Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: idea_RAJ_agrarian_society
Constructs: conscription_factor, mobilization_speed
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_agrarian_society = {
	icon = GFX_idea_generic_agrarian_society
	conscription_factor = RAJ_agrarian_society_conscription_factor
	mobilization_laws_cost_factor = RAJ_agrarian_society_mobilization_laws_cost_factor
	mobilization_speed = RAJ_agrarian_society_mobilization_speed
}
### Entity: Idea
Component: MEN_military_orgs_banned
Constructs: removal_cost, mobilization_speed, conscription_factor
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_military_orgs_banned = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		mobilization_speed = -0.01
		conscription_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_army_and_naval_air_services
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_army_and_naval_air_services = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_army_and_naval_air_services_dm
				} {
					modifier = JAP_japanese_airforce_dm
				}
			}
		}
		custom_effect_tooltip = JAP_add_army_and_naval_air_services_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_army_and_naval_air_services_dm
			}
		}
	}
	ELSE_IF = {
		limit = {
			has_dynamic_modifier = {
				modifier = JAP_army_and_naval_air_services_dm
			}
		}
		custom_effect_tooltip = JAP_modify_army_and_naval_air_services_modifier_tt
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = JAP_japanese_airforce_dm
			}
		}
		custom_effect_tooltip = JAP_modify_japanese_airforce_modifier_tt
	}
}
### Entity: Unit Template
Component: IRQ_MTN_01
Source: game
File: common/units/names_divisions/IRQ_names_divisions.txt

Code:
IRQ_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		IRQ
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		IRQ_INF_01
	}
	fallback_name = Iraqi al-Mushati al-%dr
	ordered = {
		1 = {
			Iraqi al-Mushati al-%di
		}
		2 = {
			Iraqi al-Mushati al-%di
		}
		3 = {
			Iraqi al-Mushati al-%di
		}
		4 = {
			Iraqi al-Mushati al-%di
		}
		5 = {
			Iraqi al-Mushati al-%di
		}
		6 = {
			Iraqi al-Mushati al-%di
		}
		7 = {
			Iraqi al-Mushati al-%di
		}
		8 = {
			Iraqi al-Mushati al-%di
		}
		9 = {
			Iraqi al-Mushati al-%di
		}
		10 = {
			Iraqi al-Mushati al-%di
		}
		12 = {
			Iraqi al-Mushati al-%dr
		}
		13 = {
			Iraqi al-Mushati al-%dr
		}
		14 = {
			Iraqi al-Mushati al-%dr
		}
		15 = {
			Iraqi al-Mushati al-%dr
		}
		16 = {
			Iraqi al-Mushati al-%dr
		}
		17 = {
			Iraqi al-Mushati al-%dr
		}
		18 = {
			Iraqi al-Mushati al-%dr
		}
		19 = {
			Iraqi al-Mushati al-%dr
		}
		20 = {
			Iraqi al-Mushati al-%dr
		}
	}
}
### Entity: Event
Component: luxembourg.230
Constructs: is_triggered_only, ai_chance, give_guarantee, random_hours, has_opinion
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.230
	title = luxembourg.230.t
	desc = luxembourg.230.d
	is_triggered_only = yes
	option = {
		name = luxembourg.230.a
		reverse_add_opinion_modifier = {
			target = LUX
			modifier = large_increase
		}
		give_guarantee = LUX
		country_event = {
			id = luxembourg.231
			hours = 4
			random_hours = 2
		}
		ai_chance = {
			base = 5
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value = > 9
				}
			} {
				add = 5
				has_opinion = {
					target = FROM
					value = > 19
				}
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
	} {
		name = luxembourg.230.b
		reverse_add_opinion_modifier = {
			target = LUX
			modifier = small_decrease
		}
		country_event = {
			id = luxembourg.232
			hours = 4
			random_hours = 2
		}
		ai_chance = {
			base = 5
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value = < -9
				}
			} {
				add = 5
				has_opinion = {
					target = FROM
					value = < -19
				}
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = < -49
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: CONGO_aviation_militaire_de_la_force_publique
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_aviation_militaire_de_la_force_publique
	dynamic = yes
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = CONGO_force_publique
	}
	relative_position_id = CONGO_force_publique
	x = 4
	y = 1
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt available_chief_of_airforce
			add_to_variable = {
				BEL.COG_force_publique_air_training_xp_gain_factor = 0.15
				tooltip = air_training_xp_gain_factor_tt
			}
			show_ideas_tooltip = COG_gerard_greindl
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.belgian_congo_colonial_returns_dynamic_modifier_air_training_xp_gain_factor = 0.15
				tooltip = air_training_xp_gain_factor_tt
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt available_chief_of_airforce
			add_to_variable = {
				BEL.COG_force_publique_air_training_xp_gain_factor = 0.15
				tooltip = air_training_xp_gain_factor_tt
			}
			show_ideas_tooltip = COG_gerard_greindl
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.belgian_congo_colonial_returns_dynamic_modifier_air_training_xp_gain_factor = 0.15
				tooltip = air_training_xp_gain_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_judiciary_reforms
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_judiciary_reforms
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = CHI_sea_ideological_education
	}
	x = -1
	y = 2
	relative_position_id = CHI_sea_land_redistribution
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_idea = PRC_government_corruption
	}
	bypass = {
		NOT = {
			has_idea = PRC_government_corruption
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = PRC_government_corruption
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_independent_nazi
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, add_political_power, has_civil_war, has_country_leader
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_independent_nazi
	icon = GFX_goal_GER_anschluss
	relative_position_id = AUS_cast_the_die
	x = -3
	y = 1
	prerequisite = {
		focus = AUS_cast_the_die
	}
	available = {
		has_civil_war = no
		has_government = fascism
		NOT = {
			has_country_flag = AUS_forced_inquart
		}
		has_country_leader = {
			character = AUS_josef_leopold
			ruling_only = yes
		}
	}
	select_effect = {
		if = {
			limit = {
				is_subject_of = GER
			}
			GER = {
				country_event = {
					id = austria.125
					days = 5
					random_days = 2
					random_hours = 24
				}
			}
		}
	}
	cost = 10
	mutually_exclusive = {
		focus = AUS_inquart_backstab
	}
	completion_reward = {
		if = {
			limit = {
				is_subject_of = GER
			}
			custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
			effect_tooltip = {
				GER = {
					country_event = austria.125
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = AUS
					autonomy_state = autonomy_free
				}
			}
		}
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_cosmetic_tag = AUS_WHITE_AGAIN
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_revisit_the_roca_runciman_treaty
Constructs: has_completed_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_revisit_the_roca_runciman_treaty
	icon = GFX_focus_ARG_revisit_the_roca_runciman_treaty
	prerequisite = {
		focus = ARG_capitalize_the_beef_industry ARG_military_production_lines
	}
	x = 0
	y = 1
	relative_position_id = ARG_military_production_lines
	cost = 10
	available = {
		NOT = {
			has_completed_focus = ARG_cut_ties_with_britain
		}
	}
	ai_will_do = {
		factor = 15
	}
	mutually_exclusive = {
		focus = ARG_a_new_trading_partner
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ARG_roca_runciman_treaty_idea
			add_idea = ARG_eden_malbran_treaty_idea
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_feeding_the_alligator
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_feeding_the_alligator
	icon = GFX_focus_GER_fate_of_czechoslovakia
	prerequisite = {
		focus = CZE_contact_henlein CZE_power_to_the_military
	}
	mutually_exclusive = {
		focus = CZE_bastion_of_liberty
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = CZE_negotiations_with_the_autonomous_bloc CZE_bastion_of_liberty CZE_petition_the_nobles CZE_increase_funding_from_moscow
				}
			}
		}
	}
	x = 21
	y = 4
	offset = {
		x = -11
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_coalition_building
		}
	} {
		x = -3
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	} {
		x = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	} {
		x = -6
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_work_with_germany
		}
	} {
		x = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_complete_capitulation
			NOT = {
				has_completed_focus = CZE_coalition_building
			}
		}
	}
	cost = 5
	ai_will_do = {
		factor = 0
	}
	bypass = {
		ROOT = {
			is_subject_of = GER
		}
	}
	available = {
		is_neighbor_of = GER
		is_subject = no
		NOT = {
			has_war_with = GER
		}
		GER = {
			exists = yes
			is_subject = no
			has_government = fascism
			has_completed_focus = GER_remilitarize_the_rhineland
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			country_event = {
				hours = 1
				id = czech.22
			}
		}
		if = {
			limit = {
				OR = {
					70 = {
						is_owned_and_controlled_by = ROOT
					}
					71 = {
						is_owned_and_controlled_by = ROOT
					}
				}
				NOT = {
					has_global_flag = CZE_slovak_unrest_fired
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_global_flag = CZE_slovak_unrest_fired
			country_event = {
				hours = 4
				id = MUN_the_fall_of_the_republi
# ... (truncated)
### Entity: Idea
Component: COG_the_invisible_roof
Constructs: research_speed_factor, stability_factor, autonomy_gain
Source: game
File: common/ideas/congo.txt

Code:
COG_the_invisible_roof = {
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	picture = COG_the_invisible_roof
	modifier = {
		stability_factor = -0.1
		autonomy_gain = 0.2
		research_speed_factor = -0.15
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AFree_trade.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
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The following pages link to File:Free trade.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki (file link) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Free_trade.png"
### Entity: National Focus
Tree: gre_focus
Component: GRE_create_a_new_economic_plan
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_create_a_new_economic_plan
	icon = GFX_goal_generic_communist_economy
	prerequisite = {
		focus = GRE_begin_internal_reforms
	}
	relative_position_id = GRE_begin_internal_reforms
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		add_ideas = GRE_renewed_economic_plan
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Component: GER_navy_democratic_modifier
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_navy_democratic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_navy
	custom_modifier_tooltip = GER_military_modifier_tt
	naval_heavy_gun_hit_chance_factor = GER_military_naval_heavy_gun_hit_chance_factor
	screening_efficiency = GER_military_screening_efficiency
	screening_without_screens = GER_military_screening_without_screens
	navy_max_range_factor = GER_military_navy_max_range_factor
	convoy_raiding_efficiency_factor = GER_military_convoy_raiding_efficiency_factor
	naval_light_gun_hit_chance_factor = GER_military_naval_light_gun_hit_chance_factor
	naval_hit_chance = GER_military_naval_hit_chance
	naval_defense_factor = GER_military_naval_defense_factor
}
### Entity: Military Industrial Organization
Component: LUX_esch_archette_aerodrome_organization
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/LUX_organization.txt

Code:
LUX_esch_archette_aerodrome_organization = {
	name = LUX_esch_archette_aerodrome
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		tag = LUX
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
}
### Entity: Character
Component: SWE_per_sylvan
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_per_sylvan = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = army_chief
			idea_token = SWE_per_sylvan
			allowed = {
				original_tag = SWE
			}
			traits = {
				army_chief_defensive_1
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_per_sylvan
		portraits = {
			army = {
				small = GFX_portrait_SWE_per_sylvan_small
				large = GFX_portrait_SWE_per_sylvan
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 1
			legacy_id = 0
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SWE_per_sylvan
			allowed = {
				original_tag = SWE
			}
			traits = {
				army_chief_defensive_1
			}
			cost = 50
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_per_sylvan
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_6
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_womens_rights_and_equality
Constructs: prerequisite, completion_reward, has_decision, add_popularity, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_womens_rights_and_equality
	icon = GFX_focus_ARG_women_in_industry
	prerequisite = {
		focus = GER_expand_social_welfare GER_effectivize_the_volkswerke
	}
	x = 1
	y = 1
	relative_position_id = GER_expand_social_welfare
	cost = 5
	available = {
		NOT = {
			has_decision = women_in_the_workforce
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_locks_women_in_workforce_decision_tt GER_modify_politburo_modifier_tt
		add_to_variable = {
			GER_politburo_conscription = 0.03
			tooltip = conscription_tt
		}
	}
}
### Entity: Idea
Component: COG_anti_colonialist_propaganda_idea
Constructs: has_war, war_support_factor, is_subject, removal_cost, autonomy_gain, communism_drift, democratic_drift
Source: game
File: common/ideas/congo.txt

Code:
COG_anti_colonialist_propaganda_idea = {
	picture = POL_the_peasants_strike
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		is_subject = no
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 0.1
		war_support_factor = 0.1
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		communism_drift = 0.02
		democratic_drift = 0.02
	}
	cancel = {
		is_subject = no
		has_war = no
	}
}
### Entity: State History
Component: 897
Constructs: add_core_of
Source: game
File: history/states/897-Erzincan.txt

Code:
state = {
	id = 897
	name = Sochi
	history = {
		owner = SOV
		victory_points = {
			9663 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV GEO ABK
	}
	provinces = {
		3698 9663
	}
	manpower = 267000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Character
Component: SOL_ncm
Source: game
File: common/characters/SOL.txt

Code:
SOL_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = SOL_ncm
		allowed = {
			original_tag = SOL
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Scope Reference
Construct: province
Source: game
File: common/strategic_locations/documentation.md

Doc:
## Applying the strategic location to a province
Use the effect strategic_location_building.

```
555 = { # State scope
	strategic_location = {
		my_strategic_region = 3258 # Province ID
	}
}
```
### Entity: Scripted Trigger
Component: EAI_is_not_independent
Constructs: has_capitulated, is_subject
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_is_not_independent = {
	OR = {
		has_capitulated = yes
		exists = no
		is_subject = yes
	}
}
### Entity: Modifier Reference
Component: GER_politburo_modifier
Constructs: stability_factor, has_government, remove_trigger, democratic_drift, conscription_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_politburo_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_trotskyite_plot_purged
	remove_trigger = {
		NOT = {
			has_government = communism
		}
	}
	defensive_war_stability_factor = GER_politburo_defensive_war_stability_factor
	offensive_war_stability_factor = GER_politburo_offensive_war_stability_factor
	party_popularity_stability_factor = GER_politburo_party_popularity_stability_factor
	weekly_manpower = GER_politburo_weekly_manpower
	stability_factor = GER_politburo_stability_factor
	conscription = GER_politburo_conscription
	democratic_drift = GER_politburo_democratic_drift
	political_power_factor = GER_politburo_political_power_factor
	resistance_growth = GER_politburo_resistance_growth
	compliance_growth = GER_politburo_compliance_growth
	subjects_autonomy_gain = GER_politburo_subjects_autonomy_gain
	mobilization_laws_cost_factor = GER_politburo_mobilization_laws_cost_factor
	conscription_factor = GER_politburo_conscription_factor
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0L
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0L = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^21 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0L
		value = 15000
	} {
		type = invade
		id = C0L
		value = 200
	}
}
### Entity: Wiki Documentation
Construct: Types
Source: wiki
File: wiki/Weather.html

Doc:
Types[edit]
There are 6 types of basic weather in the game. These directly affect air and navies and land units indirectly (we get to that)

Clear skies[edit]
Baseline weather with no modifiers. Just enjoy the sun bro&#160;:)​

Rain[edit]
Harder to detect enemy air and navies.

Airplane attacks against ships less effective as well as ship-to-ship accuracy.

Higher risk of airplane accidents.​

Storm[edit]
Storms are visually represented by heavy clouds and lightning effects.
A much stronger version of Light Rain.

Carrier planes won't be able to take off.

Bombers will have a hard time hitting targets.​

Snow[edit]
Harder to detect enemy air and navies.

Airplane attacks against ships less effective as well as ship-to-ship accuracy.

Higher risk of airplane accidents.​

Blizzard[edit]
A much stronger version of Snow.

Carrier planes won't be able to take off.

Bombers will have a hard time hitting targets.​

Sandstorm[edit]
Almost impossible to detect other aircraft.

Extremely high chance of airplane accidents.

Bombers won’t be able to hit targets on ground.​
### Entity: State History
Component: 25
Constructs: add_core_of
Source: game
File: history/states/25-Limousin.txt

Code:
state = {
	id = 25
	name = STATE_25
	manpower = 1343700
	resources = {
		coal = 2
	}
	state_category = large_town
	history = {
		owner = FRA
		buildings = {
			infrastructure = 3
		}
		victory_points = {
			620 5
		}
		add_core_of = OCC FRA
	}
	provinces = {
		620 625 755 3598 3771 6618 6775 6792 9717 9734 9751 11718 11720
	}
	local_supplies = 0.0
}
### Entity: Character
Component: the_great_chairman
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
the_great_chairman = {
	random = no
	foreign_subversive_activites = -0.5
	army_morale_factor = 0.1
	drift_defence_factor = 0.75
	stability_factor = 0.2
}