Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: has_power_balance_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_power_balance_modifier

* Supported Scopes: any
* Supported Targets: none

```
checks if the power balance has a modifier added to it

Example:
has_power_balance_modifier = {
	id = power_balance_id
	modifier = static_modifier_id
}
```
### Entity: Event
Component: bftb_bulgaria_italian_influence.1
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, add_political_power, is_historical_focus_on, is_in_faction_with, add_to_tech_sharing_group
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_italian_influence.1
	title = bftb_bulgaria_italian_influence.1.t
	desc = bftb_bulgaria_italian_influence.1.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_italian_influence.1.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			} {
				factor = 10
				is_in_faction_with = ROOT
			} {
				factor = 10
				has_government = FROM
			}
		}
		add_to_tech_sharing_group = BUL_italian_research
		BUL = {
			add_to_tech_sharing_group = BUL_italian_research
		}
		add_political_power = 75
		hidden_effect = {
			news_event = {
				id = bftb_news.12
				hours = 8
				random_hours = 4
			}
		}
	} {
		name = bftb_bulgaria_italian_influence.1.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Idea
Component: SOV_amnesty_for_political_opponents
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_amnesty_for_political_opponents = {
	name = SOV_amnesty_for_political_opponents
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_intel_bonus
	modifier = {
		political_power_gain = 0.1
		generate_wargoal_tension = -0.05
	}
}
### Entity: Event
Component: germany.15
Constructs: is_triggered_only, limit
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.15
	title = germany.15.t
	desc = germany.15.d
	picture = GFX_report_event_soviet_german_soldier_handshake
	is_triggered_only = yes
	option = {
		name = germany.12.a
		if = {
			limit = {
				SOU = {
					controls_state = 93 94
				}
			}
			hidden_effect = {
				news_event = {
					hours = 6
					id = news.33
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: ITA_is_appropriate_cw_side_for_character_split
Constructs: has_completed_focus, limit, has_country_flag, has_character_flag
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_appropriate_cw_side_for_character_split = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_defy_the_duce
			}
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = ITA_cw_character_fascist_side_flag
				}
			}
			has_country_flag = ITA_fascist_side_for_character_split_flag
		}
		else_if = {
			limit = {
				FROM = {
					OR = {
						has_character_flag = ITA_cw_character_monarchist_side_flag ITA_cw_character_antifascist_side_flag
					}
				}
			}
			NOT = {
				has_country_flag = ITA_fascist_side_for_character_split_flag
			}
		}
		else = {

		}
	}
	else = {
		if = {
			limit = {
				FROM = {
					OR = {
						has_character_flag = ITA_cw_character_monarchist_side_flag ITA_cw_character_antifascist_side_flag
					}
				}
			}
			has_country_flag = ITA_antifa_side_for_character_split_flag
		}
		else_if = {
			limit = {
				FROM = {
					has_character_flag = ITA_cw_character_fascist_side_flag
				}
			}
			NOT = {
				has_country_flag = ITA_antifa_side_for_character_split_flag
			}
		}
		else = {

		}
	}
}
### Entity: Event
Component: EAI_DM.20
Constructs: has_completed_focus, has_war_with, fire_only_once, is_ai, is_historical_focus_on, has_army_manpower, declare_war_on, take_state_focus
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM.20
	hidden = yes
	fire_only_once = yes
	mean_time_to_happen = {
		days = 2
	}
	trigger = {
		is_ai = yes
		tag = ENG
		is_historical_focus_on = yes
		has_completed_focus = uk_iraq_focus
		NOT = {
			has_war_with = IRQ
			any_enemy_country = {
				any_of_scopes = {
					array = controlled_states
					region = 28
				}
			}
		}
		has_army_manpower = {
			size = > 700000
		}
	}
	immediate = {
		declare_war_on = {
			target = IRQ
			type = take_state_focus
		}
	}
	option = {

	}
}
### Entity: Military Industrial Organization
Component: SWE_kockums_organization
Source: game
File: common/military_industrial_organization/organizations/SWE_organization.txt

Code:
SWE_kockums_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_SWE_kockums
	allowed = {
		tag = SWE
	}
}
### Entity: AI Strategy
Component: USA_wants_synth
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/r56_USA.txt

Code:
USA_wants_synth = {
	allowed = {
		original_tag = USA
	}
	enable = {
		OR = {
			date = > 1941.06.20
			has_completed_focus = USA_rubber_reserve_company
		}
		rubber_refinery = < 20
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = rubber_refinery
		value = 4
	}
}
### Entity: Modifier Reference
Component: GER_wirtschaftswunder_modifier
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_wirtschaftswunder_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_wirtschaftswunder
	consumer_goods_factor = GER_industrial_consumer_goods_factor
	production_speed_arms_factory_factor = GER_industrial_production_speed_arms_factory_factor
	production_speed_dockyard_factor = GER_industrial_production_speed_dockyard_factor
	industrial_capacity_factory = GER_industrial_industrial_capacity_factory
	industrial_capacity_dockyard = GER_industrial_industrial_capacity_dockyard
	production_lack_of_resource_penalty_factor = GER_industrial_production_lack_of_resource_penalty_factor
	conversion_cost_civ_to_mil_factor = GER_industrial_conversion_cost_civ_to_mil_factor
	local_resources_factor = GER_recovering_economy_modifier_local_resources_factor
	resource_trade_cost_bonus_per_factory = GER_industrial_resource_trade_cost_bonus_per_factory
	production_speed_buildings_factor = GER_industrial_production_speed_buildings_factor
	research_speed_factor = GER_industrial_research_speed_factor
	economy_cost_factor = GER_industrial_economy_cost_factor
	trade_laws_cost_factor = GER_industrial_trade_laws_cost_factor
	industrial_concern_cost_factor = GER_industrial_industrial_concern_cost_factor
	tank_manufacturer_cost_factor = GER_industrial_capacity_tank_manufacturer_cost_factor
	naval_manufacturer_cost_factor = GER_industrial_capacity_naval_manufacturer_cost_factor
	aircraft_manufacturer_cost_factor = GER_industrial_capacity_aircraft_manufacturer_cost_factor
	materiel_manufacturer_cost_factor = GER_industrial_capacity_materiel_manufacturer_cost_factor
	military_industrial_organization_funds_gain = GER_industrial_capacity_military_industrial_organization_funds_gain
	military_industrial_organization_research_bonus = GER_industrial_capacity_military_industrial_organization_research_bonus
	production_factory_max_efficiency_factor = GER_industrial_production_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = GER_industrial_production_factory_efficiency_gain_factor
	production_factory_start_efficiency_factor = GER_industrial_production_factory_start_efficiency_factor
	line_change_production_efficiency_factor = GER_industrial_line_change_production_efficiency_factor
	equipment_conversion_speed = GER_industrial_equipment_conversion_speed
}
### Entity: National Focus
Tree: ger_focus
Component: GER_resource_trade
Constructs: prerequisite, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_subject_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_resource_trade
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = GER_industrial_cooperation
	}
	x = 1
	y = 1
	relative_position_id = GER_industrial_cooperation
	cost = 5
	available = {
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			OR = {
				is_subject = no
				is_subject_of = ROOT
			} {
				has_government = communism democratic
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = wuw_GER_diplomacy.1
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			SOV = {
				add_ideas = GER_german_trade_ns
				add_opinion_modifier = {
					target = ROOT
					modifier = GER_trading_partners
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: PER_promoting_resistance_here
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
PER_promoting_resistance_here = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	remove_trigger = {
		ROOT = {
			OWNER = {
				original_tag = PER
			}
		}
	}
	resistance_damage_to_garrison = 0.15
	resistance_activity = 0.2
	resistance_growth = 0.5
	resistance_target = 0.8
	compliance_growth = -0.1
}
### Entity: Character
Component: JUNO_the_general_president
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_the_general_president = {
	random = no
	sprite = 13
	resistance_growth = -0.05
	command_power_gain_mult = 0.15
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: EAI_DD_16/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Character
Component: SPR_infantry_military_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_infantry_military_council = {
	name = SPR_infantry_military_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_infantry_military_council
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_infantry_3
		}
		cost = 200
	}
}
### Entity: AI Strategy
Component: SWE_r56_sweden_not_neutral_befriend_poland_plan
Constructs: has_completed_focus, has_government, is_faction_leader
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_sweden_not_neutral_befriend_poland_plan = {
	name = Befriend POL
	desc = Since you can't apparently use IF statements in ai_strategy_plan
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_completed_focus = SWE_neutral_no_more
		}
		POL = {
			has_government = democratic
			is_faction_leader = yes
		}
	}
	ai_strategy = {
		type = befriend
		id = POL
		value = 100
	}
}
### Entity: Character
Component: MAC_ivan_mihailov
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_ivan_mihailov = {
	name = MAC_ivan_mihailov
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_ivan_mihailov
		allowed = {
			original_tag = MAC
		}
		available = {
			has_government = fascism
		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			factor = 4
		}
	}
}
### Entity: AI Strategy
Component: USA_heavy_tanks
Constructs: has_war, is_major, has_tech, any_of
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_heavy_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	basic_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_tech = improved_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_chassis_1
			modules = {
				main_armament_slot = tank_heavy_cannon
				turret_type_slot = tank_heavy_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = stabilizer
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = 8
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_three_man_tank_turret tank_bogie_suspension tank_cast_armor tank_gasoline_engine tank_radio_3 tank_radio_2 tank_radio_1 stabilizer
		}
	}
	improved_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_tech = advanced_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_high_velocity_cannon_2
					}
				}
				turret_type_slot = tank_heavy_three_man_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = sloped_armor
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 8
				tank_nsb_armor_upgrade = {
					base = 7
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_3 tank_high_velocity_cannon_2 tank_heavy_two_man_tank_turret tank_heavy_three_man_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gasoline_engine tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
	advanced_heavy_tank_default = {
		priority = {
			factor = 10
		}
		
# ... (truncated)
### Entity: Character
Component: personal_agenda_tanner
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_tanner = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_tanner_tt
}
### Entity: Name List
Component: CHU
Source: game
File: common/names/00_names.txt

Code:
CHU = {
	male = {
		names = {
			Akhtiyar Almanch Alyakki Arkash Artivan Atner Aytar Ekhim Entri Eskap Hunachi Iksak Ille Ilmush Iprakhim Iksej Itris Jurat Kalep Kepir Khalim Khuma Khunachi Kuprat Kurak Lukka Matvi Miket Mikulay Minever Paval Peter Sakit Savash Sherip Sitar Situlla Timay Ulentey Upa Urtem Vakrim Valem Velit Vesulla Yakhkha Yakhvar Yakkup Yisap Yukhma Yuman
		}
	}
	female = {
		names = {
			Nadezhda Svetlana Veronika Olimpiada Irina Marina Lyudmila Emine
		}
	}
	surnames = {
		Cavash Elmen Fyodorov Pajtule Chapayev Husha Celepi Bichurin Yakovlev Volkov Husankaj Yut Youne Markov Yegorov Pavlov Aygi Nechayev Kokel Vitti Pilesh Ivanov Sheshpel Isayev Tuktash Serep Artemiev Malov Aygi Cantak Mitta Mranka Vasilyev Karyagin Nikolayev Chirkov Lozovaya Chumikov Ivanov Kalentyev Chuvashev Chavashaya
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_29
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_29 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 29
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 29
	}
}
### Entity: Idea
Component: MAN_finish_off_japan
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_finish_off_japan = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = JAP_collapsing_government
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.15
		defense_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_weaponize_mysticism
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_weaponize_mysticism
	icon = GFX_focus_GRE_spartan_spirit
	prerequisite = {
		focus = QUE_cement_catholic_faith
	}
	relative_position_id = QUE_glorify_clerical_past
	x = 4
	y = 3
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_mythicism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: FRA_charles_maurras
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/FRA.txt

Code:
FRA_charles_maurras = {
	name = FRA_charles_maurras
	portraits = {
		civilian = {
			large = GFX_portrait_FRA_charles_maurras
			small = GFX_portrait_FRA_charles_maurras_small
		}
	}
	country_leader = {
		ideology = centrism
		traits = {
			editor monarchist_media_mogul
		}
		expire = 1949.1.1.12
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = charles_maurras
		allowed = {
			original_tag = FRA
		}
		available = {
			OR = {
				OR = {
					has_completed_focus = FRA_integralism FRA_orleanist_restoration
				} {
					has_government = fascism neutrality
				}
			}
		}
		visible = {
			has_dlc = La Resistance
		}
		cost = 75.0
		traits = {
			national_integralist
		}
		do_effect = {

		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: CHL_nacista_decisions
Constructs: has_completed_focus, stability_factor, limit, random_country, add_ideas, war_support_factor, has_government, every_country
Source: game
File: common/decisions/CHL.txt

Code:
CHL_nacista_decisions = {
	CHL_anti_fascist_coalition_forming = {
		priority = 100
		icon = GFX_decision_generic_political_discourse
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 84
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			tag = CHL
			NOT = {
				OR = {
					has_government = fascism
					has_completed_focus = CHL_commence_the_counter_revolution
				}
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			} {
				ideology = communism
				popularity = 0.05
			}
			add_war_support = -0.02
			hidden_effect = {
				activate_mission = CHL_crackdown_on_fascists_bad_mission
			}
		}
	}
	CHL_crackdown_on_fascists_bad_mission = {
		priority = 99
		icon = GFX_decision_hol_radio_oranje
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 70
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			tag = CHL
			NOT = {
				OR = {
					has_government = fascism
					has_completed_focus = CHL_commence_the_counter_revolution
				}
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			CHL_anarchic_society_level_down = yes
			add_stability = -0.03
			add_war_support = -0.03
			add_political_power = -50
			add_popularity = {
				ideology = fascism
				popularity = -0.1
			}
			hidden_effect = {
				activate_mission = CHL_carabineros_being_secured_mission
			}
		}
	}
	CHL_carabineros_being_secured_mission = {
		priority = 98
		icon = GFX_decision_CHL_carabineros
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 42
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			tag = CHL
			NOT = {
				OR = {
					has_government = fascism
					has_completed_focus = CHL_commence_the_counter_revolution
				}
			} {
				has_completed_focus = CHL_inflitrate_the_carabinieros
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			CHL_anarchic_society_level_down = yes
			add_stability = -0.05
			add_war_support = -0.05
			add_manpower = -10000
			add_popularity = {
				ideology = fascism
				popularity = -0.05
			}
			hidden_effect = {
				set_country_flag = CHL_carabineros_secured_by_opposition
				activate_mission = CHL_national_falange_cooperation_mission
			}
		}
	}
	
# ... (truncated)
### Entity: Character
Component: quartermaster_trainee
Source: game
File: common/country_leader/00_traits.txt

Code:
quartermaster_trainee = {
	sprite = 10
	random = no
	production_speed_air_base_factor = 0.05
	production_speed_naval_base_factor = 0.05
	production_speed_rocket_site_factor = 0.05
	production_speed_radar_station_factor = 0.05
	production_speed_nuclear_reactor_factor = 0.05
	ai_will_do = {
		factor = 0.2
	}
}
### Entity: Idea
Component: KOR_hyundai_motor
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_hyundai_motor = {
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 920
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Idea
Component: LIT_military_idea_3
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_military_idea_3 = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_army_war_college
	modifier = {
		command_power_gain_mult = 0.15
		army_leader_cost_factor = -0.1
		experience_gain_army = 0.1
		mobilization_laws_cost_factor = -0.1
		conscription_factor = 0.3
		land_doctrine_cost_factor = -0.1
	}
}