Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 129
Constructs: add_core_of
Source: game
File: history/states/129-East Midlands.txt

Code:
state = {
	id = 129
	name = STATE_129
	manpower = 2212021
	state_category = city
	resources = {
		steel = 11
		coal = 8
	}
	history = {
		owner = ENG
		victory_points = {
			6237 10
		} {
			11279 3
		}
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 1
			air_base = 5
		}
		add_core_of = ENG
		1939.1.1 = {
			buildings = {
				arms_factory = 3
				industrial_complex = 2
			}
		}
	}
	provinces = {
		364 3353 6237 9250 9268 9322 11279
	}
	local_supplies = 0.0
}
### Entity: Unit Leader
Component: heavy_ship_officer
Constructs: has_idea, has_dlc
Source: game
File: common/unit_leader/00_traits.txt

Code:
heavy_ship_officer = {
	type = navy
	trait_type = personality_trait
	country_trigger = {
		NOT = {
			OR = {
				has_idea = best_of_the_best_naval_academy_spirit naval_academy_scholarships_spirit SOV_purged_junior_navy_officers_3
			}
		}
	}
	allowed_ship_equipments = {
		ship_hull_heavy
	}
	trait_xp_factor = {
		superior_tactician = 0.5
		ironside = 0.5
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		} {
			FROM = {
				has_dlc = Thunder at Our Gates
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: DOD_hungary.110
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_civil_war, is_ai, add_threat
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.110
	title = DOD_hungary.110.t
	desc = DOD_hungary.110.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = DOD_hungary.110.a
		ai_chance = {
			base = 90
			modifier = {
				NOT = {
					has_completed_focus = SOV_the_anti_soviet_trotskyist_center
				}
				factor = 0.6
			} {
				has_civil_war = yes
				factor = 0.25
			} {
				has_government = democratic
				factor = 0.25
			} {
				ROM = {
					is_ai = no
				}
				factor = 0.5
			}
		}
		add_threat = 3
		ROM = {
			country_event = DOD_hungary.111
		}
	} {
		name = DOD_hungary.110.b
		ai_chance = {
			base = 10
			modifier = {
				ROM = {
					is_ai = yes
				}
				factor = 0
			}
		}
		HUN = {
			country_event = DOD_hungary.112
		}
	}
}
### Entity: Effect Reference
Construct: add_intel
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_intel

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

```
Add the specified amount of intel over a specified country
GER = {
  add_intel = {
    target = POL
    civilian_intel = 3
    army_intel = 1
    # zero field can be omitted
    # navy_intel = 0
    # airforce_intel = 0
  }
}

```
### Entity: Decision
Component: GER_hilfskreuzer_cat
Constructs: limit, has_country_flag, fire_only_once, has_equipment, has_navy_experience, complete_effect, remove_effect, has_dlc
Source: game
File: common/decisions/GER.txt

Code:
GER_hilfskreuzer_cat = {
	GER_refit_convoys_to_cruisers = {
		icon = GFX_decision_generic_merge_plant_ship
		ai_will_do = {
			base = 10
			modifier = {
				factor = 1.5
				has_equipment = {
					convoy = > 200
				}
			} {
				factor = 2
				has_equipment = {
					convoy = > 300
				}
			} {
				factor = 2
				has_equipment = {
					convoy = > 500
				}
			}
		}
		cost = 25
		custom_cost_text = decision_cost_20_convoy_10_NavXP
		custom_cost_trigger = {
			has_navy_experience = > 9
			has_equipment = {
				convoy = > 19
			}
		}
		fire_only_once = no
		available = {
			has_equipment = {
				convoy = > 19
			}
		}
		days_remove = 25
		complete_effect = {

		}
		remove_effect = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = GER_create_merchant_raider_variant
						}
					}
					set_country_flag = GER_create_merchant_raider_variant
					create_equipment_variant = {
						name = Hilfskreuzer
						type = ship_hull_cruiser_1
						name_group = GER_MR_HISTORICAL
						parent_version = 0
						modules = {
							fixed_ship_battery_slot = ship_light_battery_2
							fixed_ship_anti_air_slot = empty
							fixed_ship_fire_control_system_slot = ship_fire_control_system_0
							fixed_ship_radar_slot = empty
							fixed_ship_engine_slot = cruiser_ship_engine_1
							fixed_ship_armor_slot = ship_armor_cruiser_1
							fixed_ship_secondaries_slot = dp_ship_secondaries_1
							mid_1_custom_slot = ship_torpedo_1
							mid_2_custom_slot = empty
							rear_1_custom_slot = ship_light_battery_1
						}
						obsolete = yes
					}
				}
				create_ship = {
					type = ship_hull_cruiser_1
					equipment_variant = Hilfskreuzer
					creator = ROOT
				}
			}
			else = {
				if = {
					limit = {
						NOT = {
							has_country_flag = GER_create_merchant_raider_variant
						}
					}
					set_country_flag = GER_create_merchant_raider_variant
					create_equipment_variant = {
						name = Hilfskreuzer
						type = light_cruiser_1
						upgrades = {
							ship_reliability_upgrade = 0
							ship_engine_upgrade = 0
							ship_gun_upgrade = 0
							ship_anti_air_upgrade = 0
						}
						obsolete = yes
					}
				}
				create_ship = {
					type = light_cruiser_1
					equipment_variant = Hilfskreuzer
					creator = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: LIT_edvardas_adamkavicius
Constructs: has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_edvardas_adamkavicius = {
	name = LIT_edvardas_adamkavicius
	portraits = {
		army = {
			small = GFX_idea_LIT_edvardas_adamkavicius
			large = GFX_portrait_LIT_edvardas_adamkavicius
		}
	}
	corps_commander = {
		traits = {
			infantry_officer BALTIC_anti_bolshevik
		}
		skill = 1
		attack_skill = 3
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
}
### Entity: Military Industrial Organization
Component: CAT_construccions_aereonautiques_sa_organization
Constructs: has_cosmetic_tag, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_construccions_aereonautiques_sa_organization = {
	name = CAT_construccions_aereonautiques_sa
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		OR = {
			tag = CAT ADR
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
}
### Entity: Character
Component: USA_joseph_patterson
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/USA.txt

Code:
USA_joseph_patterson = {
	name = USA_joseph_patterson
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = USA_joseph_patterson
		allowed = {
			original_tag = USA
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = USA_america_first
			}
		}
		visible = {
			has_dlc = Man the Guns
		}
		traits = {
			editor
		}
		cost = 50.0
		do_effect = {

		}
		ai_will_do = {
			factor = 1.0
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
}
### Entity: Country History
Country: ALS
Component: ALS_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/ALS - Alsace-Lorraine.txt

Code:
# Politics & Parties for ALS
add_ideas = {
	general_staff limited_conscription
}
set_stability = 0.75
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	fascism = 10
	communism = 10
	neutrality = 60
}
### Entity: Country History
Country: RGB
Component: RGB_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RGB - Reichskommisariat Grossbritannien.txt

Code:
# Misc for RGB
capital = 126
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Character
Component: SUD_stc
Source: game
File: common/characters/SUD.txt

Code:
SUD_stc = {
	advisor = {
		slot = political_advisor
		idea_token = SUD_stc
		allowed = {
			original_tag = SUD
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Effect Reference
Construct: every_allied_country
Constructs: limit, every_allied_country, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_allied_country

* Supported Scopes: COUNTRY
* Supported Targets: none

Executes children effects on every Allied Country different from the one in scope (or `random_select_amount` of random country if specified) that fulfills the `limit` trigger.
`tooltip` can be added to override tooltip title (supports [bindable localization](script_concept_documentation.md#bindable-localization)).
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
### Entity: Character
Component: political_reformer_1
Source: game
File: common/country_leader/00_traits.txt

Code:
political_reformer_1 = {
	random = no
	custom_modifier_tooltip = ITA_political_reformer_tt
	hidden_modifier = {
		political_advisor_cost_factor = -0.25
		air_advisor_cost_factor = -0.25
		army_advisor_cost_factor = -0.25
		navy_advisor_cost_factor = -0.25
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_lottakaren
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_lottakaren
	icon = GFX_focus_SWE_lottakoren
	x = -6
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_totalforsvar
	}
	relative_position_id = SWE_totalforsvar
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = SWE_lottakoren_idea
	}
}
### Entity: Event
Component: INS_volksraad_events.2
Constructs: is_triggered_only, ai_chance, add_political_power, clr_country_flag
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.2
	title = INS_volksraad_events.2.t
	desc = INS_volksraad_events.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.2.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			indonesia_volksraad_reject_25_effect = yes
		}
		hidden_effect = {
			INS = {
				add_political_power = 12
			}
		}
		clr_country_flag = INS_is_taking_volksraad
	}
}
### Entity: Game Data
Component: volkssturm_amateurs
Constructs: has_completed_focus, has_any_custom_difficulty_setting, has_army_manpower
Source: game
File: common/achievements/rt56-achievements.txt

Code:
volkssturm_amateurs = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		has_completed_focus = GER_revolution_by_every_worker
		has_army_manpower = {
			size = > 2000000
		}
	}
}
### Entity: Unit Template
Component: SOV_RG_HISTORICAL
Source: game
File: common/units/names_railway_guns/SOV_railway_gun_names.txt

Code:
SOV_RG_HISTORICAL = {
	for_countries = {
		SOV
	}
	type = railway_gun
	fallback_name = %dya Artilleryskaya Zheleznodorozhnaya Batareya
	ordered = {
		6 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		7 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		8 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		9 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		10 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		11 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		12 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		16 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		17 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		18 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		19 = {
			%dya Artilleryskaya Zheleznodorozhnaya Batareya
		}
		711 = {
			5y Morskoy Zheleznodorozhny Artillerysky Divizion
		}
		712 = {
			6ya Morskaya Zheleznodorozhnaya Artilleryskaya Batareya
		}
		2 = {
			%dy Otdelny Tyazhyoly Artillerysky Divizion
		}
		3 = {
			%dy Otdelny Tyazhyoly Artillerysky Divizion
		}
		4 = {
			%dy Otdelny Tyazhyoly Artillerysky Divizion
		}
		5 = {
			%dy Otdelny Tyazhyoly Artillerysky Divizion
		}
		710 = {
			6y Otdelny Tyazhyoly Artillerysky Divizion
		}
		701 = {
			7y Otdelny Tyazhyoly Artillerysky Divizion
		}
	}
}
### Entity: Name List
Component: HAI
Source: game
File: common/names/00_names.txt

Code:
HAI = {
	male = {
		names = {
			Alexis André Anténor Antoine Augustin Balthazar Beaubrun Céligny Charlemagne Charles Cincinnatus Dantès Demesvar Denys Emmanuel Eugène Fabre Faustin Florvil François Guillaume Hannibal Henri Jacques Jean Jean-Baptiste Jean-Louis Jean-Pierre Jonathas Joseph Léon Louis Louis-Eugène Louis-Joseph Lysius Michel Monpoint Nissage Nord Oreste Philippe Pierre Simon Sténio Sylvain Tandredè Thomas Timoleón Tirésias Vilbrum
		}
	}
	female = {
		names = {
			Bernadette Camille Fleur Catherine
		}
	}
	surnames = {
		Alexis Ardouin Auguste Bellegarde Boisrond-Canal Bonnet Borno Boyer Brutus Christophe Conzé Dartiguenave Delorme Dessalines Domingue Firmin Geffrad Granville Guerrier Hyppolite Iginac Janvier Jeune Lafontant Laleau Leconte Légitime Legouaze Léon Lhérisson Madiou Péralte Pierrot Planchet Price Price-Mars Riché Rigaud Rivière-Hérard Roumain Roy Saget Salnave Salomon Sam Simon Soulouque Théodore Vincent Zamor
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_burgundian_circuit
Constructs: prerequisite, limit, has_government, completion_reward, add_state_core, add_state_claim, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_burgundian_circuit
	icon = GFX_goal_new_burgundy2
	prerequisite = {
		focus = BEL_claim_the_benelux
	}
	relative_position_id = BEL_claim_the_benelux
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	available = {
		has_government = fascism
	}
	will_lead_to_war_with = FRA
	completion_reward = {
		add_state_core = 29
		add_state_claim = 27 17
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				}
				is_subject = no
				OR = {
					controls_state = 29 27 17
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_need_for_a_mercantile_navy
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, is_fully_controlled_by, is_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_need_for_a_mercantile_navy
	icon = GFX_focus_generic_merchant_fleet
	prerequisite = {
		focus = RAJ_bombay_trade_port
	}
	x = -2
	y = 1
	relative_position_id = RAJ_bombay_trade_port
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		429 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {
		NOT = {
			429 = {
				is_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		429 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 50
			producer = ENG
		}
	}
}
### Entity: Event
Component: r56i.event.19
Constructs: has_country_flag, set_country_flag, has_army_experience, is_ai
Source: game
File: events/r56i_events.txt

Code:
country_event = {
	id = r56i.event.19
	title = r56i.event.19.t
	desc = r56i.event.19.desc
	picture = GFX_czke_tank_prototypes
	mean_time_to_happen = {
		days = 60
		modifier = {
			factor = 15
			has_country_flag = army_xp_alert
		}
	}
	immediate = {
		set_country_flag = army_xp_alert
	}
	trigger = {
		has_army_experience = > 950
		is_ai = no
		date = < 1947.01.01
	}
	option = {
		name = r56i.event.19.a
		army_experience = -1
	}
}
### Entity: Define
Component: NDefines_CareerProfile.NCareerProfileGUI
Source: game
File: common/defines/01_career_profile.lua

Code:
NDefines_CareerProfile.NCareerProfileGUI = {
AWARD_POPUP_DURATION = 8000
AWARD_POPUP_CONTENT_DELAY = 400
CAREER_POINTS_ANIMATION_DELAY = 950
CAREER_POINTS_ANIMATION_DURATION = 950
PROFILE_PICTURE_BACKGROUND_OPACITY = 0.8
}
### Entity: AI Strategy
Component: EAI_ADVISOR_captain_of_industry
Constructs: check_variable
Source: game
File: common/ai_strategy_plans/EAI_national_laws.txt

Code:
EAI_ADVISOR_captain_of_industry = {
	name = EAI_ADVISOR_captain_of_industry
	enable = {
		check_variable = {
			EAI_get_advisor = global.EAI_captain_of_industry_TYPE
		}
	}
	abort_when_not_enabled = yes
	traits = {
		captain_of_industry = 50000
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_womens_rights
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_idea, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_womens_rights
	icon = GFX_focus_generic_women_in_military
	relative_position_id = ISR_progressives
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_progressives
	}
	cost = 5
	completion_reward = {
		if = {
			limit = {
				has_idea = r56i_laws_gender_equality
			}
			add_political_power = 100
			add_popularity = {
				ideology = ISR
				popularity = 0.1
			}
		}
		else = {
			add_ideas = r56i_laws_gender_equality
		}
	}
}
### Entity: Idea
Component: GER_reichsprotectorate_idea
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_reichsprotectorate_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_oppression
	modifier = {
		compliance_growth = -0.05
		local_resources_factor = 0.5
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.1
		autonomy_gain_global_factor = -0.15
		weekly_manpower = 200
		resistance_target = -0.1
		resistance_damage_to_garrison = -0.1
		overlord_trade_cost_factor = -0.05
	}
	targeted_modifier = {
		tag = GER
		cic_to_target_factor = 0.2
		mic_to_target_factor = 0.15
	}
}
### Entity: Idea
Component: ast_support_for_comrades_idea_improved
Constructs: send_volunteer_size, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/australia.txt

Code:
ast_support_for_comrades_idea_improved = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_size = 6
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -0.75
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.45
Constructs: is_triggered_only, ai_chance, has_government, random_hours, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.45
	title = SEA_japan_foreign_policy.45.t
	desc = SEA_japan_foreign_policy.45.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.45.a
		ai_chance = {
			base = 12
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.46
				hours = 5
				random_hours = 5
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = {
					target = ROOT
					end_wars = no
					end_civil_wars = no
				}
			}
		}
		hidden_effect = {
			set_country_flag = JAP_country_that_accepted_economic_integration_flag
		}
	} {
		name = SEA_japan_foreign_policy.45.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.47
				hours = 5
				random_hours = 5
			}
		}
		hidden_effect = {
			set_country_flag = JAP_country_that_rejected_economic_integration_flag
		}
	}
}
### Entity: Scripted Trigger
Component: NORDIC_has_started_communist_focus_tree
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_has_started_communist_focus_tree = {
	OR = {
		has_completed_focus = NOR_a_resurgent_labor_movement SWE_align_more_closely_with_the_landsorganisationen FIN_towards_a_red_government
	}
}