Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: OCC
Component: OCC_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, set_convoys, complete_national_focus, complete_special_project
Source: game
File: history/countries/OCC - Occitania.txt

Code:
# Misc for OCC
capital = 31
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		naval_bomber1 = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		CAS1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		basic_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		basic_battery = 1
		basic_light_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		basic_heavy_armor_scheme = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	set_technology = {
		armored_car1 = 1
	}
}
set_convoys = 20
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 = {
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		support_weapons = 1
		support_weapons2 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		synth_oil_experiments = 1
		fuel_refining2 = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
	}
	set_grand_doctrine = grand_battleplan
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AAdd.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Add:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Paraguay (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Add"
### Entity: Military Industrial Organization
Component: PRC_cmc_military_industry_bureau_organization
Constructs: has_completed_focus, limit, has_dlc, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_cmc_military_industry_bureau_organization = {
	include = generic_infantry_equipment_organization
	name = PRC_cmc_military_industry_bureau_organization
	icon = GFX_idea_PRC_cmc_military_industry_bureau
	allowed = {
		OR = {
			AND = {
				tag = PRC
				has_dlc = No Compromise, No Surrender
			} {
				original_tag = PHI
				has_dlc = No Compromise, No Surrender
			}
		}
	}
	available = {
		if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_smugglers
			}
		}
	}
	add_trait = {
		token = PRC_cmc_military_industry_bureau_center_of_the_red_arsenal_trait
		name = PRC_cmc_military_industry_bureau_center_of_the_red_arsenal_trait
		icon = GFX_generic_mio_department_icon_infantry_offense
		special_trait_background = yes
		relative_position_id = generic_mio_trait_drum_pattern_sights
		position = {
			x = 2
			y = 0
		}
		equipment_bonus = {
			soft_attack = 0.05
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.05
			military_industrial_organization_design_team_assign_cost = -0.1
		}
	}
}
### Entity: Character
Component: NEN_e_serotetta
Source: game
File: common/characters/NEN.txt

Code:
NEN_e_serotetta = {
	name = E. Serotetta
	portraits = {
		army = {
			large = gfx/leaders/SMI/portrait_generic_sami_army_general_1.dds
			small = gfx/interface/ideas/portrait_generic_sami_army_general_1_small.dds
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
	advisor = {
		slot = army_chief
		idea_token = NEN_e_serotetta
		ledger = army
		traits = {
			army_chief_defensive_1
		}
	}
}
### Entity: Country History
Country: SIE
Component: SIE_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SIE - Sierra Leone.txt

Code:
# Misc for SIE
capital = 700
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 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 new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Order of Battle
Component: air_wing_290
Source: game
File: history/units/SPA_1939_air_bba.txt

Code:
air_wings = {
	290 = {
		small_plane_airframe_1 = {
			owner = SPR
			amount = 36
			creator = ITA
			version_name = G.50
		}
	}
}
### Entity: Idea
Component: MEX_church_power_5
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_church_power_5 = {
	name = MEX_church_power_5
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_scorched_earth_tactics
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_scorched_earth_tactics
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = CHI_war_of_resistance
	}
	x = 2
	y = 1
	relative_position_id = CHI_war_of_resistance
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = CHI_scorched_earth_tactics
	}
}
### Entity: AI Strategy
Component: USA_stay_east_coast
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_stay_east_coast = {
	allowed = {
		original_tag = USA
	}
	enable = {
		ENG = {
			has_capitulated = yes
		}
		has_war_with = GER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_dominance
		id = 54
		value = 100
	}
}
### Entity: Country History
Country: USB
Component: USB_characters
Constructs: recruit_character
Source: game
File: history/countries/USB - USB.txt

Code:
# Leaders & Characters for USB
recruit_character = USB_georges_vereecken USB_rene_lagrou USB_gaston_eyskens USB_victor_strydonck_burkel USB_paul_van_zeeland USB_fritz_lob USB_yvan_gerard USB_jules_pire USB_georges_deffontaine USB_oscar_michiels USB_raoul_overstraeten USB_fritz_conrad USB_victor_van_strydonck_de_burkel USB_paul-henri_spaak USB_charles_bastin USB_leon_degrelle USB_jules_iserentant
### Entity: Order of Battle
Component: Army Departments
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division_template = {
	name = Army Departments
	division_names_group = USA_GAR_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		}
	}
	support = {
		engineer = {
			x = 0
			y = 0
		}
	}
	priority = 0
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_prosperity_of_the_empire
Constructs: prerequisite, limit, remove_ideas, completion_reward, complete_tooltip, every_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_prosperity_of_the_empire
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_strengthen_the_empire
	}
	icon = GFX_goal_generic_demand_territory
	x = 0
	y = 1
	relative_position_id = SPA_strengthen_the_empire
	cost = 10
	available_if_capitulated = yes
	search_filters = {

	} {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_prosperity_of_the_empire_1inf
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_3
			}
			remove_ideas = SPA_recovering_from_civil_war_3
		}
		else_if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_2
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war_2
				add_idea = SPA_recovering_from_civil_war_3
			}
		} {
			limit = {
				has_idea = SPA_recovering_from_civil_war
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war
				add_idea = SPA_recovering_from_civil_war_2
			}
		} {
			limit = {
				NOT = {
					has_global_flag = scw_over
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_recovering_from_civil_war
					add_idea = SPA_recovering_from_civil_war_2
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_prosperity_of_the_empire_1inf
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_prosperity_of_the_empire_1inf
				}
			}
			set_state_flag = SPA_prosperity_of_the_empire_1inf
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_prosperity_of_the_empire_1inf
				}
			}
			set_state_flag = SPA_prosperity_of_the_empire_1inf
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: BRA_fascist_plan
Constructs: has_government, has_country_flag, has_dlc, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/BRA_R56_alternate_strategy_plan.txt

Code:
BRA_fascist_plan = {
	name = BRA: Brazilian Fascist AI Plan
	desc = Fascist behavior for Finland.
	allowed = {
		original_tag = BRA
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_FASCISM
			has_game_rule = {
				rule = BRA_ai_behavior
				option = FASCISM
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = fascism
		}
	}
	ai_national_focuses = {
		BRA_R56_the_voice_of_brazil BRA_R56_national_security_law BRA_R56_institute_the_polaca BRA_R56_strengthen_local_governments BRA_R56_the_brazilian_action
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: MAN_MNT_01
Source: game
File: common/units/names_divisions/MAN_names_divisions.txt

Code:
MAN_MNT_01 = {
	name = Mountain Division
	for_countries = {
		MAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		MAN_INF_01
	}
	fallback_name = %d Man'chu Bubing Shi
	ordered = {
		1 = {
			%d Fang'tien Bubing Shi
		}
		2 = {
			%d Fang'tien Bubing Shi
		}
		3 = {
			%d Fang'tien Bubing Shi
		}
		4 = {
			%d Fang'tien Bubing Shi
		}
		5 = {
			%d Qiqihar Bubing Shi
		}
		6 = {
			%d Qiqihar Bubing Shi
		}
		7 = {
			%d Harbin Bubing Shi
		}
		8 = {
			%d Harbin Bubing Shi
		}
		9 = {
			%d Harbin Bubing Shi
		}
		10 = {
			%d Dalian Bubing Shi
		}
		11 = {
			%d Dalian Bubing Shi
		}
		12 = {
			%d Dalian Bubing Shi
		}
		13 = {
			%d Mukden Bubing Shi
		}
		14 = {
			%d Mukden Bubing Shi
		}
		15 = {
			%d Mukden Bubing Shi
		}
		16 = {
			%d Hsinking Bubing Shi
		}
		17 = {
			%d Hsinking Bubing Shi
		}
		18 = {
			%d Hsinking Bubing Shi
		}
		19 = {
			%d Hsinking Bubing Shi
		}
		20 = {
			%d Fang'tien Bubing Shi
		}
		21 = {
			%d Fang'tien Bubing Shi
		}
		22 = {
			%d Fang'tien Bubing Shi
		}
		23 = {
			%d Qiqihar Bubing Shi
		}
		24 = {
			%d Qiqihar Bubing Shi
		}
		25 = {
			%d Harbin Bubing Shi
		}
		26 = {
			%d Harbin Bubing Shi
		}
		27 = {
			%d Harbin Bubing Shi
		}
		28 = {
			%d Dalian Bubing Shi
		}
		29 = {
			%d Dalian Bubing Shi
		}
		30 = {
			%d Dalian Bubing Shi
		}
	}
}
### Entity: Character
Component: TUR_nazmi_solok
Source: game
File: common/characters/TUR.txt

Code:
TUR_nazmi_solok = {
	name = TUR_nazmi_solok
	portraits = {
		army = {
			large = GFX_portrait_TUR_nazmi_solok
			small = GFX_portrait_TUR_nazmi_solok_small
		}
	}
	corps_commander = {
		traits = {
			trickster
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
	}
}
### Entity: Military Industrial Organization
Component: USA_general_motor_electrco_motive_loco_works_organization
Constructs: has_completed_focus
Source: game
File: common/military_industrial_organization/organizations/USA_organization_r56.txt

Code:
USA_general_motor_electrco_motive_loco_works_organization = {
	name = general_motor_electrco_motive_loco_works
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_usa_general_motors
	allowed = {
		original_tag = USA
	}
	available = {
		owner = {
			has_completed_focus = USA_continue_dieselisation
		}
	}
	research_categories = {
		train_tech railway_gun_equipment industry
	}
}
### Entity: Unit Template
Component: FRA_ARM_02
Source: game
File: common/units/names_divisions/FRA_names_divisions.txt

Code:
FRA_ARM_02 = {
	name = Tank Brigade
	for_countries = {
		FRA
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dème Brigade Cuirassée
	ordered = {
		1 = {
			%dère Brigade Cuirassée
		}
		2 = {
			%dème Brigade Cuirassée
		}
		3 = {
			%dème Brigade Cuirassée
		}
		41 = {
			%dème Brigade Cuirassée
		}
		42 = {
			%dème Brigade Cuirassée
		}
		43 = {
			%dème Brigade Cuirassée
		}
		4 = {
			%dème Brigade Cuirassée
		}
		5 = {
			%dème Brigade Cuirassée
		}
		6 = {
			%dème Brigade Cuirassée
		}
		7 = {
			%dème Brigade Cuirassée
		}
		8 = {
			%dème Brigade Cuirassée
		}
		9 = {
			%dème Brigade Cuirassée
		}
		10 = {
			%dème Brigade Cuirassée
		}
		11 = {
			%dème Brigade Cuirassée
		}
		12 = {
			%dème Brigade Cuirassée
		}
		13 = {
			%dème Brigade Cuirassée
		}
		14 = {
			%dème Brigade Cuirassée
		}
		15 = {
			%dème Brigade Cuirassée
		}
		16 = {
			%dème Brigade Cuirassée
		}
		17 = {
			%dème Brigade Cuirassée
		}
		18 = {
			%dème Brigade Cuirassée
		}
		19 = {
			%dème Brigade Cuirassée
		}
		20 = {
			%dème Brigade Cuirassée
		}
		21 = {
			%dème Brigade Cuirassée
		}
		22 = {
			%dème Brigade Cuirassée
		}
		23 = {
			%dème Brigade Cuirassée
		}
		24 = {
			%dème Brigade Cuirassée
		}
		25 = {
			%dème Brigade Cuirassée
		}
		26 = {
			%dème Brigade Cuirassée
		}
		27 = {
			%dème Brigade Cuirassée
		}
		28 = {
			%dème Brigade Cuirassée
		}
		29 = {
			%dème Brigade Cuirassée
		}
		30 = {
			%dème Brigade Cuirassée
		}
		31 = {
			%dème Brigade Cuirassée
		}
		32 = {
			%dème Brigade Cuirassée
		}
		33 = {
			%dème Brigade Cuirassée
		}
		34 = {
			%dème Brigade Cuirassée
		}
		35 = {
			%dème Brigade Cuirassée
		}
		36 = {
			%dème Brigade Cuirassée
		}
		37 = {
			%dème Brigade Cuirassée
		}
		38 = {
			%dème Brigade Cuirassée
		}
		39 = {
			%dème Brigade Cuirassée
		}
		40 = {
			%dème Brigade Cuirassée
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_undermine_democracy
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_undermine_democracy
	icon = GFX_focus_generic_strike_at_democracy2
	x = 0
	y = 1
	relative_position_id = BRA_constitutional_monarchy
	prerequisite = {
		focus = BRA_constitutional_monarchy
	}
	cost = 10
	cancel_if_invalid = no
	ai_will_do = {
		factor = 10
	}
	available = {
		neutrality = > 0.3
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = BRA_undermine_democracy_idea
			days = 365
		}
	}
}
### Entity: State History
Component: 1001
Constructs: add_core_of
Source: game
File: history/states/1001-Kurdistan.txt

Code:
state = {
	id = 1001
	name = STATE_1001
	manpower = 390139
	state_category = rural
	history = {
		owner = PER
		victory_points = {
			4943 5
		} {
			5098 3
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = PER KUR
	}
	provinces = {
		4943 9816 5098 12773
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: PHI_ties_with_carlist_spain
Constructs: political_power_gain, neutrality_drift
Source: game
File: common/ideas/philippines.txt

Code:
PHI_ties_with_carlist_spain = {
	picture = SPA_fet_y_de_las_jons
	modifier = {
		neutrality_drift = 0.03
		political_power_gain = 0.05
		opinion_gain_monthly_same_ideology_factor = 0.3
	}
}
### Entity: Event
Component: lar_ratify_the_stresa_front.1
Constructs: is_triggered_only, ai_chance, has_war, limit, is_major, has_global_flag, is_subject, is_in_faction_with
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_ratify_the_stresa_front.1
	title = lar_ratify_the_stresa_front.1.t
	desc = lar_ratify_the_stresa_front.1.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = lar_ratify_the_stresa_front.1.a
		ai_chance = {
			factor = 80
		}
		FRA = {
			country_event = lar_ratify_the_stresa_front.2
		}
		effect_tooltip = {
			transfer_state = 268
		}
		if = {
			limit = {
				has_global_flag = ITA_agrees_ENG_FRA_concessions
			}
			effect_tooltip = {
				transfer_state = 269
			}
		} {
			limit = {
				country_exists = AUS
				AUS = {
					is_subject = no
					is_major = no
					has_war = no
					NOT = {
						is_in_faction_with = GER
					}
				}
			}
			give_guarantee = AUS
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
	} {
		name = lar_ratify_the_stresa_front.1.b
		ai_chance = {
			factor = 20
			modifier = {
				has_global_flag = ITA_agrees_ENG_FRA_concessions
				factor = 0
			}
		}
		FRA = {
			country_event = lar_ratify_the_stresa_front.3
		}
		ENG = {
			country_event = lar_ratify_the_stresa_front.3
		}
	}
}
### Entity: Idea
Component: kaiser_challenge_met
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
kaiser_challenge_met = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: Idea
Component: DEN_fake_industrial_capability_ns
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/denmark.txt

Code:
DEN_fake_industrial_capability_ns = {
	name = DEN_industrial_capability_dynamic_modifier
	removal_cost = -1
	picture = SOV_second_five_year_plan
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		consumer_goods_factor = 0.3
		line_change_production_efficiency_factor = -0.05
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
		equipment_conversion_speed = -0.05
	}
}
### Entity: Idea
Component: LUX_minister_economics_LSAP
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_economics_LSAP = {
	modifier = {
		production_speed_arms_factory_factor = 0.05
		industrial_capacity_factory = 0.07
	}
}
### Entity: Idea
Component: vietnam_electricity
Constructs: research_bonus
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
vietnam_electricity = {
	allowed = {
		original_tag = VIN
	}
	picture = VIN_vietnam_electricity
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Idea
Component: KMT_he_jian_proposal
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_he_jian_proposal = {
	removal_cost = -1
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		army_org_factor = 0.05
		land_reinforce_rate = -0.01
	}
}
### Entity: Character
Component: EST_voldemar_voolman
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_voldemar_voolman = {
	name = EST_voldemar_voolman
	portraits = {
		army = {
			small = GFX_idea_EST_voldemar_voolmann
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_voldemar_voolman
		allowed = {
			OR = {
				original_tag = EST SWE
			}
			has_dlc = No Step Back
		}
		available = {
			OR = {
				has_completed_focus = BALTIC_revolutionary_cabinet
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			socialist_justice
		}
	}
}
### Entity: Idea
Component: rt56_USA_cash_and_carry_away
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_USA_cash_and_carry_away = {
	picture = generic_liberty_money
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_neo_mahdist_government
Constructs: prerequisite, limit, remove_ideas, has_government, add_stability, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_neo_mahdist_government
	icon = GFX_goal_COG_force_publique
	prerequisite = {
		focus = SUD_strengthen_national_unity
	} {
		focus = SUD_invite_the_mahdists
	}
	relative_position_id = SUD_ansar_nationalism
	mutually_exclusive = {
		focus = SUD_galvanize_the_khatmiyya_movement
	}
	available = {
		neutrality = > 0.3
	}
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 90
			has_government = neutrality
		}
	}
	completion_reward = {
		add_stability = 0.05
		remove_ideas = SUD_unstable_nation_2
		if = {
			limit = {
				NOT = {
					has_government = neutrality
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
				last_election = 1935.12.17
				election_frequency = 48
			}
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}