Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: R56_SOV_dont_switch_start_t26_production_to_bt7_right_away
Constructs: has_war_with, save_equipment
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
R56_SOV_dont_switch_start_t26_production_to_bt7_right_away = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		exists = yes
		date = < 1938.3.1
		NOT = {
			has_war_with = MAN
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = light_tank_chassis_2
		value = -300
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_chassis_1
		value = -375
	} {
		type = front_armor_score
		id = MAN
		value = -375
	} {
		type = prepare_for_war
		id = MAN
		value = -100
	} {
		type = save_equipment
		id = medium_tank_chassis
		value = 100
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_nordic_centralized_air_command
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_capitulated, is_subject_of
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_nordic_centralized_air_command
	icon = GFX_focus_usa_escort_fighters
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_central_nordic_army_command
	}
	relative_position_id = SWE_central_nordic_army_command
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		for_each_scope_loop = {
			array = SWE_nordic_defense_council_members
			if = {
				limit = {
					has_capitulated = no
					is_subject_of = ROOT
					NOT = {
						original_tag = SWE
					}
				}
				transfer_units_fraction = {
					target = ROOT
					size = 1
					stockpile_ratio = 1
					army_ratio = 0
					navy_ratio = 0
					air_ratio = 1
				}
			}
		}
		custom_effect_tooltip = SWE_nordic_centralized_air_command_tt
	}
}
### Entity: Modifier Reference
Construct: carrier_sortie_hours_delay
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## carrier_sortie_hours_delay

* Number with 0 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgian_navy_in_exile
Constructs: completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_belgian_navy_in_exile
	icon = GFX_goal_generic_navy_doctrines_tactics
	mutually_exclusive = {
		focus = BEL_recreate_the_navy
	}
	relative_position_id = BEL_recreate_the_navy
	x = 2
	y = 0
	cost = 10
	ai_will_do = {
		base = 8
	}
	available_if_capitulated = yes
	available = {
		controls_state = 295
		NOT = {
			controls_state = 6
		}
	}
	completion_reward = {
		295 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		}
		navy_experience = 10
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = BEL_paul_van_waesberghe
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GEN_Brigades_I
Constructs: political_power_gain, removal_cost, send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Brigades_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		political_power_gain = 0.05
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 1
	}
}
### Entity: Modding Documentation
Construct: Collections
Source: vanilla_docs
File: common/collections/_documentation.md

Doc:
## Built-In Collections

There is a variety of collections that are already built into the game. These built-in
collections can be used directly in script, or serve as inputs when creating other collections.
### Entity: Technology
Component: r56_convoy_highways_2
Constructs: research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	research_cost = 2.0
	start_year = 1943
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -8
			y = 14
		}
	}
	special_project_specialization = {
		specialization_land
	}
	path = {
		leads_to_tech = r56_convoy_highways_3
		research_cost_coeff = 1
	}
	supply_node_range = 0.05
	truck_attrition_factor = -0.05
	repair_speed_supply_node_factor = 0.05
	categories = {
		motorized_equipment logistics_tech supply_node_tech mio_cat_tech_all_motorized_mechanized
	}
	ai_will_do = {
		factor = 0.5
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_zulia_line
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_zulia_line
	icon = GFX_goal_generic_fortify_city
	relative_position_id = VEN_oil_protection
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_oil_protection
	}
	mutually_exclusive = {
		focus = VEN_non_agression_colombia
	}
	available = {
		has_full_control_of_state = 489 307 488
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		489 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 1944
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 12772
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 2052
			}
		}
		948 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 5000
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 4892
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 5056
			}
		}
		488 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 7915
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 5317
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 8050
			}
		}
	}
}
### Entity: Idea
Component: VEN_creole_cult3
Constructs: stability_factor, neutrality_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_creole_cult3 = {
	picture = VEN_creole_petroleum
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.1
		neutrality_drift = 0.05
		stability_factor = -0.1
		trade_opinion_factor = 0.1
		fuel_gain_factor = 0.15
	}
}
### Entity: Idea
Component: LIE_emergency_commissions_idea
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_emergency_commissions_idea = {
	name = LIE_emergency_commissions
	picture = generic_goods_red_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		production_lack_of_resource_penalty_factor = -0.1
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_NXM_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_NXM_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = NXM
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Idea
Component: idea_GUYA_specialized_training
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUYA_specialized_training = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = tur_tuz_golu_training_facility
	removal_cost = -1
	modifier = {
		terrain_trait_xp_gain_factor = 0.15
		river_crossing_factor = -0.2
		army_speed_factor = 0.1
	}
}
### Entity: Unit Template
Component: PAR_CL_HISTORICAL
Source: game
File: common/units/names_ships/PAR_ship_names.txt

Code:
PAR_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		PAR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARP 
	fallback_name = Crucero Ligero %d
	unique = {
		Jorge 1° Pollux Bahía Negra Rivadavia Itápirú Rodolfo B Parapití San Francisco Clarita
	}
}
### Entity: Event
Component: ss_recruitment_event.25
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_stability, has_stability, has_idea, set_country_flag
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.25
	title = ss_recruitment_event.15.t
	desc = ss_recruitment_event.25.desc
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.25.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_stability = < 0.5
			}
		}
		if = {
			limit = {
				has_idea = heinrich_himmler
			}
			remove_ideas = heinrich_himmler
		}
		add_stability = -0.2
		set_country_flag = GER_ss_himmler_purged
		add_popularity = {
			ideology = fascism
			popularity = -0.2
		}
		subtract_from_variable = {
			var = wehrmacht_anger
			value = 25
		}
		set_variable = {
			var = SS_anger
			value = 0
		}
	} {
		name = ss_recruitment_event.25.b
		ai_chance = {
			base = 25
		}
	}
}
### Entity: Idea
Component: AFG_autarky
Constructs: has_government, production_speed_buildings_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_autarky = {
	picture = ISR_austerity
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	modifier = {
		local_resources_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.05
		production_speed_buildings_factor = -0.05
		production_speed_arms_factory_factor = 0.05
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: KMT_pushing_fabi
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost, add_to_variable
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_pushing_fabi = {
	picture = HUN_revaluing_the_pengo
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.05
		production_speed_buildings_factor = -0.05
		industrial_capacity_factory = -0.05
	}
	on_remove = {
		custom_effect_tooltip = KMT_china_eco_dynamic_modifier_tt
		add_to_variable = {
			var = KMT_eco_cons_flat
			value = -0.05
			tooltip = KMT_push_the_fabi_2_tt
		}
	}
}
### Entity: Decision
Component: LIT_kazys_griniuss_reforms
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/LIT_decision_categories.txt

Code:
LIT_kazys_griniuss_reforms = {
	icon = border_war
	allowed = {
		original_tag = LIT
	}
	visible = {
		has_completed_focus = LIT_social_welfare_focus
		always = no
	}
}
### Entity: Event
Component: sweden_soviet.32
Constructs: is_triggered_only
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_soviet.32
	title = sweden_soviet.32.t
	desc = sweden_soviet.32.d
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	option = {
		name = sweden_soviet.32.a
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_dominate_the_persian_gulf
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_dominate_the_persian_gulf
	icon = GFX_goal_PER_mine_the_straits
	cost = 10
	prerequisite = {
		focus = PER_separate_the_navy
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = bb_tech bc_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_armor_tech damage_control_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_separate_the_navy
	x = 1
	y = 1
}
### Entity: Modifier Reference
Component: ITA_novus_ordo_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_novus_ordo_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_industry
	local_non_core_manpower = 0.25
	state_resources_factor = 0.15
	compliance_growth = 0.1
	resistance_decay = 0.05
	state_production_speed_arms_factory_factor = 0.2
	local_factories = 0.5
}
### Entity: National Focus
Tree: ger_focus
Component: GER_integrate_czechoslovakia
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_integrate_czechoslovakia
	icon = GFX_focus_GER_integrate_czechoslovakia
	prerequisite = {
		focus = GER_befriend_czechoslovakia
	}
	x = 0
	y = 2
	relative_position_id = GER_befriend_czechoslovakia
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	available = {
		is_subject = no
		CZE = {
			OR = {
				has_government = fascism
				fascism = > 0.5
			} {
				is_in_faction = no
				is_in_faction_with = ROOT
			} {
				is_subject = no
				is_subject_of = ROOT
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = CZE
			NOT = {
				country_exists = CZE
			}
			CZE = {
				is_subject = yes
				NOT = {
					is_subject_of = ROOT
				}
				OVERLORD = {
					is_in_faction_with = ROOT
				}
			} {
				is_subject_of = ROOT
				OR = {
					has_completed_focus = CZE_german_minor_ally CZE_german_puppet CZE_complete_capitulation
				}
			} {
				has_completed_focus = CZE_work_with_germany
				is_in_faction_with = ROOT
			}
		}
	}
	will_lead_to_war_with = CZE
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_integrate_czechoslovakia
		}
		if = {
			limit = {
				69 = {
					controller = {
						NOT = {
							tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			add_state_claim = 69
		} {
			limit = {
				972 = {
					controller = {
						NOT = {
							tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			add_state_claim = 972
		} {
			limit = {
				74 = {
					controller = {
						NOT = {
							tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			add_state_claim = 74
		} {
			limit = {
				CZE = {
					OR = {
						is_subject = no
						is_subject_of = ROOT
					}
				}
			}
			CZE = {
				country_event = {
					id = wuw_GER_diplomacy.117
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				annex_country = {
					target = CZE
					transfer_troops = yes
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				every_state = {
					limit = {
						is_owned_and_controlled_by = CZE
						OR = {
							state = 69 972 74
						}
					}
					add_core_of = PREV
				}
			}
		} {
			limit = {
				CZE = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex
# ... (truncated)
### Entity: Event
Component: nsb_news.401
Constructs: is_triggered_only, has_government
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.401
	title = nsb_news.401.t
	desc = nsb_news.401.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.401.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.401.b
		trigger = {
			NOT = {
				tag = FROM
			} {
				has_government = fascism
			}
		}
	} {
		name = nsb_news.401.c
		trigger = {
			NOT = {
				tag = FROM
			}
			has_government = fascism
		}
	}
}
### Entity: State History
Component: 955
Constructs: add_core_of
Source: game
File: history/states/955 - Chubut.txt

Code:
state = {
	id = 955
	name = STATE_955
	manpower = 395040
	state_category = rural
	resources = {
		oil = 4
	}
	history = {
		owner = ARG
		add_core_of = ARG WLA
		buildings = {
			infrastructure = 1
			10953 = {
				naval_base = 1
			}
		}
		victory_points = {
			13307 2
		} {
			10953 3
		} {
			8161 1
		}
	}
	provinces = {
		8161 8176 10953 11005 13296 13306 13307
	}
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: any_state_in
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_state_in

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

```
check if any state in the given category meets the trigger.
tooltip=key can be defined to override title.
The trigger takes one of the followings:
	array: an array of states.
	continent: A continent.
	ai_area: The id of an area.
	strategic_region: The id of an region.

* Note that no default tooltip is available for array and ai_area.
Example:
Check if the trigger is valid in any state in a continent:
any_state_in = {	conteinent = europe
	FOO_TRIGGER = BAR
}
```
### Entity: Idea
Component: ENG_imperial_conscription_subject_idea
Constructs: autonomy_gain, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conscription_subject_idea = {
	name = ENG_imperial_conscription
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		autonomy_gain = -1
	}
	picture = eng_imperial_conscription
	removal_cost = -1
}
### Entity: Scripted Effect
Component: EAI_PR_select_priority_tech
Constructs: limit, has_country_flag, set_temp_variable, set_variable, check_variable, is_researching_technology, is_in_array
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_effects.txt

Code:
EAI_PR_select_priority_tech = {
	set_temp_variable = {
		tmp_priority_research_current_tech = EAI_priority_research_current_tech
	}
	set_variable = {
		EAI_priority_research_current_tech = 0
	}
	if = {
		limit = {
			check_variable = {
				EAI_priority_research_queue^num = > 0
			}
		}
		for_each_loop = {
			array = EAI_priority_research_queue
			if = {
				limit = {
					can_research = var:v
					NOT = {
						is_researching_technology = var:v
						is_in_array = {
							EAI_priority_research_block_techs = v
						}
					}
				}
				if = {
					limit = {
						NOT = {
							check_variable = {
								tmp_priority_research_current_tech = v
							}
						}
						has_country_flag = EAI_priority_research_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | PRIO RESEARCH: selected [?v.GetTokenKey]
				}
				set_variable = {
					EAI_priority_research_current_tech = v
				}
				set_temp_variable = {
					break = 1
				}
			}
		}
		set_temp_variable = {
			break = 0
		}
	}
}
### Entity: Scripted Effect
Component: ETH_improve_airforce_spirit_effect
Constructs: limit, add_to_variable, check_variable, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_improve_airforce_spirit_effect = {
	add_to_variable = {
		ETH_airforce_improvements = 1
	}
	IF = {
		limit = {
			check_variable = {
				ETH_airforce_improvements = > 1
			}
			has_dynamic_modifier = {
				modifier = ETH_airforce_1_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ETH_airforce_1_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ETH_airforce_2_dynamic_modifier
			}
		}
	}
	ELSE_IF = {
		limit = {
			check_variable = {
				ETH_airforce_improvements = > 3
			}
			has_dynamic_modifier = {
				modifier = ETH_airforce_2_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ETH_airforce_2_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ETH_airforce_3_dynamic_modifier
			}
		}
	}
}
### Entity: Country History
Country: BLC
Component: BLC_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/BLC - Balochistan.txt

Code:
# Misc for BLC
capital = 988
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_motorized_focus
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_dlc
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_motorized_focus
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = EST_foreign_cooperation
	}
	x = 13
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_ideas = FRA_motorized_focus
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = CHL_skip_one_line_tt available_mio_tt
			show_mio_tooltip = USA_ford_motor_company_organization
		}
	}
}
### Entity: Idea
Component: ENG_imperial_conference_defense_1
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conference_defense_1 = {
	name = ENG_imperial_conference_defense_dominion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.03
		industrial_capacity_dockyard = 0.03
	}
	picture = generic_war_preparation
	removal_cost = -1
}
### Entity: Idea
Component: VIN_the_internal_fight_continues
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_internal_fight_continues = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		political_power_gain = 0.4
		production_factory_efficiency_gain_factor = 0.15
		local_resources_factor = 0.15
		consumer_goods_factor = -0.15
	}
}
### Entity: Modifier Reference
Component: r56_zao_modifier1
Source: game
File: common/dynamic_modifiers/r56_CZE.txt

Code:
r56_zao_modifier1 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_conscription_exemptions_granted
	recruitable_population_factor = -0.1
	state_resources_factor = -0.1
	state_production_speed_buildings_factor = -0.1
}
### Entity: Idea
Component: SIC_push_into_xikang_idea
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
SIC_push_into_xikang_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = chi_war_of_resistance2
	removal_cost = -1
	targeted_modifier = {
		tag = TIB
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 26
	}
	location = 3629
	division_template = Division d'Infanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: AI Strategy
Component: POL_trade_with_uk
Constructs: has_government
Source: game
File: common/ai_strategy/POL.txt

Code:
POL_trade_with_uk = {
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_government = neutrality democratic
		}
		ENG = {
			has_government = democratic
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = ENG
		value = 60
	}
}