Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: POR_manuel_ortins_torres_de_bettencourt
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_manuel_ortins_torres_de_bettencourt = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = POR_manuel_ortins_torres_de_bettencourt
			ledger = navy
			allowed = {
				original_tag = POR
				has_dlc = La Resistance
			}
			traits = {
				naval_theorist
			}
		}
		name = POR_manuel_ortins_torres_de_bettencourt
		portraits = {
			army = {
				small = GFX_idea_POR_manuel_ortins_de_bettencourt
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = POR_manuel_ortins_torres_de_bettencourt
			allowed = {
				original_tag = POR
				NOT = {
					has_dlc = La Resistance
				}
			}
			ledger = navy
			traits = {
				naval_theorist
			}
		}
		name = POR_manuel_ortins_torres_de_bettencourt
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_3
			}
		}
	}
}
### Entity: Technology
Component: paras_keystone_2
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_PAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = air
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	paratroopers_special_forces_contribution_factor = -0.2
	special_forces_training_time_factor = -0.1
	special_forces_attack_factor = 0.1
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_paratroopers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 1
			y = 10
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_technology_sharing_fascism
Constructs: prerequisite, has_war, completion_reward, is_in_faction, is_in_faction_with, add_tech_bonus, electronics_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_technology_sharing_fascism
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = BEL_germany_millitary_coop BEL_belgium_first BEL_reactivate_caur_contacts BEL_an_ally_across_the_channel
	}
	relative_position_id = BEL_belgium_first
	available = {
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 30
			any_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 30
			}
		}
	}
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 1
			uses = 1
			category = electronics
		} {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		} {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Mechanized_Agriculture
Constructs: shared_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Mechanized_Agriculture
	icon = GFX_goal_agrarian_reform
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		num_of_factories = > 65
	}
	prerequisite = {
		focus = RAJ_Import_Industrial_Machinery
	}
	x = 1
	y = 3
	relative_position_id = RAJ_Irrigation_Infrastructure
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		RAJ_increase_agr_eco = yes
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_8
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_8 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 8
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 8
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_ETH
Source: game
File: common/ai_focuses/ETH.txt

Code:
ai_focus_peaceful_ETH = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: Order of Battle
Component: Roiyaru Kihei
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_emporor.txt

Code:
division = {
	name = Roiyaru Kihei
	location = 1182
	division_template = Roiyaru Kihei
	start_experience_factor = 0.85
}
### Entity: Event
Component: AUS_political_events.107
Constructs: is_triggered_only, ai_chance, is_historical_focus_on, is_ai, create_wargoal
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.107
	title = AUS_political_events.107.t
	desc = AUS_political_events.107.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = AUS_political_events.107.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				AUS = {
					is_ai = yes
				}
			}
		}
		create_wargoal = {
			type = liberate_wargoal
			target = GER
		}
		custom_effect_tooltip = AUS_political_events.107.a_tt
		show_ideas_tooltip = ITA_alpine_defense
	} {
		name = AUS_political_events.107.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				FROM = {
					is_ai = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_naval_light_cruiser
Constructs: any_of
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_naval_light_cruiser = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_cruiser_light
	}
	priority = {
		factor = 30
		modifier = {

		}
	}
	cruiser_light_early = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_light_medium_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				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 = empty
				mid_1_custom_slot = ship_torpedo
				mid_2_custom_slot = ship_light_medium_battery_1
				rear_1_custom_slot = ship_mine_layer_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_light_medium_battery_1 ship_secondaries ship_torpedo ship_light_battery ship_depth_charge ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar ship_airplane_launcher
		}
	}
	cruiser_light_basic = {
		priority = {
			factor = 10
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_2
			modules = {
				fixed_ship_battery_slot = ship_light_medium_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				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 = empty
				front_1_custom_slot = ship_anti_air_1
				mid_1_custom_slot = ship_torpedo_1
				mid_2_custom_slot = ship_light_medium_battery_1
				rear_1_custom_slot = ship_airplane_launcher_1
			}
		}
		allowed_modules = {
			ship_anti_air_1 ship_torpedo_1 ship_secondaries ship_light_medium_battery_1 ship_fire_control_system cruiser_ship_engine_1 ship_radar ship_sonar ship_airplane_launcher_1 ship_armor_cruiser_1
		}
	}
	cruiser_light_improved = {
		priority = {
			factor = 1
			modifier = {
				factor = 20
				GER_naval_interest_trigger = yes
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_cruiser_3
			modules = {
				fixed_ship_battery_slot = > ship_light_medium_battery_1
				fixed
# ... (truncated)
### Entity: Character
Component: ARG_edmundo_sustaita
Source: game
File: common/characters/ARG.txt

Code:
ARG_edmundo_sustaita = {
	advisor = {
		slot = air_chief
		idea_token = ARG_edmundo_sustaita
		allowed = {
			original_tag = ARG
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Edmundo Samuel Sustaita
	portraits = {
		army = {
			small = GFX_portrait_ARG_edmundo_sustaita_small
		}
	}
}
### Entity: Idea
Component: PER_royal_dutch_shell
Constructs: has_government, has_war_with, is_subject
Source: game
File: common/ideas/coldwar.txt

Code:
PER_royal_dutch_shell = {
	name = HOL_royal_dutch_shell
	picture = HOL_royal_dutch_shell
	targeted_modifier = {
		tag = HOL
		extra_trade_to_target_factor = 1.5
	}
	cancel = {
		OR = {
			is_subject = yes
			has_war_with = HOL
			NOT = {
				has_government = neutrality
			}
		}
	}
}
### Entity: Idea
Component: morane_saulnier
Constructs: research_bonus
Source: game
File: common/ideas/france.txt

Code:
morane_saulnier = {
	allowed = {
		original_tag = FRA
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: Scripted Trigger
Component: PRC_any_nationalist_area_infiltrated_by_PREV
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_any_nationalist_area_infiltrated_by_PREV = {
	OR = {
		283 = {
			PRC_is_infiltrated_by_PREV = yes
		}
		597 = {
			PRC_is_infiltrated_by_PREV = yes
		}
		598 = {
			PRC_is_infiltrated_by_PREV = yes
		}
		607 = {
			PRC_is_infiltrated_by_PREV = yes
		}
		608 = {
			PRC_is_infiltrated_by_PREV = yes
		}
		614 = {
			PRC_is_infiltrated_by_PREV = yes
		}
		615 = {
			PRC_is_infiltrated_by_PREV = yes
		}
		621 = {
			PRC_is_infiltrated_by_PREV = yes
		}
	}
}
### Entity: Idea
Component: GER_goebbels_reich_minister_of_propaganda_film
Constructs: political_power_gain, war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_goebbels_reich_minister_of_propaganda_film = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.3
		war_support_factor = 0.05
		fascism_drift = 0.2
		party_popularity_stability_factor = 0.1
		offensive_war_stability_factor = 0.1
		defensive_war_stability_factor = 0.1
	}
}
### Entity: Joint Focus
Component: NORDIC_nordic_military_industry
Constructs: prerequisite, limit, joint_focus, completion_reward, set_variable, add_dynamic_modifier, random_owned_state, is_controlled_by
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nordic_military_industry
	icon = {
		GFX_focus_NORDIC_dem_materiel = {
			NORDIC_democratic_alliance_viable = yes
		} yes
		GFX_focus_NORDIC_com_materiel = {
			NORDIC_communist_alliance_viable = yes
		}
		GFX_focus_NORDIC_mon_materiel = {
			NORDIC_monarchist_alliance_viable = yes
		}
	}
	dynamic = yes
	prerequisite = {
		focus = NORDIC_materiel_design
	}
	x = 2
	y = 1
	relative_position_id = NORDIC_materiel_design
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_military_factories = > 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		set_variable = {
			NORDIC_mil_industry_originator_production_speed_arms_factory_factor = 0
		} {
			NORDIC_mil_industry_originator_dmod_efficiency_gain_factor = 0
		} {
			NORDIC_mil_industry_originator_dmod_equipment_conversion_speed = 0
		} {
			NORDIC_mil_industry_originator_dmod_start_efficiency_factor = 0
		} {
			NORDIC_mil_industry_member_dmod_start_efficiency_factor = 0
		}
	}
	completion_reward_joint_originator = {
		add_dynamic_modifier = {
			modifier = NORDIC_mil_industry_originator_dmod
		}
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward_joint_member = {
		add_dynamic_modifier = {
			modifier = NORDIC_mil_industry_member_dmod
		}
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				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
			}
		}
	}
}
### Entity: Country History
Country: CHU
Component: CHU_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CHU - Chuvashia.txt

Code:
# Politics & Parties for CHU
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 0
	communism = 10
	neutrality = 40
}
### Entity: Idea
Component: AFG_kabul_arsenal
Constructs: has_completed_focus, has_global_flag, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_kabul_arsenal = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = AFG
	}
	cost = 75
	visible = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	available = {
		has_completed_focus = AFG_kabul_arsenal
		controls_state = 267
	}
	research_bonus = {
		infantry_weapons = 0.1
	}
	traits = {
		infantry_equipment_manufacturer
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.075
			reliability = -0.1
		}
	}
}
### Entity: Idea
Component: NOR_folks_hydro
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/norway.txt

Code:
NOR_folks_hydro = {
	picture = NOR_norsk_hydro
	allowed = {
		NOR_AAT = yes
	}
	visible = {
		has_completed_focus = NOR_nationalize_the_hydro_plants
	}
	research_bonus = {
		industry = 0.07
	}
	traits = {
		NOR_nationalized_hydroelectric_company_trait
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: POR_iberian_communism_pressure
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/portugal.txt

Code:
POR_iberian_communism_pressure = {
	picture = generic_communism_drift_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.02
	}
}
### Entity: State History
Component: 933
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/933-Tifariti.txt

Code:
state = {
	id = 933
	name = Tifariti
	provinces = {
		7979 13318 13319 13320 13321
	}
	history = {
		owner = WES
		add_core_of = MOR WES
		add_claim_by = MOR
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7979 1
		}
	}
	manpower = 9870
	state_category = wasteland
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Effect Reference
Construct: add_advisor_role
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_advisor_role

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
add advisor role to character
May directly activate (aka hire) using activate = yes

Example:
add_advisor_role = {
	character = "GER_Character_Token" # optional if inside character scope
	advisor = {
		slot = air_chief
		cost = 50
		idea_token = GER_character_token_air_chief
		traits = {
			air_chief_ground_support_2
		}
		allowed = {...}
	}
	activate = yes
}

```
### Entity: Idea
Component: POL_german_training
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_german_training = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
	picture = generic_manpower_bonus
	modifier = {
		training_time_factor = -0.2
		industrial_capacity_factory = 0.15
	}
}
### Entity: Character
Component: WLS_pot
Source: game
File: common/characters/WLS.txt

Code:
WLS_pot = {
	advisor = {
		slot = political_advisor
		idea_token = WLS_pot
		allowed = {
			original_tag = WLS
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Unit Leader
Component: paratrooper
Constructs: gain_xp, enable_ability
Source: game
File: common/unit_leader/00_traits.txt

Code:
paratrooper = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 500
	modifier = {
		extra_paratrooper_supply_grace = 240
	}
	enable_ability = glider_planes
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	any_parent = {
		commando
	}
	gui_row = 11
}
### Entity: Idea
Component: CHI_jihad_3
Constructs: has_completed_focus, war_support_factor, has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_jihad_3 = {
	picture = HUN_wuw_HUN_hungarian_national_defense_association
	cancel = {
		NOT = {
			has_government = fascism
		} {
			has_completed_focus = CHI_expand_regional_identity
		}
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.15
		fascism_drift = 0.1
		war_support_factor = 0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_allow_nazi_movements_among_german_uruguayan
Constructs: prerequisite, limit, completion_reward, add_popularity, random_core_state, add_extra_state_shared_building_slots, add_building_construction, add_fascist_influence
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_allow_nazi_movements_among_german_uruguayan
	available = {

	}
	prerequisite = {
		focus = URG_rincon_del_bonete_hydroelectric_power_station
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_generic_reorient_production
	x = 0
	y = 1
	cost = 5
	relative_position_id = URG_rincon_del_bonete_hydroelectric_power_station
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		random_core_state = {
			limit = {
				ROOT = {
					controls_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			prioritize = {
				946 945
			}
		}
		add_fascist_influence = yes
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_closer_ties_with_germany
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, has_global_flag, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_closer_ties_with_germany
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = CHI_sea_mission_to_germany
	}
	mutually_exclusive = {
		focus = CHI_sea_rapprochement_with_soviet_union
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_mission_to_germany
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		} {
			factor = 4
			tag = CHI
		}
	}
	available = {
		NOT = {
			has_war_with = GER
		} {
			has_global_flag = falkenhausen_recalled
		}
		GER_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
}
### Entity: Event
Component: election.13
Constructs: is_triggered_only, ai_chance, has_government, has_idea_with_trait, add_popularity, remove_ideas_with_trait
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.13
	title = election.13.t
	desc = election.13.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	trigger = {
		NOT = {
			AND = {
				Tag = USA
				date = < 1949.1.1
			}
		}
		DEN_aat = no
		AST_taog = no
		has_government = democratic
		has_idea_with_trait = motorized_equipment_manufacturer
	}
	option = {
		name = election.13.a
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				can_lose_democracy_support = yes
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	} {
		name = election.13.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				can_lose_democracy_support = no
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		remove_ideas_with_trait = motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_laying_the_tracks
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, build_railway, add_building_construction
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_laying_the_tracks
	prerequisite = {
		focus = ETH_soviet_mediation ETH_peace_negotiations
	}
	icon = GFX_goal_generic_construct_infrastructure
	relative_position_id = ETH_soviet_mediation
	x = -2
	y = 1
	cost = 10
	available = {
		has_full_control_of_state = 842 843 835 271 837
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 842 843 835 271 837
			}
			build_railway = {
				path = {
					7980 13240 5041 13236 13238
				}
			} {
				start_province = 5010
				target_province = 13237
			} {
				start_province = 5010
				target_province = 12812
			}
			835 = {
				add_building_construction = {
					type = supply_node
					province = 12812
					level = 1
					instant_build = yes
				}
			}
			842 = {
				add_building_construction = {
					type = supply_node
					province = 13237
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.39
Constructs: is_triggered_only, ai_chance, limit, set_autonomy, is_subject_of, clr_global_flag
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.39
	title = SEA_warlords.39.t
	desc = SEA_warlords.39.desc
	picture = GFX_report_event_china_soviet_volunteers
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 50
		}
		name = SEA_warlords.39.a
		effect_tooltip = {
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_sea_warlord_subject
				freedom_level = 0.5
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					GXC = {
						is_subject_of = CHI
					}
					GDC = {
						is_subject_of = CHI
					}
				}
				clr_global_flag = lingguang_incident_active
			}
		}
	}
}
### Entity: Idea
Component: ITA_public_questions_war_effort_idea_neutrality
Constructs: has_government, has_global_flag, removal_cost, neutrality_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_public_questions_war_effort_idea_neutrality = {
	name = ITA_public_questions_war_effort_idea
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.3
		war_support_weekly = -0.01
		neutrality_drift = -0.01
	}
}
### Entity: Idea
Component: idea_r56_defense_of_the_union
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_r56_defense_of_the_union = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		army_morale_factor = 0.05
	}
}
### Entity: Order of Battle
Component: air_wing_750
Source: game
File: history/units/CHI_1936_air_bba.txt

Code:
air_wings = {
	750 = {
		medium_plane_airframe_0 = {
			owner = CHI
			amount = 6
			creator = ITA
			version_name = S.72
		}
		small_plane_airframe_0 = {
			owner = CHI
			amount = 11
			creator = USA
			version_name = P-26A
		}
	}
}
### Entity: Idea
Component: VEN_rearmament_policy
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_rearmament_policy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_secret_rearmament
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}