Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SND_han_fuju
Constructs: has_dlc
Source: game
File: common/characters/SND.txt

Code:
SND_han_fuju = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = SND_han_fuju
		portraits = {
			army = {
				large = GFX_portrait_SND_han_fuju
				small = GFX_portrait_SND_han_fuju_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SND_han_fuju
			ledger = army
			cost = 100
			allowed = {
				original_tag = SND
			}
			traits = {
				army_chief_morale_2
			}
			ai_will_do = {
				factor = 1
			}
		}
		field_marshal = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
		country_leader = {
			ideology = military_junta
			traits = {
				SND_unreliable_opportunist
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = SND_han_fuju
		portraits = {
			army = {
				large = gfx/leaders/CHI/KX_portrait_HBC_han_fuju.dds
				small = GFX_idea_generic_army_asia_6
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SND_han_fuju
			ledger = army
			cost = 100
			allowed = {
				original_tag = SND
			}
			traits = {
				army_chief_morale_2
			}
			ai_will_do = {
				factor = 1
			}
		}
		field_marshal = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
		country_leader = {
			ideology = military_junta
			traits = {
				SND_unreliable_opportunist
			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Character
Component: COG_gerard_greindl
Constructs: has_completed_focus
Source: game
File: common/characters/COG.txt

Code:
COG_gerard_greindl = {
	name = COG_gerard_greindl
	portraits = {
		army = {
			small = GFX_portrait_COG_gerard_greindl_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = COG_gerard_greindl
		allowed = {
			original_tag = COG
		}
		available = {
			OR = {
				has_completed_focus = CONGO_aviation_militaire_de_la_force_publique COG_force_arienne_congolaise
			}
		}
		traits = {
			air_chief_reform_1
		}
		cost = 50
		ai_will_do = {
			factor = 5.0
		}
	}
}
### Entity: Character
Component: EST_herbert_brede
Constructs: has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_herbert_brede = {
	name = EST_herbert_brede
	portraits = {
		army = {
			large = GFX_portrait_EST_herbert_brede
			small = GFX_idea_EST_herbert_brede
		}
	}
	corps_commander = {
		traits = {
			old_guard
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_princes_6
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_princes_6
	icon = GFX_goal_generic_propaganda
	ai_will_do = {
		factor = 2
	}
	x = 20
	y = 6
	prerequisite = {
		focus = MAL_the_princes_5 MAL_the_princes_4
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = mal_political_idea_fascism_final
	}
}
### Entity: Character
Component: SIE_awt
Source: game
File: common/characters/SIE.txt

Code:
SIE_awt = {
	advisor = {
		slot = theorist
		idea_token = SIE_awt
		ledger = air
		allowed = {
			original_tag = SIE
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Scripted Effect
Component: BUL_bs_low_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bs_low_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_bs_tt BUL_low_loyalty_increase_tt
	add_to_variable = {
		BUL_bs_loyalty = BUL_faction_low_increase
	}
	clamp_variable = {
		var = BUL_bs_loyalty
		min = 0
		max = 100
	}
}
### Entity: Decision
Component: PER_absorb_byzantines_category
Source: game
File: common/decisions/categories/PER_decision_categories.txt

Code:
PER_absorb_byzantines_category = {
	icon = GFX_decision_category_generic_political_actions
	priority = 35
	picture = GFX_decision_cat_generic_byzantine_empire
	visible_when_empty = no
	allowed = {
		original_tag = PER
	}
	visible = {

	}
}
### Entity: National Focus
Tree: kum_focus
Component: KUM_victory_in_tihwa
Constructs: limit, remove_ideas, has_war_with, add_war_support, completion_reward, add_political_power, allow_branch, is_subject
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KUM_victory_in_tihwa
	icon = GFX_focus_generic_attack_sinkiang
	x = 0
	y = 0
	offset = {
		x = 30
		y = 0
		trigger = {
			tag = KUM
		}
	}
	cost = 5
	ai_will_do = {
		base = 0
	}
	allow_branch = {
		tag = KUM
	}
	available = {
		is_subject = no
		controls_state = 617
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		KUM_yulbars_khan = {
			add_trait = {
				trait = KHM_governor_of_sinkiang
				ideology = despotism
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				has_idea = SIK_battle_for_sinkiang
			}
			remove_ideas = {
				SIK_battle_for_sinkiang
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				KHM = {
					exists = yes
					is_subject = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_wargoal = {
				type = annex_everything
				target = KHM
				generator = {
					1042 759
				}
				expire = 0
			}
		}
		add_political_power = 50
		add_war_support = 0.1
		SIK = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Event
Component: china.200
Constructs: has_government, has_dlc, is_subject_of, is_subject, annex_country
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.200
	title = china.200.t
	desc = china.200.d
	picture = GFX_report_event_generic_sign_treaty1
	mean_time_to_happen = {
		days = 2
	}
	trigger = {
		original_tag = CHI
		has_government = communism
		Not = {
			has_dlc = Waking the Tiger
		}
		OR = {
			is_subject_of = PRC
			is_subject = no
		}
		PRC = {
			exists = yes
			has_government = communism
		}
	}
	option = {
		name = china.200.a
		hidden_effect = {
			PRC = {
				country_event = {
					id = china.201
				}
			}
		}
		effect_tooltip = {
			PRC = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	}
}
### Entity: Character
Component: non_aligned_council_trait
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
non_aligned_council_trait = {
	random = no
	sprite = 13
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.1
	mobilization_speed = 0.15
	conscription_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Misc Config
Component: no_garrison
Constructs: has_government, limit, has_country_flag, has_dlc, has_active_resistance, check_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
no_garrison = {
	icon = 1
	sound_effect = Martial_Law_Interface_No_Garrison
	state_modifier = {
		resistance_target = 0.4
		no_compliance_gain = 1
		required_garrison_factor = -1
	}
	suppressed_state_modifier = {
		required_garrison_factor = -1
		resistance_target = 0.4
	}
	visible = {
		if = {
			limit = {
				original_tag = RAJ
				has_dlc = Graveyard of Empires
			}
			NOT = {
				RAJ = {
					has_country_flag = RAJ_hide_no_garrison
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			FROM = {
				has_government = democratic
			}
			has_active_resistance = no
			add = 200
		} {
			FROM = {
				surrender_progress = > 0.15
			}
			add = 100
		} {
			FROM = {
				surrender_progress = > 0.4
			}
			add = 500
		} {
			check_variable = {
				uncapped_resistance_target = > -0.4
			}
			add = -60
		}
	}
}
### Entity: Idea
Component: r56_CAN_interventionism
Constructs: has_war, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_interventionism = {
	name = r56_CAN_interventionism
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	cancel = {
		has_war = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		lend_lease_tension = -1.0
		send_volunteers_tension = -0.5
	}
}
### Entity: Event
Component: belgium.172
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.172
	title = belgium.172.t
	desc = belgium.172.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = belgium.172.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				HOL = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_equal_pay
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, has_idea, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_equal_pay
	icon = GFX_focus_JAP_central_agricultural_association
	prerequisite = {
		focus = AST_take_it_to_the_streets
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_take_it_to_the_streets
	x = 4
	y = 1
	cost = 10
	available = {
		OR = {
			has_idea = AST_strike_ongoing
			has_government = communism
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_production_factory_efficiency_gain_factor = 0.15
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			AST_forging_australias_future_spirit_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = AST_strike_ongoing
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: ENG_concessions_to_the_trade_unions
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, has_government, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/ENG.txt

Code:
ENG_concessions_to_the_trade_unions = {
	ENG_trade_unions_demand_minister_appointment_1 = {
		name = ENG_trade_unions_demand_minister_appointment_decision
		icon = eng_trade_unions_demand
		allowed = {
			tag = ENG
		}
		available = {
			NOT = {
				has_country_flag = ENG_trade_unions_demand_timer
			}
		}
		cost = 100
		fire_only_once = yes
		visible = {
			NOT = {
				has_government = communism
			}
			has_completed_focus = ENG_concessions_to_the_trade_unions
			has_country_flag = ENG_trade_unions_demand_minister_appointment_1
		}
		complete_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			set_country_flag = {
				flag = ENG_trade_unions_demand_timer
				value = 1
				days = 30
			} ENG_trade_unions_demand_minister_appointment_1
			add_ideas = ENG_random_communist_minister_1
			remove_mission = ENG_trade_unions_demand_minister_appointment_mission
			hidden_effect = {
				random_list = {
					10 = {
						modifier = {
							factor = 0
							has_country_flag = ENG_trade_unions_demand_legislation_amendment
						}
						set_country_flag = ENG_trade_unions_demand_legislation_amendment
						activate_mission = ENG_trade_unions_demand_legislation_amendment_mission
					} {
						modifier = {
							factor = 0
							has_country_flag = ENG_trade_unions_demand_conscription_limitations
						}
						set_country_flag = ENG_trade_unions_demand_conscription_limitations
						activate_mission = ENG_trade_unions_demand_conscription_limitations_mission
					} {
						modifier = {
							factor = 0
							has_country_flag = ENG_trade_unions_demand_workplace_safety_legislation
						}
						set_country_flag = ENG_trade_unions_demand_workplace_safety_legislation
						activate_mission = ENG_trade_unions_demand_workplace_safety_legislation_mission
					} {
						modifier = {
							factor = 0
							has_country_flag = ENG_trade_unions_demand_increase_in_paid_leave
						}
						set_country_flag = ENG_trade_unions_demand_increase_in_paid_leave
						activate_mission = ENG_trade_unions_demand_increase_in_paid_leave_mission
					} {
						modifier = {
							factor = 0
							has_country_flag = ENG_trade_unions_demand_minimum_pay_increase
						}
						set_country_flag = ENG_trade_unions_demand_minimum_pay_increase
						activate_mission = ENG_trade_unions_demand_minimum_pay_increase_mission
					} {
						modifier = {
							factor = 0

# ... (truncated)
### Entity: Event
Component: BBA_swiss_expansion.1
Constructs: is_triggered_only, ai_chance, set_state_flag, clear_variable
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.1
	title = BBA_swiss_expansion.1.t
	desc = BBA_swiss_expansion.1.desc
	picture = GFX_report_event_SWI_president_talking_flag
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.1.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		var:SWI_influence_target_state = {
			set_state_flag = SWI_influence_failed
		}
		clear_variable = SWI_influence_target_state
	}
}
### Entity: Modifier Reference
Component: idea_URG_ruralism_good
Constructs: remove_trigger, has_capitulated
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
idea_URG_ruralism_good = {
	remove_trigger = {
		URG = {
			has_capitulated = yes
		}
	}
	icon = GFX_modifiers_ETH_state_development
	local_building_slots_factor = 0.5
	local_manpower = 2
	local_resources_factor = 0.5
	state_production_speed_buildings_factor = 0.25
}
### Entity: AI Strategy
Component: GER_medium_tanks_flame
Constructs: has_war, is_major
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_medium_tanks_flame = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_medium_tank_flame
	}
	priority = {
		factor = 50
	}
	basic_medium_tank_flame = {
		priority = {
			factor = 100
		}
		target_variant = {
			match_value = 2000
			type = medium_tank_flame_chassis
			modules = {
				main_armament_slot = advanced_flamethrower
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = additional_machine_guns
				special_type_slot_4 = smoke_launchers
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine additional_machine_guns tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Event
Component: aat_news.105
Constructs: is_triggered_only, has_war_with, is_in_faction_with, is_subject_of
Source: game
File: events/AAT_NewsEvents.txt

Code:
news_event = {
	id = aat_news.105
	title = aat_news.105.t
	desc = aat_news.105.desc
	picture = GFX_news_event_FIN_camouflaged_white_death
	major = yes
	is_triggered_only = yes
	option = {
		name = aat_news.105.a
		trigger = {
			OR = {
				original_tag = FIN
				is_in_faction_with = FIN
				is_subject_of = FIN
			}
		}
	} {
		name = aat_news.105.b
		trigger = {
			has_war_with = FIN
		}
	} {
		name = aat_news.105.c
		trigger = {
			NOT = {
				original_tag = FIN
				is_in_faction_with = FIN
				is_subject_of = FIN
				has_war_with = FIN
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_envoy_to_london
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_war_with_major, add_timed_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_envoy_to_london
	icon = GFX_focus_ARG_envoy_to_london
	prerequisite = {
		focus = ARG_align_with_the_monroe_doctrine
	}
	x = 2
	y = 1
	relative_position_id = ARG_align_with_the_monroe_doctrine
	cost = 10
	available = {
		any_other_country = {
			original_tag = ENG
			has_war_with_major = yes
			has_government = democratic
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = ARG_envoy_to_london_idea
			days = 730
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_mountain_brigades
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_mountain_brigades
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = SER_state_guard
	}
	x = 6
	y = 1
	relative_position_id = SER_state_guard
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = SER_mountain_brigades
			bonus = 3
			uses = 1
			category = r56_mountain_infantry_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_490
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_490 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 490
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 490
	}
}
### Entity: Event
Component: new_ger.153
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.153
	title = new_ger.153.t
	desc = new_ger.153.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.153.a
		set_country_flag = GER_sudetenland_plebiscite_done
		FROM = {
			country_event = new_ger.147
		}
	} {
		name = new_ger.153.b
		ai_chance = {
			base = 0
		}
		add_political_power = -15
		clr_country_flag = GER_sudetenland_active
	}
}
### Entity: Technology
Component: USA_army_rangers
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	infantry = {
		hard_attack = 0.25
		breakthrough = 0.25
	}
	motorized = {
		hard_attack = 0.25
		breakthrough = 0.25
	}
	mechanized = {
		hard_attack = 0.25
		breakthrough = 0.25
	}
	research_cost = 0
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: USA_naval_bomber
Source: game
File: common/ai_equipment/USA_planes.txt

Code:
USA_naval_bomber = {
	category = air
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		air_naval_bomber
	}
	priority = {
		factor = 500
	}
	naval_bomber_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_naval_bomber_airframe_1
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting engine_2_1x
		}
	}
	naval_bomber_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = small_plane_naval_bomber_airframe_2
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_2x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting lmg_defense_turret bomb_locks engine_2_2x
		}
	}
	naval_bomber_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = small_plane_naval_bomber_airframe_3
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_3_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting bomb_locks engine_3_1x lmg_defense_turret
		}
	}
}
### Entity: Scripted Trigger
Component: is_allied_seller_trigger
Constructs: is_allied_seller_trigger, is_in_faction_with
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_allied_seller_trigger = {
	custom_trigger_tooltip = {
		tooltip = subsidy_allied_nation_tt
		FROM = {
			is_in_faction_with = ROOT
		}
	}
}
### Entity: Idea
Component: COG_royal_council_of_kongo_2_idea
Constructs: army_defence_factor, army_attack_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/congo.txt

Code:
COG_royal_council_of_kongo_2_idea = {
	name = COG_royal_council_of_kongo_idea
	picture = por_monarchist_uprising
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.1
		political_power_factor = 0.1
		army_attack_factor = 0.1
		army_defence_factor = 0.1
		justify_war_goal_time = -0.25
		generate_wargoal_tension = -0.15
	}
}
### Entity: Modifier Reference
Component: INS_peoples_security_army
Constructs: stability_factor, army_attack_factor, has_dlc, refit_speed, conscription_factor
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_peoples_security_army = {
	icon = GFX_idea_INS_the_peoples_security_army
	enable = {
		has_dlc = Thunder at Our Gates
		tag = INS
	}
	experience_gain_army_factor = INS_peoples_security_army_experience_gain_army_factor
	training_time_factor = INS_peoples_security_army_training_time_factor
	army_speed_factor = INS_peoples_security_army_speed_factor
	army_attack_factor = INS_peoples_security_army_army_attack_factor
	army_org_factor = INS_peoples_security_army_army_org_factor
	army_core_attack_factor = INS_peoples_security_army_army_core_attack_factor
	supply_consumption_factor = INS_peoples_security_army_supply_consumption_factor
	experience_gain_navy_factor = INS_peoples_security_army_experience_gain_navy_factor
	refit_speed = INS_peoples_security_army_refit_speed
	repair_speed_factor = INS_peoples_security_army_repair_speed_factor
	navy_org_factor = INS_peoples_security_army_navy_org_factor
	naval_damage_factor = INS_peoples_security_army_naval_damage_factor
	convoy_escort_efficiency = INS_peoples_security_army_convoy_escort_efficiency
	production_speed_dockyard_factor = INS_peoples_security_army_production_speed_dockyard_factor
	modifier_army_sub_unit_militia_attack_factor = INS_peoples_security_army_modifier_army_sub_unit_militia_attack_factor
	modifier_army_sub_unit_militia_defence_factor = INS_peoples_security_army_modifier_army_sub_unit_militia_defence_factor
	army_morale_factor = INS_peoples_security_army_modifier_army_morale_factor
	conscription_factor = INS_peoples_security_army_conscription_factor
	stability_factor = INS_peoples_security_army_stability_factor
	special_forces_cap = INS_peoples_security_army_special_forces_cap
	special_forces_min = INS_peoples_security_army_special_forces_min
	max_command_power_mult = INS_peoples_security_army_max_command_power_mult_factor
}