Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: QUE_marcel_hamel
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_marcel_hamel = {
	name = Marcel-Pierre Hamel
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_marcel_hamel
		cost = 100.0
		allowed = {
			original_tag = QUE
		}
		available = {
			OR = {
				has_government = fascism
				has_completed_focus = QUE_political_nationalism
			}
		}
		traits = {
			fascist_demagogue
		}
	}
}
### Entity: Event
Component: lithuania_purchase_ships.1
Constructs: is_triggered_only, ai_chance, has_war, limit, owns_state, has_opinion, has_civil_war, has_capitulated
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania_purchase_ships.1
	title = lithuania_purchase_ships.1.t
	desc = lithuania_purchase_ships.1.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	option = {
		name = lithuania_purchase_ships.1.a
		ai_chance = {
			base = 99
			modifier = {
				factor = 0
				OR = {
					has_opinion = {
						target = LIT
						value = < 0
					}
					has_civil_war = yes
					has_capitulated = yes
					has_war = yes
					AND = {
						tag = FRA
						NOT = {
							owns_state = 16
						}
					} {
						tag = ITA
						NOT = {
							owns_state = 2
						}
					}
				}
			}
		}
		custom_effect_tooltip = lar_portugal_purchase_ships.1.a_tt
		LIT = {
			country_event = {
				id = lithuania_purchase_ships.2
				hours = 8
				random_hours = 4
			}
		}
	} {
		name = lithuania_purchase_ships.1.b
		ai_chance = {
			base = 1
		}
		LIT = {
			country_event = {
				id = lithuania_purchase_ships.3
				hours = 8
				random_hours = 4
			}
			if = {
				limit = {
					ROOT = {
						tag = FRA
					}
				}
				set_country_flag = {
					flag = LIT_french_ships_purchase_rejected_flag
					value = 1
					days = 180
				}
			}
			else_if = {
				limit = {
					ROOT = {
						tag = ITA
					}
				}
				set_country_flag = {
					flag = LIT_italian_ships_purchase_rejected_flag
					value = 1
					days = 180
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_renegotiate_debt_with_france
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, is_historical_focus_on, set_temp_variable, add_to_variable, set_variable
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_renegotiate_debt_with_france
	icon = GFX_focus_chi_reach_out_to_france
	prerequisite = {
		focus = GRE_open_up_the_country
	}
	mutually_exclusive = {
		focus = GRE_bolster_the_schachtplan GRE_british_docking_rights
	}
	available = {
		NOT = {
			has_country_flag = GRE_france_rebuffed
		}
	}
	bypass = {
		has_country_flag = GRE_france_rebuffed
	}
	x = 4
	y = 1
	relative_position_id = GRE_open_up_the_country
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			AND = {
				is_historical_focus_on = no
				has_completed_focus = GRE_compromise_with_the_monarchists
				ENG = {
					has_completed_focus = ENG_concessions_to_the_trade_unions
				}
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = GRE_renegotiate_debt_with_france_tt
		hidden_effect = {
			set_temp_variable = {
				a = GRE_debt_to_the_ifc_france_var
			}
			add_to_variable = {
				GRE_debt_to_the_ifc_paid_var = a
			}
			set_variable = {
				var = GRE_debt_to_the_ifc_france_var
				value = 0
			}
			GRE_debt_check_effect = yes
		}
	}
}
### Entity: Character
Component: BEL_king_leopold_iii
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_king_leopold_iii = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_king_leopold_iii
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_king_leopold_iii
				small = GFX_portrait_BEL_king_leopold_iii_civilian_small
			}
			army = {
				large = GFX_portrait_BEL_king_leopold_iii
				small = GFX_portrait_BEL_king_leopold_iii_military_small
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1
			 = .1
			id = -1
		}
		field_marshal = {
			traits = {

			}
			skill = 3
			attack_skill = 1
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 2
			visible = {
				OR = {
					has_completed_focus = BEL_royal_commander_in_chief BEL_rally_to_the_king
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_is_historical_ai
Constructs: has_country_flag, is_ai, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_historical_ai = {
	is_ai = yes
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = SWI_AI_BEHAVIOR
				option = DEFAULT
			}
		}
		has_country_flag = SWI_AI_RANDOM_HISTORICAL
		has_game_rule = {
			rule = SWI_ai_behavior
			option = HISTORICAL
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_rebuilding_our_nation
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_rebuilding_our_nation
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = TUR_purge_the_kemalists
	}
	x = 1
	y = 1
	relative_position_id = TUR_purge_the_kemalists
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = TUR_rebuilding_our_home
			days = 180
		}
	}
}
### Entity: Idea
Component: SWE_bofors_kanoner_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_bofors_kanoner_idea = {
	allowed = {
		original_tag = SWE
	}
	picture = strategic_bombing_focus
	equipment_bonus = {
		artillery = {
			build_cost_ic = -0.05
			instant = yes
		}
		anti_air_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		anti_tank_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		army_artillery_attack_factor = 0.05
	}
}
### Entity: Character
Component: MLI_mt
Source: game
File: common/characters/MLI.txt

Code:
MLI_mt = {
	advisor = {
		slot = theorist
		idea_token = MLI_mt
		ledger = army
		allowed = {
			original_tag = MLI
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Idea
Component: NOR_fishing
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_fishing = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = escort_effort_focus
	modifier = {
		consumer_goods_factor = -0.12
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_influence_south_africa
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_influence_south_africa
	icon = GFX_goal_african_alliance
	prerequisite = {
		focus = COG_african_diplomacy
	}
	x = 19
	y = 7
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		SAF = {
			add_timed_idea = {
				idea = COG_support_communism_africa
				days = 730
			}
			add_ideas = COG_support_african_diplomacy
			add_opinion_modifier = {
				target = COG
				modifier = cog_diplomacy_focus
			}
			country_event = {
				id = belgium.84
				days = 1
			}
		}
	}
}
### Entity: Event
Component: NSB_poland_communist_events.502
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.502
	title = NSB_poland_communist_events.502.t
	desc = NSB_poland_communist_events.502.desc
	picture = GFX_report_event_sanation_left_victory
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.502.a
		ai_chance = {
			base = 10
		}
	} {
		name = NSB_poland_communist_events.502.b
		ai_chance = {
			base = 0
		}
		leave_faction = yes
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_strengthen_buddhist_community
Constructs: prerequisite, remove_ideas, add_war_support, add_stability, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_strengthen_buddhist_community
	icon = GFX_goal_monastries_in_uproar
	prerequisite = {
		focus = MON_appeal_to_china MON_matters_of_internal_affairs
	}
	x = 1
	y = 1
	relative_position_id = MON_appeal_to_china
	cost = 5
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_stability = 0.05
		add_war_support = -0.15
		remove_ideas = MON_buddhist_opposition
		unlock_decision_tooltip = MON_visit_monasteries
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: KHM_ma_ju_lung
Source: game
File: common/characters/KHM.txt

Code:
KHM_ma_ju_lung = {
	name = Ma Ju-Lung
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_3.dds
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader lucky harsh_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = KHM_ma_ju_lung
		allowed = {
			original_tag = KHM
		}
		traits = {
			prince_of_terror
		}
	} {
		slot = high_command
		idea_token = KHM_ma_ju_lung2
		ledger = army
		allowed = {
			original_tag = KHM
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: AST_peter_jeffrey
Source: game
File: common/characters/AST.txt

Code:
AST_peter_jeffrey = {
	name = AST_peter_jeffrey
	portraits = {
		army = {
			small = GFX_portrait_AST_peter_jeffrey_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = AST_peter_jeffrey
		ledger = air
		allowed = {
			original_tag = AST
		}
		traits = {
			air_pilot_training_2
		}
		cost = 100
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AYes.png.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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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Yes.png"
### Entity: Order of Battle
Component: air_wing_289
Source: game
File: history/units/SIA_1936_air_legacy.txt

Code:
air_wings = {
	289 = {
		fighter_equipment_0 = {
			owner = SIA
			amount = 60
		}
		CAS_equipment_1 = {
			owner = SIA
			amount = 12
		}
	}
}
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, has_war, limit, has_government, owns_state, has_war_with, has_country_flag, is_major
Source: game
File: common/decisions/r56_prospecting.txt

Code:
prospect_for_resources = {
	expand_the_ljubija_iron_mine_wtt = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 961
			}
		}
		available = {
			961 = {
				OR = {
					has_resistance = no
					AND = {
						compliance = > 30
						resistance = < 75
					}
				}
			}
			has_tech = excavation3
			OR = {
				961 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				has_resources_rights = {
					state = 961
				}
			}
			num_of_civilian_factories_available_for_projects = > 2
		}
		visible = {
			OR = {
				961 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				has_resources_rights = {
					state = 961
				}
			}
			NOT = {
				any_other_country = {
					has_decision = expand_the_ljubija_iron_mine_wtt
				}
			}
			961 = {
				NOT = {
					has_state_flag = open_ljubija_mine_developed
				}
			}
		}
		fire_only_once = yes
		cost = 17
		days_remove = 80
		modifier = {
			civilian_factory_use = 3
		}
		complete_effect = {

		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 100
				has_resources_in_country = {
					resource = steel
					amount = < 1
				}
			} {
				add = 4
				steel = < 1
			} {
				add = 10
				date = > 1942.01.01
			} {
				add = 10
				num_of_military_factories = > 50
			}
		}
		remove_effect = {
			961 = {
				set_state_flag = open_ljubija_mine_developed
			} {
				add_resource = {
					type = steel
					amount = 5
				}
			}
		}
	}
	expand_the_erzberg_iron_mine_wtt = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 1054
			}
		}
		available = {
			1054 = {
				OR = {
					has_resistance = no
					AND = {
						compliance = > 30
						resistance = < 75
					}
				}
			}
			has_tech = excavation3
			OR = {
				1054 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				has_resources_rights = {
					state = 1054
				}
			}
			num_of_civilian_factories_available_for_projects = > 3
		}
		visible = {
			OR = {
				1054 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				has_resources_rights = {
					state = 1054
				}
			}
			NOT = {
				any_other_country = {
					has_decision = expand_the_erzberg_iron_mine_wtt
				}
			}
			1054 = {
				NOT = {
					has_state_flag = open_erzberg_mine_developed
				}
			}
		}
		fire_only_once = yes
		cost = 20
		days_remove = 80
		mo
# ... (truncated)
### Entity: National Focus
Tree: phi_focus
Component: PHI_sunset_empires
Constructs: has_completed_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_sunset_empires
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = PHI_preemptive_strikes
	}
	relative_position_id = PHI_preemptive_strikes
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 0.5
			has_completed_focus = PHI_national_defense_act
		} {
			factor = 2
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		}
	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_cavalry_tradition
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_cavalry_tradition
	icon = GFX_focus_generic_horse_studs
	prerequisite = {
		focus = TAN_call_for_army_readiness
	}
	x = 2
	y = 1
	relative_position_id = TAN_call_for_army_readiness
	cost = 5
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_ideas = ETH_national_studs_idea
		army_experience = 20
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: air_wing_605
Source: game
File: history/units/CHI_1939_air_legacy.txt

Code:
air_wings = {
	605 = {
		fighter_equipment_0 = {
			owner = CHI
			amount = 75
		}
	}
}
### Entity: Event
Component: bftb_turkey.135
Constructs: is_triggered_only, remove_ideas
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.135
	title = bftb_turkey.135.t
	desc = bftb_turkey.135.desc
	picture = GFX_report_event_tur_ataturk_death
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			remove_ideas = TUR_mustafa_kemal_ataturk_figurehead
		}
	}
	option = {
		name = bftb_turkey.135.a
		effect_tooltip = {
			remove_ideas = TUR_mustafa_kemal_ataturk_figurehead
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.24
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.24
	title = BBA_ethiopia_balance_of_power_events.24.t
	desc = BBA_ethiopia_balance_of_power_events.24.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_balance_of_power_events.24.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_latin_american_alliance
Constructs: prerequisite, limit, has_government, every_country, completion_reward, add_political_power, is_faction_leader, is_on_continent
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_the_latin_american_alliance
	icon = GFX_goal_generic_national_unity
	relative_position_id = CHL_the_hispanic_alliance
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_the_hispanic_alliance
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	available = {
		has_government = fascism
		is_faction_leader = yes
		any_country = {
			OR = {
				original_tag = GYA SUR CAY HAI BAH BRA JAM GDL BAS TRI QUE
			} {
				has_government = fascism neutrality
			}
		}
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_the_latin_american_alliance_tt
		every_country = {
			limit = {
				NOT = {
					tag = ROOT
				}
				capital_scope = {
					is_on_continent = south_america
				}
				OR = {
					has_government = fascism neutrality
				} {
					original_tag = GYA SUR CAY HAI BAH BRA QUE
				}
				is_subject = no
				is_in_faction = no
			}
			country_event = {
				id = CHL_political_events.49
				days = 2
			}
		}
	}
}
### Entity: Event
Component: libya.31
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.31
	title = libya.31.t
	desc = libya.31.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.31.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: Country Tag
Component: SOT
Constructs: has_cosmetic_tag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
SOT = {
	original_tag = SOV
	has_cosmetic_tag = SOV_left_opposition
}
### Entity: Scripted Effect
Component: CONGO_one_more_focus_done
Constructs: limit, has_global_flag, clr_global_flag, set_global_flag
Source: game
File: common/scripted_effects/COG_scripted_effects.txt

Code:
CONGO_one_more_focus_done = {
	IF = {
		limit = {
			has_global_flag = COG_no_jft_done
		}
		clr_global_flag = COG_no_jft_done
		set_global_flag = COG_1_jft_done
	}
	ELSE_IF = {
		limit = {
			has_global_flag = COG_1_jft_done
		}
		clr_global_flag = COG_1_jft_done
		set_global_flag = COG_2_jft_done
	} {
		limit = {
			has_global_flag = COG_2_jft_done
		}
		clr_global_flag = COG_2_jft_done
		set_global_flag = COG_3_jft_done
	} {
		limit = {
			has_global_flag = COG_3_jft_done
		}
		clr_global_flag = COG_3_jft_done
		set_global_flag = COG_4_jft_done
	} {
		limit = {
			has_global_flag = COG_4_jft_done
		}
		clr_global_flag = COG_4_jft_done
		set_global_flag = COG_5_jft_done
	} {
		limit = {
			has_global_flag = COG_5_jft_done
		}
		clr_global_flag = COG_5_jft_done
		set_global_flag = COG_6_jft_done
	} {
		limit = {
			has_global_flag = COG_6_jft_done
		}
		clr_global_flag = COG_6_jft_done
		set_global_flag = COG_7_jft_done
	} {
		limit = {
			has_global_flag = COG_7_jft_done
		}
		clr_global_flag = COG_7_jft_done
		set_global_flag = COG_8_jft_done
	} {
		limit = {
			has_global_flag = COG_8_jft_done
		}
		clr_global_flag = COG_8_jft_done
		set_global_flag = COG_9_jft_done
	} {
		limit = {
			has_global_flag = COG_9_jft_done
		}
		clr_global_flag = COG_9_jft_done
		set_global_flag = COG_10_jft_done
	} {
		limit = {
			has_global_flag = COG_10_jft_done
		}
		clr_global_flag = COG_10_jft_done
		set_global_flag = COG_11_jft_done
	} {
		limit = {
			has_global_flag = COG_11_jft_done
		}
		clr_global_flag = COG_11_jft_done
		set_global_flag = COG_12_jft_done
	} {
		limit = {
			has_global_flag = COG_12_jft_done
		}
		clr_global_flag = COG_12_jft_done
		set_global_flag = COG_13_jft_done
	} {
		limit = {
			has_global_flag = COG_13_jft_done
		}
		clr_global_flag = COG_13_jft_done
		set_global_flag = COG_14_jft_done
	}
}
### Entity: Character
Component: JAP_mitsubishi_president
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_mitsubishi_president = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	production_speed_dockyard_factor = 0.03
	production_speed_arms_factory_factor = 0.03
	industrial_capacity_factory = 0.03
	industrial_capacity_dockyard = 0.03
}
### Entity: Idea
Component: MAN_initial_socialist_reforms
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_initial_socialist_reforms = {
	allowed = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		consumer_goods_factor = -0.15
		stability_factor = -0.1
		political_power_gain = 0.05
	}
}
### Entity: Country History
Country: SNM
Component: SNM_politics
Constructs: add_ideas, set_popularities, set_politics
Source: game
File: history/countries/SNM - San Marino.txt

Code:
# Politics & Parties for SNM
add_ideas = {
	closed_economy disarmed_nation neutrality_idea
}
set_popularities = {
	democratic = 85
	communism = 5
	fascism = 10
	neutrality = 0
}
set_politics = {
	ruling_party = democratic
	last_election = 1935.1.1
	election_frequency = 48
	elections_allowed = yes
}
### Entity: Idea
Component: CHI_warlord_state_idea_cav
Constructs: research_speed_factor, stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_warlord_state_idea_cav = {
	allowed = {
		always = no
	} {

	}
	allowed_civil_war = {
		always = yes
	}
	name = CHI_warlord_state_idea
	picture = chi_warlord_integration
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		research_speed_factor = -0.03
		conscription_factor = 0.06
		attrition = -0.07
		supply_consumption_factor = -0.05
		modifier_army_sub_unit_cavalry_defence_factor = 0.05
		modifier_army_sub_unit_cavalry_attack_factor = 0.1
		production_factory_max_efficiency_factor = -0.1
		custom_modifier_tooltip = CHI_warlord_state_idea_tt
	}
}