Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_anti_fascist_policies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_anti_fascist_policies
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = SOV_policy_of_collective_security
	}
	x = 0
	y = 1
	relative_position_id = SOV_policy_of_collective_security
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				OR = {
					has_government = democratic communism
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_anti_fascist_policies_good
			}
		} {
			limit = {
				is_major = yes
				has_government = fascism
			}
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_anti_fascist_policies_bad
			}
		}
		if = {
			limit = {
				has_government = communism
			}
			custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
			unlock_decision_tooltip = SOV_propaganda_anti_fascism
		}
	}
}
### Entity: Event
Component: political.21
Constructs: ai_chance, has_completed_focus, limit, remove_ideas, has_government, has_country_flag, add_political_power, has_dlc
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.21
	title = political.21.t
	desc = political.21.d
	picture = GFX_report_event_fascist_militia
	trigger = {
		fascism = > 0.7
		num_of_controlled_states = > 1
		NOT = {
			has_government = fascism
		} {
			AND = {
				original_tag = SPR
				has_dlc = La Resistance
			}
		} {
			AND = {
				has_dlc = No Step Back
				OR = {
					original_tag = POL EST LAT LIT
					AND = {
						original_tag = FIN
						EST = {
							has_completed_focus = EST_national_pride_in_finland
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = By Blood Alone
				original_tag = SWI
			}
		} {
			AND = {
				has_dlc = Battle for the Bosporus
				OR = {
					original_tag = GRE TUR
				}
			}
		} {
			AND = {
				has_dlc = By Blood Alone
				original_tag = SWI
			}
		} {
			AND = {
				has_dlc = Arms Against Tyranny
				OR = {
					original_tag = SWE FIN
					AND = {
						original_tag = DEN
						is_subject = yes
					} {
						original_tag = NOR
						NOT = {
							has_country_flag = NOR_included_in_generic_political
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = Trial of Allegiance
				OR = {
					original_tag = BRA ARG
				}
			}
		} {
			AND = {
				has_dlc = Gotterdammerung
				OR = {
					original_tag = AUS BEL
				}
			}
		} {
			AND = {
				has_dlc = Thunder at Our Gates
				OR = {
					original_tag = AST SIA
				}
			}
		}
		has_civil_war = no
		check_has_focus_tree_to_switch_to_fascism = yes
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		hidden_effect = {
			remove_ideas = fascist_revolutionaries
		}
	}
	option = {
		name = political.21.a
		ai_chance = {
			factor = 0
		}
		start_civil_war = {
			ideology = fascism
			size = 0.5
		}
	} {
		name = political.21.b
		ai_chance = {
			factor = 0
		}
		if = {
			limit = {
				has_government = democratic
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = democratic
				size = 0.5
				keep_political_leader = yes
			}
		} {
			limit = {
				has_government = communism
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = communism
				size = 0.5
				keep_political_leader = yes
			}
		} {
			limit = {
				has_government = neutrality
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = neutrality
				size = 0.5
				keep_political_leader = yes
			}
		}
	} {
		name = political.14.c
		trigger = {
			is_ai = yes
		}
		add_political
# ... (truncated)
### Entity: Event
Component: war_justification.8
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.8
	title = war_justification.8.t
	desc = war_justification.8.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	trigger = {
		has_government = communism
		FROM = {
			has_government = fascism
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.8.a
		FROM = {
			country_event = {
				id = war_justification.208
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: Idea
Component: PER_increase_funds_for_the_army
Constructs: removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_increase_funds_for_the_army = {
	picture = MEX_politicised_army_2
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		conscription = 0.01
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_research_bonus_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_research_bonus_2
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = AFG_research_bonus_1
	}
	x = 0
	y = 1
	relative_position_id = AFG_research_bonus_1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		dockyard = > 0
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AFG_research_bonus_2
			bonus = 1.0
			uses = 2
			category = ca_tech bb_tech
		}
	}
}
### Entity: Event
Component: wuw_HUN_news_events.4
Constructs: is_triggered_only
Source: game
File: events/WUW_Hungary.txt

Code:
news_event = {
	id = wuw_HUN_news_events.4
	title = wuw_HUN_news_events.4.t
	desc = wuw_HUN_news_events.4.desc
	picture = GFX_news_event_german_speech
	is_triggered_only = yes
	major = yes
	option = {
		name = wuw_HUN_news_events.4.a
		trigger = {
			NOT = {
				TAG = HUN
			}
		}
	} {
		name = wuw_HUN_news_events.4.b
		trigger = {
			original_tag = HUN
		}
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.50
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war, limit, has_government, has_country_flag, is_major
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.50
	title = SEA_PRC_faction_events.50.t
	desc = SEA_PRC_faction_events.50.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.50.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				is_in_faction = yes
				faction_manifest_fulfillment = > 0.6
			} {
				factor = 1.5
				is_in_faction = yes
				faction_influence_ratio = > 0.15
			} {
				factor = 1.5
				is_in_faction = yes
				has_war_with_major = yes
			} {
				factor = 2
				fighting_army_strength_ratio = {
					tag = FROM
					ratio = > 0.25
				}
			} {
				factor = 1.5
				fighting_army_strength_ratio = {
					tag = FROM
					ratio = > 0.5
				}
			} {
				factor = 5
				any_allied_country = {
					is_major = yes
				}
			} {
				factor = 2
				has_country_flag = PRC_refused_to_hand_over_infiltrated_states
			} {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = < 1
				}
			} {
				factor = 1.5
				is_neighbor_of = event_target:WTT_current_china_leader
				NOT = {
					event_target:WTT_current_china_leader = {
						is_in_faction_with = FROM
					}
				}
			} {
				factor = 1.5
				any_neighbor_country = {
					is_in_faction_with = event_target:WTT_current_china_leader
				}
				NOT = {
					event_target:WTT_current_china_leader = {
						is_in_faction_with = FROM
					}
				}
			} {
				factor = 2
				any_controlled_state = {
					OR = {
						has_dynamic_modifier = PRC_infiltrated_state_1 PRC_infiltrated_state_2 PRC_infiltrated_state_3
					}
				}
			} {
				factor = 2
				FROM = {
					any_controlled_state = {
						is_core_of = ROOT
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_faction_events.51
				days = 3
				random_days = 2
			}
		}
	} {
		name = SEA_PRC_faction_events.50.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2.5
				has_country_flag = PRC_bolshevik_faction_influence_level_2
			} {
				factor = 5
				has_country_flag = PRC_bolshevik_faction_influence_level_3
			} {
				factor = 2
				OR = {
					FROM = {
						tag = event_target:WTT_current_china_leader
					}
					event_target:WTT_current_china_leader = {
						is_in_faction_with = FROM
					}
				}
			} {
				factor = 1.5
				is_in_faction = yes
				faction_manifest_fulfillment = < 0.4
			} {
				factor = 1.5
				is_in_faction = yes
				faction_m
# ... (truncated)
### Entity: Event
Component: belgium.8
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.8
	title = belgium.8.t
	desc = belgium.8.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = belgium.8.a
		ai_chance = {
			base = 95
		}
		ENG = {
			add_to_faction = FROM
		}
		BEL = {
			country_event = {
				id = belgium.9
				days = 1
			}
		}
	} {
		name = belgium.8.b
		ai_chance = {
			base = 5
		}
		BEL = {
			country_event = {
				id = belgium.10
				days = 1
			}
		}
	}
}
### Entity: Character
Component: NZL_a_j_stallworthy
Source: game
File: common/characters/NZL.txt

Code:
NZL_a_j_stallworthy = {
	name = NZL_a_j_stallworthy
	portraits = {
		army = {
			small = GFX_idea_NZL_a_j_stallworthy
		}
	}
	advisor = {
		slot = air_chief
		idea_token = NZL_a_j_stallworthy
		allowed = {
			original_tag = NZL
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_INVASION_ROOT_cancel_invasion_target_on_THIS
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/EAI_MILITARY_naval_invasion_triggers.txt

Code:
EAI_INVASION_ROOT_cancel_invasion_target_on_THIS = {
	OR = {
		AND = {
			NOT = {
				EAI_INVASION_invasion_strategies = yes
			}
			EAI_INVASION_block_invasion_strategies = yes
		}
		NOT = {
			EAI_INVASION_THIS_is_valid_target_of_ROOT = yes
		}
		EAI_INVASION_ROOT_made_no_invasion_progress_against_THIS = yes
		ROOT = {
			NOT = {
				has_country_flag = EAI_naval_invasion_max_duration
			}
		}
	}
	NOT = {
		EAI_INVASION_THIS_is_invaded_by_leader_of_ROOT = yes
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_military_vehicles
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_owned_state
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_military_vehicles
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_ogme
	}
	icon = GFX_goal_generic_army_motorized
	x = 0
	y = 1
	relative_position_id = POR_ogme
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_military_vehicles
			bonus = 1.0
			uses = 1
			category = motorized_equipment
		}
		if = {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: blue_general
Constructs: war_support_factor, equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_traits.txt

Code:
blue_general = {
	sprite = 12
	random = no
	war_support_factor = 0.05
	conscription = 0.003
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Construct: ai_badass_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_badass_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_island_2
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_island_2
	icon = GFX_goal_generic_construct_military
	ai_will_do = {
		factor = 2
	}
	x = 37
	y = 2
	prerequisite = {
		focus = MAL_the_island_1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		915 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 12144
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 1291
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 7342
			}
		}
		916 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 4310
			}
		}
		960 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 7329
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_prospect_for_resources
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_prospect_for_resources
	icon = GFX_goal_generic_mining_iron
	prerequisite = {
		focus = CRO_infrastructure_effort
	}
	relative_position_id = CRO_infrastructure_effort
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 3
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 4
	}
}
### Entity: AI Strategy
Component: DOCTRINE_fleet_in_being_ratios
Constructs: has_doctrine
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_fleet_in_being_ratios = {
	enable = {
		has_doctrine = new_fleet_in_being
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = unit_ratio
		id = capital_ship
		value = 5
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: is_artillery_brigade
Source: game
File: common/units/artillery_brigade.txt

Code:
sub_units = {
	artillery_brigade = {
		abbreviation = ART
		sprite = artillery
		map_icon_category = infantry
		priority = 1198
		ai_priority = 100
		active = yes
		is_artillery_brigade = yes
		type = {
			infantry artillery
		}
		group = combat_support
		categories = {
			category_army category_line_artillery category_artillery
		}
		combat_width = 3
		manpower = 500
		need = {
			artillery_equipment = 24
		}
		max_strength = 0.6
		max_organisation = 0
		default_morale = 0.1
		training_time = 120
		weight = 0.5
		supply_consumption = 0.21
		forest = {
			attack = -0.2
			movement = -0.2
		}
		hills = {
			movement = -0.05
		}
		mountain = {
			movement = -0.2
		}
		jungle = {
			attack = -0.25
			movement = -0.2
		}
		marsh = {
			attack = -0.2
			movement = -0.3
		}
		fort = {
			attack = 0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}
	}
	mot_artillery_brigade = {
		abbreviation = MRT
		sprite = artillery
		map_icon_category = infantry
		priority = 1198
		ai_priority = 100
		active = yes
		is_artillery_brigade = yes
		type = {
			motorized artillery
		}
		group = mobile_combat_support
		categories = {
			category_army category_line_artillery category_artillery category_mobile_and_mobile_combat_sup
		}
		combat_width = 3
		transport = motorized_equipment
		manpower = 500
		essential = {
			motorized_equipment
		}
		need = {
			artillery_equipment = 24
			motorized_equipment = 36
		}
		max_strength = 0.6
		max_organisation = 0
		default_morale = 0.1
		training_time = 120
		weight = 0.5
		supply_consumption = 0.25
		forest = {
			attack = -0.2
			movement = -0.5
		}
		hills = {
			movement = -0.05
		}
		mountain = {
			movement = -0.2
		}
		jungle = {
			attack = -0.25
			movement = -0.5
		}
		marsh = {
			attack = -0.2
			movement = -0.3
		}
		fort = {
			attack = 0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}
	}
	rocket_artillery_brigade = {
		abbreviation = RRT
		sprite = artillery
		map_icon_category = infantry
		priority = 1199
		ai_priority = 100
		active = yes
		is_artillery_brigade = yes
		type = {
			infantry artillery
		}
		group = combat_support
		categories = {
			category_army category_line_artillery category_artillery category_rocket_artillery
		}
		combat_width = 3
		need = {
			rocket_artillery_equipment = 24
		}
		manpower = 500
		max_organis
# ... (truncated)
### Entity: Idea
Component: COG_unionism_idea_2
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, is_subject, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/congo.txt

Code:
COG_unionism_idea_2 = {
	picture = FIN_finnish_federation_of_trade_unions_heavy
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		is_subject = no
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.02
		communism_drift = 0.02
		stability_factor = -0.05
		war_support_factor = -0.05
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.1
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Order of Battle
Component: Asiatic Fleet
Source: game
File: history/units/USA_1936_naval_legacy.txt

Code:
fleet = {
	name = Asiatic Fleet
	naval_base = 10265
	task_force = {
		name = Asiatic Fleet
		location = 10265
		ship = {
			name = USS Augusta
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Marblehead
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Paul Jones
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Alden
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Barker
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS John D Edwards
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Whipple
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Edsall
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Parrott
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Bulmer
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Stewart
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Pope
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Peary
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Pillsbury
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS John D Ford
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		}
	} {
		name = 5th Submarine Squadron
		location = 10265
		ship = {
			name = USS S-36
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-37
			definition
# ... (truncated)
### Entity: Scripted Effect
Component: ENG_mosley_pacifism_level_down
Constructs: limit, has_country_leader_with_trait, remove_country_leader_trait, swap_ruler_traits
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
ENG_mosley_pacifism_level_down = {
	if = {
		limit = {
			has_country_leader_with_trait = champion_of_peace_5
		}
		remove_country_leader_trait = champion_of_peace_5
	}
	else_if = {
		limit = {
			has_country_leader_with_trait = champion_of_peace_4
		}
		swap_ruler_traits = {
			remove = champion_of_peace_4
			add = champion_of_peace_5
		}
	} {
		limit = {
			has_country_leader_with_trait = champion_of_peace_3
		}
		swap_ruler_traits = {
			remove = champion_of_peace_3
			add = champion_of_peace_4
		}
	} {
		limit = {
			has_country_leader_with_trait = champion_of_peace_2
		}
		swap_ruler_traits = {
			remove = champion_of_peace_2
			add = champion_of_peace_3
		}
	} {
		limit = {
			has_country_leader_with_trait = champion_of_peace_1
		}
		swap_ruler_traits = {
			remove = champion_of_peace_1
			add = champion_of_peace_2
		}
	}
}
### Entity: State History
Component: 572
Constructs: add_core_of
Source: game
File: history/states/572-TS 14.txt

Code:
state = {
	id = 572
	name = STATE_572
	manpower = 2074932
	resources = {
		coal = 8
	}
	state_category = town
	history = {
		owner = SOV
		victory_points = {
			9292 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = SOV
	}
	provinces = {
		1233 1292 1294 1327 1775 4242 7285 9292 10170 10213 10542 12106 12157 12287 12584
	}
	local_supplies = 0.0
}
### Entity: Event
Component: BBA_african_union_events.8
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.8
	title = BBA_african_union_events.8.t
	desc = BBA_african_union_events.8.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.8.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: QUE_traditional_economy
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_traditional_economy = {
	allowed_civil_war = {
		always = no
	}
	picture = SPR_appropriate_church_riches
	modifier = {
		monthly_population = 0.3
		research_speed_factor = 0.05
		consumer_goods_factor = -0.15
		global_building_slots_factor = 0.1
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: Scripted Effect
Component: WTT_recalculate_state_support_for_ROOT
Constructs: limit, random_country, is_literally_china, check_variable, has_state_flag, clr_state_flag, set_state_flag
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_recalculate_state_support_for_ROOT = {
	if = {
		limit = {
			any_other_country = {
				is_literally_china = yes
				NOT = {
					tag = ROOT
				}
				PREV = {
					check_variable = {
						var = political_platform_@PREV
						compare = greater_than_or_equals
						value = political_platform_@ROOT
					}
				}
			}
		}
	}
	else = {
		random_country = {
			limit = {
				PREV = {
					has_state_flag = majority_political_platform_@PREV
				}
			}
			PREV = {
				clr_state_flag = majority_political_platform_@PREV
			}
		}
		set_state_flag = majority_political_platform_@ROOT
	}
}
### Entity: Raid
Component: OR
Constructs: is_special_project_completed
Source: game
File: common/raids/categories/raid_categories.txt

Code:
OR = {
	is_special_project_completed = sp:sp_nuclear_bomb
	num_of_nukes = > 0
}