Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: ITA_missiolini_strengthen_the_army_failure_effect
Constructs: add_war_support, add_political_power, add_timed_idea
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_strengthen_the_army_failure_effect = {
	add_political_power = -25
	add_war_support = -0.03
	add_timed_idea = {
		idea = ITA_disgruntlement_in_the_army
		days = 180
	}
}
### Entity: Event
Component: AST_election_events.1
Constructs: is_triggered_only, limit, check_variable
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_election_events.1
	title = {
		text = AST_election_events.1.t.a
		trigger = {
			check_variable = {
				var = AST_ruling_party
				value = 0
				compare = equals
			}
		}
	} {
		text = AST_election_events.1.t.b
		trigger = {
			check_variable = {
				var = AST_ruling_party
				value = 1
				compare = equals
			}
		}
	}
	desc = {
		text = AST_election_events.1.desc.a
		trigger = {
			check_variable = {
				var = AST_ruling_party
				value = 0
				compare = equals
			}
		}
	} {
		text = AST_election_events.1.desc.b
		trigger = {
			check_variable = {
				var = AST_ruling_party
				value = 1
				compare = equals
			}
		}
	}
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_election_events.1.a
		hidden_effect = {
			AST_democratic_votes_decrease_5_effect = yes
		}
		IF = {
			limit = {
				check_variable = {
					var = AST_ruling_party
					value = 0
					compare = equals
				}
			}
			custom_effect_tooltip = AST_uap_election_win
		} {
			limit = {
				check_variable = {
					var = AST_ruling_party
					value = 1
					compare = equals
				}
			}
			custom_effect_tooltip = AST_alp_election_win
		}
	}
}
### Entity: Character
Component: JAP_yoshijiro_umezu
Source: game
File: common/characters/JAP.txt

Code:
JAP_yoshijiro_umezu = {
	name = JAP_yoshijiro_umezu
	portraits = {
		army = {
			large = GFX_portrait_JAP_yoshijiro_umezu
			small = GFX_portrait_JAP_yoshijiro_umezu_small
		}
	}
	corps_commander = {
		traits = {
			trait_cautious politically_connected
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: Idea
Component: NORDIC_development_fund_originator_ns
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_development_fund_originator_ns = {
	name = NORDIC_civilian_contributions
	picture = generic_economic_increase
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		production_speed_buildings_factor = 0.15
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_strategic_bombing
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_strategic_bombing
	icon = GFX_focus_SWE_marauder_bombers
	prerequisite = {
		focus = PER_establish_air_academy
	}
	x = 0
	y = 1
	relative_position_id = PER_establish_air_academy
	mutually_exclusive = {
		focus = PER_battlefield_support PER_air_superiority
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = PER_modify_iranian_airforce_ns_intro
		add_to_variable = {
			PER_airforce_modifier_air_range_factor = 0.2
			tooltip = air_range_factor_tt
		} {
			PER_airforce_modifier_air_strategic_bomber_bombing_factor = 0.2
			tooltip = air_strategic_bomber_bombing_factor_tt
		}
	}
}
### Entity: Idea
Component: den_peasent_support_2
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_peasent_support_2 = {
	name = den_peasent_support
	removal_cost = -1
	picture = generic_agrarian_reform
	modifier = {
		attrition = -0.15
		supply_consumption_factor = -0.1
		monthly_population = 0.2
		army_org_factor = 0.15
		political_power_gain = 0.25
	}
}
### Entity: Idea
Component: SAX_communist_guy
Constructs: has_government
Source: game
File: common/ideas/saxony.txt

Code:
SAX_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = SAX
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Effect
Component: SOV_launch_wreckers
Constructs: limit, has_country_flag, add_timed_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_launch_wreckers = {
	IF = {
		limit = {
			has_country_flag = SOV_organize_wreckers_flag
		}
		SOS = {
			add_timed_idea = {
				idea = SOV_organized_wreckers_idea
				days = 365
			}
		}
	}
}
### Entity: Event
Component: new_ger.164
Constructs: is_triggered_only, limit, add_war_support, add_stability, add_political_power, add_manpower, add_to_variable, has_dynamic_modifier
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.164
	title = new_ger.164.t
	desc = new_ger.164.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = new_ger.164.a
		add_manpower = -15000
		add_stability = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_coordination_bonus = 0.05
			tooltip = coordination_bonus_tt
		}
		64 = {
			IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = GER_antifa_state_modifier
						scope = 64
					}
				}
				remove_dynamic_modifier = {
					modifier = GER_antifa_state_modifier
					scope = 64
				}
			}
		}
		65 = {
			IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = GER_antifa_state_modifier
						scope = 65
					}
				}
				remove_dynamic_modifier = {
					modifier = GER_antifa_state_modifier
					scope = 65
				}
			}
		}
		60 = {
			IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = GER_antifa_state_modifier
						scope = 60
					}
				}
				remove_dynamic_modifier = {
					modifier = GER_antifa_state_modifier
					scope = 60
				}
			}
		}
		57 = {
			IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = GER_antifa_state_modifier
						scope = 57
					}
				}
				remove_dynamic_modifier = {
					modifier = GER_antifa_state_modifier
					scope = 57
				}
			}
		}
		58 = {
			IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = GER_antifa_state_modifier
						scope = 58
					}
				}
				remove_dynamic_modifier = {
					modifier = GER_antifa_state_modifier
					scope = 58
				}
			}
		}
		989 = {
			IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = GER_antifa_state_modifier
						scope = 989
					}
				}
				remove_dynamic_modifier = {
					modifier = GER_antifa_state_modifier
					scope = 989
				}
			}
		}
		add_timed_idea = {
			idea = GER_aftermath_of_the_antifa_purge
			days = 100
		}
	} {
		name = new_ger.164.b
		add_political_power = 100
		add_stability = -0.05
		add_war_support = -0.1
	} {
		name = new_ger.164.c
		add_political_power = -50
		add_war_support = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_initiative_factor = -0.1
			tooltip = initiative_factor_tt
		} {
			GER_military_coordinatio
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/POR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 24
	}
	location = 8245
	division_template = Força de Caçadores
	start_experience_factor = 0.3
}
### Entity: Wiki Documentation
Construct: h_Africa[edit]
Source: wiki
File: wiki/Countries.html

Doc:
Africa[edit]

&#160;Egypt

&#160;Ethiopia

&#160;Liberia

&#160;South Africa

&#160;Morocco

Countries

Europe
|

Albania Austria Belgium Bulgaria Czechoslovakia Denmark Estonia Finland France Germany Greece Hungary Ireland Italy Latvia Lithuania Luxembourg Malta Nationalist Spain Netherlands Norway Poland Portugal Republican Spain Romania Slovakia Soviet Union Sweden Switzerland Turkey United Kingdom Vichy France Yugoslavia

|

North America
|

Canada Costa Rica Cuba Dominican Rep. El Salvador Guatemala Haiti Honduras Mexico Nicaragua United States Panama

|

South America
|

Argentina Bolivia Brazil Chile Colombia Ecuador Guyana Paraguay Peru Uruguay Venezuela

|

Asia
|

Bhutan British Raj Communist China Guanxi Clique India Indochina Indonesia Iraq Israel Japan Jordan Lebanon Manchukuo Mongolia Nationalist China Nepal North Korea Oman Pakistan Palestine Persia Philippines Saudi Arabia Shanxi Siam Sinkiang South Korea Syria Tannu Tuva Tibet Xibei San Ma Yemen Yunnan

|

Africa
|

Egypt Ethiopia Liberia South Africa Morocco

|

Oceania
|

Australia New Zealand

|
### Entity: Decision
Component: form_hre_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_hre_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_hre
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_eyes_on_the_imperialists
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_eyes_on_the_imperialists
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = HOA_utilize_our_strengths
	}
	x = -1
	y = 1
	relative_position_id = HOA_utilize_our_strengths
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = HOA_eyes_on_the_imperialists
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		} {
			name = HOA_eyes_on_the_imperialists
			cost_reduction = 0.25
			uses = 1
			category = air_doctrine
		} {
			name = HOA_eyes_on_the_imperialists
			cost_reduction = 0.25
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_contact_pedro
Constructs: has_completed_focus, prerequisite, completion_reward, is_subject, has_army_manpower, create_wargoal, take_state_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_contact_pedro
	prerequisite = {
		focus = PRU_viva_el_rey
	}
	icon = GFX_goal_PRU_contact_pedro
	relative_position_id = PRU_look_to_the_past
	x = 0
	y = 13
	cost = 5
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 150000
		}
		has_completed_focus = PRU_appoint_a_peruvian_monarch
		BRA = {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
	}
	bypass = {
		BRA = {
			r56_script_standard_bypass = yes
		}
		has_completed_focus = PRU_appoint_a_peruvian_monarch
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = BRA
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = BRA
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_all_power_to_the_soviets
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_all_power_to_the_soviets
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = SOV_system_decentralization
	}
	x = 0
	y = 1
	relative_position_id = SOV_system_decentralization
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = SOV_the_local_soviets_idea
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_lithuanian_youth
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_lithuanian_youth
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = LIT_organize_the_iron_wolf
	} {
		focus = LIT_lithuanian_activist_front
	}
	x = -1
	y = 1
	relative_position_id = LIT_lithuanian_activist_front
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = military_youth_focus
	}
}
### Entity: Idea
Component: MEN_liberateion_or_death_idea
Constructs: stability_factor, war_support_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_liberateion_or_death_idea = {
	name = MEN_liberation_or_death
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_neither_death_nor_dishonor
	modifier = {
		conscription = 0.01
		war_support_factor = 0.1
		mobilization_speed = 0.15
		mobilization_laws_cost_factor = -0.25
		army_speed_factor = 0.05
		army_core_defence_factor = 0.05
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Support_the_Catholic_Church
Constructs: prerequisite, add_ideas, completion_reward, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Support_the_Catholic_Church
	prerequisite = {
		focus = PRU_Convince_supporters_of_Flores
	} {
		focus = PRU_look_to_the_past_2
	}
	icon = GFX_goal_christianity_and_state
	x = 2
	y = 2
	relative_position_id = PRU_restore_the_viceroyalty_system
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_church
		custom_effect_tooltip = PRU_unlock_friend_oli
		set_country_flag = PRU_oli_be_friend
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: LBA_ar
Source: game
File: common/ideas/libya.txt

Code:
LBA_ar = {
	ledger = army
	picture = generic_army_arab_1
	allowed = {
		original_tag = LBA
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: check_for_warlord_1_left
Constructs: has_country_flag, check_for_warlord_1_left, is_warlords, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_warlord_1_left = {
	count_triggers = {
		amount = 1
		CHI = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SHX = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GDC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		HBC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SND = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GXC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		YUN = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XSM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		KHM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_tank_procurement
Constructs: prerequisite, completion_reward, add_equipment_subsidy
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_tank_procurement
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = NOR_rikstanken
	}
	mutually_exclusive = {
		focus = NOR_norges_rikstanksfabrikk
	}
	x = 1
	y = 1
	relative_position_id = NOR_rikstanken
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_equipment_subsidy = {
			cic = 300
			equipment_type = light_tank_chassis
			seller_trigger = NOR_tank_seller_for_subsidy
		} {
			cic = 300
			equipment_type = medium_tank_chassis
			seller_trigger = NOR_tank_seller_for_subsidy
		} {
			cic = 300
			equipment_type = heavy_tank_chassis
			seller_trigger = NOR_tank_seller_for_subsidy
		}
	}
}
### Entity: AI Strategy
Component: HUN_modern_tank_destroyer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_modern_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_destroyer_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_destroyer_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = stabilizer
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 18
				tank_nsb_armor_upgrade = {
					base = 8
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gas_turbine_engine sloped_armor smoke_launchers stabilizer tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: AI Strategy
Component: FRA_raiding_fleet_2
Source: game
File: common/ai_navy/fleet/FRA_fleet_templates.txt

Code:
FRA_raiding_fleet_2 = {
	required_taskforces = {
		FRA_ConvoyRaiding_1 = 4
	}
	optional_taskforces = {
		FRA_ConvoyRaiding_1 = 2
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_ship_designer_rubin
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_ship_designer_rubin = {
	OR = {
		has_idea = SOV_rubin_design_bureau SOV_rubin_design_bureau_1 SOV_rubin_design_bureau_2 SOV_rubin_design_bureau_3 SOV_rubin_design_bureau_4 SOV_rubin_design_bureau_1_2 SOV_rubin_design_bureau_1_3 SOV_rubin_design_bureau_1_4 SOV_rubin_design_bureau_2_4 SOV_rubin_design_bureau_3_4 SOV_rubin_design_bureau_final_2 SOV_rubin_design_bureau_final_3
	}
}
### Entity: Idea
Component: FRA_inefficient_economy_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_inefficient_economy_2 = {
	picture = generic_local_self_management
	name = FRA_inefficient_economy_1
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		tag = FRA
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
	}
}
### Entity: Event
Component: usa.12
Constructs: is_triggered_only, has_war, has_idea, set_country_flag
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.12
	title = usa.12.t
	desc = usa.12.d
	picture = GFX_report_event_usa_macarthur_speech
	is_triggered_only = yes
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1944.1.1 < 1945.1.1
		has_idea = new_deal
		has_war = yes
	}
	option = {
		name = usa.12.a
		country_event = {
			id = usa.9
		}
	} {
		name = usa.12.b
		set_country_flag = macarthur_candidate
		country_event = {
			id = usa.11
		}
	}
}
### Entity: Order of Battle
Component: Divisione Ascari Somala
Constructs: division_template
Source: game
File: history/units/ITA_1936_african_oob_for_fragmentation.txt

Code:
division_template = {
	name = Divisione Ascari Somala
	division_names_group = ITA_COL_01
	override_model = ITA_infantry_alt_1_entity
	template_counter = 67
	obsolete = yes
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: Order of Battle
Component: 1. Svenska Frivilligkår 'Stockholm'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_democratic.txt

Code:
division = {
	name = 1. Svenska Frivilligkår 'Stockholm'
	location = 3021
	division_template = Frivilligregiment
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_field_hospitals
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_field_hospitals
	icon = GFX_focus_generic_field_hostpital
	prerequisite = {
		focus = ALG_motorized
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 37
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = hospital_company_tech_bonus_name
			bonus = 1
			uses = 1
			category = hospital_tech
		}
	}
}
### Entity: Character
Component: defence_industrialist
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
defence_industrialist = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.1
	production_speed_arms_factory_factor = 0.1
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_air_innovations
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_air_innovations
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = IRQ_air_base_expansion
	}
	relative_position_id = IRQ_air_base_expansion
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = IRQ_air_innovations
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: poland.197
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.197
	title = poland.197.t
	desc = poland.197.d
	picture = GFX_report_event_polish_fund
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.197.a
		add_ideas = POL_Strict_Equipment_Standards
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = POL_fb
	}
}
### Entity: State History
Component: 118
Constructs: add_claim_by
Source: game
File: history/states/118-Gibralter.txt

Code:
state = {
	id = 118
	name = STATE_118
	manpower = 21372
	state_category = enclave
	history = {
		owner = ENG
		victory_points = {
			4135 10
		}
		buildings = {
			infrastructure = 3
			air_base = 2
			4135 = {
				naval_base = 5
				coastal_bunker = 2
			}
		}
		add_claim_by = SPR
	}
	provinces = {
		4135
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: bra_federal_universities_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_federal_universities_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.01
	}
}
### Entity: Event
Component: recruit_generals.12
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.12
	title = recruit_generals.12.t
	desc = recruit_generals.12.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.11.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.13
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				SWE = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}