Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: PHI_asian_trade_connections_dutch_east_india
Constructs: removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_asian_trade_connections_dutch_east_india = {
	picture = PLACEHOLDER_idea_icon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = INS
		trade_cost_for_target_factor = -0.15
	}
}
### Entity: Scripted Effect
Component: EAI_get_mil_to_civ_conversion_slot_score
Constructs: limit, set_variable, is_core_of
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_mil_to_civ_conversion_slot_score = {
	set_variable = {
		EAI_mil_to_civ_conversion_slot_score = building_level@infrastructure
	}
	if = {
		limit = {
			EAI_no_border = yes
		}
		multiply_variable = {
			EAI_mil_to_civ_conversion_slot_score = 1.1
		}
	} {
		limit = {
			EAI_no_enemy_border = yes
		}
		multiply_variable = {
			EAI_mil_to_civ_conversion_slot_score = 2
		}
	} {
		limit = {
			EAI_region_priority = yes
		}
		multiply_variable = {
			EAI_mil_to_civ_conversion_slot_score = 4
		}
	} {
		limit = {
			is_core_of = ROOT
		}
		multiply_variable = {
			EAI_mil_to_civ_conversion_slot_score = 4
		}
	}
}
### Entity: Idea
Component: HAW_coi
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_coi = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = HAW
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Scripted Effect
Component: CHI_hyper_inflation_clear_all
Constructs: remove_ideas
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_hyper_inflation_clear_all = {
	remove_ideas = {
		CHI_hyper_inflation_1 CHI_hyper_inflation_2 CHI_hyper_inflation_3 CHI_hyper_inflation_4 CHI_hyper_inflation_5
	}
}
### Entity: Shared Focus
Component: GUAY_specialized_terrain_training
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_specialized_terrain_training
	icon = GFX_focus_eng_special_air_service
	prerequisite = {
		focus = GUAY_defense_force
	}
	x = -1
	y = 1
	relative_position_id = GUAY_defense_force
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = idea_GUYA_specialized_training
	}
}
### Entity: AI Strategy
Component: ConvoyRaiding_1
Source: game
File: common/ai_navy/taskforce/generic_taskforce_templates.txt

Code:
ConvoyRaiding_1 = {
	allowed = {
		NOT = {
			original_tag = JAP ENG SOV USA ITA GER FRA
		}
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		submarine = {
			amount = 4
		}
	}
	optimal_composition = {
		submarine = {
			amount = 8
		}
	}
}
### Entity: Modifier Reference
Component: CHI_local_rural_reconstruction_modifier
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_local_rural_reconstruction_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_JAP_taiheiyo_belt
	state_production_speed_buildings_factor = 0.05
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_french_tanks
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_tech_bonus, armor_bonus, has_tech
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_french_tanks
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = ALG_guns_focus
	}
	x = 33
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 1
			category = armor
		}
		add_equipment_to_stockpile = {
			type = gw_tank_equipment
			amount = 20
			producer = FRA
		}
		if = {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank basic_light_tank
				NOT = {
					has_tech = improved_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = improved_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALeader_rank_3.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Leader_rank_3.png &#8206;(95 × 20 pixels, file size: 6 KB, MIME type: image/png)
### Entity: National Focus
Tree: spr_focus
Component: SPR_Air_Factories
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Air_Factories
	icon = GFX_goal_generic_air_production
	cost = 10.0
	prerequisite = {
		focus = SPR_Air_Officers
	}
	x = 20
	y = 1
	ai_will_do = {
		factor = 8
	}
	available = {
		controls_state = 41
	}
	completion_reward = {
		41 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		air_experience = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: SIA_unlock_western_companies_r56
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_unlock_western_companies_r56 = {
	custom_effect_tooltip = available_industrial_concern generic_skip_one_line_tt generic_skip_one_line_tt
	show_ideas_tooltip = SIA_stanvac_oil_company_r56 SIA_hsbc_r56 SIA_behn_meyer_co_r56
}
### Entity: Unit Template
Component: ENG_COLONIES
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_COLONIES = {
	name = NAME_THEME_COLONIES
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	prefix = HMS 
	unique = {
		Fiji Kenya Nigeria Mauritius Trinidad Gambia Jamaica Bermuda Ceylon Newfoundland Uganda Gibraltar Falklands Hong Kong Malta Rhodesia Burma
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_cavalry_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_cavalry_defence_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: State History
Component: 989
Constructs: add_core_of, add_to_array, set_demilitarized_zone
Source: game
File: history/states/989-Ostrhineland.txt

Code:
state = {
	id = 989
	name = STATE_989
	provinces = {
		529 3512 6469 6570 9482
	}
	history = {
		owner = GER
		buildings = {
			infrastructure = 4
			industrial_complex = 2
			arms_factory = 1
		}
		victory_points = {
			6469 10
		} {
			9482 3
		}
		add_core_of = GER RHI
		add_to_array = {
			state_victory_points = 6469
		} {
			state_victory_points = 9482
		}
		set_demilitarized_zone = yes
		1936.3.7 = {
			set_demilitarized_zone = no
		}
	}
	manpower = 1513869
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ast_focus
Component: AST_solidarity_by_the_empire
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_game_rule, check_variable, is_in_faction_with, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_solidarity_by_the_empire
	icon = GFX_goal_tfv_strengthen_commonwealth_ties_uap
	overlay = GFX_focus_election_overlay_blue_1
	relative_position_id = AST_war_is_coming
	x = -9
	y = 2
	cost = 10
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			AND = {
				NOT = {
					has_completed_focus = AST_australia_first
				} {
					has_completed_focus = AST_against_war_and_fascism
				}
			}
		}
	}
	available = {
		custom_override_tooltip = {
			tooltip = {
				localization_key = AST_uap_win_count_trigger_tt
				COUNT = 1
			}
			check_variable = {
				var = AST_uap_election_win_count
				value = 1
				compare = greater_than_or_equals
			}
		}
		is_in_faction_with = ENG
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_war_is_coming_spirit = yes
		add_to_variable = {
			AST_war_is_coming_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		}
		IF = {
			limit = {
				is_in_tech_sharing_group = commonwealth_research
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			AST = {
				modify_tech_sharing_bonus = {
					id = commonwealth_research
					bonus = 0.1
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = AST_gloster_aircraft_organization
			mio:AST_gloster_aircraft_organization = {
				add_mio_size = 2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt AST_expeditionary_leader
		ELSE = {
			custom_effect_tooltip = available_industrial_concern
			show_ideas_tooltip = AST_gloster_aircraft_organization_idea
		}
		show_unit_leaders_tooltip = AST_stanley_savige
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: election.2
Constructs: is_triggered_only, ai_chance, has_war, add_ideas, has_government, add_war_support, add_stability, has_idea
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.2
	title = election.2.t
	desc = election.2.d
	picture = GFX_report_event_airplane_factory
	is_triggered_only = yes
	trigger = {
		NOT = {
			AND = {
				tag = USA
				date = < 1949.1.1
			}
		} {
			OR = {
				has_war = yes
				any_neighbor_country = {
					has_war = yes
				}
				any_allied_country = {
					has_war = yes
				}
			}
		}
		DEN_aat = no
		AST_taog = no
		OR = {
			NOT = {
				original_tag = SPR
			} {
				date = < 1937.1.1
			}
		}
		has_government = democratic
		has_idea = partial_economic_mobilisation
	}
	option = {
		ai_chance = {
			base = 1
		}
		name = election.2.a
		add_ideas = low_economic_mobilisation
	} {
		name = election.2.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				can_lose_unity = yes
			}
		}
		add_stability = -0.05
		add_war_support = -0.05
	}
}
### Entity: Character
Component: great_war_hero
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
great_war_hero = {
	war_support_factor = 0.05
	stability_factor = 0.05
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
	army_morale_factor = 0.05
}
### Entity: Event
Component: r56.ger.18
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.18
	title = r56.ger.18.t
	desc = r56.ger.18.d
	picture = GFX_report_event_polish_army
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.18.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Event
Component: tfv_new_zealand.8
Constructs: is_triggered_only, annex_country
Source: game
File: events/TFV_New_Zealand.txt

Code:
country_event = {
	id = tfv_new_zealand.8
	title = tfv_new_zealand.8.t
	desc = tfv_new_zealand.8.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	hidden = yes
	option = {
		NZL = {
			transfer_units_fraction = {
				target = PREV
				size = 1
			}
		}
		annex_country = {
			target = NZL
		}
	}
}
### Entity: Idea
Component: ISR_yodefet_masada_betar
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_yodefet_masada_betar = {
	picture = ISR_defend_israel
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		party_popularity_stability_factor = 0.1
		army_core_defence_factor = 0.1
		army_org_factor = 0.05
	}
}
### Entity: Order of Battle
Component: Comando Navale Mar Egeo
Source: game
File: history/units/ITA_1936_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Mar Egeo
	naval_base = 10007
	task_force = {
		name = Squadra di Mar Egeo
		location = 10007
		ship = {
			name = RCT Francesco Crispi
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Quintino Sella
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Astore
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Spica
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		}
	} {
		name = VI Gruppo Sommergibili
		location = 10007
		ship = {
			name = RSmg Sirena
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Argonauta
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Fisalia
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Smeraldo
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Naiade
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		}
	}
}
### Entity: Event
Component: lithuania.14
Constructs: is_triggered_only, complete_national_focus
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.14
	title = lithuania.14.t
	desc = lithuania.14.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.14.a
		hidden_effect = {
			complete_national_focus = LIT_voldemarininkai_coup
		}
	}
}
### Entity: Event
Component: r56.ger.60
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_stability, add_political_power, has_country_leader, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.60
	title = r56.ger.60.t
	desc = r56.ger.60.desc
	picture = GFX_report_event_GER_ballot
	is_triggered_only = yes
	option = {
		name = r56.ger.60.a
		trigger = {
			if = {
				limit = {
					NOT = {
						has_country_flag = GER_demo_coalition
					}
				}
				NOT = {
					has_country_leader = {
						character = GER_konrad_adenauer
						ruling_only = yes
					}
				}
			}
		}
		clr_country_flag = GER_demo_coalition
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						character = GER_konrad_adenauer
						ruling_only = yes
					}
				}
			}
			promote_character = {
				character = GER_konrad_adenauer
				ideology = conservatism
			}
		}
		add_political_power = 50
		set_variable = {
			var = root.gov_count
			value = 0
		}
		set_party_name = {
			ideology = democratic
			long_name = GER_zentrum_long
			name = GER_zentrum
		}
		ai_chance = {
			base = 5
		}
	} {
		name = r56.ger.60.b
		trigger = {
			if = {
				limit = {
					NOT = {
						has_country_flag = GER_demo_coalition
					}
				}
				NOT = {
					has_country_leader = {
						character = GER_otto_wels
						ruling_only = yes
					} {
						character = GER_hans_vogel
						ruling_only = yes
					} {
						character = GER_kurt_schumacher
						ruling_only = yes
					}
				}
			}
		}
		clr_country_flag = GER_demo_coalition
		if = {
			limit = {
				has_character = GER_otto_wels
			}
			promote_character = {
				character = GER_otto_wels
				ideology = socialism
			}
		}
		else_if = {
			limit = {
				has_character = GER_hans_vogel
			}
			promote_character = {
				character = GER_hans_vogel
				ideology = socialism
			}
		}
		else = {
			promote_character = {
				character = GER_kurt_schumacher
				ideology = socialism
			}
		}
		add_political_power = 50
		set_variable = {
			var = root.gov_count
			value = 0
		}
		set_party_name = {
			ideology = democratic
			long_name = GER_spd_long
			name = GER_spd
		}
		ai_chance = {
			base = 5
		}
	} {
		name = r56.ger.60.c
		trigger = {
			neutrality = > party_popularity@communism
			if = {
				limit = {
					has_country_flag = GER_demo_coalition
				}
				NOT = {
					has_country_leader = {
						character = GER_konrad_adenauer
						ruling_only = yes
					}
				}
			}
		}
		set_country_flag = GER_demo_coalition
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						character = GER_konrad_adenauer
					
# ... (truncated)
### Entity: Event
Component: mexico.20
Constructs: is_triggered_only
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.20
	title = mexico.20.title
	desc = mexico.20.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = mexico.20.a
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND
Constructs: add_ideas, completion_reward, is_subject
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND
	icon = GFX_focus_research
	ai_will_do = {
		factor = 2
	}
	x = 30
	y = 0
	available = {
		OR = {
			compare_autonomy_state = > autonomy_integrated_puppet
			is_subject = no
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			MAL_RND_idea
		}
	}
}
### Entity: Name List
Component: JAP
Source: game
File: common/names/00_names.txt

Code:
JAP = {
	male = {
		names = {
			Aritomo Goro Gentaro Gonnohyoe Heihachiro Hiroshi Hikonojo Hyoe Hayao Iwao Jiro Jinzaburo Kiyotaka Kuranosuke Kozo Kantaro Koichiro Kagenori Kageaki Kotohito Keisuke Kazushige Kenkichi Maresuke Masujiro Michisura Masatake Mitsuomi Mitsue Mineo Nariaki Nobuyoshi Rokuro Sukeyuki Sukenori Shoin Sumiyoshi Samata Soroku Shichiro Shigeto Sotokichi Shigeru Sadao Shinsaku Takayoshi Takamori Toshimichi Tsugumichi Tadakuni Tomonosuke Taro Toshiyoshi Tetsutaro Taruhito Takeaki Tamemoto Tomasaburo Yoshika Yoshinobu Yoshimichi Yoshida Yasukata Yahachi Yusaku Yoshifuru Yoshinori Yasuyoshi
		}
	}
	female = {
		names = {
			Aimi Asami Asuka Ai Aki Fujiko Kaori Kimiko Haruno Hanako Kotoe Masae Junko Itsumi Chie Chitose Chiyo Mai Maki Nodoka Ruri Sae Sachie Yae Nami Ritsuko
		}
	}
	surnames = {
		Arisugawa Arichi Akiyama Araki Dewa Enomoto Hasegawa Honjo Ito Inoue Ichinohe Itagaki Kido Kuroda Katsura Kodama Kabayama Kawamura Kuroki Kawakami Kamimura Kataoka Kamio Kato Kanin Katsu Makino Muto Minami Masaki Matsudaira Nakamuta Nogi Nire Nozu Okubo Oyama Omura Oku Okada Osumi Saigo Suzuki Sato Sakura Shibayama Shimamura Shirakawa Togo Takashima Tsuboi Tachibana Terauchi Tamon Takasugi Tokugawa Uehara Uryu Ugaki Ueda Yamagata Yamamoto Yamakawa Yashiro Yui Yamashita Yamaya
	}
	callsigns = {
		Viper Lightning Devil Dragon Fury Bat Beer Sake Demon Dirty Lance Panther Shogun Vampire War Lord
	}
	prefix = o_operation
	first = {
		o_ichi o_ni o_san o_yon o_ko o_roku o_nana o_hachi o_kyu o_ju o_ju_ichi o_ju_ni o_ju_san o_ju_yon o_ju_ko o_ju_roku o_ju_hachi o_ju_kyu o_ni_ju o_ni_ju_ichi o_ni_ju_ni o_ni_ju_san o_ni_ju_yon o_ni_ju_ko o_ni_ju_roku o_ni_ju_hachi o_ni_ju_kyu o_san_ju o_san_ju_ichi o_san_ju_ni o_san_ju_san o_san_ju_yon o_san_ju_ko o_san_ju_roku o_san_ju_hachi o_san_ju_kyu o_yon_ju o_yon_ju_ichi o_yon_ju_ni o_yon_ju_san o_yon_ju_yon o_yon_ju_ko o_yon_ju_roku o_yon_ju_hachi o_yon_ju_kyu o_roku_ju o_roku_ju_ichi o_roku_ju_ni o_roku_ju_san o_roku_ju_yon o_roku_ju_ko o_roku_ju_roku o_roku_ju_hachi o_roku_ju_kyu
	}
	second = {
		o_go
	}
	operation = {
		142 = {
			o_fu
		}
		105 = {
			o_ai
		}
		159 = {
			o_e o_b
		}
		187 = {
			o_de o_l o_t
		}
		158 = {
			o_de
		}
		167 = {
			o_de o_sr
		} {
			o_mo
		}
		289 = {
			o_t
		}
		188 = {
			o_t
		}
		160 = {
			o_m
		}
		33 = {
			o_al
		}
		189 = {
			o_b
		}
		101 = {
			o_d
		}
		93 = {
			o_j

# ... (truncated)
### Entity: Event
Component: BBA_ethiopia_communist_events.36
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.36
	title = BBA_ethiopia_communist_events.36.t
	desc = BBA_ethiopia_communist_events.36.desc
	is_triggered_only = yes
	Picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.36.a
		ai_chance = {
			base = 10
		}
		SPC = {
			release = RIF
		}
	}
}
### Entity: Event
Component: new_ger.116
Constructs: is_triggered_only, limit, add_war_support, add_political_power, is_core_of, remove_core_of, remove_claim_by, force_enable_resistance
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.116
	title = new_ger.116.t
	desc = new_ger.116.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = new_ger.116.a
		add_political_power = 25
		39 = {
			transfer_state_to = FROM
		}
		hidden_effect = {
			FROM = {
				country_event = new_ger.117
			}
		}
		IF = {
			limit = {
				39 = {
					is_core_of = ROOT
				}
			}
			39 = {
				remove_core_of = ROOT
			}
		} {
			limit = {
				controls_state = 850
			}
			850 = {
				remove_claim_by = FROM
			}
		}
	} {
		name = new_ger.116.b
		IF = {
			limit = {
				39 = {
					is_core_of = ROOT
				}
			}
			39 = {
				remove_core_of = ROOT
				force_enable_resistance = ROOT
				start_resistance = ROOT
				set_resistance = 35
			}
		}
		add_war_support = 0.025
		FROM = {
			country_event = new_ger.118
		}
	}
}
### Entity: Modding Documentation
Construct: province_ids
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## province_ids
* Aliases: pid

Show province IDs on the map
### Entity: AI Strategy
Component: GER_blitz_france
Constructs: has_capitulated, is_historical_focus_on, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_blitz_france = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1940.9.1
		HOL = {
			has_capitulated = yes
		}
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = consider_weak
		id = FRA
		value = 25
	} {
		type = front_control
		tag = FRA
		ratio = 0.5
		priority = 100
		ordertype = front
		execution_type = rush_weak
		execute_order = yes
	} {
		type = force_concentration_target_weight
		state = 29 785 16 15 6 34 977
		value = 80
	} {
		type = force_concentration_target_weight
		state = 18 17 28 27
		value = -60
	}
}
### Entity: Idea
Component: POL_devalue_the_zloty
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_devalue_the_zloty = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = great_depression
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.02
		industrial_capacity_dockyard = 0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}