Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: multi_role_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
multi_role_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			reliability = 0.1
		}
		medium_plane_airframe = {
			reliability = 0.1
		}
		small_plane_cas_airframe = {
			reliability = 0.1
		}
		medium_plane_scout_plane_airframe = {
			reliability = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3AMeneth.html

Doc:
What links here
Page:&#160; Namespace:&#160;
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/User:Meneth"
### Entity: Character
Component: CHI_wang_shuming
Source: game
File: common/characters/CHI.txt

Code:
CHI_wang_shuming = {
	name = CHI_wang_shuming
	portraits = {
		army = {
			small = GFX_idea_CHI_wang_shuming
		}
	}
	advisor = {
		slot = air_chief
		idea_token = CHI_wang_shuming
		allowed = {
			original_tag = CHI
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: Order of Battle
Component: Michigan Defense Force
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = Michigan Defense Force
	location = 6710
	division_template = State Defense Force
}
### Entity: Character
Component: ARG_jose_cantilo
Source: game
File: common/characters/ARG.txt

Code:
ARG_jose_cantilo = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_jose_cantilo
		allowed = {
			original_tag = ARG
		}
		traits = {
			silver_tongue_no_lar
		}
	}
	name = José María Cantilo
	portraits = {
		army = {
			small = GFX_portrait_ARG_jose_cantilo_small
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_naval_doctrine
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_naval_doctrine
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = PRU_expand_naval_production
	}
	relative_position_id = PRU_a_reborn_navy
	x = 0
	y = 4
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 150
		add_doctrine_cost_reduction = {
			name = SPR_navy_modernization
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		PRU_increase_navy_25_percent = yes
	}
}
### Entity: Character
Component: KUR_mt
Source: game
File: common/characters/KUR.txt

Code:
KUR_mt = {
	advisor = {
		slot = theorist
		idea_token = KUR_mt
		ledger = army
		allowed = {
			original_tag = KUR
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_confiscate_soviet_weaponry
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_active_mission, add_days_mission_timeout
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_confiscate_soviet_weaponry
	icon = GFX_goal_generic_seize_stockpiles
	x = 1
	y = 1
	relative_position_id = MON_ensure_control_over_the_railways
	cost = 7.16
	prerequisite = {
		focus = MON_ensure_control_over_the_railways
	}
	available = {
		NOT = {
			has_completed_focus = MON_seize_the_power
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2500
			producer = SOV
		} {
			type = support_equipment
			amount = 200
			producer = SOV
		} {
			type = artillery_equipment
			amount = 100
			producer = SOV
		}
		MON_soviet_medium_influence_decrease_effect = yes
		if = {
			limit = {
				has_active_mission = MON_choibalsan_plot
			}
			add_days_mission_timeout = {
				mission = MON_choibalsan_plot
				days = 100
			}
		}
		MON_mongol_bank_funds_increase = yes
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Character
Component: SIA_phra_sitthi_ruang_dejpol
Constructs: limit, has_dlc
Source: game
File: common/characters/SIA.txt

Code:
SIA_phra_sitthi_ruang_dejpol = {
	advisor = {
		ledger = army
		slot = high_command
		idea_token = SIA_phra_sitthi_ruang_dejpol
		allowed = {
			original_tag = SIA
		}
		traits = {
			army_regrouping_2
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_increase_military_approval = yes
			}
		}
		on_remove = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_decrease_military_approval = yes
			}
		}
	}
	name = SIA_phra_sitthi_ruang_dejpol
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_phra_sitthi_ruang_dejpol_small
		}
	}
}
### Entity: Idea
Component: limited_exports
Constructs: has_completed_focus, research_speed_factor, has_war, limit, has_government, is_major, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/_economic.txt

Code:
limited_exports = {
	available = {
		OR = {
			AND = {
				has_government = democratic
				has_war = yes
				any_enemy_country = {
					ic_ratio = {
						tag = ROOT
						ratio = > 0.2
					}
				}
			} {
				NOT = {
					has_government = democratic
				}
				OR = {
					has_idea = partial_economic_mobilisation war_economy tot_economic_mobilisation
					if = {
						limit = {
							original_tag = GER
						}
						has_idea = totaler_krieg_economy
					}
					else = {
						hidden_trigger = {
							always = no
						}
					}
				}
			}
			if = {
				limit = {
					original_tag = RAJ
					has_dlc = Graveyard of Empires
				}
				has_completed_focus = RAJ_raise_import_duties
			}
			else = {
				hidden_trigger = {
					always = no
				}
			}
		}
		if = {
			limit = {
				original_tag = CHI
				has_dlc = Waking the Tiger
			}
			NOT = {
				has_idea = CHI_nine_power_treaty
			}
		} {
			limit = {
				original_tag = SPR
				has_dlc = La Resistance
			}
			NOT = {
				has_completed_focus = SPR_all_must_bear_the_torch
			}
		}
	}
	cost = 150
	removal_cost = -1
	modifier = {
		min_export = 0.25
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_speed_buildings_factor = 0.05
		research_speed_factor = 0.01
		civilian_intel_to_others = 10.0
		navy_intel_to_others = 5
		lend_lease_tension = 0.2
		cic_construction_boost = -0.05
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 1
		modifier = {
			add = -1
			is_major = no
			is_in_faction = yes
			has_war = yes
		} {
			add = -1
			is_major = no
			has_war = no
		} {
			factor = 200
			NOT = {
				has_government = fascism
			} {
				has_idea = closed_economy
			}
			has_war = yes
			is_major = yes
		} {
			add = 1500
			has_idea = closed_economy
			has_large_ally_not_pick_closed_economy = yes
		} {
			factor = 0.5
			original_tag = GER
			OR = {
				has_idea = autarkic_economy autarkic_economy_improved
			}
		}
	}
	on_add = {
		if = {
			limit = {
				has_dlc = Thunder at Our Gates
				original_tag = SIA
			}
			if = {
				limit = {
					check_variable = {
						SIA_current_trade_law = > 2
					}
				}
				SIA_decrease_military_approval = yes
				SIA_increase_civilian_approval = yes
			}
			else = {
				SIA_increase_military_approval = yes
				SIA_decrease_civilian_approval = yes
			}
			set_variable = {
				SIA_current_trade_law = 2
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, remove_ideas, has_country_flag, add_opinion_modifier, fire_only_once, has_idea, complete_effect, remove_opinion_modifier
Source: game
File: common/decisions/JAP.txt

Code:
political_actions = {
	JAP_break_the_london_naval_treaty = {
		icon = generic_break_treaty
		allowed = {
			original_tag = JAP
		}
		available = {

		}
		visible = {
			has_idea = JAP_the_london_naval_treaty
			has_completed_focus = JAP_join_the_london_naval_treaty
		}
		fire_only_once = yes
		modifier = {

		}
		days_remove = 0
		days_re_enable = 0
		cost = 25
		ai_will_do = {
			factor = 0
		}
		complete_effect = {
			remove_ideas = JAP_the_london_naval_treaty
			FRA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = JAP_broke_the_london_naval_treaty
				}
			} {
				remove_opinion_modifier = {
					target = ROOT
					modifier = JAP_join_the_london_naval_treaty
				}
			}
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = JAP_broke_the_london_naval_treaty
				}
			} {
				remove_opinion_modifier = {
					target = ROOT
					modifier = JAP_join_the_london_naval_treaty
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = JAP_broke_the_london_naval_treaty
				}
			} {
				remove_opinion_modifier = {
					target = ROOT
					modifier = JAP_join_the_london_naval_treaty
				}
			}
			remove_opinion_modifier = {
				target = FRA
				modifier = JAP_join_the_london_naval_treaty
			} {
				target = USA
				modifier = JAP_join_the_london_naval_treaty
			} {
				target = ENG
				modifier = JAP_join_the_london_naval_treaty
			}
		}
	}
	JAP_promote_hayao_tada_to_lieutenant_general_decision = {
		priority = 50
		icon = GFX_decision_generic_army_support
		ai_will_do = {
			base = 250
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_country_flag = JAP_promoted_hayao_tada_flag
			}
		}
		available = {
			has_civil_war = no
			NOT = {
				has_idea = JAP_military_strike_idea
			}
		}
		days_remove = 35
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = ETH_build_local_resistance_force_cost
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
		}
		modifier = {

		}
		remove_effect = {
			custom_effect_tooltip = JAP_promote_hayao_tada_to_lieutenant_general_tt
			hidden_effect = {
				set_country_flag = JAP_promoted_hayao_tada_flag
			}
		}
	}
}
### Entity: Operation
Component: capture_cyphers_seduction
Source: game
File: common/operation_phases/lar_capture_cyphers.txt

Code:
capture_cyphers_seduction = {
	name = capture_cyphers_seduction
	desc = capture_cyphers_seduction_desc
	outcome = capture_cyphers_seduction_outcome
	picture = GFX_phase_infiltrate_military_seduction
	icon = GFX_phase_infiltrate_military_seduction_small
	requirements = {

	}
	equipment = {

	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_idea
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_idea = {
	name = PRC_the_internal_enemy
	picture = PRC_the_internal_enemy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = PRC_the_internal_enemy_tt
	}
}
### Entity: Character
Component: JAP_kojiro_fukushi
Constructs: has_government
Source: game
File: common/characters/JAP.txt

Code:
JAP_kojiro_fukushi = {
	name = JAP_kojiro_fukushi
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_kojiro_fukushi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_kojiro_fukushi
		allowed = {
			original_tag = JAP
		}
		visible = {
			OR = {
				has_government = fascism neutrality
			}
		}
		available = {
			has_government = fascism
		}
		traits = {
			JAP_fascist_poet
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Country History
Country: RNG
Component: RNG_technology
Constructs: set_technology
Source: game
File: history/countries/RNG - Reorganized National Government.txt

Code:
# Starting Technologies for RNG
set_technology = {
	infantry_weapons = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
}
### Entity: Decision
Component: GER_spreading_the_red_flame_cat
Constructs: has_completed_focus, has_government, is_subject
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_spreading_the_red_flame_cat = {
	priority = 9
	icon = GFX_decision_category_SOV_permanent_revolution
	picture = GFX_decision_cat_picture_spreading_the_red_flame
	allowed = {
		original_tag = GER
	}
	visible_when_empty = yes
	visible = {
		is_subject = no
		has_government = communism
		has_completed_focus = GER_spark_the_flame_of_revolution
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_getyear_general_elections
Constructs: prerequisite, limit, completion_reward, add_political_power, add_popularity, unlock_decision_category_tooltip, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_the_getyear_general_elections
	icon = GFX_goal_generic_election
	x = 0
	y = 2
	cost = 5
	available = {
		democratic = > 0.25
	}
	prerequisite = {
		focus = AFG_irrigation_scheme
	} {
		focus = AFG_form_watan_party
	}
	relative_position_id = AFG_appoint_mahmud
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		activate_mission = AFG_elections_mission
		unlock_decision_category_tooltip = AFG_elections_category
		custom_effect_tooltip = r56_newline available_political_advisor
		show_ideas_tooltip = AFG_homeira_seljuqi
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Division_Designer.html

Doc:
all
(Main)
Talk
User
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&#160;Invert selection &#160;Associated namespace |
Tag filter: | |
Page name: | Show changes to pages linked to the given page instead |

10 April 2016
| &#160;m&#160;&#160;&#160;16:12&#160; | Experience‎‎ (2 changes | history) . . (+90)‎ . . [Denkt‎ (2×)] |
| &#160;m&#160;&#160;&#160; | 16:12 (cur | prev) . . (+36)‎ . . Denkt (Talk | contribs) |

| &#160;m&#160;&#160;&#160; | 15:54 (cur | prev) . . (+54)‎ . . Denkt (Talk | contribs) (Experience effect on combat effectivness) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Division_Designer"
### Entity: Character
Component: URG_eduardo_victor_haedo
Source: game
File: common/characters/URG.txt

Code:
URG_eduardo_victor_haedo = {
	advisor = {
		slot = political_advisor
		idea_token = URG_eduardo_victor_haedo
		allowed = {
			original_tag = URG
		}
		available = {

		}
		traits = {
			minister_of_ecclesiastical_affairs
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_URG_eduardo_victor_haedo_small
		}
	}
}
### Entity: Event
Component: NSB_poland_communist_events.2
Constructs: is_triggered_only, ai_chance, is_major, fire_only_once, has_army_size, is_in_faction_with, is_in_faction, has_guaranteed
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.2
	title = NSB_poland_communist_events.2.t
	desc = NSB_poland_communist_events.2.desc
	picture = GFX_report_event_lithuanian_ultimatum
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.2.a
		ai_chance = {
			base = 30
			modifier = {
				add = -25
				POL = {
					has_army_size = {
						size = < 40
					}
				}
			} {
				add = 100
				POL = {
					has_army_size = {
						size = > 39
					}
				}
			} {
				add = 20
				is_in_faction_with = POL
			} {
				factor = 0.1
				is_in_faction = yes
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
		hidden_effect = {
			FROM = {
				country_event = NSB_poland_communist_events.201
			}
		}
	} {
		name = NSB_poland_communist_events.2.b
		ai_chance = {
			base = 10
			modifier = {
				POL = {
					has_army_size = {
						size = > 39
					}
				}
				factor = 0.5
			} {
				add = 20
				POL = {
					has_army_size = {
						size = < 30
					}
				}
			} {
				factor = 2
				is_in_faction = yes
				NOT = {
					is_in_faction_with = POL
				}
			} {
				any_other_country = {
					has_guaranteed = LIT
				}
				factor = 5
			} {
				any_other_country = {
					is_major = yes
					has_guaranteed = LIT
				}
				factor = 5
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = NSB_poland_communist_events.202
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_industrial_expansion
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, is_controlled_by, has_state_flag
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_industrial_expansion
	icon = GFX_focus_generic_industry_3
	available = {

	}
	prerequisite = {
		focus = FRA_metropolitan_france FRA_algerie_france
	}
	x = 0
	y = 1
	relative_position_id = FRA_metropolitan_france
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				has_state_flag = FRA_industrial_expansion_target
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FRA_industrial_expansion_effect_tt
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				has_state_flag = FRA_industrial_expansion_target
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: MLT_aco2
Source: game
File: common/characters/MLT.txt

Code:
MLT_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = MLT_aco2
		allowed = {
			original_tag = MLT
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Event
Component: mongol.53
Constructs: is_triggered_only, limit, remove_ideas, fire_only_once, add_political_power, has_idea, is_unit_leader, add_unit_leader_trait
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.53
	title = mongol.53.t
	desc = mongol.53.d
	picture = GFX_report_event_MON_amar_with_russians_and_rightists
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.53.a
		add_political_power = -50
		if = {
			limit = {
				has_idea = MON_consolidated_power_1
			}
			remove_ideas = MON_consolidated_power_1
		} {
			limit = {
				has_idea = MON_consolidated_power_2
			}
			remove_ideas = MON_consolidated_power_2
		} {
			limit = {
				has_idea = MON_consolidated_power_3
			}
			remove_ideas = MON_consolidated_power_3
		}
		kill_country_leader = yes
		promote_character = MON_khorloogiin_choibalsan
		MON_khorloogiin_choibalsan = {
			if = {
				limit = {
					is_unit_leader = yes
				}
				add_unit_leader_trait = media_personality
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.72
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, add_popularity, set_country_flag
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.72
	title = CHL_political_events.72.t
	desc = CHL_political_events.72.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.72.a
		ai_chance = {
			base = 10
		}
		add_political_power = 25
		add_stability = -0.1
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = CHL_unlocks_various_communist_advisors
		hidden_effect = {
			set_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
		}
	} {
		name = CHL_political_events.72.b
		ai_chance = {
			base = 90
		}
		add_political_power = 75
		add_war_support = 0.05
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_sikh_approval_1
Constructs: remove_trigger, is_raj_or_raj_inheritor, is_subject_of
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_sikh_approval_1 = {
	icon = GFX_modifiers_RAJ_sikh_approval
	state_production_speed_buildings_factor = 0.15
	local_supplies = 0.2
	local_manpower = 0.15
	remove_trigger = {
		CONTROLLER = {
			AND = {
				NOT = {
					is_raj_or_raj_inheritor = yes
				} {
					is_subject_of = RAJ
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_support_continued_educational_expansion
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_stability, add_research_slot, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_support_continued_educational_expansion
	prerequisite = {
		focus = POR_continue_the_public_works_r56
	}
	icon = GFX_goal_generic_double_research
	cost = 10
	x = 0
	y = 1
	relative_position_id = POR_continue_the_public_works_r56
	ai_will_do = {
		base = 999
	}
	available = {
		OR = {
			has_stability = > 0.9
			num_of_factories = > 35
		}
	}
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				has_idea = POR_harrowing_illiteracy
			}
			swap_ideas = {
				remove_idea = POR_harrowing_illiteracy
				add_idea = POR_illiteracy
			}
		}
		else = {
			remove_ideas = POR_illiteracy
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_timed_idea = {
				idea = POR_lingering_illiteracy
				days = 720
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: HUN_mavag
Constructs: research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_mavag = {
	picture = generic_industrial_concern_1
	allowed = {
		original_tag = HUN
	}
	research_bonus = {
		industry = 0.15
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		industrial_steel_mills_trait
	}
}
### Entity: Character
Component: HUN_the_regent
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_the_regent = {
	random = no
	sprite = 13
	stability_factor = 0.05
	war_support_factor = 0.05
	political_power_factor = -0.15
}
### Entity: Event
Component: poland.121
Constructs: is_triggered_only, limit, random_country, owns_state
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.121
	title = poland.121.t
	desc = poland.121.d
	picture = GFX_report_event_dmowski_line
	is_triggered_only = yes
	option = {
		name = poland.121.a
		random_country = {
			limit = {
				owns_state = 67
			}
			country_event = poland.122
		}
	}
}