Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: PAL_islamic_schools
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_islamic_schools = {
	picture = PAL_islamic_schools
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Order of Battle
Component: Regimentul 1 de Blindate
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ROM_1936.txt

Code:
division = {
	name = Regimentul 1 de Blindate
	location = 9617
	division_template = Regimentul de Blindate
	start_experience_factor = 0.3
	force_equipment_variants = {
		gw_tank_equipment = {
			owner = ROM
			creator = FRA
			amount = 72
		}
	}
}
### Entity: AI Strategy
Component: anti_armor_SOV
Constructs: has_tech
Source: game
File: common/ai_templates/templates_SOV.txt

Code:
anti_armor_SOV = {
	available_for = {
		SOV
	}
	role = motorized
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 3
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 20
					}
				}
			}
		} {
			factor = 0
			NOT = {
				has_tech = interwar_antitank
			}
		}
	}
	infantry_anti_armor_SOV = {
		custom_icon = 28
		upgrade_prio = {
			base = 1.1
			modifier = {
				factor = 2
				has_tech = interwar_antitank
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				field_hospital = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 2
			}
			regiments = {
				infantry = 7
				anti_tank_brigade = 2
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_political_events.25
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.25
	title = SEA_PRC_political_events.25.t
	desc = SEA_PRC_political_events.25.desc
	picture = GFX_report_event_PRC_chuikov
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.25.a
	}
}
### Entity: Technology
Component: sp_naval_underway_replenishment_pick_b
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	underway_replenishment_range = -0.1
	underway_replenishment_convoy_cost = -0.2
	research_cost = 1
	start_year = 1940
	allow = {
		always = no
	}
}
### Entity: Event
Component: r56_afghanistan.5
Constructs: is_triggered_only, ai_chance, has_war, add_opinion_modifier, create_wargoal, puppet_wargoal_focus, add_timed_idea, add_ai_strategy
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.5
	picture = GFX_report_event_AFG_invasion_of_persia
	title = r56_afghanistan.5.t
	desc = r56_afghanistan.5.d
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.5.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = PER
			expire = 0
		}
		add_timed_idea = {
			idea = AFG_operation_countenance
			days = 180
		}
		AFG = {
			add_timed_idea = {
				idea = AFG_operation_countenance
				days = 180
			}
		}
		add_ai_strategy = {
			type = antagonize
			id = PER
			value = 50
		} {
			type = declare_war
			id = PER
			value = 25
		} {
			type = conquer
			id = PER
			value = 10
		}
		ai_chance = {
			base = 1
			modifier = {
				PER = {
					is_in_faction = no
				}
				factor = 2
			} {
				threat = > 0.8
				factor = 1.5
			} {
				has_army_manpower = {
					size = > 1500000
				}
				factor = 2
			} {
				strength_ratio = {
					tag = PER
					ratio = > 5
				}
				factor = 2
			}
		}
	} {
		name = r56_afghanistan.5.b
		effect_tooltip = {
			AFG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
		}
		hidden_effect = {
			AFG = {
				country_event = {
					id = r56_afghanistan.13
					hours = 6
				}
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				has_war = yes
				factor = 2.5
			} {
				strength_ratio = {
					tag = PER
					ratio = < 3
				}
				factor = 2
			}
		}
	}
}
### Entity: Character
Component: BAN_ai2
Source: game
File: common/characters/BAN.txt

Code:
BAN_ai2 = {
	advisor = {
		slot = high_command
		idea_token = BAN_ai2
		ledger = army
		allowed = {
			original_tag = BAN
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_recon_in_force
Constructs: prerequisite, limit, completion_reward, set_technology, is_controlled_by, add_mastery_bonus, add_to_variable, has_dlc
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_recon_in_force
	icon = GFX_focus_generic_armored_air_support
	prerequisite = {
		focus = CZE_merge_the_financial_and_state_guard
	}
	x = -2
	y = 1
	relative_position_id = CZE_merge_the_financial_and_state_guard
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_recon_in_force
			bonus = 0.1
			days = 365
			sub_doctrine = mobile_recon_and_assault
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_recon_in_force_tech_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_recon_factor_while_entrenched = 0.1
			tooltip = recon_factor_while_entrenched_tt
		} {
			CZE_ceskoslovenska_armada_dig_in_speed_factor = 0.1
			tooltip = dig_in_speed_factor_tt
		}
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = CZE_recon_in_forces
				bonus = 0.75
				uses = 1
				category = cat_scout_plane
			}
		}
		else_if = {
			limit = {
				has_dlc = La Resistance By Blood Alone
				NOT = {
					has_tech = photo_reconnaisance
				}
			}
			add_tech_bonus = {
				name = CZE_recon_in_forces
				bonus = 0.75
				uses = 1
				technology = photo_reconnaisance
			}
		}
		add_tech_bonus = {
			name = CZE_recon_in_force
			bonus = 3
			uses = 1
			category = recon_tech
		}
		hidden_effect = {
			set_technology = {
				MUN_recon_in_force = 1
				popup = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prepare_for_the_next_blockade
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_coastal, is_owned_by, add_to_variable, random_core_state
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_prepare_for_the_next_blockade
	icon = GFX_focus_generic_cruiser_submarines
	x = -2
	y = 1
	relative_position_id = SIA_contingency_funds
	prerequisite = {
		focus = SIA_contingency_funds
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_agrarian_economical_policy_modify
		add_to_variable = {
			SIA_aep_convoy_retreat_speed = 0.2
			tooltip = convoy_retreat_speed_tt
		} {
			SIA_aep_weekly_convoys_war_support = 0.003
			tooltip = weekly_convoys_war_support_tt
		} {
			SIA_aep_resource_trade_cost_bonus_per_factory = 1
			tooltip = resource_trade_cost_bonus_per_factory_tt
		}
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 35
			producer = SIA
		}
		random_core_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_attack_harar
Constructs: has_war_with, has_active_mission
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_attack_harar = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war_with = ETH
		has_active_mission = ETH_conquer_harar_mission
		ITA_is_communist_ai = no
		ITA_is_socialist_ai = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state = 835
		ratio = 0.2
		priority = 100
		ordertype = front
		execution_type = rush
		execute_order = yes
	}
}
### Entity: Name List
Component: SSU
Source: game
File: common/names/r56_names.txt

Code:
SSU = {
	male = {
		names = {
			David Joseph Terrence Charles Wallace Collin Didier Joel Adam Justin Peter John Simon Philip Akio Mutek Muki Ajonye Dier Makuac Madut Juma Deng Rachu Efisio Onyoti
		}
	}
	female = {
		names = {
			Patricia Camila Maria Sophia Nicole Michelle Rebecca Hellen Mary Alison Angela
		}
	}
	surnames = {
		Luk Jok Koang Rueh Wour Jadalla Wani Wongo Chol Wal Kuol Atem Manyok Barac Atem Ngor Atem Kuol Chol Okony Gilo Gatkuoth Garang Mayuol Thor Chol Wal Jakin Korok Lom Tuec Kon Uguak Jadalla Wani Tongun Lodu Tombe Kok Ruey Remo Both Puok Kun Puoch Paperture Panek Nyiegele Pacifo Oyet Adigo Nyikec Okwaci
	}
	callsigns = {

	}
}
### Entity: Idea
Component: HAN_communist_guy
Constructs: has_government
Source: game
File: common/ideas/hanover.txt

Code:
HAN_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = HAN
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: strict_austerity_adherent
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
strict_austerity_adherent = {
	random = no
	stability_factor = -0.15
	economy_cost_factor = 0.5
	consumer_goods_factor = -0.3
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_promote_urban
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_promote_urban
	icon = GFX_goal_mexico_united_mexican_unions
	relative_position_id = ISR_mapai
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_mapai
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_moderately_strengthen_mapai
		add_to_variable = {
			ISR_mapai_max_seats = 2
		} {
			ISR_mapai_min_seats = 2
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_every_man_serves
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_every_man_serves
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = PER_desert_training PER_train_tank_commanders
	}
	x = -1
	y = 1
	relative_position_id = PER_desert_training
	mutually_exclusive = {
		focus = PER_military_excellency
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = PER_conscription_idea
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_workers_culture
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_workers_culture
	icon = GFX_goal_communist_factory
	prerequisite = {
		focus = IRQ_socialist_scientists
	}
	available = {
		has_government = communism
	}
	relative_position_id = IRQ_workers_revolution
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = workers_culture
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: BALTIC_events.18
Constructs: is_triggered_only, ai_chance, save_event_target_as
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.18
	title = BALTIC_events.18.t
	desc = BALTIC_events.18.d
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	immediate = {
		EST = {
			save_event_target_as = baltic_wargoal_target
		}
	}
	option = {
		name = BALTIC_events.18.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = BLT_you_can_ban_communism_tt
	}
}
### Entity: Unit Template
Component: KOR_DD_NON_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
KOR_DD_NON_COMMUNIST = {
	name = Non-communist ship names
	for_countries = {
		VIN
	}
	can_use = {
		NOT = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = RVNS 
	fallback_name = HQ %d
	unique = {
		Tran Quang Khai Tran Khanh Du Tran Hung Dao Tran Nhat Duat Tran Binh Trong Tran Quoc Toan Pham Ngu Lao Ly Thuong Kiet Ngo Quyen
	}
}
### Entity: AI Strategy
Component: default_major_SF_para
Constructs: is_major, has_doctrine
Source: game
File: common/ai_strategy/default.txt

Code:
default_major_SF_para = {
	enable = {
		is_major = yes
		OR = {
			has_doctrine = paratroopers_1 paratroopers_2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = 4
	}
}
### Entity: Idea
Component: TUR_sheltered_foreign_outcasts
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_sheltered_foreign_outcasts = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_research_bonus
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Scope Reference
Construct: eval_effect
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## eval_effect

Runs the inlined effect on a selected scope
### Entity: Character
Component: GER_pragmatic_trade_unionist
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_pragmatic_trade_unionist = {
	random = no
	political_power_factor = -0.1
	party_popularity_stability_factor = 0.15
	political_advisor_cost_factor = -0.25
	production_factory_max_efficiency_factor = 0.05
	production_factory_start_efficiency_factor = 0.05
}
### Entity: Doctrine
Component: support_integrated_operations
Constructs: xp_cost, screening_efficiency, equipment_bonus
Source: game
File: common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt

Code:
support_integrated_operations = {
	track = screens
	name = SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS
	description = SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS_DESC
	icon = GFX_doctrine_escort_patrols_medium
	xp_cost = 100
	xp_type = navy
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			original_tag = USA
		} {
			factor = 95
			original_tag = ITA
		}
	}
	screening_efficiency = 0.05
	rewards = {
		first_line_of_defense = {
			destroyer = {
				max_organisation = 5
				naval_torpedo_damage_reduction_factor = -0.15
			}
		}
		first_line_of_attack = {
			light_cruiser = {
				max_organisation = 5
				naval_light_gun_hit_chance_factor = 0.05
			}
		}
		blue_water_training = {
			equipment_bonus = {
				ship_hull_cruiser = {
					naval_weather_penalty_factor = -0.25
				}
			}
		}
		fleet_coordination = {
			screening_efficiency = 0.1
		}
		early_warning = {
			destroyer = {
				surface_detection = 0.1
			}
			light_cruiser = {
				surface_detection = 0.1
			}
		}
	}
}
### Entity: Decision
Component: DEN_integration_puppets_category
Constructs: has_completed_focus, has_country_flag, fire_only_once, is_subject_of, is_good, cancel_trigger, has_capitulated, cancel_effect
Source: game
File: common/decisions/DEN.txt

Code:
DEN_integration_puppets_category = {
	DEN_integrate_iceland = {
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = DEN
		}
		visible = {
			ICE = {
				is_subject_of = PREV
			}
			has_country_flag = DEN_can_integrate_iceland_flag
		}
		activation = {
			always = no
		}
		is_good = yes
		days_remove = DEN_short_reset_time
		cost = DEN_decision_medium_cost
		fire_only_once = yes
		cancel_trigger = {
			OR = {
				has_capitulated = yes
				ICE = {
					NOT = {
						is_subject_of = PREV
					}
				}
			}
		}
		cancel_effect = {

		}
		complete_effect = {
			ICE = {
				country_event = {
					id = denmark_expansion_event.100
					days = 1
				}
			}
		}
		remove_effect = {
			annex_country = {
				target = ICE
				transfer_troops = yes
			}
		}
	}
	DEN_integrate_sweden = {
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = DEN
		}
		visible = {
			SWE = {
				is_subject_of = PREV
			}
			has_completed_focus = DEN_secure_swedish_steel
		}
		activation = {
			always = no
		}
		is_good = yes
		days_remove = DEN_short_reset_time
		cost = DEN_decision_high_cost
		fire_only_once = yes
		cancel_trigger = {
			OR = {
				has_capitulated = yes
				SWE = {
					NOT = {
						is_subject_of = PREV
					}
				}
			}
		}
		cancel_effect = {

		}
		complete_effect = {
			SWE = {
				country_event = {
					id = denmark_expansion_event.100
					days = 1
				}
			}
		}
		remove_effect = {
			annex_country = {
				target = SWE
				transfer_troops = yes
			}
		}
	}
	DEN_integrate_finland = {
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = DEN
		}
		visible = {
			FIN = {
				is_subject_of = PREV
			}
			has_completed_focus = DEN_finish_off_finland
		}
		activation = {
			always = no
		}
		is_good = yes
		days_remove = DEN_short_reset_time
		cost = DEN_decision_high_cost
		fire_only_once = yes
		cancel_trigger = {
			OR = {
				has_capitulated = yes
				FIN = {
					NOT = {
						is_subject_of = PREV
					}
				}
			}
		}
		cancel_effect = {

		}
		complete_effect = {
			FIN = {
				country_event = {
					id = denmark_expansion_event.100
					days = 1
				}
			}
		}
		remove_effect = {
			annex_country = {
				target = FIN
				transfer_troops = yes
			}
		}
	}
	DEN_integrate_norway = {
		icon = GFX_decision_gen
# ... (truncated)
### Entity: National Focus
Tree: jap_focus
Component: JAP_to_reach_princess_kaguya
Constructs: prerequisite, completion_reward, has_country_leader, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_to_reach_princess_kaguya
	icon = GFX_focus_ETH_an_empire_in_the_shade_of_the_sun
	x = -1
	y = 1
	relative_position_id = JAP_embodying_empress_jinguu
	prerequisite = {
		focus = JAP_embodying_empress_jinguu
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_empress_nagako
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 50
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 1.5
		}
		add_tech_bonus = {
			name = JAP_to_reach_princess_kaguya
			bonus = 0.75
			uses = 2
			category = rocketry
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.01
			instant = yes
		}
	}
}
### Entity: Idea
Component: VEN_creole_cult
Constructs: neutrality_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_creole_cult = {
	picture = VEN_creole_petroleum
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		neutrality_drift = 0.05
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_prepare_for_soviet_aggression
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_prepare_for_soviet_aggression
	icon = GFX_goal_polish_wartime_industry
	prerequisite = {
		focus = SWE_secure_our_southern_border
	}
	relative_position_id = SWE_secure_our_southern_border
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = SWE_industrial_ramp_up
			days = 730
		}
	}
}
### Entity: Operation
Component: operation_steal_tech_navy
Constructs: has_war, limit, has_war_with, has_operation_token, operation_cost, has_dlc, remove_operation_token, random_list
Source: game
File: common/operations/00_operations.txt

Code:
operation_steal_tech_navy = {
	icon = GFX_operations_steal_blueprints
	map_icon = GFX_operations_steal_blueprints_map
	name = operation_steal_tech_navy
	desc = operation_steal_tech_navy_desc
	priority = 17
	days = 120
	network_strength = 50
	operatives = 3
	cost_multiplier = 0.05
	visible = {
		num_of_operatives = > 1
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		has_operation_token = {
			tag = FROM
			token = token_navy
		}
	}
	equipment = {

	}
	required_tokens = {
		token_navy
	}
	risk_chance = 0.2
	experience = 2
	outcome_extra_chance = 0.25
	risk_modifiers = {
		operation_steal_tech_risk operation_risk
	}
	outcome_modifiers = {
		operation_steal_tech_outcome operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	outcome_execute = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			ROOT = {
				steal_random_tech_bonus = {
					folder = mtgnavalfolder
					bonus = 3.0
					dynamic = yes
					instant = yes
					name = operation_steal_tech_navy
					target = FROM
					uses = 1
				}
				remove_operation_token = {
					tag = FROM
					token = token_navy
				}
			}
		}
		else = {
			ROOT = {
				steal_random_tech_bonus = {
					folder = naval_folder
					bonus = 3.0
					dynamic = yes
					instant = yes
					name = operation_steal_tech_navy
					target = FROM
					uses = 1
				}
				remove_operation_token = {
					tag = FROM
					token = token_navy
				}
			}
		}
	}
	outcome_extra_execute = {
		random_list = {
			33 = {
				if = {
					limit = {
						FROM = {
							has_facility_specialization = specialization_naval
						}
					}
					ROOT = {
						add_breakthrough_progress = {
							specialization = specialization_naval
							value = 0.1
						}
					}
				} {
					limit = {
						has_dlc = Man the Guns
					}
					ROOT = {
						steal_random_tech_bonus = {
							folder = mtgnavalfolder
							bonus = 3.0
							ahead_reduction = 2
							dynamic = yes
							instant = yes
							name = operation_steal_tech_navy
							target = FROM
							uses = 1
						}
					}
				}
				else = {
					ROOT = {
						steal_random_tech_bonus = {
							folder = naval_folder
							bonus = 3.0
							ahead_reduction = 2
							dynamic = yes
							instant = yes
							name = operation_steal_tech_navy
							target = FROM
							uses = 1
						}
					}
				}
			}
			67 = {
				if = {
					limit = {
						has_dlc = Man the Guns
					
# ... (truncated)
### Entity: Idea
Component: idea_SIA_a_race_against_time
Constructs: removal_cost, add_timed_idea
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_a_race_against_time = {
	name = idea_SIA_a_race_against_time
	allowed = {
		original_tag = SIA
	}
	picture = generic_war_preparation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		add_timed_idea = {
			idea = idea_SIA_overheated_economy
			days = 280
		}
	}
	modifier = {
		production_speed_dockyard_factor = 0.2
		production_speed_arms_factory_factor = -0.15
		industrial_capacity_dockyard = 0.5
	}
}