Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_65
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_65 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 65
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 65
	}
}
### Entity: Idea
Component: AST_the_pacific_garrison_eng
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_the_pacific_garrison_eng = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_sea_focused_navy
	modifier = {
		base_fuel_gain_factor = -0.15
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AMotorized_rocket_brigade.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Motorized_rocket_brigade.png &#8206;(76 × 42 pixels, file size: 6 KB, MIME type: image/png)
### Entity: Event
Component: AUS_political_events.110
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_country_flag, add_ai_strategy
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.110
	title = AUS_political_events.110.t
	desc = AUS_political_events.110.desc
	picture = GFX_report_event_AUS_political_rally
	is_triggered_only = yes
	option = {
		name = AUS_political_events.110.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_threatening_neighbor
		}
		set_country_flag = AUS_held_speeches_against_us_flag
		add_ai_strategy = {
			type = prepare_for_war
			id = FROM
			value = 10
		}
	}
}
### Entity: Idea
Component: SWE_wargames
Source: game
File: common/ideas/sweden.txt

Code:
SWE_wargames = {
	picture = SWE_wargames
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		experience_gain_army = 0.15
		experience_gain_air = 0.15
		experience_gain_navy = 0.15
	}
}
### Entity: Idea
Component: AUS_emergency_measures
Constructs: removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_emergency_measures = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SOV_third_five_year_plan_military
	modifier = {
		production_speed_industrial_complex_factor = 0.2
		production_speed_arms_factory_factor = 0.2
		production_speed_rail_way_factor = 0.1
		production_speed_bunker_factor = 0.1
	}
}
### Entity: Event
Component: r56.soviet.34
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.34
	title = r56.soviet.34.t
	desc = r56.soviet.34.d
	picture = GFX_report_event_polish_demobilization
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.34.a
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_spanish_civil_war_involvement
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, has_government, has_war_with
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_spanish_civil_war_involvement
	icon = GFX_goal_generic_spanish_civil_war_soldier
	relative_position_id = COL_collectivist_ethos
	prerequisite = {
		focus = COL_collectivist_ethos COL_liberty_ethos
	}
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2
		modifier = {
			is_historical_focus_on = no
			has_global_flag = scw_is_ai_driven
			ROOT = {
				has_war = no
				OR = {
					has_government = fascism communism
				}
			}
			add = 8
		}
	}
	available = {
		SPR_scw_in_progress = yes
		any_other_country = {
			original_tag = SPR
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_manpower = -5000
		if = {
			limit = {
				has_completed_focus = COL_collectivist_ethos
			}
			set_rule = {
				can_send_volunteers = yes
			}
			add_ideas = PHI_volunteers_in_the_war_nationalist
			custom_effect_tooltip = generic_skip_one_line_tt
			random_other_country = {
				limit = {
					original_tag = SPR
					OR = {
						has_government = fascism neutrality
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = ita_supported_spain_civil_war
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = ROOT
				}
			}
		}
		else = {
			set_rule = {
				can_send_volunteers = yes
			}
			add_ideas = PHI_volunteers_in_the_war_republican
			custom_effect_tooltip = generic_skip_one_line_tt
			random_other_country = {
				limit = {
					original_tag = SPR
					OR = {
						has_government = democratic communism
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = ita_supported_spain_civil_war
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = ROOT
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_block_AI_construction
Constructs: limit, has_country_flag, set_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_block_AI_construction = {
	if = {
		limit = {
			has_country_flag = EAI_block_AI_construction
		}
		set_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = -100
		} {
			flag = EAI_BUILDING_build_num_MIC
			value = -100
		} {
			flag = EAI_BUILDING_build_num_NIC
			value = -100
		} {
			flag = EAI_BUILDING_build_num_REF
			value = -100
		} {
			flag = EAI_BUILDING_build_num_SILO
			value = -100
		}
	}
}
### Entity: Event
Component: rt56.rom_general_election.31
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_general_election.31
	title = rt56.rom_general_election.31.t
	desc = rt56.rom_general_election.31.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_general_election.31.a
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/r56e_air.txt

Code:
sub_units = {
	strat_maritime = {
		sprite = heavy_plane
		priority = 5
		active = yes
		type = maritime_patrol_plane
		need = {
			strat_maritime_equipment = 1
		}
		categories = {
			category_strat_bomber
		}
		land_air_wing_size = 100
		mega_carrier_air_wing_size = 10
	}
	fighter_bomber = {
		sprite = light_plane
		priority = 1
		active = yes
		type = fighter
		need = {
			fighter_bomber_equipment = 1
		}
		categories = {
			category_fighter category_cas
		}
		land_air_wing_size = 100
		mega_carrier_air_wing_size = 10
	}
	hfighter_bomber = {
		sprite = medium_plane
		priority = 1
		active = yes
		type = heavy_fighter
		need = {
			hfighter_bomber_equipment = 1
		}
		categories = {
			category_heavy_fighter category_cas
		}
		land_air_wing_size = 100
		mega_carrier_air_wing_size = 10
	}
	cv_jet_fighter = {
		sprite = jet_plane
		priority = 1
		active = yes
		type = fighter
		need = {
			cv_jet_fighter_equipment = 1
		}
		categories = {
			category_fighter
		}
		land_air_wing_size = 100
		carrier_air_wing_size = 10
		mega_carrier_air_wing_size = 10
	}
	med_maritime = {
		sprite = medium_plane
		priority = 1
		active = yes
		type = maritime_patrol_plane
		need = {
			med_maritime_equipment = 1
		}
		categories = {
			category_nav_bomber
		}
		land_air_wing_size = 100
		mega_carrier_air_wing_size = 10
	}
	flying_boat = {
		sprite = heavy_plane
		priority = 2
		active = yes
		type = maritime_patrol_plane
		need = {
			large_plane_maritime_patrol_plane_airframe = 1
		}
		categories = {
			category_nav_bomber
		}
		land_air_wing_size = 100
		mega_carrier_air_wing_size = 10
	}
}
### Entity: Idea
Component: NOR_fake_independent_norway_ns
Constructs: removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_fake_independent_norway_ns = {
	name = NOR_independent_norway_dmod
	removal_cost = -1
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.1
		consumer_goods_factor = -0.1
		production_speed_industrial_complex_factor = 0.15
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_support_buddhist_monasteries
Constructs: prerequisite, limit, completion_reward, add_popularity, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_support_buddhist_monasteries
	icon = GFX_goal_religious_harmony
	x = 1
	y = 1
	relative_position_id = MON_promote_religious_socialism
	cost = 10
	prerequisite = {
		focus = MON_promote_religious_socialism
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		MON_mongol_bank_funds_decrease = yes
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_liberal_in_charge
Constructs: prerequisite, has_government, completion_reward, is_subject, set_politics
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_liberal_in_charge
	icon = GFX_goal_generic_peaceful_diplomacy
	prerequisite = {
		focus = QUE_trust_in_democracy
	}
	relative_position_id = QUE_trust_in_democracy
	x = -2
	y = 1
	cost = 5
	mutually_exclusive = {
		focus = QUE_the_union_nationale_wins
	}
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1935.12.17
			election_frequency = 48
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: AHV_julius_sundblom
Source: game
File: common/characters/AHV.txt

Code:
AHV_julius_sundblom = {
	name = Julius Sundblom
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_4.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1945.1.1
		traits = {
			editor
		}
		id = -1
	}
}
### Entity: Modifier Reference
Construct: recruitable_population
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## recruitable_population

* Number with 3 decimal places
* **Categories**: state
### Entity: National Focus
Tree: xic_focus
Component: XIC_sixth_encirclement_campaign
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_ally_with, cancel_if_invalid, declare_war_on, annex_everything
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XIC_sixth_encirclement_campaign
	icon = GFX_focus_generic_attack_chinese_soviets
	x = 2
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = XIC_discussions_in_luochuan
	}
	ai_will_do = {
		base = 0
	}
	prerequisite = {
		focus = XIC_northwest_bandit_suppression_headquarters
	}
	relative_position_id = XIC_northwest_bandit_suppression_headquarters
	available = {
		is_subject = no
		PRC = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		declare_war_on = {
			target = PRC
			type = annex_everything
		}
		activate_mission = XIC_war_halting
		hidden_effect = {
			PRC = {
				activate_mission = PRC_holding_out
			}
		}
	}
}
### Entity: Modding Documentation
Construct: distance_to
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### distance_to
* description: distance to another state, uses target as another state. example: 123.distance_to@124
### Entity: Idea
Component: HAW_pot
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = HAW
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Scripted Effect
Component: find_democratic_sleeping_giant
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
find_democratic_sleeping_giant = {
	get_highest_scored_country = {
		var = GLOBAL.platonic_democratic_sleeping_giant
		scorer = democratic_sleeping_giant_scorer
	}
}
### Entity: Order of Battle
Component: Qingdao Jingbei
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = Qingdao Jingbei
	location = 10000
	division_template = Juntuán
	start_equipment_factor = 0.8
	start_experience_factor = 0.1
}
### Entity: Modding Documentation
Construct: show_debug_lines_supply
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## supply_debug.show_debug_lines_supply
* Type: Boolean
* Not available in release build
### Entity: State History
Component: 962
Constructs: add_core_of, add_to_array
Source: game
File: history/states/962-Posavina.txt

Code:
state = {
	id = 962
	name = STATE_962
	manpower = 515450
	state_category = rural
	resources = {
		steel = 3
	}
	history = {
		owner = YUG
		buildings = {
			infrastructure = 2
			air_base = 1
		}
		victory_points = {
			6799 3
		}
		add_core_of = YUG BOS
		add_to_array = {
			state_victory_points = 6799
		}
	}
	provinces = {
		6799 9588 9591 11572 11574
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mon_focus
Component: MON_intervene_in_sinkiang
Constructs: prerequisite, limit, completion_reward, is_subject, has_army_manpower, every_other_country, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_intervene_in_sinkiang
	icon = GFX_goal_CHI_sheng_shikai_issue
	x = -1
	y = 1
	relative_position_id = MON_central_asia_defensive_pact
	cost = 7
	prerequisite = {
		focus = MON_central_asia_defensive_pact
	}
	ai_will_do = {
		factor = 30
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 50000
		}
		any_state = {
			OR = {
				state = 618 760 617 759 287 619
			}
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					region = 145
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_fuel_for_the_war_machine
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_fuel_for_the_war_machine
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_wartime_industry
	}
	icon = GFX_goal_generic_construction2
	x = 0
	y = 1
	relative_position_id = SPR_wartime_industry
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_fuel_for_the_war_machine
			bonus = 1.5
			uses = 2
			category = excavation_tech
		}
		custom_effect_tooltip = SPA_reduce_reliance_on_foreign_resources_tt
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.57
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
news_event = {
	id = AAT_Sweden_flashpoints.57
	title = AAT_Sweden_flashpoints.57.t
	desc = AAT_Sweden_flashpoints.57.desc
	picture = GFX_news_event_spr_spanish_civil_war2
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.57.a
	}
}
### Entity: Event
Component: argentina.11
Constructs: is_triggered_only, limit, add_ideas, has_government, add_popularity
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.11
	title = argentina.11.t
	desc = argentina.11.d
	picture = GFX_report_event_german_advisors_remain
	is_triggered_only = yes
	option = {
		name = argentina.11.a
		ARG = {
			add_ideas = arg_german_advisors
			if = {
				limit = {
					GER = {
						has_government = fascism
					}
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.05
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: dump_garrison_templates
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## dump_garrison_templates

Dump garrison templates to game log
### Entity: National Focus
Tree: lux_focus
Component: LUX_ban_international_aid
Constructs: prerequisite, has_war, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_ban_international_aid
	icon = GFX_goal_generic_forceful_treaty
	cost = 8
	x = 3
	y = 2
	relative_position_id = LUX_policy_of_free_hands
	prerequisite = {
		focus = LUX_policy_of_free_hands
	}
	available = {
		OR = {
			threat = > 0.3
			any_neighbor_country = {
				has_war = yes
			}
		}
		power_balance_value = {
			id = LUX_neutrality_balance
			value = > 0.6
		}
	}
	completion_reward = {
		add_political_power = 100
		add_ideas = r56_LUX_banned_aid
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Order of Battle
Component: Low Meowintain
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Low Meowintain
	location = 12740
	division_template = Meowintain Brigade
	start_experience_factor = 0.3
}
### Entity: Event
Component: DOD_hungary.5
Constructs: is_triggered_only, ai_chance, has_global_flag, create_wargoal, annex_everything, is_in_faction
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.5
	title = DOD_hungary.5.t
	desc = DOD_hungary.5.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = DOD_hungary.5.a
		ai_chance = {
			factor = 50
			modifier = {
				has_global_flag = HUN_referendum_shenanigans
				factor = 2
			}
		}
		create_wargoal = {
			type = annex_everything
			target = AUS
		}
		hidden_effect = {
			news_event = {
				id = news.294
				days = 1
			}
		}
	} {
		name = DOD_hungary.5.b
		ai_chance = {
			factor = 50
			modifier = {
				AUS = {
					is_in_faction = yes
				}
				factor = 3
			}
		}
		hidden_effect = {
			news_event = {
				id = news.293
				days = 1
			}
		}
	}
}
### Entity: Character
Component: RAJ_b_p_sitaramayya
Constructs: has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_b_p_sitaramayya = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = RAJ_b_p_sitaramayya
		portraits = {
			civilian = {
				large = GFX_RAJ_pattabhi_sitaramayya
			}
		}
		country_leader = {
			ideology = socialism
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = RAJ_b_p_sitaramayya
		portraits = {
			civilian = {
				large = GFX_RAJ_pattabhi_sitaramayya
			}
		}
	}
}
### Entity: Event
Component: news.157
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.157
	title = news.157.t
	desc = news.157.d
	picture = GFX_news_event_020
	major = yes
	is_triggered_only = yes
	option = {
		trigger = {
			tag = USA
		}
		name = news.157.a_usa
	} {
		trigger = {
			NOT = {
				tag = USA
			}
		}
		name = news.157.a
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_purge_popular_resistance
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, add_popularity, add_timed_idea
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_purge_popular_resistance
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = LIT_rastikis_military_reforms
	}
	x = 3
	y = 1
	relative_position_id = LIT_rastikis_military_reforms
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		has_government = democratic
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.2
			}
			add_timed_idea = {
				idea = LIT_purge_resistance_idea
				days = 180
			}
		}
		else_if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
			add_timed_idea = {
				idea = LIT_purge_resistance_idea
				days = 180
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
			add_timed_idea = {
				idea = LIT_purge_resistance_communism_idea
				days = 180
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_progressives
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_progressives
	icon = GFX_goal_ISR_progressive
	relative_position_id = ISR_centre_victorious
	x = -3
	y = 0
	available = {
		has_country_flag = ISR_coalition_formed
		OR = {
			has_country_flag = ISR_new_aliyah_in_coalition ISR_centre_formed
		}
	}
	prerequisite = {
		focus = ISR_the_elections
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = ISR_coalition_will_be_updated
	}
}
### Entity: Idea
Component: SOV_revolutionized_industry_2
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_revolutionized_industry_2 = {
	name = SOV_revolutionized_industry_2
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_revolutionized_industry
	modifier = {
		consumer_goods_factor = 0.2
		research_speed_factor = -0.1
		production_speed_industrial_complex_factor = 0.1
		custom_modifier_tooltip = SOV_revolutionized_industry_tt
	}
}