Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: assembly_line_production
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_factory_max_efficiency_factor = 0.1
	equipment_conversion_speed = 0.2
	path = {
		leads_to_tech = flexible_line
		research_cost_coeff = 1
	} {
		leads_to_tech = streamlined_line
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1941
	folder = {
		name = industry_folder
		position = {
			x = 0
			y = 8
		}
	}
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 10
			date = > 1941.1.1
		}
	}
	categories = {
		industry cat_production
	}
}
### Entity: Character
Component: GER_reich_minister_of_propaganda_improved
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_minister_of_propaganda_improved = {
	sprite = 13
	random = no
	war_support_factor = 0.05
	fascism_drift = 0.1
	surrender_limit = 0.1
	offensive_war_stability_factor = 0.1
	defensive_war_stability_factor = 0.1
}
### Entity: Unit Template
Component: SIA_CAV_01
Source: game
File: common/units/names_divisions/SIA_names_divisions.txt

Code:
SIA_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		SIA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Royal Thai Cavalry
	ordered = {
		1 = {
			%dst Royal Thai Cavalry
		}
		2 = {
			%dnd Royal Thai Cavalry
		}
		3 = {
			%drd Royal Thai Cavalry
		}
		4 = {
			%dth Royal Thai Cavalry
		}
		5 = {
			%dth Royal Thai Cavalry
		}
		6 = {
			%dth Royal Thai Cavalry
		}
		7 = {
			%dth Royal Thai Cavalry
		}
		8 = {
			%dth Royal Thai Cavalry
		}
		9 = {
			%dth Royal Thai Cavalry
		}
		10 = {
			%dth Royal Thai Cavalry
		}
		11 = {
			%dth Royal Thai Cavalry
		}
		12 = {
			%dth Royal Thai Cavalry
		}
		13 = {
			%dth Royal Thai Cavalry
		}
		14 = {
			%dth Royal Thai Cavalry
		}
		15 = {
			%dth Royal Thai Cavalry
		}
		16 = {
			%dth Royal Thai Cavalry
		}
		17 = {
			%dth Royal Thai Cavalry
		}
		18 = {
			%dth Royal Thai Cavalry
		}
		19 = {
			%dth Royal Thai Cavalry
		}
		20 = {
			%dth Royal Thai Cavalry
		}
		21 = {
			%dst Royal Thai Cavalry
		}
		22 = {
			%dnd Royal Thai Cavalry
		}
		23 = {
			%drd Royal Thai Cavalry
		}
		24 = {
			%dth Royal Thai Cavalry
		}
		25 = {
			%dth Royal Thai Cavalry
		}
		26 = {
			%dth Royal Thai Cavalry
		}
		27 = {
			%dth Royal Thai Cavalry
		}
		28 = {
			%dth Royal Thai Cavalry
		}
		29 = {
			%dth Royal Thai Cavalry
		}
		30 = {
			%dth Royal Thai Cavalry
		}
		31 = {
			%dst Royal Thai Cavalry
		}
		32 = {
			%dnd Royal Thai Cavalry
		}
		33 = {
			%drd Royal Thai Cavalry
		}
		34 = {
			%dth Royal Thai Cavalry
		}
		35 = {
			%dth Royal Thai Cavalry
		}
		36 = {
			%dth Royal Thai Cavalry
		}
		37 = {
			%dth Royal Thai Cavalry
		}
		38 = {
			%dth Royal Thai Cavalry
		}
		39 = {
			%dth Royal Thai Cavalry
		}
		40 = {
			%dth Royal Thai Cavalry
		}
		41 = {
			%dst Royal Thai Cavalry
		}
		42 = {
			%dnd Royal Thai Cavalry
		}
		43 = {
			%drd Royal Thai Cavalry
		}
		44 = {
			%dth Royal Thai Cavalry
		}
		45 = {
			%dth Royal Thai Cavalry
		}
		46 = {
			%dth Royal Thai Cavalry
		}
		47 = {
			%dth Royal Thai Cavalry
		}
		48 = {
			%dth Royal Thai Cavalry
		}
		49 = {
			%dth Royal Thai Cavalry
		}
		50 = {
			%dth Royal Thai Cavalry
		}
		51 = {
			%dst Royal Thai Cavalry
		}
		52 = {
			%dnd Royal Thai Cavalry
		}
	}
}
### Entity: Event
Component: GOE_RAJ_generals.8
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_generals.8
	picture = GFX_report_event_generic_sign_treaty2
	title = GOE_RAJ_generals.8.t
	desc = GOE_RAJ_generals.8.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_generals.2.a
		effect_tooltip = {
			RAJ = {
				add_equipment_to_stockpile = {
					type = motorized_equipment_1
					amount = 600
					producer = ENG
				} {
					type = train_equipment
					amount = 10
					producer = ENG
				} {
					type = support_equipment
					amount = 500
					producer = ENG
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_AXIS_dont_build_planes_if_you_are_a_minor
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/EAI_axis.txt

Code:
EAI_AXIS_dont_build_planes_if_you_are_a_minor = {
	allowed = {
		EAI_MODE_challenging = yes
	}
	enable = {
		is_in_faction_with = GER
		NOT = {
			EAI_major_country = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = -200
	} {
		type = unit_ratio
		id = cas
		value = -200
	} {
		type = unit_ratio
		id = tactical_bomber
		value = -200
	} {
		type = air_factory_balance
		value = -5
	}
}
### Entity: Doctrine
Component: special_forces_quality
Constructs: limit, has_tech, xp_cost, has_variable, set_variable, add_to_variable
Source: game
File: common/doctrines/grand_doctrines/special_forces_grand_doctrines.txt

Code:
special_forces_quality = {
	folder = special_forces
	name = GRAND_DOCTRINE_SPECIAL_FORCES_QUALITY
	description = GRAND_DOCTRINE_SPECIAL_FORCES_QUALITY_DESC
	icon = GFX_doctrine_special_forces_2_medium
	available = {
		OR = {
			has_tech = tech_mountaineers marines paratroopers rangers_tech
		}
	}
	xp_cost = 60
	xp_type = army
	ai_will_do = {
		base = 1
	}
	tracks = {
		special_forces_first special_forces_second
	}
	category_special_forces = {
		max_organisation = 10
	}
	special_forces_no_supply_grace = 24
	milestones = {
		{
			category_special_forces = {
				acclimatization_hot_climate_gain_factor = 0.1
				acclimatization_cold_climate_gain_factor = 0.1
				soft_attack = 0.05
				breakthrough = 0.05
			}
			special_forces_cap = 0.02
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = special_forces_milestone_var
						}
					}
					set_variable = {
						special_forces_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						special_forces_milestone_var = 1
					}
				}
			}
		} {
			category_special_forces = {
				acclimatization_hot_climate_gain_factor = 0.1
				acclimatization_cold_climate_gain_factor = 0.1
				soft_attack = 0.05
				defense = 0.05
			}
			special_forces_cap = 0.02
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = special_forces_milestone_var
						}
					}
					set_variable = {
						special_forces_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						special_forces_milestone_var = 1
					}
				}
			}
		}
	}
}
### Entity: Event
Component: siam.47
Constructs: is_triggered_only
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.47
	title = siam.47.t
	desc = siam.47.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = siam.47.a
	}
}
### Entity: Achievement
Component: pinot_noirway
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
pinot_noirway = {
	id = 175
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = NOR
	}
	happened = {
		tag = NOR
		27 = {
			is_owned_and_controlled_by = NOR
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_45
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_45 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 45
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 45
	}
}
### Entity: Character
Component: jet_aircraft_manufacturer
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
jet_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		jet_fighter_equipment = {
			air_agility = 0.1
			maximum_speed = 0.1
		}
	}
}
### Entity: Scripted Trigger
Component: kurdistan_exists
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/IRQ_scripted_triggers.txt

Code:
kurdistan_exists = {
	custom_trigger_tooltip = {
		tooltip = kurdistan_exists_tt
		OR = {
			KUR = {
				exists = yes
			}
			has_global_flag = kurdistan_exists_flag
		}
	}
}
### Entity: Idea
Component: GER_deschimag
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_deschimag = {
	picture = GER_deschimag
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_high_seas_fleet
		}
	}
	cost = 150
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_expand_industrial_hubs
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_expand_industrial_hubs
	icon = GFX_goal_communist_factory
	relative_position_id = ISR_strengthen_maki
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_strengthen_maki
	}
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				454
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.16
Constructs: is_triggered_only, ai_chance, add_stability, annex_country, set_autonomy, declare_war_on, annex_everything
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.16
	title = wuw_GER_realpolitik.16.t
	desc = wuw_GER_realpolitik.16.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.16.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = GAME_OVER_TT
		FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
			GER_lower_CGFF_small = yes
		}
	} {
		name = wuw_GER_realpolitik.16.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.1
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_free
				end_wars = no
				end_civil_wars = yes
			}
		} {
			declare_war_on = {
				target = ROOT
				type = annex_everything
			}
		}
		leave_faction = yes
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: AI Strategy
Component: USA_Defends_australia_new_zealand
Constructs: is_ally_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_Defends_australia_new_zealand = {
	allowed = {
		tag = USA
	}
	enable = {
		AST = {
			exists = yes
		}
		is_ally_with = USA
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = theatre_distribution_demand_increase
		id = 520
		value = 10
	} {
		type = theatre_distribution_demand_increase
		id = 523
		value = 10
	} {
		type = theatre_distribution_demand_increase
		id = 633
		value = 10
	}
}
### Entity: Scripted Effect
Component: indonesia_volksraad_reduce_rubber_export_tax_effect
Constructs: clr_country_flag, set_country_flag, add_to_variable, add_autonomy_score
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_reduce_rubber_export_tax_effect = {
	clr_country_flag = INS_is_taking_volksraad
	set_country_flag = indonesia_volksraad_passed_4
	add_to_variable = {
		INS_volksraad_counter = 1
	} {
		var = INS_dutch_east_indies_stability_factor
		value = 0.05
		tooltip = stability_factor_tt
	} {
		var = INS_dutch_east_indies_production_speed_buildings_factor
		value = 0.05
		tooltip = production_speed_buildings_factor_tt
	}
	add_autonomy_score = {
		value = 125
		localization = INS_autonomy_reduced_rubber_tax
	}
	custom_effect_tooltip = INS_volksraad_tt
}
### Entity: Idea
Component: CHI_french_drill
Constructs: removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_french_drill = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_leader_start_defense_level = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_radio_guided_missiles
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_radio_guided_missiles
	icon = GFX_focus_JAP_radio_guided_missiles
	prerequisite = {
		focus = JAP_naval_armaments_program
	} {
		focus = JAP_rockets_development
	}
	relative_position_id = JAP_naval_armaments_program
	x = -1
	y = 2
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_advanced_weapon_projects = yes
		add_to_variable = {
			JAP_advanced_weapons_sp_tag_rocket_speed_factor = 0.1
			tooltip = sp_tag_rocket_speed_factor_tt
		}
	}
}
### Entity: Character
Component: SWE_committee_against_the_finnish_white_terror
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_committee_against_the_finnish_white_terror = {
	random = no
	sprite = 5
	communism_acceptance = 50
	army_breakthrough_against_minor_factor = 0.06
}
### Entity: Trigger Reference
Construct: is_subject
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_subject

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Checks if the country is subject of any other country
```
### Entity: Idea
Component: COG_uranium_development_trust_member_ns
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_uranium_development_trust_member_ns = {
	picture = HUN_treaty_of_triannon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		specialization_nuclear_speed_factor = 0.1
		production_speed_nuclear_reactor_factor = 0.1
		production_speed_nuclear_facility_factor = 0.1
		civilian_intel_to_others = 0.05
	}
}
### Entity: Event
Component: news.286
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.286
	title = news.286.t
	desc = news.286.desc
	picture = GFX_news_event_ast_parliament_house
	major = yes
	is_triggered_only = yes
	option = {
		name = news.286.a
		trigger = {
			NOT = {
				TAG = AST ENG
				is_in_faction_with = ENG
			}
		}
	} {
		name = news.286.b
		trigger = {
			TAG = AST
		}
	} {
		name = news.286.c
		trigger = {
			OR = {
				TAG = ENG
				is_in_faction_with = ENG
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_demand_liberation_of_workers
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_demand_liberation_of_workers
	icon = GFX_focus_generic_workers_and_farmers_rise
	prerequisite = {
		focus = AUS_meticulous_preparations AUS_rapid_revolutions
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_meticulous_preparations
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		AUS_danubian_communism_bypass = yes
		custom_trigger_tooltip = {
			tooltip = AUS_danubian_communism_bypass_has_rejected_tt
		}
	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_demand_liberation_of_workers_tt
	}
}
### Entity: Decision
Component: CHL_industrial_decisions
Constructs: has_dlc
Source: game
File: common/decisions/categories/CHL_decision_categories.txt

Code:
CHL_industrial_decisions = {
	icon = GFX_decision_category_generic_economy
	priority = 40
	picture = GFX_decision_cat_generic_mefo_bills
	visible_when_empty = no
	allowed = {
		original_tag = CHL
	}
	visible = {
		has_dlc = Trial of Allegiance
	}
}
### Entity: AI Strategy
Component: EAI_MISC_PP_relation_prio
Constructs: has_political_power
Source: game
File: common/ai_strategy/EAI_MISC_strategies.txt

Code:
EAI_MISC_PP_relation_prio = {
	enable = {
		has_political_power = < 300
	}
	abort = {
		NOT = {
			has_political_power = < 300
		}
	}
	ai_strategy = {
		type = pp_spend_priority
		id = relation
		value = -9999
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_push_the_constituition
Constructs: prerequisite, limit, completion_reward, has_cosmetic_tag, set_cosmetic_tag, is_ai, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_push_the_constituition
	icon = GFX_goal_constitution
	x = 2
	y = 1
	prerequisite = {
		focus = IRE_finna_fail
	}
	relative_position_id = IRE_finna_fail
	cost = 5
	ai_will_do = {
		factor = 25
	}
	bypass = {
		has_cosmetic_tag = CEL_UNIFIED
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = IRE_mcquaid
		set_cosmetic_tag = IRE_IRELAND
		if = {
			limit = {
				ROOT = {
					is_ai = yes
				}
				is_historical_focus_on = yes
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.03
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: austria.124
Constructs: is_triggered_only, add_ideas
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.124
	title = austria.124.t
	desc = austria.124.d
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = austria.124.a
		add_ideas = AUS_language_issue
	}
}
### Entity: Character
Component: GXC_zhang_lu
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_zhang_lu = {
	name = GXC_zhang_lu
	portraits = {
		civilian = {
			large = GFX_portrait_GXC_zhang_lu
		}
	}
	country_leader = {
		ideology = leninism
		traits = {
			dealbroker
		}
		expire = 1948.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: r56_CYP_farming_focus_1
Constructs: stability_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_farming_focus_1 = {
	name = r56_CYP_farming_focus
	picture = LIT_invested_in_farms
	modifier = {
		monthly_population = 0.1
		production_speed_industrial_complex_factor = -0.05
		stability_factor = 0.075
	}
}
### Entity: Idea
Component: CHI_bank_of_china
Constructs: is_literally_china_not_prc, has_dlc
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_bank_of_china = {
	picture = CHI_bank_of_china
	allowed = {
		is_literally_china_not_prc = yes
		has_dlc = No Compromise, No Surrender
	}
	available = {
		tag = event_target:WTT_current_china_leader
	}
	ai_will_do = {
		base = 3
	}
	traits = {
		monopolistic_bank
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_province_is_border
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_province_is_border = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_province_is_border > THIS=[this.getname] PREV=[prev.getname] _get_province_type_id=[?_get_province_type_id]
	}
	meta_trigger = {
		text = {
			any_province_building_level = {
				province = {
					id = [x]
					limit_to_border = yes
				}
				building = bunker
				level = < 11
			}
		}
		x = [?_get_province_type_id]
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_develop_the_hanyan_arsenal
Constructs: prerequisite, limit, completion_reward, has_idea, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_develop_the_hanyan_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CHI_mining_commission
	}
	x = 0
	y = 1
	relative_position_id = CHI_mining_commission
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		CHI_hyper_inflation_level_up = yes
		random_state = {
			limit = {
				has_state_flag = CHI_develop_the_hanyan_arsenal_AF
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		CHI_hyper_inflation_level_up = yes
		random_owned_controlled_state = {
			prioritize = {
				1036
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
			set_state_flag = CHI_develop_the_hanyan_arsenal_AF
		}
	}
}
### Entity: Character
Component: unpopular_monarch
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
unpopular_monarch = {
	random = no
	political_power_factor = -0.3
	stability_factor = -0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: FIJ_fake_king
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
FIJ_fake_king = {
	random = no
	fascism_acceptance = 70
	political_power_factor = 0.25
	consumer_goods_factor = -0.08
	stability_factor = -0.25
	ai_strategy = {
		type = antagonize
		id = ENG
		value = 75
	}
}
### Entity: Scripted Effect
Component: EAI_LAW_manpower_shortage_days
Constructs: limit, add_to_variable, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_law_effects.txt

Code:
EAI_LAW_manpower_shortage_days = {
	if = {
		limit = {
			EAI_reserve_manpower_less_than_5p = yes
			NOT = {
				conscription_ratio = < 1.0
			}
		}
		add_to_variable = {
			EAI_LAW_manpower_shortage_days = 1
		}
	}
	else = {
		set_variable = {
			EAI_LAW_manpower_shortage_days = 0
		}
	}
}
### Entity: Character
Component: USA_maurice_rose
Source: game
File: common/characters/USA.txt

Code:
USA_maurice_rose = {
	name = USA_maurice_rose
	portraits = {
		army = {
			large = GFX_portrait_USA_maurice_rose
			small = GFX_portrait_USA_maurice_rose_small
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist trait_reckless armor_officer
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Effect Reference
Construct: every_occupied_country
Constructs: limit, every_occupied_country, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_occupied_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every occupied Country by the country in scope (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
SOV = {
	every_occupied_country = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... country scope effects ...
	}
}
```
### Entity: Character
Component: SLO_vodca_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
SLO_vodca_trait = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}