Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_japan.110
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.110
	title = wtt_japan.109.t
	desc = wtt_japan.110.desc
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = wtt_japan.109.a
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				OR = {
					ITA_is_historical_ai = yes
					ITA_is_alt_fascist_balbo_ai = yes
				}
			}
		}
		event_target:JAP_initiator = {
			give_guarantee = event_target:ITA_fascism event_target:GER_fascism
			diplomatic_relation = {
				country = event_target:ITA_fascism
				relation = non_aggression_pact
				active = yes
			} {
				country = event_target:GER_fascism
				relation = non_aggression_pact
				active = yes
			}
		} {
			country_event = {
				id = wtt_japan.111
				hours = 6
			}
		}
		event_target:GER_fascism = {
			give_guarantee = event_target:ITA_fascism event_target:JAP_initiator
			diplomatic_relation = {
				country = event_target:ITA_fascism
				relation = non_aggression_pact
				active = yes
			}
		} {
			country_event = {
				id = wtt_japan.113
				hours = 6
			}
		}
		event_target:ITA_fascism = {
			give_guarantee = event_target:JAP_initiator event_target:GER_fascism
		}
	} {
		name = wtt_japan.109.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					ITA_is_historical_ai = yes
					ITA_is_alt_fascist_balbo_ai = yes
				}
			}
		}
		event_target:GER_fascism = {
			country_event = {
				id = wtt_japan.112
				hours = 6
			}
		}
		event_target:JAP_initiator = {
			country_event = {
				id = wtt_japan.112
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: SOV_risk_of_disease
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_risk_of_disease = {
	name = SOV_risk_of_disease
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_completed_focus = SOV_Mass_Immunizations
	}
	picture = prc_low_popular_support
	modifier = {
		MONTHLY_POPULATION = -0.01
	}
}
### Entity: National Focus
Component: free_denmark
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, add_ideas, has_government, has_war_with, add_war_support
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus_tree = {
	id = free_denmark
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = DEN
			has_country_flag = DEN_use_free_tree
		}
	}
	shared_focus = NORDIC_form_joint_alliance DEN_Denmark_in_Peril
	default = no
	focus = {
		id = DEN_Continue_the_Fight
		icon = GFX_goal_generic_national_defense_fund
		cost = 10
		ai_will_do = {
			factor = 100
		}
		search_filters = {
			FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
		}
		x = 37
		y = 0
		available_if_capitulated = yes
		completion_reward = {
			add_manpower = 5000
			add_war_support = 0.15
		}
	} {
		id = DEN_Sabotage_German_Supply
		icon = GFX_goal_generic_revolt
		cost = 10
		ai_will_do = {
			factor = 3
		}
		prerequisite = {
			focus = DEN_Continue_the_Fight
		}
		x = 35
		y = 1
		available_if_capitulated = yes
		completion_reward = {
			random_owned_state = {
				limit = {
					is_core_of = DEN
					NOT = {
						is_controlled_by = DEN
					}
				}
				damage_building = {
					type = infrastructure
					damage = 2
				}
			} {
				limit = {
					is_core_of = DEN
					NOT = {
						is_controlled_by = DEN
					}
				}
				damage_building = {
					type = infrastructure
					damage = 2
				}
			}
		}
	} {
		id = DEN_Target_Danish_Collaborators
		icon = GFX_goal_generic_denazification
		cost = 10
		ai_will_do = {
			factor = 5
		}
		prerequisite = {
			focus = DEN_Sabotage_German_Supply
		}
		x = 35
		y = 2
		available_if_capitulated = yes
		completion_reward = {
			add_ideas = DEN_Resistance_1
		}
	} {
		id = DEN_Scuttle_the_Ships
		icon = GFX_goal_generic_large_fleet
		cost = 10
		ai_will_do = {
			factor = 10
		}
		bypass = {
			OR = {
				has_country_flag = den_ships_scuttled den_ships_seized
			}
		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT
		}
		prerequisite = {
			focus = DEN_Target_Danish_Collaborators
		}
		x = 34
		y = 3
		available_if_capitulated = yes
		completion_reward = {
			custom_effect_tooltip = den_scuttled_tt
		}
	} {
		id = DEN_Alliance_with_the_Communists
		icon = GFX_goal_generic_karl_marx
		cost = 10
		ai_will_do = {
			factor = 2
		}
		prerequisite = {
			focus = DEN_Continue_the_Fight
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
		}
		x = 38
		bypass = {
			OR = {
				var:occupation_target = {
					has_government = communism
				}
				any_enemy_country = {
					has_government = communism
				}
			}
		}
		y = 1
# ... (truncated)
### Entity: Idea
Component: SWE_independent_economy
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_independent_economy = {
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_an_aegean_sea_fleet
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, complete_mio_trait, every_controlled_state, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_an_aegean_sea_fleet
	prerequisite = {
		focus = BUL_a_black_sea_fleet
	} {
		focus = BUL_develop_burgas_shipyards
	}
	icon = GFX_focus_generic_cruiser2
	relative_position_id = BUL_a_black_sea_fleet
	x = 2
	y = 2
	cost = 10
	available = {
		any_controlled_state = {
			BUL_state_is_in_the_aegean_sea = yes
			dockyard = > 0
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = BUL_an_aegean_sea_fleet
			bonus = 0.5
			uses = 2
			category = ca_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:BUL_varna_naval_dockyard_organization = {
				complete_mio_trait = BUL_mio_trait_an_aegean_sea_fleet
			}
		}
		else = {
			BUL_replace_national_naval_designer = yes
		}
		custom_effect_tooltip = BUL_an_aegean_sea_fleet_tt
		every_controlled_state = {
			limit = {
				BUL_state_is_in_the_aegean_sea = yes
				dockyard = > 0
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			} {
				type = dockyard
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Character
Component: BRI_communist_guy
Constructs: has_government
Source: game
File: common/characters/BRI.txt

Code:
BRI_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BRI_communist_guy
		allowed = {
			original_tag = BRI
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Faction
Component: faction_template_fourth_international
Constructs: change_leader_rule_industry, change_leader_rule_manpower
Source: game
File: common/factions/templates/soviet_factions.txt

Code:
faction_template_fourth_international = {
	name = FOURTH_INTERNATIONAL_FACTION
	manifest = faction_manifest_spread_of_communism
	icon = GFX_faction_logo_4th_international
	goals = {
		faction_goal_undoing_brest_litowsk faction_goal_the_red_tide
	}
	default_rules = {
		joining_rule_communist_only change_leader_rule_industry change_leader_rule_manpower dismissal_rule_ideology_not_communism war_declaration_rule_major_only
	}
}
### Entity: Idea
Component: JAP_increased_national_security_no_lar
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_increased_national_security_no_lar = {
	picture = generic_spy_political
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	removal_cost = -1
	modifier = {
		foreign_subversive_activites = -0.2
		encryption = 1
	}
	cancel = {

	}
	on_remove = {

	}
}
### Entity: Character
Component: AUS_abolished_austrofascism
Constructs: stability_factor, neutrality_drift, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_abolished_austrofascism = {
	random = no
	neutrality_drift = 0.03
	democratic_drift = 0.05
	stability_factor = 0.05
	surrender_limit = 0.1
}
### Entity: Character
Component: SOV_markian_popov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_markian_popov = {
	name = SOV_markian_popov
	portraits = {
		army = {
			large = GFX_portrait_SOV_markian_popov
			small = GFX_portrait_SOV_markian_popov_small
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist infantry_officer winter_specialist
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Idea
Component: SMB_dreadnought_debt_fake_for_tooltip
Constructs: removal_cost
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
SMB_dreadnought_debt_fake_for_tooltip = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ger_mefo_bills_payment
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: Character
Component: MNC_rainier_iii_of_monaco_fascism_idea
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MNC_rainier_iii_of_monaco_fascism_idea = {
	random = no
	political_power_cost = -0.1
	democratic_acceptance = 50
	stability_factor = -0.1
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_military_intelligence_department
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_character, set_nationality
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_military_intelligence_department
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = PRC_revolutionary_military_commission
	}
	x = 4
	y = 1
	relative_position_id = PRC_revolutionary_military_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_character = PRC_kang_sheng
				}
			}
			PRC = {
				PRC_kang_sheng = {
					set_nationality = ROOT
				}
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PRC_kang_sheng
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_devout_to_the_monarchy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_devout_to_the_monarchy
	icon = GFX_focus_GRE_devotion_to_the_monarchy
	text = GRE_devout_to_the_monarchy
	prerequisite = {
		focus = GRE_reinforce_royal_dictatorship
	}
	x = 4
	y = 1
	relative_position_id = GRE_reinforce_royal_dictatorship
	cost = 7
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = GRE_devout_to_the_monarchy
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: luxembourg.262
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.262
	title = luxembourg.262.t
	desc = luxembourg.262.d
	is_triggered_only = yes
	option = {
		name = luxembourg.262.a
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: Event
Component: GOE_RAJ_navy.7
Constructs: is_triggered_only, ai_chance, limit, has_dlc, add_cic, create_equipment_variant, create_ship
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.7
	picture = GFX_report_event_usa_destroyers
	title = GOE_RAJ_navy.7.t
	desc = GOE_RAJ_navy.7.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.7.a
		ai_chance = {
			base = 0.9
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			ENG = {
				add_cic = 2000
				create_equipment_variant = {
					name = C Class Calcutta
					type = ship_hull_cruiser_1
					modules = {
						fixed_ship_engine_slot = cruiser_ship_engine_1
						mid_1_custom_slot = ship_light_medium_battery_1
						fixed_ship_battery_slot = ship_light_battery_1
						fixed_ship_fire_control_system_slot = ship_fire_control_system_1
					}
				}
			}
			RAJ = {
				create_ship = {
					type = ship_hull_cruiser_1
					equipment_variant = C Class Calcutta
					creator = ENG
					name = C Class Calcutta
				} {
					type = ship_hull_cruiser_1
					equipment_variant = C Class Calcutta
					creator = ENG
					name = C Class Calcutta
				} {
					type = ship_hull_cruiser_1
					equipment_variant = C Class Calcutta
					creator = ENG
					name = C Class Calcutta
				} {
					type = ship_hull_cruiser_1
					equipment_variant = C Class Calcutta
					creator = ENG
					name = C Class Calcutta
				}
				country_event = {
					id = GOE_RAJ_navy.8
					days = 1
				}
			}
		}
		else = {
			ENG = {
				add_cic = 2000
				create_equipment_variant = {
					name = C Class Calcutta
					type = light_cruiser_1
					modules = {
						fixed_ship_anti_air_slot = ship_anti_air_1
						fixed_ship_engine_slot = cruiser_ship_engine_1
						mid_1_custom_slot = ship_torpedo_1
						mid_2_custom_slot = ship_anti_air_1
						rear_1_custom_slot = ship_light_medium_battery_1
						fixed_ship_battery_slot = ship_light_medium_battery_1
						fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					}
				}
			}
			RAJ = {
				create_ship = {
					type = light_cruiser_1
					equipment_variant = C Class Calcutta
					creator = ENG
					name = C Class Calcutta
				} {
					type = light_cruiser_1
					equipment_variant = C Class Calcutta
					creator = ENG
					name = C Class Calcutta
				} {
					type = light_cruiser_1
					equipment_variant = C Class Calcutta
					creator = ENG
					name = C Class Calcutta
				} {
					type = light_cruiser_1
					equipment_variant = C Class Calcutta
					creator = ENG
					name = C Class Calcutta
				}
				country_event = {
					i
# ... (truncated)
### Entity: Military Industrial Organization
Component: BEL_fonderie_royale_de_canons_liege_organization
Constructs: has_completed_focus, has_dlc, production_bonus, equipment_bonus, add_trait
Source: game
File: common/military_industrial_organization/organizations/BEL_organization.txt

Code:
BEL_fonderie_royale_de_canons_liege_organization = {
	name = BEL_fonderie_royale_de_canons_liege_organization
	include = generic_artillery_organization
	icon = GFX_idea_BEL_fonderie_royale_de_canons_liege
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	initial_trait = {
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
		equipment_bonus = {
			ap_attack = 0.15
			hard_attack = 0.1
		}
	}
	add_trait = {
		token = BEL_mio_trait_47mm_at_guns
		name = BEL_mio_trait_47mm_at_guns
		icon = GFX_generic_mio_department_icon_anti_tank
		special_trait_background = yes
		position = {
			x = 5
			y = 1
		}
		limit_to_equipment_type = {
			anti_tank_equipment
		}
		any_parent = {
			generic_mio_trait_rapid_fire
		}
		equipment_bonus = {
			ap_attack = 0.15
			hard_attack = 0.1
		}
	} {
		token = BEL_mio_trait_excellent_machining_tools
		name = BEL_mio_trait_excellent_machining_tools
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		available = {
			owner = {
				has_completed_focus = BEL_cockerill
			}
		}
		position = {
			x = 7
			y = 1
		}
		any_parent = {
			generic_mio_trait_advanced_barrel_forging generic_mio_trait_big_guns
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.03
			production_efficiency_cap_factor = 0.03
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_iranian_industrialization
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_iranian_industrialization
	icon = GFX_focus_ARG_women_in_industry
	prerequisite = {
		focus = PER_iranian_socialism
	}
	x = 2
	y = 1
	relative_position_id = PER_iranian_socialism
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_communist_industrialization_idea
			days = 730
		}
	}
}
### Entity: AI Strategy
Component: ENG_USA_onto_the_beaches_2
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_USA_onto_the_beaches_2 = {
	allowed = {
		OR = {
			original_tag = USA ENG
		}
		is_historical_focus_on = yes
	}
	enable = {
		date = > 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_focus
		value = 20
	} {
		type = invasion_unit_request
		area = normandy_landing_zone
		value = 6
	} {
		type = area_priority
		id = normandy_landing_zone
		value = 80
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_the_national_bureau_of_statistics
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_the_national_bureau_of_statistics
	icon = GFX_focus_generic_treaty
	x = -2
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_emergency_powers_to_petain
	}
	relative_position_id = VIC_emergency_powers_to_petain
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			FRA_national_bureau_of_statistics
		}
	}
}
### Entity: Character
Component: heavy_tank_producer_defense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_tank_producer_defense_0 = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			hard_attack = 0.05
			ap_attack = 0.05
		}
		heavy_tank_artillery_chassis = {
			hard_attack = 0.05
			ap_attack = 0.05
		}
		heavy_tank_destroyer_chassis = {
			hard_attack = 0.05
			ap_attack = 0.05
		}
		heavy_tank_aa_chassis = {
			hard_attack = 0.05
			ap_attack = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: COG_DD_HISTORICAL
Source: game
File: common/units/names_ships/COG_ship_names.txt

Code:
COG_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		COG
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = BNS 
	fallback_name = Contre-Torpilleur %d
	unique = {
		Boma Matadi Moba Albertville Elisabethville Nkamba Bakwanga Kabinda Cabinda Baoudinville Goma Stanleyville
	}
}
### Entity: Event
Component: greece.29
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.29
	title = greece.29.t
	desc = greece.29.d
	picture = GFX_report_event_gre_militaristic_march
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = greece.29.a
		ai_chance = {
			modifier = {
				factor = 85
			}
		}
		GRE = {
			country_event = greece.10
		}
	} {
		name = greece.29.b
		ai_chance = {
			modifier = {
				factor = 15
			}
		}
		add_political_power = -30
		add_stability = -0.1
		GRE = {
			country_event = greece.8
		}
	}
}
### Entity: State History
Component: 288
Constructs: add_core_of
Source: game
File: history/states/288-Magwe.txt

Code:
state = {
	id = 288
	name = STATE_288
	resources = {
		tungsten = 92
		oil = 56
	}
	manpower = 2107805
	state_category = rural
	history = {
		owner = BRM
		add_core_of = BRM
		victory_points = {
			4202 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		3999 4202 4454 4541 7034 7163 7190 7534 10033 11966 12449
	}
	local_supplies = 0.0
	buildings_max_level_factor = 1.0
}
### Entity: Scripted Trigger
Component: is_germanic
Constructs: is_germanic
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_germanic = {
	OR = {
		original_tag = GER NOR SWE DEN SWI HOL LUX BEL AUS
	}
}
### Entity: Order of Battle
Component: 2. Svenska Frivilligkår 'Göteborg'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_democratic.txt

Code:
division = {
	name = 2. Svenska Frivilligkår 'Göteborg'
	location = 3021
	division_template = Frivilligregiment
}
### Entity: AI Strategy
Component: ai_focus_peaceful_COG
Source: game
File: common/ai_focuses/COG.txt

Code:
ai_focus_peaceful_COG = {
	research = {
		industry = 25.0
		construction_tech = 20.0
		electronics = 20.0
		computing_tech = 10.0
	}
}
### Entity: Scripted Effect
Component: EAI_mefo_debug
Constructs: limit, has_country_flag, has_dynamic_modifier, check_variable
Source: game
File: common/scripted_effects/EAI_DEBUG2_effects.txt

Code:
EAI_mefo_debug = {
	if = {
		limit = {
			tag = GER
		}
		if = {
			limit = {
				has_country_flag = GER_mefo_bills_penalty_flag
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_mefo_debug: GER_mefo_bills_penalty_flag
		} {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = GER_mefo_bills_modifier
					} {
						modifier = GER_economy_of_conquest_modifier
					}
				}
			}
			if = {
				limit = {
					check_variable = {
						GER_industrial_consumer_goods_factor = > 0.5
					}
				}
				log = GER_industrial_consumer_goods_factor=[?GER_industrial_consumer_goods_factor] GER_monthly_consumer_goods_increase=[?GER_monthly_consumer_goods_increase]
			}
		}
	}
}
### Entity: Order of Battle
Component: We also got Tanks
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = We also got Tanks
	location = 12768
	division_template = Armeowr Brigade
	start_experience_factor = 0.3
}
### Entity: Event
Component: wuw_GER_realpolitik.29
Constructs: is_triggered_only, ai_chance, limit, random_owned_controlled_state, is_core_of, set_variable, check_variable
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.29
	title = wuw_GER_realpolitik.29.t
	desc = wuw_GER_realpolitik.29.desc
	picture = GFX_report_event_GER_black_reichswehr_forces
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.29.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				set_variable = {
					ROOT.temp_capital = THIS.id
				}
			}
		}
		start_civil_war = {
			ideology = ROOT
			ruling_party = fascism
			size = 0.4
			capital = var:ROOT.temp_capital
		}
	} {
		name = wuw_GER_realpolitik.29.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				check_variable = {
					num_owned_states = < 2
				}
			}
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				set_variable = {
					ROOT.temp_capital = THIS.id
				}
			}
		}
		start_civil_war = {
			ideology = fascism
			ruling_party = ROOT
			size = 0.5
			capital = var:ROOT.temp_capital
		}
	}
}
### Entity: Trigger Reference
Construct: has_navy_size
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_navy_size

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks for amount of ships, additionally of a specified type, archetype, or sub unit definition.

Examples:
	has_navy_size = { size > 10 type = convoy } # Must have more than 10 convoys.
	has_navy_size = { size < 1 archetype = ship_hull_light } # Must not have any ships with light hulls.
	has_navy_size = { size > 39 unit = heavy_cruiser } # Must have 40 or more heavy cruisers.
	has_navy_size = { size < 100 } # Must have fewer than 100 ships of any type.
```