Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: socialist_education
Constructs: research_speed_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
socialist_education = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.1
		research_speed_factor = 0.035
	}
}
### Entity: Idea
Component: JAP_we_sent_our_technicians_infantry
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_we_sent_our_technicians_infantry = {
	picture = generic_research_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.06
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = 0.05
		}
		support_equipment = {
			build_cost_ic = 0.05
		}
		artillery_equipment = {
			build_cost_ic = 0.05
		}
	}
}
### Entity: Character
Component: GER_martin_bormann
Constructs: has_completed_focus, has_government, has_country_flag, is_hired_as_advisor
Source: game
File: common/characters/GER.txt

Code:
GER_martin_bormann = {
	name = GER_martin_bormann
	portraits = {
		army = {
			large = GFX_portrait_GER_martin_bormann
			small = GFX_portrait_GER_martin_bormann_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = martin_bormann
		allowed = {
			original_tag = GER
		}
		available = {
			NOT = {
				GER_rudolf_hess = {
					is_hired_as_advisor = yes
				}
				has_completed_focus = GER_party_chancellor_bormann
			}
			OR = {
				has_government = fascism
				has_country_flag = GER_reinstated_nazi_leadership
			}
		}
		visible = {
			always = no
			has_government = fascism
			NOT = {
				has_completed_focus = GER_oppose_hitler_ww
			}
		}
		ai_will_do = {
			factor = 0
		}
		traits = {
			GER_secretary_to_the_fuhrer
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_intervene_in_spain
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_idea, has_volunteers_amount_from, has_dlc
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_intervene_in_spain
	icon = GFX_focus_generic_befriend_republican_spain_focus
	prerequisite = {
		focus = GER_legacy_of_the_spartacus_league GER_proletarian_dictatorship
	}
	x = 4
	y = 1
	relative_position_id = GER_legacy_of_the_spartacus_league
	cost = 5
	available = {
		NOT = {
			has_idea = GER_fernostliche_legion_ns
		}
		any_country = {
			original_tag = SPR
			exists = yes
			OR = {
				has_government = democratic communism
			}
			has_volunteers_amount_from = {
				tag = ROOT
				count = > 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			random_other_country = {
				limit = {
					original_tag = SPR
					OR = {
						has_government = democratic communism
					}
				}
				add_opinion_modifier = {
					target = GER
					modifier = ita_supported_spain_civil_war
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
				SPR = {
					OR = {
						has_government = democratic communism
					}
				}
			}
			SPR = {
				add_opinion_modifier = {
					target = GER
					modifier = ita_supported_spain_civil_war
				}
			}
		}
		add_timed_idea = {
			idea = GER_legion_condor_ns
			days = 545
		}
		add_ai_strategy = {
			type = befriend
			id = SPR
			value = 100
		}
	}
}
### Entity: Order of Battle
Component: air_wing_202
Source: game
File: history/units/SOV_1936_air_legacy.txt

Code:
air_wings = {
	202 = {
		fighter_equipment_1 = {
			owner = SOV
			amount = 94
		}
		tac_bomber_equipment_0 = {
			owner = SOV
			amount = 60
		} {
			owner = SOV
			amount = 60
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Sovereign_Industrial_Expansion
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Sovereign_Industrial_Expansion
	prerequisite = {
		focus = PRU_control_the_economy
	}
	icon = GFX_focus_ITA_generic_fascist_workers
	x = 1
	y = 1
	relative_position_id = PRU_control_the_economy
	cost = 10
	available = {
		OR = {
			has_completed_focus = PRU_Eradicate_the_traitors PRU_The_People_General
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_Eradicate_the_traitors
			}
			swap_ideas = {
				remove_idea = PRU_flores_influence_1
				add_idea = PRU_flores_influence_2
			}
		} {
			limit = {
				has_completed_focus = PRU_The_People_General
			}
			swap_ideas = {
				remove_idea = PRU_ureta_influence_1
				add_idea = PRU_ureta_influence_2
			}
		}
		add_political_power = 25
	}
}
### Entity: Idea
Component: DNZ_reliance_on_militia
Constructs: removal_cost
Source: game
File: common/ideas/danzig.txt

Code:
DNZ_reliance_on_militia = {
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = citizen_militia_2
	modifier = {
		custom_modifier_tooltip = SPR_military_disloyalty_tt
		max_command_power = -50
		military_leader_cost_factor = 1.5
	}
}
### Entity: Event
Component: bftb_turkey.39
Constructs: is_triggered_only, add_opinion_modifier, add_resource, add_building_construction
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.39
	title = bftb_turkey.39.t
	desc = bftb_turkey.39.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_turkey.39.a
		add_resource = {
			type = steel
			amount = 36
			state = 231
		} {
			type = steel
			amount = 14
			state = 354
		}
		354 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		hidden_effect = {
			FROM = {
				add_opinion_modifier = {
					target = TUR
					modifier = TUR_joint_resource_extraction
				}
			}
			231 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3AClear.html

Doc:
This template is used to prevent the collapsing/overlapping of boxes/tables through forcing a return down to the line.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Clear&oldid=65"
### Entity: AI Strategy
Component: BUL_communsit_plan
Constructs: has_government, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/BUL_alternate_strategy_plan.txt

Code:
BUL_communsit_plan = {
	name = Bulgarian Communist Plan
	desc = Bulgaria will attempt to join the Comintern and fight together with its Soviet comrades against fascism and capitalism in Europe.
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = BUL_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {
		SOV = {
			NOT = {
				has_government = communism
			}
		}
	}
	ai_national_focuses = {
		BUL_oppose_the_royal_dictatorship BUL_cooperate_with_the_zveno BUL_acquire_modern_tools BUL_negotiate_bulgarian_rearmament BUL_appoint_communist_ministers BUL_condemn_macedonian_organizations BUL_unify_the_bourgeois_movement BUL_improve_the_road_system BUL_united_front_against_fascism BUL_invigorate_national_industry BUL_expand_sofia_university BUL_the_spanish_struggle BUL_the_fatherland_front BUL_overthrow_the_tsar BUL_the_peoples_republic_of_bulgaria BUL_reorganize_the_military_industry BUL_soviet_bulgarian_treaty_of_mutual_assistance BUL_darzhavna_voenna_fabrika BUL_follow_the_stalinist_doctrine BUL_national_military_academy BUL_rebuild_the_army BUL_war_logistics BUL_vasil_levsky_national_military_university BUL_increase_industry_investments BUL_national_railway_lines BUL_light_metal_exploitation BUL_abolish_the_tarnovo_constitution BUL_contract_foreign_companies BUL_defensive_lines BUL_joint_research_effort BUL_the_peoples_militia_directorate BUL_purge_the_elites BUL_train_the_youth_wings BUL_collectivization_of_the_countryside BUL_found_dvf_sopot BUL_foreign_aircraft_designers BUL_soviet_military_exercises BUL_prussia_of_the_balkans BUL_soviet_bulgarian_war_industry BUL_steel_plant_in_pernik BUL_mineral_extraction_in_the_rhodopes BUL_heavy_industry BUL_utmost_optimization BUL_georgi_benkovski_aircraft_repair_facilities BUL_pilot_training_program BUL_uranium_prospecting BUL_a_black_sea_fleet BUL_carry_the_revolution_abroad
	}
	focus_factors = {
		BUL_balkan_federation_of_socialist_republics = 0
		BUL_dissolve_the_military_union = 0
		BUL_support_macedonian_organizations = 0
		BUL_power_to_the_tsar = 0
		BUL_attract_foreign_capitals = 0
		BUL_the_unification_of_the_balkans = 0
		BUL_democratic_principles = 0
		BUL_dominance_in_the_black_sea = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: PAK_CL_HISTORICAL
Source: game
File: common/units/names_ships/PAK_ship_names.txt

Code:
PAK_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		PAK
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = PNS 
	fallback_name = Light Cruiser %d
	unique = {
		Babur Jahangir Humayun Sher Shah Suri Akbar Shah Jahan Aurangzeb Bahadur Shah Furrukhsiyar Rafi Ul-Darjat Muhammad Ibrahim Saif
	}
}
### Entity: Effect Reference
Construct: add_fake_armies
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_fake_armies

Creates fake intel armies for the player
### Entity: Character
Component: BAN_awt
Source: game
File: common/characters/BAN.txt

Code:
BAN_awt = {
	advisor = {
		slot = theorist
		idea_token = BAN_awt
		ledger = air
		allowed = {
			original_tag = BAN
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: AI Strategy
Component: DEN_r56_historical_plan
Constructs: has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/DEN_r56_historical_strategy_plan.txt

Code:
DEN_r56_historical_plan = {
	name = DEN historical plan
	desc = 
	allowed = {
		original_tag = DEN
	}
	enable = {
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = DEN_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = DEN_AI_RANDOM_SOCIAL_DEMOCRATIC
			has_game_rule = {
				rule = DEN_ai_behavior
				option = SOCIAL_DEMOCRATIC
			}
		}
	}
	ai_national_focuses = {

	}
	focus_factors = {
		DEN_Scandinavian_Connections = 0
		DEN_Look_towards_the_West = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_polish_path_to_socialism
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_polish_path_to_socialism
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = POL_KPP_focus
	}
	mutually_exclusive = {
		focus = POL_surrender_the_east
	}
	relative_position_id = POL_KPP_focus
	available = {
		is_subject = no
		has_war = no
		communism = > 0.4
		has_country_leader = {
			character = POL_maria_koszutska
			ruling_only = yes
		}
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = yes
			}
		} {
			limit = {
				NOT = {
					has_country_leader = {
						character = POL_maria_koszutska
					}
				}
			}
			promote_character = POL_maria_koszutska
		} {
			limit = {
				SOU = {
					NOT = {
						OR = {
							focus_progress = {
								focus = SOV_the_left_opposition
								progress = > 0
							}
							has_completed_focus = SOV_the_left_opposition
						}
					}
				}
			}
			SOU = {
				add_ai_strategy = {
					type = antagonize
					id = POL
					value = 200
				}
			}
		}
		add_ideas = {
			POL_polish_socialism
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_jews_negotiate
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_subject, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_jews_negotiate
	icon = GFX_goal_generic_befriend_israel
	relative_position_id = MPL_a_forgone_conclusion
	x = 3
	y = 3
	prerequisite = {
		focus = MPL_levantine_union MPL_two_states
	}
	available = {
		NOT = {
			has_completed_focus = MPL_end_the_strike
		}
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	bypass = {
		is_subject = no
	}
	ai_will_do = {
		factor = 100
	}
	cost = 5
	completion_reward = {
		454 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt MPL_political_up_10 MPL_economic_up_5
		add_power_balance_value = {
			id = MPL_power_balance
			value = 0.2
			tooltip_side = MPL_jewish_side
		}
		add_to_variable = {
			MPL_political_independence = 10
		} {
			MPL_economic_independence = 5
		} {
			MPL_total_independence = 15
		}
		clamp_variable = {
			var = MPL_political_independence
			min = 0
			max = 100
		} {
			var = MPL_economic_independence
			min = 0
			max = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Country History
Country: GAR
Component: GAR_misc
Constructs: recruit_character, limit, set_technology, has_dlc, create_equipment_variant
Source: game
File: history/countries/GAR - Guarani.txt

Code:
# Misc for GAR
capital = 301
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	recruit_character = GAR_guarani_council
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Antioquia Class
		type = ship_hull_light_1
		name_group = COL_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_2
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_2
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_punish_french_weakness
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_capitulated, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_punish_french_weakness
	icon = GFX_focus_attack_france
	mutually_exclusive = {
		focus = TUR_end_the_british_hegemony
	}
	prerequisite = {
		focus = TUR_court_the_spanish TUR_cleanse_iberia_of_bolshevism
	}
	x = 0
	y = 1
	relative_position_id = TUR_court_the_spanish
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		FRA = {
			OR = {
				exists = no
				has_capitulated = yes
				is_subject = yes
				has_war_with = TUR
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FRA
		}
	}
}
### Entity: Idea
Component: FRI_illiteracy_2
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_illiteracy_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = indochina_illiteracy
	modifier = {
		research_speed_factor = -0.07
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_famine_country
Constructs: stability_factor, war_support_factor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_famine_country = {
	icon = GFX_idea_RAJ_state_of_famine_country
	political_power_factor = RAJ_famine_political_power_factor
	stability_factor = RAJ_famine_stability_factor
	war_support_factor = RAJ_famine_stability_factor
}
### Entity: Define
Component: NDefines.NIntel
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NIntel = {
COUNTRY_LEVEL_INTEL_MAXIMUMS = {
	100.0 100.0 100.0 100.0
}
STATIC_INTEL_SOURCE_OPERATION_TOKENS_MAXIMUMS = {

}
STATIC_INTEL_SOURCE_BROKEN_CYPHER_MAXIMUMS = {
	60.0 , 60.0 , 60.0 , 60.0
}
STATIC_INTEL_SOURCE_RADAR_MAXIMUMS = {
	10.0 , 10.0 , 20.0 , 20.0
}
STATIC_INTEL_SOURCE_INTEL_NETWORK_MAXIMUMS = {
	30.0 , 30.0 , 40.0 , 30.0
}
DYNAMIC_INTEL_SOURCE_EVENT_FLAT_DECAY = 0.0
DYNAMIC_INTEL_SOURCE_EVENT_MULT_DECAY = 0.985
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_LOG_FACTOR = 0
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_DIVISOR = 1
DYNAMIC_INTEL_SOURCE_EVENT_MAXIMUMS = {
	40 , 40 , 40 , 40
}
DYNAMIC_INTEL_SOURCE_EVENT_ABSOLUTE_MAXIMUMS = {
	50 , 50 , 50 , 50
}
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_FLAT_DECAY = 0.0
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MULT_DECAY = 0.985
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_LOG_FACTOR = 0.25
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_DIVISOR = 10
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MAXIMUMS = {
	0 , 30 , 5 , 10
}
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_ABSOLUTE_MAXIMUMS = {
	0 , 40 , 10 , 15
}
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_FLAT_DECAY = 0.0
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MULT_DECAY = 0.985
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_LOG_FACTOR = 0.02
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_DIVISOR = 200
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MAXIMUMS = {
	10 , 0 , 40 , 20
}
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_ABSOLUTE_MAXIMUMS = {
	15 , 0 , 45 , 25
}
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_FLAT_DECAY = 0.0
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MULT_DECAY = 0.985
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_LOG_FACTOR = 1
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_DIVISOR = 2
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MAXIMUMS = {
	0 , 0 , 0 , 25
}
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_ABSOLUTE_MAXIMUMS = {
	0 , 0 , 0 , 30
}
DYNAMIC_INTEL_SOURCE_AIR_RECON_FLAT_DECAY = 0.0
DYNAMIC_INTEL_SOURCE_AIR_RECON_MULT_DECAY = 0.995
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_LOG_FACTOR = 0.05
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_DIVISOR = 200
DYNAMIC_INTEL_SOURCE_AIR_RECON_MAXIMUMS = {
	25 , 20 , 30 , 20
}
DYNAMIC_INTEL_SOURCE_AIR_RECON_ABSOLUTE_MAXIMUMS = {
	30 , 25 , 35 , 25
}
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_FLAT_DECAY = 0.0
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MULT_DECAY = 0.95
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_LOG_FACTOR = 1
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_DIVISOR = 2
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MAXIMUMS = {
	50 , 40 , 40 , 30

# ... (truncated)
### Entity: Shared Focus
Component: ARCTIC_modern_logistics
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_tech, cancel_if_invalid, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_modern_logistics
	icon = GFX_goal_ammunitions
	text = ABC_modern_logistics
	prerequisite = {
		focus = ARCTIC_field_hospitals
	} {
		focus = ARCTIC_mechanization_effort
	} {
		focus = ARCTIC_signal_companies
	}
	x = 0
	y = 1
	relative_position_id = ARCTIC_mechanization_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	completion_reward = {
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = ABC_modern_logistics_idea
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.9
Constructs: is_triggered_only, ai_chance, limit, has_global_flag, create_wargoal, annex_everything, puppet_wargoal_focus
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.9
	title = wuw_GER_realpolitik.9.t
	desc = wuw_GER_realpolitik.9.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.9.a
		ai_chance = {
			base = 100
		}
		IF = {
			limit = {
				has_global_flag = GER_wishes_to_annex_lithuania_flag
			}
			create_wargoal = {
				type = annex_everything
				target = FROM
			}
		}
		ELSE_IF = {
			limit = {
				has_global_flag = GER_wishes_to_puppet_lithuania_flag
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_production_effort_3
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_production_effort_3
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = VNZ_fighter_focus VNZ_NAV_effort
	}
	relative_position_id = VNZ_fighter_focus
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: AFG_inyatullah_khan
Constructs: has_country_leader
Source: game
File: common/characters/AFG.txt

Code:
AFG_inyatullah_khan = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_inyatullah_khan
		allowed = {
			original_tag = AFG
		}
		available = {
			has_country_leader = {
				ruling_only = yes
				character = AFG_amunullah_khan
			}
		}
		traits = {
			AFG_royal_figurehead_trait
		}
	}
	name = AFG_inyatullah_khan
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_inayatullah_khan_small
		}
	}
}