Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hon_focus
Component: HON_monarchist_coup
Constructs: prerequisite, completion_reward, set_politics, add_popularity, set_cosmetic_tag, set_party_name, add_field_marshal_role
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_monarchist_coup
	icon = GFX_goal_generic_army_mobilization
	prerequisite = {
		focus = HON_invite_juan
	}
	x = 27
	y = 3
	cost = 5
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.2
		}
		set_cosmetic_tag = HON_kingdom
		set_party_name = {
			ideology = neutrality
			long_name = House of Bourbon
			name = House of Bourbon
		}
		add_field_marshal_role = {
			character = HON_juan_i
			skill = 3
			attack_skill = 4
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: EAI_PC_on_research_SOV
Constructs: limit, has_country_flag, check_variable, set_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_on_research_SOV = {
	if = {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 1
			}
		}
		if = {
			limit = {
				OR = {
					check_variable = {
						new_tech = token:dispersed_industry
					} {
						new_tech = token:dispersed_industry2
					} {
						new_tech = token:dispersed_industry3
					} {
						new_tech = token:dispersed_industry4
					} {
						new_tech = token:concentrated_industry
					} {
						new_tech = token:concentrated_industry2
					} {
						new_tech = token:concentrated_industry3
					} {
						new_tech = token:concentrated_industry4
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_priority_construction_detailed_logging
				}
				log = [GetYear] [GetMonth] | AI | [This.GetName] | PC: EAI_PC_on_research_SOV
			}
			set_temp_variable = {
				_queue_new_shared_types_with_factories_FACTORIES = 100
			} {
				_queue_new_shared_types_with_factories_INF_LEVEL = 3
			} {
				_project_type_id = strategy_type_id
			} {
				_project_priority = strategy_type_prio
			}
			add_to_temp_array = {
				_queue_new_shared_types_with_factories_TYPES = global.EAI_PC_CIC
			}
			EAI_PC_queue_new_shared_types = yes
		}
	} {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 1.5
			}
		}
		if = {
			limit = {
				OR = {
					check_variable = {
						new_tech = token:dispersed_industry
					} {
						new_tech = token:dispersed_industry2
					} {
						new_tech = token:dispersed_industry3
					} {
						new_tech = token:dispersed_industry4
					} {
						new_tech = token:concentrated_industry
					} {
						new_tech = token:concentrated_industry2
					} {
						new_tech = token:concentrated_industry3
					} {
						new_tech = token:concentrated_industry4
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_priority_construction_detailed_logging
				}
				log = [GetYear] [GetMonth] | AI | [This.GetName] | PC: EAI_PC_on_research_SOV
			}
			set_temp_variable = {
				_queue_new_shared_types_with_factories_FACTORIES = 100
			} {
				_queue_new_shared_types_with_factories_INF_LEVEL = 3
			} {
				_project_type_id = strategy_type_id
			} {
				_project_priority = strategy_type_prio
			}
			add_to_temp_array = {
				_queue_new_shared_types_with_factories_TYPES = global.EAI_PC_CIC
			} {
				_queue_new_shared_types_with_factories_TYPES = global.EAI_PC_MIC
			}
			EAI_PC_queue_new_shared_types = yes
		}

# ... (truncated)
### Entity: Unit Template
Component: INS_BB_HISTORICAL
Source: game
File: common/units/names_ships/INS_ship_names.txt

Code:
INS_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		INS
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = KRI 
	fallback_name = Battleship %d
	unique = {
		Palembang Balikpapan Makassar Padang Medan
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_entice_foreign_investment
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_entice_foreign_investment
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = PER_continue_westernization
	}
	x = 1
	y = 1
	relative_position_id = PER_continue_westernization
	cost = 10
	available = {
		has_government = democratic
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = PER_invite_foreign_investors
	}
}
### Entity: Modifier Reference
Construct: _speed_facto
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_speed_factor"></span><SpecialProject>_speed_factor

* **Description**: Special project speed factor
* Number with 0 decimal places
* **Categories**: country, state

* **Modified types**: sp_air_axial_jet_engine, sp_air_bouncing_bomb, sp_air_earthshaker_bomb, sp_air_helicopter, sp_air_intercontinental_bomber, sp_air_jet_engine, sp_air_mothership_aircraft, sp_air_radar, sp_air_supersonic_jet, sp_commercial_nuclear_reactor, sp_land_flamethrower_tank, sp_land_land_cruiser, sp_land_large_caliber_kinetic_energy_sabot, sp_land_military_engineering_vehicles, sp_land_multi_charge_large_caliber_gun, sp_land_self_propelled_super_heavy_howitzer, sp_land_stronghold_network, sp_land_super_heavy_howitzer, sp_land_super_heavy_railway_gun, sp_naval_aip_engine, sp_naval_anechoic_tiles, sp_naval_cruiser_submarine, sp_naval_escort_carrier, sp_naval_fleet_submarine, sp_naval_ice_carrier, sp_naval_midget_submarine, sp_naval_modern_battleship, sp_naval_modern_carrier, sp_naval_nuclear_missile_submarine, sp_naval_nuclear_submarine, sp_naval_nuclear_torpedo, sp_naval_proximity_fuze, sp_naval_rocket_launching_submarine, sp_naval_submarine_carrier, sp_naval_super_heavy_battleship, sp_naval_support_ships, sp_naval_torpedo_cruiser, sp_naval_underway_replenishment, sp_nuclear_bomb, sp_nuclear_engines, sp_nuclear_reactor, sp_nuclear_warheads, sp_rocket_interceptor, sp_rockets_ballistic_missile, sp_rockets_flying_bomb, sp_rockets_ground_to_air_missile, sp_rockets_long_range_ballistic_missile, sp_rockets_medium_range_ballistic_missile, sp_tag_aircraft, sp_tag_artillery, sp_tag_bomb, sp_tag_guided_bomb, sp_tag_helicopter, sp_tag_jet, sp_tag_nuclear_power, sp_tag_nuclear_warfare, sp_tag_radar, sp_tag_rocket, sp_tag_submarine, sp_tag_surface_ship, sp_tag_tank, sp_thermo_nuclear_bomb, specialization_air, specialization_land, specialization_naval, specialization_nuclear
### Entity: Event
Component: bftb_greece.96
Constructs: is_triggered_only, limit, has_government, has_country_flag, add_stability, fire_only_once, set_country_flag, has_idea
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.96
	title = bftb_greece.96.t
	desc = bftb_greece.96.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_greece.96.a
		add_stability = -0.05
		hidden_effect = {
			set_country_flag = onassis_arrived
			if = {
				limit = {
					NOT = {
						has_government = fascism
						has_idea = GRE_eee_in_government
						has_country_flag = onassis_proposition_accepted
					}
				}
				country_event = {
					id = bftb_greece.90
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: military_industrial_organization_funds_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## military_industrial_organization_funds_gain

* Number with 0 decimal places
* **Categories**: war_production
### Entity: AI Strategy
Component: SPA_alternate_plan_2
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/SPA_alternate_strategy_plan.txt

Code:
SPA_alternate_plan_2 = {
	name = Spanish Falangist alternate plan
	desc = Alternate behavior for Falangist Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		OR = {
			tag = SPA SPR
		} {
			has_country_flag = SPR_AI_RANDOM_FALANGIST
			has_game_rule = {
				rule = SPR_ai_behavior
				option = FALANGIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		SPA_a_great_spain SPA_hand_over_the_ceda_campaign_chest SPA_negotiate_carlist_support SPA_the_army_of_africa SPA_secure_the_northern_garrisons SPA_foment_a_carlist_split SPA_sin_paquito SPA_the_phalanx_ascendant SPA_secure_the_national_defense_council SPA_bolster_offensive_infrastructure SPA_emergency_munitions_corporations SPA_suspend_the_constitution SPA_eliminate_the_carlists SPA_primo_de_rivera_prisoner_exchange SPA_establish_the_directory SPA_the_fifth_column SPA_expand_conscription SPA_absorb_carlist_remnants SPA_a_one_party_state SPA_develop_all_talent SPA_regional_agrarian_commissions SPA_the_national_syndicalist_state SPA_syndicalize_production SPA_strengthen_the_supreme_reality_of_spain SPA_exemplify_the_art_and_science_of_warfare SPA_national_recovery SPA_fascist_economic_aid SPA_facilitate_pyrenees_freight_transports SPA_improve_cross_country_railways SPA_support_the_war_industry SPA_expand_the_war_industry SPA_the_duty_to_work SPA_the_will_to_empire SPA_the_national_and_popular_army_of_spain SPA_mandatory_pre_military_training SPA_all_shall_serve SPA_join_the_axis SPA_unite_iberia SPA_embrace_the_spanish_destiny SPA_glory_and_wealth_on_the_sea_lanes SPA_improve_domestic_naval_facilities SPA_a_great_maritime_power SPA_commerce_protection
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_raise_support_within_the_proletarian_class
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_raise_support_within_the_proletarian_class
	icon = GFX_focus_YUG_pan_slavic_congress
	x = 0
	y = 1
	relative_position_id = JAP_organize_the_student_movements
	prerequisite = {
		focus = JAP_organize_the_student_movements
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_abe_isoo
		}
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = JAP_raise_support_within_the_proletarian_class_tt generic_skip_one_line_tt JAP_raise_support_within_the_proletarian_class_2_tt generic_skip_one_line_tt available_political_advisor
		IF = {
			limit = {
				529 = {
					NOT = {
						has_dynamic_modifier = {
							modifier = JAP_state_infiltrated_by_the_jcp
						}
					}
				}
			}
			529 = {
				IF = {
					limit = {
						has_dynamic_modifier = {
							modifier = JAP_state_under_army_control
						}
					}
					remove_dynamic_modifier = {
						modifier = JAP_state_under_army_control
					}
				} {
					limit = {
						NOT = {
							has_dynamic_modifier = {
								modifier = JAP_state_under_rebel_control
							}
						}
					}
					add_dynamic_modifier = {
						modifier = JAP_state_under_rebel_control
					}
				}
				add_dynamic_modifier = {
					modifier = JAP_state_infiltrated_by_the_jcp
				}
			}
		}
		show_ideas_tooltip = JAP_strong_unions_idea JAP_komakichi_matsuoka
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_sissi
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_sissi
	icon = GFX_focus_FIN_the_cold_front
	prerequisite = {
		focus = FIN_long_range_patrols
	} {
		focus = FIN_finnish_radio_intelligence
	} {
		focus = FIN_utilize_the_sami
	}
	mutually_exclusive = {
		focus = FIN_national_armor_focus
	}
	x = 1
	y = 1
	relative_position_id = FIN_long_range_patrols
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		army_experience = 35
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro
		add_to_variable = {
			FIN_finnish_army_initiative_factor = 0.02
			tooltip = initiative_factor_tt
		} {
			FIN_finnish_army_recon_factor_while_entrenched = 0.1
			tooltip = recon_factor_while_entrenched_tt
		} {
			FIN_finnish_army_modifier_army_sub_unit_long_range_patrol_support_attack_factor = 0.1
			tooltip = modifier_army_sub_unit_long_range_patrol_support_attack_factor_tt
		} {
			FIN_finnish_army_modifier_army_sub_unit_long_range_patrol_support_defence_factor = 0.1
			tooltip = modifier_army_sub_unit_long_range_patrol_support_defence_factor_tt
		}
		show_unit_leaders_tooltip = FIN_erkki_raappana
	}
}
### Entity: Idea
Component: LUX_chamberofdeputies_PRL_info_large_increase_i
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_chamberofdeputies_PRL_info_large_increase_i = {
	name = LUX_chamberofdeputies_PRL_info_large_increase_tt
	modifier = {
		political_power_cost = 1.5
		stability_weekly = 0.002
	}
}
### Entity: Event
Component: WW_hungary.21
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.21
	title = WW_hungary.21.t
	desc = WW_hungary.21.desc
	picture = GFX_report_event_hungary_southern_slovakia
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.21.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		transfer_state = 73
	}
}
### Entity: Idea
Component: CZE_department_2_idea_lar_air_first
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_department_2_idea_lar_air_first = {
	picture = generic_spy_intel
	name = CZE_department_2_idea_lar
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -5.0
		airforce_intel_to_others = -5.0
		agency_upgrade_time = -0.05
		operative_slot = 1
		new_operative_slot_bonus = 1
		intelligence_agency_defense = 0.1
	}
}
### Entity: AI Strategy
Component: HUN_fascist_king_alternate
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/HUN_ww_alternate.txt

Code:
HUN_fascist_king_alternate = {
	name = Hungarian Alternate plan to get a fascist king and join the Axis
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_FASCIST_KING
			has_game_rule = {
				rule = HUN_ai_behavior
				option = FASCIST_KING
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		wuw_HUN_end_the_regency wuw_HUN_crack_down_on_radicals wuw_HUN_subvert_gombos_troops wuw_HUN_reach_out_to_candidates wuw_HUN_abide_by_the_little_ententes_stipulations wuw_HUN_elect_a_fascist_king wuw_HUN_the_hungarian_life_and_renewal_party wuw_HUN_economic_intervention wuw_HUN_volksbund_der_deutschen_in_ungarn wuw_HUN_renounce_the_treaty_of_trianon
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_amend_the_montreux_convention
Constructs: prerequisite, has_war_with, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_amend_the_montreux_convention
	icon = GFX_goal_generic_forceful_treaty
	cost = 10
	prerequisite = {
		focus = TUR_renew_the_soviet_non_aggression_pact
	}
	relative_position_id = TUR_renew_the_soviet_non_aggression_pact
	x = -1
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		not = {
			has_war_with = SOV
		}
		custom_trigger_tooltip = {
			tooltip = TUR_renew_the_soviet_non_aggression_pact_focus_days_tt
			has_country_flag = {
				flag = TUR_renew_the_soviet_non_aggression_pact_flag
				days = > 105
			}
		} {
			tooltip = TUR_renew_the_soviet_non_aggression_pact_current_days_tt
			has_country_flag = {
				flag = TUR_renew_the_soviet_non_aggression_pact_flag
				days = > 105
			}
		}
	}
	completion_reward = {
		add_stability = -0.05
		SOV = {
			country_event = {
				id = turkey.117
			}
		}
	}
}
### Entity: Scripted Effect
Component: MAN_low_legitimacy_level_down_twice
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/MAN_scripted_effects.txt

Code:
MAN_low_legitimacy_level_down_twice = {
	if = {
		limit = {
			has_idea = MAN_low_legitimacy_1
		}
		remove_ideas = MAN_low_legitimacy_1
	} {
		limit = {
			has_idea = MAN_low_legitimacy_2
		}
		remove_ideas = MAN_low_legitimacy_2
	} {
		limit = {
			has_idea = MAN_low_legitimacy_3
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_3
			add_idea = MAN_low_legitimacy_1
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_4
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_4
			add_idea = MAN_low_legitimacy_2
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_5
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_5
			add_idea = MAN_low_legitimacy_3
		}
	}
}
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_CAPITAL_VP_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_CAPITAL_VP_WEIGHT = {
0.0 , 1.0 , 2.0
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_aviation_schools
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_aviation_schools
	icon = GFX_goal_italy_further_pilots_training
	prerequisite = {
		focus = ARG_air_force_reform
	}
	x = 26
	y = 2
	cost = 10
	completion_reward = {
		air_experience = 50
		add_ideas = arg_aviation_schools
		add_doctrine_cost_reduction = {
			name = ARG_aviation_schools
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BUL_worker_strikes
Constructs: stability_factor, has_country_flag, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_worker_strikes = {
	picture = FRA_factory_strikes
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		OR = {
			has_country_flag = BUL_bs_destroyed_flag BUL_bs_integrated_flag
		}
	}
	modifier = {
		stability_factor = -0.1
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Country History
Country: GER
Component: GER_army
Constructs: add_to_faction
Source: game
File: history/countries/GER - Germany.txt

Code:
# OOB & Army Setup for GER
add_to_faction = GER
### Entity: Character
Component: GRE_georgios_tsolakoglou
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_georgios_tsolakoglou = {
	name = GRE_georgios_tsolakoglou
	portraits = {
		army = {
			small = GFX_idea_gre_georgios_tsolakoglou
		}
	}
	advisor = {
		slot = army_chief
		idea_token = GRE_georgios_tsolakoglou
		allowed = {
			original_tag = GRE
			has_dlc = Battle for the Bosporus
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GRE_fascists_friendly_or_loyal
				check_variable = {
					var = GRE_fascist_loyalty
					value = 1.0
					compare = greater_than_or_equals
				}
			}
		}
		traits = {
			army_chief_offensive_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_available_LFACILITY
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_LFACILITY = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_LFACILITY > THIS=[this.getname] PREV=[prev.getname]
	}
	can_construct_building = land_facility
	EAI_facility_available_for_new_project = yes
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_belgium_security
Constructs: prerequisite, limit, add_ideas, completion_reward, create_wargoal, puppet_wargoal_focus, has_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_belgium_security
	available = {
		BEL = {
			exists = yes
			OR = {
				communism = > 0.2
				fascism = > 0.2
			}
		}
	}
	prerequisite = {
		focus = ENG_benelux_intervention
	}
	icon = GFX_goal_generic_attack_allies
	x = -1
	y = 1
	relative_position_id = ENG_benelux_intervention
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BEL
			expire = 0
		}
		if = {
			limit = {
				NOT = {
					has_idea = ENG_continuation_of_politics
				}
			}
			add_ideas = ENG_continuation_of_politics
		}
	}
}
### Entity: Idea
Component: POL_strenghten_the_zloty
Constructs: industrial_capacity_factory, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_strenghten_the_zloty = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = great_depression
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = 0.05
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: raj_move_towards_ind
Constructs: limit, add_stability, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_move_towards_ind = {
	if = {
		limit = {
			has_idea = RAJ_PAK_Leaning_6
		}
		swap_ideas = {
			remove_idea = RAJ_PAK_Leaning_6
			add_idea = RAJ_PAK_Leaning_5
		}
	} {
		limit = {
			has_idea = RAJ_PAK_Leaning_5
		}
		swap_ideas = {
			remove_idea = RAJ_PAK_Leaning_5
			add_idea = RAJ_PAK_Leaning_4
		}
	} {
		limit = {
			has_idea = RAJ_PAK_Leaning_4
		}
		swap_ideas = {
			remove_idea = RAJ_PAK_Leaning_4
			add_idea = RAJ_PAK_Leaning_3
		}
	}
	else_if = {
		limit = {
			has_idea = RAJ_PAK_Leaning_3
		}
		swap_ideas = {
			remove_idea = RAJ_PAK_Leaning_3
			add_idea = RAJ_PAK_Leaning_2
		}
	} {
		limit = {
			has_idea = RAJ_PAK_Leaning_2
		}
		swap_ideas = {
			remove_idea = RAJ_PAK_Leaning_2
			add_idea = RAJ_PAK_Leaning_1
		}
	} {
		limit = {
			has_idea = RAJ_PAK_Leaning_1
		}
		swap_ideas = {
			remove_idea = RAJ_PAK_Leaning_1
			add_idea = RAJ_IND_PAK_STATUS_QUO
		}
	} {
		limit = {
			has_idea = RAJ_IND_PAK_STATUS_QUO
		}
		swap_ideas = {
			remove_idea = RAJ_IND_PAK_STATUS_QUO
			add_idea = RAJ_IND_Leaning_1
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_1
		}
		swap_ideas = {
			remove_idea = RAJ_IND_Leaning_1
			add_idea = RAJ_IND_Leaning_2
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_2
		}
		swap_ideas = {
			remove_idea = RAJ_IND_Leaning_2
			add_idea = RAJ_IND_Leaning_3
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_3
		}
		swap_ideas = {
			remove_idea = RAJ_IND_Leaning_3
			add_idea = RAJ_IND_Leaning_4
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_4
		}
		swap_ideas = {
			remove_idea = RAJ_IND_Leaning_4
			add_idea = RAJ_IND_Leaning_5
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_5
		}
		swap_ideas = {
			remove_idea = RAJ_IND_Leaning_5
			add_idea = RAJ_IND_Leaning_6
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_6
		}
		add_stability = -0.05
	}
}