Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: mechanised_infantry2
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_equipments = {
		mechanized_equipment_2
	}
	mot_fire_support = {
		breakthrough = 0.1
		soft_attack = 0.05
	}
	path = {
		leads_to_tech = mechanised_infantry3
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1942
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1942
		}
	}
	categories = {
		motorized_equipment mio_cat_tech_all_motorized_mechanized infantry_tech cat_mechanized_equipment
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			original_tag = GER
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_glory_and_wealth_on_the_sea_lanes
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_glory_and_wealth_on_the_sea_lanes
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_strengthen_the_supreme_reality_of_spain
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = -2
	y = 1
	relative_position_id = SPA_strengthen_the_supreme_reality_of_spain
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = SPA_glory_and_wealth_on_the_sea_lanes
			bonus = 1
			uses = 1
			category = ca_tech
		} {
			name = SPA_glory_and_wealth_on_the_sea_lanes
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = SPA_glory_and_wealth_on_the_sea_lanes
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_fem_vow_04a_neut
Constructs: has_completed_focus, has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_fem_vow_04a_neut = {
	OR = {
		tag = ARM AZR BLR BRI BSK CHU EST GLC VEN VLA YAK
		original_tag = ARM AZR BLR BRI BSK CHU EST GLC VEN VLA YAK
		AND = {
			OR = {
				tag = POR
				original_tag = POR
			}
			NOT = {
				has_completed_focus = POR_the_return_of_duarte
			}
		} {
			OR = {
				tag = BRA
				original_tag = BRA
			}
			POR = {
				has_completed_focus = POR_monarchist_uprising_in_brazil
			}
		} {
			OR = {
				tag = FRA
				original_tag = FRA
			}
			NOT = {
				OR = {
					has_completed_focus = FRA_orleanist_restoration FRA_the_legitimate_heir FRA_proclaim_the_third_empire
				}
			}
		} {
			OR = {
				tag = POL
				original_tag = POL
			}
			has_country_leader = {
				character = POL_edward_rydzsmigly
				ruling_only = yes
			}
		}
	}
}
### Entity: Game Rule
Component: SAF_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
SAF_ai_behavior = {
	name = SAF_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Together for Victory
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_SAF_AI_DESC
	} {
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_DEMOCRATIC_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_SAF_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_DEMOCRATIC_ALTERNATE
		desc = RULE_DEMOCRATIC_ALTERNATE_SAF_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_SAF_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_mosque_building_in_jerusalem
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_mosque_building_in_jerusalem
	icon = GFX_goal_generic_madrasah_1
	prerequisite = {
		focus = PAL_ministry_of_civilian_industry
	}
	x = -2
	y = 1
	relative_position_id = PAL_ministry_of_civilian_industry
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FIN_GER_return_2.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 212
	}
	location = 321
	division_template = Jaeger German Infanterie-Division
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: Character
Component: KUR_haji_baba
Source: game
File: common/characters/KUR.txt

Code:
KUR_haji_baba = {
	advisor = {
		slot = political_advisor
		idea_token = KUR_haji_baba
		allowed = {
			original_tag = KUR
		}
		traits = {
			communist_revolutionary
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_3
		}
	}
}
### Entity: Idea
Component: ITA_political_reforms
Constructs: has_completed_focus, stability_factor, has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_political_reforms = {
	removal_cost = -1
	picture = generic_constitutional_guarantees
	allowed = {
		original_tag = ITA
		NOT = {
			has_government = fascism
		} {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		has_completed_focus = ITA_monarchia_d_italia
	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_all_power_to_the_leader
Constructs: prerequisite, has_government, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_all_power_to_the_leader
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = QUE_storm_the_parliament
	}
	relative_position_id = QUE_storm_the_parliament
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_grow_tatras_capabilities
Constructs: prerequisite, limit, completion_reward, check_variable, is_controlled_by, cancel_if_invalid, add_to_variable, has_dlc
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_grow_tatras_capabilities
	icon = GFX_focus_CHL_domestic_production_of_the_willys_mb
	overlay = GFX_focus_overlay_cze_level_four
	prerequisite = {
		focus = CZE_expand_praga
	}
	relative_position_id = CZE_expand_praga
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_three_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 3
				compare = greater_than
			}
		}
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_max_efficiency_factor = 0.025
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = 0.025
			tooltip = industrial_capacity_factory_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_tatra_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
			}
			if = {
				limit = {
					has_dlc = La Resistance
				}
			}
			mio:CZE_ringhoffer_tatra_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
			}
		}
		else = {
			if = {
				limit = {
					has_idea = CZE_tatra
				}
				swap_ideas = {
					remove_idea = CZE_tatra
					add_idea = CZE_tatra_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_tatra
						add_idea = CZE_tatra_improved
					}
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			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 = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: BUL_befriend_GRE
Constructs: has_war_with, has_country_flag, has_dlc, has_game_rule, has_opinion, has_capitulated, is_subject, is_in_faction
Source: game
File: common/ai_strategy/BUL.txt

Code:
BUL_befriend_GRE = {
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_DEMOCRATIC_SOCIALIST
			has_game_rule = {
				rule = BUL_ai_behavior
				option = DEMOCRATIC_SOCIALIST
			}
		}
		focus_progress = {
			focus = BUL_legislative_elections
			progress = > 0.1
		}
		country_exists = GRE
		GRE = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = GRE
			}
			has_war_with = GRE
			GRE = {
				OR = {
					AND = {
						is_in_faction = yes
						NOT = {
							is_in_faction_with = ROOT
						}
					}
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = GRE
		target = improve_relation
		value = 200
	}
}
### Entity: Event
Component: sweden_fascism.12
Constructs: is_triggered_only, set_autonomy, add_core_of, remove_core_of
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_fascism.12
	title = sweden_fascism.12.t
	desc = sweden_fascism.12.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = sweden_fascism.12.a
		SWE = {
			set_autonomy = {
				target = DEN
				autonomy_state = autonomy_puppet
			}
		}
		GER = {
			transfer_state = 964
		}
		964 = {
			add_core_of = GER
		} {
			remove_core_of = DEN
		}
	}
}
### Entity: Scripted Effect
Component: AST_uap_5_time_discount_effect_reverse
Constructs: has_completed_focus, limit
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_uap_5_time_discount_effect_reverse = {
	reduce_focus_completion_cost = {
		focus = AST_solidarity_by_the_empire
		cost = -5
	} {
		focus = AST_wool_agreement
		cost = -5
	} {
		focus = AST_australian_war_cabinet
		cost = -5
	} {
		focus = AST_singapore_strategy
		cost = -5
	} {
		focus = AST_british_war_cabinet
		cost = -5
	} {
		focus = AST_british_pacific_fleet
		cost = -5
	} {
		focus = AST_all_dressed_up
		cost = -5
	} {
		focus = AST_overseas_loyalties
		cost = -5
	} {
		focus = AST_the_ultimate_overseas_duty
		cost = -5
	} {
		focus = AST_eastern_focus
		cost = -5
	} {
		focus = AST_australian_command
		cost = -5
	} {
		focus = AST_holding_the_battlefield
		cost = -5
	} {
		focus = AST_inevitably_independent
		cost = -5
	}
	IF = {
		limit = {
			NOT = {
				has_completed_focus = AST_pleading_britain
			}
		}
		reduce_focus_completion_cost = {
			focus = AST_under_the_rule_of_canberra
			cost = -5
		} {
			focus = AST_taking_the_helm
			cost = -5
		} {
			focus = AST_a_change_of_authority
			cost = -5
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = AST_bring_on_the_giant
			}
		}
		reduce_focus_completion_cost = {
			focus = AST_allied_after_all
			cost = -5
		} {
			focus = AST_the_pacific_resistance
			cost = -5
		} {
			focus = AST_equal_training
			cost = -5
		} {
			focus = AST_a_northern_barrier
			cost = -5
		} {
			focus = AST_demand_resources
			cost = -5
		} {
			focus = AST_reclaim_the_lost_territory
			cost = -5
		}
	}
}
### Entity: Idea
Component: SAF_joint_air_training_scheme
Constructs: is_in_faction_with, removal_cost, equipment_bonus
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_joint_air_training_scheme = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_in_faction_with = ENG
	}
	removal_cost = -1
	picture = generic_air_bonus
	equipment_bonus = {
		small_plane_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		cv_small_plane_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		small_plane_cas_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.05
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.05
			instant = yes
		}
		medium_plane_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		medium_plane_fighter_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		medium_plane_scout_plane_airframe = {
			air_range = 0.1
			instant = yes
		}
		large_plane_airframe = {
			air_range = 0.1
			air_bombing = 0.05
			instant = yes
		}
		large_plane_maritime_patrol_plane_airframe = {
			air_range = 0.1
			instant = yes
		}
		transport_plane_equipment = {
			air_range = 0.1
			instant = yes
		}
	}
	modifier = {
		air_ace_generation_chance_factor = 0.1
	}
}
### Entity: Idea
Component: den_forced_industrialization
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_forced_industrialization = {
	removal_cost = -1
	picture = generic_socialist_industry
	modifier = {
		global_building_slots_factor = 0.15
		production_lack_of_resource_penalty_factor = 0.1
		conversion_cost_civ_to_mil_factor = -0.2
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_a_gun_for_every_man
Constructs: prerequisite, add_ideas, remove_ideas, add_war_support, completion_reward, set_rule
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_a_gun_for_every_man
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = SWE_rallying_the_workers
	}
	mutually_exclusive = {

	}
	relative_position_id = SWE_rallying_the_workers
	x = 0
	y = 2
	cost = 10
	completion_reward = {
		add_war_support = 0.15
		add_ideas = SOV_a_gun_in_every_hand_idea
		remove_ideas = SWE_secure_revolution_home
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: Event
Component: r56.soviet.21
Constructs: ai_chance, has_completed_focus, limit, has_country_flag, fire_only_once, add_political_power, set_country_flag, has_game_rule
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.21
	title = r56.soviet.21.t
	desc = r56.soviet.21.d
	picture = GFX_report_event_polish_police
	fire_only_once = yes
	trigger = {
		NOT = {
			has_completed_focus = SOV_form_a_fifth_column_old
		}
		focus_progress = {
			focus = SOV_form_a_fifth_column_old
			progress = > 0.49
		}
	}
	mean_time_to_happen = {
		days = 10
	}
	option = {
		name = r56.soviet.21.a
		ai_chance = {
			factor = 5
		}
		set_country_flag = yes_politcal_people
		if = {
			limit = {
				has_country_flag = yes_to_exiles_1
			}
			set_country_flag = yes_to_exiles_2
		} {
			limit = {
				NOT = {
					has_country_flag = yes_to_exiles_1
				}
			}
			set_country_flag = yes_to_exiles_1
		}
		custom_effect_tooltip = SOV_post_coup_unlock_tt available_political_advisor SOV_increase_post_coup_chaos_idea_tier
		show_ideas_tooltip = SOV_pavel_milyukov
	} {
		name = r56.soviet.21.b
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0
				OR = {
					has_country_flag = SOV_AI_RANDOM_RETURN_OF_THE_TSAR SOV_AI_RANDOM_RUSSIAN_FASCISM SOV_AI_RANDOM_RUSSIAN_DEMOCRACY
					has_game_rule = {
						rule = SOV_AI_BEHAVIOR
						option = EXILES_TSARIST
					} {
						rule = SOV_AI_BEHAVIOR
						option = EXILES_FASCIST
					} {
						rule = SOV_AI_BEHAVIOR
						option = EXILES_DEMOCRATIC
					}
				}
			}
		}
		add_political_power = -75
	}
}
### Entity: Event
Component: nsb_news.403
Constructs: is_triggered_only, has_government
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.403
	title = nsb_news.403.t
	desc = nsb_news.403.desc
	picture = GFX_news_event_fascist_militia
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.403.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.403.b
		trigger = {
			tag = USA
		}
	} {
		name = nsb_news.403.c
		trigger = {
			NOT = {
				tag = FROM USA
			}
			has_government = fascism
		}
	} {
		name = nsb_news.403.d
		trigger = {
			NOT = {
				tag = FROM USA
			} {
				has_government = fascism
			}
		}
	}
}
### Entity: Character
Component: GDC_huang_guangrui
Source: game
File: common/characters/GDC.txt

Code:
GDC_huang_guangrui = {
	advisor = {
		slot = air_chief
		idea_token = GDC_huang_guangrui
		allowed = {
			OR = {
				original_tag = GDC CHI
			}
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Huang Guangrui
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Modifier Reference
Construct: non_damaged_building_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### non_damaged_building_level
* description: non damaged building level of a building with type, uses target as building type. example non_damaged_building_level@arms_factory
### Entity: National Focus
Tree: isr_focus
Component: ISR_modern_logistics
Constructs: prerequisite, add_ideas, completion_reward, has_tech, every_army_leader, add_logistics, add_tech_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_modern_logistics
	icon = GFX_goal_ammunitions
	text = ABC_modern_logistics
	prerequisite = {
		focus = ISR_military_vehicles ISR_establish_a_military_academy
	}
	x = -1
	y = 1
	relative_position_id = ISR_military_vehicles
	cost = 7
	ai_will_do = {
		factor = 6
	}
	available = {
		has_tech = motorised_infantry
	}
	completion_reward = {
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = ABC_modern_logistics_idea
		add_tech_bonus = {
			name = logistics_tech_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: WTT_should_show_state_decision
Constructs: has_variable, is_subject_of
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_should_show_state_decision = {
	has_variable = state_political_support_value
	CONTROLLER = {
		OR = {
			tag = event_target:WTT_current_china_leader
			is_subject_of = event_target:WTT_current_china_leader
		}
	}
}
### Entity: AI Strategy
Component: JAP_escort_fleet_3
Source: game
File: common/ai_navy/fleet/JAP_fleet_templates.txt

Code:
JAP_escort_fleet_3 = {
	required_taskforces = {
		JAP_ConvoyEscort_1 = 4
	}
	optional_taskforces = {
		JAP_ConvoyEscort_1 = 2
	}
}
### Entity: Decision
Component: GER_seize_gold_reserves_cat
Constructs: limit, has_war_with, has_country_flag, fire_only_once, check_variable, is_controlled_by, is_core_of, has_state_flag
Source: game
File: common/decisions/GER.txt

Code:
GER_seize_gold_reserves_cat = {
	GER_seize_gold_reserves = {
		priority = 1
		icon = GFX_decision_generic_confiscation
		ai_will_do = {
			base = 15
			modifier = {
				factor = 0
				check_variable = {
					GER_industrial_consumer_goods_factor = < 0.25
				}
			} {
				factor = 2
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.35
				}
			} {
				factor = 5
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.5
				}
			} {
				factor = 5
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.65
				}
			} {
				factor = 5
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.75
				}
			}
		}
		target_non_existing = yes
		target_array = ROOT.GER_seize_gold_targets_array
		target_trigger = {
			FROM = {
				has_country_flag = GER_has_capitulated_to_germany
				NOT = {
					has_country_flag = GER_dont_seize_gold_reserves_flag
				}
				any_core_state = {
					is_controlled_by = ROOT
					NOT = {
						is_core_of = ROOT
					} {
						has_state_flag = GER_seize_gold_reserves_state_flag
					}
					OR = {
						check_variable = {
							industrial_complex_level = > 0
						} {
							arms_factory_level = > 0
						} {
							building_level@dockyard = > 0
						}
					}
				}
			}
		}
		available = {
			FROM = {
				has_country_flag = GER_has_capitulated_to_germany
			}
			ROOT = {
				custom_trigger_tooltip = {
					tooltip = GER_economy_of_conquest_modifier_consumer_goods_tt
					check_variable = {
						GER_industrial_consumer_goods_factor = > 0
					}
				}
			}
		}
		target_root_trigger = {
			ROOT = {
				has_dynamic_modifier = {
					modifier = GER_economy_of_conquest_modifier
				}
			}
		}
		fire_only_once = yes
		cost = 25
		complete_effect = {
			set_temp_variable = {
				occupied_state_num_factory = 0
			}
			add_to_temp_variable = {
				GER.occupied_state_num_factory = FROM.num_of_military_factories_in_cores@GER
			} {
				GER.occupied_state_num_factory = FROM.num_of_civilian_factories_in_cores@GER
			} {
				GER.occupied_state_num_factory = FROM.num_of_naval_factories_in_cores@GER
			}
			if = {
				limit = {
					NOT = {
						FROM = {
							original_tag = TUR
						}
					}
				}
				FROM = {
					every_core_state = {
						limit = {
							is_on_continent = europe
							is_fully_controlled_by = ROOT
							NOT = {
								has_state_flag = GER_seize_gold_reserves_state_f
# ... (truncated)
### Entity: Trigger Reference
Construct: Example_1
Constructs: Example_1, has_dynamic_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
### Example 1
```
has_dynamic_modifier = dynamic_modifier_name
```
### Entity: Unit Template
Component: MAC_MOT_01
Source: game
File: common/units/names_divisions/MAC_names_divisions.txt

Code:
MAC_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		MAC
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		MAC_INF_01
	}
	fallback_name = %d. Motorizovana Divizija
	ordered = {
		1 = {
			%d. Motorizovana Divizija
		}
		2 = {
			%d. Motorizovana Divizija
		}
		3 = {
			%d. Motorizovana Divizija
		}
		4 = {
			%d. Motorizovana Divizija
		}
		5 = {
			%d. Motorizovana Divizija
		}
		6 = {
			%d. Motorizovana Divizija
		}
		7 = {
			%d. Motorizovana Divizija
		}
		8 = {
			%d. Motorizovana Divizija
		}
		9 = {
			%d. Motorizovana Divizija
		}
		10 = {
			%d. Motorizovana Divizija
		}
	}
}
### Entity: Technology
Component: lotta_svard_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	category_support_battalions = {
		max_strength = 5
		max_organisation = 10
	}
}
### Entity: Idea
Component: GER_modular_construction
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_modular_construction = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_bonus
	equipment_bonus = {
		submarine = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}