Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modding Documentation
Construct: convoys_destroyed
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### convoys_destroyed
* description: total number of convoys destroyed by this country
### Entity: Scripted Trigger
Component: is_independent_china_or_warlord
Constructs: is_independent_china_or_warlord, is_subject
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
is_independent_china_or_warlord = {
	OR = {
		original_tag = CHI PRC GXC YUN SHX XSM GDC SND SIC NXM GSM XIC KHM KUM RNG HBC
	}
	is_subject = no
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_examination_yuan
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_examination_yuan
	icon = GFX_focus_chi_examination_yuan
	prerequisite = {
		focus = CHI_sea_control_yuan
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_control_yuan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_idea = CHI_ineffective_bureaucracy CHI_ineffective_bureaucracy_warlord
					}
				}
			}
			add_political_power = 150
			add_stability = 0.05
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		} {
			limit = {
				has_idea = CHI_ineffective_bureaucracy
			}
			remove_ideas = CHI_ineffective_bureaucracy
		} {
			limit = {
				has_idea = CHI_ineffective_bureaucracy_warlord
			}
			remove_ideas = CHI_ineffective_bureaucracy_warlord
		}
	}
}
### Entity: Event
Component: WW_hungary.24
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.24
	title = WW_hungary.24.t
	desc = WW_hungary.24.desc
	picture = GFX_report_event_hungary_gains_transylvania
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.24.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		transfer_state = 975
	}
}
### Entity: AI Strategy
Component: GER_avoid_war_with_SWI
Constructs: is_historical_focus_on, has_wargoal_against, has_idea
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_avoid_war_with_SWI = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		SWI = {
			exists = yes
		}
	}
	abort = {
		OR = {
			has_wargoal_against = SWI
			SWI = {
				NOT = {
					has_idea = SWI_swiss_neutrality
				}
			}
		}
	}
	ai_strategy = {
		type = conquer
		id = SWI
		value = -999
	} {
		type = antagonize
		id = SWI
		value = -75
	}
}
### Entity: Character
Component: VOL_coi
Source: game
File: common/characters/VOL.txt

Code:
VOL_coi = {
	advisor = {
		slot = political_advisor
		idea_token = VOL_coi
		allowed = {
			original_tag = VOL
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_asian_allies
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_subject, is_faction_leader, every_other_country
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_asian_allies
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = GER_break_anglo_french_colonial_hegemony_ww
	}
	x = 1
	y = 1
	relative_position_id = GER_break_anglo_french_colonial_hegemony_ww
	cost = 5
	available = {
		is_subject = no
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = GER_asian_allies_faction_tt generic_skip_one_line_tt GER_asian_allies_tt
		every_other_country = {
			limit = {
				OR = {
					original_tag = SIA VIN CAM LAO BRM RAJ PAK BHU NEP TIB BAN AFG PER TMS TAJ BUK KHI UZB KKP KYR KAZ ALT SIK MON TAN BYA KOR
				} {
					has_government = neutrality democratic
				}
				exists = yes
				is_subject = no
				is_in_faction = no
				is_major = no
			}
			country_event = {
				id = wuw_GER_realpolitik.1
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_medium_increase_king_umberto_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_medium_increase_king_umberto_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.15
		tooltip_side = ITA_king_umberto_side
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_autarky
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_autarky
	icon = GFX_focus_GER_autarky_achieved
	prerequisite = {
		focus = AST_big_business_pact
	}
	relative_position_id = AST_big_business_pact
	x = -1
	y = 1
	cost = 5
	available = {
		has_government = fascism
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = autarkic_economy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_establish_aircraft_industry
Constructs: shared_focus, prerequisite, limit, completion_reward, add_mio_size, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_establish_aircraft_industry
	icon = GFX_focus_generic_aircraft_production
	relative_position_id = SMB_license_designs
	prerequisite = {
		focus = SMB_license_designs SMB_domestic_designs SMB_purchase_aircraft
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = available_mio_tt generic_skip_one_line_tt
			show_mio_tooltip = BRA_embraer_organization
			mio:BRA_embraer_organization = {
				add_mio_size = 1
			}
		}
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: Poglavnik
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
Poglavnik = {
	sprite = 10
	random = no
	war_support_factor = 0.05
	political_power_factor = 0.05
}
### Entity: Event
Component: belgium.85
Constructs: is_triggered_only, create_country_leader, add_ideas, remove_ideas, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.85
	title = belgium.85.t
	desc = belgium.85.d
	picture = GFX_report_event_communism_belgium
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = belgium.85.c
		remove_ideas = BEL_leopold3 BEL_leopold3_captive
		add_ideas = BEL_leopold3_exile
		add_political_power = 10
		set_country_flag = BEL_leopold3_communist_revolution_exiled
		hidden_effect = {
			news_event = {
				hours = 6
				id = belgium.94
			}
		}
	} {
		name = belgium.85.b
		remove_ideas = BEL_leopold3
		add_ideas = BEL_leopold3_captive
		add_political_power = -20
		set_country_flag = BEL_leopold3_communist_revolution_jailed
		hidden_effect = {
			news_event = {
				hours = 6
				id = belgium.95
			}
		}
	} {
		name = belgium.85.a
		remove_ideas = BEL_leopold3
		add_political_power = -40
		BEL = {
			set_country_flag = BEL_leopold3_executed
			create_country_leader = {
				name = Albert Devèze
				desc = Albert Devèze
				picture = Portrait_Belgium_Albert_Deveze.dds
				expire = 1965.1.1
				ideology = moderatism
				traits = {
					lawyer
				}
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = belgium.96
			}
		}
	}
}
### Entity: Character
Component: LAO_souphanouvong
Source: game
File: common/characters/LAO.txt

Code:
LAO_souphanouvong = {
	name = LAO_souphanouvong
	portraits = {
		civilian = {
			large = GFX_portrait_Sisavang_Vong
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			LAO_the_red_prince
		}
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_alliance_with_portugal
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_alliance_with_portugal
	icon = GFX_focus_generic_befriend_portugal
	prerequisite = {
		focus = GER_alliance_with_spain GER_operation_felix
	}
	mutually_exclusive = {
		focus = GER_operation_isabella
	}
	x = 0
	y = 1
	relative_position_id = GER_alliance_with_spain
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	available_if_capitulated = yes
	available = {
		is_faction_leader = yes
		is_subject = no
		POR = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_government = fascism neutrality
			}
			is_in_faction = no
			is_subject = no
			has_civil_war = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		POR = {
			add_opinion_modifier = {
				target = GER
				modifier = ger_por_alliance_focus
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_invite_to_faction_tt
			hidden_effect = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 50
					}
				}
				country_event = {
					id = generic.5
					hours = 4
					random_hours = 4
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: compliance_growth_on_our_occupied_states
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## compliance_growth_on_our_occupied_states

* Number with 0 decimal places
* **Categories**: country, state
### Entity: Country History
Country: RAJ
Component: RAJ_misc
Constructs: recruit_character, every_owned_state, add_equipment_to_stockpile, limit, add_ideas, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/RAJ - British Raj.txt

Code:
# Misc for RAJ
capital = 439
if = {
	limit = {
		has_dlc = Graveyard of Empires
	}
	set_oob = RAJ_1936_GOE
}
{
	limit = {
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
	set_oob = RAJ_1936
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = RAJ_1936_air_bba
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		aircraft_construction = 1
		iw_small_airframe = 1
	}
	else = {
		set_air_oob = RAJ_1936_air_legacy
		set_technology = {
			CAS1 = 1
			early_fighter = 1
		}
	}
}
{
	limit = {
		has_dlc = Graveyard of Empires
	}
	recruit_character = RAJ_GOE_jawaharlal_nehru RAJ_GOE_tara_singh RAJ_GOE_ishar_singh RAJ_GOE_parkash_singh RAJ_GOE_muhammad_ali_jinnah RAJ_GOE_arcot_doraiswamy_loganadan RAJ_GOE_shah_nawaz_khan RAJ_GOE_ukkirapandi_muthuramalinga_thevar RAJ_GOE_rash_behari_bose RAJ_GOE_rajendrasinhji_jadeja RAJ_GOE_mohammad_usman RAJ_GOE_kodandera_subayya_thimayya RAJ_GOE_sam_manekshaw RAJ_GOE_muhammad_ayub_khan RAJ_GOE_yahya_khan RAJ_GOE_montagu_stopford RAJ_GOE_mohammed_zaman_kiani RAJ_GOE_subcontinent_chaos RAJ_GOE_the_board_of_directors RAJ_GOE_sarat_bose RAJ_freeman_freeman_thomas RAJ_jim_corbett RAJ_puran_chand_joshi RAJ_bhalchandra_trimbak_ranadive RAJ_elamkulam_manakkal_sakaran_namboodiripad RAJ_shripad_amrit_dange RAJ_sahajanand_saraswati RAJ_GOE_g_d_birla RAJ_GOE_j_r_d_tata RAJ_GOE_william_rhodes_davis RAJ_GOE_prescott_bush RAJ_GOE_m_n_roy RAJ_mirza_khurshid_jah_bahadur RAJ_GOE_mughal_army_command_1 RAJ_GOE_mughal_army_command_2 RAJ_GOE_mughal_army_command_3 RAJ_GOE_mughal_army_command_4 RAJ_GOE_mughal_army_command_5 RAJ_GOE_mughal_theorist RAJ_GOE_mughal_navy_guy RAJ_GOE_mughal_air_guy RAJ_intel_generic RAJ_cap_industry_mughal RAJ_mughal_industrialist RAJ_silent_mughal RAJ_backroom_mughal RAJ_abdul_ghaffar_khan RAJ_GOE_muhammad_musa
	else = {
		recruit_character = RAJ_karam_singh_mann
	}
}
{
	limit = {
		has_dlc = Together for Victory
	}
	recruit_character = RAJ_homi_j_bhabha RAJ_lakshmi_sahgal RAJ_orde_wingate RAJ_kodandera_madappa_cariappa RAJ_kodandera_subayya_thimayya RAJ_jayanto_nath_chaudhuri
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		has_dlc = Together for Victory
	}
	if = {
		limit = {
			NOT
# ... (truncated)
### Entity: Decision
Component: operations
Constructs: has_completed_focus, fire_only_once, is_good, has_defensive_war_with, add_timed_idea
Source: game
File: common/decisions/r56_POL_decisions.txt

Code:
operations = {
	POL_German_Blitzkrieg_of_Poland = {
		icon = generic_ignite_civil_war
		allowed = {
			original_tag = POL
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		fire_only_once = yes
		days_mission_timeout = 1
		is_good = no
		activation = {
			POL = {
				NOT = {
					has_completed_focus = POL_plan_west
				}
				has_defensive_war_with = GER
			}
		}
		timeout_effect = {
			add_timed_idea = {
				idea = POL_German_Blitzkrieg_of_Poland
				days = 20
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_medium_increase_balbo_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_medium_increase_balbo_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.15
		tooltip_side = ITA_balbo_side
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_study_foreign_built_ships
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_study_foreign_built_ships
	icon = GFX_focus_generic_shipbuilding
	prerequisite = {
		focus = CUB_caribbean_navy
	}
	relative_position_id = CUB_caribbean_navy
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_study_foreign_built_ships
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = SPR_navy_modernization
			bonus = 2
			uses = 1
			category = asw_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_war_department
Constructs: add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_war_department
	icon = GFX_goal_generic_army_doctrines
	x = 16
	y = 0
	relative_position_id = USA_war_plans_division
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = USA_war_department
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_promote_violence_against_the_british
Constructs: prerequisite, limit, add_war_support, completion_reward, cancel_if_invalid, add_popularity, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_promote_violence_against_the_british
	icon = GFX_focus_AST_never_gallipoli
	prerequisite = {
		focus = RAJ_forward_bloc
	}
	x = 1
	y = 1
	relative_position_id = RAJ_forward_bloc
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	} {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = idea_RAJ_independence_movement
				}
			}
			custom_effect_tooltip = idea_RAJ_independence_movement_tt
			add_to_variable = {
				RAJ_autonomy_gain_independence_movement = 0.1
				tooltip = autonomy_gain_tt
			} {
				RAJ_resistance_activity_independence_movement = 0.1
				tooltip = resistance_activity_tt
			} {
				RAJ_resistance_target_independence_movement = 0.1
				tooltip = resistance_target_tt
			}
		}
		unlock_decision_tooltip = {
			decision = RAJ_GOE_urge_violence
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Modifier Reference
Component: ITA_italian_highways_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_italian_highways_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_production_speed_infrastructure_factor = 0.25
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_communism_with_a_human_face
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_communism_with_a_human_face
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = CZE_czech_socialism
	}
	x = 0
	y = 1
	relative_position_id = CZE_czech_socialism
	cost = 10
	ai_will_do = {
		factor = 50
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_communism_with_a_human_face
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_realize_the_zenrin_kyokai
Constructs: prerequisite, limit, completion_reward, add_political_power, is_ally_with, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_realize_the_zenrin_kyokai
	icon = GFX_focus_chi_collaboration_with_the_japanese
	available = {
		is_ally_with = JAP
	}
	bypass = {
		NOT = {
			is_ally_with = JAP
		}
	}
	prerequisite = {
		focus = MEN_the_state_founding_conference
	}
	relative_position_id = MEN_the_state_founding_conference
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		if = {
			limit = {
				has_idea = MEN_aftermath_of_the_long_winter
			}
			swap_ideas = {
				remove_idea = MEN_aftermath_of_the_long_winter
				add_idea = MEN_aftermath_of_the_long_winter_zenrin
				add_days = -60
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: Decision
Component: INS_militias_cat
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, has_country_flag, add_stability, add_political_power
Source: game
File: common/decisions/INS.txt

Code:
INS_militias_cat = {
	INS_militias_railway_pemuda_mission = {
		activation = {
			always = no
		}
		available = {
			OR = {
				has_war_with = HOL
				NOT = {
					has_country_flag = {
						flag = INS_revolution_has_started
					}
				}
			}
		}
		icon = GFX_decision_generic_prepare_civil_war
		is_good = no
		days_mission_timeout = 365
		timeout_effect = {
			add_stability = -0.1
		}
		complete_effect = {
			add_war_support = 0.1
			add_political_power = 100
		}
	}
	INS_militias_kris_repayment = {
		activation = {
			always = no
		}
		available = {
			673 = {
				infrastructure = > 3
				OR = {
					industrial_complex = > 2
					arms_factory = > 2
					AND = {
						industrial_complex = > 0
						arms_factory = > 1
					} {
						industrial_complex = > 1
						arms_factory = > 0
					}
				}
			}
			1056 = {
				infrastructure = > 2
				OR = {
					industrial_complex = > 1
					arms_factory = > 1
					AND = {
						industrial_complex = > 0
						arms_factory = > 0
					}
				}
			}
		}
		icon = GFX_decision_generic_construction
		is_good = no
		days_mission_timeout = 1095
		timeout_effect = {
			if = {
				limit = {
					673 = {
						NOT = {
							is_core_of = ROOT
						}
					}
				}
				673 = {
					add_resistance = 40
					add_compliance = -25
				}
			} {
				limit = {
					1056 = {
						NOT = {
							is_core_of = ROOT
						}
					}
				}
				1056 = {
					add_resistance = 40
					add_compliance = -25
				}
			}
			add_stability = -0.075
			add_war_support = -0.075
			add_manpower = -50000
			add_political_power = -150
		}
		complete_effect = {
			hidden_effect = {
				add_to_variable = {
					var = INS_missions_completed
					value = 1
				}
			}
			if = {
				limit = {
					673 = {
						NOT = {
							is_core_of = ROOT
						}
					}
				}
				673 = {
					add_core_of = ROOT
				}
			} {
				limit = {
					1056 = {
						NOT = {
							is_core_of = ROOT
						}
					}
				}
				1056 = {
					add_core_of = ROOT
				}
			}
		}
	}
	INS_militias_moestopo_mission = {
		activation = {
			always = no
		}
		available = {
			INS_moestopo = {
				is_field_marshal = yes
			}
		}
		icon = GFX_decision_generic_army_support
		is_good = no
		days_mission_timeout = 480
		timeout_effect = {
			if = {
				limit = {
					is_ai = no
				}
				INS_moestopo = {
					remove_unit_leader_role = yes
				}
				add_political_power = -150
			}
			else = {
				INS_moestopo 
# ... (truncated)
### Entity: Modifier Reference
Component: ETH_airforce_1_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_airforce_1_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ETH_airforce
	enemy_army_bonus_air_superiority_factor = ETH_airforce_enemy_army_bonus_air_superiority_factor
	air_doctrine_cost_factor = ETH_airforce_air_doctrine_cost_factor
	air_accidents_factor = ETH_airforce_air_accidents_factor
	air_attack_factor = ETH_airforce_air_attack_factor
}
### Entity: Idea
Component: POL_internationalism_focus
Constructs: removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_internationalism_focus = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		trade_opinion_factor = 0.2
	}
}
### Entity: Character
Component: sick
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
sick = {
	random = no
	political_power_factor = -0.03
	stability_factor = -0.05
}