Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Leader
Component: unit_medals
Constructs: has_completed_focus, army_defence_factor, has_government, owns_state, has_country_flag, army_attack_factor, recon_factor, breakthrough_factor
Source: game
File: common/unit_medals/00_default.txt

Code:
unit_medals = {
	krigskorset = {
		available = {
			should_have_norwegian_medals_trigger = yes
		}
		frame = 1
		icon = GFX_medal_icon_nor
		cost = @cost
		unit_modifiers = {
			army_morale_factor = 0.1
			experience_loss_factor = -0.07
		}
		ship_modifiers = {
			naval_morale_factor = 0.1
			experience_gain_navy_unit_factor = 0.05
		}
		officer_xp = 100
	}
	haakon_viis_frihetskors = {
		available = {
			should_have_norwegian_medals_trigger = yes
			OR = {
				has_government = democratic neutrality
			}
		}
		frame = 2
		icon = GFX_medal_icon_nor
		cost = @cost
		unit_modifiers = {
			supply_consumption_factor = -0.1
			recon_factor = 0.05
		}
		ship_modifiers = {
			naval_supply_consumption_factor = -0.1
			naval_detection = 0.05
		}
		officer_xp = 100
	}
	krigsmedaljen = {
		available = {
			should_have_norwegian_medals_trigger = yes
		}
		frame = 3
		icon = GFX_medal_icon_nor
		cost = @cost
		unit_modifiers = {
			max_dig_in_factor = 0.1
			army_defence_factor = 0.05
		}
		ship_modifiers = {
			naval_mines_effect_reduction = 0.1
			naval_defense_factor = 0.05
		}
		officer_xp = 100
	}
	haakon_viis_frihetsmedalje = {
		available = {
			should_have_norwegian_medals_trigger = yes
			OR = {
				has_government = democratic neutrality
			}
		}
		frame = 4
		icon = GFX_medal_icon_nor
		cost = @cost
		unit_modifiers = {
			breakthrough_factor = 0.1
			army_attack_factor = 0.05
		}
		ship_modifiers = {
			naval_critical_score_chance_factor = 0.1
			naval_damage_factor = 0.05
		}
		officer_xp = 100
	}
	folketskors = {
		available = {
			should_have_norwegian_medals_trigger = yes
			has_government = communism
		}
		frame = 3
		icon = GFX_medal_icon_communism
		cost = @cost
		unit_modifiers = {
			army_org_factor = 0.08
			experience_loss_factor = -0.1
		}
		ship_modifiers = {
			navy_org_factor = 0.08
			experience_gain_navy_unit_factor = 0.05
		}
		officer_xp = 100
	}
	norgeskors = {
		available = {
			should_have_norwegian_medals_trigger = yes
			has_government = fascism
		}
		frame = 4
		icon = GFX_medal_icon_fascism
		cost = @cost
		unit_modifiers = {
			army_org_factor = 0.1
			breakthrough_factor = 0.07
		}
		ship_modifiers = {
			navy_org_factor = 0.08
			naval_critical_score_chance_factor = 0.05
		}
		officer_xp = 100
	}
	deltagermedaljen = {
		available = {
			should_have_norwegian_medals_trigger = yes
		}
		frame = 5
		icon = GFX_medal_icon_nor
		cost = @c
# ... (truncated)
### Entity: Idea
Component: SOV_terrain_expertise_2
Constructs: army_defence_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_terrain_expertise_2 = {
	picture = tur_arctic_wolves
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		acclimatization_cold_climate_gain_factor = 0.15
		acclimatization_hot_climate_gain_factor = 0.15
		terrain_penalty_reduction = 0.05
		winter_attrition_factor = -0.15
		heat_attrition_factor = -0.05
		cas_damage_reduction = 0.15
		army_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_island_air_straits
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_island_air_straits
	icon = GFX_focus_generic_treaty
	ai_will_do = {
		factor = 2
	}
	x = 38
	y = 4
	prerequisite = {
		focus = MAL_the_island_3
	} {
		focus = MAL_the_island_2
	} {
		focus = MAL_the_air_2
	} {
		focus = MAL_the_straits_2
	}
	available = {
		threat = > 0.25
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = limited_conscription partial_economic_mobilisation
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_study_the_battle_of_the_river_plate
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_breakthrough_progress
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_study_the_battle_of_the_river_plate
	icon = GFX_focus_ARG_study_the_battle_of_the_river_plate
	prerequisite = {
		focus = ARG_envoy_to_london
	}
	x = 0
	y = 1
	relative_position_id = ARG_envoy_to_london
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
	}
}
### Entity: Character
Component: BUL_tsar_of_bulgaria
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
BUL_tsar_of_bulgaria = {
	sprite = 10
	random = no
	army_core_defence_factor = 0.05
	stability_factor = 0.05
}
### Entity: Scripted Trigger
Component: CZE_has_a_skoda_tank_focus
Constructs: is_ai, has_idea
Source: game
File: common/scripted_triggers/CZE_scripted_triggers.txt

Code:
CZE_has_a_skoda_tank_focus = {
	custom_trigger_tooltip = {
		tooltip = CZE_has_a_skoda_tank_focus_tt
		OR = {
			is_ai = yes
			has_idea = CZE_skoda_tanks_focus_optimization_1_idea CZE_skoda_tanks_focus_optimization_2_idea CZE_skoda_tanks_focus_optimization_3_idea CZE_skoda_tanks_focus_optimization_4_idea CZE_skoda_tanks_focus_optimization_5_idea CZE_skoda_tanks_focus_optimization_6_idea CZE_skoda_tanks_focus_optimization_7_idea
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_foriegn_fighters
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, set_rule
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_foriegn_fighters
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = IRQ_the_secular_movement
	}
	relative_position_id = IRQ_the_secular_movement
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		add_war_support = 0.05
		set_rule = {
			can_send_volunteers = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Military Industrial Organization
Component: HUN_mw_aircraft_organization
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/military_industrial_organization/organizations/HUN_organization.txt

Code:
HUN_mw_aircraft_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_mw_aircraft
	allowed = {
		original_tag = HUN
		has_dlc = Arms Against Tyranny
	}
	available = {
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			FROM = {
				has_completed_focus = wuw_HUN_the_matyasfold_fighter_factory
			}
		}
		ELSE = {
			FROM = {
				has_completed_focus = HUN_establish_the_air_force
			}
		}
	}
}
### Entity: Scripted Effect
Component: AST_set_arthur_fadden
Constructs: create_country_leader, set_party_name
Source: game
File: common/scripted_effects/r56_AST_scripted_effects.txt

Code:
AST_set_arthur_fadden = {
	set_party_name = {
		ideology = democratic
		long_name = AST_country_party_long
		name = AST_country_party
	}
	create_country_leader = {
		name = Arthur Fadden
		picture = r56_portrait_AST_Arthur_Fadden.dds
		expire = 1965.1.1
		ideology = conservatism
		traits = {
			financial_expert
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SAM_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = NZL
		}
		requested_factories = 1
		progress = 0.5
		efficiency = 80
	}
}
### Entity: Country History
Country: EST
Component: EST_army
Source: game
File: history/countries/EST - Estonia.txt

Code:
# OOB & Army Setup for EST
oob = EST_1936
### Entity: Scripted Trigger
Component: SOV_paranoia_is_low_level
Constructs: check_variable
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_paranoia_is_low_level = {
	custom_trigger_tooltip = {
		tooltip = SOV_paranoia_is_low_level_tt
		check_variable = {
			SOV_paranoia = SOV_paranoia_lower_threshold
			compare = less_than
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_gant_refuge_to_jadidists
Constructs: prerequisite, has_government, completion_reward, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_gant_refuge_to_jadidists
	icon = GFX_focus_PER_islamic_solidarity
	prerequisite = {
		focus = AFG_promote_the_counter_elite
	}
	x = 0
	y = 1
	relative_position_id = AFG_promote_the_counter_elite
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_timed_idea = {
			idea = AFG_pro_democratic_influx
			days = 480
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor available_political_advisor
		show_ideas_tooltip = AFG_abdurauf_fitrat AFG_fayzulla_xojayev
	}
}
### Entity: Idea
Component: EAI_desperate_defense_15
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_15 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.74
		industrial_capacity_dockyard = 0.75
		production_factory_efficiency_gain_factor = 1.5
	}
}
### Entity: Event
Component: bftb_turkey.23
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_political_power, is_historical_focus_on, add_ai_strategy, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.23
	title = bftb_turkey.23.t
	desc = bftb_turkey.23.desc
	picture = GFX_report_event_tur_the_saadabad_pact
	is_triggered_only = yes
	option = {
		name = bftb_turkey.23.a
		ai_chance = {
			factor = 100
			modifier = {
				is_historical_focus_on = yes
				factor = 100
			}
		}
		add_political_power = 120
		diplomatic_relation = {
			country = TUR
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = FROM
				value = 100
			}
			set_country_flag = TUR_saadabad_pact_member
			if = {
				limit = {
					NOT = {
						has_global_flag = TUR_saadabad_pact
					}
				}
				set_global_flag = TUR_saadabad_pact
			}
			TUR = {
				country_event = {
					id = bftb_turkey.92
					hours = 6
					random = 8
				}
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				}
			}
		}
	} {
		name = bftb_turkey.23.b
		ai_chance = {
			factor = 5
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_war_support = 0.05
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.93
					hours = 6
					random = 8
				}
			}
		}
	}
}
### Entity: Event
Component: KMT_event.9
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, random_list, complete_national_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.9
	title = KMT_event.9.t
	desc = KMT_event.9.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = KMT_event.9.a
		set_country_flag = KMT_CKS_loss
		mark_focus_tree_layout_dirty = yes
		IF = {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = < -0.8
				}
			}
			country_event = KMT_event.10
		}
		else_if = {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = < -0.7
				}
			}
			country_event = KMT_event.10
		} {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = < -0.45
				}
			}
			random_list = {
				75 = {
					country_event = KMT_event.10
				}
				25 = {
					country_event = KMT_event.11
				}
			}
		} {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = < -0.15
				}
			}
			random_list = {
				35 = {
					country_event = KMT_event.10
				}
				65 = {
					country_event = KMT_event.11
				}
			}
		} {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = < 0.15
				}
			}
			random_list = {
				20 = {
					country_event = KMT_event.10
				}
				80 = {
					country_event = KMT_event.11
				}
			}
		}
		else = {
			country_event = KMT_event.11
		}
	} {
		name = KMT_event.9.b
		ai_chance = {
			base = 0
		}
		IF = {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = < -0.8
				}
			}
			set_country_flag = KMT_status_quo
			mark_focus_tree_layout_dirty = yes
			complete_national_focus = KMT_the_status_quo KMT_the_nth_national_congress
		}
		else_if = {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = < -0.7
				}
			}
			random_list = {
				95 = {
					set_country_flag = KMT_status_quo
					mark_focus_tree_layout_dirty = yes
					complete_national_focus = KMT_the_status_quo KMT_the_nth_national_congress
				}
				5 = {
					set_country_flag = KMT_CKS_loss
					mark_focus_tree_layout_dirty = yes
					country_event = KMT_event.11
				}
			}
		} {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = < -0.45
				}
			}
			random_list = {
				80 = {
					set_country_flag = KMT_status_quo
					mark_focus_tree_layout_dirty = yes
					complete_national_focus = KMT_the_status_quo KMT_the_nth_national_congress
				}
				20 = {
					set_country_flag = KMT_CKS_loss
					mark_focus_tree_
# ... (truncated)
### Entity: Character
Component: KYR_mt
Source: game
File: common/characters/KYR.txt

Code:
KYR_mt = {
	advisor = {
		slot = theorist
		idea_token = KYR_mt
		ledger = army
		allowed = {
			original_tag = KYR
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_6
		}
	}
}
### Entity: Character
Component: INS_soengkono
Source: game
File: common/characters/INS.txt

Code:
INS_soengkono = {
	name = INS_soengkono
	portraits = {
		army = {
			large = GFX_portrait_INS_soengkono
			small = GFX_portrait_INS_soengkono_small
		}
	}
}
### Entity: National Focus
Component: uruguay_focus
Constructs: shared_focus, has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/uruguay.txt

Code:
focus_tree = {
	id = uruguay_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = URG
			has_dlc = Trial of Allegiance
		}
	}
	shared_focus = SMB_army SMB_air_force SMB_navy GUAY_rekindle_old_gripes GUAY_the_tag_economic_miracle GUAY_laissez_faire GUAY_land_reforms
	default = no
	continuous_focus_position = {
		x = 50
		y = 1500
	}
	initial_show_position = {
		x = 10
		y = 0
	}
	focus = {
		id = URG_terras_dictatorship
		available = {

		}
		icon = GFX_focus_generic_military_dictatorship
		x = 10
		y = 0
		cost = 5
		search_filters = {
			FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_ideas = {
				URG_terra_dictatorship
			}
		}
	} {
		id = URG_statism
		available = {

		}
		prerequisite = {
			focus = URG_terras_dictatorship
		}
		mutually_exclusive = {

		}
		relative_position_id = URG_terras_dictatorship
		icon = GFX_focus_por_concordat
		x = 2
		y = 1
		cost = 5
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
		}
		completion_reward = {
			add_ideas = {
				idea_URG_statism
			}
		}
	} {
		id = URG_right_to_food_housing_and_health
		available = {

		}
		prerequisite = {
			focus = URG_statism
		}
		relative_position_id = URG_statism
		mutually_exclusive = {

		}
		icon = GFX_goal_generic_national_unity
		x = 0
		y = 1
		cost = 10
		search_filters = {
			FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
		}
		completion_reward = {
			add_stability = 0.05
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				prioritize = {
					946 945
				}
				add_extra_state_shared_building_slots = 1
				increase_state_category = yes
			}
		}
	} {
		id = URG_womens_vote
		available = {

		}
		prerequisite = {
			focus = URG_terras_dictatorship
		}
		mutually_exclusive = {

		}
		relative_position_id = URG_terras_dictatorship
		icon = GFX_focus_generic_population_growth
		x = 0
		y = 1
		cost = 5
		search_filters = {
			FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_stability = 0.08
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
		}
	} {
		id = URG_prohibition_of_usury
		available = {

		}
		relative_position_id = URG_terras_dictatorship
		prerequisite = {
			focus = URG_terras_dictatorship
		}
		mutually_exclusive = {

		}
		icon = GFX_focus_ITA_wor
# ... (truncated)
### Entity: Decision
Component: form_nation_mod_category
Constructs: limit, has_war_with, add_stability, fire_only_once, has_full_control_of_state, has_cosmetic_tag, complete_effect, every_controlled_state
Source: game
File: common/decisions/ISR.txt

Code:
form_nation_mod_category = {
	JOR_core_west_bank = {
		icon = GFX_decision_border_war
		allowed = {
			original_tag = JOR
		}
		available = {
			NOT = {
				has_war_with = ISR
			}
			has_full_control_of_state = 966
		}
		cost = 50
		visible = {
			NOT = {
				has_cosmetic_tag = SYR_UNIFIED ARA_UNIFIED
			}
		}
		state_target = yes
		targets = {
			state = 966
		}
		on_map_mode = map_and_decisions_view
		ai_will_do = {
			factor = 1000
		}
		fire_only_once = yes
		complete_effect = {
			custom_effect_tooltip = JOR_core_west_bank_tt
			every_controlled_state = {
				limit = {
					OR = {
						state = 966 1016 1017 454 949
					}
				}
				add_core_of = JOR
			}
			set_cosmetic_tag = JOR_united
			add_stability = -0.1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_boycott_press_law
Constructs: prerequisite, completion_reward, add_political_power, add_timed_idea, add_popularity
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_boycott_press_law
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = CZE_empower_internationalism
	}
	mutually_exclusive = {
		focus = CZE_democratic_reforms
	}
	x = 34
	y = 2
	cost = 5
	ai_will_do = {
		factor = 0.2
	}
	completion_reward = {
		custom_effect_tooltip = new_idea report_reward alternative_diplomatic_reward
		add_timed_idea = {
			idea = CZE_press_law_idea
			days = 1200
		}
		country_event = {
			id = CZE.407
			days = 1
		}
		effect_tooltip = {
			add_timed_idea = {
				idea = CZE_communist_obstructions_idea
				days = 365
			}
		} {
			add_political_power = -75
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SIC_wang_mingzhang
Source: game
File: common/characters/SIC.txt

Code:
SIC_wang_mingzhang = {
	name = Wang Mingzhang
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_land_7
			small = GFX_portrait_asia_generic_land_7_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIC_wang_mingzhang
		allowed = {
			original_tag = SIC
		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			trickster
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Technology
Component: advanced_oil_processing
Constructs: has_war, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	fuel_gain_factor_from_states = 0.5
	path = {
		leads_to_tech = modern_oil_processing
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1941
	folder = {
		name = industry_folder
		position = {
			x = -1
			y = 8
		}
	}
	categories = {
		industry synth_resources cat_synth_oil
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER ITA JAP
			}
			has_war = yes
			factor = 25
		} {
			factor = 0.5
			rubber = > 10
		} {
			factor = 0.5
			rubber = > 20
		} {
			factor = 0.5
			rubber = > 30
		}
	}
	ai_research_weights = {
		rubber = -2.0
	}
	show_effect_as_desc = yes
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3ATo_be_merged.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 Category:To be merged:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Merge ‎ (← links | edit)

Template:Merge/doc ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Category:To_be_merged"
### Entity: Character
Component: GER_erwin_von_witzleben
Source: game
File: common/characters/GER.txt

Code:
GER_erwin_von_witzleben = {
	name = GER_erwin_von_witzleben
	portraits = {
		army = {
			large = GFX_portrait_GER_erwin_von_witzleben
			small = GFX_portrait_GER_erwin_von_witzleben_small
		}
	}
	corps_commander = {
		traits = {
			career_officer infantry_officer
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 4
		legacy_id = 17
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_save_original_capital_location
Constructs: limit, every_country, has_country_flag, set_country_flag, set_state_flag
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_save_original_capital_location = {
	every_country = {
		limit = {
			NOT = {
				has_country_flag = EAI_original_capital_location_saved
			}
		}
		set_country_flag = EAI_original_capital_location_saved
		capital_scope = {
			set_state_flag = EAI_original_capital_@PREV
		}
	}
}
### Entity: Event
Component: nicaragua.10
Constructs: is_triggered_only
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.10
	title = nicaragua.10.t
	desc = nicaragua.10.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = nicaragua.10.a
	}
}
### Entity: Idea
Component: PRE_idea_wilhelm_iii
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/tykn_generic.txt

Code:
PRE_idea_wilhelm_iii = {
	allowed = {
		original_tag = PRE
		always = no
	}
	available = {
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = GER_wilhelm_iii
	modifier = {
		stability_factor = 0.05
		political_advisor_cost_factor = -0.1
		trade_laws_cost_factor = -0.1
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		high_command_cost_factor = -0.1
	}
}
### Entity: Idea
Component: idea_RAJ_to_shake_the_world
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_to_shake_the_world = {
	allowed = {
		original_tag = RAJ
	}
	picture = ARG_rapid_militarization
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.1
		global_building_slots_factor = 0.15
	}
}
### Entity: Technology
Component: fuel_refining5
Constructs: has_war, is_major, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	fuel_gain_factor = 0.2
	fuel_gain_factor_from_states = 0.1
	research_cost = 3
	start_year = 1943
	folder = {
		name = industry_folder
		position = {
			x = 3
			y = 10
		}
	}
	categories = {
		industry synth_resources
	}
	ai_will_do = {
		factor = 5
		modifier = {
			tag = USA
			factor = 0.5
		} {
			has_war = yes
			factor = 2
		} {
			is_major = no
			factor = 0.25
		} {
			factor = 1.5
			num_of_military_factories = > 40
		} {
			factor = 1.5
			num_of_naval_factories = > 40
		}
	}
}