Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: vietnam.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.1
	title = vietnam.1.t
	desc = vietnam.1.d
	picture = GFX_report_event_ho_chi_minh_with_peoples
	is_triggered_only = yes
	option = {
		name = vietnam.1.a
		ai_chance = {
			base = 100
		}
		VIN = {
			country_event = {
				days = 5
				id = vietnam.2
			}
		}
	} {
		name = vietnam.1.b
		VIN = {
			country_event = {
				days = 5
				id = vietnam.3
			}
		}
	}
}
### Entity: Event
Component: CZE.452
Constructs: is_triggered_only, create_wargoal, annex_everything, add_state_claim, take_state_focus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.452
	title = CZE.452.t
	desc = CZE.452.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.452.a
		custom_effect_tooltip = new_diplomacy
		create_wargoal = {
			type = annex_everything
			target = POL
		}
		effect_tooltip = {
			SOV = {
				add_state_claim = 89 91 93 94 95 96 935 936
				create_wargoal = {
					type = take_state_focus
					target = POL
					generator = {
						89 91 93 94 95 96 935 936
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_yanan_rectification_movement
Constructs: prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, remove_political_advisor, add_dynamic_modifier, set_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_yanan_rectification_movement
	icon = GFX_focus_PRC_yanan_rectification_movement
	prerequisite = {
		focus = PRC_holding_half_the_sky PRC_to_unify_a_country PRC_strengthen_the_central_party_school
	}
	x = 0
	y = 1
	relative_position_id = PRC_strengthen_the_central_party_school
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = PRC_communist_power_struggle
			value = < 0
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PRC_yanan_rectification_movement_tt generic_skip_one_line_tt generic_skip_one_line_tt remove_political_advisor
		PRC_remove_mediating_general_secretary_idea = yes
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = > -0.14
				}
			}
			add_dynamic_modifier = {
				modifier = PRC_maoism_dynamic_modifier
			}
			set_variable = {
				PRC_maoism_dynamic_modifier_political_power_factor = 0.05
				tooltip = political_power_factor_tt
			} {
				PRC_maoism_dynamic_modifier_max_command_power = 5
				tooltip = max_command_power_tt
			}
		}
		else_if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < -0.14 > -0.49
				}
			}
			add_dynamic_modifier = {
				modifier = PRC_maoism_dynamic_modifier
			}
			set_variable = {
				PRC_maoism_dynamic_modifier_political_power_factor = 0.05
				tooltip = political_power_factor_tt
			} {
				PRC_maoism_dynamic_modifier_command_power_gain = 0.05
				tooltip = command_power_gain_tt
			} {
				PRC_maoism_dynamic_modifier_max_command_power = 5
				tooltip = max_command_power_tt
			}
		} {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < -0.49 > -0.69
				}
			}
			add_dynamic_modifier = {
				modifier = PRC_maoism_dynamic_modifier
			}
			set_variable = {
				PRC_maoism_dynamic_modifier_political_power_factor = 0.1
				tooltip = political_power_factor_tt
			} {
				PRC_maoism_dynamic_modifier_command_power_gain = 0.05
				tooltip = command_power_gain_tt
			} {
				PRC_maoism_dynamic_modifie
# ... (truncated)
### Entity: National Focus
Tree: ukr_focus
Component: UKR_common_doctrinal_development
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_common_doctrinal_development
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = UKR_military_cooperation_with_poland
	}
	relative_position_id = UKR_military_cooperation_with_poland
	available = {
		is_in_faction_with = POL DOU
	}
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		POL = {
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
		DOU = {
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
			add_ideas = UKR_militarism_focus
		}
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: DOD_hungary.4
Constructs: is_triggered_only, every_unit_leader, set_nationality, annex_country, set_country_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.4
	title = DOD_hungary.4.t
	desc = DOD_hungary.4.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = DOD_hungary.4.a
		AUS = {
			every_unit_leader = {
				set_nationality = HUN
			}
		}
		HUN = {
			annex_country = {
				target = AUS
				transfer_troops = yes
			}
		} {
			set_country_flag = AUS_annexed_peacefully
		}
		hidden_effect = {
			news_event = {
				id = news.291
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_get_province_neighbors
Constructs: limit, clear_temp_array, check_variable, is_in_array, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_get_province_neighbors = {
	clear_temp_array = province_neighbors_ _get_province_neighbors_TERRAIN_TYPES
	meta_effect = {
		text = {
			for_each_loop = {
				array = global.EAI_MAP_province_neighbors_[x]
				index = pn_i
				value = pn_v
				break = pn_b
				if = {
					limit = {
						if = {
							limit = {
								check_variable = {
									_get_province_neighbors_TERRAIN_TYPES^num = > 0
								}
							}
							is_in_array = {
								_get_province_neighbors_TERRAIN_TYPES = global.EAI_MAP_province_terrain_type^pn_v
							}
						}
						else = {
							is_in_array = {
								global.EAI_MAP_PROV_LAND_TYPES = global.EAI_MAP_province_terrain_type^pn_v
							}
						}
					}
					add_to_temp_array = {
						province_neighbors_ = pn_v
					}
				}
			}
		}
		x = [?_get_province_id_neighbors]
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Armed_Neutrality
Constructs: prerequisite, add_ideas, completion_reward, is_subject, is_in_faction, has_offensive_war, set_rule
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Armed_Neutrality
	icon = GFX_goal_DEN_flag_fortress
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_offensive_war = no
	}
	prerequisite = {
		focus = DEN_Rail_Investments DEN_Steel_Investments
	}
	mutually_exclusive = {
		focus = DEN_Scandinavian_Connections DEN_Look_towards_the_West
	}
	x = -2
	y = 3
	relative_position_id = DEN_Crackdown_on_Political_Violence
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_ideas = danish_neutrality
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_extraction_focus
Constructs: prerequisite, completion_reward, add_resource, add_to_variable
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_extraction_focus
	icon = GFX_goal_excavation
	prerequisite = {
		focus = SLO_transslovak_railways
	}
	relative_position_id = SLO_industrial_effort
	x = 2
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_resource = {
			type = tungsten
			amount = 2
			state = 70
		} {
			type = steel
			amount = 2
			state = 71
		}
		custom_effect_tooltip = generic_skip_one_line_tt SLO_modify_industry_tt
		add_to_variable = {
			SLO_i_local_resources_factor = 0.1
			tooltip = local_resources_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Modifier Reference
Component: PER_state_local_defensive_dynamic_modifier
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
PER_state_local_defensive_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	army_defence_factor = 0.25
	army_artillery_defence_factor = 0.25
}
### Entity: National Focus
Tree: den_focus
Component: DEN_north_sea_ambitions
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_coastal, is_subject
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_north_sea_ambitions
	icon = GFX_focus_generic_north_atlantic_fleet
	prerequisite = {
		focus = DEN_sovaernets_operative_kommando DEN_restructuring_sovaernet DEN_appropriate_odense_staalskibsvaerft
	}
	mutually_exclusive = {
		focus = DEN_baltic_sea_domination
	}
	relative_position_id = DEN_expand_ubadsvabnet
	x = 1
	y = 3
	cost = 10
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
			is_coastal = yes
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		DEN_improve_sovaernet_NS = yes
		add_to_variable = {
			DEN_sovaernet_navy_org = 0.05
			tooltip = navy_org_factor_tt
		} {
			DEN_sovaernet_naval_morale = 0.05
			tooltip = naval_morale_factor_tt
		} {
			DEN_sovaernet_navy_anti_air = 0.05
			tooltip = navy_anti_air_attack_factor_tt
		} {
			DEN_sovaernet_capital_ship_defence = 0.05
			tooltip = navy_capital_ship_defence_tt
		} {
			DEN_sovaernet_positioning = 0.05
			tooltip = positioning_tt
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_modernize_the_navy DEN_refit_civilian_ships
				}
			}
			custom_effect_tooltip = DEN_with_refit_old_ships_completed_tt DEN_with_modernize_the_navy_completed_tt
			effect_tooltip = {
				DEN_get_converted_air_carriers = yes
			} {
				DEN_get_proper_air_carriers = yes
			}
		} {
			limit = {
				337 = {
					is_fully_controlled_by = ROOT
				}
			}
			337 = {
				add_building_construction = {
					type = naval_base
					level = 1
					province = 13003
					instant_build = yes
				}
			}
		} {
			limit = {
				100 = {
					is_fully_controlled_by = ROOT
				}
			}
			100 = {
				add_building_construction = {
					type = naval_base
					level = 1
					province = 12674
					instant_build = yes
				}
			}
		} {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_building_construction = {
					type = naval_base
					level = 1
					province = 12512
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				has_completed_focus = DEN_refit_civilian_ships
			}
			DEN_get_converted_air_carriers = yes
		} {
			limit = {
				has_completed_focus = DEN_modernize_the_navy
			}
			DEN_get_proper_air_carriers = yes
		}
	}
}
### Entity: Character
Component: SOV_metropolitan_meletius
Constructs: has_completed_focus
Source: game
File: common/characters/SOV.txt

Code:
SOV_metropolitan_meletius = {
	name = SOV_metropolitan_meletius
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_patriarch_meletius
		}
		army = {
			small = GFX_idea_SOV_patriarch_meletius
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1953.3.1.1
		id = -1
		traits = {
			defier_of_the_sun_god supreme_representative_of_god_on_earth
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_patriarch_meletius
		allowed = {
			original_tag = SOV
		}
		visible = {
			has_completed_focus = SOV_beaten_but_not_defeated
			NOT = {
				has_completed_focus = SOV_the_third_rome
			}
		}
		available = {
			has_completed_focus = SOV_the_hands_do
			NOT = {
				has_completed_focus = SOV_the_third_rome
			}
		}
		traits = {
			the_masses_opium
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Event
Component: AAT_nordic_cooperation.4
Constructs: is_triggered_only, ai_chance, add_timed_idea
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_cooperation.4
	title = AAT_nordic_cooperation.4.t
	desc = AAT_nordic_cooperation.4.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_nordic_cooperation.4.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_timed_idea = {
			idea = NORDIC_investing_in_neighbor_ns
			days = 60
		}
		FROM = {
			country_event = {
				id = AAT_nordic_cooperation.5
				hours = 5
			}
			event_option_tooltip = AAT_nordic_cooperation.5.a
		}
	} {
		name = AAT_nordic_cooperation.4.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = AAT_nordic_cooperation.6
				hours = 5
			}
			event_option_tooltip = AAT_nordic_cooperation.6.a
		}
	}
}
### Entity: Character
Component: KUW_nccr
Source: game
File: common/characters/KUW.txt

Code:
KUW_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = KUW_nccr
		allowed = {
			original_tag = KUW
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: Order of Battle
Component: 2. Karelian Volunteers
Constructs: division_template
Source: game
File: history/units/KAR_1936.txt

Code:
division = {
	name = 2. Karelian Volunteers
	location = 10106
	division_template = Karelian Volunteers
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_totalitarian_safety
Constructs: has_completed_focus, limit, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_totalitarian_safety
	icon = GFX_focus_AUS_totalitarian_safety
	mutually_exclusive = {
		focus = AUS_repeal_the_may_constitution
	}
	x = 17
	y = 0
	relative_position_id = AUS_repeal_the_may_constitution
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_repeal_the_may_constitution
			}
		}
	}
	offset = {
		x = -20
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_repeal_the_may_constitution
		}
	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Idea
Component: FRA_buy_from_the_enemy
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_buy_from_the_enemy = {
	picture = generic_license_production
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		license_purchase_cost = -0.5
	}
}
### Entity: Modifier Reference
Construct: fuel_gain_factor_from_states
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## fuel_gain_factor_from_states

* Number with 2 decimal places
* **Categories**: country
### Entity: State History
Component: 83
Constructs: add_core_of
Source: game
File: history/states/83-crisana.txt

Code:
state = {
	id = 83
	name = STATE_83
	manpower = 632900
	state_category = town
	history = {
		owner = ROM
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 1
		}
		victory_points = {
			6682 1
		}
		add_core_of = ROM TRA
	}
	provinces = {
		696 6682 6697 9640
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: YUG_idea_princess_alexandra_germany
Constructs: has_country_leader, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_princess_alexandra_germany = {
	picture = neutrality_idea
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_country_leader = {
			character = YUG_peter_ii
			ruling_only = yes
		}
	}
	removal_cost = -1
	modifier = {
		join_faction_tension = -0.2
		neutrality_acceptance = 85
	}
}
### Entity: Country History
Country: RNG
Component: RNG_characters
Constructs: recruit_character
Source: game
File: history/countries/RNG - Reorganized National Government.txt

Code:
# Leaders & Characters for RNG
recruit_character = RNG_sun_dianying
### Entity: Technology
Component: tank_landing_craft
Constructs: has_war, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	amphibious_invasion = 0.25
	amphibious_invasion_defence = 0.5
	naval_invasion_prep_days = -15
	naval_invasion_division_cap = 8
	naval_invasion_plan_cap = 4
	research_cost = 2
	start_year = 1944
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 19
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 0.5
			NOT = {
				has_war = yes
			}
		} {
			factor = 2
			tag = USA
		} {
			factor = 2
			tag = JAP
		} {
			factor = 2
			tag = ENG
		}
	}
	categories = {
		naval_equipment tp_tech
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Faction
Component: faction_template_industrial_focus
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_industrial_focus = {
	name = industrial_powerhouse_faction
	manifest = faction_manifest_strategic_resource_control
	can_leader_join_other_factions = yes
	icon = GFX_faction_logo_generic_16
	visible = {
		always = yes
	}
	available = {

	}
	goals = {
		faction_goal_industrial_research faction_goal_industrial_domination
	}
	default_rules = {
		joining_rule_same_ideology joining_rule_same_continent_only joining_rule_has_no_war faction_peace_rule_ideology_focus change_leader_rule_industry war_declaration_threat_50
	}
}
### Entity: Scripted Effect
Component: PRC_infiltration_succesful_show_uprising_effect
Constructs: limit, has_state_flag
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_infiltration_succesful_show_uprising_effect = {
	custom_effect_tooltip = PRC_infiltration_succesful
	if = {
		limit = {
			OR = {
				NOT = {
					has_state_flag = PRC_infiltration_@ROOT
				}
				has_state_flag = {
					flag = PRC_infiltration_@ROOT
					value = 0
				}
			}
		}
		custom_effect_tooltip = PRC_infiltrate_uprising_header PRC_infiltrate_uprising_effect_1
	}
	else_if = {
		limit = {
			has_state_flag = {
				flag = PRC_infiltration_@ROOT
				value = 1
			}
		}
		custom_effect_tooltip = PRC_infiltrate_uprising_header PRC_infiltrate_uprising_effect_1
	} {
		limit = {
			has_state_flag = {
				flag = PRC_infiltration_@ROOT
				value = 2
			}
		}
		custom_effect_tooltip = PRC_infiltrate_uprising_header PRC_infiltrate_uprising_effect_2 PRC_infiltrate_uprising_effect_3
	} {
		limit = {
			has_state_flag = {
				flag = PRC_infiltration_@ROOT
				value = > 2
			}
		}
		custom_effect_tooltip = PRC_infiltrate_uprising_header PRC_infiltrate_uprising_effect_2 PRC_infiltrate_uprising_effect_4
	}
}
### Entity: Scripted Effect
Component: EAI_PC_resource_extraction_2_STRATEGIES
Constructs: has_war, limit, set_temp_variable, clear_temp_array, check_variable, has_resources_amount, every_controlled_state, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_resource_extraction_2_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_resource_extraction_2_STRATEGIES = 0
	}
	clear_temp_array = _target_states_
	if = {
		limit = {
			OR = {
				has_war = yes
				date = > 1940.1.1
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_needs_aluminium = 3
				}
				any_controlled_state = {
					has_resources_amount = {
						resource = aluminium
						amount = > 30
					}
					EAI_available_INF = yes
				}
			}
			every_controlled_state = {
				limit = {
					has_resources_amount = {
						resource = aluminium
						amount = > 30
					}
					EAI_available_INF = yes
				}
				add_to_temp_array = {
					_target_states_ = THIS.id
				}
			}
			set_temp_variable = {
				EAI_PC_resource_extraction_2_STRATEGIES = 1
			}
		} {
			limit = {
				check_variable = {
					EAI_needs_rubber = 3
				}
				any_controlled_state = {
					has_resources_amount = {
						resource = rubber
						amount = > 30
					}
					EAI_available_INF = yes
				}
			}
			every_controlled_state = {
				limit = {
					has_resources_amount = {
						resource = rubber
						amount = > 30
					}
					EAI_available_INF = yes
				}
				add_to_temp_array = {
					_target_states_ = THIS.id
				}
			}
			set_temp_variable = {
				EAI_PC_resource_extraction_2_STRATEGIES = 1
			}
		} {
			limit = {
				check_variable = {
					EAI_needs_tungsten = 3
				}
				any_controlled_state = {
					has_resources_amount = {
						resource = tungsten
						amount = > 30
					}
					EAI_available_INF = yes
				}
			}
			every_controlled_state = {
				limit = {
					has_resources_amount = {
						resource = tungsten
						amount = > 30
					}
					EAI_available_INF = yes
				}
				add_to_temp_array = {
					_target_states_ = THIS.id
				}
			}
			set_temp_variable = {
				EAI_PC_resource_extraction_2_STRATEGIES = 1
			}
		} {
			limit = {
				check_variable = {
					EAI_needs_steel = 3
				}
				any_controlled_state = {
					has_resources_amount = {
						resource = steel
						amount = > 30
					}
					EAI_available_INF = yes
				}
			}
			every_controlled_state = {
				limit = {
					has_resources_amount = {
						resource = steel
						amount = > 30
					}
					EAI_available_INF = yes
				}
				add_to_temp_array = {
					_target_states_ = THIS.id
				}
			}
			set_temp_variable = {
				EAI_PC_resource_extraction_2_STRATEGIES = 1
			}
		} {
			limit = {
				check_varia
# ... (truncated)
### Entity: Character
Component: COG_auguste_tilkens
Constructs: has_completed_focus
Source: game
File: common/characters/COG.txt

Code:
COG_auguste_tilkens = {
	name = COG_auguste_tilkens
	portraits = {
		civilian = {
			small = GFX_portrait_COG_auguste_tilkens_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_auguste_tilkens
		allowed = {
			original_tag = COG
		}
		available = {
			has_completed_focus = COG_cooperate_with_the_comite_special_du_katanga
		}
		traits = {
			head_of_special_committe_for_katanga
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: KMT_loyal_trade_unions
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_loyal_trade_unions = {
	removal_cost = -1
	picture = GER_wirtschaftswunder
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		stability_factor = 0.1
		industrial_capacity_factory = -0.05
		production_factory_max_efficiency_factor = 0.065
	}
}