
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = NOR_pragmatic_diplomacy
	}
	mutually_exclusive = {
		focus = NOR_stand_against_fascism
	}
	x = 2
	y = 4
	relative_position_id = NOR_three_brothers
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		is_in_faction_with = DEN FIN
		NOT = {
			OR = {
				has_war_with = GER
				GER = {
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		GER = {
			diplomatic_relation = {
				country = NOR
				relation = non_aggression_pact
			} {
				country = DEN
				relation = non_aggression_pact
			} {
				country = SWE
				relation = non_aggression_pact
			}
			hidden_effect = {
				if = {
					limit = {
						focus_progress = {
							focus = GER_operation_weserubung
							progress = > 0
						}
					}
					unlock_national_focus = GER_operation_weserubung
				}
			}
			add_ai_strategy = {
				type = befriend
				id = NOR
				value = 125
			} {
				type = ignore
				id = NOR
				value = 125
			} {
				type = befriend
				id = DEN
				value = 125
			} {
				type = ignore
				id = DEN
				value = 125
			} {
				type = befriend
				id = SWE
				value = 125
			} {
				type = ignore
				id = SWE
				value = 125
			}
		}
		SOV = {
			add_ai_strategy = {
				type = antagonize
				id = NOR
				value = 100
			} {
				type = antagonize
				id = FIN
				value = 200
			} {
				type = antagonize
				id = EST
				value = 100
			}
		}
		ROOT = {
			if = {
				limit = {
					GER = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
			} {
				limit = {
					GER = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
			}
		}
		DEN = {
			if = {
				limit = {
					is_in_faction_with = ROOT
					GER = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
				country_event = naw_norway.32
			} {
				limit = {
					is_in_faction_with = ROOT
					GER = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
				country_event = naw_norway.32
			}
		}
		SWE = {
			if = {
				limit = {
					is_in_faction_with = ROOT
					GER = {
						has_government = democratic
		
# ... (truncated)
### Entity: Country History
Country: BCO
Component: BCO_misc
Constructs: limit, set_technology, set_research_slots, set_country_flag, set_grand_doctrine, has_dlc, is_ai, set_convoys
Source: game
File: history/countries/BCO - British Columbia.txt

Code:
# Misc for BCO
capital = 473
set_research_slots = 4
set_country_flag = monroe_doctrine
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		iw_medium_airframe = 1
		engines_1 = 1
		aircraft_construction = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			naval_bomber1 = 1
		}
	}
}
{
	limit = {
		has_dlc = La Resistance
		BCO = {
			is_ai = no
		}
	}
	set_technology = {
		armored_car1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
set_convoys = 100
### Entity: Scorer
Component: operative_mission_no_mission_scorer
Constructs: has_capitulated
Source: game
File: common/scorers/country/operative_mission_scorer.txt

Code:
operative_mission_no_mission_scorer = {
	targets = {
		targets = {
			GER
		}
		target_root_trigger = {
			always = no
		}
		target_trigger = {
			always = no
		}
		score = {
			base = 100
			modifier = {
				has_capitulated = yes
				factor = 0
			}
		}
	}
}
### Entity: Event
Component: turkey.1
Constructs: limit, every_country, fire_only_once, has_start_date, has_dlc, is_unit_leader, remove_unit_leader_role
Source: game
File: events/Turkey.txt

Code:
country_event = {
	id = turkey.1
	title = turkey.1.t
	desc = turkey.1.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	trigger = {
		original_tag = TUR
		date = > 1938.11.1
		has_start_date = < 1936.01.02
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
	mean_time_to_happen = {
		days = 30
		modifier = {
			factor = 0.5
			date = > 1938.12.1
		} {
			factor = 0.2
			date = > 1939.1.1
		}
	}
	immediate = {
		hidden_effect = {
			promote_character = TUR_ismet_inonu
		}
	}
	option = {
		name = turkey.1.a
		every_country = {
			limit = {
				TUR_mustafa_kemal_ataturk = {
					is_unit_leader = yes
				}
			}
			TUR_mustafa_kemal_ataturk = {
				remove_unit_leader_role = yes
			}
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_new_agriculture_program
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_new_agriculture_program
	icon = GFX_goal_agrarian_reform
	cost = 10
	prerequisite = {
		focus = VIN_the_roaring_dragon_theory
	}
	completion_reward = {
		add_ideas = VIN_the_new_agriculture_program
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	x = 48
	y = 3
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_strength_of_the_tsar
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_strength_of_the_tsar
	icon = GFX_goal_BUL_boris_2
	prerequisite = {
		focus = BUL_democracy_through_elections
	}
	relative_position_id = BUL_democracy_through_elections
	mutually_exclusive = {
		focus = BUL_promote_republicanism
	}
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 6
	}
	available = {
		democratic = > 0.4
	}
	completion_reward = {
		add_ideas = BUL_tsar_boris_iii
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_fortifications_FIN
Constructs: limit, has_country_flag, is_ai, set_country_flag, add_building_construction
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies.txt

Code:
EAI_BUILDING_fortifications_FIN = {
	if = {
		limit = {
			tag = FIN
			NOT = {
				has_country_flag = EAI_BUILDING_fortifications_FIN
			}
			SOV = {
				is_ai = no
			}
			num_of_civilian_factories = > 15
		}
		set_country_flag = EAI_BUILDING_fortifications_FIN
		111 = {
			add_building_construction = {
				type = bunker
				level = 3
				instant_build = no
				province = {
					id = 11105
				}
			} {
				type = coastal_bunker
				level = 3
				instant_build = no
				province = {
					id = 11105
				}
			}
		}
		928 = {
			add_building_construction = {
				type = bunker
				level = 7
				instant_build = no
				province = {
					id = 6186 11056 3061
				}
			}
		}
		930 = {
			add_building_construction = {
				type = bunker
				level = 5
				instant_build = no
				province = {
					id = 3131 37 3013
				}
			}
		}
		150 = {
			add_building_construction = {
				type = bunker
				level = 3
				instant_build = no
				province = {
					id = 9106 3125 9104 11141 136
				}
			}
		}
		929 = {
			add_building_construction = {
				type = bunker
				level = 3
				instant_build = no
				province = {
					id = 11121 6212
				}
			}
		}
	}
}
### Entity: Idea
Component: POL_empowered_sejm_idea
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_empowered_sejm_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		neutrality_drift = -0.1
		stability_factor = 0.1
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_antagonize
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_antagonize
* description: ai strategy value antagonize against country. Example: GER.ai_strategy_antagonize@ENG
### Entity: National Focus
Tree: swe_focus
Component: SWE_secure_the_government
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, set_politics, set_rule, add_timed_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_secure_the_government
	icon = GFX_goal_crush_resistance
	prerequisite = {
		focus = SWE_sven_olov_addresses_aland_convention
	}
	relative_position_id = SWE_sven_olov_addresses_aland_convention
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		fascism = > 0.45
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		set_rule = {
			can_join_factions = no
		}
		add_political_power = 100
		add_timed_idea = {
			idea = SWE_democratic_element_purges
			days = 90
		}
		hidden_effect = {
			if = {
				limit = {
					is_ai = yes
					has_idea = SWE_per_engdahl
				}
				remove_ideas = SWE_per_engdahl
			}
		}
	}
}
### Entity: State History
Component: 418
Constructs: add_core_of
Source: game
File: history/states/418-Semnan.txt

Code:
state = {
	id = 418
	name = STATE_418
	manpower = 332362
	state_category = wasteland
	history = {
		owner = PER
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			8093 1
		}
		add_core_of = PER
	}
	provinces = {
		8009 8093 10873 11671 12704 12748 12818
	}
	local_supplies = 0.0
}
### Entity: Character
Component: resistance_leader
Source: game
File: common/country_leader/00_traits.txt

Code:
resistance_leader = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	resistance_damage_to_garrison_on_our_occupied_states = 0.1
	resistance_target_on_our_occupied_states = 0.1
	resistance_decay_on_our_occupied_states = -0.1
	high_command_cost_factor = -0.25
}
### Entity: State History
Component: 983
Constructs: add_core_of
Source: game
File: history/states/983-Manica e Sofala.txt

Code:
state = {
	id = 983
	name = STATE_896
	manpower = 188600
	state_category = pastoral
	history = {
		owner = MZB
		buildings = {
			infrastructure = 2
		}
		add_core_of = MZB
	}
	provinces = {
		2120 5155 12935 12950
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: SOV_trigger_regular_purge_civil_servants_purged_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_regular_purge_civil_servants_purged_effect = {
	country_event = NSB_soviet_paranoia_system_events.12
	set_variable = {
		SOV_last_regular_purge_area = 1
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: Scripted Effect
Component: EAI_PC_naval_base_for_ally_STRATEGIES
Constructs: has_war, limit, set_temp_variable, clear_temp_array, is_in_faction_with, is_ai, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_naval_base_for_ally_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_naval_base_for_ally_STRATEGIES = 0
	}
	clear_temp_array = _target_states_ _target_provinces_
	if = {
		limit = {
			tag = USA
			is_in_faction_with = ENG
			ENG = {
				is_ai = yes
			}
			has_war = yes
			date = > 1940.1.1
		}
		add_to_temp_array = {
			_target_states_ = 118
			 = .id
		} {
			_target_provinces_ = 4135
		} {
			_target_states_ = 116
			 = .id
		} {
			_target_provinces_ = 12003
		} {
			_target_states_ = 447
			 = .id
		} {
			_target_provinces_ = 4076
		}
		set_temp_variable = {
			_project_target_level = 10
		} {
			_project_queue_num = 10
		} {
			_project_build_for_ally = 1
		} {
			EAI_PC_naval_base_for_ally_STRATEGIES = 1
		}
	}
}
### Entity: Idea
Component: idea_SIA_public_credit_debt_2
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_public_credit_debt_2 = {
	allowed = {
		original_tag = SIA
	}
	picture = generic_foreign_capital
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.5
	}
}
### Entity: Military Industrial Organization
Component: BEL_renault_organization
Constructs: has_completed_focus, has_war_with, add_trait, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/BEL_organization.txt

Code:
BEL_renault_organization = {
	name = BEL_renault_organization
	include = generic_infantry_tank_organization
	icon = GFX_idea_renault
	allowed = {
		original_tag = BEL
	}
	available = {
		FROM = {
			NOT = {
				has_war_with = FRA
			}
		}
	}
	add_trait = {
		token = BEL_mio_trait_fonderie_royale_canons
		name = BEL_mio_trait_fonderie_royale_canons
		icon = GFX_generic_mio_department_icon_tank_medium_tank_weapons
		special_trait_background = yes
		available = {
			owner = {
				has_completed_focus = BEL_fonderie_royale_de_canons_liege
			}
		}
		position = {
			x = 3
			y = 0
		}
		equipment_bonus = {
			ap_attack = 0.15
			hard_attack = 0.1
		}
	} {
		token = FRA_mio_trait_automitrailleuses
		name = FRA_mio_trait_automitrailleuses
		icon = GFX_generic_mio_trait_icon_maximum_speed
		special_trait_background = yes
		position = {
			x = 5
			y = 0
		}
		limit_to_equipment_type = {
			medium_tank_chassis
		}
		equipment_bonus = {
			maximum_speed = 0.1
			armor_value = -0.05
		}
	} {
		token = FRA_mio_trait_b1_bis_suspension
		name = FRA_mio_trait_b1_bis_suspension
		icon = GFX_generic_mio_trait_icon_breakthrough
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_single_engine
		any_parent = {
			generic_mio_trait_single_engine generic_mio_trait_dual_engine_redundancy
		}
		limit_to_equipment_type = {
			heavy_tank_chassis
		}
		equipment_bonus = {
			maximum_speed = 0.05
			breakthrough = 0.1
		}
	}
}
### Entity: Decision
Component: prestigious_projects
Constructs: has_completed_focus, add_war_support, fire_only_once, add_political_power, is_literally_china, has_navy_size, is_good, complete_effect
Source: game
File: common/decisions/CHI_decisions.txt

Code:
prestigious_projects = {
	CHI_build_a_carrier = {
		allowed = {
			is_literally_china = yes
		}
		icon = generic_naval
		available = {
			has_navy_size = {
				unit = carrier
				size = > 0
			}
		}
		days_mission_timeout = 720
		fire_only_once = yes
		is_good = no
		activation = {
			has_completed_focus = CHI_naval_aviation
		}
		complete_effect = {
			add_political_power = 100
			navy_experience = 30
			add_war_support = 0.05
		}
		timeout_effect = {

		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_centralize_power
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_centralize_power
	icon = GFX_goal_AUS_remove_miklas
	relative_position_id = AUS_destroy_the_compromise
	x = -1
	y = 4
	prerequisite = {
		focus = AUS_destroy_the_compromise
	}
	cost = 5
	completion_reward = {
		remove_ideas = AUS_president_miklas
	}
}
### Entity: Character
Component: AUS_putschminister
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_putschminister = {
	random = no
	sprite = 18
	modifier_army_sub_unit_militia_attack_factor = 0.1
	modifier_army_sub_unit_militia_defence_factor = 0.1
	army_core_defence_factor = 0.05
	war_support_factor = 0.1
}
### Entity: State History
Component: 53
Constructs: add_core_of
Source: game
File: history/states/53-Oberbayern.txt

Code:
state = {
	id = 53
	name = STATE_53
	manpower = 1453365
	state_category = city
	history = {
		owner = GER
		add_core_of = GER BAY
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		victory_points = {
			9515 3
		}
	}
	provinces = {
		532 571 586 3299 3541 3571 6725 9515 9681 11497
	}
	local_supplies = 7.0
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_anti_invasion
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_anti_invasion
	text = GEN_Anti_Invasion
	icon = GFX_goal_generic_construct_military
	relative_position_id = EGY_continue_international_neutrality
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_continue_international_neutrality
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = GEN_Anti_Invasion_I
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AUnsigned/doc.html

Doc:
This is the documentation page for Template:Unsigned. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

This template should always be substituted, i.e. use {{subst:Unsigned}}.
|

This template can be used to label unsigned comments on talk pages.