Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: ITA_regio_esercito_dynamic_modifier
Constructs: army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regio_esercito_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regio_esercito_1
	max_dig_in_factor = ITA_re_army_max_dig_in_factor
	land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor
	army_speed_factor = ITA_re_army_speed_factor
	army_org_factor = ITA_re_army_army_org_factor
	org_loss_when_moving = ITA_re_org_loss_when_moving
	army_morale_factor = ITA_re_army_morale_factor
	army_leader_cost_factor = ITA_re_army_leader_cost_factor
	experience_gain_factor = ITA_re_experience_gain_factor
	modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor
	army_core_defence_factor = ITA_re_army_core_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor
	modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor
	unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor
	unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor
	special_forces_cap = ITA_re_special_forces_cap
	special_forces_attack_factor = ITA_re_special_forces_attack_factor
	special_forces_defence_factor = ITA_re_special_forces_defence_factor
	modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor
	modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor
	modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor
	modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor
	modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor
	modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor
	modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor
	special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor
	conscription_factor = ITA_re_conscription_factor
	promote_cost_factor = ITA_re_promote_cost_factor
	command_power_gain_mult = ITA_re_command_power_gain_mult
	non_core_manpower = ITA_re_non_core_manpower
	army_attack_factor = ITA_re_army_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor
	max
# ... (truncated)
### Entity: National Focus
Tree: bel_focus
Component: BEL_democratization_of_education
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_democratization_of_education
	icon = GFX_focus_generic_university_2
	prerequisite = {
		focus = BEL_belgian_maginot
	}
	relative_position_id = BEL_belgian_maginot
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = BEL_democratization_of_education_ns
	}
}
### Entity: Shared Focus
Component: BALTIC_soviet_volunteer_forces
Constructs: shared_focus, has_completed_focus, every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_core_of
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_soviet_volunteer_forces
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = BALTIC_seek_support_of_soviets
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_seek_support_of_soviets
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = BALTIC_overthrow_the_government
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = BALTIC_soviet_volunteers_tt
		every_owned_state = {
			limit = {
				is_core_of = ROOT
			}
			add_manpower = 260000
		}
	}
}
### Entity: Event
Component: germany.58
Constructs: is_triggered_only, add_political_power
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.58
	title = germany.58.t
	desc = germany.58.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = germany.58.a
		add_political_power = 150
	}
}
### Entity: Scorer
Component: european_democratic_major_scorer
Constructs: has_government, is_major, has_added_tension_amount, is_faction_leader, is_on_continent
Source: game
File: common/scorers/country/generic_platonic_scorers.txt

Code:
european_democratic_major_scorer = {
	targets = {
		targets_dynamic = no
		target_non_existing = no
		target_array = global.countries
		score = {
			base = 1
			modifier = {
				always = yes
				add = has_added_tension_amount
			} {
				always = yes
				add = num_armies
			} {
				always = yes
				add = num_of_factories
			} {
				tag = ENG
				factor = 1.5
			} {
				tag = FRA
				factor = 1.3
			} {
				is_major = yes
				add = 100
			} {
				is_faction_leader = yes
				add = 50
			} {
				NOT = {
					has_government = democratic
				}
				factor = 0
			} {
				NOT = {
					THIS.capital_scope = {
						is_on_continent = europe
					}
				}
				factor = 0
			}
		}
	}
}
### Entity: Order of Battle
Component: 9. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 9. SS-Sturmbrigade
	location = 9557
	division_template = SS-Sturmbrigade
}
### Entity: Event
Component: INS_industrial_events.27
Constructs: is_triggered_only, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.27
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.27.a
		1047 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_dynamic_modifier = {
				modifier = INS_tin_infrastructure_state
			}
		}
	}
}
### Entity: Event
Component: liechtenstein.34
Constructs: is_triggered_only, limit, add_opinion_modifier, add_political_power, set_country_flag, every_state, add_claim_by, has_cosmetic_tag
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.34
	title = liechtenstein.34.t
	desc = {
		trigger = {
			original_tag = GER
		}
		text = liechtenstein.34.GER.desc
	} {
		trigger = {
			original_tag = JAP
		}
		text = liechtenstein.34.JAP.desc
	} {
		trigger = {
			original_tag = FIN
		}
		text = liechtenstein.34.FIN.desc
	}
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = liechtenstein.34.a
		set_country_flag = LIE_part_of_partition_of_russia
		if = {
			limit = {
				original_tag = FIN
			}
			every_state = {
				limit = {
					OR = {
						state = 213 215 216
					}
				}
				add_claim_by = ROOT
			}
			else_if = {
				limit = {
					original_tag = GER
				}
				every_state = {
					limit = {
						OR = {
							state = 808 12 810 809 190 189 11 815 814
						}
					}
					add_claim_by = ROOT
				}
			} {
				limit = {
					original_tag = JAP
				}
				every_state = {
					limit = {
						OR = {
							state = 408 409 655 657 560 561 562 637 822 875 874
						}
					}
					add_claim_by = ROOT
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = liechtenstein.36
			custom_effect_tooltip = generic_skip_one_line_tt
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	} {
		name = liechtenstein.34.b
		add_political_power = -25
		trigger = {
			NOT = {
				has_cosmetic_tag = HUN_empire
			}
		}
		if = {
			limit = {
				original_tag = FIN
				NOT = {
					country_exists = EST
				}
				SOV = {
					controls_state = 813 191 13 811 812
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				every_state = {
					limit = {
						OR = {
							state = 813 191 13 811 812
						}
					}
					add_claim_by = ROOT
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_opinion_modifier = {
					target = FROM
					modifier = medium_increase
				}
			}
			else_if = {
				limit = {
					original_tag = GER
				}
				custom_effect_tooltip = if_they_accept_tt
				effect_tooltip = {
					custom_effect_tooltip = LIE_when_we_formed_russia generic_skip_one_line_tt
					give_resource_rights = {
						receiver = GER
						state = 219
					} {
						receiver = GER
						state = 222
					} {
						receiver = GER
						state = 239
					}
					add_opinion_modifier = {
						target = FROM
						modifier = medium_increase
					}
				}
			} {
	
# ... (truncated)
### Entity: Modding Documentation
Construct: localization
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Condition in contextual localization
Conditions in contextual localization can be used to check if objects are null or not. The basic syntax for the condition is `[(OBJECT ? TRUE_CASE : FALSE_CASE)]`.
Where:
* `OBJECT` is any object you can use to access a property from (for example, `Character` and `Character.Owner` are valid objects).
* `TRUE_CASE` and `FALSE_CASE` are what is to be localized if `OBJECT` is not null and null, respectively. These can hold one of the following values:
   1. `'LOC_KEY` - A localization key (`LOC_KEY`, note the prepending `'` that means that it's a localization key) that will be localized using the same context as the root contextual localization.
   2. `(OBJECT.)+Property` - Standard access of a property from an object (discards the object before the `?`). `(OBJECT.)+` stands for a sequence of at least one object, with dots as separators.
   3. (true case only) `.(OBJECT.)*Property` - Continue that object sequence from the object before the `?`. `(OBJECT.)*` stands for a potentially empty sequence of objects with dots as separators. This is more efficient than the second option since it will not redo the object getters before the `?`.
### Entity: Scripted Effect
Component: ITA_missiolini_occupy_albania_failure_effect
Constructs: add_political_power, add_popularity
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_occupy_albania_failure_effect = {
	add_political_power = -25
	add_popularity = {
		ideology = ROOT
		popularity = -0.05
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C10
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C10 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^36 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C10
		value = 15000
	} {
		type = invade
		id = C10
		value = 200
	}
}
### Entity: Idea
Component: MEX_cedillo_tension_4
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
MEX_cedillo_tension_4 = {
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_set_province_terrain_types
Constructs: set_variable, add_to_array
Source: game
File: common/scripted_effects/EAI_MAP_province_terrain.txt

Code:
EAI_MAP_set_province_terrain_types = {
	set_variable = {
		global.EAI_MAP_PROV_TYPE_unknown = 0
	} {
		global.EAI_MAP_PROV_TYPE_ocean = 1
	} {
		global.EAI_MAP_PROV_TYPE_lakes = 2
	} {
		global.EAI_MAP_PROV_TYPE_forest = 3
	} {
		global.EAI_MAP_PROV_TYPE_hills = 4
	} {
		global.EAI_MAP_PROV_TYPE_mountain = 5
	} {
		global.EAI_MAP_PROV_TYPE_plains = 6
	} {
		global.EAI_MAP_PROV_TYPE_urban = 7
	} {
		global.EAI_MAP_PROV_TYPE_jungle = 8
	} {
		global.EAI_MAP_PROV_TYPE_marsh = 9
	} {
		global.EAI_MAP_PROV_TYPE_desert = 10
	} {
		global.EAI_MAP_PROV_TYPE_water_fjords = 11
	} {
		global.EAI_MAP_PROV_TYPE_water_shallow_sea = 12
	} {
		global.EAI_MAP_PROV_TYPE_water_deep_ocean = 13
	}
	add_to_array = {
		global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_PROV_TYPE_forest
	} {
		global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_PROV_TYPE_hills
	} {
		global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_PROV_TYPE_mountain
	} {
		global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_PROV_TYPE_plains
	} {
		global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_PROV_TYPE_urban
	} {
		global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_PROV_TYPE_jungle
	} {
		global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_PROV_TYPE_marsh
	} {
		global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_PROV_TYPE_desert
	}
}
### Entity: Decision
Component: MEN_inner_mongolian_gambit
Source: game
File: common/decisions/categories/r56_MEN_decision_categories.txt

Code:
MEN_inner_mongolian_gambit = {
	icon = border_conflicts
	priority = 10
	picture = GFX_decision_cat_MEN_decisions
	allowed = {
		tag = MEN
	}
	visible_when_empty = no
}
### Entity: Shared Focus
Component: BALTIC_balticwall
Constructs: shared_focus, every_owned_state, prerequisite, limit, has_government, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_balticwall
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = BALTIC_eastwall
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_eastwall
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = fascism
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				tag = LIT
			}
			if = {
				limit = {
					controls_state = 189
				}
				189 = {
					add_building_construction = {
						type = coastal_bunker
						province = 6314
						level = 6
						instant_build = yes
					}
				}
			} {
				limit = {
					controls_state = 188
				}
				188 = {
					add_building_construction = {
						type = coastal_bunker
						province = 3288
						level = 6
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				tag = EST
			}
			every_owned_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					OR = {
						state = 811 13 812 813
					}
				}
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				tag = LAT
			}
			every_owned_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					OR = {
						state = 190 809 808 12
					}
				}
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
					level = 3
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_resources_in_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_resources_in_country

* Supported Scopes: COUNTRY
* Supported Targets: none

checks for amount of resources in country (the balance by default)
	Example:
	```
	has_resources_in_country = {
		resource = chromium
		amount > 10
		only_imported = no # (optional, default: no) checks only imported resources instead of country balance
		extracted = no # (optional, default: no) checks extracted amount instead of country balance
		buildings = no # (optional, default: no) checks only amount from local buildings instead of country balance
	}
	```
### Entity: Event
Component: wtt_japan.111
Constructs: is_triggered_only, ai_chance, limit, every_country, give_guarantee, is_literally_china, add_ai_strategy
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.111
	title = wtt_japan.111.t
	desc = wtt_japan.111.desc
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = excellent
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			event_target:JAP_initiator = {
				give_guarantee = event_target:ITA_fascism event_target:GER_fascism
			}
			event_target:GER_fascism = {
				give_guarantee = event_target:ITA_fascism event_target:JAP_initiator
			}
			event_target:ITA_fascism = {
				give_guarantee = event_target:JAP_initiator event_target:GER_fascism
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					is_literally_china = yes
				}
				event_target:ITA_fascism = {
					add_ai_strategy = {
						type = alliance
						id = PREV
						value = -500
					}
				}
				event_target:GER_fascism = {
					add_ai_strategy = {
						type = alliance
						id = PREV
						value = -500
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_alkett_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_alkett_improved = {
	name = GER_alkett
	picture = GER_alkett
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_improve_motorized_troops
	}
	cost = 150
	research_bonus = {
		armor = 0.15
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	traits = {
		assault_gun_manufacturer
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_cradle_of_civilization
Constructs: prerequisite, completion_reward, has_completed_faction_goal, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_cradle_of_civilization
	icon = GFX_focus_CHI_cradle_of_civilization
	prerequisite = {
		focus = CHI_the_greater_game CHI_the_northern_mandate CHI_the_southern_mandate
	}
	x = 0
	y = 1
	relative_position_id = CHI_the_greater_game
	cost = 10
	available = {
		OR = {
			has_completed_faction_goal = faction_goal_the_northern_mandate faction_goal_the_southern_mandate faction_goal_the_greater_game
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_CHI_a_new_middle_kingdom
			add_idea = idea_CHI_cradle_of_civilization
		}
		custom_effect_tooltip = CHI_cradle_of_civilization_tt
	}
}
### Entity: Event
Component: NSB_poland_royal_election.1
Constructs: is_triggered_only, ai_chance, has_country_flag, has_game_rule, set_party_name, clr_country_flag, set_country_flag, complete_national_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_royal_election.1
	title = NSB_poland_royal_election.1.t
	desc = NSB_poland_royal_election.1.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = NSB_poland_royal_election.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					OR = {
						has_country_flag = POL_AI_RANDOM_COMMONWEALTH
						has_game_rule = {
							rule = POL_ai_behavior
							option = COMMONWEALTH
						} {
							rule = POL_ai_behavior
							option = DEFAULT
						}
					}
				}
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = POL_wettin_party
			name = POL_wettin_party
		}
		hidden_effect = {
			clr_country_flag = POL_searching_for_monarch_flag
		} {
			set_country_flag = achievement_POL_elected_monarch
			news_event = {
				id = nsb_news.5
				days = 1
			}
		}
		promote_character = POL_friedrich_christian
		complete_national_focus = POL_fulfil_fifth_of_november
		unlock_national_focus = POL_claiming_lithuania
	} {
		name = NSB_poland_royal_election.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_country_flag = POL_AI_RANDOM_COMMONWEALTH
					has_game_rule = {
						rule = POL_ai_behavior
						option = COMMONWEALTH
					}
				}
			}
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = NSB_poland_royal_election.5
				days = 35
			}
		}
	}
}
### Entity: Modifier Reference
Construct: navy_leader_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_leader_cost_factor

* Number with 1 decimal places
* **Categories**: unit_leader
### Entity: Modifier Reference
Component: AFG_disgruntled_minority
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
AFG_disgruntled_minority = {
	enable = {
		always = yes
	}
	remove_trigger = {
		NOT = {
			OWNER = {
				original_tag = AFG
			}
		}
	}
	icon = GFX_modifiers_generic_resistance
	local_manpower = -0.4
	local_supplies = -0.2
	local_resources_factor = -0.2
}
### Entity: Event
Component: GER_operation_panzerfaust_events.07
Constructs: is_triggered_only, add_political_power, random_hours
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_operation_panzerfaust_events.07
	title = GER_operation_panzerfaust_events.07.t
	desc = GER_operation_panzerfaust_events.07.desc
	picture = GFX_report_event_DEN_german_tanks
	is_triggered_only = yes
	option = {
		name = GER_operation_panzerfaust_events.07.a
		add_political_power = -100
		HUN = {
			country_event = {
				id = GER_operation_panzerfaust_events.09
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Idea
Component: AFG_economic_union
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_economic_union = {
	picture = jap_the_unthinkable_option
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_wielding_the_hammer
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, add_command_power
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_wielding_the_hammer
	icon = GFX_focus_AUS_lawmaking_leniency
	x = -2
	y = 0
	cost = 5
	prerequisite = {
		focus = CZE_placate_benes_faction CZE_unify_the_fascist_parties
	}
	relative_position_id = CZE_merge_the_paramilitaries
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_government = democratic
				NOT = {
					has_completed_focus = CZE_appeal_to_the_castle
				}
			}
			democratic = > 0.75
		} {
			limit = {
				has_completed_focus = CZE_appeal_to_the_castle
			}
			fascism = > 0.75
		}
	}
	completion_reward = {
		add_political_power = 25
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_wielding_the_hammer_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: GNA_democratic_guy
Constructs: has_government
Source: game
File: common/characters/GNA.txt

Code:
GNA_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = GNA_democratic_guy
		allowed = {
			original_tag = GNA
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.13
Constructs: is_triggered_only, ai_chance, add_cic
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.13
	title = AAT_Sweden_flashpoints.13.t
	desc = AAT_Sweden_flashpoints.13.desc
	picture = GFX_report_event_SWE_pajala_bombed_building
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.13.a
		ai_chance = {
			base = 10
		}
		add_cic = 800
	}
}