Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, add_war_support, add_stability, has_hyper_inflation, has_idea, complete_effect
Source: game
File: common/decisions/CHI_decisions.txt

Code:
economy_decisions = {
	CHI_forced_loans = {
		icon = ger_mefo_bills
		available = {
			has_hyper_inflation = yes
		}
		cost = 100
		ai_will_do = {
			base = 1
			modifier = {
				OR = {
					has_idea = CHI_hyper_inflation_none CHI_hyper_inflation_1
				}
				factor = 0
			} {
				has_idea = CHI_hyper_inflation_3
				factor = 2
			} {
				has_idea = CHI_hyper_inflation_4
				factor = 5
			} {
				has_idea = CHI_hyper_inflation_5
				factor = 10
			}
		}
		visible = {
			OR = {
				has_completed_focus = CHI_forced_loans CHI_sea_forced_loans
			}
		}
		days_re_enable = 90
		complete_effect = {
			CHI_hyper_inflation_level_down = yes
			add_stability = -0.03
			add_war_support = -0.03
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.12
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, random_hours
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.12
	title = NSB_soviet_foreign_politics_events.12.t
	desc = NSB_soviet_foreign_politics_events.12.desc
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.12.a
		ai_chance = {
			base = 1
		}
		SOV_fortify_mongolian_border_effect = yes
	} {
		name = NSB_soviet_foreign_politics_events.12.b
		ai_chance = {
			base = 0
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_refused_to_follow_our_guidelines
			}
		} {
			country_event = {
				id = NSB_soviet_foreign_politics_events.13
				hours = 8
				random_hours = 4
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_cement_five_mems
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_cement_five_mems
	icon = GFX_focus_generic_concessions
	relative_position_id = ISR_cement_jewish_identity
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_cement_jewish_identity
	} {
		focus = ISR_weaken_histadrut
	} {
		focus = ISR_open_economy
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_the_five_mems
			add_idea = ISR_the_five_mems_2
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_bring_exiled_monarchists
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_bring_exiled_monarchists
	icon = GFX_goal_generic_internal_democracy
	relative_position_id = AUS_past_glories
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_past_glories
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AUS_ernst_karl_winter AUS_hans_karl_zessner_spitzenberg
	}
}
### Entity: Scripted Effect
Component: EAI_PC_daily_update
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_daily_update = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_daily_update > THIS=[this.getname] PREV=[prev.getname]
	}
	EAI_PC_manage_civilian_factories = yes
	EAI_PC_project_queue_daily_update = yes
	EAI_PC_dynamic_strategies_daily = yes
}
### Entity: Character
Component: GER_humanist_monarchist
Constructs: research_speed_factor, stability_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_humanist_monarchist = {
	sprite = 13
	random = no
	research_speed_factor = 0.05
	democratic_drift = 0.04
	compliance_growth = 0.1
	resistance_decay = 0.1
	political_power_factor = -0.05
	monthly_population = 0.05
	stability_factor = 0.05
}
### Entity: Trigger Reference
Construct: is_embargoed_by
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_embargoed_by

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if embargoed by specified country
```
### Entity: Scripted Trigger
Component: check_for_warlord_2_left
Constructs: has_country_flag, check_for_warlord_2_left, is_warlords, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_warlord_2_left = {
	count_triggers = {
		amount = 2
		CHI = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SHX = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GDC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		HBC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SND = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GXC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		YUN = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XSM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		KHM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: Order of Battle
Component: 9. Divisioona
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = 9. Divisioona
	location = 158
	division_template = Jalkaväkidivisioona S.
	start_experience_factor = 0.6
	start_equipment_factor = 0.8
}
### Entity: Event
Component: SEA_imperial_influence_events.110
Constructs: is_triggered_only, set_variable, add_to_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.110
	title = SEA_imperial_influence_events.110.t
	desc = SEA_imperial_influence_events.110.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_army_faction_demands_military_factories
		set_variable = {
			JAP_desired_military_factories = num_of_military_factories
		}
		add_to_variable = {
			JAP_desired_military_factories = 4
		}
	}
}
### Entity: Idea
Component: MAC_nccr
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_nccr = {
	picture = generic_navy_europe_2
	allowed = {
		original_tag = MAC
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ICE_futile_resistance
Constructs: has_government, has_war_with
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_futile_resistance = {
	picture = generic_disjointed_gov
	cancel = {
		OR = {
			NOT = {
				has_war_with = ENG
			} {
				has_government = democratic
			}
		}
	}
	rule = {
		can_join_factions = no
	}
	modifier = {
		army_morale_factor = -0.15
	}
}
### Entity: Event
Component: naw_norway.12
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.12
	title = naw_norway.12.t
	desc = naw_norway.12.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.12.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Idea
Component: CHI_internal_opposition65
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition65 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.13
		army_org_factor = -0.13
		max_dig_in_factor = -0.13
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.52
		attack_bonus_against = -0.26
	}
}
### Entity: Character
Component: DEN_emil_strobech
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_emil_strobech = {
	name = DEN_emil_strobech
	portraits = {
		army = {
			small = GFX_portrait_DEN_emil_strobech_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_emil_strobech
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny La Resistance
		}
		available = {
			has_completed_focus = DEN_sikkerhedspolitiet
		}
		traits = {
			head_of_intelligence
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 0.5
				DEN_historical_ai = yes
			}
		}
		on_add = {

		}
		on_remove = {

		}
	}
}
### Entity: AI Strategy
Component: INS_pay_back_jakarta_pemuda
Constructs: has_active_mission
Source: game
File: common/ai_strategy/INS.txt

Code:
INS_pay_back_jakarta_pemuda = {
	allowed = {
		tag = INS
	}
	enable = {
		has_active_mission = INS_militias_jakarta_pemuda_mission
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = research_weight_factor
		id = construction1
		value = 50
	} {
		type = research_weight_factor
		id = construction2
		value = 75
	} {
		type = research_weight_factor
		id = construction3
		value = 100
	} {
		type = research_weight_factor
		id = construction4
		value = 300
	} {
		type = research_weight_factor
		id = improved_computing_machine
		value = 200
	} {
		type = research_weight_factor
		id = atomic_research
		value = 200
	}
}
### Entity: Character
Component: BRA_oliveria_viana
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_oliveria_viana = {
	name = BRA_oliveria_viana
	portraits = {
		civilian = {
			small = GFX_portrait_BRA_oliveria_viana_small
			large = GFX_portrait_BRA_oliveria_viana
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_oliveria_viana
		allowed = {
			original_tag = BRA
			has_dlc = Trial of Allegiance
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			BRA_controversial_academic
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 10
				has_completed_focus = BRA_romanticize_the_old_empire
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_national_mobilization
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, has_idea
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_national_mobilization
	icon = GFX_goal_generic_army_mobilization
	prerequisite = {
		focus = ETH_christmas_offensive
	}
	x = 10
	y = 1
	cost = 3
	available = {
		has_idea = second_italo_ethiopian_war
		country_exists = ITA
		ITA = {
			has_war_with = ETH
		}
	}
	bypass = {
		NOT = {
			has_war_with = ITA
		}
	}
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		army_experience = 10
		add_ideas = extensive_conscription
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_proclaim_the_republic_of_china
Constructs: prerequisite, completion_reward, is_subject, is_controlled_by, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_proclaim_the_republic_of_china
	icon = GFX_focus_chi_one_china_policy
	prerequisite = {
		focus = MAN_tsr_the_southern_expedition
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_the_southern_expedition
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		1035 = {
			is_controlled_by = ROOT
		}
		1037 = {
			is_controlled_by = ROOT
		}
		592 = {
			is_controlled_by = ROOT
		}
		608 = {
			is_controlled_by = ROOT
		}
		1041 = {
			is_controlled_by = ROOT
		}
		615 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MAN_rival_government
			add_idea = MAN_the_legitimate_successor
		}
		CHI = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_cosmetic_tag = MAN_republic_of_china
		set_capital = {
			state = 608
			remember_old_capital = no
		}
		set_province_name = {
			id = 9843
			name = PRC_beijing_capital_name
		}
		608 = {
			set_state_name = PRC_beijing_capital_name
		}
	}
}
### Entity: Idea
Component: KMT_democratic_establishment2
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_democratic_establishment2 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.075
		stability_factor = 0.15
		industrial_capacity_factory = 0.05
	}
}
### Entity: Event
Component: mtg_britain.20
Constructs: is_triggered_only, limit, add_ideas, add_opinion_modifier, set_autonomy, has_idea, swap_ideas, add_idea
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.20
	title = mtg_britain.20.t
	desc = mtg_britain.20.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.20.a
		add_opinion_modifier = {
			target = ENG
			modifier = ENG_three_nation_solution
		}
		release = BAN PAK
		ENG = {
			set_autonomy = {
				target = BAN
				autonomy_state = autonomy_colony
			}
		} {
			set_autonomy = {
				target = PAK
				autonomy_state = autonomy_colony
			}
		}
		BAN = {
			add_ideas = ENG_guided_by_britain_raj_1
		}
		PAK = {
			add_ideas = ENG_guided_by_britain_raj_1
		}
		if = {
			limit = {
				has_idea = RAJ_marginalized_muslim_community_angry
			}
			swap_ideas = {
				add_idea = RAJ_marginalized_muslim_community_happy
				remove_idea = RAJ_marginalized_muslim_community_angry
			}
		} {
			limit = {
				has_idea = RAJ_marginalized_muslim_community
			}
			swap_ideas = {
				add_idea = RAJ_marginalized_muslim_community_happy
				remove_idea = RAJ_marginalized_muslim_community
			}
		}
	}
}
### Entity: Idea
Component: NOR_nordic_balanced_policy
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_nordic_balanced_policy = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_interservice_rivalry_balanced
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_speed_arms_factory_factor = 0.05
		experience_gain_army_unit_factor = 0.2
		experience_gain_navy_unit_factor = 0.2
		experience_gain_factor = 0.2
	}
}
### Entity: Character
Component: SIA_phraya_thayarnpikart
Source: game
File: common/characters/SIA.txt

Code:
SIA_phraya_thayarnpikart = {
	advisor = {
		slot = high_command
		idea_token = SIA_phraya_thayarnpikart
		ledger = air
		allowed = {
			original_tag = SIA
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Phraya Thayarnpikart
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: AI Strategy
Component: ITA_shore_up_against_france
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_shore_up_against_france = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war_with = FRA
		FRA = {
			has_capitulated = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		state = 158 735
		value = 10
	}
}
### Entity: State History
Component: 1046
Constructs: add_core_of
Source: game
File: history/states/1046 - Yulin.txt

Code:
state = {
	id = 1046
	name = STATE_1046
	resources = {
		coal = 12
	}
	history = {
		owner = PRC
		add_core_of = PRC CHI
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7314 1
		}
	}
	provinces = {
		1458 7314 7659
	}
	manpower = 1057400
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_hanseatic_ingenuity
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_hanseatic_ingenuity
	icon = GFX_focus_research2
	prerequisite = {
		focus = DNZ_german_technology
	}
	relative_position_id = DNZ_german_technology
	x = -1
	y = 1
	cost = 10
	available = {
		num_of_factories = > 50
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_HON
Source: game
File: common/ai_focuses/HON.txt

Code:
ai_focus_peaceful_HON = {
	research = {
		industry = 15.0
		construction_tech = 10.0
		electronics = 5.0
		computing_tech = 5.0
	}
}
### Entity: Idea
Component: united_steel_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
united_steel_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_factory_strikes
	modifier = {
		local_resources_factor = 0.1
		production_speed_buildings_factor = 0.05
		production_speed_arms_factory_factor = -0.05
	}
}
### Entity: Idea
Component: SWE_anti_usa_cold_war
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_anti_usa_cold_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	targeted_modifier = {
		tag = USA
		defense_bonus_against = 0.15
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/CZE_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 3569
	division_template = Rychlá divize
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = CZE
			version_name = Tancik vz. 33
		}
	}
}
### Entity: Scripted Effect
Component: bba_get_cas_ENG_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_cas_ENG_effect = {
	if = {
		limit = {
			ENG = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_country_flag = ENG_basic_export_cas_template
					}
				}
			}
			ENG = {
				create_equipment_variant = {
					name = Fairey Battle
					type = small_plane_cas_airframe_1
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						engine_type_slot = engine_2_1x
						special_type_slot_1 = empty
					}
					icon = GFX_ENG_light_plane_1_medium
				}
				set_country_flag = ENG_basic_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = ENG
			amount = cas_buy_amount
			variant_name = Fairey Battle
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_country_flag = ENG_improved_export_cas_template
					}
				}
			}
			ENG = {
				create_equipment_variant = {
					name = Hawker Typhoon
					type = small_plane_cas_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = rocket_rails
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_2x
						engine_type_slot = engine_3_1x
						special_type_slot_1 = empty
					}
					icon = GFX_ENG_CAS2_medium
				}
				set_country_flag = ENG_improved_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_2
			producer = ENG
			amount = cas_buy_amount
			variant_name = Hawker Typhoon
		}
	} {
		limit = {
			ENG = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_country_flag = ENG_advanced_export_cas_template
					}
				}
			}
			ENG = {
				create_equipment_variant = {
					name = Hawker Tempest
					type = small_plane_cas_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_2_2x
						engine_type_slot = engine_4_1x
						special_type_slot_1 = empty
					}
					icon = GFX_ENG_CAS3_m
# ... (truncated)
### Entity: Scripted Trigger
Component: frloc_strategic_area_audessusdu
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_strategic_area_audessusdu = {
	OR = {
		region = 1 2 5 6 7 10 11 12 19 20 27 28 31 32 35 36 42 44 51 52 56 58 62 65 72 73 74 82 85 101 103 111 113 114 115 119 120 123 125 127 132 133 134 135 143 153 156 165 175 176 177 180 190 191 192 193 198 200
	}
}
### Entity: Idea
Component: XIC_inlux_of_funds_for_the_communists_idea
Constructs: removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
XIC_inlux_of_funds_for_the_communists_idea = {
	picture = PER_fund_state_intelligence_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_infrastructure_factor = 0.05
	}
}
### Entity: Character
Component: POL_Public_Works_and_Army_Reserve
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Public_Works_and_Army_Reserve = {
	random = no
	sprite = 6
	production_speed_infrastructure_factor = 0.1
	conscription = 0.005
}
### Entity: Character
Component: linchpin_of_infrastructure
Source: game
File: common/country_leader/00_traits.txt

Code:
linchpin_of_infrastructure = {
	random = no
	production_speed_infrastructure_factor = 0.15
	production_speed_rail_way_factor = 0.15
	industry_repair_factor = 0.2
	ai_will_do = {
		factor = 1
	}
}