Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: NEP_ARM_01
Source: game
File: common/units/names_divisions/NEP_names_divisions.txt

Code:
NEP_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		NEP
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dth Armored Division
	ordered = {
		1 = {
			%dst Armored Division
		}
		2 = {
			%dnd Armored Division
		}
		3 = {
			%drd Armored Division
		}
		4 = {
			%dth Armored Division
		}
		5 = {
			%dth Armored Division
		}
		6 = {
			%dth Armored Division
		}
		7 = {
			%dth Armored Division
		}
		8 = {
			%dth Armored Division
		}
		9 = {
			%dth Armored Division
		}
		10 = {
			%dth Armored Division
		}
		11 = {
			%dth Armored Division
		}
		12 = {
			%dth Armored Division
		}
		13 = {
			%dth Armored Division
		}
		14 = {
			%dth Armored Division
		}
		15 = {
			%dth Armored Division
		}
		16 = {
			%dth Armored Division
		}
		17 = {
			%dth Armored Division
		}
		18 = {
			%dth Armored Division
		}
		19 = {
			%dth Armored Division
		}
		20 = {
			%dth Armored Division
		}
		21 = {
			%dst Armored Division
		}
		22 = {
			%dnd Armored Division
		}
		23 = {
			%drd Armored Division
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_contest_the_adriatic
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_contest_the_adriatic
	icon = GFX_goal_generic_admirality
	prerequisite = {
		focus = SER_expand_the_split_shipyards
	}
	x = -1
	y = 1
	relative_position_id = SER_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = YUG_contest_the_adriatic
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_16/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_aviation_effort_2
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, is_controlled_by
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = SER_bomber_focus SER_fighter_focus SER_form_mechanics
	}
	relative_position_id = SER_fighter_focus
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_2_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = {
							is_controlled_by = ROOT
						} {
							free_building_slots = {
								building = air_base
								size = > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_education_effort
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_education_effort
	icon = GFX_focus_AFG_education_reform
	cost = 5
	x = 1
	y = 1
	relative_position_id = CYP_rural_infrastructure
	prerequisite = {
		focus = CYP_rural_infrastructure
	} {
		focus = CYP_resource_prospecting
	}
	completion_reward = {
		add_ideas = r56_CYP_education_initiative
		custom_effect_tooltip = r56_newline available_political_advisor r56_newline
		show_ideas_tooltip = CYP_konstantinos_spyridakis
		add_tech_bonus = {
			name = CYP_education_effort
			category = electronics
			bonus = 0.75
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_abwehr_contacts
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_abwehr_contacts = {
	removal_cost = -1
	picture = generic_spy_coup
	allowed = {
		always = no
	}
	modifier = {
		operative_slot = 1
	}
}
### Entity: Modifier Reference
Component: AUS_army_monarchy
Constructs: army_defence_factor, army_attack_factor, mobilization_speed, conscription_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_army_monarchy = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_army
	army_core_attack_factor = AUS_army_army_core_attack_factor
	army_core_defence_factor = AUS_army_army_core_defence_factor
	supply_consumption_factor = AUS_army_supply_consumption_factor
	out_of_supply_factor = AUS_army_out_of_supply_factor
	training_time_factor = AUS_army_training_time_factor
	mobilization_speed = AUS_army_mobilization_speed
	conscription_factor = AUS_army_conscription_factor
	experience_gain_army_factor = AUS_army_xp_gain_army_factor
	army_attack_factor = AUS_army_army_attack_factor
	army_defence_factor = AUS_army_army_defence_factor
	army_speed_factor = AUS_army_army_speed_factor
	army_org_factor = AUS_army_army_org_factor
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_fighter_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_fighter_focus
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = ALG_bousfer_air_factory ALG_air_bases
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 44
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ALG_fighter_focus
				bonus = 1
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = ALG_fighter_focus
				bonus = 1
				uses = 1
				category = light_fighter
			}
		}
	}
}
### Entity: Shared Focus
Component: MICRO_economic_mobilization
Constructs: shared_focus, prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_economic_mobilization
	text = MNC_economic_mobilization
	icon = GFX_goal_polish_wartime_industry
	prerequisite = {
		focus = MICRO_the_root_industrial_fund
	}
	relative_position_id = MICRO_the_root_industrial_fund
	cost = 10
	x = 1
	y = 1
	available = {
		threat = > 0.15
	}
	completion_reward = {
		add_war_support = 0.1
		upgrade_economy_law = yes
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_439
Source: game
File: history/units/RAJ_1939_air_bba.txt

Code:
air_wings = {
	439 = {
		medium_plane_airframe_1 = {
			owner = ENG
			amount = 48
			version_name = Bristol Blenheim
		}
	}
}
### Entity: Idea
Component: casa_vanilla
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
casa_vanilla = {
	name = casa
	picture = generic_air_manufacturer_2
	allowed = {
		NOT = {
			has_dlc = La Resistance
		}
		original_tag = SPR
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: minister_of_education
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
minister_of_education = {
	random = no
	sprite = 13
	research_speed_factor = 0.05
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_develop_the_capital_region
Constructs: completion_reward, is_controlled_by, has_civil_war, add_building_construction, add_extra_state_shared_building_slots, set_state_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_develop_the_capital_region
	icon = GFX_focus_generic_energy
	x = 22
	y = 0
	cost = 10
	available = {
		271 = {
			is_controlled_by = ROOT
		}
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		271 = {
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
			custom_effect_tooltip = ETH_develop_the_capital_region_tt
			set_state_flag = ETH_can_electrify_state_flag
		}
	}
}
### Entity: Idea
Component: BUL_prussia_of_the_balkans_weakened_03
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_prussia_of_the_balkans_weakened_03 = {
	name = BUL_prussia_of_the_balkans_01
	picture = bul_prussia_of_the_balkans
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		non_core_manpower = 0.05
		experience_gain_navy_factor = 0.05
		experience_gain_army_factor = 0.05
		army_morale_factor = 0.05
		justify_war_goal_time = -0.25
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_attack_bolivia
Constructs: prerequisite, completion_reward, is_puppet, has_full_control_of_state, is_puppet_of, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_attack_bolivia
	icon = GFX_goal_attack_bolivia
	relative_position_id = VEN_unify_political_command
	x = -5
	y = 2
	cost = 10
	available = {
		is_puppet = no
		OR = {
			has_full_control_of_state = 494 492
			PRU = {
				is_puppet_of = VEN
			}
		}
	}
	mutually_exclusive = {
		focus = VEN_alliance_with_bolivia
	}
	prerequisite = {
		focus = VEN_expand_gran_colombia
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = BOL
	completion_reward = {
		add_state_claim = 487 302 1077
		create_wargoal = {
			type = annex_everything
			target = BOL
			expire = 0
		}
	}
}
### Entity: Decision
Component: foreign_support
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, limit, random_country, has_war_with, add_war_support, has_country_flag
Source: game
File: common/decisions/CHI_decisions.txt

Code:
foreign_support = {
	CHI_flying_tigers = {
		icon = generic_air
		allowed = {
			original_tag = USA
		}
		available = {
			OR = {
				has_equipment = {
					small_plane_airframe = > 99
				}
				has_tech = improved_small_airframe
			}
		}
		visible = {
			has_country_flag = CHI_flying_tigers
		}
		cost = 25
		ai_will_do = {
			base = 1
		}
		fire_only_once = yes
		days_remove = -1
		complete_effect = {
			random_country = {
				limit = {
					OR = {
						has_completed_focus = CHI_invite_the_flying_tigers CHI_international_squadron
					}
				}
				custom_effect_tooltip = flying_tigers_tt
				hidden_effect = {
					if = {
						limit = {
							NOT = {
								has_dlc = By Blood Alone
							}
						}
						add_equipment_to_stockpile = {
							producer = USA
							type = fighter_equipment_1
							amount = 100
						}
					}
					else = {
						USA = {
							create_equipment_variant = {
								name = P-40
								type = small_plane_airframe_2
								allow_without_tech = yes
								modules = {
									fixed_main_weapon_slot = heavy_mg_4x
									fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
									fixed_auxiliary_weapon_slot_2 = bomb_locks
									engine_type_slot = engine_3_1x
									special_type_slot_1 = drop_tanks
								}
							}
						}
						add_equipment_to_stockpile = {
							producer = USA
							type = small_plane_airframe_2
							amount = 100
							variant_name = P-40
						}
					}
				}
			}
			add_war_support = 0.05
		}
		modifier = {
			air_volunteer_cap = 1
		}
	}
	CHI_soviet_volunteer_group = {
		icon = generic_air
		allowed = {
			original_tag = SOV
		}
		available = {
			has_equipment = {
				small_plane_airframe = > 99
			} {
				medium_plane_airframe = > 49
			}
		}
		visible = {
			has_country_flag = CHI_soviet_volunteer_group
		}
		cost = 25
		ai_will_do = {
			base = 1
		}
		days_remove = -1
		fire_only_once = yes
		complete_effect = {
			random_country = {
				limit = {
					has_completed_focus = CHI_the_soviet_volunteer_group
				}
				custom_effect_tooltip = soviet_volunteers_tt
				hidden_effect = {
					if = {
						limit = {
							NOT = {
								has_dlc = By Blood Alone
							}
						}
						add_equipment_to_stockpile = {
							producer = SOV
							type = fighter_equipment_1
							amount = 100
						} {
							producer = SOV
							type = tac_bomber_equipment_1
							amount = 50
						}
					}
					else = {
# ... (truncated)
### Entity: Event
Component: wtt_news.30
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.30
	title = wtt_news.30.t
	desc = wtt_news.30.desc
	picture = GFX_news_event_018
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.30.a
		trigger = {
			original_tag = PRC
		}
	} {
		name = wtt_news.30.b
		trigger = {
			original_tag = CHI
		}
	} {
		name = wtt_news.30.c
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.30.d
		trigger = {
			NOT = {
				original_tag = PRC CHI SOV
			}
		}
	}
}
### Entity: Idea
Component: ITA_hidden_heavy_cruisers_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_hidden_heavy_cruisers_production_ns = {
	name = ITA_military_industry_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan_military
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		capital_ship = {
			instant = yes
			build_cost_ic = -0.05
			armor_value = 0.05
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Large_Scale_Privitizations
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Large_Scale_Privitizations
	icon = GFX_goal_generic_privatization
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = RAJ_Solidify_Business_Ties
	} {
		focus = RAJ_Sideline_the_Unions
	}
	x = 1
	y = 5
	relative_position_id = RAJ_Foster_Private_Investment
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				435
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				1092
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				442
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				infrastructure = < 5
			}
			prioritize = {
				640 432
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 5
			}
			prioritize = {
				437 433
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Idea
Component: HUN_habsburg_restored
Constructs: stability_factor, has_government, neutrality_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_habsburg_restored = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = HUN_hungarian_monarchy_habsburg
	allowed_civil_war = {
		has_government = neutrality
	}
	available = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = 0.02
		stability_factor = 0.1
		political_power_factor = 0.2
		generate_wargoal_tension = -0.4
	}
}
### Entity: Idea
Component: CHI_whampoa_military_academy
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_whampoa_military_academy = {
	picture = chi_whampoa_military_academy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_leader_cost_factor = -0.3
		army_leader_start_planning_level = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_ulfhedhnar_wolf_coats
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_ulfhedhnar_wolf_coats
	icon = GFX_focus_NOR_the_lone_wolf_norway
	prerequisite = {
		focus = NOR_extensive_recruitment
	} {
		focus = NOR_military_police
	}
	x = 1
	y = 1
	relative_position_id = NOR_extensive_recruitment
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = {
			NOR_ulfhedhnar_ns
		}
		add_tech_bonus = {
			name = NOR_ulfhedhnar_wolf_coats
			bonus = 0.75
			uses = 2
			category = cat_special_forces_generic
		}
	}
}
### Entity: Country History
Country: PAK
Component: PAK_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/PAK - Pakistan.txt

Code:
# Politics & Parties for PAK
set_politics = {
	ruling_party = neutrality
	last_election = 1935.11.14
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 17
	fascism = 2
	communism = 1
	neutrality = 80
}
### Entity: Character
Component: SIA_pan_tai_irredentist_r56
Constructs: fascism_drift, annex_cost_factor, puppet_cost_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_pan_tai_irredentist_r56 = {
	random = no
	sprite = 13
	fascism_drift = 0.01
	annex_cost_factor = -0.05
	puppet_cost_factor = -0.05
	justify_war_goal_time = -0.25
	army_attack_against_major_factor = 0.075
	army_breakthrough_against_major_factor = 0.075
}
### Entity: Decision
Component: POL_PPS_Economic_Nationalization
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, has_government, has_country_flag, fire_only_once, set_technology
Source: game
File: common/decisions/r56_POL_decisions.txt

Code:
POL_PPS_Economic_Nationalization = {
	POL_Hire_Adam_Ciolkosz = {
		allowed = {
			tag = POL
		}
		icon = generic_political_discourse
		available = {
			has_completed_focus = POL_The_Polish_Socialist_Party
			NOT = {
				has_idea = POL_Adam_Ciolkosz
			}
		}
		cost = 50
		fire_only_once = no
		visible = {
			NOT = {
				has_idea = POL_Adam_Ciolkosz
			}
			has_completed_focus = POL_The_Polish_Socialist_Party
			has_country_flag = PPS_Democratic_Path
			has_government = neutrality
			is_subject = no
			has_capitulated = no
		}
		complete_effect = {
			add_ideas = POL_Adam_Ciolkosz
		}
		ai_will_do = {
			factor = 0
		}
	}
	POL_Complete_Focus_State_Capitalism = {
		allowed = {
			tag = POL
		}
		icon = generic_nationalism
		available = {
			has_completed_focus = POL_The_Polish_Socialist_Party
			has_government = democratic
			is_subject = no
			has_capitulated = no
		}
		visible = {
			NOT = {
				has_completed_focus = POL_State_Capitalism
			}
		}
		remove_effect = {
			custom_effect_tooltip = POL_State_Capitalism_tt
		}
		complete_effect = {

		}
		ai_will_do = {
			factor = 0
		}
	}
	POL_Complete_Focus_Workers_Brigades = {
		allowed = {
			tag = POL
		}
		icon = generic_civil_support
		available = {
			has_completed_focus = POL_The_Polish_Socialist_Party
			has_government = democratic
			is_subject = no
			has_capitulated = no
		}
		visible = {
			NOT = {
				has_completed_focus = POL_Workers_Brigades
			}
		}
		remove_effect = {
			custom_effect_tooltip = POL_Workers_Brigades_tt
		}
		complete_effect = {

		}
		ai_will_do = {
			factor = 0
		}
	}
	POL_Women_In_Aviation = {
		icon = generic_air
		allowed = {
			original_tag = POL
		}
		available = {

		}
		cost = 10
		fire_only_once = yes
		visible = {
			OR = {
				has_completed_focus = POL_Workers_Brigades
				has_government = communism
			}
			is_subject = no
			has_capitulated = no
		}
		complete_effect = {
			air_experience = 5
			set_rule = {
				can_generate_female_aces = yes
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	POL_expand_socialist_action_militia = {
		icon = generic_civil_support
		allowed = {
			original_tag = POL
		}
		available = {
			is_subject = no
		}
		cost = 50
		fire_only_once = yes
		visible = {
			has_completed_focus = POL_Workers_Brigades
			has_government = democratic
			is_subject = no
			has_capitulated = no
		}
		complete_effect = {
			custom_effect_tooltip = POL_expand_
# ... (truncated)
### Entity: Idea
Component: JAP_central_economic_council_idea
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_central_economic_council_idea = {
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	removal_cost = -1
	picture = HABSBURG_economy
	modifier = {
		consumer_goods_factor = -0.05
		production_speed_buildings_factor = 0.05
	}
}