Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 881
Constructs: add_core_of
Source: game
File: history/states/881-Karagandy.txt

Code:
state = {
	id = 881
	name = STATE_881
	history = {
		owner = SOV
		add_core_of = KAZ SOV
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1243 1312 1382 1402 4250 4277 4389 4492 4595 7335 10179 10220 10268 10275 10277 10508 12111 12121 12177 12194 12385 12487
	}
	manpower = 227016
	resources = {
		coal = 6
	}
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Event
Component: news.151
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.151
	title = news.151.t
	desc = news.151.d
	picture = GFX_news_event_hitler_speech2
	major = yes
	is_triggered_only = yes
	option = {
		name = news.151.a
		trigger = {
			NOT = {
				TAG = GER FRA ENG
				is_in_faction_with = GER
			}
		}
	} {
		name = news.151.b
		trigger = {
			OR = {
				TAG = GER
				is_in_faction_with = GER
			}
		}
	} {
		name = news.151.c
		trigger = {
			OR = {
				TAG = FRA ENG
			}
		}
	}
}
### Entity: Character
Component: CHI_wan_fulin
Source: game
File: common/characters/CHI.txt

Code:
CHI_wan_fulin = {
	name = CHI_wan_fulin
	portraits = {
		army = {
			large = GFX_portrait_CHI_wan_fulin
			small = GFX_portrait_CHI_wan_fulin_small
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		traits = {
			infantry_officer winter_specialist
		}
	}
}
### Entity: Event
Component: bftb_turkey.60
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.60
	title = bftb_turkey.60.t
	desc = bftb_turkey.60.desc
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.60.a
		effect_tooltip = {
			TUR = {
				transfer_state = 799
			}
		}
		hidden_effect = {
			TUR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = TUR_released_hatay_to_us
				}
				country_event = {
					id = bftb_turkey.61
					hours = 12
				}
			}
		}
	} {
		name = bftb_turkey.60.b
		TUR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = TUR_oppressors_of_turks
			}
		}
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.62
					hours = 8
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_germanlithuanian_mutual_assistance_treaty
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_germanlithuanian_mutual_assistance_treaty
	icon = GFX_focus_chi_mission_to_germany
	relative_position_id = LIT_offer_our_enemies_support
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_offer_our_enemies_support
	}
	mutually_exclusive = {
		focus = LIT_sovietlithuanian_mutual_assistance_treaty
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	completion_reward = {
		add_ideas = LIT_german_lithuanian_mutual_assistance_treaty
		GER = {
			diplomatic_relation = {
				country = LIT
				relation = guarantee
				active = yes
			}
			add_opinion_modifier = {
				target = LIT
				modifier = LIT_mutual_assistance_treaty
			}
		}
		hidden_effect = {
			GER = {
				diplomatic_relation = {
					country = LIT
					relation = military_access
					active = yes
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: POL_DWL_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/POL_organization_r56.txt

Code:
POL_DWL_organization = {
	name = POL_DWL
	include = generic_naval_aircraft_organization
	icon = GFX_idea_DWL
	allowed = {
		tag = POL
	}
	initial_trait = {
		name = generic_mio_initial_trait_naval_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Idea
Component: PRC_ordenance_bureau
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_ordenance_bureau = {
	picture = idea_PRC_ordenance_bureau
	allowed = {
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		original_tag = PRC
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Event
Component: new_ger.110
Constructs: is_triggered_only, ai_chance, limit, add_political_power, has_cosmetic_tag, set_cosmetic_tag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.110
	title = new_ger.110.t
	desc = new_ger.110.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = new_ger.110.a
		IF = {
			limit = {
				has_cosmetic_tag = GER_pres_gov
			}
			set_cosmetic_tag = GER_pres_gov_gold
		}
		else_if = {
			limit = {
				has_cosmetic_tag = GER_prov_gov
			}
			set_cosmetic_tag = GER_prov_gov_gold
		} {
			limit = {
				has_cosmetic_tag = GER_rep
			}
			set_cosmetic_tag = GER_rep_gold
		}
		add_political_power = -75
	} {
		name = new_ger.110.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Unit Template
Component: CAN_BB_HISTORICAL
Source: game
File: common/units/names_ships/CAN_ship_names.txt

Code:
CAN_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		CAN
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HMCS 
	fallback_name = Battleship %s
	unique = {
		Canada Dominion Ontario Québec British Columbia Nova Scotia New Brunswick Manitoba Alberta Saskatchewan Prince Edward Island
	}
}
### Entity: Military Industrial Organization
Component: ENG_nuffield_mechanizations_and_aero_organization
Source: game
File: common/military_industrial_organization/organizations/ENG_organization_r56.txt

Code:
ENG_nuffield_mechanizations_and_aero_organization = {
	name = Nuffield Mechanizations Ltd
	include = generic_mobile_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		tag = ENG
	}
}
### Entity: Event
Component: r56_raj.117
Constructs: is_triggered_only, set_country_flag, add_popularity
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.117
	title = r56_raj.117.t
	desc = r56_raj.117.d
	picture = GFX_report_event_indonesia_handover
	is_triggered_only = yes
	option = {
		name = r56_raj.117.a
		set_country_flag = Chhotu_Ram_enable
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = RAJ_Chhotu_Ram
	} {
		name = r56_raj.117.b
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.02
		}
		set_country_flag = sarojini_naidu_enable
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = RAJ_sarojini_naidu
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_a_stealthier_approach
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, ss_bonus, has_dlc, unlock_military_industrial_organization_tooltip, add_mio_size
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_a_stealthier_approach
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = AUS_recreate_the_kuk_kriegsmarine
	}
	mutually_exclusive = {
		focus = AUS_sieze_the_adriatic AUS_push_for_the_mediterranean
	}
	relative_position_id = AUS_recreate_the_kuk_kriegsmarine
	x = -2
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			uses = 2
			category = ss_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny Gotterdammerung
			}
			unlock_military_industrial_organization_tooltip = mio:AUS_ELIN_organization
			mio:AUS_ELIN_organization = {
				add_mio_size = 2
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 410
Constructs: add_core_of
Source: game
File: history/states/410-Sistan.txt

Code:
state = {
	id = 410
	name = STATE_410
	manpower = 341053
	state_category = rural
	history = {
		owner = PER
		victory_points = {
			10782 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = PER BLC
	}
	provinces = {
		1889 2039 2070 4891 10782 13082 12895
	}
	local_supplies = 6.0
}
### Entity: Modifier Reference
Construct: autonomy_gain_ll_to_subject_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## autonomy_gain_ll_to_subject_factor

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Idea
Component: r56w_idea_minister_tai
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_tai = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_tai
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: air_wing_1126
Source: game
File: history/units/INS_1939_air_bba.txt

Code:
air_wings = {
	1126 = {
		small_plane_airframe_1 = {
			owner = INS
			amount = 12
			creator = USA
			version_name = P-36A
		}
		medium_plane_airframe_1 = {
			owner = INS
			creator = USA
			version_name = B-10
			amount = 12
		}
		small_plane_cas_airframe_0 = {
			owner = INS
			creator = HOL
			amount = 4
			version_name = Fokker C.X
		}
		medium_plane_airframe_0 = {
			owner = INS
			creator = HOL
			amount = 8
			version_name = Fokker T.IV
		}
	}
}
### Entity: Modifier Reference
Construct: naval_critical_score_chance_factor_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_critical_score_chance_factor_against

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_the_gold_shirts
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, has_global_flag
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_the_gold_shirts
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = MEX_focus_legacy_of_revolution
	}
	mutually_exclusive = {
		focus = MEX_focus_the_red_shirts
	}
	x = -1
	y = 2
	relative_position_id = MEX_focus_legacy_of_revolution
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MEX_revolutionary_army
			add_idea = MEX_right_wing_paramilitaries
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = MEX_jose_vasconcelos
		if = {
			limit = {
				NOT = {
					OR = {
						has_global_flag = trotsky_exile_mexico flag_mexico_invited_trotsky_to_government
					}
				}
			}
			set_global_flag = trotsky_not_welcome_in_mexico
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/JAP_1936_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_0
			creator = JAP
			version_name = Ki-10
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 50
		industrial_manufacturer = mio:JAP_kawanishi_aircraft_company_organization
	} {
		equipment = {
			type = cv_small_plane_naval_bomber_airframe_1
			creator = JAP
			version_name = B4Y
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 50
		industrial_manufacturer = mio:JAP_yokosuka_organization
	}
}
### Entity: AI Strategy
Component: ITA_historical_plan
Constructs: has_completed_focus, has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/ITA_historical_strategy_plan.txt

Code:
ITA_historical_plan = {
	name = Italy historical plan
	desc = Historical behavior for Italy
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = ITA_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = ITA_AI_RANDOM_FASCIST_HISTORICAL
			has_game_rule = {
				rule = ITA_ai_behavior
				option = FASCIST_HISTORICAL
			}
		}
	}
	abort = {
		GER = {
			OR = {
				has_completed_focus = GER_oppose_hitler_ww GER_oppose_hitler
			}
		}
	}
	ai_national_focuses = {
		ITA_ethiopian_war_logistics_bba ITA_italian_highways_bba ITA_servizio_informazione_militare ITA_triumph_in_africa_bba ITA_ministry_of_italian_africa ITA_foreign_affairs ITA_the_new_emperor_of_ethiopia ITA_devaluate_the_lire ITA_topple_amhara_rulers ITA_corpo_di_truppe_volontarie ITA_army_primacy_bba ITA_culto_del_duce ITA_fiocchi_munizioni ITA_naval_power_projection ITA_air_innovations_bba ITA_expand_rome_flying_school ITA_oto_naval_guns ITA_develop_libya ITA_steel_industry_in_terni ITA_citta_dell_aria ITA_the_man_of_providence ITA_security_militias ITA_railway_innovations ITA_expand_foggia_farm_fields ITA_potential_allies_in_the_balkans ITA_develop_eritrea ITA_industria_della_gomma_sintetica ITA_albanian_occupation ITA_pact_of_steel ITA_expand_naval_facilities ITA_stockpile_fuel ITA_develop_ethiopia ITA_regional_development ITA_german_military_cooperation ITA_italian_irredentism ITA_support_albanian_irredentism ITA_a_bandits_war ITA_superesercito ITA_treaty_with_germany ITA_war_with_greece ITA_superaereo ITA_milizia_marittima_di_artiglieria ITA_supermarina ITA_prospect_for_oil ITA_army_leaders ITA_italian_tankettes ITA_strengthen_northern_industry ITA_ministero_della_cultura_popolare ITA_believe_obey_fight ITA_investments_in_edison ITA_expand_national_universities ITA_legge_bottai ITA_self_propelled_guns ITA_banda_carita ITA_modernize_ansaldo_facilities ITA_bersaglieri ITA_ferrea_mole_ferreo_cuore ITA_brescia_small_arms_industry ITA_milan_comms_industry ITA_redirect_alfa_romeo_production ITA_polizia_dell_africa_italiana ITA_increase_production ITA_banda_koch
	}
	focus_factors = {
		ITA_defy_the_duce = 0
		ITA_unite_the_opposition = 0
		ITA_liberate_gramsci = 0
		ITA_convene_the_grand_council = 0
		ITA_undermine_the_duce = 0
		ITA_guarantee_austrian_independence = 0
	}
	research = {

	}
	ideas = {

	}
	weight 
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_encourage_german_investments
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_encourage_german_investments
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = ARG_support_radical_nationalism
	}
	x = 0
	y = 1
	relative_position_id = ARG_support_radical_nationalism
	cost = 10
	available = {
		GER = {
			has_government = fascism
			exists = yes
		}
	}
	bypass = {
		GER = {
			OR = {
				exists = no
				has_government = communism democratic neutrality
			}
		}
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		278 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = ARG_german_investments_bonus
			bonus = 0.5
			uses = 2
			category = industry
		}
		add_opinion_modifier = {
			target = GER
			modifier = huge_increase
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_commit_to_the_five_year_plan
Constructs: limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_commit_to_the_five_year_plan
	icon = GFX_goal_generic_build_airforce
	x = 28
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		air_experience = 25
		random_state = {
			limit = {
				has_state_flag = SAF_commit_to_the_five_year_plan_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = SAF_commit_to_the_five_year_plan
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = SAF_commit_to_the_five_year_plan_AB
		}
		add_doctrine_cost_reduction = {
			name = SAF_commit_to_the_five_year_plan
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_invest_tennessee_mining
Constructs: prerequisite, completion_reward, add_resource, add_tech_bonus
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_invest_tennessee_mining
	icon = GFX_focus_generic_steel
	x = 37
	y = 2
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STEEL FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = CSA_focus_on_military_department
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 12
			state = 368
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 1
			category = excavation_tech
		}
	}
}
### Entity: Modding Documentation
Construct: sum_unit_terrain_modifier
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### sum_unit_terrain_modifier
* description: sum of terrain modifiers of each army's location, terrain type is defined in target. example: sum_unit_terrain_modifier@sickness_chance
### Entity: National Focus
Tree: phi_focus
Component: PHI_support_the_ganap_party
Constructs: prerequisite, completion_reward, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_support_the_ganap_party
	icon = GFX_focus_spa_the_phalanx_ascendant
	prerequisite = {
		focus = PHI_a_new_regime
	}
	mutually_exclusive = {
		focus = PHI_huk_revolutionaries
	}
	relative_position_id = PHI_a_new_regime
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = PHI_ideological_rebels
			add_idea = PHI_ideological_rebels_fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: PAK_stc
Source: game
File: common/characters/PAK.txt

Code:
PAK_stc = {
	advisor = {
		slot = political_advisor
		idea_token = PAK_stc
		allowed = {
			original_tag = PAK
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Country History
Country: COG
Component: COG_misc
Constructs: recruit_character, every_owned_state, limit, add_ideas, add_stability, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/COG - Congo.txt

Code:
# Misc for COG
capital = 295
IF = {
	limit = {
		has_dlc = Gotterdammerung
	}
	set_cosmetic_tag = COG_belgian_congo
	set_global_flag = COG_no_jft_done
	add_ideas = {
		COG_the_invisible_roof COG_vast_decentralized_state_idea
	}
	add_dynamic_modifier = {
		modifier = COG_force_publique
	}
	set_variable = {
		BEL.COG_force_publique_army_leader_cost_factor = 1.0
	} {
		BEL.COG_force_publique_acclimatization_hot_climate_gain_factor = 0.15
	} {
		BEL.COG_force_publique_command_power_gain_mult = -0.5
	} {
		BEL.COG_force_publique_max_command_power = -50
	} {
		BEL.COG_force_publique_army_core_defence_factor = 0.05
	} {
		BEL.COG_force_publique_equipment_capture_factor = 0.1
	} {
		BEL.COG_force_publique_supply_consumption_factor = -0.05
	} {
		BEL.COG_force_publique_resistance_target = -0.05
	} {
		BEL.COG_force_publique_autonomy_gain = -0.2
	} {
		BEL.COG_force_publique_conscription_factor = 0
	} {
		BEL.COG_force_publique_army_core_attack_factor = 0
	} {
		BEL.COG_force_publique_army_attack_factor = 0
	} {
		BEL.COG_force_publique_army_defence_factor = 0
	} {
		BEL.COG_force_publique_conscription = 0
	} {
		BEL.COG_force_publique_air_training_xp_gain_factor = 0
	} {
		BEL.COG_force_publique_production_speed_air_base_factor = 0
	} {
		BEL.COG_force_publique_experience_loss_factor = 0
	} {
		BEL.COG_force_publique_army_morale_factor = 0
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_political_power_factor = -0.1
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_war_support_factor = -0.05
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_buildings_factor = 0.03
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_democratic_drift = 0.01
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_autonomy_gain_global_factor = 0.0
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_research_speed_factor = 0.01
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_consumer_goods_factor = 0.0
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_local_resources_factor = 0.0
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = 0.0
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_industrial_complex_factor = 0.0
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_autonomy_gain = 0.0
	} {
		BEL.COG_belgian_congo_colonial_dynamic_modifier_trade_laws_cost_factor = 0.0
	} {
		BEL.COG_belgian_c
# ... (truncated)
### Entity: Character
Component: LIT_kazys_skuchas
Constructs: has_completed_focus
Source: game
File: common/characters/LIT.txt

Code:
LIT_kazys_skuchas = {
	name = LIT_kazys_skuchas
	portraits = {
		army = {
			large = GFX_portrait_LIT_kazys_skucas
			small = GFX_idea_LIT_kazys_skucas
		}
	}
	corps_commander = {
		visible = {
			has_completed_focus = LIT_rastikis_military_reforms
		}
		traits = {
			war_hero BALTIC_anti_bolshevik
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 4
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: INS_volksraad_events.21
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.21
	title = INS_volksraad_events.21.t
	desc = INS_volksraad_events.21.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.11.a
		ai_chance = {
			base = 10
		}
		indonesia_volksraad_allow_language_in_government_effect = yes
	}
}
### Entity: Idea
Component: KMT_welfare_state3
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_welfare_state3 = {
	removal_cost = -1
	picture = generic_economic_increase
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		stability_factor = 0.125
		industrial_capacity_factory = 0.05
		political_power_cost = 0.15
		stability_weekly = 0.001
		consumer_goods_factor = 0.2
		production_factory_max_efficiency_factor = 0.05
		monthly_population = 0.1
	}
}