Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: PRE_MTN_01
Source: game
File: common/units/names_divisions/PRE_names_divisions.txt

Code:
PRE_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		PRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Gebirgsjäger-Division
	ordered = {
		1 = {
			%d. Gebirgsjäger-Division
		}
		2 = {
			%d. Gebirgsjäger-Division
		}
		3 = {
			%d. Gebirgsjäger-Division
		}
		6 = {
			%d. Gebirgsjäger-Division
		}
		4 = {
			%d. Gebirgsjäger-Division
		}
		5 = {
			%d. Gebirgsjäger-Division
		}
		7 = {
			%d. Gebirgsjäger-Division
		}
		188 = {
			%d. Gebirgsjäger-Division
		}
		157 = {
			%d. Gebirgsjäger-Division
		}
		9 = {
			%d. Gebirgsjäger-Division
		}
		8 = {
			%d. Gebirgsjäger-Division
		}
		187 = {
			1. Skijäger-Division
		}
		10 = {
			%d. Gebirgsjäger-Division
		}
		11 = {
			%d. Gebirgsjäger-Division
		}
		12 = {
			%d. Gebirgsjäger-Division
		}
		13 = {
			%d. Gebirgsjäger-Division
		}
		14 = {
			%d. Gebirgsjäger-Division
		}
		15 = {
			%d. Gebirgsjäger-Division
		}
		16 = {
			%d. Gebirgsjäger-Division
		}
		17 = {
			%d. Gebirgsjäger-Division
		}
		18 = {
			%d. Gebirgsjäger-Division
		}
		19 = {
			%d. Gebirgsjäger-Division
		}
		20 = {
			%d. Gebirgsjäger-Division
		}
		21 = {
			%d. Gebirgsjäger-Division
		}
		22 = {
			%d. Gebirgsjäger-Division
		}
		23 = {
			%d. Gebirgsjäger-Division
		}
		24 = {
			%d. Gebirgsjäger-Division
		}
		25 = {
			%d. Gebirgsjäger-Division
		}
		26 = {
			%d. Gebirgsjäger-Division
		}
		27 = {
			%d. Gebirgsjäger-Division
		}
		28 = {
			%d. Gebirgsjäger-Division
		}
		29 = {
			%d. Gebirgsjäger-Division
		}
		30 = {
			%d. Gebirgsjäger-Division
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POL_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = POL
		}
		requested_factories = 3
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:POL_fb_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = POL
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = POL
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:POL_pzinz_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = POL
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:POL_lrl_organization
	}
}
### Entity: Idea
Component: MEN_funding_chinese_communists
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_funding_chinese_communists = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = ETH_customs_barrier_ITA
	modifier = {
		consumer_goods_factor = 0.1
		political_power_factor = 0.05
	}
}
### Entity: Event
Component: BALTIC_events.503
Constructs: is_triggered_only, ai_chance, unlock_decision_category_tooltip
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.503
	title = BALTIC_events.503.t
	desc = BALTIC_events.503.d
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = BALTIC_events.503.a
		ai_chance = {
			base = 10
		}
		unlock_decision_category_tooltip = infiltrate_belarus_decisions
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_expand_the_red_fleet
Constructs: limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, ships_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_expand_the_red_fleet
	icon = GFX_SOV_expand_the_red_fleet_ccp_2d_sov_compatibility
	x = 6
	y = 0
	relative_position_id = SOV_transpolar_flights
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				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
			}
		}
		add_tech_bonus = {
			name = ships_bonus
			bonus = 1.0
			uses = 2
			category = naval_equipment
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_metaxas_bullet_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_metaxas_bullet_industry
	icon = GFX_focus_GRE_pyrkal
	text = GRE_metaxas_bullet_industry
	prerequisite = {
		focus = GRE_begin_reconstruction
	}
	x = 0
	y = 1
	cost = 10
	relative_position_id = GRE_begin_reconstruction
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: MAN_xie_jieshi
Source: game
File: common/characters/MAN.txt

Code:
MAN_xie_jieshi = {
	name = MAN_xie_jieshi
	portraits = {
		civilian = {
			small = GFX_portrait_MAN_xie_jieshi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAN_xie_jieshi
		allowed = {
			original_tag = MAN
		}
		available = {

		}
		cost = 150
		traits = {
			industry_reformer
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Event
Component: wtt_china.204
Constructs: is_triggered_only, ai_chance, owns_state, set_capital, set_province_name, set_state_name
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china.204
	title = china.204.t
	desc = china.204.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = china.204.a
		ai_chance = {
			base = 90
		}
		trigger = {
			owns_state = 608
		}
		set_capital = {
			state = 608
			remember_old_capital = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_province_name = {
			id = 9843
			name = PRC_beijing_capital_name
		}
		608 = {
			set_state_name = PRC_beijing_capital_name
		}
	} {
		name = china.204.b
		ai_chance = {
			base = 10
		}
		trigger = {
			owns_state = 1035
		}
		custom_effect_tooltip = CHI_nanjing_tt
		hidden_effect = {
			set_capital = {
				state = 1035
			}
		}
	} {
		name = china.204.c
		ai_chance = {
			base = 0
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_workers_3
Constructs: add_equipment_to_stockpile, prerequisite, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_workers_3
	icon = GFX_focus_chi_mission_to_the_soviet_union
	ai_will_do = {
		factor = 2
	}
	x = 26
	y = 4
	mutually_exclusive = {
		focus = MAL_the_workers_2
	}
	prerequisite = {
		focus = MAL_the_workers_1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_opinion_modifier = {
			target = SOV
			modifier = malaysian_support
		}
		reverse_add_opinion_modifier = {
			target = SOV
			modifier = malaysian_support
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = SOV
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: JAP_tadashige_daigo
Source: game
File: common/characters/JAP.txt

Code:
JAP_tadashige_daigo = {
	name = JAP_tadashige_daigo
	portraits = {
		army = {
			large = GFX_portrait_JAP_tadashige_daigo
			small = GFX_portrait_JAP_tadashige_daigo_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer seawolf
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = 0
	}
}
### Entity: Idea
Component: research_advisor
Constructs: research_speed_factor, removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
research_advisor = {
	cost = 100
	removal_cost = 0
	picture = generic_political_advisor_europe_6
	research_bonus = {

	}
	modifier = {
		production_speed_parti_binasi_factor = 0.25
		research_speed_factor = 0.15
	}
}
### Entity: Event
Component: BBA_italy_research_agreement.2
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_research_agreement.2
	title = BBA_italy_research_agreement.2.t
	desc = BBA_italy_research_agreement.2.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_research_agreement.2.a
		add_opinion_modifier = {
			target = FROM
			modifier = ITA_military_cooperation_rejection
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_militarize_the_homeland
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_militarize_the_homeland
	prerequisite = {
		focus = PRU_sons_of_the_conquistador PRU_defend_our_empire
	}
	icon = GFX_goal_war_infrastructure
	relative_position_id = PRU_look_to_the_past
	x = 0
	y = 10
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_militarize_the_country
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_javanese_education_investments
Constructs: has_completed_focus, prerequisite, completion_reward, has_country_leader, check_variable, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_javanese_education_investments
	icon = GFX_focus_generic_university_2
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_a_t_van_starkenborgh_stachouwer
		}
		custom_trigger_tooltip = {
			tooltip = INS_invest_in_batavian_education_req_2_tt
			check_variable = {
				var = INS_volksraad_counter
				value = 6
				compare = greater_than_or_equals
			}
		}
	}
	prerequisite = {
		focus = INS_invest_in_batavian_education
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = INS_governor_general_tjarda
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			NOT = {
				has_completed_focus = INS_expand_batavia_med_school
			}
			check_variable = {
				var = INS_dutch_east_indies_research_speed_factor
				value = 0
				compare = greater_than
				tooltip = INS_expand_batavia_med_school_tt
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = INS_dutch_east_indies_tt
		add_to_variable = {
			var = INS_dutch_east_indies_research_speed_factor
			value = 0.07
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Idea
Component: SWI_shadow_org
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_shadow_org = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_spy_intel
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.5
		local_resources_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Idea
Component: BEL_kirov
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_kirov = {
	name = kirov
	picture = SOV_kirov
	allowed = {
		original_tag = BEL
	}
	visible = {
		has_completed_focus = BEL_invite_soviet_tank_makers
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: State History
Component: 347
Constructs: add_core_of
Source: game
File: history/states/347-Izmit.txt

Code:
state = {
	id = 347
	name = STATE_347
	manpower = 807660
	resources = {
		chromium = 19
		steel = 9
		coal = 5
	}
	state_category = rural
	history = {
		owner = TUR
		victory_points = {
			11811 1
		} {
			904 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			904 = {
				naval_base = 2
			}
		}
		add_core_of = TUR
	}
	provinces = {
		890 904 3905 3919 6871 11811 11866 11883
	}
	local_supplies = 0.0
}
### Entity: Event
Component: BBA_ethiopia_communist_events.47
Constructs: is_triggered_only, ai_chance, is_in_faction, has_war_with_major, is_core_of, is_controlled_by, release_puppet_on_controlled, white_peace
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.47
	title = BBA_ethiopia_communist_events.47.t
	desc = BBA_ethiopia_communist_events.47.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_communist_events.47.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				AND = {
					is_in_faction = yes
					has_war_with_major = yes
					ETH = {
						is_in_faction = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_communist_events.60
				hours = 12
			}
		}
	} {
		name = BBA_ethiopia_communist_events.47.b
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				any_owned_state = {
					is_core_of = DJI
					is_controlled_by = ETH
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = ETH
				}
			}
		}
		ETH = {
			release_puppet_on_controlled = DJI
		}
		white_peace = ETH
	}
}
### Entity: Character
Component: ITA_alberto_da_zara
Source: game
File: common/characters/ITA.txt

Code:
ITA_alberto_da_zara = {
	name = ITA_alberto_da_zara
	portraits = {
		navy = {
			small = GFX_idea_alberto_da_zara
			large = GFX_portrait_ITA_alberto_da_zara
		}
	}
	advisor = {
		slot = high_command
		idea_token = alberto_da_zara
		ledger = navy
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			navy_anti_submarine_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
	navy_leader = {
		traits = {
			gentlemanly superior_tactician
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L10
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L10 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^10 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L10
		value = 5000
	} {
		type = support
		id = L10
		value = 5000
	} {
		type = diplo_action_desire
		id = L10
		target = lend_lease
		value = 2000
	}
}
### Entity: Idea
Component: idea_RAJ_confiscated_princely_wealth
Constructs: production_speed_buildings_factor, removal_cost, communism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_confiscated_princely_wealth = {
	allowed = {
		original_tag = RAJ
	}
	picture = ROM_king_carol_emptied_accounts
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.02
		production_speed_buildings_factor = 0.08
	}
}
### Entity: Country History
Country: ALB
Component: ALB_technology
Constructs: set_technology
Source: game
File: history/countries/ALB - Albania.txt

Code:
# Starting Technologies for ALB
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
	tech_support = 1
	tech_recon = 1
}
### Entity: Event
Component: naw_norway.14
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.14
	title = naw_norway.14.t
	desc = naw_norway.14.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.14.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Character
Component: scientist_trait_resourceful
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_resourceful = {
	modifier = {
		special_project_facility_supply_consumption_factor = -0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_use_miklas
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_use_miklas
	icon = GFX_goal_AUS_ally_miklas_red
	relative_position_id = AUS_fight_kaiser_influence
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_fight_kaiser_influence
	}
	cost = 8
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_president_miklas
			add_idea = AUS_president_miklas_supportive
		}
		add_power_balance_value = {
			id = AUS_monarchist_power_balance
			value = -0.2
			tooltip_side = AUS_parliament_side
		}
	}
}
### Entity: Character
Component: SIA_police_general
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_police_general = {
	random = no
	sprite = 13
	resistance_target = -0.05
	resistance_growth = -0.15
	resistance_garrison_penetration_chance = -0.15
}
### Entity: Event
Component: AUS_political_events.82
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.82
	title = AUS_political_events.82.t
	desc = AUS_political_events.82.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.82.a
		ai_chance = {
			base = 10
		}
		event_option_tooltip = AUS_political_events.81.a
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_USA
Source: game
File: common/ai_focuses/USA.txt

Code:
ai_focus_peaceful_USA = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AUnited_States_focus_tree.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 800 pixels. Other resolution: 1,680 × 1,050 pixels.
Original file &#8206;(1,680 × 1,050 pixels, file size: 214 KB, MIME type: image/jpeg)
### Entity: Event
Component: NSB_polish_fascist_events.1
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, is_major, fire_only_once, has_global_flag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.1
	title = NSB_polish_fascist_events.1.t
	desc = NSB_polish_fascist_events.1.desc
	picture = GFX_report_event_danzig_joins_nazis
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_polish_fascist_events.1.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				any_other_country = {
					is_major = yes
					has_war_with = POL
					NOT = {
						has_war_with = ROOT
					}
				}
			} {
				factor = 0.1
				any_other_country = {
					is_major = yes
					has_government = democratic
					has_war_with = POL
					NOT = {
						has_war_with = ROOT
					}
				}
			} {
				factor = 0.2
				has_global_flag = sov_yes_pact
			} {
				factor = 2
				has_global_flag = sov_no_pact
			}
		}
		hidden_effect = {
			POL = {
				country_event = NSB_polish_fascist_events.101
			}
		}
		if = {
			limit = {
				has_global_flag = sov_yes_pact
			}
			SOV = {
				country_event = germany.16
			} {
				add_state_claim = 96 95 94 93 91 97 89 784
				effect_tooltip = {
					create_wargoal = {
						type = annex_everything
						target = GER
					}
				}
			}
			clr_global_flag = sov_yes_pact
			diplomatic_relation = {
				country = SOV
				relation = non_aggression_pact
				active = no
			}
		}
		POL_become_german_puppet_effect = yes
		set_global_flag = beck_ribbentrop_signed
	} {
		name = NSB_polish_fascist_events.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				POL = {
					is_ai = no
				}
			}
		}
		hidden_effect = {
			POL = {
				country_event = NSB_polish_fascist_events.102
			}
		}
	}
}
### Entity: Event
Component: AFG_political_events.72
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, create_wargoal, take_state_focus
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.72
	title = AFG_political_events.72.t
	desc = AFG_political_events.72.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = AFG_political_events.72.a
		ai_chance = {
			base = 5
		}
		effect_tooltip = {
			FROM = {
				every_owned_state = {
					limit = {
						OR = {
							state = 988 987 442 445
						}
					}
					transfer_state_to = AFG
				}
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.73
				hours = 1
			}
		}
	} {
		name = AFG_political_events.72.b
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			AFG = {
				create_wargoal = {
					target = FROM
					type = take_state_focus
					generator = {
						988 987 442 445
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.74
				hours = 1
			}
		}
	}
}
### Entity: Trigger Reference
Construct: compliance_speed
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## compliance_speed

* Supported Scopes: STATE
* Supported Targets: any

```
Compares the current compliance speed of a state to a value. Example: compliance_speed > 50 
```
### Entity: Idea
Component: COG_heat_resistant_cobalt_small_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/congo.txt

Code:
COG_heat_resistant_cobalt_small_idea = {
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_air
	modifier = {

	}
	equipment_bonus = {
		small_plane_airframe_4 = {
			build_cost_ic = -0.05
		}
		medium_plane_airframe_4 = {
			build_cost_ic = -0.05
		}
		large_plane_airframe_4 = {
			build_cost_ic = -0.03
		}
	}
}