Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: RWA_acas
Source: game
File: common/characters/RWA.txt

Code:
RWA_acas = {
	advisor = {
		slot = high_command
		idea_token = RWA_acas
		ledger = air
		allowed = {
			original_tag = RWA
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_fortify_the_coastline
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_fortify_the_coastline
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = ALB_promote_brilliant_officers
	}
	x = 17
	y = 5
	cost = 5
	available = {
		has_full_control_of_state = 44 910 805
	}
	completion_reward = {
		44 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = 3884
			} {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = 9914
			}
		}
		910 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = 9780
			}
		}
		805 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = 11767
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: State History
Component: 1009
Constructs: add_core_of
Source: game
File: history/states/1009-Farah.txt

Code:
state = {
	id = 1009
	name = STATE_1009
	state_category = rural
	resources = {
		chromium = 7
	}
	provinces = {
		2017 2062 2078 1948 2101
	}
	history = {
		owner = AFG
		buildings = {
			infrastructure = 0
		}
		add_core_of = AFG
		victory_points = {
			2017 1
		}
	}
	manpower = 281165
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: SHX_sun_li
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_sun_li = {
	name = SHX_sun_li
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SHX_sun_li
		allowed = {
			original_tag = SHX
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Order of Battle
Component: 24th Uyghur Regiment
Constructs: division_template
Source: game
File: history/units/KHM_1936_sea.txt

Code:
division = {
	name = 24th Uyghur Regiment
	location = 1970
	division_template = Qibing Jun
	start_equipment_factor = 0.2
}
### Entity: National Focus
Tree: ast_focus
Component: AST_a_comrade_emancipated
Constructs: prerequisite, has_government, completion_reward, is_subject, add_to_array
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_a_comrade_emancipated
	icon = GFX_focus_GER_liberate_exploited_colonial_workers
	prerequisite = {
		focus = AST_red_fred
	}
	relative_position_id = AST_red_fred
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = communism
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_to_array = {
			array = AST_union_control_target_array
			value = PHI
		} {
			array = AST_union_control_target_array
			value = INS
		}
		custom_effect_tooltip = AST_union_control_local
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: ISR_sharett_reforms_idea
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_sharett_reforms_idea = {
	name = ISR_sharett_reforms
	picture = generic_economic_increase
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.05
		production_speed_buildings_factor = 0.075
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_expand_banana_plantations
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_expand_banana_plantations
	icon = GFX_focus_generic_land_reclamation
	prerequisite = {
		focus = COG_great_cattle_chiefs
	}
	x = 0
	y = 1
	relative_position_id = COG_great_cattle_chiefs
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = COG_cattle_chiefs
			add_idea = COG_cattle_chiefs_2
		}
	}
}
### Entity: Idea
Component: PAL_hashemite_spirit
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_hashemite_spirit = {
	picture = generic_monarchist_uprising
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_speed_factor = 0.1
		breakthrough_factor = 0.05
		army_org_factor = 0.05
	}
}
### Entity: Event
Component: india.441
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, add_opinion_modifier, add_offsite_building, add_timed_idea
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.441
	title = india.441.t
	desc = {
		text = india.441.desc
		trigger = {
			OR = {
				tag = USA ENG
			}
		}
	} {
		text = india.441.sov.desc
		trigger = {
			tag = SOV
		}
	}
	picture = GFX_report_event_india_protests
	is_triggered_only = yes
	option = {
		name = india.441.a
		trigger = {
			tag = SOV
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				RAJ = {
					has_completed_focus = RAJ_Indo_Soviet_Friendship_Treaty
				}
			} {
				factor = 5
				RAJ = {
					has_government = communism
				}
				has_government = communism
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		} {
			type = industrial_complex
			level = 2
		}
		add_timed_idea = {
			idea = RAJ_agricultural_shipments
			days = 90
		}
		RAJ = {
			effect_tooltip = {
				add_opinion_modifier = {
					target = FROM
					modifier = granted_food_aid
				}
			}
			country_event = {
				id = india.442
				days = 2
			}
			if = {
				limit = {
					is_subject = yes
					has_completed_focus = RAJ_Provincial_Elections
				}
				custom_effect_tooltip = raj3progressindependence
				add_to_variable = {
					ind_influence_daily = 0.3
				}
			}
		}
	} {
		name = india.441.b
		trigger = {
			tag = USA
		}
		ai_chance = {
			base = 20
			modifier = {
				factor = 0.5
				has_idea = undisturbed_isolation
			} {
				factor = 2
				RAJ = {
					has_government = democratic
				}
				has_government = democratic
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		add_timed_idea = {
			idea = RAJ_agricultural_shipments
			days = 90
		}
		RAJ = {
			country_event = {
				id = india.442
				days = 2
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
			effect_tooltip = {
				add_opinion_modifier = {
					target = FROM
					modifier = granted_food_aid
				}
			}
		}
	} {
		name = india.441.c
		trigger = {
			tag = ENG
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				is_in_faction_with = RAJ
			} {
				factor = 0.3
				has_country_leader = {
					character = ENG_winston_churchill
					ruling_only = yes
				}
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		add_timed_idea = {
			idea = RAJ_agricultural_shipments
			days = 90
		}
		RAJ = {
			country_event = {
				id = india.442
				days = 2
			}
			effect_tooltip = {
				add_opinio
# ... (truncated)
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C07
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C07 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^7 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C07
		value = 15000
	} {
		type = invade
		id = C07
		value = 200
	}
}
### Entity: Order of Battle
Component: air_wing_9
Source: game
File: history/units/CZE_1936_air_bba.txt

Code:
air_wings = {
	9 = {
		small_plane_airframe_0 = {
			owner = CZE
			amount = 36
			version_name = Avia B.534
		}
		medium_plane_airframe_0 = {
			owner = CZE
			amount = 72
			creator = FRA
			version_name = M.B. 200
		}
		small_plane_cas_airframe_0 = {
			owner = CZE
			amount = 24
			version_name = Aero A.101
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_PRC
Source: game
File: common/ai_focuses/PRC.txt

Code:
ai_focus_naval_PRC = {
	research = {
		naval_equipment = 5.0
		naval_doctrine = 100.0
		marine_tech = 10.0
		dd_tech = 3.0
		cl_tech = 3.0
		ca_tech = 3.0
		bc_tech = 3.0
		bb_tech = 3.0
		shbb_tech = 3.0
		tp_tech = 3.0
		cv_tech = 3.0
		ss_tech = 3.0
	}
}
### Entity: Modding Documentation
Construct: puppet
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## puppet
* Arguments: <Target Country Tag>

Puppets the specified tag
### Entity: Character
Component: KAZ_ar
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_ar = {
	advisor = {
		slot = high_command
		idea_token = KAZ_ar
		ledger = army
		allowed = {
			original_tag = KAZ
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_salvage_national_fund
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_salvage_national_fund
	icon = GFX_goal_generic_commie_investments
	prerequisite = {
		focus = PAL_march_forwards
	}
	x = 1
	y = 1
	relative_position_id = PAL_march_forwards
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: cameraclamp
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
cameraclamp
|
Toggles the camera clamping
|

|

provtooltipdebug (tdebug)
|
Toggles the debug info in province tooltip
|

|

reloadweather [<randomseed>]
|
Reload and regenerate weather
|

|
### Entity: National Focus
Tree: den_focus
Component: DEN_Primacy_of_the_Peasentry
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Primacy_of_the_Peasentry
	icon = GFX_goal_generic_promote_ruralism
	cost = 10
	ai_will_do = {
		factor = 2
	}
	prerequisite = {
		focus = DEN_Maintain_Rural_Relations
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 2
	y = 7
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		swap_ideas = {
			remove_idea = den_peasent_support
			add_idea = den_peasent_support_2
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_establish_the_majlis
Constructs: prerequisite, add_stability, completion_reward, add_political_power, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_establish_the_majlis
	icon = GFX_goal_generic_multipartism
	prerequisite = {
		focus = PAL_islamic_reading_rooms
	} {
		focus = PAL_formalize_the_secondary_schools
	}
	x = -1
	y = 1
	relative_position_id = PAL_islamic_reading_rooms
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.05
		unlock_decision_tooltip = PAL_enforce_sharia
		set_country_flag = PAL_tightening_sharia
	}
}
### Entity: Event
Component: toykan.18
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.18
	title = toykan.18.t
	desc = toykan.18.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.18.a
		ai_chance = {
			base = 90
		}
		BLR = {
			add_political_power = 25
			add_opinion_modifier = {
				target = UKR
				modifier = medium_increase
			}
			diplomatic_relation = {
				country = UKR
				relation = non_aggression_pact
			}
		}
		UKR = {
			add_political_power = 25
			add_opinion_modifier = {
				target = BLR
				modifier = medium_increase
			}
		}
	} {
		name = toykan.18.b
		ai_chance = {
			base = 10
		}
		UKR = {
			country_event = {
				id = toykan.19
			}
		}
	}
}
### Entity: Character
Component: AUS_right_wing_democrat
Constructs: stability_factor, democratic_drift, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_right_wing_democrat = {
	random = no
	democratic_drift = 0.05
	fascism_drift = 0.03
	stability_factor = 0.05
	drift_defence_factor = 0.25
}
### Entity: Idea
Component: koolhoven
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/netherlands.txt

Code:
koolhoven = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = HOL
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: HUN_old_hungary_reclaimed
Constructs: stability_factor, war_support_factor, compliance_gain
Source: game
File: common/ideas/hungary.txt

Code:
HUN_old_hungary_reclaimed = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_old_hungary_reclaimed
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.05
		compliance_gain = 0.01
		resistance_target = -0.05
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_unite_the_opposition
Constructs: has_completed_focus, prerequisite, has_government, add_stability, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_unite_the_opposition
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = ADU_assessing_our_future
	}
	relative_position_id = ADU_assessing_our_future
	x = -1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = communism democratic
			NOT = {
				has_completed_focus = ADU_entrench_the_islamic_party
			} {
				has_completed_focus = ADU_listen_to_the_islamists
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		} {
			ideology = communism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = ADU_popular_front
			days = 1095
		}
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: ww_congo.29
Constructs: is_triggered_only, ai_chance, fire_only_once, random_hours
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.29
	title = ww_congo.29.t
	desc = ww_congo.29.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.29.a
		ai_chance = {
			factor = 95
		}
		FROM = {
			country_event = {
				id = ww_congo.30
				hours = 12
				random_hours = 24
			}
		}
	} {
		name = ww_congo.29.b
		ai_chance = {
			factor = 5
		}
		FROM = {
			country_event = {
				id = ww_congo.31
				hours = 12
				random_hours = 24
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_our_battleship_fleet
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_our_battleship_fleet
	icon = GFX_goal_CZE_our_battlesheep_fleet
	x = -1
	y = 1
	relative_position_id = CZE_begin_building_the_radetzky_battleship
	available = {

	}
	bypass = {

	}
	cost = 10
	mutually_exclusive = {
		focus = CZE_our_own_aircraft_carrier
	}
	prerequisite = {
		focus = CZE_begin_building_the_radetzky_battleship
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CZE_rebuilding_the_navy2_idea
			add_idea = CZE_rebuilding_the_navy3_idea
		}
		add_tech_bonus = {
			name = CZE_our_battleship_fleet
			bonus = 0.75
			uses = 2
			technology = basic_ship_hull_heavy early_ship_hull_heavy improved_ship_hull_heavy advanced_ship_hull_heavy
		}
	}
}
### Entity: Character
Component: URG_juan_manuel_aguirre
Source: game
File: common/characters/URG.txt

Code:
URG_juan_manuel_aguirre = {
	portraits = {
		civilian = {
			large = GFX_portrait_Juan_Manuel_Aguirre
		}
	}
	country_leader = {
		ideology = moderatism
		expire = 1948.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_moderate_restoration
Constructs: prerequisite, has_country_flag, completion_reward, random_hours
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_moderate_restoration
	icon = GFX_goal_AUS_otto_von_habsburg
	relative_position_id = AUS_look_west
	x = 12
	y = 2
	prerequisite = {
		focus = AUS_repeal_party_ban
	} {
		focus = AUS_disband_paramilitaries
	} {
		focus = AUS_reorganize_the_right
	} {
		focus = AUS_crack_down_nazis
	}
	mutually_exclusive = {
		focus = AUS_begin_election_campaigns
	}
	available = {
		has_country_flag = AUS_moderate_habsburg_accepted
		NOT = {
			HUN = {
				focus_progress = {
					focus = HUN_invite_the_habsburg_prince
					progress = > 0.001
				}
			}
		}
	}
	cost = 5
	completion_reward = {
		country_event = {
			id = austria.20
			random_hours = 12
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_integrate_tibet
Constructs: shared_focus, prerequisite, completion_reward, is_in_faction_with, is_subject, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_integrate_tibet
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = CHI_one_china_policy
	}
	mutually_exclusive = {
		focus = CHI_conquer_tibet
	}
	x = -1
	y = 1
	relative_position_id = CHI_one_china_policy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			is_in_faction_with = TIB
		}
		is_subject = no
	}
	bypass = {
		NOT = {
			country_exists = TIB
		}
		TIB = {
			is_subject_of = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		TIB = {
			country_event = wtt_china.10
		}
	}
}
### Entity: Idea
Component: ITA_winter_training_in_finland
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_winter_training_in_finland = {
	name = ITA_winter_training_in_finland
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = italy_winter_training_in_finland
	modifier = {
		winter_attrition_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: EAI_queue_SILO
Constructs: limit, has_country_flag, has_tech, check_variable, is_core_of, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_SILO = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_SILO
	} {
		limit = {
			has_tech = fuel_silos
		}
		if = {
			limit = {
				check_variable = {
					EAI_has_shared_slot_scores = 0
				}
			}
			EAI_get_shared_slot_scores = yes
		}
		for_each_scope_loop = {
			array = EAI_shared_slot_scores
			if = {
				limit = {
					is_core_of = ROOT
					EAI_available_SILO = yes
					EAI_available_SHARED = yes
				}
				EAI_add_SILO = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
}
### Entity: Character
Component: KYR_ar
Source: game
File: common/characters/KYR.txt

Code:
KYR_ar = {
	advisor = {
		slot = high_command
		idea_token = KYR_ar
		ledger = army
		allowed = {
			original_tag = KYR
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: Idea
Component: HUN_charles_v
Constructs: has_government, democratic_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_charles_v = {
	allowed = {
		original_tag = HUN
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		democratic_drift = 0.02
	}
}
### Entity: Idea
Component: EAI_DD_6/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: State History
Component: 953
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/953 - Tierra del Fuego.txt

Code:
state = {
	id = 953
	name = STATE_953
	manpower = 80765
	state_category = pastoral
	resources = {
		oil = 1
	}
	history = {
		owner = ARG
		add_core_of = ARG WLA
		add_claim_by = CHL
		buildings = {
			infrastructure = 0
			13300 = {
				naval_base = 1
			}
		}
		victory_points = {
			13300 1
		}
	}
	provinces = {
		11009 13299 13300
	}
	local_supplies = 0.0
}
### Entity: Character
Component: JAP_shigetaro_shimada
Constructs: has_active_mission
Source: game
File: common/characters/JAP.txt

Code:
JAP_shigetaro_shimada = {
	name = JAP_shigetaro_shimada
	portraits = {
		army = {
			small = GFX_idea_shigetaro_shimada
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = shigetaro_shimada
		allowed = {
			original_tag = JAP
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			base = 1
			modifier = {
				factor = 15
				has_active_mission = JAP_naval_faction_demands_political_appointment
			}
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_mass_strikes
Constructs: prerequisite, add_stability, completion_reward, add_political_power, set_temp_variable, add_to_temp_variable, check_variable, set_politics
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_mass_strikes
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = SUD_undermine_theocracy
	}
	relative_position_id = SUD_undermine_theocracy
	x = 0
	y = 1
	cost = 5
	available = {
		set_temp_variable = {
			var = SUD_popular_front_var
			value = party_popularity@democratic
		}
		add_to_temp_variable = {
			var = SUD_popular_front_var
			value = party_popularity@communism
		}
		custom_trigger_tooltip = {
			tooltip = ADU_united_front_tt
			check_variable = {
				SUD_popular_front_var = > 0.5
			}
		}
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_political_power = 50
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SWE_unions_banned
Constructs: stability_factor, communism_drift, democratic_drift
Source: game
File: common/ideas/sweden.txt

Code:
SWE_unions_banned = {
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_crush_the_revolution
	modifier = {
		communism_drift = -0.05
		democratic_drift = -0.05
		political_power_factor = -0.2
		stability_factor = -0.1
	}
}