Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: totaler_krieg_economy
Constructs: has_completed_focus, industrial_capacity_factory, has_war_with_major, has_war_support, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/_economic.txt

Code:
totaler_krieg_economy = {
	visible = {
		original_tag = GER
		has_completed_focus = GER_totaler_krieg
	}
	available = {
		has_completed_focus = GER_totaler_krieg
		has_war_with_major = yes
		has_war_support = > 0.8
		any_enemy_country = {
			ic_ratio = {
				tag = ROOT
				ratio = > 0.5
			}
		}
	}
	cost = 150
	removal_cost = -1
	modifier = {
		consumer_goods_expected_value = 0.15
		conscription = -0.02
		production_speed_arms_factory_factor = 0.2
		production_speed_dockyard_factor = 0.2
		conversion_cost_civ_to_mil_factor = -0.3
		conversion_cost_mil_to_civ_factor = -0.3
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		factory_energy_consumption = 0.5
	}
	cancel_if_invalid = no
}
### Entity: Idea
Component: BALTIC_RSAF_enfield
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_RSAF_enfield = {
	picture = rsaf_enfield
	cost = 75
	allowed = {
		OR = {
			original_TAG = LAT LIT EST
		}
		has_dlc = No Step Back
	}
	available = {
		has_completed_focus = BALTIC_british_designers
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		consumer_goods_factor = 0.02
	}
}
### Entity: AI Strategy
Component: SOV_we_want_t34_asap
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_we_want_t34_asap = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = research_weight_factor
		id = improved_medium_tank_chassis
		value = 250
	} {
		type = research_weight_factor
		id = improved_medium_tank
		value = 200
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_equipment_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_chassis_2
		value = 100
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_rationing_r56
Constructs: prerequisite, has_war, limit, add_ideas, completion_reward, cancel_if_invalid, has_dlc, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_rationing_r56
	text = SWE_rationing
	icon = GFX_FRA_VIC_rationing
	prerequisite = {
		focus = SWE_swedish_defence_act
	}
	relative_position_id = SWE_swedish_defence_act
	x = 0
	y = 1
	cost = 10
	available = {
		OR = {
			threat = > 0.25
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			unlock_decision_category_tooltip = SWE_rationing_policies
		}
		add_ideas = SWE_ransonering
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: GYA_ai2
Source: game
File: common/ideas/guyana.txt

Code:
GYA_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = GYA
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_anti_partizan_tactics
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_anti_partizan_tactics
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = CRO_military_youth
	}
	relative_position_id = CRO_political_effort
	x = 3
	y = 4
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = CRO_idea_anti_partizan_tactics
		add_tech_bonus = {
			name = CRO_mountain_brigades
			bonus = 0.5
			uses = 1
			category = mountaineers_tech
		} {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Experience.html

Doc:
This article is considered accurate for the current version of the game.

When units train or engage in combat, they gain Experience for themselves, their Commanders, and their Country.
### Entity: National Focus
Tree: jap_focus
Component: JAP_establish_the_japanese_korean_army
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_war_support, completion_reward, has_subject, cancel_if_invalid, add_manpower
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_establish_the_japanese_korean_army
	icon = GFX_focus_JAP_korean_volunteer_army
	prerequisite = {
		focus = JAP_prepare_for_peninsular_warfare
	}
	relative_position_id = JAP_prepare_for_peninsular_warfare
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2
	}
	available = {
		OR = {
			controls_state = 525
			has_subject = KOR
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				has_subject = KOR
			}
			KOR = {
				add_war_support = 0.1
				add_manpower = 25000
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 15000
					producer = ROOT
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				525 = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			525 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		ELSE = {
			add_manpower = 30000
			custom_effect_tooltip = generic_skip_one_line_tt
		}
	}
}
### Entity: Country History
Country: ZIM
Component: ZIM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/ZIM - Zimbabwe.txt

Code:
# Misc for ZIM
capital = 545
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Technology
Component: tech_recon4
Constructs: research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	category_recon = {
		recon = 2
	}
	helicopter_recon = {
		recon = 2
	}
	research_cost = 2.0
	start_year = 1945
	folder = {
		name = support_folder
		position = {
			x = 2
			y = @1945
		}
	}
	categories = {
		support_tech recon_tech
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1946.1.1
		} {
			factor = 2
			date = > 1947.1.1
		} {
			factor = 2
			date = > 1948.1.1
		}
	}
}
### Entity: Character
Component: SWI_hermann_hessel_lorenz
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_hermann_hessel_lorenz = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = high_command
			idea_token = SWI_hermann_hessel_lorenz
			ledger = army
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				navy_amphibious_assault_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_hermann_hessel_lorenz
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = high_command
			idea_token = SWI_hermann_hessel_lorenz
			ledger = army
			allowed = {
				original_tag = SWI
			}
			traits = {
				navy_amphibious_assault_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_hermann_hessel_lorenz
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.74
Constructs: is_triggered_only, limit, add_war_support, fire_only_once, has_character, set_nationality, every_core_state, add_claim_by
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.74
	title = SEA_warlords.74.t
	desc = SEA_warlords.74.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.74.a
		add_war_support = 0.05
		IF = {
			limit = {
				FROM = {
					has_character = KHM_ma_hushan
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			FROM = {
				KHM_ma_hushan = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = XSM_ma_hongbin
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			FROM = {
				XSM_ma_hongbin = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = KHM_ma_zhancang
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			FROM = {
				KHM_ma_zhancang = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = KHM_ma_shaowu
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			FROM = {
				KHM_ma_shaowu = {
					set_nationality = ROOT
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		KHM = {
			every_core_state = {
				add_claim_by = ROOT
			}
		}
	}
}
### Entity: Event
Component: INS_industrial_events.6
Constructs: is_triggered_only, limit, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.6
	title = INS_industrial_events.6.t
	desc = INS_industrial_events.6.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.6.a
		random_owned_controlled_state = {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			prioritize = {
				1058
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = INS_spend_profits_on_urban
			bonus = 0.5
			uses = 1
			category = electronics
		} {
			name = INS_spend_profits_on_urban
			bonus = 0.5
			uses = 1
			category = industry
		}
	} {
		name = INS_industrial_events.6.b
		random_owned_controlled_state = {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				669
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				668
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				667
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				673
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1048
			}
			add_extra_state_shared_building_slots = 1
		} {
			li
# ... (truncated)
### Entity: Event
Component: r56w.event.51
Constructs: has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.51
	title = r56w.event.51.t
	desc = r56w.event.51.d
	picture = GFX_r56w_generic_event_12
	fire_only_once = yes
	trigger = {
		tag = WHY
		has_country_flag = r56w_flag_events_active
		NOT = {
			OR = {
				has_country_flag = r56w_flag_toggle_toggle r56w_flag_sooty_is_dead
			}
		}
	}
	option = {
		name = r56w.event.51.a
		hidden_effect = {
			country_event = {
				id = r56w.event.52
				days = 7
			}
		}
	} {
		name = r56w.event.51.b
		hidden_effect = {
			set_country_flag = r56w_flag_sooty_is_dead
		}
	}
}
### Entity: Character
Component: scientist_trait_r56_stubborn
Source: game
File: common/scientist_traits/00_r56_traits.txt

Code:
scientist_trait_r56_stubborn = {
	modifier = {
		special_project_speed_factor = 0.01
		special_project_facility_supply_consumption_factor = -0.05
		scientist_xp_gain_factor = -0.05
	}
}
### Entity: Unit Template
Component: NOR_CAV_01
Source: game
File: common/units/names_divisions/NOR_names_divisions.txt

Code:
NOR_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		NOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Dragondivisjon
	ordered = {
		1 = {
			%d. Dragondivisjon
		}
		2 = {
			%d. Dragondivisjon
		}
		3 = {
			%d. Dragondivisjon
		}
		4 = {
			%d. Dragondivisjon
		}
		5 = {
			%d. Dragondivisjon
		}
		6 = {
			%d. Dragondivisjon
		}
		7 = {
			%d. Dragondivisjon
		}
		8 = {
			%d. Dragondivisjon
		}
		9 = {
			%d. Dragondivisjon
		}
		10 = {
			%d. Dragondivisjon
		}
	}
}
### Entity: Technology
Component: support_weapons
Constructs: has_war, enable_subunits, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_subunits = {
		fire_support mot_fire_support
	}
	path = {
		leads_to_tech = support_weapons2
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1918
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1918
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 15
			OR = {
				original_tag = CHI PRC XSM SIK GXC SHX YUN MAN MEN JAP GSM NXM HBC SND GDC KHM
			}
		} {
			factor = 2
			date = > 1937.1.1
		} {
			factor = 2
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		} {
			has_war = yes
			factor = 2
		}
	}
}
### Entity: Event
Component: IRQ_political_events.71
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_stability, add_political_power, has_idea, set_can_be_fired_in_advisor_role
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.71
	title = IRQ_political_events.71.t
	desc = IRQ_political_events.71.desc
	picture = GFX_report_event_generic_troops_in_iraq
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.71.a
		ai_chance = {
			base = 5
		}
		hidden_effect = {
			IF = {
				limit = {
					has_idea = IRQ_ghazi_i
				}
				remove_ideas = IRQ_ghazi_i
			}
			ELSE_IF = {
				limit = {
					has_idea = IRQ_faisal_ii
				}
				remove_ideas = IRQ_faisal_ii
			} {
				limit = {
					has_idea = IRQ_abd_al_ilah_regent
				}
				remove_ideas = IRQ_abd_al_ilah_regent
			}
		}
		add_political_power = 75
		add_stability = -0.05
	} {
		name = IRQ_political_events.71.b
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			IF = {
				limit = {
					has_idea = IRQ_ghazi_i
				}
				remove_ideas = IRQ_ghazi_i
			}
			ELSE_IF = {
				limit = {
					has_idea = IRQ_faisal_ii
				}
				remove_ideas = IRQ_faisal_ii
			} {
				limit = {
					has_idea = IRQ_abd_al_ilah_regent
				}
				remove_ideas = IRQ_abd_al_ilah_regent
			}
		}
		add_political_power = 50
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		set_can_be_fired_in_advisor_role = {
			character = IRQ_sharaf_bin_rajeh
			value = no
		}
		activate_advisor = IRQ_sharaf_bin_rajeh
	} {
		name = IRQ_political_events.71.c
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			IF = {
				limit = {
					has_idea = IRQ_ghazi_i
				}
				remove_ideas = IRQ_ghazi_i
			}
			ELSE_IF = {
				limit = {
					has_idea = IRQ_faisal_ii
				}
				remove_ideas = IRQ_faisal_ii
			} {
				limit = {
					has_idea = IRQ_abd_al_ilah_regent
				}
				remove_ideas = IRQ_abd_al_ilah_regent
			}
		}
		add_stability = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		set_can_be_fired_in_advisor_role = {
			character = IRQ_naji_al_suwaidi
			value = no
		}
		activate_advisor = IRQ_naji_al_suwaidi
	}
}
### Entity: Idea
Component: NOR_second_north_sea_empire
Constructs: stability_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_second_north_sea_empire = {
	picture = ICE_the_viking_spirit
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = NOR_peder_anker_wedel_jarlsberg
			}
		}
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.15
		generate_wargoal_tension = -0.3
		stability_factor = -0.1
		political_power_factor = -0.1
	}
}
### Entity: Idea
Component: SAX_nt
Source: game
File: common/ideas/saxony.txt

Code:
SAX_nt = {
	ledger = navy
	picture = generic_navy_europe_1
	allowed = {
		original_tag = SAX
	}
	traits = {
		naval_theorist
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Study_Ships
Constructs: prerequisite, completion_reward, add_tech_bonus, ships_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Study_Ships
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = PAL_Sea_Dominance
	}
	x = 2
	y = 1
	relative_position_id = PAL_Sea_Dominance
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 100
		add_tech_bonus = {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = cv_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = bb_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = bc_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = ca_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = cl_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: JAP_glorious_nippon_steel_has_triumphed
Constructs: is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_glorious_nippon_steel_has_triumphed = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			num_of_military_factories = > 50
			CHI = {
				is_subject_of = JAP
			}
		}
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 80
	} {
		type = role_ratio
		id = marines
		value = 1
	} {
		type = template_prio
		id = motorized
		value = -80
	} {
		type = role_ratio
		id = armor
		value = 1
	} {
		type = template_prio
		id = armor
		value = 5
	} {
		type = template_prio
		id = cavalry
		value = -80
	} {
		type = template_prio
		id = mountaineers
		value = -80
	} {
		type = template_prio
		id = infantry
		value = 100
	} {
		type = equipment_production_factor
		id = fighter
		value = 30
	} {
		type = equipment_production_factor
		id = infantry
		value = 4
	} {
		type = equipment_production_factor
		id = tactical_bomber
		value = -80
	} {
		type = equipment_production_factor
		id = artillery
		value = 20
	} {
		type = equipment_production_min_factories
		id = artillery
		value = 5
	} {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 2
	}
}
### Entity: Event
Component: ARG_political_events.17
Constructs: is_triggered_only, ai_chance, has_war_with_major, create_wargoal, annex_everything
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.17
	title = ARG_political_events.17.t
	desc = ARG_political_events.17.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = ARG_political_events.17.a
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = ARG_political_events.18
				days = 1
			}
		}
	} {
		name = ARG_political_events.17.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.2
				has_war_with_major = yes
			}
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_XIC
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_XIC = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = XIC
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Event
Component: rt56.rom_com_bul_dobruja_trade.3
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_com_bul_dobruja_trade.3
	title = rt56.rom_com_bul_dobruja_trade.3.t
	desc = rt56.rom_com_bul_dobruja_trade.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_com_bul_dobruja_trade.3.a
	}
}
### Entity: Character
Component: HUN_socialist_bulwark
Constructs: communism_drift, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_socialist_bulwark = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	army_core_defence_factor = 0.15
	communism_drift = 0.02
	democratic_drift = 0.02
}
### Entity: Character
Component: GRE_nikolaos_plastiras
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_nikolaos_plastiras = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_nikolaos_plastiras
		portraits = {
			army = {
				small = GFX_idea_gre_nikolaos_plastiras
				large = GFX_portrait_gre_nikolaos_plastiras
			}
		}
		advisor = {
			slot = army_chief
			idea_token = GRE_nikolaos_plastiras
			ledger = army
			name = GRE_nikolaos_plastiras
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = GRE_republicans_friendly_or_loyal
					check_variable = {
						var = GRE_republican_loyalty
						value = 1.0
						compare = greater_than_or_equals
					}
				}
			}
			traits = {
				army_chief_maneuver_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_nikolaos_plastiras
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_3
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = GRE_nikolaos_plastiras
			ledger = army
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				military_theorist
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_bauer_government
Constructs: prerequisite, has_country_flag, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_bauer_government
	icon = GFX_goal_AUS_bauer_government
	relative_position_id = AUS_sdapo_victory
	x = -5
	y = 1
	prerequisite = {
		focus = AUS_sdapo_victory
	}
	mutually_exclusive = {
		focus = AUS_renner_government
	}
	available = {
		has_country_flag = AUS_bauer_treated AUS_chose_bauer
	}
	cost = 1
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.2
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = yes
		}
	}
}