Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mandate_palestine.13
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.13
	title = mandate_palestine.13.t
	desc = mandate_palestine.13.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.13.a
		set_country_flag = MPL_accepted_dominion
		overlord = {
			country_event = {
				id = mandate_palestine.24
				days = 1
				random_hours = 12
			}
		}
		custom_effect_tooltip = MPL_accepted_dominion
		ai_chance = {
			base = 100
		}
	} {
		name = mandate_palestine.13.b
		overlord = {
			country_event = {
				id = mandate_palestine.25
				days = 1
				random_hours = 12
			}
		}
		add_political_power = -75
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_reclaim_salvador
Constructs: prerequisite, has_war, remove_ideas, completion_reward, clr_country_flag, add_core_of, declare_war_on, take_core_state
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_reclaim_salvador
	icon = GFX_goal_generic_attack_el_salvador
	prerequisite = {
		focus = HON_restoration_wars
	}
	x = 27
	y = 6
	will_lead_to_war_with = ELS
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = ELS
				ratio = > 1.5
			}
		} {
			factor = .1
			has_war = yes
		}
	}
	available = {
		r56_script_i_am_sane = yes
		ELS = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		ELS = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		ELS = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		}
		USA = {
			diplomatic_relation = {
				country = ELS
				relation = guarantee
				active = no
			}
		}
		314 = {
			add_core_of = HON
		}
		declare_war_on = {
			target = ELS
			type = take_core_state
			generator = {
				314
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: BHU_sonam_tobgay_dorji
Source: game
File: common/characters/BHU.txt

Code:
BHU_sonam_tobgay_dorji = {
	advisor = {
		slot = political_advisor
		idea_token = BHU_sonam_tobgay_dorji
		allowed = {
			original_tag = BHU
		}
		traits = {
			backroom_backstabber
		}
	}
	name = BHU_sonam_tobgay_dorji
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Event
Component: AFG_industrial_events.57
Constructs: is_triggered_only, ai_chance, limit, every_state, is_owned_by, has_state_flag, remove_claim_by, clr_state_flag
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.57
	title = AFG_industrial_events.57.t
	desc = AFG_industrial_events.57.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.57.a
		ai_chance = {
			base = 10
		}
		every_state = {
			limit = {
				is_owned_by = ROOT
				has_state_flag = afg_crisis_for_state
			}
			remove_claim_by = FROM
			clr_state_flag = afg_crisis_for_state
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_reinvigorate_the_navy
Constructs: prerequisite, completion_reward, is_coastal, add_timed_idea
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_reinvigorate_the_navy
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = BRA_brazil_integral
	}
	x = -1
	y = 1
	relative_position_id = BRA_brazil_integral
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = BRA_navy_reward
			days = 730
		}
		navy_experience = 20
	}
}
### Entity: Event
Component: greece.59
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.59
	title = greece.59.t
	desc = greece.59.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = greece.59.a
	}
}
### Entity: Order of Battle
Component: Comando Navale Libia
Source: game
File: history/units/ITA_1939_naval_legacy.txt

Code:
fleet = {
	name = Comando Navale Libia
	naval_base = 1130
	task_force = {
		name = Squadra di Libia
		location = 1130
		ship = {
			name = RCT Aquilone
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Euro
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Nembo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Turbine
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Castore
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Centauro
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Cigno
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Climene
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		}
	} {
		name = VI Gruppo Sommergibili
		location = 1130
		ship = {
			name = RSmg Sirena
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Argonauta
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Fisalia
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Smeraldo
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Naiade
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Lafolè
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			
# ... (truncated)
### Entity: Idea
Component: EAI_DD_5/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Construct: num_of_controlled_factories
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_controlled_factories
* description: check the number of factories in controlled states excluding any gained or lost through trade, relations, modifiers etc.
* (Auto generated using the trigger with same name)
### Entity: Event
Component: ww_congo.27
Constructs: ai_chance, has_completed_focus, has_war, add_war_support, add_stability, fire_only_once, add_political_power, has_civil_war
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.27
	title = ww_congo.27.t
	desc = ww_congo.27.desc
	picture = GFX_report_event_portugal_navy_mutiny_prisoners
	trigger = {
		original_tag = COG
		date = > 1943.12.25 < 1945.1.1
		has_civil_war = no
		has_war = yes
		is_subject = yes
		NOT = {
			has_completed_focus = COG_establish_the_anc
		}
		has_dlc = Gotterdammerung
	}
	mean_time_to_happen = {
		days = 7
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = ww_congo.27.a
		ai_chance = {
			base = 100
		}
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_war_support = -0.05
		hidden_effect = {
			set_country_flag = COG_harsh_treatment_of_the_mutineers_flag
		}
	} {
		name = ww_congo.27.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		add_political_power = -50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
		add_stability = -0.05
		add_autonomy_score = {
			value = 150
			localization = COG_pro_independence_reforms_in_the_force_publique_structure
		}
		hidden_effect = {
			set_country_flag = COG_caved_to_mutineer_demands_flag
		}
	}
}
### Entity: Character
Component: BRA_washington_luis_pereira
Constructs: has_completed_focus, has_government, has_dlc, is_country_leader
Source: game
File: common/characters/BRA.txt

Code:
BRA_washington_luis_pereira = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_2
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BRA_washington_luis_pereira
			allowed = {
				original_tag = BRA
			}
			traits = {
				backroom_backstabber
			}
		}
		name = BRA_washington_luis_pereira
	} {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				small = GFX_portrait_BRA_washington_luis_small
				large = GFX_portrait_BRA_washington_luis
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BRA_washington_luis_pereira
			allowed = {
				original_tag = BRA
			}
			available = {
				has_completed_focus = BRA_end_the_state_of_emergency
				NOT = {
					OR = {
						has_government = fascism communism
					}
				}
				is_country_leader = no
			}
			traits = {
				BRA_deposed_former_president
			}
		}
		name = BRA_washington_luis_pereira
	}
}
### Entity: Character
Component: OMA_zahir_ibn_timur
Source: game
File: common/characters/OMA.txt

Code:
OMA_zahir_ibn_timur = {
	advisor = {
		slot = high_command
		idea_token = OMA_zahir_ibn_timur
		ledger = army
		allowed = {
			original_tag = OMA
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Zahir ibn Timur
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_straight_line
Constructs: has_completed_focus, prerequisite, remove_ideas, has_government, completion_reward, has_country_leader, set_cosmetic_tag, retire_country_leader
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_the_straight_line
	icon = GFX_focus_CHL_the_straight_line
	relative_position_id = CHL_joint_invasion_of_mexico
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_joint_invasion_of_mexico CHL_claim_the_mexican_throne
	}
	mutually_exclusive = {
		focus = CHL_je_suis_le_deluge
	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		has_government = neutrality
		has_completed_focus = CHL_ibanez_as_prime_minister
		has_country_leader = {
			ruling_only = yes
			character = CHL_antoine_iii
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = CHL_the_straight_line_tt CHL_skip_one_line_tt
		set_cosmetic_tag = CHL_new_fatherland
		hidden_effect = {
			retire_country_leader = yes
			remove_ideas = CHL_carlos_ibanez
			add_country_leader_role = {
				character = CHL_carlos_ibanez
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						JUNO_king_of_chile
					}
				}
			}
			CHL_carlos_ibanez = {
				set_portraits = {
					civilian = {
						large = GFX_portrait_CHL_carlos_ibanez_king
					}
				}
			}
		} {
			set_party_name = {
				ideology = neutrality
				name = CHL_straight_line_party
				long_name = CHL_straight_line_party_long
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_form_a_federation
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_game_rule, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_form_a_federation
	icon = GFX_focus_GER_european_confederation
	prerequisite = {
		focus = CZE_revisit_custom_union_talks
	}
	relative_position_id = CZE_revisit_custom_union_talks
	x = 0
	y = 2
	offset = {
		x = 0
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_negotiations_with_the_autonomous_bloc
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_neighbor_country = {
			OR = {
				original_tag = AUS HUN
			}
			exists = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_cosmetic_tag = CZE_CEF
		set_country_flag = CZE_form_the_european_federation_flag
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_category_tooltip = CZE_central_european_federation
		every_other_country = {
			limit = {
				is_subject_of = ROOT
			}
			add_autonomy_score = {
				value = -50
				localization = CZE_form_a_federation
			}
			hidden_effect = {
				set_cosmetic_tag = CZE_CEF_puppet
			}
			if = {
				limit = {
					NOT = {
						original_tag = RUT SLO
						has_idea = CZE_federalization_agreement_puppets
					}
				}
				add_ideas = CZE_federalization_agreement_puppets
			}
		}
	}
}
### Entity: Idea
Component: FRA_disjointed_government
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_disjointed_government = {
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_disjointed_gov
	modifier = {
		political_power_cost = 0.8
		stability_factor = -0.1
		surrender_limit = -0.5
	}
}
### Entity: Technology
Component: basic_medium_art
Constructs: enable_equipments, enable_subunits, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_artillery_equipment_1
	}
	enable_subunits = {
		medium_sp_artillery_brigade
	}
	research_cost = 0.5
	start_year = 1939
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				has_tech = improved_medium_art
				can_research = improved_medium_art
				is_researching_technology = improved_medium_tank
			}
		} {
			factor = 1.1
			date = > 1940.1.1
		} {
			factor = 1.1
			date = > 1941.1.1
		} {
			factor = 1.1
			date = > 1942.1.1
		} {
			factor = 100
			tag = Ger
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SUD_rebellion.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 10739
	division_template = Firqat Mushaa
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Unit Template
Component: KOR_MTN_01
Source: game
File: common/units/names_divisions/KOR_names_divisions.txt

Code:
KOR_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		KOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dth Mountain Division
	ordered = {
		1 = {
			%dst Mountain Division
		}
		2 = {
			%dnd Mountain Division
		}
		3 = {
			%drd Mountain Division
		}
		4 = {
			%dth Mountain Division
		}
		5 = {
			%dth Mountain Division
		}
		6 = {
			%dth Mountain Division
		}
		7 = {
			%dth Mountain Division
		}
		8 = {
			%dth Mountain Division
		}
		9 = {
			%dth Mountain Division
		}
		10 = {
			%dth Mountain Division
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_59
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_59 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 59
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 59
	}
}
### Entity: Event
Component: portugal.30
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.30
	title = portugal.30.t
	desc = portugal.30.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.30.a
		ai_chance = {
			base = 90
		}
		add_to_faction = POR
		hidden_effect = {
			news_event = {
				id = news.704
				hours = 12
			}
			POR = {
				country_event = {
					id = portugal.32
					hours = 1
				}
			}
		}
	} {
		name = portugal.30.b
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			news_event = {
				id = news.705
				hours = 12
			}
			POR = {
				country_event = {
					id = portugal.31
					hours = 1
				}
			}
		}
	}
}
### Entity: State History
Component: 558
Constructs: add_core_of
Source: game
File: history/states/558-Nigeria.txt

Code:
state = {
	id = 558
	name = STATE_558
	manpower = 19757000
	state_category = rural
	resources = {
		rubber = 2.0
	}
	history = {
		owner = ENG
		add_core_of = NGA
		buildings = {
			infrastructure = 2
			arms_factory = 0
			industrial_complex = 1
			2050 = {
				naval_base = 3
			}
		}
		victory_points = {
			2050 5
		}
	}
	provinces = {
		2050 4952 12731 12817 12900
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_institute_royal_dictatorship
Constructs: set_political_party, create_country_leader, remove_ideas, completion_reward, add_political_power, is_subject, cancel_if_invalid, set_politics
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_institute_royal_dictatorship
	icon = GFX_focus_rom_royal_dictatorship
	x = 21
	y = 0
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {
		is_subject = no
		communism = < 0.5
		fascism = < 0.5
		neutrality = < 0.5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		create_country_leader = {
			name = Carol II
			desc = POLITICS_CAROL_II_DESC
			picture = GFX_Portrait_romania_Carol_II
			expire = 1965.1.1
			ideology = despotism
			traits = {
				hedonist
			}
			id = 550
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		set_political_party = {
			ideology = neutrality
			popularity = 65
		}
		remove_ideas = neutrality_idea
	}
}
### Entity: Game Rule
Component: spr_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
spr_fragmentation_status = {
	name = SPR_FRAGMENTATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_FRAGMENTATION_DESC
	}
	option = {
		name = SPR_FRAGMENTED
		text = RULE_OPTION_SPR_FRAGMENTED
		desc = RULE_OPTION_SPR_FRAGMENTED_DESC
	} {
		name = SPR_EU4
		text = RULE_OPTION_SPR_FAMILIAR
		desc = RULE_OPTION_SPR_FAMILIAR_DESC
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRC_1936_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = light_cruiser_1
			creator = PRC
		}
		requested_factories = 1
		progress = 0.33
		amount = 1
	}
}
### Entity: Order of Battle
Component: Slovene Naval Forces
Source: game
File: history/units/SLV_1936_naval_legacy.txt

Code:
fleet = {
	name = Slovene Naval Forces
	naval_base = 599
	task_force = {
		name = Slovene Naval Force
		location = 599
		ship = {
			name = A Class
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SLV
				}
			}
		} {
			name = B Class
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SLV
				}
			}
		} {
			name = C Class
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SLV
				}
			}
		} {
			name = D Class
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SLV
				}
			}
		} {
			name = Emerald
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SLV
					version_name = Emerald Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Ally_the_High_Command
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Ally_the_High_Command
	icon = GFX_goal_generic_desert_warfare
	cost = 10
	prerequisite = {
		focus = PAK_Allah_and_State
	}
	x = -1
	y = 3
	relative_position_id = PAK_General_Election
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_ideas = PAK_Ally_the_Army
	}
}
### Entity: Wiki Documentation
Construct: Users_and_rights
Source: wiki
File: wiki/Special%3ASpecialPages.html

Doc:
Users and rights
Active users list

Blocked users

Change email address

Deleted user contributions

Preferences

Reset tokens

User contributions

User group rights

User list
### Entity: Modifier Reference
Construct: production_speed_buildings_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## production_speed_buildings_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: National Focus
Tree: lux_focus
Component: LUX_increase_defense_production
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_increase_defense_production
	icon = GFX_goal_generic_construct_mil_factory
	cost = 8
	x = -1
	y = 1
	relative_position_id = LUX_european_revolution
	prerequisite = {
		focus = LUX_european_revolution
	}
	available = {
		threat = > 0.2
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_building_construction = {
				type = arms_factory
				level = 2
			}
			add_extra_state_shared_building_slots = 2
		}
		if = {
			limit = {
				NOT = {
					all_owned_state = {
						state = 8
					}
				}
			}
			random_owned_controlled_state = {
				add_building_construction = {
					type = arms_factory
					level = 2
				}
				add_extra_state_shared_building_slots = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEPLOY
Constructs: has_war_with, is_major, is_historical_focus_on, has_wargoal_against, force_concentration_factor, force_concentration_front_factor, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEPLOY = {
	allowed = {
		tag = SOV
	}
	enable = {
		GER = {
			is_major = yes
			EAI_THIS_is_threat_to_PREV = yes
		}
		OR = {
			AND = {
				is_historical_focus_on = yes
				date = > 1941.1.1 < 1942.6.1
			}
			NOT = {
				GER = {
					EAI_PREV_defeated_THIS = yes
				}
			}
		} {
			has_war_with = GER
			GER = {
				has_wargoal_against = SOV
			} {
				SOV = {
					EAI_PREV_imminent_war_against_THIS = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_armor_score
		id = GER
		value = 50000
	} {
		type = force_concentration_factor
		value = 10
	} {
		type = garrison
		value = -50
	} {
		type = force_concentration_front_factor
		ratio = 0.25
		value = -50
		country_trigger = {
			NOT = {
				tag = GER
			}
		}
	} {
		type = front_unit_request
		value = -50
		country_trigger = {
			NOT = {
				is_in_faction_with = GER
			}
		}
	} {
		type = invasion_unit_request
		value = -2000
		country_trigger = {
			always = yes
		}
	}
}