Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: AST_curtiss-wright_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_curtiss-wright_organization = {
	name = AST_curtiss-wright_organization
	include = generic_multi_role_aircraft_organization
	icon = GFX_idea_AST_curtiss-wright
	allowed = {
		original_TAG = AST
		has_dlc = Thunder at Our Gates
	}
	available = {
		owner = {
			has_completed_focus = AST_united_states_as_our_keystone
		}
	}
	add_trait = {
		token = AST_mio_trait_cross_pacific_logistics
		name = AST_mio_trait_cross_pacific_logistics
		icon = GFX_generic_mio_department_icon_plane_general_production
		special_trait_background = yes
		position = {
			x = 2
			y = 1
		}
		relative_position_id = generic_mio_trait_bubble_canopy
		any_parent = {
			generic_mio_trait_bubble_canopy generic_mio_trait_lengthened_wings
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
	} {
		token = AST_mio_trait_kittyhawk_reliability_programme
		name = AST_mio_trait_kittyhawk_reliability_programme
		icon = GFX_generic_mio_trait_icon_reliability
		special_trait_background = yes
		position = {
			x = -3
			y = 1
		}
		relative_position_id = generic_mio_trait_light_airframe
		any_parent = {
			generic_mio_trait_light_airframe
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane
		}
		equipment_bonus = {
			reliability = 0.05
			naval_strike_attack = 0.03
			air_ground_attack = 0.03
		}
	} {
		token = AST_mio_trait_dive_bombing_refinement
		name = AST_mio_trait_dive_bombing_refinement
		icon = GFX_generic_mio_trait_icon_torpedo_attack
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_reinforced_wing_hardpoints
		any_parent = {
			generic_mio_trait_reinforced_wing_hardpoints
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			naval_strike_attack = 0.05
			naval_strike_targetting = 0.03
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_PRC_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 9
	}
	location = 5007
	division_template = Renmin Jundui
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_army_status_quo
Constructs: division_template, prerequisite, limit, completion_reward, add_to_variable, set_division_force_allow_recruiting, force_allow_recruiting, set_division_template_cap
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_army_status_quo
	icon = GFX_goal_infantry_offensive
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_afghan_royal_army
	}
	mutually_exclusive = {
		focus = AFG_army_modernization
	}
	relative_position_id = AFG_afghan_royal_army
	completion_reward = {
		custom_effect_tooltip = AFG_status_quo_tt AFG_allow_milishia AFG_increase_milishia_cap_by_4 r56_newline
		add_to_variable = {
			AFG_army_conscription = 0.05
		} {
			AFG_enemy_air_superiority = -0.1
		}
		hidden_effect = {
			set_division_force_allow_recruiting = {
				division_template = Qawmī Lashkar
				force_allow_recruiting = yes
			}
		} {
			add_to_variable = {
				AFG_milishia_cap = 4
			}
			set_division_template_cap = {
				division_template = Qawmī Lashkar
				division_cap = AFG_milishia_cap
			}
			add_units_to_division_template = {
				template_name = Qawmī Lashkar
				regiments = {
					irregular_infantry = 0 1
				}
			}
		}
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			prioritize = {
				1010
			}
			custom_effect_tooltip = AFG_create_2_milishia_unit
			hidden_effect = {
				create_unit = {
					division = division_template = "Qawmī Lashkar" start_experience_factor = 0.05 start_equipment_factor = 0.95
					owner = ROOT
					count = 2
				}
			}
		}
		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_tribal_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Shared Focus
Component: GUAY_abolish_low_level_income_tax
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_abolish_low_level_income_tax
	icon = GFX_goal_generic_major_alliance
	x = 2
	y = 0
	relative_position_id = GUAY_urbanization
	prerequisite = {
		focus = GUAY_nationalize_foreign_owned_companies
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 60
		add_ideas = idea_GUAY_abolished_low_level_income_tax
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_princes_3
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_princes_3
	icon = GFX_focus_AST_never_gallipoli
	ai_will_do = {
		factor = 2
	}
	x = 20
	y = 4
	prerequisite = {
		focus = MAL_the_princes_2
	} {
		focus = MAL_the_princes_1
	}
	available = {
		OR = {
			date = > 1939.01.01
			compare_autonomy_state = > autonomy_puppet
			fascism = > 0.5
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_government_idea_2
			add_idea = MAL_government_idea_fascism
		}
		ENG = {
			country_event = {
				id = malaysia.15
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Misc Config
Component: non_colonial_power_controlled_african_states
Constructs: limit, is_on_continent, has_subject
Source: game
File: common/collections/collections.txt

Code:
non_colonial_power_controlled_african_states = {
	input = collection:african_states
	operators = {
		limit = {
			controller = {
				AND = {
					capital_scope = {
						is_on_continent = africa
					}
					NOT = {
						any_country = {
							has_subject = PREV
							capital_scope = {
								NOT = {
									is_on_continent = africa
								}
							}
						}
					}
				}
			}
		}
	}
	name = COLLECTION_NON_COLONIAL_CONTROLLED_AFRICAN_STATES
}
### Entity: Idea
Component: AFG_aid_communists_cw
Constructs: send_volunteer_size, send_volunteer_divisions_required
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_aid_communists_cw = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = SOU
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteer_divisions_required = -1
		lend_lease_tension = -0.3
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Rapidly_Increase_Arms_Production
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Rapidly_Increase_Arms_Production
	icon = GFX_focus_generic_army_modernizations
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Armed_Neutrality
	}
	x = -2
	y = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = DEN_Crackdown_on_Political_Violence
	completion_reward = {
		37 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = danish_neutrality
			add_idea = danish_neutrality_arms
		}
	}
}
### Entity: Idea
Component: JAP_japanese_armor_doctrine_2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_japanese_armor_doctrine_2 = {
	name = JAP_japanese_armor_doctrine
	picture = JAP_japanese_armor_doctrine
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_armor_attack_factor = -0.1
		custom_modifier_tooltip = JAP_jungle_armor_tt
	}
	equipment_bonus = {
		mio_cat_eq_all_tanks = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: TOG_aco2
Source: game
File: common/characters/TOG.txt

Code:
TOG_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = TOG_aco2
		allowed = {
			original_tag = TOG
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_missile
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_missile
* description: Total produced equipment of typemissile
### Entity: Order of Battle
Component: 3
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/FRA_1936_nsb.txt

Code:
units = {
	##### Northern France Region #####
	# VIe Corps d'Armée (Région Militaire in 1936) -- Metz
	division= {	# "42ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 42
		}
		location = 11502
		division_template = "Division d'Infanterie" 	# Frontline, best equipment
		start_experience_factor = 0.3
	}
	division= {	# "2ème Div. d'Inf. Nord-Africaine"
		division_name = {
			is_name_ordered = yes
			name_order = 42
		}
		location = 5291
		division_template = "Division Coloniale"	 	# Second line, reserve equipment
		start_experience_factor = 0.2
		start_equipment_factor = 0.5

	}
	division= {	
		name = "3ème Brigade de Chars de Combat"
		location = 11502
		division_template = "Brigade de Chars de Combat" 		# FT-17s
		start_experience_factor = 0.2
		force_equipment_variants = { light_tank_chassis_0 = { owner = "FRA" version_name = "FT mod. 31" } }
	}

	# Xe Corps d'Armée (Région Militaire in 1936) -- Strassbourg
	division= {	# "20ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 20
		}
		location = 9503
		division_template = "Division d'Infanterie" 	# Second line, reserve equipment
		start_experience_factor = 0.2
		start_equipment_factor = 0.5

	}
	division= {	# "43ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 43
		}
		location = 6529
		division_template = "Division d'Infanterie" 	# Frontline, best equipment
		start_experience_factor = 0.3
	}

	# XXe Corps d'Armée (Région Militaire in 1936) -- Nancy
	division= {	# "2ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 2
		}
		location = 3629
		division_template = "Division d'Infanterie" 	# Second line, reserve equipment
		start_experience_factor = 0.2
		start_equipment_factor = 0.5

	}
	division= {	# "11ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 11
		}
		location = 549
		division_template = "Division d'Infanterie" 	# Frontline, best equipment
		start_experience_factor = 0.3
	}
	division= {	# "4ème Div. d'Inf. Nord-Africaine"
		division_name = {
			is_name_ordered = yes
			name_order = 44
		}
		location = 549
		division_template = "Division Coloniale"	 	# Second line, reserve equipment
		start_experience_factor = 0.2
		start_equipment_factor = 0.5

	}
	division= {	# "2ème Division de Cavalerie"
		division_name = {
		
# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_neverending_artillery_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_neverending_artillery_modernization
	icon = GFX_goal_continuous_naval_production
	prerequisite = {
		focus = BUL_strength_in_firepower
	}
	relative_position_id = BUL_strength_in_firepower
	x = -1
	y = 1
	cost = 3.6
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_neverending_artillery_modernization
			bonus = 1
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PAN_enrique_jimenez_brin
Source: game
File: common/characters/PAN.txt

Code:
PAN_enrique_jimenez_brin = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PAN_enrique_jimenez_brin
		ledger = army
		allowed = {
			original_tag = pan
		}
		traits = {
			military_theorist
		}
	}
	name = Enrique Jimenez Brín
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/battlecruiser.txt

Code:
sub_units = {
	battle_cruiser = {
		sprite = battle_cruiser
		map_icon_category = ship
		priority = 8
		active = yes
		type = {
			capital_ship
		}
		need_equipment = {
			ship_hull_heavy = 1
		}
		need_equipment_modules = {
			any = {
				ship_armor_bc_1 = 1
				ship_armor_bc_2 = 1
				ship_armor_bc_3 = 1
			}
		}
		max_organisation = 50
		supply_consumption = 0.32
		critical_parts = {
			rudder_jammed destroyed_ammo_storage broken_propeller on_fire
		}
		critical_part_damage_chance_mult = 1
		hit_profile_mult = 1.0
	}
}
### Entity: Event
Component: GOE_RAJ_navy.11
Constructs: is_triggered_only, limit, has_dlc, add_cic, create_equipment_variant, create_ship
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.11
	picture = GFX_report_event_generic_sign_treaty2
	title = GOE_RAJ_navy.11.t
	desc = GOE_RAJ_navy.11.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.11.a
		effect_tooltip = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				ENG = {
					add_cic = 3000
					create_equipment_variant = {
						name = S Class Calcutta
						type = ship_hull_cruiser_2
						modules = {
							fixed_ship_engine_slot = cruiser_ship_engine_2
							front_1_custom_slot = ship_light_medium_battery_1
							mid_1_custom_slot = ship_light_battery_1
							fixed_ship_battery_slot = ship_light_medium_battery_1
							fixed_ship_fire_control_system_slot = ship_fire_control_system_1
						}
					}
				}
				RAJ = {
					create_ship = {
						type = ship_hull_cruiser_2
						equipment_variant = S Class Calcutta
						creator = ENG
						name = S Class Calcutta
					} {
						type = ship_hull_cruiser_2
						equipment_variant = S Class Calcutta
						creator = ENG
						name = S Class Calcutta
					} {
						type = ship_hull_cruiser_2
						equipment_variant = S Class Calcutta
						creator = ENG
						name = S Class Calcutta
					} {
						type = ship_hull_cruiser_2
						equipment_variant = S Class Calcutta
						creator = ENG
						name = S Class Calcutta
					} {
						type = ship_hull_cruiser_2
						equipment_variant = S Class Calcutta
						creator = ENG
						name = S Class Calcutta
					}
					country_event = {
						id = GOE_RAJ_navy.11
						days = 1
					}
				}
			}
			else = {
				ENG = {
					add_cic = 3000
					create_equipment_variant = {
						name = S Class Calcutta
						type = light_cruiser_2
						modules = {
							fixed_ship_anti_air_slot = ship_anti_air_3
							fixed_ship_engine_slot = cruiser_ship_engine_2
							mid_1_custom_slot = ship_torpedo_2
							mid_2_custom_slot = ship_anti_air_3
							rear_1_custom_slot = ship_light_medium_battery_2
							fixed_ship_battery_slot = ship_light_medium_battery_2
							fixed_ship_fire_control_system_slot = ship_fire_control_system_0
						}
					}
				}
				RAJ = {
					create_ship = {
						type = light_cruiser_2
						equipment_variant = S Class Calcutta
						creator = ENG
						name = S Class Calcutta
					} {
						type = light_cruiser_2
						equipment_variant = S Class Calcutta
						creator = ENG
						name = S Class Calcutta
					} {
						type = l
# ... (truncated)
### Entity: Idea
Component: FIJ_ncs
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = FIJ
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: wuw_HUN_expand_the_lignite_industry
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_expand_the_lignite_industry
	icon = GFX_focus_generic_mining_industry
	prerequisite = {
		focus = wuw_HUN_invite_foreign_investors wuw_HUN_expand_the_hungarian_academy_of_sciences
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_expand_the_hungarian_academy_of_sciences
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		155 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		NOT = {
			155 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				155 = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
			}
			155 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_resource = {
					type = coal
					amount = 8
				}
			}
		}
	}
}
### Entity: Character
Component: SIA_phot_bhahalyodin
Source: game
File: common/characters/SIA.txt

Code:
SIA_phot_bhahalyodin = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_phot_bhahalyodin
		allowed = {
			original_tag = SIA
		}
		traits = {
			prince_of_terror
		}
	}
	name = Phot Bhahalyodin
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_train
Constructs: has_war, limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_support.txt

Code:
EAI_PR_STRATEGIES_train = {
	if = {
		limit = {
			always = yes
		}
		set_temp_variable = {
			prio_cat = @PR_train
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_train
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:wartime_train
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
				has_war = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armored_train
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Event
Component: argentina.4
Constructs: is_triggered_only, ai_chance, has_war_with, add_tech_bonus, electronics_bonus, add_breakthrough_progress
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.4
	title = argentina.4.t
	desc = argentina.4.d
	is_triggered_only = yes
	picture = GFX_report_event_radar_01
	option = {
		name = argentina.4.accept
		ARG = {
			country_event = {
				days = 1
				id = argentina.40
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 80
				NOT = {
					has_war_with = ARG
				}
			}
		}
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 0.5
			uses = 1
			category = electronics
		} {
			name = electronics_bonus
			bonus = 0.5
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
	} {
		name = argentina.4.refuse
		ARG = {
			country_event = {
				days = 1
				id = argentina.41
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.61
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, has_war_with, is_in_faction, has_war_with_major, is_on_continent
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.61
	title = BBA_ethiopia_communist_events.61.t
	desc = BBA_ethiopia_communist_events.61.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = BBA_ethiopia_communist_events.61.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				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.61.b
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				any_owned_state = {
					is_on_continent = africa
					is_controlled_by = ETH
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = FROM
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = FROM
				}
			}
		}
		for_each_scope_loop = {
			array = ETH.ETH_has_liberation_goal_array
			every_core_state = {
				IF = {
					limit = {
						is_controlled_by = FROM
					}
				}
			}
			FROM = {
				every_owned_state = {
					limit = {
						is_core_of = PREV.PREV
						is_on_continent = africa
					}
					set_state_flag = ETH_prio_state_flag
				}
				release_puppet_on_controlled = PREV
				PREV = {
					every_owned_state = {
						limit = {
							has_state_flag = ETH_prio_state_flag
						}
						ETH = {
							transfer_state = PREV
						}
					}
				}
				country_event = {
					id = BBA_ethiopia_communist_events.62
					hours = 1
				}
			}
			remove_from_array = {
				array = ETH.ETH_has_liberation_goal_array
				value = THIS
			}
		}
		IF = {
			limit = {
				FROM = {
					is_in_faction = yes
				}
			}
			FROM = {
				leave_faction = yes
			}
		}
		white_peace = ETH
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				has_war_with = ETH
			}
			white_peace = ETH
		} {
			limit = {
				is_in_faction_with = ETH
				has_war_with = ROOT
			}
			white_peace = ROOT
		}
	}
}
### Entity: State History
Component: 285
Constructs: add_core_of
Source: game
File: history/states/285-Austraila.txt

Code:
state = {
	id = 285
	name = STATE_285
	state_category = large_city
	manpower = 2650000
	resources = {
		coal = 12
		tungsten = 2
		steel = 16
	}
	history = {
		owner = AST
		add_core_of = AST
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 4
			dockyard = 2
			air_base = 5
			12406 = {
				naval_base = 6
				coastal_bunker = 2
			}
			7859 = {
				bunker = 1
			}
			7520 = {
				coastal_bunker = 1
			}
		}
		1939.1.1 = {
			buildings = {
				infrastructure = 4
				arms_factory = 4
				industrial_complex = 6
			}
		}
		victory_points = {
			7859 30
		} {
			12406 20
		} {
			7520 1
		}
	}
	provinces = {
		1537 1611 1667 1861 2114 2146 2163 4453 4478 4500 4658 4673 4763 4836 4864 5134 5161 7450 7471 7496 7520 7533 7649 7664 7859 8234 8249 10388 10427 10455 10500 10682 10977 10991 11019 12377 12406 12435 12532 12560 12934 12968
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: skeptical_towards_industrialization
Constructs: war_support_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
skeptical_towards_industrialization = {
	war_support_factor = -0.05
	mobilization_laws_cost_factor = 0.33
}
### Entity: Scripted Trigger
Component: PRC_state_is_fully_infiltrated
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_state_is_fully_infiltrated = {
	custom_trigger_tooltip = {
		tooltip = PRC_has_been_infiltrated_tt
		has_dynamic_modifier = {
			modifier = PRC_infiltrated_state_3
			scope = PRC
		}
	}
}
### Entity: Order of Battle
Component: With Carrots
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = With Carrots
	location = 3513
	division_template = Ramen
	start_experience_factor = 0.75
}