Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_greece.20
Constructs: limit, has_country_flag, fire_only_once, check_variable, set_country_flag, clr_country_flag, clear_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.20
	title = bftb_greece.20.t
	desc = bftb_greece.20.desc
	picture = GFX_report_event_gre_cabinet_meeting
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_deciding_on_armenia
		check_variable = {
			var = global.convention_nays
			value = 2
			compare = greater_than_or_equals
		}
		NOT = {
			check_variable = {
				var = global.convention_ayes
				value = 2
				compare = greater_than_or_equals
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
					NOT = {
						has_country_flag = GRE_france_attending_convention GRE_italy_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.224
						days = 7
					}
				}
			}
			else_if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention GRE_france_attending_convention
					NOT = {
						has_country_flag = GRE_italy_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.224
						days = 7
					}
				}
				FRA = {
					country_event = {
						id = bftb_greece.224
						days = 7
					}
				}
			} {
				limit = {
					has_country_flag = GRE_attending_megali_convention GRE_italy_attending_convention
					NOT = {
						has_country_flag = GRE_france_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.21
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
				ITA = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
			} {
				limit = {
					has_country_flag = GRE_attending_megali_convention GRE_britain_attending_convention GRE_france_attending_convention GRE_italy_attending_convention
				}
				country_event = {
					id = bftb_greece.21
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.224
						days = 7
					}
				}
				FRA = {
					country_event = {
						id = bftb_greece.224
						days = 7
					}
				}
				ITA = {
					country_event = {
						id = bftb_greece.224
						days = 7
					}
				}
			}
		}
	}
	option = {
		name = bftb_greece.20.a
		hidden_effect = {
			set_country_flag 
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_inter_party_coordination_council
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_inter_party_coordination_council
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = CHI_constitutional_reform
	} {
		focus = CHI_executive_yuan
	}
	x = 1
	y = 1
	relative_position_id = CHI_constitutional_reform
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_inter_party_coordination_council
	}
}
### Entity: Character
Component: XSM_ma_chengxiang
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_chengxiang = {
	name = XSM_ma_chengxiang
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_12
			small = GFX_kr_portrait_asia_generic_land_12_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = XSM_ma_chengxiang
		ledger = army
		allowed = {
			original_tag = GSM
		}
		traits = {
			army_cavalry_2
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_novus_ordo
Constructs: division_template, prerequisite, limit, has_country_flag, completion_reward, is_core_of, is_fully_controlled_by, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_novus_ordo
	icon = GFX_focus_ITA_strengthen_ascari_corps
	prerequisite = {
		focus = ITA_steel_in_tripoli ITA_oil_in_tripoli
	}
	relative_position_id = ITA_the_fourth_shore
	x = 0
	y = 2
	cost = 10
	available = {
		OR = {
			any_controlled_state = {
				is_core_of = LBA
				is_fully_controlled_by = ROOT
			}
			any_subject_country = {
				any_controlled_state = {
					is_core_of = LBA
					is_fully_controlled_by = PREV
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_to_variable = {
			ITA_iri_consumer_goods_factor = -0.05
		} {
			ITA_military_industry_dm_industrial_capacity_factory = 0.05
		} {
			ITA_military_industry_dm_production_factory_efficiency_gain_factor = 0.05
		} {
			ITA_re_irregular_org = 0.05
		}
		custom_effect_tooltip = ITA_novus_ordo_ricostruzione_industriale_tt ITA_novus_ordo_military_industry_tt ITA_novus_ordo_irregulars_tt ITA_novus_ordo_forts_tt ITA_novus_ordo_create_units_tt
		if = {
			limit = {
				448 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			448 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				449 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			449 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				450 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			450 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				451 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			451 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				any_controlled_state = {
					is_core_of = LBA
					is_fully_controlled_by = ROOT
				}
			}
			random_controlled_state = {
				limit = {
					is_core_of = LBA
					is_fully_controlled_by = ROOT
				}
				prioritize = {
					448
				}
				custom_effect_tooltip = ITA_novus_ordo_irregular_troops_tt
				hidden_effect = {
					create_unit = {
						division = division_template = "Divisione Ascari Libica" start_experience_factor = 0.1 start_equipment_factor = 1.0
						owner = ROOT
						count =
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_reapproach_america
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, has_country_leader, is_historical_focus_on, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_reapproach_america
	icon = GFX_focus_chi_mission_to_the_us
	relative_position_id = CHL_strengthen_instituto_nacional
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_strengthen_instituto_nacional
	}
	mutually_exclusive = {
		focus = CHL_increase_presidential_powers CHL_return_to_the_parliamentary_era
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 1.5
			has_country_leader = {
				character = CHL_pedro_aguirre_cerda
				ruling_only = yes
			}
		} {
			factor = 1.5
			is_historical_focus_on = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
		}
		ROOT = {
			add_opinion_modifier = {
				target = USA
				modifier = huge_increase
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = CHL_reapproach_america_tt
		}
		ELSE = {
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					USA
				}
			} {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					USA
				}
			} {
				cic = 1000
				equipment_type = support_equipment
				seller_tags = {
					USA
				}
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AUndelete/File%3AAmbox_stub.png.html

Doc:
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This page has been deleted.
The reason for deletion is shown in the summary below, along with details of the users who had edited this page before deletion.
The actual text of these deleted revisions is only available to administrators.

Deletion log

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Page history
(diff) 21:20, 23 January 2014 . . Meneth (Talk | contribs) (33 bytes) (Category:Public domain images)

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Retrieved from "http://www.hoi4wiki.com/Special:Undelete/File:Ambox_stub.png"
### Entity: National Focus
Tree: tur_focus
Component: TUR_middle_east_institute_of_technology
Constructs: prerequisite, completion_reward, has_tech, add_research_slot
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_middle_east_institute_of_technology
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = TUR_expand_the_izmir_cement_industry
	} {
		focus = TUR_expand_the_bursa_textile_industry
	}
	available = {
		OR = {
			num_of_factories = > 99
			has_tech = construction_a
		}
	}
	x = 0
	y = 2
	relative_position_id = TUR_expand_the_aegean_economic_heartland
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Leader
Component: 5
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
5 = {
	cost = 1600
	type = navy
	modifier = {
		naval_hit_chance = 0.25
		naval_coordination = 0.09
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_parliamentary_democracy
Constructs: division_template, prerequisite, limit, random_country, add_ideas, remove_ideas, has_government, completion_reward
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_parliamentary_democracy
	icon = GFX_focus_AFG_parliamentary_democracy
	prerequisite = {
		focus = AFG_promote_the_counter_elite
	}
	x = -2
	y = 1
	relative_position_id = AFG_promote_the_counter_elite
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		democratic = > 0.2
		OR = {
			is_subject = no
			any_country = {
				has_subject = ROOT
				has_government = democratic
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = AFG_parliamentary_democracy_tt
		set_variable = {
			var = AFG_total_anti_democratic_size
			value = party_popularity@communism
		}
		add_to_variable = {
			var = AFG_total_anti_democratic_size
			value = party_popularity@fascism
		} {
			var = AFG_total_anti_democratic_size
			value = party_popularity@neutrality
		}
		IF = {
			limit = {
				democratic = < 0.5
			}
			start_civil_war = {
				ruling_party = democratic
				ideology = neutrality
				size = AFG.AFG_total_anti_democratic_size
				states = {
					415 1007 1008 1009
				}
				keep_political_leader = yes
				keep_all_characters = yes
				hidden_effect = {
					PREV = {
						AFG_mohammad_hashim_khan = {
							set_nationality = PREV.PREV
						}
					}
					IF = {
						limit = {
							PREV.PREV = {
								NOT = {
									has_country_leader = {
										ruling_only = yes
										character = AFG_mohammad_hashim_khan
									}
								}
								has_civil_war = yes
							}
						}
						PREV.PREV = {
							promote_character = {
								character = AFG_mohammad_hashim_khan
								ideology = oligarchism
							}
						}
					}
					PREV.PREV = {
						remove_ideas = AFG_counter_elite_on_the_rise
					}
				}
			}
			hidden_effect = {
				set_popularities = {
					neutrality = 0
					fascism = 0
					communism = 0
					democratic = 100
				}
				set_party_name = {
					ideology = democratic
					name = BRA_provisional_government
					long_name = BRA_provisional_government_long
				}
				division_template = {
					name = Loyalist Militia
					is_locked = no
					regiments = {
						militia = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
				}
				random_owned_controlled_state = {
					create_unit = {
						division = division_template ="Loyalist Mil
# ... (truncated)
### Entity: AI Strategy
Component: GER_dont_protect_ze_enemies_empire_r56
Constructs: has_war_with, is_on_continent
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_dont_protect_ze_enemies_empire_r56 = {
	allowed = {
		OR = {
			original_tag = GER ITA
		}
	}
	enable = {
		any_other_country = {
			has_war_with = VIC
			NOT = {
				has_war_with = ROOT
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
		VIC = {
			surrender_progress = < 0.02
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = VIC
		value = -200
	} {
		type = diplo_action_acceptance
		id = VIC
		target = call_allies
		value = -200
	} {
		type = diplo_action_acceptance
		id = VIC
		target = join_allies
		value = -200
	}
}
### Entity: Modding Documentation
Construct: controlled_states
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### controlled_states
* description: array of controlled states
### Entity: National Focus
Tree: cog_focus
Component: COG_mobilize_colonial_manpower
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_mobilize_colonial_manpower
	icon = GFX_goal_generic_more_territorial_claims
	x = 32
	y = 6
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = COG_manipulate_native_masses
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = COG_colonial_manpower
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Order of Battle
Component: 3rd Peoples Brigade
Constructs: division_template
Source: game
File: history/units/SRL_revolution.txt

Code:
division = {
	name = 3rd Peoples Brigade
	location = 1213
	division_template = Peoples Brigade
	start_experience_factor = 0.6
	start_equipment_factor = 0.05
}
### Entity: Event
Component: tsr_manchukuo.20
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.20
	title = tsr_manchukuo.20.t
	desc = tsr_manchukuo.20.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.20.a
		ai_chance = {
			base = 10
		}
		add_political_power = 10
		add_opinion_modifier = {
			target = SOV
			modifier = medium_increase
		}
	}
}
### Entity: Event
Component: liechtenstein.11
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.11
	picture = GFX_report_event_ITA_italian_civil_war
	title = liechtenstein.11.t
	desc = liechtenstein.11.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.11.a
		army_experience = 10
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.500
Constructs: is_triggered_only, ai_chance, has_country_flag, random_hours
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.500
	title = BBA_italo_ethiopian_war_events.500.t
	desc = BBA_italo_ethiopian_war_events.500.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.500.a
		trigger = {
			FROM = {
				NOT = {
					has_country_flag = ITA_italy_asks_ethiopian_host_for_help
				}
			}
		}
		ai_chance = {
			base = 10
		}
		ETH = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.501
				hours = 2
				random_hours = 1
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = ITA_peace_with_ethiopia_tt
			ITA_forced_italo_ethiopian_peace_deal = yes
			ENG = {
				country_event = {
					id = BBA_italy_interaction_events.31
				}
			}
		}
	} {
		name = BBA_italo_ethiopian_war_events.500.b
		trigger = {
			FROM = {
				has_country_flag = ITA_italy_asks_ethiopian_host_for_help
			}
		}
		ai_chance = {
			base = 10
		}
		ETH = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.501
				hours = 2
				random_hours = 1
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = ITA_peace_with_ethiopia_tt
			ITA_forced_italo_ethiopian_peace_deal = yes
			FROM = {
				country_event = {
					id = BBA_italy_interaction_events.60
				}
			}
		}
	} {
		name = BBA_italo_ethiopian_war_events.500.c
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = BBA_italo_ethiopian_war_events.500_tt
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italo_ethiopian_war_events.502
					hours = 6
					random_hours = 3
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_lets_get_some_is_tanks
Constructs: has_tech
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_lets_get_some_is_tanks = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = > 1941.1.1
		has_tech = improved_heavy_tank_chassis
	}
	abort = {
		has_tech = advanced_heavy_tank_chassis
	}
	ai_strategy = {
		type = research_weight_factor
		id = advanced_heavy_tank_chassis
		value = 200
	}
}
### Entity: Order of Battle
Component: Battle Force
Source: game
File: history/units/USA_1939_naval_legacy.txt

Code:
fleet = {
	name = Battle Force
	naval_base = 1562
	task_force = {
		name = Battleships, Battle Force
		location = 9814
		ship = {
			name = USS Nevada
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Pennsylvania
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Arizona
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Oklahoma
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Tennessee
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = New Mexico Class
				}
			}
		} {
			name = USS California
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = New Mexico Class
				}
			}
		} {
			name = USS New Mexico
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = New Mexico Class
				}
			}
		} {
			name = USS Mississippi
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = New Mexico Class
				}
			}
		} {
			name = USS Idaho
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = New Mexico Class
				}
			}
		} {
			name = USS Colorado
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = Colorado Class
				}
			}
		} {
			name = USS Maryland
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = Colorado Class
				}
			}
		} {
			name = USS West Virginia
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = USA
					version_name = Colorado Class
				}
			}
		}
	} {
		name = Carrier Division 1
		location = 9814
		ship = {
			name = USS Lexington
			definition = carrier
			equipment = {
				carrier_1 = {
					amount = 
# ... (truncated)
### Entity: Character
Component: SPR_manuel_fal_conde
Source: game
File: common/characters/SPR.txt

Code:
SPR_manuel_fal_conde = {
	name = SPR_manuel_fal_conde
	portraits = {
		civilian = {
			large = GFX_portrait_SPA_manuel_fal_conde
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			jefe
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: bftb_turkey.70
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.70
	title = bftb_turkey.70.t
	desc = bftb_turkey.70.desc
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.70.a
		create_wargoal = {
			type = annex_everything
			target = IRQ
		}
	}
}
### Entity: Idea
Component: PHI_volunteers_to_carlists_r56
Constructs: send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/philipines.txt

Code:
PHI_volunteers_to_carlists_r56 = {
	picture = SPA_carlism
	cancel = {
		NOT = {
			country_exists = SPB
		}
	}
	modifier = {
		send_volunteer_divisions_required = -1
		send_volunteers_tension = -0.4
	}
}
### Entity: Order of Battle
Component: 1ya KOVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 1ya KOVO Tankovaya Gruppa
	location = 525
	division_template = Legko-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Achievement
Component: en_svensk_tiger
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_license
Source: game
File: common/achievements.txt

Code:
en_svensk_tiger = {
	id = 53
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SWE
	}
	happened = {
		OR = {
			has_license = {
				from = GER
				equipment = {
					type = heavy_tank_equipment_2
				}
			} {
				from = GER
				equipment = {
					type = heavy_tank_equipment_3
				}
			} {
				from = GER
				equipment = {
					type = heavy_tank_chassis_2
				}
			} {
				from = GER
				equipment = {
					type = heavy_tank_chassis_3
				}
			}
		}
	}
}
### Entity: Idea
Component: TUR_funkplan
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_funkplan = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = tur_funkplan
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.05
		consumer_goods_factor = -0.15
		min_export = 0.15
	}
}
### Entity: Decision
Component: BRA_jaguar_diplomacy_cat
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_jaguar_diplomacy_cat = {
	priority = 4
	picture = GFX_decision_cat_picture_chi_political_support
	icon = GFX_decision_category_generic_political_actions
	allowed = {
		original_tag = BRA
	}
	visible_when_empty = no
}
### Entity: Idea
Component: opel
Constructs: research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
opel = {
	allowed = {
		OR = {
			original_tag = WGR GER
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}