Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: AUS_HRE_EMPERORS
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/AUS_ship_names.txt

Code:
AUS_HRE_EMPERORS = {
	name = NAME_THEME_HRE_EMPERORS
	for_countries = {
		AUS GER
	}
	can_use = {
		has_cosmetic_tag = HRE_UNIFIED
	}
	prefix = SMS 
	type = ship
	ship_types = {
		battleship battle_cruiser
	}
	fallback_name = Schiff %d
	ordered = {
		1 = {
			Kaiser Charlemagne
		}
		2 = {
			Kaiser Louis I
		}
		3 = {
			Kaiser Lothair I
		}
		4 = {
			Kaiser Louis II
		}
		5 = {
			Kaiser Karl II
		}
		6 = {
			Kaiser Karl III
		}
		7 = {
			Kaiser Guy III
		}
		8 = {
			Kaiser Lambert
		}
		9 = {
			Kaiser Arnulf
		}
		10 = {
			Kaiser Louis III
		}
		11 = {
			Kaiser Berengar
		}
		12 = {
			Kaiser Otto I
		}
		13 = {
			Kaiser Otto II
		}
		14 = {
			Kaiser Otto III
		}
		15 = {
			Kaiser Henry II
		}
		16 = {
			Kaiser Conrad II
		}
		17 = {
			Kaiser Henry III
		}
		18 = {
			Kaiser Henry IV
		}
		19 = {
			Kaiser Henry V
		}
		20 = {
			Kaiser Lothair II
		}
		21 = {
			Kaiser Frederick I
		}
		22 = {
			Kaiser Henry VI
		}
		23 = {
			Kaiser Otto IV
		}
		24 = {
			Kaiser Frederick II
		}
		25 = {
			Kaiser Henry VII
		}
		26 = {
			Kaiser Louis IV
		}
		27 = {
			Kaiser Karl IV
		}
		28 = {
			Kaiser Sigismund
		}
		29 = {
			Kaiser Maximilian I
		}
		30 = {
			Kaiser Karl V
		}
		31 = {
			Kaiser Ferdinand I
		}
		32 = {
			Kaiser Maximilian II
		}
		33 = {
			Kaiser Rudolf II
		}
		34 = {
			Kaiser Matthias
		}
		35 = {
			Kaiser Ferdinand II
		}
		36 = {
			Kaiser Ferdinand III
		}
		37 = {
			Kaiser Leopold I
		}
		38 = {
			Kaiser Joseph I
		}
		39 = {
			Kaiser Karl VI
		}
		40 = {
			Kaiser Franz I Stephan
		}
		41 = {
			Kaiserin Maria Theresa
		}
		42 = {
			Kaiser Joseph II
		}
		43 = {
			Kaiser Leopold II
		}
		44 = {
			Kaiserin Victoria III
		}
	}
}
### Entity: Character
Component: BRM_mt
Source: game
File: common/characters/BRM.txt

Code:
BRM_mt = {
	advisor = {
		slot = theorist
		cost = 100
		idea_token = BRM_mt
		ledger = army
		allowed = {
			original_tag = BRM
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_6
		}
	}
}
### Entity: Idea
Component: BUL_trained_youth_wings
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_trained_youth_wings = {
	picture = HUN_secret_rearmament
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.15
		training_time_factor = -0.1
		army_org_factor = -0.05
	}
}
### Entity: Scripted Trigger
Component: ITA_is_socialist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_socialist_ai = {
	OR = {
		has_country_flag = ITA_AI_RANDOM_DEMOCRATIC_PLAN
		has_game_rule = {
			rule = ITA_ai_behavior
			option = ITA_DEMOCRATIC_PLAN
		}
	}
}
### Entity: Country History
Country: PRC
Component: PRC_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities, set_war_support
Source: game
File: history/countries/PRC - ComChina.txt

Code:
# Politics & Parties for PRC
set_politics = {
	ruling_party = communism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	communism = 100
}
add_ideas = {
	closed_economy service_by_requirement partial_economic_mobilisation
}
set_stability = 0.43
set_war_support = 0.5
### Entity: Unit Template
Component: POL_DD_HISTORICAL
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		POL
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ORP 
	fallback_name = Niszczyciel %d
	unique = {
		Grom Błyskawica Piorun Orkan Kujawiak Ślązak Pomorzanin Krakowiak Góral Mazur Kaszub Kurp Burza Wicher Garland Ouragan Warszawa Lwów Wilno Poznań Kraków Wisla Gdynia Gdansk Kraków Zadwórze Plowce Odsiecz Wiedenska Psków Raszyn Przemysl Chocim Kircholm Fuengirola
	}
}
### Entity: Idea
Component: AFG_illiteracy_1
Constructs: research_speed_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_illiteracy_1 = {
	picture = indochina_illiteracy
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = -0.25
	}
}
### Entity: Order of Battle
Component: Special Assignment Forces
Source: game
File: history/units/USA_1939_naval_legacy.txt

Code:
fleet = {
	name = Special Assignment Forces
	naval_base = 7617
	task_force = {
		name = Squadron 40-T
		location = 6732
		ship = {
			name = USS Trenton
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Dickerson
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Herbert
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		}
	} {
		name = Special Service Squadron
		location = 7617
		ship = {
			name = USS Tattnall
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS J Fred Talbott
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		}
	} {
		name = 3rd Submarine Squadron
		location = 7617
		ship = {
			name = USS S-42
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-43
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-44
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-45
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-46
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-47
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_convoy_raiding
Source: game
File: common/ai_navy/goals/goals_FRA.txt

Code:
FRA_convoy_raiding = {
	objective_type = convoy_raiding
	available_for = {
		FRA
	}
	min_priority = 3
	max_priority = 7
}
### Entity: Order of Battle
Component: XXIII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXIII Brigada Internacionales
	location = 9764
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Ally_the_Peasents
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Ally_the_Peasents
	icon = GFX_focus_generic_workers_and_farmers_rise
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	bypass = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	prerequisite = {
		focus = DEN_Channel_Economic_Frustrations
	}
	x = -2
	y = 2
	relative_position_id = DEN_Strengthen_the_Labour_Unions
	completion_reward = {
		add_to_variable = {
			den_lower_equilibrium = 10
			tooltip = den_lower_equilibrium_tooltip
		}
		den_calculate_lower = yes
		if = {
			limit = {
				has_government = communism
			}
			add_political_power = 75
		}
		else = {
			unlock_decision_tooltip = den_rural_support
		}
		99 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: Idea
Component: BAS_acas
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = BAS
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: KMT_chaos_in_the_capital
Constructs: stability_factor, removal_cost, has_country_leader
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chaos_in_the_capital = {
	removal_cost = -1
	picture = POL_the_peasants_strike
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_country_leader = {
					ruling_only = yes
					character = CHI_chiang_kaishek
				} {
					ruling_only = yes
					character = CHI_wang_jingwei
				}
			}
		}
	}
	modifier = {
		political_power_factor = -0.5
		stability_factor = -0.15
		drift_defence_factor = -0.5
		stability_weekly = -0.003
	}
}
### Entity: Order of Battle
Component: 10. Divisioona
Constructs: division_template
Source: game
File: history/units/FIN_Red_Guards.txt

Code:
division = {
	name = 10. Divisioona
	location = 9056
	division_template = Jalkaväkidivisioona P.
	start_experience_factor = 0.6
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: EAI_DD_15/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_religious_freedom
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_religious_freedom
	icon = GFX_goal_generic_internal_democracy
	relative_position_id = MPL_democratic_victory
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_democratic_victory
	}
	cost = 5
	completion_reward = {
		add_timed_idea = {
			idea = MPL_religious_freedom
			days = 730
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_experiment_with_airborne_divisions_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_experiment_with_airborne_divisions_r56
	icon = GFX_focus_generic_paratrooper
	cost = 5
	x = 5
	y = 1
	relative_position_id = RAJ_accelerate_military_indianization_r56
	prerequisite = {
		focus = RAJ_accelerate_military_indianization_r56 RAJ_expand_the_national_air_force_r56
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = RAJ_experiment_with_airborne_divisions_r56
				cost_reduction = 0.5
				uses = 2
				category = cat_paratroopers_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = RAJ_experiment_with_airborne_divisions_r56
				bonus = 1
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		add_tech_bonus = {
			name = RAJ_experiment_with_airborne_divisions_r56
			bonus = 0.75
			uses = 1
			category = para_tech
		}
	}
}
### Entity: Event
Component: luxembourg.13
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.13
	title = luxembourg.13.t
	desc = luxembourg.13.d
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	option = {
		name = luxembourg.13.a
	}
}
### Entity: Scripted Trigger
Component: EAI_STRATEGY_use_rangers
Constructs: has_war_with, check_variable
Source: game
File: common/scripted_triggers/EAI_STRATEGY_triggers.txt

Code:
EAI_STRATEGY_use_rangers = {
	OR = {
		AND = {
			has_war_with = SOV
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MNT_SPEC_OPS
			}
		} {
			EAI_STRATEGY_plans_on_using_rangers = yes
			date = > 1940.8.1
		}
		original_tag = FIN
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_anti_imperialism
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_anti_imperialism
	available = {

	} {

	}
	icon = GFX_focus_generic_support_the_left_right
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = URG_americanism
	}
	relative_position_id = URG_americanism
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			idea_URG_anti_imperialism
		}
		set_rule = {
			can_declare_war_on_same_ideology = yes
		} {
			can_only_justify_war_on_threat_country = no
		} {
			can_join_opposite_factions = yes
		}
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.01
Constructs: is_triggered_only, ai_chance, limit, has_war_with, random_hours, is_ai, white_peace, is_subject_of
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.01
	title = BBA_italy_anti_colonialism_events.01.t
	desc = BBA_italy_anti_colonialism_events.01.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.01.a
		ai_chance = {
			base = 1
		}
		trigger = {
			has_war_with = ETH
		}
		ETH = {
			country_event = {
				id = BBA_italy_anti_colonialism_events.02
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			if = {
				limit = {
					ETH = {
						OR = {
							is_ai = no
							surrender_progress = < 0.5
						}
					}
				}
				white_peace = FROM
			}
			else = {
				white_peace = FROM
				FROM = {
					puppet = ROOT
				}
			}
		}
	} {
		name = BBA_italy_anti_colonialism_events.01.b
		ai_chance = {
			base = 0
		}
		trigger = {
			has_war_with = ETH
		}
		custom_effect_tooltip = BBA_italy_anti_colonialism_events_war_will_continue_tt
	} {
		name = BBA_italy_anti_colonialism_events.01.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				ETH = {
					is_ai = no
				}
			}
		}
		trigger = {
			ETH = {
				is_subject_of = ROOT
			}
		}
		ETH = {
			country_event = {
				id = BBA_italy_anti_colonialism_events.05
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			annex_country = {
				target = ETH
				transfer_troops = yes
			}
		}
	} {
		name = BBA_italy_anti_colonialism_events.01.d
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				ETH = {
					is_ai = no
				}
			}
		}
		trigger = {
			ETH = {
				is_subject_of = ROOT
			}
		}
		ETH = {
			country_event = {
				id = BBA_italy_anti_colonialism_events.08
				hours = 4
				random_hours = 2
			}
		}
		effect_tooltip = {
			ETH = {
				capital_scope = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					} {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
				add_autonomy_score = {
					value = -75
					localization = BBA_italy_anti_colonialism_events.08.t
				}
			}
		}
	} {
		name = BBA_italy_anti_colonialism_events.01.e
		ai_chance = {
			base = 1
		}
		trigger = {
			ETH = {
				is_subject_of = ROOT
			}
		}
	} {
		name = BBA_italy_anti_colonialism_e
# ... (truncated)
### Entity: Idea
Component: FRI_intensify_native_recruitment
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_intensify_native_recruitment = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		conscription = 0.03
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_equipment_effort_3
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_equipment_effort_3
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = DNZ_smuggle_weapons
	}
	relative_position_id = DNZ_smuggle_weapons
	x = 0
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SUD_pot
Source: game
File: common/characters/SUD.txt

Code:
SUD_pot = {
	advisor = {
		slot = political_advisor
		idea_token = SUD_pot
		allowed = {
			original_tag = SUD
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_oppose_hitler
Constructs: has_completed_focus, limit, has_government, completion_reward, add_political_power, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_oppose_hitler
	icon = GFX_focus_ger_oppose_hitler
	allow_branch = {
		NOT = {
			has_dlc = Gotterdammerung
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = GER_remilitarize_the_rhineland
			}
		}
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	x = 34
	y = 0
	relative_position_id = GER_remilitarize_the_rhineland
	offset = {
		x = -42
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_oppose_hitler
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_reestablish_free_elections
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_revive_the_kaiserreich
		}
	}
	mutually_exclusive = {
		focus = GER_remilitarize_the_rhineland
	}
	cost = 10
	ai_will_do = {
		factor = 7
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			add_ai_strategy = {
				type = alliance
				id = POL
				value = 2000
			}
			POL = {
				add_ai_strategy = {
					type = alliance
					id = GER
					value = 2000
				}
			}
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		custom_effect_tooltip = GER_oppose_hitler_civil_war generic_skip_one_line_tt
		effect_tooltip = {
			GER_remove_mefo_bills = yes
		}
		42 = {
			set_demilitarized_zone = no
		}
		51 = {
			set_demilitarized_zone = no
		}
		978 = {
			set_demilitarized_zone = no
		}
		add_political_power = 120
		add_named_threat = {
			threat = 5
			name = GER_oppose_hitler
		}
		country_event = {
			id = wtt_germany.1
		}
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_dreams_of_glory
Constructs: prerequisite, add_stability, completion_reward, is_subject, has_army_manpower, add_popularity, set_rule, add_timed_idea
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_dreams_of_glory
	icon = GFX_focus_generic_spread_fascism
	prerequisite = {
		focus = GUA_censor_the_press
	} {
		focus = GUA_professionalize_the_military
	}
	relative_position_id = GUA_professionalize_the_military
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 25000
		}
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		set_rule = {
			can_create_factions = yes
		}
		add_timed_idea = {
			idea = GUA_ambitions_of_greatness
			days = 1095
		}
	}
}
### Entity: Scripted Effect
Component: GER_modify_industrial_modifier
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_modify_industrial_modifier = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
		}
		custom_effect_tooltip = GER_modify_mefo_bills_modifier_tt
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_economy_of_conquest_modifier
			}
		}
		custom_effect_tooltip = GER_modify_economy_of_conquest_modifier_tt
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_recovering_economy_modifier
			}
		}
		custom_effect_tooltip = GER_modify_recovering_economy_modifier_tt
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_wirtschaftswunder_modifier
			}
		}
		custom_effect_tooltip = GER_modify_wirtschaftswunder_modifier_tt
	}
}
### Entity: State History
Component: 612
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/612-China 11.txt

Code:
state = {
	id = 612
	name = STATE_612
	manpower = 566000
	buildings_max_level_factor = 1.0
	state_category = rural
	resources = {
		coal = 3
	}
	history = {
		owner = MEN
		add_core_of = MEN CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				add_core_of = HBC
			}
		}
		buildings = {
			infrastructure = 1
			arms_factory = 1
		}
		victory_points = {
			10372 1
		} {
			12448 1
		}
	}
	provinces = {
		1551 1608 1796 1811 1871 4222 4555 7578 7648 10363 10372 12348 12448 12554
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgica
Constructs: prerequisite, completion_reward, is_owned_or_subject_trigger, swap_ideas, remove_idea, add_idea, set_cosmetic_tag
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_belgica
	icon = GFX_focus_BEL_belgica
	prerequisite = {
		focus = BEL_demand_further_gallic_concessions
	}
	relative_position_id = BEL_demand_further_gallic_concessions
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	x = 0
	y = 2
	cost = 10
	available = {
		AND = {
			29 = {
				is_owned_or_subject_trigger = yes
			}
			785 = {
				is_owned_or_subject_trigger = yes
			}
			18 = {
				is_owned_or_subject_trigger = yes
			}
			28 = {
				is_owned_or_subject_trigger = yes
			}
			17 = {
				is_owned_or_subject_trigger = yes
			}
			27 = {
				is_owned_or_subject_trigger = yes
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = BEL_belgica_tt
		swap_ideas = {
			remove_idea = BEL_burgundian_heritage_ns
			add_idea = BEL_pax_belgica_ns
		}
		hidden_effect = {
			set_cosmetic_tag = BEL_beligca
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Decision
Component: PRC_integration_decision_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_integration_decision_cat = {
	icon = GFX_decision_category_generic_communist_revolution
	priority = 1
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	visible_when_empty = no
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/CAM_uprising.txt

Code:
division = {
	location = 12460
	division_template = Khmer Issarak Partisan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: PER_secular_nationalism
Constructs: removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_secular_nationalism = {
	picture = FRA_scw_intervention_nationalists_focus
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		army_morale_factor = 0.05
	}
}
### Entity: Order of Battle
Component: Grenzkommando Aachen
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Grenzkommando Aachen
	location = 3444
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}