Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ukr_focus
Component: UKR_revise_the_defence_industry
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_revise_the_defence_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = UKR_restore_the_hetmanate
	}
	x = 1
	y = 1
	relative_position_id = UKR_restore_the_hetmanate
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Military_Build_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Game Data
Component: a_kaiser_not_just_in_name
Constructs: has_any_custom_difficulty_setting, has_cosmetic_tag, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
a_kaiser_not_just_in_name = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = GER AUS LIE LUX
		}
	}
	happened = {
		has_cosmetic_tag = HRE_UNIFIED
		has_global_flag = form_hre_flag
	}
}
### Entity: Character
Component: SIE_fascist_guy
Constructs: has_government
Source: game
File: common/characters/SIE.txt

Code:
SIE_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SIE_fascist_guy
		allowed = {
			original_tag = SIE
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Military Industrial Organization
Component: CSA_higgins_aircraft_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CSA_organization.txt

Code:
CSA_higgins_aircraft_organization = {
	name = Higgins Aircraft
	include = generic_range_focused_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		owner = {
			original_tag = CSA
		}
	}
	available = {

	}
	visible = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_range_focused_aircraft_designer
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_range = 0.1
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reorganize_the_right
Constructs: prerequisite, limit, has_government, completion_reward, set_cosmetic_tag, add_ruling_to_neu, add_popularity, add_country_leader_role
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_reorganize_the_right
	icon = GFX_goal_generic_freedom
	relative_position_id = AUS_look_west
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_look_west
	}
	cost = 7
	completion_reward = {
		hidden_effect = {
			set_cosmetic_tag = AUS_REPUBLIC
		}
		if = {
			limit = {
				has_government = fascism
			}
			add_ruling_to_neu = yes
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			AUS_kurt_schuschnigg = {
				add_country_leader_role = {
					character = AUS_kurt_schuschnigg
					promote_leader = yes
					country_leader = {
						ideology = controlled_democracy
						traits = {
							AUS_rock_and_a_hard_place
						}
					}
				}
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = yes
				long_name = Christlichsoziale Partei
				name = CSP
			}
			hidden_effect = {
				set_party_name = {
					ideology = fascism
					long_name = Nationalsozialistische Deutsche Arbeiterpartei
					name = NSDAP
				}
				promote_character = AUS_josef_leopold
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = -0.2
			} {
				ideology = neutrality
				popularity = 0.2
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			AUS_kurt_schuschnigg = {
				add_country_leader_role = {
					character = AUS_kurt_schuschnigg
					promote_leader = yes
					country_leader = {
						ideology = controlled_democracy
						traits = {
							AUS_rock_and_a_hard_place
						}
					}
				}
			}
			set_party_name = {
				ideology = neutrality
				long_name = Christlichsoziale Partei
				name = CSP
			}
			hidden_effect = {
				set_party_name = {
					ideology = fascism
					long_name = Nationalsozialistische Deutsche Arbeiterpartei
					name = NSDAP
				}
				promote_character = AUS_arthur_seyss_inquart
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Tactical_Bomber_Focus_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Tactical_Bomber_Focus_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ENG JAP USA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = JAP USA
		}
	}
}
### Entity: Character
Component: VOL_aco2
Source: game
File: common/characters/VOL.txt

Code:
VOL_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = VOL_aco2
		allowed = {
			original_tag = VOL
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Modifier Reference
Component: SOV_civilian_labor_in_defense_mod
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_civilian_labor_in_defense_mod = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	army_core_defence_factor = 0.05
	state_production_speed_bunker_factor = 0.6
	state_production_speed_coastal_bunker_factor = 0.6
	local_manpower = -0.25
	local_factories = -0.5
	state_resources_factor = -0.5
}
### Entity: Event
Component: mandate_palestine.207
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
news_event = {
	id = mandate_palestine.207
	picture = GFX_news_event_MPL_independence
	title = mandate_palestine.207.t
	desc = mandate_palestine.207.d
	is_triggered_only = yes
	major = yes
	option = {
		name = mandate_palestine.207.a
	}
}
### Entity: AI Strategy
Component: EAI_mass_infantry_role
Constructs: has_country_flag
Source: game
File: common/ai_templates/EAI_mass_infantry_role.txt

Code:
EAI_mass_infantry_role = {
	role = mass_infantry
	upgrade_prio = {
		base = 1000
	}
	GENERIC_MASS_INFANTRY_TEMPLATE_18W = {
		enable = {
			has_country_flag = {
				flag = EAI_MASS_INFANTRY_TEMPLATE
				value = 10
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 9
			}
		}
	}
	GENERIC_MASS_INFANTRY_TEMPLATE_18W_LARGE = {
		enable = {
			has_country_flag = {
				flag = EAI_MASS_INFANTRY_TEMPLATE
				value = 11
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 11
			}
		}
	}
	GENERIC_MASS_INFANTRY_TEMPLATE_25W = {
		enable = {
			has_country_flag = {
				flag = EAI_MASS_INFANTRY_TEMPLATE
				value = 20
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 12
			}
		}
	}
	GENERIC_MASS_INFANTRY_TEMPLATE_25W_LARGE = {
		enable = {
			has_country_flag = {
				flag = EAI_MASS_INFANTRY_TEMPLATE
				value = 21
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 15
			}
		}
	}
	GENERIC_MASS_INFANTRY_TEMPLATE_35W = {
		enable = {
			has_country_flag = {
				flag = EAI_MASS_INFANTRY_TEMPLATE
				value = 30
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 18
			}
		}
	}
	GENERIC_MASS_INFANTRY_TEMPLATE_35W_LARGE = {
		enable = {
			has_country_flag = {
				flag = EAI_MASS_INFANTRY_TEMPLATE
				value = 31
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 22
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_red_is_the_new_orange
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, add_war_support, completion_reward, has_idea
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_red_is_the_new_orange
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = HOL_legacy_of_the_de_zeven_provincien_mutiny
	}
	icon = GFX_goal_tfv_burn_the_royal_portraits
	x = 1
	y = 1
	relative_position_id = HOL_legacy_of_the_de_zeven_provincien_mutiny
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = HOL_wilhelmina
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_war_support = 0.1
		add_ideas = HOL_red_is_the_new_orange
		if = {
			limit = {
				has_idea = HOL_weak_government
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = HOL_weak_government
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.61
Constructs: is_triggered_only, ai_chance, add_political_power, add_popularity, add_core_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.61
	title = wuw_GER_diplomacy.61.t
	desc = wuw_GER_diplomacy.61.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.61.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		912 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
	}
}
### Entity: Character
Component: SIA_great_war_expeditionary_veteran
Constructs: army_defence_factor, send_volunteer_size, send_volunteers_tension
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_great_war_expeditionary_veteran = {
	random = no
	sprite = 13
	army_defence_factor = 0.05
	max_dig_in_factor = 0.1
	send_volunteer_size = 3
	send_volunteers_tension = -1
}
### Entity: National Focus
Tree: ger_focus
Component: GER_social_ownership
Constructs: prerequisite, add_stability, completion_reward, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_social_ownership
	icon = GFX_focus_DEN_no_regulations
	prerequisite = {
		focus = GER_legacy_of_the_spartacus_league
	}
	x = 0
	y = 1
	relative_position_id = GER_legacy_of_the_spartacus_league
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_production_factory_max_efficiency_factor = 0.025
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			GER_industrial_production_factory_efficiency_gain_factor = 0.025
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			GER_industrial_production_factory_start_efficiency_factor = 0.025
			tooltip = production_factory_start_efficiency_factor_tt
		} {
			GER_industrial_line_change_production_efficiency_factor = 0.025
			tooltip = line_change_production_efficiency_factor_tt
		}
	}
}
### Entity: Event
Component: LAT_events.202
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/NSB_Latvia.txt

Code:
country_event = {
	id = LAT_events.202
	title = EST_events.402.t
	desc = EST_events.402.d
	picture = GFX_report_event_generic_panzer_attack
	is_triggered_only = yes
	option = {
		name = EST_events.402.a
		ai_chance = {
			base = 30
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_mountain.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_mountain.png &#8206;(53 × 31 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Idea
Component: AUS_the_future_of_austria
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_the_future_of_austria = {
	allowed = {
		tag = AUS
	}
	removal_cost = -1
	picture = AUS_for_a_better_future
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.05
		trade_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		mobilization_laws_cost_factor = -0.1
	}
}
### Entity: Effect Reference
Construct: add_scientist_xp
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_scientist_xp

* Supported Scopes: CHARACTER
* Supported Targets: none

Add experience to a special project specialization for a scientist character in scope.
The `experience` parameter is a scoped variable.
### Entity: Event
Component: chile.40
Constructs: is_triggered_only, division_template, add_equipment_to_stockpile, limit, has_government, every_country, set_technology, set_country_flag
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.40
	title = chile.40.t
	desc = chile.40.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	immediate = {
		set_country_flag = r56_chl_big_oof_cw
	}
	option = {
		name = chile.40.a
		hidden_effect = {
			CHL = {
				set_capital = {
					state = 954
				}
				load_oob = r56_chile_major_uprising_counter r56_chile_uprising_compensation_unit
				add_manpower = 4250
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 100
					producer = CHL
				}
			}
		} {
			every_country = {
				if = {
					limit = {
						exists = yes
						has_capitulated = no
						OR = {
							original_tag = ARG BRA BOL CHL URG PRU PAR ECU COL VEN PAN USA
						}
					}
					news_event = {
						hours = 14
						id = r56.news_event.13
					}
				}
			}
			random_other_country = {
				limit = {
					original_tag = CHL
					has_government = fascism
				}
				set_country_flag = R56_chile_fascist_scw_given_tag r56_militia_formation_flag
				set_technology = {
					militia_tech = 1
				}
				load_oob = r56_unlock_militia r56_chile_major_uprising
				add_manpower = 2000
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 1000
					producer = CHL
				}
				load_focus_tree = {
					tree = chile_focus
					keep_completed = yes
				}
				create_field_marshal = {
					name = Jorge González von Marées
					portrait_path = gfx/leaders/CHL/r56_Portrait_CHL_Jorge_Von_Marees.dds
					traits = {
						harsh_leader politically_connected media_personality
					}
					skill = 1
					attack_skill = 1
					defense_skill = 1
					planning_skill = 1
					logistics_skill = 1
				}
				create_corps_commander = {
					name = José Luis Salazar Aedo
					portrait_path = gfx/leaders/South America/Portrait_South_America_Generic_land_2.dds
					traits = {
						politically_connected trait_cautious old_guard
					}
					skill = 1
					attack_skill = 1
					defense_skill = 1
					planning_skill = 1
					logistics_skill = 1
				} {
					name = Carlos Keller
					portrait_path = gfx/leaders/r56_generic/r56_portrait_generic_politician_south_america_1.dds
					traits = {
						politically_connected media_personality
					}
					skill = 1
					attack_skill = 1
					defense_skill = 1
					planning_skill = 1
					logistics_skill = 1
				}
				delete_unit_template_and_units = {
					division_template = División de Infanteria
		
# ... (truncated)
### Entity: Character
Component: CZE_josef_votruba
Source: game
File: common/characters/CZE.txt

Code:
CZE_josef_votruba = {
	name = CZE_josef_votruba
	portraits = {
		army = {
			large = GFX_portrait_CZE_josef_votruba
			small = GFX_portrait_CZE_josef_votruba_small
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer inflexible_strategist
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Category%3AGame_concepts.html

Doc:
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### Entity: Character
Component: CZE_minister_of_posts_and_telegraphs
Constructs: coordination_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_minister_of_posts_and_telegraphs = {
	random = no
	sprite = 13
	coordination_bonus = 0.02
	land_reinforce_rate = 0.02
	production_speed_industrial_infrastructure_factor = 0.1
	production_speed_energy_infrastructure_factor = 0.1
}
### Entity: Military Industrial Organization
Component: PRU_sima_arsenal_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/PRU_organization.txt

Code:
PRU_sima_arsenal_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_sima
	allowed = {
		tag = PRU
	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: Character
Component: TAN_i_p_rugalinskij
Source: game
File: common/characters/TAN.txt

Code:
TAN_i_p_rugalinskij = {
	advisor = {
		slot = air_chief
		idea_token = TAN_i_p_rugalinskij
		allowed = {
			original_tag = TAN
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = I.P. Rugalinskij
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_contact_the_aurininkai
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_contact_the_aurininkai
	icon = GFX_goal_generic_propaganda
	relative_position_id = LIT_continue_griniuss_presidency
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_continue_griniuss_presidency
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = LIT_felicija_bortkeviciene LIT_butku_juze LIT_petras_klimas LIT_albinas_rimka
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_interventionism_focus
Constructs: shared_focus, prerequisite, limit, add_ideas, remove_ideas, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_interventionism_focus
	text = GEN_Intervene
	icon = GFX_focus_generic_strike_at_democracy2
	prerequisite = {
		focus = TRK_Strenghten_Democracy TRK_internationalism_focus
	}
	mutually_exclusive = {
		focus = TRK_neutrality_focus TRK_Conquer
	}
	x = 1
	y = 2
	relative_position_id = TRK_Strenghten_Democracy
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_idea = neutrality_idea
		}
	}
	completion_reward = {
		add_political_power = 75
		add_war_support = 0.05
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = GEN_Intervene_I
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3AGeneral_Baker/Sandbox/Strategy.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
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The following pages link to User:General Baker/Sandbox/Strategy:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/User:General_Baker/Sandbox/Strategy"
### Entity: National Focus
Tree: saf_focus
Component: SAF_expand_the_mining_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_expand_the_mining_industry
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = SAF_south_african_railways
	}
	x = -1
	y = 1
	relative_position_id = SAF_south_african_railways
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = SAF_expand_the_mining_industry_IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = SAF_expand_the_mining_industry_IC
		}
		add_tech_bonus = {
			name = SAF_expand_the_mining_industry
			bonus = 1.0
			uses = 1
			technology = excavation1 excavation2 excavation3 excavation4 excavation5
		}
	}
}
### Entity: Modifier Reference
Component: NOR_prep_fasc_dmod_2
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_prep_fasc_dmod_2 = {
	enable = {
		always = yes
	}
	remove_trigger = {
		NOR_prep_fasc_mod_remove_trigger = yes
	}
	icon = GFX_modifiers_NOR_fascism
	recruitable_population_factor = 0.05
	state_production_speed_buildings_factor = -0.15
	local_factories = NOR_prep_fasc_dmod_factories
	local_supplies = NOR_prep_fasc_dmod_local_supplies
}
### Entity: Idea
Component: idea_SIA_rebuilding_the_war_torn_economy
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_rebuilding_the_war_torn_economy = {
	allowed = {
		original_tag = SIA
	}
	picture = generic_production_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industry_free_repair_factor = 0.5
		industry_repair_factor = 0.15
		consumer_goods_factor = -0.25
		production_speed_industrial_complex_factor = 0.15
		production_speed_arms_factory_factor = 0.15
	}
}
### Entity: Character
Component: SOV_aleksandr_shlyapnikov
Constructs: has_completed_focus, limit, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_aleksandr_shlyapnikov = {
	name = SOV_aleksandr_shlyapnikov
	portraits = {
		army = {
			small = GFX_idea_SOV_aleksandr_shlyapnikov_imprisoned
		}
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = SOV
				has_government = communism
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_aleksandr_shlyapnikov
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			OR = {
				SOV_is_left_opposition = yes
				has_completed_focus = SOV_return_democracy_to_the_party
			}
			if = {
				limit = {
					has_character_flag = SOV_imprisoned_flag
				}
				NOT = {
					has_character_flag = SOV_imprisoned_flag
				}
			} {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			left_trade_unionist
		}
		ai_will_do = {
			base = 1
		}
	}
}