Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: FRA_modern_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_modern_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_modern_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = auto_loader
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 1
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gas_turbine_engine sloped_armor smoke_launchers auto_loader tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Character
Component: navy_naval_air_defense_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_naval_air_defense_3 = {
	sprite = 3
	navy_anti_air_attack_factor = 0.2
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_support_multipartism
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, add_timed_idea, is_ai, add_popularity
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_support_multipartism
	icon = GFX_goal_generic_multipartism
	prerequisite = {
		focus = BUL_restore_spirit_tarnovo_constitution
	}
	relative_position_id = BUL_restore_spirit_tarnovo_constitution
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = BUL_support_multipartism
			days = 180
		}
		add_stability = 0.05
		if = {
			limit = {
				is_ai = yes
			}
			BUL = {
				add_ideas = BUL_alexander_girginov
			}
		}
		else = {
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = BUL_alexander_girginov
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Effect Reference
Construct: set_state_name
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_state_name

* Supported Scopes: STATE
* Supported Targets: none

```
set_state_name = <string> - Set the current states name
```
### Entity: National Focus
Tree: gre_focus
Component: GRE_form_new_government
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_form_new_government
	icon = GFX_goal_generic_communist_government2
	prerequisite = {
		focus = GRE_befriend_sov
	}
	relative_position_id = GRE_befriend_sov
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		country_event = {
			id = greece.56
		}
	}
}
### Entity: Character
Component: ZIM_democratic_guy
Constructs: has_government
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ZIM_democratic_guy
		allowed = {
			original_tag = ZIM
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Idea
Component: SIA_buying_cheap_resources_from_me_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_buying_cheap_resources_from_me_r56 = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SIA
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Event
Component: quebec.10
Constructs: is_triggered_only, fire_only_once, set_cosmetic_tag
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.10
	title = quebec.10.t
	desc = quebec.10.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.10.a
		CAN = {
			puppet = QUE
		}
		set_cosmetic_tag = QUE_CAN
	}
}
### Entity: Idea
Component: INS_volunteers_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_volunteers_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 2
		send_volunteers_tension = -0.75
	}
}
### Entity: Trigger Reference
Construct: civili
Constructs: civili, has_ideology
Source: vanilla_docs
File: common/special_projects/special_projects_documentation.md

Doc:
# Basically a character role - Requires LARGE portrait (civilian or we could add a new type "scientist" if we want to differentiate, only if very easy to implement in code)

scientist = {
	# I don't think we need a special token for this (like advisors have), but this is to be confirmed by code.

	allowed = {
		# Usually DLC and TAG checks
	}

	visible = {
		# triggers
	}

	available = {
		# triggers
	}

	skill_levels = { #If any specialization level is not defined here it will default to 1. This is compatible with creating new specializations in script.
		nuclear_physics_level = INT # (1-5 -> Inexperienced / Skilled / Experienced / Expert / Mastermind)
		aircraft_engineering_level = INT # (1-5 -> Inexperienced / Skilled / Experienced / Expert / Mastermind)
		advanced_electronic_level = INT # (1-5 -> Inexperienced / Skilled / Experienced / Expert / Mastermind)
		land_warfare_level = INT # (1-5 -> Inexperienced / Skilled / Experienced / Expert / Mastermind)
		rockets_and_missiles_level = INT # (1-5 -> Inexperienced / Skilled / Experienced / Expert / Mastermind)
		naval_engineering_level = INT # (1-5 -> Inexperienced / Skilled / Experienced / Expert / Mastermind)
		... 
		<any_existing_spec_levels_not_explicitly_here> = 0 
	}
	# Use in content: Skill levels will boost the speed of a project of the same specialization.

	# New Scientist Traits
	traits = { trait_scientist_1 trait_scientist_2 }
	# Use in content: Traits will mainly boost XP gain for the Scientist in different fields. They can be earned while researching.

	# AI weights. The AI should also consider level and traits when assigning a scientist
	ai_will_do = {
		base = 1

		modifier = {
			factor = 10
			has_ideology = communism
		}
	}

}
### Entity: Event
Component: recruit_generals.1
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.1
	title = recruit_generals.1.t
	desc = recruit_generals.1.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = try_to_recruit_lithuanian_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.1.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.2
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				LIT = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_new_corporations
Constructs: prerequisite, limit, completion_reward, add_to_variable, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_new_corporations
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = ITA_extraction_industry
	}
	x = -1
	y = 1
	relative_position_id = ITA_extraction_industry
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			ITA_iri_production_speed_industrial_complex_factor = -0.35
		} {
			ITA_iri_conversion_cost_civ_to_mil_factor = 0.15
		}
		custom_effect_tooltip = ITA_new_corporations_iri_tt
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_enforce_the_chilean_identity
Constructs: prerequisite, limit, remove_ideas, has_government, add_stability, completion_reward, has_idea, is_core_of
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_enforce_the_chilean_identity
	icon = GFX_focus_CHL_enforce_the_chilean_identity
	relative_position_id = CHL_recruit_young_officers
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_recruit_young_officers
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = CHL_the_mapuche_conflict_rebellion
			}
			remove_ideas = CHL_the_mapuche_conflict_rebellion
		} {
			limit = {
				950 = {
					is_core_of = ROOT
				}
			}
			950 = {
				remove_core_of = ROOT
			}
		}
		ELSE_IF = {
			limit = {
				has_idea = CHL_the_mapuche_conflict_much_worse
			}
			remove_ideas = CHL_the_mapuche_conflict_much_worse
		} {
			limit = {
				has_idea = CHL_the_mapuche_conflict_worse
			}
			remove_ideas = CHL_the_mapuche_conflict_worse
		} {
			limit = {
				has_idea = CHL_the_mapuche_conflict
			}
			remove_ideas = CHL_the_mapuche_conflict
		} {
			limit = {
				has_idea = CHL_the_mapuche_conflict_calmed
			}
			remove_ideas = CHL_the_mapuche_conflict_calmed
		} {
			limit = {
				has_idea = CHL_the_mapuche_conflict_near_gone
			}
			remove_ideas = CHL_the_mapuche_conflict_near_gone
		} {
			limit = {
				has_idea = CHL_mapuche_conflict_done
			}
			remove_ideas = CHL_mapuche_conflict_done
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_enforce_the_chilean_identity_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_timed_idea = {
			idea = CHL_ancestral_mapuche_resistance
			days = 480
		}
		add_stability = 0.1
		country_event = {
			id = CHL_political_events.70
			hours = 0
		}
	}
}
### Entity: Event
Component: NSB_soviet_soviet_german_trade_agreement.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war, limit, has_war_with, add_opinion_modifier, set_technology
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_soviet_german_trade_agreement.1
	title = NSB_soviet_soviet_german_trade_agreement.1.t
	desc = NSB_soviet_soviet_german_trade_agreement.1.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = NSB_soviet_soviet_german_trade_agreement.1.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				has_war = yes
			} {
				factor = 10
				has_war_with = ENG
			} {
				factor = 10
				has_completed_focus = GER_molotov_ribbentrop_pact
			} {
				factor = 10
				has_completed_focus = GER_alliance_with_the_ussr
			} {
				factor = 0.1
				has_completed_focus = GER_anti_comintern_pact
			} {
				factor = 0
				OR = {
					has_war_with = FROM
					is_justifying_wargoal_against = FROM
					has_completed_focus = GER_anti_soviet_pact GER_war_with_the_ussr
				}
			}
		}
		add_timed_idea = {
			idea = SOV_soviet_german_trade_agreement
			days = 800
		}
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						has_dlc = Man the Guns
					}
					if = {
						limit = {
							NOT = {
								has_tech = basic_ship_hull_cruiser
							}
						}
						set_technology = {
							basic_ship_hull_cruiser = 1
						}
					} {
						limit = {
							NOT = {
								has_tech = basic_cruiser_armor_scheme
							}
						}
						set_technology = {
							basic_cruiser_armor_scheme = 1
						}
					} {
						limit = {
							has_tech = basic_heavy_battery
						}
						create_equipment_variant = {
							name = Hipper Class
							type = ship_hull_cruiser_2
							name_group = SOV_CA_HISTORICAL
							parent_version = 0
							allow_without_tech = yes
							modules = {
								fixed_ship_battery_slot = ship_medium_battery_2
								fixed_ship_anti_air_slot = ship_anti_air_1
								fixed_ship_fire_control_system_slot = ship_fire_control_system_0
								fixed_ship_radar_slot = empty
								fixed_ship_engine_slot = cruiser_ship_engine_1
								fixed_ship_secondaries_slot = empty
								fixed_ship_armor_slot = ship_armor_cruiser_2
								front_1_custom_slot = ship_anti_air_1
								mid_1_custom_slot = ship_torpedo_1
								mid_2_custom_slot = ship_airplane_launcher_1
								rear_1_custom_slot = ship_medium_battery_2
							}
						}
					}
					else = {
						create_equipment_variant = {
							name = Hipper Class
							type = ship_hull_cruiser_2
							name_group = SOV_CA_HISTORICAL
							parent_ve
# ... (truncated)
### Entity: Event
Component: BBA_ethiopia_imperial_events.1
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_opinion, add_timed_idea, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.1
	title = BBA_ethiopia_imperial_events.1.t
	desc = BBA_ethiopia_imperial_events.1.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_imperial_events.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 2
				tag = FRA
				NOT = {
					has_government = fascism
				}
				GER = {
					has_government = fascism
				}
			}
		}
		effect_tooltip = {
			ETH = {
				transfer_state = 268
			}
		}
		add_timed_idea = {
			idea = ETH_djibouti_sale_idea
			days = 730
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.2
				hours = 4
				random_hours = 12
			}
		}
	} {
		name = BBA_ethiopia_imperial_events.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				has_war = yes
			} {
				factor = 0.5
				OR = {
					has_government = democratic communism
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.3
				hours = 4
				random_hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_councilism
Constructs: prerequisite, has_government, add_stability, completion_reward, is_subject, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_councilism
	icon = GFX_goal_generic_council_communism
	prerequisite = {
		focus = QUE_encourage_local_participation
	}
	relative_position_id = QUE_total_self_sufficiency
	x = 0
	y = 3
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			add_idea = QUE_council_communism
			remove_idea = QUE_socialist_democracy
		}
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: Armada Argentina
Source: game
File: history/units/ARG_1936_naval_mtg.txt

Code:
fleet = {
	name = Armada Argentina
	naval_base = 12364
	task_force = {
		name = Armada Argentina
		location = 12364
		ship = {
			name = ARA Rivadavia
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ARG
					version_name = Rivadavia Class
				}
			}
		} {
			name = ARA Moreno
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ARG
					version_name = Rivadavia Class
				}
			}
		} {
			name = ARA Veinticinco de Mayo
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ARG
					version_name = Veinticinco de Mayo Class
				}
			}
		} {
			name = ARA Almirante Brown
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ARG
					version_name = Veinticinco de Mayo Class
				}
			}
		} {
			name = ARA Pueyrredon
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = ARG
					version_name = Garibaldi Class
				}
			}
		} {
			name = ARA Libertad
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = ARG
					version_name = Libertad Class
				}
			}
		} {
			name = ARA Independencia
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = ARG
					version_name = Libertad Class
				}
			}
		} {
			name = ARA Catamarca
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ARG
					version_name = Catamarca Class
				}
			}
		} {
			name = ARA Jujuy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ARG
					version_name = Catamarca Class
				}
			}
		} {
			name = ARA Córdoba
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ARG
					version_name = Catamarca Class
				}
			}
		} {
			name = ARA La Plata
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ARG
					version_name = Catamarca Class
				}
			}
		} {
			name = ARA Cervantes
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = ARG
					version_name = Cervantes Cla
# ... (truncated)
### Entity: Name List
Component: AZR
Source: game
File: common/names/r56_names.txt

Code:
AZR = {
	male = {
		names = {
			Ahmad Aliagha Ali Bahram Elbay Farhad Firudin Hamid Hasan Heydar Huseyin Ibrahim Ismayil Jalil Mahmud Malik Mehdi Mohammad Murad Samad Tahir Zahid
		}
	}
	female = {
		names = {
			Mehrnaz Farnaz Afsaneh Ahu Arghavan Azarmidokht Asa Azadeh Bahar Banafsheh Behnaz Burandokht Darya Delaram Delbar Dinah Donya Elham Elnaz Farah Fareedeh Farnaz Farrin Farva Furuzan Ghamze Ghazal Ghoncheh Ghoncheh Golbahar Golbahar Golnaz Golnaz Golpari Golshan Hamdam Hurmat Irandokht Jamileh Javaneh Leila Mahdokht Mahtab Mariam Mariam Navvaba Nazgol Nazgol Nazilla Noor Parvaneh Parvaneh Parvin Pertevniyal Pourandokht Pourandokht Roshanora Roxana Salomeh Shahrzad Shahzadeh Shirin Soraya Touran Tourandokht Yasaman Yekta Zarrindokht Zeynab Zohreh Atiya
		}
	}
	surnames = {
		Ahmadbek Ahmadzade Akbarzade Edigar Ganjavi Ibrahimbek Mehmandar Nakhchivani Qasimbek Qasimzade Rasulzade Tahirzade Talishkhan Topchubashi Zardabi
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_from_steppes_into_factories
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, is_major, completion_reward, is_ally_with
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_from_steppes_into_factories
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = MEN_trade_focus MEN_mongol_industral_investment
	}
	x = 1
	y = 1
	bypass = {

	}
	available = {
		any_other_country = {
			is_major = yes
			num_of_factories = > 35
			OR = {
				is_ally_with = ROOT
				has_opinion = {
					target = ROOT
					value = > 59
				}
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	relative_position_id = MEN_trade_focus
	cost = 10
	ai_will_do = {
		factor = 100
	}
	select_effect = {
		if = {
			limit = {
				OR = {
					NOT = {
						has_completed_focus = MEN_prioritize_industrialization
					}
					has_idea = MEN_rapid_industrialization
				}
			}
			custom_effect_tooltip = MEN_rapid_industrialization_refresh_190_days_tt
			hidden_effect = {
				remove_ideas = MEN_rapid_industrialization
				add_timed_idea = {
					idea = MEN_rapid_industrialization
					days = 190
				}
				clr_country_flag = MEN_rapid_industrialization_timer
				set_country_flag = {
					flag = MEN_rapid_industrialization_timer
					days = 190
					value = 1
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
			effect_tooltip = {
				if = {
					limit = {
						OR = {
							has_idea = MEN_rapid_industrialization
							NOT = {
								has_completed_focus = MEN_prioritize_industrialization
							}
						}
					}
					custom_effect_tooltip = MEN_rapid_industrialization_refresh_190_days_tt
				}
			}
		} {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
			}
		} {
			limit = {
				ROOT = {
					NOT = {
						has_government = democratic
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = SOV_urbanization_focus_debuff
				days = 365
			}
		} {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = generic_skip_one_line_tt MEN_prioritize_industrialization_bonus_effect_tt r56_MEN_industry_modify_tt generic_skip_one_line_tt
			add_to_variable = {
				r56_MEN_industry_ns_production_speed_buildings_factor = 0.025
				tooltip = production_speed_buildings_factor_tt
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				612
			}
			limit = {
				free_building
# ... (truncated)
### Entity: Idea
Component: PRC_paper_bills_promoted
Constructs: industrial_capacity_factory, has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_paper_bills_promoted = {
	picture = NOR_printing_money
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		consumer_goods_factor = -0.25
		industrial_capacity_factory = 0.025
		custom_modifier_tooltip = PRC_paper_bills_promoted_tt
	}
}
### Entity: Modifier Reference
Component: DEN_political_edicts_dynamic_modifier
Constructs: remove_trigger, check_variable, conscription_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_political_edicts_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_constitutional_guarantees
	remove_trigger = {
		check_variable = {
			DEN_political_edicts_drift_defence_factor = 0
		} {
			DEN_political_edicts_conscription_factor = 0
		} {
			DEN_political_edicts_operative_slot = 0
		}
	}
	drift_defence_factor = DEN_political_edicts_drift_defence_factor
	conscription_factor = DEN_political_edicts_conscription_factor
	operative_slot = DEN_political_edicts_operative_slot
}
### Entity: AI Strategy
Component: SOV_later_unit_roles
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_later_unit_roles = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = > 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 5
	}
}