Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: _risk
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_risk"></span><Operation>_risk

* **Description**: Operation risk modifier.
* Number with 0 decimal places
* **Categories**: intelligence_agency

* **Modified types**: FRA_coup_in_central_africa, FRA_coup_in_indochina, FRA_coup_in_madagascar, FRA_coup_in_north_africa, FRA_coup_in_syria, FRA_coup_in_west_africa, FRA_instigate_workers_revolution_britain, FRA_instigate_workers_revolution_germany, FRA_instigate_workers_revolution_italy, FRA_instigate_workers_revolution_spain, bruneval_raid, capture_tito, heavy_water_raid, murder_trotsky, nuclear_espionage, operation, operation_boost_resistance, operation_capture_cipher, operation_collaboration_government, operation_coordinated_strike, operation_coup_government, operation_fake_intel, operation_infiltrate, operation_infiltrate_armed_forces_airforce, operation_infiltrate_armed_forces_army, operation_infiltrate_armed_forces_navy, operation_infiltrate_civilian, operation_make_resistance_contacts, operation_rescue_general, operation_rescue_operative, operation_steal_tech, operation_steal_tech_airforce, operation_steal_tech_army, operation_steal_tech_civilian, operation_steal_tech_navy, operation_targeted_sabotage_industry, operation_targeted_sabotage_infrastructure, operation_targeted_sabotage_resources, operation_warsaw_uprising, raid_trotskys_villa, rescue_mussolini, target_sabotage
### Entity: AI Strategy
Component: AFG_build_civs
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_build_civs = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		date = < 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 100
	}
}
### Entity: Modifier Reference
Component: BUL_foreign_industry_dynamic_modifier
Constructs: political_power_gain, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
BUL_foreign_industry_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_man_five_year_plan_industry
	political_power_gain = 0.05
	production_speed_buildings_factor = BUL_foreign_industry_construction_speed_modifier
	industrial_capacity_factory = -0.02
	production_factory_efficiency_gain_factor = BUL_foreign_industry_production_efficiency_modifier
	production_factory_max_efficiency_factor = BUL_foreign_industry_production_efficiency_modifier
	consumer_goods_factor = BUL_foreign_industry_consumer_goods_modifier
}
### Entity: Event
Component: palestine.10
Constructs: is_triggered_only, add_stability, add_political_power, random_hours, random_days
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.10
	picture = GFX_report_event_french_liberation
	title = palestine.10.t
	desc = palestine.10.d
	is_triggered_only = yes
	option = {
		name = palestine.10.a
		add_stability = 0.05
		add_political_power = 125
		hidden_effect = {
			country_event = {
				id = palestine.11
				days = 5
				random_hours = 12
				random_days = 5
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.15
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.15
	title = wuw_GER_realpolitik.15.t
	desc = wuw_GER_realpolitik.15.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.15.a
		ai_chance = {
			base = 100
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: National Focus
Component: FrenchIndochina
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus_tree = {
	id = FrenchIndochina
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = FRI
		}
	}
	shared_focus = GEN_Aviation_Effort GEN_industrial_boom
	continuous_focus_position = {
		x = 300
		y = 1150
	}
	default = no
	focus = {
		id = FRI_continue_the_politique_politique_du_paysannat
		icon = GFX_goal_generic_agriculture
		cost = 5
		x = 30
		y = 0
		completion_reward = {
			add_ideas = FRI_politique_du_paysannat_idea
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
		}
	} {
		id = FRI_finish_the_transindochinois
		icon = GFX_goal_generic_construct_infrastructure
		cost = 5
		x = 4
		y = 0
		relative_position_id = FRI_continue_the_politique_politique_du_paysannat
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = {
					671
				}
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size = > 1
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				prioritize = {
					286
				}
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size = > 1
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				prioritize = {
					741
				}
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size = > 1
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = FRI_hlm_
# ... (truncated)
### Entity: National Focus
Tree: usa_focus
Component: USA_de_regulate_the_banking_sector
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_de_regulate_the_banking_sector
	icon = GFX_focus_generic_industry_2
	x = -1
	y = 2
	prerequisite = {
		focus = USA_national_prosperity_program
	}
	relative_position_id = USA_ally_with_the_silver_shirts
	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 = USA_banking_sector_deregulation
	}
}
### Entity: State History
Component: 1135
Constructs: add_core_of
Source: game
File: history/states/1135-Padang.txt

Code:
state = {
	id = 1135
	name = STATE_1135
	resources = {
		rubber = 7
		oil = 9
		coal = 7
	}
	history = {
		owner = INS
		add_core_of = INS
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10382 5
		}
	}
	provinces = {
		1428 1460 1533 4446 7368 8360 10194 10354 10382 10522 12126 12415 13512 13513 13514
	}
	manpower = 2952394
	state_category = rural
	local_supplies = 0.0
}
### Entity: Event
Component: new_ger.59
Constructs: is_triggered_only, add_war_support, add_political_power, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.59
	title = new_ger.59.t
	desc = new_ger.59.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.59.a
		effect_tooltip = {
			965 = {
				transfer_state_to = FROM
			}
		}
		add_war_support = 0.01
		add_political_power = 15
		clr_country_flag = GER_eupen_active
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_admiral_mas_pardi
Constructs: prerequisite, limit, completion_reward, add_naval_commander_role, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_admiral_mas_pardi
	icon = GFX_focus_INS_admiral_mas_pardi
	available = {

	}
	prerequisite = {
		focus = INS_a_cheap_navy INS_divert_army_funds_to_navy
	}
	x = 0
	y = 2
	relative_position_id = INS_just_a_fisherman
	cost = 5
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		INS_mas_pardi = {
			add_naval_commander_role = {
				traits = {
					INS_loyalty_to_indonesia
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				maneuvering_skill = 2
				coordination_skill = 1
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				impassable = no
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Define
Component: NDefines_Graphics.NSound
Source: game
File: common/defines/00_graphics.lua

Code:
NDefines_Graphics.NSound = {
HEIGHT_SOUND_CATEGORY = Atmosphere
HEIGHT_SOUND_MIN_ALTITUDE = 100.0
HEIGHT_SOUND_MAX_ALTITUDE = 2000.0
HEIGHT_SOUND_MIN_VOLUME = 0.2
HEIGHT_SOUND_MAX_VOLUME = 1.0
BATTLE_SOUND_NAME = amb_battle_distant
BATTLE_SOUND_INIT_RADIUS = 9.0
BATTLE_SOUND_FALLOFF_DEFAULT = 100.0
BATTLE_SOUND_MIN_UNIT_COUNT = 6
VOICE_OVER_CATEGORY = Voices
VOICE_OVER_COOL_DOWN = 2.8
ABILITY_GENERIC_SOUND_NAME = ability_generic
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_demand_dodecanese
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, every_other_country
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_demand_dodecanese
	icon = GFX_goal_demand_sudetenland
	text = GRE_demand_dodecanese
	prerequisite = {
		focus = GRE_prepare_expansion
	}
	x = -2
	y = 1
	relative_position_id = GRE_prepare_expansion
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		164 = {
			controller = {
				NOT = {
					is_in_faction_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				controls_state = 164
			}
			country_event = greece.31
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_honor_byzantium
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_honor_byzantium
	icon = GFX_goal_generic_territory_or_war
	text = GRE_honor_byzantium
	prerequisite = {
		focus = GRE_king_general
	}
	x = 0
	y = 1
	relative_position_id = GRE_king_general
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 80
		unlock_decision_category_tooltip = GRE_honor_byzantium_category
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_camco
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_camco
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CHI_fighter_purchases
	}
	x = 0
	y = 1
	relative_position_id = CHI_fighter_purchases
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		OR = {
			AND = {
				has_completed_focus = CHI_british_cooperation
				ENG_will_support = yes
			} {
				has_completed_focus = CHI_mission_to_the_us
				USA_will_support = yes
			}
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = CHI_camco_medium_organization
			mio:CHI_camco_medium_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = CHI_camco_1
		}
	}
}
### Entity: Modding Documentation
Construct: theorist
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### theorist
* description: returns the currently hired theorist of the country
### Entity: Scripted Effect
Component: SOV_paranoia_very_low_increase_effect
Constructs: limit, has_country_flag, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_very_low_increase_effect = {
	if = {
		limit = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		custom_effect_tooltip = SOV_paranoia_very_low_increase_effect_tt
		add_to_variable = {
			SOV_paranoia = SOV_paranoia_very_low_increase
		}
		SOV_paranoia_clamp_and_update_ui_effect = yes
	}
}
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_HOME_COAST_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_HOME_COAST_WEIGHT = {
0.0 , 0.1 , 0.5
}
### Entity: Idea
Component: POR_towards_a_portuguese_raiding_armada_2_r56
Constructs: removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_towards_a_portuguese_raiding_armada_2_r56 = {
	name = POR_towards_a_portuguese_raiding_armada_r56
	removal_cost = -1
	picture = generic_navy_submarines
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	modifier = {
		navy_submarine_attack_factor = 0.1
		navy_visibility = -0.1
		convoy_raiding_efficiency_factor = 0.1
		naval_hit_chance = 0.1
	}
}
### Entity: Idea
Component: BLR_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/belarus.txt

Code:
BLR_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = BLR
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Effect
Component: AST_enforce_loyalty
Constructs: has_completed_focus, limit, remove_ideas, set_country_flag, complete_national_focus, has_idea, is_in_tech_sharing_group, remove_from_tech_sharing_group
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
AST_enforce_loyalty = {
	set_country_flag = britain_enforced_our_loyalty
	if = {
		limit = {
			has_completed_focus = AST_never_another_gallipoli
		}
		complete_national_focus = AST_support_the_policy_of_appeasement
	} {
		limit = {
			has_idea = AST_abandon_the_westminster_system
		}
		remove_ideas = AST_abandon_the_westminster_system
	} {
		limit = {
			has_idea = AST_abandon_the_westminster_system_fascism
		}
		remove_ideas = AST_abandon_the_westminster_system_fascism
	} {
		limit = {
			is_in_tech_sharing_group = us_research
		}
		remove_from_tech_sharing_group = us_research
	} {
		limit = {
			is_in_tech_sharing_group = japanese_research
		}
		remove_from_tech_sharing_group = japanese_research
	} {
		limit = {
			is_in_tech_sharing_group = swpi_research
		}
		remove_from_tech_sharing_group = swpi_research
	} {
		limit = {
			is_in_tech_sharing_group = comintern_research
		}
		remove_from_tech_sharing_group = comintern_research
	} {
		limit = {
			has_idea = AST_abandon_the_westminster_system_communism
		}
		remove_ideas = AST_abandon_the_westminster_system_communism
	} {
		limit = {
			has_idea = AST_arms_for_the_revolution
		}
		remove_ideas = AST_arms_for_the_revolution
	} {
		limit = {
			has_idea = AST_direct_support
		}
		remove_ideas = AST_direct_support
	}
}
### Entity: Character
Component: BOT_acd2
Source: game
File: common/characters/BOT.txt

Code:
BOT_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = BOT_acd2
		allowed = {
			original_tag = BOT
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_the_turkish_state_arsenal
Constructs: prerequisite, limit, completion_reward, has_tech, has_dlc, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_the_turkish_state_arsenal
	icon = GFX_goal_generic_munitions_factories
	prerequisite = {
		focus = TUR_begin_economic_mobilization
	}
	x = 2
	y = 1
	relative_position_id = TUR_begin_economic_mobilization
	cost = 10
	available = {
		has_tech = advanced_machine_tools
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			random_owned_controlled_state = {
				prioritize = {
					341
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			mio:TUR_sarsilmaz_silah_sanayi_as_organzation = {
				add_mio_funds = 800
			}
			else = {
				random_owned_controlled_state = {
					prioritize = {
						341
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_deathknell_to_the_raj
Constructs: prerequisite, limit, remove_ideas, every_country, has_war_with, is_major, completion_reward, has_event_target
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_deathknell_to_the_raj
	icon = GFX_focus_SWE_neither_death_nor_dishonor
	prerequisite = {
		focus = RAJ_institutional_money_laundering
	}
	x = 0
	y = 1
	relative_position_id = RAJ_institutional_money_laundering
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = RAJ_deathknell_to_the_raj_trigger
			has_event_target = UK_INDIA
		}
		if = {
			limit = {
				has_event_target = UK_INDIA
			}
			event_target:UK_INDIA = {
				exists = yes
				num_of_controlled_states = < 5
			}
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = RAJ_deathknell_to_the_raj_trigger
			has_event_target = UK_INDIA
		}
		event_target:UK_INDIA = {
			OR = {
				exists = no
				has_war_with = ROOT
				has_capitulated = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = RAJ_marginalized_muslim_community
			}
			remove_ideas = RAJ_marginalized_muslim_community
		} {
			limit = {
				has_event_target = UK_INDIA
				event_target:UK_INDIA = {
					num_of_controlled_states = < 5
				}
			}
			event_target:UK_INDIA = {
				every_character = {
					set_nationality = RAJ
				}
			}
			annex_country = {
				target = event_target:UK_INDIA
				transfer_troops = yes
			}
		}
		else = {
			custom_effect_tooltip = RAJ_deathknell_to_the_raj_trigger_tt
		}
		hidden_effect = {
			every_country = {
				limit = {
					OR = {
						original_tag = RAJ
						is_major = yes
						is_neighbor_of = RAJ event_target:UK_INDIA
					}
				}
				news_event = {
					id = GOE_RAJ_news.3
					hours = 12
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_limit_military_power
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, cancel_if_invalid, add_to_variable, set_country_flag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_limit_military_power
	icon = GFX_focus_JAP_push_to_limit_military_power
	mutually_exclusive = {
		focus = JAP_sway_the_navy_moderates
	}
	x = -2
	y = 1
	relative_position_id = JAP_gather_royal_pacifists_support
	prerequisite = {
		focus = JAP_gather_royal_pacifists_support JAP_ensure_cross_party_support
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt JAP_limit_military_power_tt
		JAP_add_or_modify_civilian_cabinet = yes
		add_to_variable = {
			JAP_civilian_cabinet_high_command_cost_factor = 0.1
			tooltip = high_command_cost_factor_tt
		}
		JAP_small_army_faction_loss = yes
		show_ideas_tooltip = JAP_low_popular_support_idea
		hidden_effect = {
			set_country_flag = JAP_limited_the_militarys_power_flag
		}
	}
}
### Entity: State History
Component: 1082
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1082-Dominica.txt

Code:
state = {
	id = 1082
	name = STATE_1082
	manpower = 39433
	state_category = small_island
	history = {
		add_core_of = DMN
		owner = ENG
		add_to_array = {
			state_victory_points = 7123
		}
		victory_points = {
			7123 1
		}
		buildings = {
			infrastructure = 2
			7123 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		7123
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_no_enemy_border
Constructs: limit, has_war_with, has_country_flag, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_no_enemy_border = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_no_enemy_border > THIS=[this.getname] PREV=[prev.getname]
	}
	CONTROLLER = {
		set_temp_variable = {
			tmp_controller_id = THIS.id
		}
	}
	NOT = {
		any_neighbor_state = {
			CONTROLLER = {
				has_war_with = var:tmp_controller_id
			}
		}
	}
}
### Entity: Idea
Component: montreal_lab
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/canada.txt

Code:
montreal_lab = {
	picture = generic_industrial_concern_1
	allowed = {
		original_TAG = CAN
		has_dlc = Together for Victory
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Modifier Reference
Construct: enemy_truck_attrition_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_truck_attrition_factor

* Number with 0 decimal places
* **Categories**: state
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Centralise_the_Courts
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Centralise_the_Courts
	icon = GFX_focus_generic_court
	cost = 10
	prerequisite = {
		focus = RAJ_Foster_Private_Investment
	}
	ai_will_do = {
		factor = 1
	}
	x = 0
	y = 2
	relative_position_id = RAJ_Foster_Private_Investment
	completion_reward = {
		add_ideas = RAJ_decentralized_courts
	}
}
### Entity: Event
Component: tuva.13
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Tuva.txt

Code:
country_event = {
	id = tuva.13
	title = tuva.13.t
	desc = tuva.13.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = tuva.13.a
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				820
			}
		}
	} {
		name = tuva.13.b
	}
}
### Entity: Character
Component: CHA_ar
Source: game
File: common/characters/CHA.txt

Code:
CHA_ar = {
	advisor = {
		slot = high_command
		idea_token = CHA_ar
		ledger = army
		allowed = {
			original_tag = CHA
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}