Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: _max_le
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_max_level_terrain_limit"></span><Building>_max_level_terrain_limit

* **Description**: Maximum allowed building level for specific terrain.
* Number with 0 decimal places
* **Categories**: country

* **Modified types**: air_base_desert, air_base_forest, air_base_hills, air_base_jungle, air_base_lakes, air_base_marsh, air_base_mountain, air_base_ocean, air_base_plains, air_base_unknown, air_base_urban, air_base_water_deep_ocean, air_base_water_fjords, air_base_water_shallow_sea, air_facility_desert, air_facility_forest, air_facility_hills, air_facility_jungle, air_facility_lakes, air_facility_marsh, air_facility_mountain, air_facility_ocean, air_facility_plains, air_facility_unknown, air_facility_urban, air_facility_water_deep_ocean, air_facility_water_fjords, air_facility_water_shallow_sea, anti_air_building_desert, anti_air_building_forest, anti_air_building_hills, anti_air_building_jungle, anti_air_building_lakes, anti_air_building_marsh, anti_air_building_mountain, anti_air_building_ocean, anti_air_building_plains, anti_air_building_unknown, anti_air_building_urban, anti_air_building_water_deep_ocean, anti_air_building_water_fjords, anti_air_building_water_shallow_sea, arms_factory_desert, arms_factory_forest, arms_factory_hills, arms_factory_jungle, arms_factory_lakes, arms_factory_marsh, arms_factory_mountain, arms_factory_ocean, arms_factory_plains, arms_factory_unknown, arms_factory_urban, arms_factory_water_deep_ocean, arms_factory_water_fjords, arms_factory_water_shallow_sea, bunker_desert, bunker_forest, bunker_hills, bunker_jungle, bunker_lakes, bunker_marsh, bunker_mountain, bunker_ocean, bunker_plains, bunker_unknown, bunker_urban, bunker_water_deep_ocean, bunker_water_fjords, bunker_water_shallow_sea, canal_kiel_desert, canal_kiel_forest, canal_kiel_hills, canal_kiel_jungle, canal_kiel_lakes, canal_kiel_marsh, canal_kiel_mountain, canal_kiel_ocean, canal_kiel_plains, canal_kiel_unknown, canal_kiel_urban, canal_kiel_water_deep_ocean, canal_kiel_water_fjords, canal_kiel_water_shallow_sea, canal_panama_desert, canal_panama_forest, canal_panama_hills, canal_panama_jungle, canal_panama_lakes, canal_panama_marsh, canal_panama_mountain, canal_panama_ocean, canal_panama_plains, canal_panama_unknown, canal_panama_urban, canal_panama_water_deep_ocean, canal_panama_water_fjords, canal_panama_water_shallow_sea, cataract_dam_mountain_desert, 
# ... (truncated)
### Entity: Joint Focus
Component: CONGO_legacy_of_lake_tanganyika
Constructs: prerequisite, joint_focus, add_ideas, has_war_with, completion_reward, set_technology, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_legacy_of_lake_tanganyika
	dynamic = yes
	icon = GFX_focus_CONGO_legacy_of_lake_tanganyika
	prerequisite = {
		focus = CONGO_compagnie_belge_maritime_du_congo
	}
	relative_position_id = CONGO_chefs_coutumiers
	x = 5
	y = 3
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			has_global_flag = COG_force_publique_reformed_flag
		} {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		hidden_effect = {
			set_technology = {
				ToA_river_boats_tech = 1
				popup = no
			}
		} {
			CONGO_one_more_focus_done = yes
		}
		add_ideas = COG_brown_water_navy_idea
	}
}
### Entity: Modding Documentation
Construct: ARMORED_CAR_EQUIPMENT_#####
Constructs: ARMORED_CAR_EQUIPMENT_#####, maximum_speed, build_cost_ic
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
#### ARMORED CAR EQUIPMENT #####
################################
```
- `maximum_speed`
- `reliability`
- `defense`
- `breakthrough`
- `hardness`
- `armor_value`
- `soft_attack`
- `hard_attack`
- `ap_attack`
- `air_attack`
- `build_cost_ic`
- `fuel_consumption`
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_empire_3
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_empire_3
	icon = GFX_goal_generic_improve_relations
	ai_will_do = {
		factor = 2
	}
	x = 2
	y = 4
	mutually_exclusive = {
		focus = MAL_the_empire_2
	}
	prerequisite = {
		focus = MAL_the_empire_1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_political_idea_neutrality
			add_idea = MAL_political_idea_neutrality_1
		}
	}
}
### Entity: Character
Component: MLW_nt
Source: game
File: common/characters/MLW.txt

Code:
MLW_nt = {
	advisor = {
		slot = theorist
		idea_token = MLW_nt
		ledger = navy
		allowed = {
			original_tag = MLW
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Unit Template
Component: HOL_CITIES
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		HOL
	}
	type = ship
	prefix = HrMs 
	unique = {
		Rotterdam Amsterdam Den Haag Utrecht Eindhoven Tilburg Groningen Nijmegen Breda Almere Stad Enschede Arnhem Amersfoort Maastricht Zwolle Deventer Venlo Zoetermeer Roosendaal Apeldoorn
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_renew_kyoseivanovs_term
Constructs: prerequisite, has_government, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_renew_kyoseivanovs_term
	prerequisite = {
		focus = BUL_crush_the_military_union
	}
	relative_position_id = BUL_crush_the_military_union
	icon = GFX_focus_generic_self_management
	x = -1
	y = 1
	cost = 3
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = neutrality
	}
	completion_reward = {
		add_timed_idea = {
			idea = BUL_renewed_term
			days = 120
		}
	}
}
### Entity: Event
Component: CHL_political_events.2
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, add_to_faction
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.2
	title = CHL_political_events.2.t
	desc = CHL_political_events.2.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.2.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			add_to_faction = FROM
		} {
			add_to_faction = CHL
		}
	} {
		name = CHL_political_events.2.b
		ai_chance = {
			base = 0
		}
		add_political_power = -25
	}
}
### Entity: Event
Component: r56_afghanistan.28
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, add_war_support, add_stability, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.28
	picture = GFX_report_event_AFG_fate_of_the_royal_family
	title = r56_afghanistan.28.t
	desc = r56_afghanistan.28.d
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		has_government = communism
		has_completed_focus = AFG_depose_the_king
	}
	option = {
		name = r56_afghanistan.28.a
		custom_effect_tooltip = AFG_exile_royal_family_tt
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_war_support = 0.05
		add_stability = -0.05
		hidden_effect = {
			every_character = {
				limit = {
					has_trait = AFG_barakzai_royalist
				}
				remove_trait = {
					trait = AFG_barakzai_royalist
				}
			}
		}
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_jugantar
Constructs: prerequisite, has_war_with, completion_reward, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_jugantar
	icon = GFX_focus_focus_fra_maquis
	prerequisite = {
		focus = RAJ_the_red_curtain_falls_over_asia
	}
	x = 1
	y = 1
	relative_position_id = RAJ_the_red_curtain_falls_over_asia
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		OR = {
			PAK = {
				exists = no
			} {
				is_subject_of = ROOT
			}
			has_war_with = PAK
			AND = {
				PAK = {
					NOT = {
						controls_state = 430
					}
				} {
					NOT = {
						controls_state = 431
					}
				}
			}
		}
	}
	bypass_effect = {
		army_experience = 50
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_jugantar_tt
		army_experience = 50
	}
}
### Entity: Event
Component: CZE.103
Constructs: is_triggered_only, limit, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.103
	title = CZE.103.t
	desc = CZE.103.d
	picture = GFX_CZKE_steel_works_report
	is_triggered_only = yes
	option = {
		name = CZE.103.a
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				74
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				72
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Component: BEL_social_partners_dynamic_modifier
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_social_partners_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ARG_social_welfare_fund_ns
	industry_free_repair_factor = BEL_social_partners_industry_free_repair_factor
	production_factory_start_efficiency_factor = BEL_social_partners_production_factory_start_efficiency_factor
	industrial_capacity_dockyard = BEL_social_partners_industrial_capacity_dockyard
	industrial_capacity_factory = BEL_social_partners_industrial_capacity_factory
	production_speed_rail_way_factor = BEL_social_partners_production_speed_rail_way_factor
	production_speed_supply_node_factor = BEL_social_partners_production_speed_supply_node_factor
	production_factory_max_efficiency_factor = BEL_social_partners_production_factory_max_efficiency_factor
	production_speed_buildings_factor = BEL_social_partners_production_speed_buildings_factor
	production_factory_efficiency_gain_factor = BEL_social_partners_production_factory_efficiency_gain_factor
	resource_trade_cost_bonus_per_factory = BEL_social_partners_resource_trade_cost_bonus_per_factory
}
### Entity: Country History
Country: CPS
Component: CPS_technology
Constructs: set_technology
Source: game
File: history/countries/CPS - Champasak.txt

Code:
# Starting Technologies for CPS
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_mountaineers = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_central_anatolian_heavy_industry
Constructs: prerequisite, completion_reward, has_tech, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_central_anatolian_heavy_industry
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = TUR_exploit_the_sivas_iron_mines
	} {
		focus = TUR_expand_the_eastern_railway_networks
	}
	x = -1
	y = 1
	relative_position_id = TUR_exploit_the_sivas_iron_mines
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = construction4
		has_full_control_of_state = 49 355 349
	}
	completion_reward = {
		49 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		355 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		349 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: lar_spain.85
Constructs: has_completed_focus, owns_state, has_war_with, has_country_flag, fire_only_once, has_full_control_of_state, save_event_target_as
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.85
	title = lar_spain.85.t
	desc = lar_spain.85.desc
	picture = GFX_report_event_soldiers_marching
	trigger = {
		tag = SPD
		has_completed_focus = SPR_war_of_independence
		has_country_flag = SOV_took_spanish_states
		has_war_with = SOV
		SOV = {
			owns_state = 165
		}
		has_full_control_of_state = 165
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			165 = {
				save_event_target_as = SPR_stolen_state_name
			}
		}
	}
	option = {
		name = lar_spain.85.a
		transfer_state = 165
		hidden_effect = {
			SOV = {
				country_event = {
					id = lar_spain.88
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_steel_mills
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_steel_mills
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = CUB_fill_the_railways_gaps
	}
	x = -2
	y = 1
	relative_position_id = CUB_fill_the_railways_gaps
	cost = 10
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
		random_owned_controlled_state = {
			prioritize = {
				92
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: YUG_CL_HISTORICAL
Source: game
File: common/units/names_ships/YUG_ship_names.txt

Code:
YUG_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		YUG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = KB 
	fallback_name = Svetlo Krstarica %d
	unique = {
		Dalmacija Sarajevo Brus Nis Smederovo Manasija Vrsac Ljubljana Belgrade Zagreb Novi Sad Budva Cetinje Dubrovnik Pec Pizren Pristina Split Banja Luka
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_FRA
Source: game
File: common/ai_focuses/FRA.txt

Code:
ai_focus_defense_FRA = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_expeditionaries_to_E08
Constructs: check_variable, send_expeditionary_force
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_expeditionaries_to_E08 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_expeditionary_targets^8 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = E08
		target = send_expeditionary_force
		value = 10000
	}
}
### Entity: AI Strategy
Component: USA_germany_friendly
Constructs: has_government, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/USA_alternate_strategy_plan.txt

Code:
USA_germany_friendly = {
	name = US plan for friendly Germany
	desc = Plan for the US in case of Germany being of same ideology
	allowed = {
		original_tag = USA
	}
	enable = {
		is_historical_focus_on = no
		GER = {
			has_government = ROOT
		}
	}
	abort = {
		NOT = {
			GER = {
				has_government = ROOT
			}
		}
	}
	focus_factors = {
		USA_war_plan_red = 10
		USA_war_plan_crimson = 10
		USA_war_plan_gold = 10
		USA_war_plan_ruby = 10
		USA_war_plan_scarlet_garnet = 10
		USA_intervention_in_europe = 20
		USA_war_plan_white = 20
		USA_war_plan_black = 0
		USA_limited_intervention = 25
		USA_war_propaganda = 20
		USA_focus_on_asia = 0
	}
	ai_strategy = {
		type = support
		id = GER
		value = 200
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: wtt_japan.123
Constructs: is_triggered_only, annex_country
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.123
	title = wtt_japan.123.t
	desc = wtt_japan.123.desc
	picture = GFX_report_event_japanese_chinese_surrender
	is_triggered_only = yes
	option = {
		name = wtt_japan.123.a
		effect_tooltip = {
			annex_country = {
				target = event_target:jap_civ_loser
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_develop_the_rear
Constructs: prerequisite, limit, completion_reward, has_idea, is_subject_of, every_state, set_state_flag, add_dynamic_modifier
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_develop_the_rear
	icon = GFX_goal_war_infrastructure
	x = 2
	y = 2
	cost = 8
	relative_position_id = MON_modernize_transportation_system
	prerequisite = {
		focus = MON_modernize_transportation_system
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
		OR = {
			ROOT = {
				controls_state = 563 565
			}
			any_other_country = {
				is_subject_of = ROOT
				OR = {
					controls_state = 563 565
				}
			}
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 563 565
				}
			}
			r56_state_category_level_up = yes
			set_state_flag = MON_invested_into_state
			add_dynamic_modifier = {
				modifier = r56_local_development
			}
		}
		build_railway = {
			path = {
				4797 1762 4837 10528 4766 12507 7860 10683 7786 4677
			}
		}
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_arrest_nashashbi_figures
Constructs: prerequisite, completion_reward, add_political_power, retire_character, add_popularity
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_arrest_nashashbi_figures
	icon = GFX_goal_arrests
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_weapons_for_jihad
	}
	cost = 5
	relative_position_id = PAL_weapons_for_jihad
	completion_reward = {
		retire_character = PAL_raghib_al_nashashbi
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = -0.1
		}
		add_political_power = 150
	}
}
### Entity: Event
Component: toykan.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.1
	title = toykan.1.t
	desc = toykan.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.1.a
		ai_chance = {
			base = 100
		}
		BUL = {
			country_event = {
				hours = 3
				id = toykan.2
			}
		}
	} {
		name = toykan.1.b
		ai_chance = {
			base = 0
		}
		BUL = {
			country_event = {
				hours = 3
				id = toykan.3
			}
		}
	}
}
### Entity: Decision
Component: FRA_spanish_intervention_category
Constructs: stability_factor, has_war, limit, war_support_factor, has_government, has_war_with, has_country_flag, fire_only_once
Source: game
File: common/decisions/FRA.txt

Code:
FRA_spanish_intervention_category = {
	FRA_invite_FROM_to_non_intervention = {
		available = {
			has_country_flag = FRA_non_intervention
		}
		target_array = global.majors
		target_trigger = {
			FROM = {
				exists = yes
				NOT = {
					has_country_flag = FRA_non_intervention_agreed FRA_non_intervention_refused
				}
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
		visible = {
			has_country_flag = FRA_non_intervention
		}
		target_root_trigger = {
			has_country_flag = FRA_non_intervention
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 1
			modifier = {
				not = {
					has_government = democratic
				}
				factor = 0
			} {
				has_stability = < 0.3
				factor = 5
			}
		}
		complete_effect = {
			FROM = {
				country_event = lar_non_intervention.1
			}
		}
	}
	FRA_allow_non_military_aid = {
		available = {

		}
		visible = {
			not = {
				has_country_flag = FRA_non_military_aid_allowed
			}
		}
		cancel_trigger = {
			OR = {
				has_global_flag = scw_over
				not = {
					has_country_flag = FRA_non_military_aid_allowed
				}
			}
		}
		complete_effect = {
			set_country_flag = FRA_non_military_aid_allowed
			clr_country_flag = FRA_non_intervention
			custom_effect_tooltip = FRA_non_military_aid_tt
			unlock_decision_tooltip = FRA_ban_non_military_aid
		}
		cost = 25
		ai_will_do = {
			factor = 1.5
			modifier = {
				has_stability = < 0.3
				factor = 0
			}
		}
		days_remove = -1
		modifier = {
			stability_factor = -0.05
		}
	}
	FRA_ban_non_military_aid = {
		available = {

		}
		visible = {
			has_country_flag = FRA_non_military_aid_allowed
		}
		complete_effect = {
			clr_country_flag = FRA_non_military_aid_allowed
			set_country_flag = FRA_non_intervention
		}
		cost = 0
		ai_will_do = {
			factor = 0
			modifier = {
				has_stability = < 0.3
				add = 5
			}
		}
	}
	FRA_send_non_military_aid_to_FROM = {
		available = {
			has_equipment = {
				support_equipment = > 99
			}
		}
		visible = {
			has_country_flag = FRA_non_military_aid_allowed
		}
		target_root_trigger = {
			has_country_flag = FRA_non_military_aid_allowed
		}
		targets = {
			SPA SPR SPB SPC SPD
		}
		target_trigger = {
			FROM = {
				exists = yes
				has_war = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		days_re_enable = 30
		complete_effect = {
			send_equipment = {
				type = support_equipment
				amount = 100
				target =
# ... (truncated)
### Entity: Idea
Component: CZE_the_prague_agreement2_idea
Constructs: has_war_with, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_the_prague_agreement2_idea = {
	picture = CZE_the_prague_agreement
	allowed = {
		tag = CZE
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		cic_to_target_factor = 0.25
		mic_to_target_factor = 0.35
	}
	modifier = {
		consumer_goods_factor = 0.45
		industrial_capacity_factory = -0.3
		political_power_cost = 0.3
	}
}