Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_party_of_the_revolution
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, has_civil_war
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_party_of_the_revolution
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = MEX_focus_ejido_worker_militias
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_ejido_worker_militias
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		communism = > 0.4
		has_civil_war = no
		NOT = {
			has_completed_focus = MEX_focus_institutional_revolution
		} {
			has_completed_focus = MEX_focus_catholic_politics
		} {
			has_completed_focus = MEX_focus_crusade_against_atheism
		} {
			has_completed_focus = MEX_focus_revanchist_revolution
		} {
			has_completed_focus = MEX_focus_communist_revolution
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_stability = 0.05
		add_war_support = 0.05
		if = {
			limit = {
				has_country_leader = {
					character = MEX_lazaro_cardenas
				}
			}
			add_country_leader_role = {
				character = MEX_lazaro_cardenas
				country_leader = {
					expire = 1965.1.1
					ideology = marxism
					traits = {
						protector_of_the_campesinos
					}
				}
				promote_leader = yes
			} {
				character = MEX_plutarco_calles
				country_leader = {
					expire = 1965.1.1
					ideology = despotism
					traits = {
						el_jefe_maximo
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				has_country_leader = {
					character = MEX_vicente_lombardo
				}
			}
			add_country_leader_role = {
				character = MEX_vicente_lombardo
				country_leader = {
					expire = 1965.1.1
					ideology = marxism
					traits = {
						the_dean_of_mexican_marxism
					}
				}
				promote_leader = yes
			} {
				character = MEX_plutarco_calles
				country_leader = {
					expire = 1965.1.1
					ideology = despotism
					traits = {
						el_jefe_maximo
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = yes
			}
		}
		set_party_name = {
			ideology = communism
			name = MEX_democratic_party_mexican_revolution_party_short
			long_name = MEX_democratic_party_mexican_revolution_party_long
		}
		hidden_effect = {
			set_cosmetic_tag = MEX_cris
# ... (truncated)
### Entity: Character
Component: USA_whittaker_chambers
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/USA.txt

Code:
USA_whittaker_chambers = {
	name = USA_whittaker_chambers
	portraits = {
		army = {
			small = GFX_idea_USA_whittaker_chambers
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = whittaker_chambers
		allowed = {
			OR = {
				original_tag = USA SWE
			}
		}
		available = {
			OR = {
				if = {
					limit = {
						has_dlc = Man the Guns
					}
					has_completed_focus = USA_reach_out_to_the_ware_group
				}
				AND = {
					SWE_refuge_for_revolutionaries_trigger = yes
					USA = {
						has_completed_focus = USA_america_first
					}
				}
			}
		}
		visible = {
			has_dlc = Man the Guns
		}
		traits = {
			editor
		}
		cost = 0.0
		do_effect = {

		}
		ai_will_do = {
			factor = 0.0
		}
	}
	allowed_civil_war = {
		has_government = communism
	}
}
### Entity: Character
Component: DAH_stc
Source: game
File: common/characters/DAH.txt

Code:
DAH_stc = {
	advisor = {
		slot = political_advisor
		idea_token = DAH_stc
		allowed = {
			original_tag = DAH
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Scripted Effect
Component: r56_economy_law_level_down
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_economy_law_level_down = {
	if = {
		limit = {
			has_idea = low_economic_mobilisation
		}
		swap_ideas = {
			remove_idea = low_economic_mobilisation
			add_idea = civilian_economy
		}
	} {
		limit = {
			has_idea = partial_economic_mobilisation
		}
		swap_ideas = {
			remove_idea = partial_economic_mobilisation
			add_idea = low_economic_mobilisation
		}
	} {
		limit = {
			has_idea = war_economy
		}
		swap_ideas = {
			remove_idea = war_economy
			add_idea = partial_economic_mobilisation
		}
	} {
		limit = {
			has_idea = tot_economic_mobilisation
		}
		swap_ideas = {
			remove_idea = tot_economic_mobilisation
			add_idea = war_economy
		}
	}
}
### Entity: Character
Component: YUN_hu_wei
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_hu_wei = {
	name = YUN_hu_wei
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = YUN_hu_wei
		ledger = army
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: State History
Component: 417
Constructs: add_core_of
Source: game
File: history/states/417-Golestan.txt

Code:
state = {
	id = 417
	name = STATE_417
	manpower = 796396
	state_category = rural
	resources = {
		steel = 4
		chromium = 5
	}
	history = {
		owner = PER
		victory_points = {
			8040 3
		} {
			2065 1
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = PER
	}
	provinces = {
		1982 2065 8040 8125 10922
	}
	local_supplies = 0.0
}
### Entity: Event
Component: bftb_greece.236
Constructs: is_triggered_only, ai_chance, has_guaranteed, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.236
	title = bftb_greece.236.t
	desc = bftb_greece.236.desc
	picture = GFX_report_event_tur_military_affair
	is_triggered_only = yes
	option = {
		name = bftb_greece.236.a
		ai_chance = {
			base = 2
			modifier = {
				strength_ratio = {
					tag = TUR
					ratio = < 1
				}
				factor = 0
			} {
				any_other_country = {
					has_guaranteed = TUR
					strength_ratio = {
						tag = ROOT
						ratio = > 1
					}
				}
				factor = 0
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = TUR
		}
	} {
		name = bftb_greece.236.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_allow_far_right_organizations
Constructs: prerequisite, limit, add_war_support, has_country_flag, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_allow_far_right_organizations
	prerequisite = {
		focus = BUL_appoint_right_wing_ministers
	}
	icon = GFX_goal_generic_dangerous_deal
	relative_position_id = BUL_appoint_right_wing_ministers
	x = 0
	y = 2
	cost = 10
	available = {
		NOT = {
			has_country_flag = BUL_nsm_media_banned_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 70
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_stability = -0.05
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_medium_loyalty_increase_effect = yes
		BUL_nsm_medium_popularity_increase_effect = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_nsm_legalized_flag
				}
			}
			set_country_flag = BUL_nsm_legalized_flag
			custom_effect_tooltip = BUL_allow_far_right_organizations_tt
		}
	}
}
### Entity: Event
Component: DOD_hungary.52
Constructs: is_triggered_only, ai_chance, add_ideas, add_war_support, add_stability, remove_state_claim, add_threat
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.52
	title = DOD_hungary.52.t
	desc = DOD_hungary.52.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.52.a
		ai_chance = {
			base = 20
			modifier = {
				strength_ratio = {
					tag = ROM
					ratio = < 1
				}
				factor = 2
			} {
				HUN_is_on_historical_plan_trigger = yes
				factor = 0
			}
		}
		add_stability = -0.2
		add_war_support = -0.1
		remove_state_claim = 76 83 84
		add_threat = -1
	} {
		name = DOD_hungary.52.b
		ai_chance = {
			base = 80
			modifier = {
				strength_ratio = {
					tag = ROM
					ratio = > 1.2
				}
				factor = 3
			}
		}
		ROM = {
			country_event = {
				id = DOD_hungary.53
				hours = 24
			}
		}
		add_ideas = HUN_war_preparation
		add_war_support = 0.1
		add_threat = 2
		hidden_effect = {
			news_event = {
				id = news.302
				days = 1
			}
		}
	}
}
### Entity: Character
Component: BUL_bonyu_stoev_pironkov
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_bonyu_stoev_pironkov = {
	advisor = {
		slot = navy_chief
		idea_token = BUL_bonyu_stoev_pironkov
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
			original_tag = BUL
		}
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BUL_bonyu_stoev_pironkov
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_claim_the_aragonese_possessions
Constructs: prerequisite, completion_reward, is_in_faction_with, add_state_claim, create_wargoal, take_state_focus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_claim_the_aragonese_possessions
	available = {
		NOT = {
			is_in_faction_with = ITA
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_unite_iberia
	}
	icon = GFX_goal_generic_territory_or_war
	x = 0
	y = 2
	relative_position_id = SPA_unite_iberia
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_state_claim = 1 116 182 183 114 115 156 849 117 448 449 450 451 661 662 663
		create_wargoal = {
			type = take_state_focus
			target = ITA
			generator = {
				114 115 156 849 117 448 449 450 451 661 662 663
			}
			expire = 0
		}
	}
}
### Entity: Character
Component: KAZ_aa2
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_aa2 = {
	advisor = {
		slot = high_command
		idea_token = KAZ_aa2
		ledger = army
		allowed = {
			original_tag = KAZ
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Paradox.html

Doc:
Paradox Interactive

|

Industry
|
Interactive entertainment
|

Founded
|
1998
|

Headquarters
|
Stockholm, Sweden
|

Products
|
Video games
|

Revenue
|
143 million SEK (2011)
|

Website
|
www.paradoxplaza.com
|

Paradox Interactive is a Swedish video game publisher based in Stockholm that is known for publishing historical strategy computer games. It publishes its own games (developed by Paradox Development Studio) as well as other developers' through traditional retail channels as well as digital distribution services, such as Steam or Gamersgate. The lead game programmer is Johan Andersson.

Paradox Interactive was previously a division of Paradox Entertainment, self-proclaimed owners and developers of properties such as Conan the Barbarian as created by pulp author Robert Ervin Howard.

Contents

1 Game characteristics

2 List of video games

3 Forums

4 External links
### Entity: Event
Component: men.33
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.33
	title = men.33.t
	desc = men.33.d
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = men.33.a
		custom_effect_tooltip = r56_MEN_prioritize_industrialization_event_tt
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_unify_south_america
Constructs: prerequisite, completion_reward, is_on_continent, is_core_of, set_cosmetic_tag
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_unify_south_america
	icon = GFX_focus_generic_south_america
	prerequisite = {
		focus = BRA_german_cooperation BRA_italian_cooperation BRA_panama_push
	}
	x = 0
	y = 1
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	} {

	}
	relative_position_id = BRA_italian_cooperation
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		any_state = {
			is_on_continent = south_america
			NOT = {
				is_core_of = ROOT
			}
		}
	}
	completion_reward = {
		set_cosmetic_tag = BRA_america_do_sul
		custom_effect_tooltip = BRA_unify_south_america_tt
	}
}
### Entity: Event
Component: r56.ger.22
Constructs: is_triggered_only, ai_chance, has_war, is_major, fire_only_once, has_added_tension_amount, is_coastal, is_core_of
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.22
	title = r56.ger.22.t
	desc = r56.ger.22.d
	picture = GFX_report_event_poland_rejects
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.22.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_war = yes
			} {
				factor = 1.5
				any_neighbor_country = {
					has_added_tension_amount = > 7
					NOT = {
						tag = FROM
					}
				}
			} {
				factor = 0.5
				is_major = yes
			} {
				factor = 5
				any_controlled_state = {
					is_coastal = yes
					is_core_of = ROOT
				}
			}
		}
		GER = {
			transfer_state = 807
			add_state_core = 807
			country_event = r56.ger.23
		}
		transfer_state = 67
		add_state_core = 67
	} {
		name = r56.ger.22.b
		ai_chance = {
			base = 25
		}
		set_global_flag = GER_dem_poland_trade_failed
		GER = {
			country_event = r56.ger.23
		}
	}
}
### Entity: Name List
Component: WIS
Source: game
File: common/names/00_names.txt

Code:
WIS = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: japan_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/SOV.txt

Code:
japan_ally = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_completed_focus = SOV_reconcile_japan
		country_exists = JAP
	}
	abort = {
		NOT = {
			country_exists = JAP
		}
	}
	ai_strategy = {
		type = befriend
		id = JAP
		value = 200
	} {
		type = alliance
		id = JAP
		value = 200
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/Parties_scripted_localisation.txt

Code:
defined_text = {
	name = GetGreeceDespotism
	text = {
		trigger = {
			original_tag = GRE
			has_country_flag = GRE_metaxas_in_power
		}
		localization_key = GREECE_METAXISM_KEY
	} {
		localization_key = GREECE_ROYALISM_KEY
	}
}
### Entity: Idea
Component: KMT_effective_integration
Constructs: has_government, removal_cost, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_effective_integration = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	picture = generic_intel_bonus
	modifier = {
		max_planning = 0.1
		planning_speed = 0.05
		training_time_factor = -0.15
	}
}
### Entity: Scripted Trigger
Component: has_ROOT_at_least_3_div_in_current_state_scope
Source: game
File: common/scripted_triggers/MON_scripted_triggers.txt

Code:
has_ROOT_at_least_3_div_in_current_state_scope = {
	custom_trigger_tooltip = {
		tooltip = at_least_three_divisions_in_state
		ROOT = {
			divisions_in_state = {
				state = PREV
				size = > 2
			}
		}
	}
}
### Entity: Character
Component: ALG_stc
Source: game
File: common/characters/ALG.txt

Code:
ALG_stc = {
	advisor = {
		slot = political_advisor
		idea_token = ALG_stc
		allowed = {
			original_tag = ALG
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_3
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_march_north
Constructs: prerequisite, limit, completion_reward, is_subject, every_state, add_claim_by, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_march_north
	icon = GFX_focus_attack_germany
	x = 0
	y = 2
	relative_position_id = LIE_reclaim_bohemia
	cost = 10
	prerequisite = {
		focus = LIE_reclaim_bohemia
	} {
		focus = LIE_pressure_yugoslavia
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					region = 7
					state = 56 57 58 998 59 1053 60 61 62 64 65
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						region = 7
						state = 56 57 58 998 59 1053 60 61 62 64 65
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_against_war_and_fascism
Constructs: has_completed_focus, limit, completion_reward, add_political_power, allow_branch, has_game_rule, unlock_decision_category_tooltip, set_country_flag
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_against_war_and_fascism
	icon = GFX_focus_CHL_union_of_hispanic_republics
	mutually_exclusive = {
		focus = AST_war_is_coming AST_australia_first
	}
	x = 71
	y = 0
	cost = 5
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			AND = {
				NOT = {
					has_completed_focus = AST_australia_first
				} {
					has_completed_focus = AST_war_is_coming
				}
			}
		}
	}
	offset = {
		x = -49
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_against_war_and_fascism
		}
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		unlock_decision_category_tooltip = AST_union_control_1_cat
		set_country_flag = AST_com_late_canberra AST_veterans_revolt_active
		custom_effect_tooltip = AST_union_control_tt generic_skip_one_line_tt generic_skip_one_line_tt
		activate_mission = AST_veterans_revolt
		add_political_power = 50
		country_event = {
			id = AST_political_events.7
			days = 5
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Military Industrial Organization
Component: BEL_minerva_imperia_motorized_organization
Constructs: limit, has_war_with, has_dlc, add_trait, production_bonus, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/BEL_organization.txt

Code:
BEL_minerva_imperia_motorized_organization = {
	name = BEL_minerva_imperia_motorized_organization
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_BEL_minerva_imperia_motorized_organization
	allowed = {
		OR = {
			original_tag = BEL COG
		}
		has_dlc = Gotterdammerung
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = BEL
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = BEL
				}
			}
		}
	}
	add_trait = {
		token = BEL_mio_trait_flourishing_automobile_industry
		name = BEL_mio_trait_flourishing_automobile_industry
		icon = GFX_generic_mio_department_icon_motorized_production
		special_trait_background = yes
		position = {
			x = 3
			y = 0
		}
		limit_to_equipment_type = {
			motorized_equipment
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	} {
		token = BEL_mio_trait_knight_engines_motorized
		name = BEL_mio_trait_knight_engines
		icon = GFX_generic_mio_trait_icon_maximum_speed
		special_trait_background = yes
		position = {
			x = 5
			y = 0
		}
		equipment_bonus = {
			reliability = 0.05
			maximum_speed = 0.1
		}
	} {
		token = BEL_mio_trait_high_grade_armor_mech
		name = BEL_mio_trait_high_grade_armor
		icon = GFX_generic_mio_trait_icon_armor_value
		special_trait_background = yes
		any_parent = {
			BEL_mio_trait_knight_engines_motorized
		}
		position = {
			x = 5
			y = 1
		}
		limit_to_equipment_type = {
			mechanized_equipment
		}
		equipment_bonus = {
			armor_value = 0.05
		}
	}
}
### Entity: Idea
Component: AFG_mohammad_zahir_shah_ns_negative
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_mohammad_zahir_shah_ns_negative = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = AFG_zahir_shah_idea
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		political_advisor_cost_factor = 0.25
	}
}
### Entity: Decision
Component: CZE_the_second_czechoslovak_republic
Constructs: has_dlc
Source: game
File: common/decisions/categories/r56_CZE_decision_categories.txt

Code:
CZE_the_second_czechoslovak_republic = {
	icon = generic_crisis
	picture = GFX_decision_cat_poland_diplomatic_agenda
	allowed = {
		original_tag = CZE
		NOT = {
			has_dlc = Peace For Our Time
		}
	}
	visible = {
		always = yes
	}
	priority = 50
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AIndustrial_capacity.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:Industrial_capacity.png"
### Entity: Event
Component: kmt.11
Constructs: is_triggered_only, ai_chance, add_political_power, is_subject_of, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.11
	title = kmt.11.t
	desc = kmt.11.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 5
		}
		name = kmt.11.a
		FROM = {
			transfer_state = 434
			country_event = {
				id = kmt.12
			}
		}
		add_political_power = -125
	} {
		ai_chance = {
			base = 80
		}
		name = kmt.11.b
		trigger = {
			is_subject_of = ENG
		}
		ENG = {
			country_event = {
				id = kmt.13
				days = 3
			}
		}
		FROM = {
			set_country_flag = mcmahon_case_to_ENG
		}
		add_political_power = -500
	} {
		ai_chance = {
			base = 15
		}
		name = kmt.11.c
		FROM = {
			country_event = {
				id = kmt.14
				days = 1
			}
		}
		custom_effect_tooltip = kmt.11.c_tt
	}
}