Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: AUS_austrotrotskyism
Constructs: has_completed_focus, stability_factor, has_government, industrial_capacity_factory, communism_drift, democratic_drift, annex_cost_factor, planning_speed
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_austrotrotskyism = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_austromarxism
	communism_drift = AUS_austromarxism_communism_support
	democratic_drift = AUS_austromarxism_democratic_support
	industrial_capacity_factory = AUS_austromarxism_industrial_capacity_factory
	theorist_cost_factor = AUS_austromarxism_theorist_cost_factor
	high_command_cost_factor = AUS_austromarxism_high_command_cost_factor
	party_popularity_stability_factor = AUS_austromarxism_party_popularity_stability_factor
	production_speed_industrial_complex_factor = AUS_austromarxism_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = AUS_austromarxism_production_speed_arms_factory_factor
	stability_factor = AUS_austromarxism_stability_factor
	political_power_factor = AUS_austromarxism_political_power_factor
	justify_war_goal_time = AUS_austromarxism_justify_war_goal_time
	annex_cost_factor = AUS_austromarxism_annex_cost_factor
	production_factory_efficiency_gain_factor = AUS_austromarxism_production_factory_efficiency_gain_factor
	command_power_gain_mult = AUS_austromarxism_command_power_gain_mult
	planning_speed = AUS_austromarxism_planning_speed
	max_planning_factor = AUS_austromarxism_max_planning_factor
	remove_trigger = {
		AND = {
			has_completed_focus = AUS_revolution
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Order of Battle
Component: 1 Azad Hind Fauj
Constructs: division_template
Source: game
File: history/units/CA1.txt

Code:
division = {
	name = 1 Azad Hind Fauj
	location = 11260
	division_template = Azad Hind Infantry Corps
	bonus = 1
}
### Entity: State History
Component: 1120
Constructs: limit, add_core_of, set_state_flag, add_to_array, has_dlc, remove_core_of
Source: game
File: history/states/1120-Chengdu.txt

Code:
state = {
	id = 1120
	name = STATE_1120
	resources = {
		steel = 4
	}
	history = {
		owner = SIC
		add_core_of = CHI PRC SIC
		set_state_flag = CHI_chengdu_aviation_research_institute_organization_flag
		add_to_array = {
			state_victory_points = 4925
		} {
			state_victory_points = 1367
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
		}
		victory_points = {
			4925 10
		} {
			1367 1
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = SIC
			}
			owner = CHI
			controller = CHI
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 2
				infrastructure = 3
				arms_factory = 1
			}
		}
	}
	provinces = {
		1367 1395 4925 8026 10132 12141 12767 12819
	}
	manpower = 5448874
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: ISR_hate_ARABS
Source: game
File: common/ai_strategy/TOY.txt

Code:
ISR_hate_ARABS = {
	enable = {
		tag = ISR
	}
	abort = {
		NOT = {
			country_exists = ISR
		}
	}
	ai_strategy = {
		type = prepare_for_war
		id = EGY
		value = 10
	} {
		type = prepare_for_war
		id = PAL
		value = 10
	} {
		type = prepare_for_war
		id = JOR
		value = 10
	}
}
### Entity: Event
Component: wtt_hanoi_route.1
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_hanoi_route.1
	title = wtt_hanoi_route.1.t
	desc = wtt_hanoi_route.1.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = wtt_burma_road.1.a
	}
}
### Entity: Event
Component: wtt_britain_lease_azores.5
Constructs: is_triggered_only
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain_lease_azores.5
	title = wtt_britain_lease_azores.5.t
	desc = wtt_britain_lease_azores.5.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = wtt_britain_lease_azores.5.a
	}
}
### Entity: Military Industrial Organization
Component: VEN_artillery_manufacterer_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/VEN_organization.txt

Code:
VEN_artillery_manufacterer_organization = {
	name = VEN_artillery_manufacterer
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_1
	equipment_type = {
		artillery_equipment anti_tank_equipment anti_air_equipment
	}
	research_categories = {
		mio_cat_all_artillery_equipment
	}
	allowed = {
		original_tag = VEN
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_apply_equipment_modifier_HARD
Constructs: limit, add_ideas, remove_ideas, has_country_flag, has_equipment, set_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_apply_equipment_modifier_HARD = {
	if = {
		limit = {
			has_country_flag = EAI_difficulty_logging
		}
		log = [GetYear] [GetMonth] | DIFFICULTY | [This.GetName] | EAI_DIFFICULTY_apply_equipment_modifier_HARD
	} {
		limit = {
			has_equipment = {
				infantry_equipment = < 5000
			}
		}
		add_ideas = EAI_HARD/infantry_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/infantry_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				support_equipment = < 500
			}
		}
		add_ideas = EAI_HARD/support_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/support_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				artillery_equipment = < 500
			}
		}
		add_ideas = EAI_HARD/artillery_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/artillery_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				rocket_artillery_equipment = < 500
			}
		}
		add_ideas = EAI_HARD/rocket_artillery_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/rocket_artillery_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				motorized_rocket_equipment = < 500
			}
		}
		add_ideas = EAI_HARD/motorized_rocket_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/motorized_rocket_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				motorized_equipment = < 500
			}
		}
		add_ideas = EAI_HARD/motorized_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/motorized_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				mechanized_equipment = < 500
			}
		}
		add_ideas = EAI_HARD/mechanized_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/mechanized_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				anti_tank_equipment = < 500
			}
		}
		add_ideas = EAI_HARD/anti_tank_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/anti_tank_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				anti_air_equipment = < 500
			}
		}
		add_ideas = EAI_HARD/anti_air_equipment_bonus
		else = {
			remove_ideas = EAI_HARD/anti_air_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				light_tank_chassis = < 500
			}
		}
		add_ideas = EAI_HARD/light_tank_chassis_bonus
		else = {
			remove_ideas = EAI_HARD/light_tank_chassis_bonus
		}
	} {
		limit = {
			has_equipment = {
				medium_tank_chassis = < 500
			}
		}
		add_ideas = EAI_HARD/medium_tank_chassis_bonus
		else = {
			remove_ideas = EAI_HARD/medium_tank_chassis
# ... (truncated)
### Entity: Order of Battle
Component: Brigada Internacionales
Constructs: division_template, is_locked
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division_template = {
	name = Brigada Internacionales
	is_locked = yes
	division_names_group = SPR_INF_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		}
	}
}
### Entity: Event
Component: SEA_warlords.42
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, set_global_flag, is_ai, annex_country, retire_character
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.42
	title = SEA_warlords.42.t
	desc = SEA_warlords.42.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = jinan_has_fallen
	}
	option = {
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				SND = {
					is_ai = no
				}
			}
		}
		name = SEA_warlords.42.a
		annex_country = {
			target = SND
			transfer_troops = yes
		}
		SND = {
			retire_character = SND_han_fuju
			every_unit_leader = {
				set_nationality = ROOT
			}
		}
		CHI = {
			IF = {
				limit = {
					SND = {
						is_subject_of = CHI
					}
				}
				add_faction_influence_ratio = 0.05
				IF = {
					limit = {
						SND = {
							has_autonomy_state = autonomy_sea_integrated_warlord_subject
						}
					}
					add_faction_influence_ratio = 0.1
				}
			}
		}
	} {
		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				SND = {
					is_ai = yes
				}
				is_historical_focus_on = yes
			}
		}
		name = SEA_warlords.42.b
		custom_effect_tooltip = may_join_japan_tt
		SND = {
			country_event = {
				id = SEA_warlords.43
				hours = 6
			}
			effect_tooltip = {
				retire_character = SND_han_fuju
				add_country_leader_role = {
					character = CHI_sun_tongxuan
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {

						}
					}
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_ship_merged_4_baltic
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_ship_merged_4_baltic = {
	OR = {
		has_country_flag = SOV_merge_ship_nevskoye_design_bureau_4_flag SOV_merge_ship_rubin_design_bureau_4_flag
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_end_neutral_left
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_war_support, has_country_flag, add_opinion_modifier
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_end_neutral_left
	icon = GFX_focus_generic_join_comintern
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = SWI_radical_left
	}
	available = {
		OR = {
			has_government = communism
			communism = > 0.5
		}
	}
	x = 1
	y = 4
	completion_reward = {
		if = {
			limit = {
				has_country_flag = SWI_one_leader_communism
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
		}
		else = {
			set_politics = {
				ruling_party = communism
				elections_allowed = yes
			}
		}
		remove_ideas = SWI_swiss_neutral
		set_rule = {
			can_create_factions = yes
		}
		every_other_country = {
			limit = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_chose_communism
			}
		}
		add_war_support = 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Unit Template
Component: HAI_CV_HISTORICAL
Source: game
File: common/units/names_ships/HAI_ship_names.txt

Code:
HAI_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		HAI
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = Porte-Avions %d
	unique = {
		Republique de Haiti Napoleon
	}
}
### Entity: Idea
Component: SHL_mt
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_mt = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = SHL
	}
	traits = {
		military_theorist
	}
}
### Entity: Character
Component: EGY_hussein_el_shafei
Source: game
File: common/characters/EGY.txt

Code:
EGY_hussein_el_shafei = {
	name = Hussein el-Shafei
	portraits = {
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Hussein_el-Shafei.dds
			small = GFX_idea_EGY_hussein_el_shafei
		}
	}
	advisor = {
		cost = 100
		slot = high_command
		idea_token = EGY_hussein_el_shafei
		ledger = army
		allowed = {
			original_tag = EGY
		}
		traits = {
			army_cavalry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer trait_reckless media_personality
		}
		skill = 3
		attack_skill = 4
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		legacy_id = 6990
	}
}
### Entity: Scripted Effect
Component: try_build_mil_in_core_otherwise_build_in_controlled_2_mil
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
try_build_mil_in_core_otherwise_build_in_controlled_2_mil = {
	try_build_mil_in_core_otherwise_build_in_controlled = yes yes
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_singapore_strategy
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, is_puppet_of, is_owned_by, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_the_singapore_strategy
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = AST_support_the_policy_of_appeasement
	}
	x = 1
	y = 1
	relative_position_id = AST_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 0.2
	}
	available = {
		is_in_faction_with = ENG
		ENG = {
			has_government = ROOT
		}
		MAL = {
			is_puppet_of = ENG
		}
	}
	bypass = {
		OR = {
			NOT = {
				OR = {
					336 = {
						is_owned_by = MAL
					}
					333 = {
						is_owned_by = MAL
					}
				}
			} {
				MAL = {
					is_puppet_of = ENG
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			country_event = {
				id = tfv_australia.1
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: MAN_communist_cells
Constructs: stability_factor, has_government, is_subject, is_ally_with, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_communist_cells = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	cancel = {
		SOV = {
			OR = {
				is_subject = yes
				exists = no
				NOT = {
					has_government = communism
				}
				is_ally_with = ROOT
			}
		}
		PRC = {
			OR = {
				is_subject = yes
				exists = no
				NOT = {
					has_government = communism
				}
				is_ally_with = ROOT
			}
		}
	}
	removal_cost = -1
	picture = ARG_women_in_industry
	modifier = {
		stability_factor = -0.05
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	} {
		tag = PRC
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_surrender_macedonia
Constructs: prerequisite, remove_ideas, owns_state, has_war_with, add_opinion_modifier, completion_reward, has_dynamic_modifier, has_capitulated
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_surrender_macedonia
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = YUG_slovenia_for_support YUG_ban_slovene_nationalist_parties
	}
	mutually_exclusive = {
		focus = YUG_concessions_for_macedonians
	}
	x = -2
	y = 1
	relative_position_id = YUG_ban_slovene_nationalist_parties
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 5
			controls_state = 106
			106 = {
				has_dynamic_modifier = {
					modifier = widespread_bulgarian_sentiment_01
				}
			}
		}
	}
	available = {
		BUL = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
		}
		owns_state = 106 803
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = YUG_idea_macedonian_opposition
		BUL = {
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
			transfer_state = 106 803
		}
		106 = {
			remove_core_of = ROOT
		}
	}
}
### Entity: Order of Battle
Component: Royal Canadian Atlantic Squadron
Source: game
File: history/units/CAN_1939_naval_mtg.txt

Code:
fleet = {
	name = Royal Canadian Atlantic Squadron
	naval_base = 7361
	task_force = {
		name = Atlantic Squadron
		location = 7361
		ship = {
			name = HMCS Saguenay
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		} {
			name = HMCS Skeena
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		} {
			name = HMCS Assiniboine
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_wolfpack_tactics
Constructs: has_completed_focus, prerequisite, has_war, limit, completion_reward, has_doctrine, add_mastery_bonus, has_character
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_wolfpack_tactics
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = GER_trade_interdiction
	}
	x = 3
	y = 1
	relative_position_id = GER_trade_interdiction
	cost = 5
	available = {
		NOT = {
			has_completed_focus = GER_unrestricted_convoy_raiding
		}
		has_war = yes
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				has_doctrine = wolfpacks
			}
			add_mastery_bonus = {
				name = GER_wolfpack_tactics
				bonus = 0.2
				days = 240
				sub_doctrine = wolfpacks
			}
			else = {
				add_mastery_bonus = {
					name = GER_wolfpack_tactics
					bonus = 0.1
					days = 240
					track = submarines
				}
			}
		} {
			limit = {
				has_character = GER_karl_donitz
				GER_karl_donitz = {
					is_unit_leader = yes
				}
			}
			if = {
				limit = {
					GER_karl_donitz = {
						NOT = {
							has_trait = bold
						}
					}
				}
				add_trait = {
					character = GER_karl_donitz
					trait = bold
				}
			}
			else_if = {
				limit = {
					GER_karl_donitz = {
						NOT = {
							has_trait = spotter
						}
					}
				}
				add_trait = {
					character = GER_karl_donitz
					trait = spotter
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_theorist
		add_timed_idea = {
			idea = GER_rudeltaktik_ns
			days = 365
		}
		show_ideas_tooltip = alfred_saalwachter
	}
}
### Entity: Order of Battle
Component: Ten'nō Konoe-tai
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_emporor.txt

Code:
division = {
	name = Ten'nō Konoe-tai
	location = 1182
	division_template = Ten'nō Konoe-tai
	start_experience_factor = 0.3
}
### Entity: Event
Component: NSB_poland_democratic_events.1
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, has_cosmetic_tag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_democratic_events.1
	title = NSB_poland_democratic_events.1.t
	desc = NSB_poland_democratic_events.1.desc
	picture = GFX_report_event_sanation_revolt
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_democratic_events.1.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_cosmetic_tag = POL_PEASANT
			}
			drop_cosmetic_tag = yes
		}
		promote_character = POL_wincenty_witos
	} {
		name = NSB_poland_democratic_events.1.b
		ai_chance = {
			base = 40
		}
		promote_character = POL_stanislaw_mikolajczyk
	}
}
### Entity: AI Strategy
Component: default_artillery_equipment
Constructs: has_template_containing_unit
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_artillery_equipment = {
	enable = {
		num_of_military_factories = > 1
		OR = {
			has_template_containing_unit = artillery artillery_brigade
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = artillery
		value = 1
	}
}
### Entity: Idea
Component: HOL_de_vaarplicht
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_de_vaarplicht = {
	picture = hol_de_vaarplicht
	name = HOL_de_vaarplicht_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		conscription = 0.025
	}
}
### Entity: Achievement
Component: thaifighters
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, check_variable
Source: game
File: common/achievements.txt

Code:
thaifighters = {
	id = 286
	possible = {
		tag = SIA
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		check_variable = {
			SIA_ace_count = > 9
		}
	}
}
### Entity: Decision
Component: form_baltic_sea_empire_category
Constructs: has_country_flag, has_dlc, is_subject, complete_effect, set_cosmetic_tag, add_core_of, set_country_flag, is_historical_focus_on
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_baltic_sea_empire_category = {
	form_baltic_sea_empire = {
		icon = generic_form_nation
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = form_nordic_nation_flag
				hidden_trigger = {
					NOT = {
						has_country_flag = form_nordic_nation_flag
					}
				}
			} {
				tooltip = form_country_sweden_required_states_tt
				controls_state = 38 124 138 139 140 141 666 913 915 916 917 918 919
			} {
				tooltip = form_scandinavia_denmark_required_states_tt
				controls_state = 37 99 911 912
			} {
				tooltip = form_country_finland_required_states_tt
				controls_state = 111 145 148 149 150 926 927 928 929 930
			} {
				tooltip = form_country_estonia_required_states_tt
				controls_state = 13 191 811 812 813
			} {
				tooltip = form_country_latvia_required_states_tt
				controls_state = 12 190 808 809 810
			} {
				tooltip = form_country_lithuania_required_states_tt
				controls_state = 11 189 814 815
			}
			is_subject = no
		}
		visible = {
			original_tag = DEN
			hidden_trigger = {
				NOT = {
					has_country_flag = form_nordic_nation_flag
				}
			}
		}
		complete_effect = {
			set_cosmetic_tag = DEN_imperial
			custom_effect_tooltip = form_country_sweden_coring_states_tt form_scandinavia_denmark_coring_states_tt form_country_finland_coring_states_tt form_country_estonia_coring_states_tt form_country_latvia_coring_states_tt form_country_lithuania_coring_states_tt
			hidden_effect = {
				38 = {
					add_core_of = ROOT
				}
				124 = {
					add_core_of = ROOT
				}
				138 = {
					add_core_of = ROOT
				}
				139 = {
					add_core_of = ROOT
				}
				140 = {
					add_core_of = ROOT
				}
				141 = {
					add_core_of = ROOT
				}
				666 = {
					add_core_of = ROOT
				}
				913 = {
					add_core_of = ROOT
				}
				915 = {
					add_core_of = ROOT
				}
				916 = {
					add_core_of = ROOT
				}
				917 = {
					add_core_of = ROOT
				}
				918 = {
					add_core_of = ROOT
				}
				919 = {
					add_core_of = ROOT
				}
			} {
				37 = {
					add_core_of = ROOT
				}
				99 = {
					add_core_of = ROOT
				}
				910 = {
					add_core_of = ROOT
				}
				911 = {
					add_core_of = ROOT
				}
				912 = {
					add_core_of = ROOT
				}
			} {
				111 = {
					add_core_of = ROOT
				}
				145 = {
					add_core_of = ROOT
				}
				148 = {
					add_core_of = ROOT
				}
				14
# ... (truncated)
### Entity: Idea
Component: QUE_rural_cooperatives
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_rural_cooperatives = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_agrarian_reform
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
		monthly_population = 0.15
		production_speed_industrial_complex_factor = 0.2
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: VEN_FVVN
Constructs: research_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_FVVN = {
	picture = generic_motorized_equipment_manufacturer_3
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}