Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: SWE_coax_nordic_defense_council_cat
Constructs: has_completed_focus, limit, has_country_flag, is_ai, has_game_rule, is_subject, has_capitulated, remove_effect
Source: game
File: common/decisions/SWE.txt

Code:
SWE_coax_nordic_defense_council_cat = {
	SWE_coax_countries_that_rejected = {
		allowed = {
			tag = SWE
		}
		visible = {
			OR = {
				is_ai = no
				has_game_rule = {
					rule = SWE_ai_behavior
					option = SWE_DEMOCRATIC_NORDIC_DEFENCE_COUNCIL
				}
			}
			has_completed_focus = SWE_central_nordic_army_command
		}
		ai_will_do = {
			base = 0
			modifier = {
				has_game_rule = {
					rule = SWE_ai_behavior
					option = SWE_DEMOCRATIC_NORDIC_DEFENCE_COUNCIL
				}
				add = 200
			} {
				FROM = {
					is_ai = no
				}
				factor = 0
			}
		}
		available = {
			FROM = {
				hidden_trigger = {
					OR = {
						has_country_flag = rejected_nordic_defense_council
						original_tag = ICE
					}
					is_ai = yes
				}
				is_subject = no
				exists = yes
				has_capitulated = no
			}
		}
		cost = 150
		days_remove = 90
		target_trigger = {
			FROM = {
				OR = {
					has_country_flag = rejected_nordic_defense_council
					AND = {
						tag = ICE
						is_subject = no
					}
				}
				is_ai = yes
				is_subject = no
				exists = yes
				has_capitulated = no
			}
		}
		remove_effect = {
			if = {
				limit = {
					FROM = {
						is_ai = yes
					}
				}
				puppet = FROM
				set_autonomy = {
					target = FROM
					autonomy_state = autonomy_aat_defense_council_member
					freedom_level = 0
					end_wars = no
					end_civil_wars = no
				}
				hidden_effect = {
					FROM = {
						load_focus_tree = {
							tree = generic_focus
							keep_completed = no
						}
					}
				} {
					add_to_variable = {
						SWE_nordic_defense_council_military_overhead_pp = -0.08
					} {
						SWE_nordic_defense_council_military_overhead_cp_gain = -0.08
					} {
						SWE_nordic_defense_council_military_overhead_cp_ability_cost = 0.08
					} {
						SWE_nordic_defense_council_military_overhead_planning_speed = -0.14
					}
				}
				add_to_array = {
					array = SWE_nordic_defense_council_members
					value = FROM
				}
				if = {
					limit = {
						NOT = {
							has_dynamic_modifier = {
								modifier = SWE_nordic_defense_council_military_overhead
							}
						} {
							has_completed_focus = SWE_neither_death_nor_dishonor
						}
					}
					hidden_effect = {
						add_dynamic_modifier = {
							modifier = SWE_nordic_defense_council_military_overhead
						}
					}
				} {
					limit = {
						has_completed_focus = SWE_neither_death_nor_dishonor
					}
					for_eac
# ... (truncated)
### Entity: Character
Component: unbreakable
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
unbreakable = {
	dont_lose_dig_in_on_attack = 1.0
	army_attack_factor = -0.05
	army_defence_factor = 0.15
}
### Entity: Idea
Component: TUR_kemalism_with_socialist_characteristics
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalism_with_socialist_characteristics = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalism_with_socialist_characteristics
	removal_cost = -1
	modifier = {
		political_power_gain = 0.05
		production_speed_arms_factory_factor = 0.05
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Event
Component: GOE_RAJ_famine.2
Constructs: is_triggered_only, fire_only_once, random_days
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_famine.2
	title = GOE_RAJ_famine.2.t
	desc = GOE_RAJ_famine.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = GOE_RAJ_famine.3
				days = 1
				random_days = 55
			}
		}
	}
	option = {
		name = GOE_RAJ_famine.2.a
		var:global.famine_state = {
			damage_building = {
				type = industrial_complex
				damage = 2
			} {
				type = infrastructure
				damage = 2
			}
		}
	}
}
### Entity: Country History
Country: SOM
Component: SOM_technology
Constructs: set_technology
Source: game
File: history/countries/SOM - Somalia.txt

Code:
# Starting Technologies for SOM
set_technology = {
	infantry_weapons = 1
}
### Entity: Character
Component: nuclear_physics_concern
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
nuclear_physics_concern = {
	random = no
	production_speed_nuclear_reactor_factor = 0.25
	production_speed_nuclear_facility_factor = 0.25
}
### Entity: Scripted Trigger
Component: EAI_medium_armor_td_design_focus
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_medium_armor_td_design_focus = {
	always = no
	EAI_MARM_military_focus = yes
}
### Entity: Idea
Component: EAI_DD_16/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_launch_the_income_doubling_plan
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_launch_the_income_doubling_plan
	icon = GFX_focus_JAP_launch_the_income_doubling_plan
	x = 5
	y = 1
	relative_position_id = JAP_crush_the_internal_factions
	prerequisite = {
		focus = JAP_crush_the_internal_factions
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 3
			category = electronics industry
			name = JAP_launch_the_income_doubling_plan
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_osamu_shimomura
	}
}
### Entity: Idea
Component: haesz
Constructs: research_bonus
Source: game
File: common/ideas/r56_hungary.txt

Code:
haesz = {
	picture = generic_electronics_concern_2
	allowed = {
		original_tag = HUN
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Operation
Component: free_general_disguise_and_extract
Source: game
File: common/operation_phases/taog_free_general.txt

Code:
free_general_disguise_and_extract = {
	name = free_general_disguise_and_extract
	desc = free_general_disguise_and_extract_desc
	outcome = free_general_disguise_and_extract_outcome
	picture = GFX_phase_free_operative_smuggle_in_escape_gear
	icon = GFX_phase_free_operative_smuggle_in_escape_gear_small
	equipment = {
		infantry_equipment = 100
		support_equipment = 30
	}
}
### Entity: Scripted Effect
Component: ITA_create_pietro_koch_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_pietro_koch_operative = {
	create_operative_leader = {
		name = Pietro Koch
		GFX = GFX_portrait_ITA_pietro_koch
		traits = {
			operative_master_interrogator operative_tough operative_well_groomed
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA GER
		}
	}
}
### Entity: Wiki Documentation
Construct: Diplomacy
Source: wiki
File: wiki/Greece.html

Doc:
Diplomacy[edit]
Brief overview of nation's diplomatic situation in 1936.

Alliances[edit]
Greece had no allies in 1936.
She joined the Faction "The Allies" in 28 October of 1940, because Italy declared war to her.

Decisions[edit]
Brief overview of nation's decisions.

Events[edit]
Brief overview of nation's events.
### Entity: Idea
Component: incompetent_government
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
incompetent_government = {
	removal_cost = -1
	picture = FRA_matignon_agreements
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_cost = 0.75
		stability_factor = -0.1
		conscription = -0.015
	}
}
### Entity: Idea
Component: SOV_voronezh_komintern_factory
Constructs: has_completed_focus, limit, has_global_flag, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_voronezh_komintern_factory = {
	name = SOV_voronezh_komintern_factory
	picture = generic_industrial_concern_3
	allowed = {
		original_tag = SOV
	}
	available = {
		if = {
			limit = {
				has_global_flag = sov_old_focus_tree
			}
			has_completed_focus = SOV_sing_katyusha_sing_focus_old
		}
		else = {
			has_completed_focus = SOV_sing_katyusha_sing_focus
		}
	}
	cost = 75
	research_bonus = {
		motorized_equipment = 0.1
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			soft_attack = 0.1
			breakthrough = 0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_approach_rome
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader, is_subject_of
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_approach_rome
	icon = GFX_goal_generic_befriend_italy
	prerequisite = {
		focus = QUE_expansionism
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 1
	y = 6
	cost = 10
	available_if_capitulated = yes
	mutually_exclusive = {
		focus = QUE_approach_berlin QUE_our_own_way QUE_approach_paris QUE_align_with_mexico
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = fascism
		ITA = {
			is_subject = no
			is_faction_leader = yes
			has_government = fascism
			NOT = {
				has_war_with = QUE
			}
		}
	}
	bypass = {
		OR = {
			is_subject_of = ITA
			is_in_faction_with = ITA
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		ITA = {
			country_event = {
				id = generic.2
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: INS_the_four_mountains_of_ternate
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_the_four_mountains_of_ternate = {
	subjects_autonomy_gain = 0.1
	stability_factor = 0.1
	opinion_gain_monthly_same_ideology_factor = 0.25
	random = no
	sprite = 2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: KPA
Component: KPA_technology
Constructs: set_technology
Source: game
File: history/countries/KPA - North Korea.txt

Code:
# Starting Technologies for KPA
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
	tech_trucks = 1
}
### Entity: Idea
Component: ICE_internal_conflicts
Constructs: has_government
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_internal_conflicts = {
	picture = generic_disjointed_gov
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		political_power_factor = -0.25
		stability_weekly = -0.004
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_rogozarski
Constructs: has_completed_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_rogozarski
	icon = GFX_focus_YUG_rogozarski
	prerequisite = {
		focus = SER_local_developers
	}
	x = 0
	y = 1
	relative_position_id = SER_local_developers
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		NOT = {
			any_other_country = {
				has_completed_focus = YUG_rogozarski
			}
		}
	}
	bypass = {
		any_other_country = {
			has_completed_focus = YUG_rogozarski
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = YUG_designer_tt
		random_owned_controlled_state = {
			prioritize = {
				107
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: naw_norway.20
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.20
	title = naw_norway.20.t
	desc = naw_norway.20.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.20.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Idea
Component: BRA_federal_republic
Constructs: stability_factor, democratic_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_federal_republic = {
	picture = BRA_us_of_brazil
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.1
		stability_factor = 0.1
		surrender_limit = 0.1
		democratic_drift = 0.03
	}
}
### Entity: Idea
Component: CZE_exiles_idea_FRA
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_exiles_idea_FRA = {
	name = CZE_exiles_idea_POL
	picture = generic_aircraft_support
	allowed = {
		always = no
	}
	available = {
		NOT = {
			has_war_with = CZE
		}
	}
	removal_cost = -1
	modifier = {
		air_ace_generation_chance_factor = 0.05
		air_wing_xp_loss_when_killed_factor = -0.05
		air_training_xp_gain_factor = 0.05
	}
}
### Entity: Event
Component: wuw_GER_legions.3
Constructs: ai_chance, division_template, limit, has_government, has_war_with, fire_only_once, add_political_power, set_nationality
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_legions.3
	title = wuw_GER_legions.3.t
	desc = wuw_GER_legions.3.desc
	picture = GFX_report_event_soviet_soldiers
	fire_only_once = yes
	trigger = {
		original_tag = GER
		GER = {
			OR = {
				has_government = neutrality fascism
			}
		}
		AND = {
			224 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			220 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			222 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
		has_war_with = SOV
		SOV = {
			has_government = communism
		}
	}
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = wuw_GER_legions.3.a
		ai_chance = {
			base = 70
		}
		SOV = {
			SOV_bronislav_kaminski = {
				set_nationality = GER
			}
			SOV_konstantin_voskoboinik = {
				set_nationality = GER
			}
		} {
			country_event = {
				id = wuw_GER_legions.4
				hours = 12
			}
		}
		division_template = {
			name = Waffen-Sturm-Brigade RONA
			template_counter = 48
			division_names_group = GER_Inf_01
			regiments = {
				militia = {
					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
				}
			}
			support = {
				military_police = {
					x = 0
					y = 0
				}
			}
		}
		random_controlled_state = {
			limit = {
				is_core_of = SOV
			}
			create_unit = {
				division = name = "Waffen-Sturm-Brigade RONA 'Kaminski'" division_template = "Waffen-Sturm-Brigade RONA" start_experience_factor = 0.3
				owner = GER
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				is_controlled_by_ROOT_or_subject = yes
				OR = {
					state = 224 220 222
				}
			}
			add_dynamic_modifier = {
				modifier = GER_lokot_autonomy_modifier
				scope = GER
			}
		}
		set_global_flag = lokot_autonomy_has_been_established_flag
	} {
		name = wuw_GER_legions.3.b
		ai_chance = {
			base = 30
		}
		IF = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = GER_mefo_bills_modifier
					} {
						modifier = GER_economy_of_conquest_modifier
					}
				}
			}
			GER_modify_industrial_modifier = yes
			add_to_variable = {
				GER_industrial_consumer_goods_factor = -0.05
				tooltip = consumer_goods_factor_tt
			}
		}
		ELSE = {
			add_political_power = 50
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_experimental_housing_solutions
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_experimental_housing_solutions
	icon = GFX_focus_generic_low_cost_housing
	x = 1
	y = 1
	relative_position_id = JAP_rikken_minseito_victory
	prerequisite = {
		focus = JAP_rikken_minseito_victory
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = JAP_metabolism_idea
	}
}
### Entity: Decision
Component: SOV_restore_the_union
Constructs: has_government, fire_only_once, remove_effect, add_state_core, clr_global_flag
Source: game
File: common/decisions/r56_SOV_decisions.txt

Code:
SOV_restore_the_union = {
	SOV_restore_order_in_the_caucasus = {
		icon = oppression
		available = {
			controls_state = 229 230 231
		}
		allowed = {
			original_tag = SOV
		}
		cost = 50
		fire_only_once = yes
		days_remove = 60
		ai_will_do = {
			factor = 10
		}
		visible = {
			has_government = communism
			original_tag = SOV
		}
		remove_effect = {
			add_state_core = 229 230 231
			drop_cosmetic_tag = yes
			clr_global_flag = SOV_became_russia
		}
	}
	SOV_restore_order_in_belarus = {
		icon = oppression
		available = {
			controls_state = 194 204 206 207 241
		}
		allowed = {
			original_tag = SOV
		}
		cost = 50
		fire_only_once = yes
		days_remove = 60
		ai_will_do = {
			factor = 10
		}
		visible = {
			has_government = communism
			original_tag = SOV
		}
		remove_effect = {
			add_state_core = 194 204 206 207 241
			drop_cosmetic_tag = yes
			clr_global_flag = SOV_became_russia
		}
	}
	SOV_restore_order_in_ukraine = {
		icon = oppression
		available = {
			controls_state = 201 199 198 192 202 203 193 225 259 197 226 196 200 221 227 228
		}
		allowed = {
			original_tag = SOV
		}
		cost = 50
		fire_only_once = yes
		days_remove = 60
		ai_will_do = {
			factor = 10
		}
		visible = {
			has_government = communism
			original_tag = SOV
		}
		remove_effect = {
			add_state_core = 201 199 198 192 202 203 193 225 259 197 226 196 200 221 227 228
			drop_cosmetic_tag = yes
			clr_global_flag = SOV_became_russia
		}
	}
	SOV_restore_order_in_kazakhstan = {
		icon = oppression
		available = {
			controls_state = 587 589 590 407 583 586 588 402 404 406
		}
		allowed = {
			original_tag = SOV
		}
		cost = 50
		fire_only_once = yes
		days_remove = 60
		ai_will_do = {
			factor = 10
		}
		visible = {
			has_government = communism
			original_tag = SOV
		}
		remove_effect = {
			add_state_core = 587 589 590 407 583 586 588 402 404 406
			drop_cosmetic_tag = yes
			clr_global_flag = SOV_became_russia
		}
	}
	SOV_restore_order_in_central_asia = {
		icon = oppression
		available = {
			controls_state = 405 585 584 742 732
		}
		allowed = {
			original_tag = SOV
		}
		cost = 50
		fire_only_once = yes
		days_remove = 60
		ai_will_do = {
			factor = 10
		}
		visible = {
			has_government = communism
			original_tag = SOV
		}
		remove_effect = {
			add_state_core = 405 585 584 742 732
			drop_cosmetic_tag = yes
			clr_global_flag = SOV_became_russia
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_prioritize_economic_stability
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_prioritize_economic_stability
	mutually_exclusive = {
		focus = POR_syndicalize_the_vital_sectors
	}
	prerequisite = {
		focus = POR_draft_portugals_own_labor_charter
	}
	icon = GFX_goal_generic_neutrality_focus
	cost = 10
	x = 1
	y = 1
	relative_position_id = POR_draft_portugals_own_labor_charter
	completion_reward = {
		add_political_power = 70
		add_ideas = POR_prioritizing_economic_stability
		custom_effect_tooltip = CHL_skip_one_line_tt
		swap_ideas = {
			remove_idea = POR_towards_a_national_syndicalist_state
			add_idea = POR_towards_a_national_syndicalist_state2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_capital_ships_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_capital_ships_effort
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = COG_cruiser_effort
	}
	x = 46
	y = 4
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			uses = 1
			category = bc_tech bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/COS_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = COS
		}
		requested_factories = 1
		progress = 0.22
		efficiency = 100
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_assemble_the_tudeh_party
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_assemble_the_tudeh_party
	icon = GFX_goal_support_communism
	cost = 10
	prerequisite = {
		focus = PER_revive_the_jungle_movement
	}
	x = 11
	y = 1
	ai_will_do = {
		factor = 57
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.12
		}
		add_ideas = PER_assemble_the_tudeh_party
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modding Documentation
Construct: army_chief
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### army_chief
* description: returns the currently hired army chief of the country
### Entity: Idea
Component: JAP_north_east_asian_military
Constructs: removal_cost, conscription_factor, planning_speed
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_north_east_asian_military = {
	picture = generic_manpower_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		conscription_factor = 0.1
		army_leader_start_level = 1
		navy_leader_start_coordination_level = 2
		planning_speed = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Idea
Component: NCY_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = NCY
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: idea_RAJ_debt_relief
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_debt_relief = {
	picture = RAJ_debt_relief
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.2
		stability_weekly = 0.007
	}
}
### Entity: Idea
Component: MAN_kwantung_veto_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_kwantung_veto_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = generic_secret_police
	modifier = {
		command_power_gain = 0.15
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
	}
}