Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ita_focus
Component: ITA_support_albanian_irredentism
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_state_claim, every_state, is_core_of
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_support_albanian_irredentism
	icon = GFX_focus_ITA_albanian_irredentism
	prerequisite = {
		focus = ITA_albanian_occupation
	}
	x = 0
	y = 1
	relative_position_id = ITA_albanian_occupation
	cost = 5
	available = {
		44 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_state_claim = 802 970 185 105
		hidden_effect = {
			ALB = {
				add_state_claim = 802 970 185 105
			}
		}
		every_state = {
			limit = {
				OR = {
					is_core_of = ALB
					is_claimed_by = ALB
				}
				is_fully_controlled_by = ROOT
			}
			add_compliance = 10
		}
		if = {
			limit = {
				ALB = {
					is_subject_of = ROOT
				}
			}
			ALB = {
				add_opinion_modifier = {
					target = ROOT
					modifier = ITA_supports_albanian_irredentism
				}
				add_autonomy_score = {
					value = -30
					localization = ITA_support_albanian_irredentism
				}
				if = {
					limit = {
						ROOT = {
							has_government = fascism
						}
					}
					add_timed_idea = {
						idea = fascist_influence
						days = 1095
					}
				} {
					limit = {
						ROOT = {
							has_government = democratic
						}
					}
					add_timed_idea = {
						idea = democratic_influence
						days = 1095
					}
				} {
					limit = {
						ROOT = {
							has_government = communism
						}
					}
					add_timed_idea = {
						idea = communist_influence
						days = 1095
					}
				}
				country_event = {
					id = generic.1
				}
			}
		}
		else = {
			custom_effect_tooltip = ITA_support_albanian_irredentism_subject_effects_tt
			effect_tooltip = {
				ALB = {
					add_opinion_modifier = {
						target = ROOT
						modifier = ITA_supports_albanian_irredentism
					}
					add_autonomy_score = {
						value = -30
						localization = ITA_support_albanian_irredentism
					}
					if = {
						limit = {
							ROOT = {
								has_government = fascism
							}
						}
						add_timed_idea = {
							idea = fascist_influence
							days = 1095
						}
					} {
						limit = {
							ROOT = {
								has_government = democratic
							}
						}
						add_timed_idea = {
							idea = democratic_influence
							days = 1095
						}
					} {
						limit = {
							ROOT = {
								has_government = communism
							}
						}
						add_timed_idea = {
							idea = communist_influence
							days = 1095
						}
					}
					country_event = {
						i
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_mountaineers
Constructs: division_template, prerequisite, completion_reward, is_locked, create_unit
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_mountaineers
	icon = GFX_goal_generic_mountain_warfare2
	prerequisite = {
		focus = PAL_formalize_al_khilafa
	}
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = PAL_desert
	}
	relative_position_id = PAL_formalize_al_khilafa
	completion_reward = {
		custom_effect_tooltip = PAL_mountaineers_tt
		hidden_effect = {
			division_template = {
				name = Mujahideenul Jibal
				is_locked = no
				regiments = {
					mountaineers = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 2
						y = 0
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
				priority = 2
			}
			capital_scope = {
				create_unit = {
					division = name = "Mujahideenul Jibal" division_template = "Mujahideenul Jibal" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
					owner = ROOT
					count = 3
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_enact_nationalist_policies_r56
Constructs: prerequisite, completion_reward, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_enact_nationalist_policies_r56
	icon = GFX_goal_italy_autarky
	cost = 10
	prerequisite = {
		focus = SIA_solidify_governmental_control_r56
	} {
		focus = SIA_towards_a_great_thai_empire_r56
	}
	x = 1
	y = 1
	relative_position_id = SIA_towards_a_great_thai_empire_r56
	available = {
		SIA_towards_a_great_thai_empire_subbranch_trigger_r56 = yes
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_country_flag = {
			flag = SIA_towards_a_great_thai_empire_r56_timer_flag
			value = 1
			days = 69
		}
		swap_ideas = {
			remove_idea = SIA_towards_a_great_thai_empire_r56
			add_idea = SIA_enact_nationalist_policies_r56_idea
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_tax_anti_thai_foreign_businesses_which_grants_tt
			SIA_decrease_economic_intervention_r56 = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_prepare_wartime_heavy_industry
Constructs: prerequisite, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_prepare_wartime_heavy_industry
	prerequisite = {
		focus = POR_never_another_la_lys
	}
	icon = GFX_goal_generic_production
	cost = 8
	x = -1
	y = 1
	relative_position_id = POR_never_another_la_lys
	available = {
		has_tech = assembly_line_production
	}
	ai_will_do = {
		base = 99
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				112
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				180
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: r56_usa.6
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_political_power, is_historical_focus_on, is_core_of, is_owned_by
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.6
	title = r56_usa.6.t
	desc = r56_usa.6.desc
	picture = GFX_report_event_partition_of_india
	is_triggered_only = yes
	option = {
		name = r56_usa.6.a
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		if = {
			limit = {
				any_state = {
					is_core_of = HAW
					is_owned_by = ROOT
				}
			}
			effect_tooltip = {
				release = HAW
			}
			hidden_effect = {
				if = {
					limit = {
						HAW = {
							exists = no
						}
					}
					release = HAW
					HAW = {
						save_event_target_as = released_nation_target
					}
				}
				else = {
					create_dynamic_country = {
						original_tag = HAW
						save_event_target_as = released_nation_target
						ROOT = {
							every_owned_state = {
								limit = {
									is_core_of = HAW
								}
								transfer_state_to = HAW
							}
						}
					}
				}
				diplomatic_relation = {
					country = HAW
					relation = docking_rights
					active = yes
				}
				ROOT = {
					give_guarantee = HAW
				}
			}
		}
		USA_congress_medium_support = yes
	} {
		name = r56_usa.6.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_political_power = 15
		USA_congress_small_support = yes
		effect_tooltip = {
			release_puppet = HAW
		}
		hidden_effect = {
			if = {
				limit = {
					HAW = {
						exists = no
					}
				}
				release_puppet = HAW
				set_autonomy = {
					target = HAW
					autonomy_state = autonomy_protectorate
				}
				HAW = {
					save_event_target_as = released_nation_target
				}
			}
			else = {
				create_dynamic_country = {
					original_tag = HAW
					save_event_target_as = released_nation_target
					ROOT = {
						every_owned_state = {
							limit = {
								is_core_of = HAW
							}
							transfer_state_to = HAW
						}
					} {
						puppet = HAW
						set_autonomy = {
							target = HAW
							autonomy_state = autonomy_protectorate
						}
					}
				}
			}
		}
	} {
		name = r56_usa.6.c
		ai_chance = {
			base = 50
		}
		add_political_power = -25
		USA = {
			add_state_core = 629
		}
		USA_congress_small_opposition = yes
	}
}
### Entity: Country Tag
Component: CUG
Constructs: has_idea
Source: game
File: common/country_tag_aliases/r56_china_and_co_aliases.txt

Code:
CUG = {
	targets = {
		CHI SHX XSM PRC SIK KHM YUN GXC MAN MEN SIC XIC GDC HBC SND
	}
	has_idea = KMT_chinese_major
	fallback = CHI
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_ship_designer_1_baltic_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_ship_designer_1_baltic_effect = {
	if = {
		limit = {
			has_idea = SOV_nevskoye_design_bureau
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau
			add_idea = SOV_nevskoye_design_bureau_1
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_2
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_2
			add_idea = SOV_nevskoye_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_3
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_3
			add_idea = SOV_nevskoye_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_4
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_4
			add_idea = SOV_nevskoye_design_bureau_1_4
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_2_4
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_2_4
			add_idea = SOV_nevskoye_design_bureau_final_2
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_3_4
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_3_4
			add_idea = SOV_nevskoye_design_bureau_final_3
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau
			add_idea = SOV_rubin_design_bureau_1
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_2
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_2
			add_idea = SOV_rubin_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_3
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_3
			add_idea = SOV_rubin_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_4
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_1_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_
# ... (truncated)
### Entity: State History
Component: 428
Constructs: add_core_of
Source: game
File: history/states/428-Western Indian States.txt

Code:
state = {
	id = 428
	name = STATE_428
	manpower = 10489446
	state_category = town
	resources = {
		oil = 6
	}
	history = {
		owner = RAJ
		add_core_of = WIS
		victory_points = {
			10118 1
		} {
			9975 10
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
		}
	}
	provinces = {
		1061 1103 1144 1190 4064 4090 4132 7020 7165 7207 9975 10118 12037 12092
	}
	local_supplies = 0.0
}
### Entity: Joint Focus
Component: HABSBURG_united_in_the_face_of_danger
Constructs: prerequisite, joint_focus, has_government, add_war_support, add_stability, is_in_faction_with, is_subject_of, is_subject
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_united_in_the_face_of_danger
	dynamic = yes
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = HABSBURG_for_the_glory_of_the_empire HABSBURG_discounted_licenses HABSBURG_improved_production_methods
	}
	relative_position_id = HABSBURG_discounted_licenses
	x = 1
	y = 1
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_originator_country
			tag = global.AH_originator_country
		}
		any_other_country = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
		is_subject = no
		OR = {
			has_government = democratic communism
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward_joint_originator = {
		add_stability = 0.1
		add_war_support = 0.1
	}
	completion_reward_joint_member = {
		add_stability = 0.05
		add_war_support = 0.05
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_mil_factory2
Constructs: prerequisite, completion_reward, unlock_decision_tooltip, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_mil_factory2
	icon = GFX_goal_polish_wartime_industry
	prerequisite = {
		focus = ETH_mil_factory
	} {
		focus = ETH_modern_technology
	}
	relative_position_id = ETH_mil_factory
	x = 0
	y = 3
	cost = 10
	ai_will_do = {
		factor = 0.6
	}
	completion_reward = {
		unlock_decision_tooltip = ETH_promote_construction_development_in_from ETH_promote_infrastructure_development_in_from
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_integrate_operation_bolivar
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_integrate_operation_bolivar
	icon = GFX_focus_BRA_expand_bolivar
	prerequisite = {
		focus = ARG_dominate_the_south
	}
	x = -6
	y = 1
	relative_position_id = ARG_dominate_the_south
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
			}
			create_intelligence_agency = {
				name = S.I.
				icon = GFX_intelligence_agency_logo_ARG_intelligence
			}
			upgrade_intelligence_agency = upgrade_economy_civilian
			add_ideas = ARG_integrate_operation_bolivar_idea_lar
		}
		ELSE = {
			add_ideas = ARG_integrate_operation_bolivar_idea_no_lar
		}
	}
}
### Entity: National Focus
Component: ah_NAV_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_NAV_effort
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = ah_aviation_effort_2
	} {
		focus = ah_flexible_navy
	}
	x = 1
	y = 1
	relative_position_id = ah_aviation_effort_2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = nav_bomber_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = naval_bomber
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_light_tank_destroyers
Constructs: prerequisite, limit, has_government, completion_reward, has_dlc, add_tech_bonus, armor_bonus, create_equipment_variant
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_light_tank_destroyers
	icon = GFX_goal_tank_offensive
	relative_position_id = BEL_motorised_support
	x = -1
	y = 3
	offset = {
		x = 2
		trigger = {
			NOT = {
				has_dlc = La Resistance
			}
		}
	}
	mutually_exclusive = {
		focus = BEL_restore_the_auto_canon_unit
	}
	prerequisite = {
		focus = BEL_motorised_support
	}
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 2
			has_government = fascism
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = improved_light_tank advanced_light_tank
			} {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = improved_light_td advanced_light_td
			}
		}
		else = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 1
				uses = 1
				category = cat_anti_tank
			} {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = advanced_light_tank_chassis
			} {
				name = infantry_artillery_bonus
				bonus = 1
				uses = 2
				category = armor_variant_tech
			}
			create_equipment_variant = {
				name = T-13 B3
				type = light_tank_destroyer_chassis_2
				parent_version = 0
				modules = {
					main_armament_slot = tank_high_velocity_cannon
					turret_type_slot = tank_light_three_man_tank_turret
					suspension_type_slot = tank_bogie_suspension
					armor_type_slot = tank_riveted_armor
					engine_type_slot = tank_gasoline_engine
				}
				upgrades = {
					tank_nsb_engine_upgrade = 5
					tank_nsb_armor_upgrade = 2
				}
				icon = gfx/interface/technologies/tank/light_tank/r56_tech_BEL_light_tank_02_TD.dds
			}
		} {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = BEL_familleureux
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BEL_familleureux_organization
			mio:BEL_familleureux_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: VOL_ncm
Source: game
File: common/characters/VOL.txt

Code:
VOL_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = VOL_ncm
		allowed = {
			original_tag = VOL
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_eben_emael_fortress
Constructs: prerequisite, limit, completion_reward, add_building_construction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_eben_emael_fortress
	icon = GFX_focus_BEL_eben_emael_fortress
	prerequisite = {
		focus = BEL_fortify_liege
	}
	relative_position_id = BEL_fortify_liege
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	x = 0
	y = 1
	cost = 5
	available = {
		BEL = {
			controls_province = 11519
		}
		custom_trigger_tooltip = {
			tooltip = BEL_eben_emael_fortress_available_tt
			34 = {
				free_building_slots = {
					building = bunker
					size = > 1
					province = 11519
				}
			}
		}
	}
	bypass = {
		OR = {
			NOT = {
				controls_province = 11519
			}
			custom_trigger_tooltip = {
				tooltip = BEL_eben_emael_fortress_bypass_tt
				34 = {
					free_building_slots = {
						building = bunker
						size = < 2
						province = 11519
					}
				}
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				34 = {
					free_building_slots = {
						building = bunker
						size = > 1
						province = 11519
					}
				}
			}
			34 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 11519
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: strategic_bombers_strategy1
Constructs: has_war, is_major
Source: game
File: common/ai_strategy/r56_production_air.txt

Code:
strategic_bombers_strategy1 = {
	allowed = {
		OR = {
			tag = FRA USA ENG GER ITA JAP SOV CAN
		}
	}
	enable = {
		is_major = yes
		date = > 1939.1.1
		has_war = yes
		any_enemy_country = {
			is_major = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = -5
	} {
		type = unit_ratio
		id = strategic_bomber
		value = 5
	}
}
### Entity: Modding Documentation
Construct: pp
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## pp
* Aliases: political_power
* Arguments: PP amount

Gives political power to player
### Entity: Event
Component: AFG_industrial_events.38
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.38
	title = AFG_industrial_events.38.t
	desc = AFG_industrial_events.38.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.38.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: POR_colonial_army
Constructs: removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_colonial_army = {
	picture = por_colonial_army
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.1
	}
}
### Entity: Idea
Component: ITA_socialist_cooperation
Constructs: has_completed_focus, removal_cost, has_dlc
Source: game
File: common/ideas/italy.txt

Code:
ITA_socialist_cooperation = {
	removal_cost = -1
	picture = generic_deal_with_the_devil2
	allowed = {
		has_dlc = By Blood Alone
	}
	allowed_civil_war = {
		has_completed_focus = ITA_common_ground
	}
	modifier = {
		operative_slot = 1
		intel_from_operatives_factor = 0.15
	}
}
### Entity: Decision
Component: POL_political_reform_category
Constructs: has_completed_focus, has_government, is_subject, has_capitulated
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
POL_political_reform_category = {
	icon = GFX_decision_poland_sanation_left
	picture = GFX_decision_cat_poland_political_reform
	allowed = {
		original_tag = POL
	}
	visible = {
		has_completed_focus = POL_the_sanation_left
		has_government = neutrality
		is_subject = no
		has_capitulated = no
	}
}
### Entity: Idea
Component: FRA_victors_of_wwi
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_victors_of_wwi = {
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_victors_of_ww1
	modifier = {
		conscription = -0.003
		war_support_factor = -0.05
		land_doctrine_cost_factor = 0.5
		land_mastery_gain_factor = -0.15
	}
}
### Entity: Idea
Component: JAP_efficent_economy
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_efficent_economy = {
	picture = generic_production_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		industrial_capacity_factory = 0.05
		min_export = 0.05
	}
}