Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: HJZ
Source: game
File: common/names/tymodern_names.txt

Code:
HJZ = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
	}
	female = {
		names = {
			Nadiyya Adila Amsha Asiya Faghira Habiba Hanifa Jahaira Kamala Layla Maryam Nafisa Nyawela Parand Parween Paymaneh Paywand Qamara Rafiqa Rasa Rashida Reshawna Saaman Sabba Saghar Sahba Sajida Samira Semeah Setara Shahrbano Shahzadah Shameem Shararah Sheeftah Sheeva Shogofa Shokouh Shola Sholah Simin Souzan Taliba Tanaz Taneen Yagana Yakta Yasmin Zaynab
		}
	}
	surnames = {
		ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
	}
	callsigns = {

	}
}
### Entity: Wiki Documentation
Construct: Limitations
Source: wiki
File: wiki/Buildings.html

Doc:
Limitations[edit]
No state can contain a limitless number of constructions. Each state is limited to:

10 infrastructure levels

10 airfield levels

5 anti air levels

6 radar levels

10 Fort levels

Factory slots[edit]
Each state have between 0 and 20 factory slots. Each factory use up a factory slot. The number of factory slots a state can have is limited by the type of province, eg Metropolis, Urban, Rural or Wasteland. See the Production page for more details.
A number of constructions are considered to be factories. These are:

Civilian factory

Military factory

Dockyard

Synthetic Refineries

Nuclear Reactors

Rocket Test Sites

Retrieved from "http://www.hoi4wiki.com/index.php?title=Construction&oldid=2711"
### Entity: Event
Component: ww_BEL_event_spanish_interaction.5
Constructs: is_triggered_only, ai_chance, fire_only_once, add_timed_idea
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_spanish_interaction.5
	title = ww_BEL_event_spanish_interaction.5.t
	desc = ww_BEL_event_spanish_interaction.5.desc
	picture = GFX_report_event_generic_rally2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_spanish_interaction.5.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = BEL_belgian_immigration_ns
			days = 365
		}
	}
}
### Entity: Idea
Component: NOR_winter_training
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_winter_training = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = tur_arctic_wolves
	modifier = {
		winter_attrition_factor = -0.5
		acclimatization_cold_climate_gain_factor = 0.3
	}
}
### Entity: Idea
Component: CZE_press_law_idea
Constructs: has_government, removal_cost, is_subject, is_puppet, democratic_drift
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_press_law_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_intel_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		has_government = democratic
	}
	modifier = {
		democratic_drift = -0.1
		guarantee_tension = 0.3
		political_power_cost = -0.1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_rocket_development
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_rocket_development
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = POL_air_modernisations_programme
	}
	x = 0
	y = 1
	relative_position_id = POL_air_modernisations_programme
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_tech_bonus = {
			name = POL_rocket_development
			bonus = 0.75
			uses = 2
			category = jet_technology rocketry
		}
	}
}
### Entity: Unit Leader
Component: 8
Source: game
File: common/unit_leader/00_maneuvering_skills.txt

Code:
8 = {
	cost = 12800
	type = navy
	modifier = {
		positioning = 0.2
		naval_retreat_speed = 0.08
	}
	building_module_modifier = {
		convoy_retreat_speed = 0.08
		naval_retreat_chance = 0.12
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_taking_responsibility_for_the_air_war
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_taking_responsibility_for_the_air_war
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = TUR_peninsular_network_of_factories TUR_the_turkish_tank_project
	}
	x = 0
	y = 1
	relative_position_id = TUR_the_turkish_tank_project
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = TUR_taking_responsibility_for_the_air_war
			cost_reduction = 0.35
			uses = 3
			category = air_doctrine
		}
		air_experience = 15
	}
}
### Entity: Name List
Component: TAJ
Source: game
File: common/names/00_names.txt

Code:
TAJ = {
	male = {
		names = {
			Abdullo Abdullohi Abdurahman Abdusalom Ahmadjon Alisher Anvan Bahodur Bakhriddin Daler Darvesh Daryo Davlatali Farkhod Farrukh Firuz Habibullo Hoji Homid Ibrohim Ilhom Ismoil Jahongir Jamshed Janob Jurabek Khakim Khon Mamadsho Mamur Mashhadi Mirali Mirzo Muhammad Muhammadjon Mukhammad Mullo Murod Nosir Nuriddin Odil Pulod Rahmatillo Rahmatullo Raimkul Ramazon Ravshan Ravshanbek Rustam Sadullo Samandar Shuhrat Sobir Suhrob Tohir Ulugbek Ustoz Yoqub Zokir
		}
	}
	female = {
		names = {
			Ariana Azaliya Daler Farzona Firuza Flura Gulchkehra Gulshod Gulya Guylchekhra Guyulya Latofat Mastona Mavzuna Mazoltuv Munisa Nargis Nigina Ruhsora Sitora Zamira Zulfiya
		}
	}
	surnames = {
		Abdulayev Abdullaev Abdulloev Abdulov Abdurakhmanov Abdurashidov Akbarov Akhmadov Aliev Alimov Amirov Azizov Babaev Boqiev Burkhanov Choriev Dzamshedov Ergashev Hamidov Haydarov Ibragimov Idrisov Isaev Islamov Ismailov Isoev Jalilov Juraev Kadyrov Karimov Kasymov Khasanov Kurbanov Kurbonov Majidov Mamurov Mirzoev Murodov Musaev Nabiyev Niyazov Niyozov Nuraliev Qurbonov Rakhimov Ramazonov Rasulov Ravshanov Sadykov Saidov Salimov Sharifov Sharipov Sheraliev Sultanov Sultonov Umarov Usmanov Yuldashev Yuldosvhev Yunusov Yusufi Yusufov Yusupov
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_demand_french_withdrawal_from_syria
Constructs: prerequisite, limit, owns_state, add_war_support, completion_reward, is_subject, is_subject_of, random_hours
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_demand_french_withdrawal_from_syria
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	prerequisite = {
		focus = TUR_anti_colonial_action
	}
	x = 1
	y = 2
	relative_position_id = TUR_anti_colonial_action
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		SYR = {
			exists = yes
			NOT = {
				is_subject_of = ENG FRA
			}
		}
		LEB = {
			exists = yes
			NOT = {
				is_subject_of = ENG FRA
			}
		}
	}
	will_lead_to_war_with = FRA
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				FRA = {
					OR = {
						owns_state = 677 680 553
						SYR = {
							is_subject_of = FRA
						}
						LEB = {
							is_subject_of = FRA
						}
					}
				}
			}
			FRA = {
				country_event = {
					id = turkey.20
					days = 1
					random_hours = 5
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_decree_the_end_to_corruption
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_decree_the_end_to_corruption
	icon = GFX_focus_ARG_crackdown_on_corruption
	prerequisite = {
		focus = CHI_denounce_feudalism CHI_prepare_for_a_change_in_leadership
	}
	x = -4
	y = 1
	relative_position_id = CHI_denounce_feudalism
	offset = {
		x = 8
		y = 0
		trigger = {
			has_completed_focus = CHI_prepare_for_a_change_in_leadership
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 35
	}
	completion_reward = {
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = -0.05
			tooltip = political_power_gain_tt
		} {
			CHI_corruption_consumer_goods = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			CHI_corruption_construction_speed = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHI_corruption_cic_construction_boost_factor = 0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			CHI_corruption_free_repair_factor = 0.1
			tooltip = industry_free_repair_factor_tt
		} {
			CHI_corruption_economy_cost_factor = -0.1
			tooltip = economy_cost_factor_tt
		}
	}
}
### Entity: Misc Config
Component: world_states
Constructs: limit
Source: game
File: common/collections/r56_collections.txt

Code:
world_states = {
	input = game:all_states
	name = COLLECTION_ALL_STATES
	operators = {
		limit = {
			always = yes
		}
	}
}
### Entity: Event
Component: news.178
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.178
	title = news.178.t
	desc = news.178.d
	picture = GFX_news_event_french_parade
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.178.a
		trigger = {
			has_government = communism
		}
	} {
		name = news.178.b
		trigger = {
			has_government = fascism
		}
	} {
		name = news.178.c
		trigger = {
			has_government = democratic
		}
	} {
		name = news.178.e
		trigger = {
			has_government = neutrality
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Event
Component: peru.26
Constructs: add_ideas, has_government, has_country_flag, fire_only_once, has_civil_war, retire_character, set_politics, set_party_name
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.26
	title = peru.26.t
	desc = peru.26.d
	picture = GFX_report_event_PRU_de_gobierno_palace
	fire_only_once = yes
	trigger = {
		original_tag = PRU
		date = > 1947.9.1
		has_civil_war = no
		exists = yes
		PRU = {
			has_country_flag = PRU_election_1945
			has_government = democratic
		}
	}
	mean_time_to_happen = {
		days = 365
	}
	option = {
		name = peru.26.a
		retire_character = PRU_manuel_villaran PRU_oscar_benavides PRU_bustamante_y_rivero_presidente
		set_politics = {
			ruling_party = neutrality
		}
		set_party_name = {
			ideology = neutrality
			long_name = Union Nacional Odrista
			name = UNO
		}
		promote_character = PRU_manuel_a_odria
		add_ideas = PRU_revolucion
	}
}
### Entity: Idea
Component: ITA_danieli_improved
Constructs: has_completed_focus, industrial_capacity_factory, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_danieli_improved = {
	name = danieli
	picture = danieli
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		controls_state = 160
		ITA_is_northern_designer_improved = yes
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		industrial_capacity_factory = 0.03
		industrial_capacity_dockyard = 0.03
	}
}
### Entity: Idea
Component: sudirman
Constructs: is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
sudirman = {
	allowed = {
		original_tag = INS
	}
	available = {
		NOT = {
			is_subject_of = HOL
		}
	}
	traits = {
		army_chief_reform_2
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_damage_control
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_damage_control = {
	if = {
		limit = {
			always = no
		}
		set_temp_variable = {
			prio_cat = @PR_damage_control
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:damage_control_1
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:damage_control_2
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:damage_control_3
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Idea
Component: CZE_communist_obstructions_idea
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_communist_obstructions_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = trotskyite_plot
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		political_power_cost = 0.2
	}
}
### Entity: Event
Component: germany.47
Constructs: is_triggered_only, create_wargoal, take_state_focus, add_to_variable, set_country_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.47
	title = germany.40.t
	desc = germany.47.d
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			CZE = {
				GER_set_array_of_sudetenland_targeted_states = yes
			}
		}
	}
	option = {
		name = germany.47.a
		create_wargoal = {
			type = take_state_focus
			target = CZE
			generator = CZE.sudetenland_states_for_wargoal
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.57
			}
			add_to_variable = {
				GER_hitlers_blunders_variable = 1
			}
		}
		set_country_flag = allies_support_czechs
	}
}
### Entity: Unit Template
Component: NZL_BC_HISTORICAL
Source: game
File: common/units/names_ships/NZL_ship_names.txt

Code:
NZL_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		NZL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = HMNZS 
	fallback_name = Battlecruiser %s
	unique = {
		New Zealand Northland Auckland Gisborne Taranaki Hawkes Bay Wellington Nelson Westland Marlborough Canterbury Otago Southland
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_seek_agreement_for_rearmament
Constructs: prerequisite, limit, completion_reward, has_idea
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_seek_agreement_for_rearmament
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = AUS_refine_vaterlandische_front
	}
	mutually_exclusive = {
		focus = AUS_disregard_the_treaties
	}
	x = -1
	y = 1
	relative_position_id = AUS_refine_vaterlandische_front
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			AUS_is_historical_ai = yes
		}
	}
	available = {
		has_idea = AUS_treaty_of_saint_germain_en_laye
	}
	bypass = {
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_seek_agreement_for_rearmament_tt generic_skip_one_line_tt AUS_rearmament_and_guarantees_tt generic_skip_one_line_tt AUS_seek_support_from_guarantors_tt
		hidden_effect = {
			IF = {
				limit = {
					ITA = {
						exists = yes
					}
				}
				ITA = {
					country_event = {
						id = AUS_political_events.27
						hours = 24
					}
				}
			}
			ELSE_IF = {
				limit = {
					ITA = {
						exists = no
					}
					FRA = {
						exists = yes
					}
				}
				FRA = {
					country_event = {
						id = AUS_political_events.27
						hours = 24
					}
				}
			} {
				limit = {
					ITA = {
						exists = no
					}
					FRA = {
						exists = no
					}
					ENG = {
						exists = yes
					}
				}
				ENG = {
					country_event = {
						id = AUS_political_events.27
						hours = 24
					}
				}
			} {
				limit = {
					ITA = {
						exists = no
					}
					FRA = {
						exists = no
					}
					ENG = {
						exists = no
					}
					USA = {
						exists = yes
					}
				}
				USA = {
					country_event = {
						id = AUS_political_events.27
						hours = 24
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_consult_with_congress_leaders
Constructs: has_completed_focus, prerequisite, has_war, limit, has_war_with, completion_reward, add_political_power, is_subject_of
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_consult_with_congress_leaders
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = RAJ_indian_gentleman_officers
	}
	x = 1
	y = 1
	relative_position_id = RAJ_indian_gentleman_officers
	cost = 5
	mutually_exclusive = {
		focus = RAJ_linlithgows_declaration_of_war
	}
	available = {
		is_subject_of = ENG
		ENG = {
			has_war = yes
		}
	}
	bypass = {
		NOT = {
			is_subject_of = ENG
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_war = no
				}
			}
			custom_effect_tooltip = RAJ_linlithgows_declaration_of_war_tt
		} {
			limit = {
				ENG = {
					has_war = yes
				}
			}
			custom_effect_tooltip = RAJ_linlithgows_declaration_of_war_current_effects_tt
			ENG = {
				every_enemy_country = {
					limit = {
						NOT = {
							has_war_with = ROOT
						}
					}
					hidden_effect = {
						ROOT = {
							declare_war_on = {
								target = PREV
								type = annex_everything
							}
						}
					}
				}
			}
		} {
			limit = {
				has_country_leader = {
					character = RAJ_freeman_freeman_thomas
					ruling_only = yes
				}
			}
			RAJ_freeman_freeman_thomas = {
				swap_country_leader_traits = {
					remove = staunch_imperialist_alt
					add = staunch_imperialist_alt_consult
					ideology = centrism
				}
			}
			if = {
				limit = {
					has_completed_focus = RAJ_the_integrity_of_india_act
				}
				RAJ_freeman_freeman_thomas = {
					swap_country_leader_traits = {
						remove = staunch_imperialist_alt
						add = staunch_imperialist_alt_consult
						ideology = conservatism
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_political_power = 70
		add_autonomy_score = {
			value = 350
			localization = RAJ_consult_with_congress_leaders
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = RAJ_lord_linlithgow
					ruling_only = yes
				}
			}
			RAJ_lord_linlithgow = {
				swap_country_leader_traits = {
					remove = aloof_authority_alt
					add = aloof_authority_alt_consult
					ideology = centrism
				}
			}
			if = {
				limit = {
					has_completed_focus = RAJ_the_integrity_of_india_act
				}
				RAJ_lord_linlithgow = {
					swap_country_leader_traits = {
						remove = aloof_authority_alt
						add =
# ... (truncated)
### Entity: Character
Component: HOL_maarten_belzer
Constructs: has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_maarten_belzer = {
	advisor = {
		slot = high_command
		idea_token = HOL_maarten_belzer
		ledger = army
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			army_concealment_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	name = HOL_maarten_belzer
	portraits = {
		army = {
			small = GFX_idea_HOL_maarten_belzer
		}
	}
}
### Entity: Idea
Component: MEN_growing_revolutionary_sentiment
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_growing_revolutionary_sentiment = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	picture = POL_the_peasants_strike
	modifier = {
		communism_drift = 0.1
		stability_weekly = -0.001
		stability_factor = -0.05
		political_power_factor = -0.1
		drift_defence_factor = -0.25
	}
}
### Entity: Event
Component: lithuania_purchase_ships.5
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania_purchase_ships.5
	title = lithuania_purchase_ships.5.t
	desc = lithuania_purchase_ships.5.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania_purchase_ships.5.a
		custom_effect_tooltip = lar_portugal_purchase_ships.5.a_tt
	}
}
### Entity: Faction
Component: faction_goal_develop_curacao_oil
Constructs: limit, has_tech, complete_effect, add_faction_power_projection, has_completed_goal, add_resource
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_develop_curacao_oil = {
	name = develop_curacao_oil_goal_name
	description = develop_curacao_oil_goal_desc
	category = short_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		695 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {
		FROM = {
			has_tech = excavation1 excavation2
		}
	}
	completed = {
		695 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		if = {
			limit = {
				NOT = {
					has_completed_goal = faction_goal_develop_curacao_oil
				}
			}
			695 = {
				add_resource = {
					type = oil
					amount = 14
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			controls_state = 695
		} {
			add = -1
			fuel_ratio = > 0.9
			all_allied_country = {
				fuel_ratio = > 0.9
			}
		} {
			add = 1
			fuel_ratio = < 0.4
		} {
			add = 1
			fuel_ratio = < 0.1
		}
	}
}
### Entity: Character
Component: CAR_stc
Source: game
File: common/characters/CAR.txt

Code:
CAR_stc = {
	advisor = {
		slot = political_advisor
		idea_token = CAR_stc
		allowed = {
			original_tag = CAR
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_lions_of_the_great_war_dlc
Constructs: division_template, prerequisite, add_ideas, completion_reward, cancel_if_invalid, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_lions_of_the_great_war_dlc
	icon = GFX_focus_RAJ_lions_of_the_great_war
	prerequisite = {
		focus = RAJ_gurkhas
	}
	x = 0
	y = 1
	relative_position_id = RAJ_gurkhas
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = idea_RAJ_lions_of_the_great_war
		army_experience = 30
		custom_effect_tooltip = RAJ_create_unit_sikh_tt
		hidden_effect = {
			division_template = {
				name = Sikh Regiment
				division_names_group = RAJ_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					439
				}
				create_unit = {
					division = name = "1. Sikh Regiment" division_template = "Sikh Regiment" start_experience_factor = 0.5
					owner = RAJ
				}
			}
		}
	}
}