Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, limit, owns_state, fire_only_once, is_ally_with, is_subject_of, is_subject, complete_effect
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
prospect_for_resources = {
	RAJ_request_resource_rights_in_burma = {
		priority = 100
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_exploit_the_frontier
			288 = {
				controller = {
					is_ally_with = ROOT
					OR = {
						is_subject_of = ENG
						is_subject = no
					}
				}
			}
		}
		available = {
			288 = {
				controller = {
					is_ally_with = ROOT
				}
			}
		}
		ai_will_do = {
			base = 0
		}
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					var:288.controller = {
						is_subject_of = ENG
					}
				}
				ENG = {
					country_event = {
						id = GOE_RAJ_loyalist.14
						hours = 4
						random_hours = 2
					}
				}
			}
			else = {
				var:288.controller = {
					country_event = {
						id = GOE_RAJ_loyalist.14
						hours = 4
						random_hours = 2
					}
				}
			}
		}
	}
	develop_southern_madras_rubber_plantations = {
		icon = rubber
		allowed = {
			has_dlc = Graveyard of Empires
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_exploit_the_frontier
			owns_state = 423
			controls_state = 423
			423 = {
				NOT = {
					has_state_flag = southern_madras_rubber_developed
				}
			}
		}
		available = {
			owns_state = 423
			controls_state = 423
			num_of_civilian_factories_available_for_projects = > 2
		}
		highlight_states = {
			highlight_state_targets = {
				state = 423
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 180
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				has_manpower = < 10000
				NOT = {
					has_idea = scraping_the_barrel
				}
			} {
				factor = 0.5
				has_political_power = < 80
			} {
				factor = 3
				has_political_power = > 200
			} {
				factor = 5
				has_resources_in_country = {
					resource = rubber
					amount = < 1
				}
			}
		}
		remove_effect = {
			423 = {
				set_state_flag = southern_madras_rubber_developed
			} {
				add_resource = {
					type = rubber
					amount = 8
				}
			}
		}
	}
	develop_arunachal_pradesh_tungsten_deposits = {
		icon = tungsten
		allowed = {
			has_dlc = Graveyard of Empires
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_exploit_the_frontier
			owns_state = 434
			controls_state = 434
			434 = {
				NOT = {
					has_state_flag = arunachal_pradesh_tungsten
# ... (truncated)
### Entity: Character
Component: BUL_georgi_petsov
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_georgi_petsov = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = BUL_georgi_petsov
			ledger = navy
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			traits = {
				naval_theorist
			}
		}
		name = BUL_georgi_petsov
		portraits = {
			army = {
				small = GFX_idea_bul_georgi_petsov
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = BUL_georgi_petsov
			ledger = navy
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				naval_theorist
			}
		}
		name = BUL_georgi_petsov
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/USA_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = cv_fighter_equipment_1
			creator = USA
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 100
		industrial_manufacturer = mio:USA_grumman_organization
	}
}
### Entity: Technology
Component: dispersed_industry
Constructs: industrial_capacity_factory, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	industrial_capacity_factory = 0.1
	industrial_capacity_dockyard = 0.1
	line_change_production_efficiency_factor = 0.1
	production_factory_start_efficiency_factor = 0.05
	industry_air_damage_factor = -0.15
	global_building_slots_factor = 0.2
	path = {
		leads_to_tech = dispersed_industry2
		research_cost_coeff = 1
	}
	research_cost = 2
	XOR = {
		concentrated_industry
	}
	folder = {
		name = industry_folder
		position = {
			x = 6
			y = 2
		}
	}
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			tag = GER
		} {
			factor = 0.25
			tag = USA
		} {
			factor = 0.25
			tag = ENG
		} {
			factor = 0.25
			tag = JAP
		} {
			factor = 0
			has_tech = concentrated_industry
		} {
			factor = 0
			is_researching_technology = concentrated_industry
		} {
			factor = 5
			date = > 1937.1.1
		}
	}
	categories = {
		industry dispersed_industry_category
	}
	ai_research_weights = {
		defensive = -1.0
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_implement_liberal_reforms
Constructs: prerequisite, has_government, completion_reward, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_implement_liberal_reforms
	icon = GFX_goal_FRA_reynaud_economic_reforms
	prerequisite = {
		focus = ARM_reestablish_the_republic
	}
	relative_position_id = ARM_reestablish_the_republic
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = democratic
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = ARM_dashnak_hunchak_split
			add_idea = ARM_dashnak_hunchak_split_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: State History
Component: 224
Constructs: add_core_of
Source: game
File: history/states/224-Bryansk.txt

Code:
state = {
	id = 224
	name = STATE_224
	manpower = 1707567
	state_category = town
	history = {
		owner = SOV
		victory_points = {
			3335 10
		}
		buildings = {
			infrastructure = 3
			air_base = 2
		}
		add_core_of = SOV
	}
	provinces = {
		288 315 343 371 398 3226 3306 3335 3364 3390 6305 6330 6386 6411 11229 11298 11325
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: KMT_military_planning_MEN
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_MEN = {
	picture = chi_wargaming_division
	cancel = {
		MEN = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = MEN
		attack_bonus_against = 0.1
	}
}
### Entity: Wiki Documentation
Construct: Resources_to_market
Source: wiki
File: wiki/Trade.html

Doc:
Resources to market[edit]
Depending on a country's Trade laws, a percentage of its domestic strategic resource production will be exported to the global market. These resources are unavailable for use by the producing country, seemingly regardless of whether trade deals have been struck for those resources. It is likely that the amount of resources exported will also determine how much the country can import, but no specifics are known yet.
### Entity: Idea
Component: brossel
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
brossel = {
	allowed = {
		OR = {
			original_tag = BEL FLA
		}
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				has_completed_focus = BEL_motorised_support
			} {
				original_tag = FLA
				has_completed_focus = ABC_motorization_effort
			}
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			hardness = 0.1
			instant = yes
		}
		mechanized_equipment = {
			hardness = 0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0.66
	}
}
### Entity: Idea
Component: CHI_empowered_nra
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_empowered_nra = {
	picture = SWE_varnplikt
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.05
		max_dig_in_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_royal_hussars
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, has_country_leader, has_capitulated, random_owned_controlled_state
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_royal_hussars
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = POL_restore_the_diet_of_galicia
	} {
		focus = POL_soldier_king
	}
	relative_position_id = POL_restore_the_diet_of_galicia
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = no
	available = {
		has_country_leader = {
			ruling_only = yes
			character = POL_karl_albrecht
		}
	}
	bypass = {
		has_capitulated = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_royal_hussars_idea
		}
		division_template = {
			name = Królewska Dywizja Husarii
			priority = 2
			division_names_group = POL_CAV_01
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				94
			}
			create_unit = {
				division = name = "1 Królewska Dywizja Husarii" division_template = "Królewska Dywizja Husarii" start_experience_factor = 1.0
				owner = POL
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				96
			}
			create_unit = {
				division = name = "2 Królewska Dywizja Husarii" division_template = "Królewska Dywizja Husarii" start_experience_factor = 1.0
				owner = POL
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				88
			}
			create_unit = {
				division = name = "3 Królewska Dywizja Husarii" division_template = "Królewska Dywizja Husarii" start_experience_factor = 1.0
				owner = POL
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				88
			}
			create_unit = {
				division = name = "4 Królewska Dywizja Husarii" division_template = "Królewska Dywizja Husarii" start_experience_factor = 1.0
				owner = POL
			}
		}
	}
}
### Entity: Decision
Component: Armenian_question_category
Constructs: division_template, limit, random_country, has_government, has_war_with, has_country_flag, add_opinion_modifier, fire_only_once
Source: game
File: common/decisions/Armenian_decisions.txt

Code:
Armenian_question_category = {
	ARM_form_armenian_national_council = {
		icon = generic_nationalism
		available = {
			230 = {
				owner = {
					has_war_with = ROOT
					NOT = {
						original_tag = ARM
					}
				}
			}
			has_capitulated = no
		}
		cost = 75
		fire_only_once = yes
		days_remove = 30
		ai_will_do = {
			factor = 3
		}
		visible = {
			OR = {
				AND = {
					has_government = fascism
					NOT = {
						has_global_flag = armenian_national_council_fascist
					}
				} {
					OR = {
						has_government = democratic neutrality
					}
					NOT = {
						has_global_flag = armenian_national_council_neutral_democratic
					}
				}
			}
		}
		remove_effect = {
			if = {
				limit = {
					has_government = fascism
				}
				set_global_flag = armenian_national_council_fascist
				set_country_flag = armenian_national_council_fascist
			} {
				limit = {
					has_government = fascism
					has_dlc = La Resistance
				}
				create_operative_leader = {
					name = Joseph Ayvazian
					gfx = GFX_portrait_arabia_generic_operative_m_1
					traits = {
						operative_infiltrator
					}
					bypass_recruitment = no
					available_to_spy_master = no
					nationalities = {
						ARM TUR
					}
				}
			} {
				limit = {
					OR = {
						has_government = democratic neutrality
					}
				}
				set_global_flag = armenian_national_council_neutral_democratic
				set_country_flag = armenian_national_council_neutral_democratic
			}
		}
	}
	ARM_establish_armenian_legion = {
		icon = generic_prepare_civil_war
		available = {
			230 = {
				owner = {
					has_war_with = ROOT
					surrender_progress = > 0.15
				}
			}
			ARM = {
				exists = no
			}
			NOT = {
				OR = {
					has_global_flag = armenian_national_council_fascist armenian_national_council_neutral armenian_national_council_democratic armenian_national_council_neutral_democratic
				}
			}
			command_power = > 24
			has_army_experience = > 9
			has_political_power = > 24
		}
		fire_only_once = yes
		custom_cost_text = ARM_establish_armenian_legion_cost
		custom_cost_trigger = {
			command_power = > 24
			has_army_experience = > 9
			has_political_power = > 24
		}
		days_remove = 90
		ai_will_do = {
			factor = 5
		}
		visible = {
			OR = {
				has_country_flag = armenian_national_council_neutral_democratic armenian_national_council_fascist
			}
		}
		complete_effect = {
			army_experience = -10
			add_politic
# ... (truncated)
### Entity: Decision
Component: AUS_reform_power_balance_category
Constructs: has_power_balance
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_reform_power_balance_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = AUS
	}
	visible = {
		has_power_balance = {
			id = AUS_reform_power_balance
		}
	}
}
### Entity: Event
Component: turkey.119
Constructs: is_triggered_only, add_stability
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.119
	title = turkey.119.t
	desc = turkey.119.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = turkey.119.a
		TUR = {
			add_stability = 0.05
		}
	}
}
### Entity: AI Strategy
Component: r56_ENG_garrison_our_ports
Constructs: has_war, has_government, has_war_with, is_major, has_civil_war, has_capitulated, is_on_continent, is_ai
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
r56_ENG_garrison_our_ports = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		original_tag = ENG
		has_civil_war = no
		OR = {
			has_war_with = FRA
			AND = {
				FRA = {
					has_capitulated = yes
				}
				has_war = yes
			}
		}
		any_country = {
			OR = {
				capital_scope = {
					is_on_continent = europe
				}
				AND = {
					is_major = yes
					is_ai = no
				}
			} {
				has_government = communism fascism
				has_war_with = ROOT
			}
			NOT = {
				OR = {
					is_in_faction_with = ROOT
					is_puppet = yes
				}
			}
			num_divisions = > 20
		}
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			120 122 123 125 126 127 128 129 130 131 132 133 136 338
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_german_nonagressionpact
Constructs: prerequisite, has_war, has_government, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_german_nonagressionpact
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = CZE_vonapo_20
	}
	cost = 5
	relative_position_id = CZE_vonapo_20
	x = -3
	y = 1
	available = {
		is_subject = no
		GER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_war = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		GER = {
			country_event = MUN_czech.1016
		}
	}
}
### Entity: Unit Leader
Component: exiled_leader
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
exiled_leader = {
	type = land
	trait_type = exile
	gain_xp = {
		always = no
	}
	modifier = {
		exiled_divisions_attack_factor = 0.1
		own_exiled_divisions_attack_factor = 0.05
		exiled_divisions_defense_factor = 0.1
		own_exiled_divisions_defense_factor = 0.05
	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Trigger Reference
Construct: all_military_industrial_organization
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_military_industrial_organization

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if all Military Industrial Organisations of the Country in scope match the triggers.
tooltip=key can be defined to override title.
ex: GER = {
  any_military_industrial_organization = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... MIO scope triggers ...
  }
}
```
### Entity: Event
Component: JUNO_brazil_events.49
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.49
	title = JUNO_brazil_events.49.t
	desc = JUNO_brazil_events.49.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.49.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_liberate_the_indigenous_people_of_america
Constructs: has_completed_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_liberate_the_indigenous_people_of_america
	prerequisite = {
		focus = PRU_organize_protests_in_the_south PRU_the_true_owners_of_america PRU_revolutionary_andes
	}
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	x = 2
	y = 9
	relative_position_id = PRU_look_to_the_past
	cost = 5
	allow_branch = {
		has_dlc = Trial of Allegiance
		NOT = {
			has_completed_focus = PRU_organize_future_elections
		}
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					AND = {
						NOT = {
							has_government = communism
						}
						OR = {
							original_tag = FRA ENG HOL
						}
					}
					capital_scope = {
						is_on_continent = south_america
					} {
						is_on_continent = north_america
					}
				}
				NOT = {
					tag = ROOT
					is_ally_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = CHL_crusading_against_imperialism
			}
		} {
			limit = {
				has_completed_focus = PRU_red_pachamama
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_CHL_indigenous_union
					name = native_american_peoples_alliance
				}
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = native_american_peoples_alliance
			}
		} {
			limit = {
				has_completed_focus = PRU_strengthen_nationalist_rhetoric
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_anti_communist
					name = native_axis
				}
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = native_axis
			}
		} {
			limit = {
				has_completed_focus = PRU_organize_protests_in_the_south
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_defensive_democratic
					name = native_alliance
				}
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = native
# ... (truncated)
### Entity: Effect Reference
Construct: set_demilitarized_zone
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_demilitarized_zone

* Supported Scopes: STATE
* Supported Targets: none

```
sets the demilitarized status for currently scoped state
```
### Entity: Event
Component: DOD_romania.155
Constructs: is_triggered_only
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.155
	title = DOD_hungary.155.t
	desc = DOD_hungary.155.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = DOD_hungary.155.a
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_the_officer_corps
Constructs: prerequisite, has_government, completion_reward, add_command_power
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_expand_the_officer_corps
	icon = GFX_focus_generic_military_academy
	relative_position_id = CHL_ibanez_as_prime_minister
	x = 3
	y = 2
	cost = 5
	prerequisite = {
		focus = CHL_ibanez_as_prime_minister CHL_an_absolute_monarchy
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_command_power = 30
		army_experience = 25
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_recruit_young_officers_tt
	}
}
### Entity: Event
Component: lar_end_the_occupation.5
Constructs: is_triggered_only, ai_chance, limit, is_ai, change_tag_from, annex_country, load_focus_tree, unlock_national_focus
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_end_the_occupation.5
	title = lar_end_the_occupation.5.t
	desc = lar_end_the_occupation.5.desc
	picture = GFX_report_event_degaulle_inspect_troops
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			FROM = {
				if = {
					limit = {
						is_ai = yes
						VIC = {
							is_ai = no
						}
					}
					change_tag_from = VIC
				}
			}
		}
	}
	option = {
		name = lar_end_the_occupation.5.a
		ai_chance = {
			factor = 80
		}
		FRA = {
			annex_country = {
				target = VIC
				transfer_troops = yes
			}
			load_focus_tree = french_focus
			unlock_national_focus = FRA_revive_the_national_bloc FRA_laissez_faire FRA_protect_the_rights_of_man FRA_review_foreign_policy
		}
	}
}
### Entity: Idea
Component: idea_RAJ_federal_court_of_india
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_federal_court_of_india = {
	picture = RAJ_federal_court_of_india
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		drift_defence_factor = 0.15
		resistance_target = -0.05
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_absurdly_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_absurdly_high_decrease_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = -1
	}
}
### Entity: Order of Battle
Component: Golani Brigade
Constructs: division_template
Source: game
File: history/units/ISR_1936.txt

Code:
division = {
	name = Golani Brigade
	location = 1065
	division_template = Ugdat Hir
	start_experience_factor = 0.4
}