Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: FRA_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_COS
Constructs: has_government, is_ai
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_COS = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		threat = < 0.65
		FRA = {
			has_government = democratic
		}
		country_exists = USA COS
		USA = {
			has_government = democratic
		}
		COS = {
			AND = {
				is_ai = yes
				has_government = democratic
			}
		}
	}
	abort = {
		NOT = {
			country_exists = COS
		}
	}
	ai_strategy = {
		type = befriend
		id = COS
		value = -1500
	} {
		type = alliance
		id = COS
		value = -150
	} {
		type = diplo_action_desire
		id = COS
		target = guarantee
		value = -20
	}
}
### Entity: Event
Component: BBA_african_union_events.13
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.13
	title = BBA_african_union_events.13.t
	desc = BBA_african_union_events.13.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.13.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_finish_marshalls_reforms
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_finish_marshalls_reforms
	icon = GFX_goal_generic_army_mobilization
	x = 4
	y = 0
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = LIT_rastikis_reforms
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: CZE_hidden_mob_art_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_hidden_mob_art_production_ns = {
	name = CZE_czechoslovak_army_modifier
	removal_cost = -1
	picture = CZE_army_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			instant = yes
			build_cost_ic = -0.1
		}
		medium_tank_artillery_chassis = {
			instant = yes
			build_cost_ic = -0.1
		}
		heavy_tank_artillery_chassis = {
			instant = yes
			build_cost_ic = -0.1
		}
		medium_tank_destroyer_chassis = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/set_focuses
Constructs: set_focuses
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/set_focuses = {
	EAI_FOCUS_CONFIG/LAND/land_doctrine = yes
	EAI_FOCUS_CONFIG/LAND/land_doctrine_path = yes
	EAI_FOCUS_CONFIG/LAND/infantry_design = yes
	EAI_FOCUS_CONFIG/LAND/infantry_width = yes
	EAI_FOCUS_CONFIG/LAND/armor_focus = yes
	EAI_FOCUS_CONFIG/LAND/armor_design = yes
	EAI_FOCUS_CONFIG/LAND/armor_width = yes
	EAI_FOCUS_CONFIG/LAND/attachment = yes
	EAI_FOCUS_CONFIG/LAND/spec_ops = yes
	EAI_FOCUS_CONFIG/LAND/motorized_design = yes
	EAI_FOCUS_CONFIG/LAND/antitank_design = yes
}
### Entity: Special Project
Component: sp_air_generic_reward_scientist_xp_2
Constructs: limit, fire_only_once, has_project_flag, has_scientist_level, add_scientist_xp, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_scientist_xp_2 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_scientist_xp_flag
		} {
			factor = 0
			var:scientist = {
				has_scientist_level = {
					level = > 4
					specialization = specialization_air
				}
			}
		}
	}
	option = {
		token = sp_air_generic_reward_option_scientist_xp
		iteration_output = {
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_air
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.medium
						specialization = specialization_air
					}
				}
				FROM = {
					set_project_flag = sp_air_generic_reward_scientist_xp_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_carrier_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_carrier_focus
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = ALG_submarine_focus
	} {
		focus = ALG_cruiser_focus
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	mutually_exclusive = {
		focus = ALG_battleship_focus
	}
	x = 47
	y = 5
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = capital_ships_bonus
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
}
### Entity: Character
Component: MNC_rainier_iii_of_monaco_idea
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MNC_rainier_iii_of_monaco_idea = {
	random = no
	improve_relations_maintain_cost_factor = -0.1
	democratic_acceptance = 50
	fascism_acceptance = -75
	stability_factor = 0.1
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_modernize_tanks
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_modernize_tanks
	icon = GFX_goal_generic_army_tanks
	mutually_exclusive = {
		focus = BEL_continue_the_tank_destroyer_program
	}
	prerequisite = {
		focus = BEL_prototype_weapons
	} {
		focus = BEL_light_tank_destroyers BEL_restore_the_auto_canon_unit
	}
	cost = 10
	available_if_capitulated = yes
	relative_position_id = BEL_light_tank_destroyers
	x = 1
	y = 1
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 2
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: ABDA_supreme_command
Constructs: war_support_factor, screening_efficiency
Source: game
File: common/dynamic_modifiers/ABDA_dynamic_modifiers.txt

Code:
ABDA_supreme_command = {
	icon = GFX_idea_JAP_pan_asian_union
	war_support_factor = 0.05
	repair_speed_factor = ABDA_repair_speed_factor
	convoy_escort_efficiency = ABDA_convoy_escort_efficiency
	navy_submarine_attack_factor = ABDA_submarine_attack_factor
	navy_submarine_defence_factor = ABDA_submarine_defence_factor
	screening_efficiency = ABDA_screening_efficiency
	navy_screen_defence_factor = ABDA_screen_defence_factor
	experience_gain_navy_unit_factor = ABDA_experience_gain_navy_unit_factor
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_stir_monarchist_sentiment
Constructs: prerequisite, completion_reward, add_popularity, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_stir_monarchist_sentiment
	icon = GFX_focus_SWE_undermine_fascism
	relative_position_id = AUS_ban_paramilitary_organizations
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_ban_paramilitary_organizations
	}
	cost = 5
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = -0.1
			tooltip_side = AUS_habsburg_side_heimwehr
		}
	}
}
### Entity: Order of Battle
Component: air_wing_49
Source: game
File: history/units/TUR_1936_air_bba.txt

Code:
air_wings = {
	49 = {
		small_plane_airframe_0 = {
			owner = TUR
			amount = 45
			creator = USA
			version_name = P-6
		}
		small_plane_cas_airframe_0 = {
			owner = TUR
			amount = 16
			creator = CZE
			version_name = Letov S-16
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Faction
Component: faction_goal_control_wake_island
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_wake_island = {
	name = control_wake_island_goal_name
	description = control_wake_island_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 632
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		632 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 632
			}
			add_faction_initiative = 1
		}
		632 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			632 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		} {
			add = 1
			any_enemy_country = {
				original_tag = USA
			}
		}
	}
}
### Entity: Modding Documentation
Construct: decryption_speed
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### decryption_speed
* description: total encryption strength of a country that is needed
### Entity: AI Strategy
Component: default_supply_truck
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_supply_truck = {
	enable = {
		num_of_military_factories = > 6
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = min_wanted_supply_trucks
		value = 300
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_bullet_factories
Constructs: prerequisite, limit, completion_reward, is_controlled_by, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_bullet_factories
	icon = GFX_goal_ammunitions
	text = GRE_bullet_factories
	prerequisite = {
		focus = GRE_extra_tech_slot
	}
	x = 3
	y = 6
	cost = 10
	ai_will_do = {
		factor = 4
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			NOT = {
				any_owned_state = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
		}
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = GRE_MIL_1
			}
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = GRE_MIL_2
			}
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				47
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				is_on_continent = europe
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_MIL_1
		} {
			prioritize = {
				186
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				is_on_continent = europe
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_MIL_2
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
						is_on_continent = europe
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				set_state_flag = GRE_MIL_1
			} {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
			
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_heavy_armor_1
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_heavy_armor_1 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
		EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
				EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Character
Component: CSA_gaston_eyskens
Source: game
File: common/characters/CSA.txt

Code:
CSA_gaston_eyskens = {
	advisor = {
		slot = political_advisor
		idea_token = CSA_gaston_eyskens
		allowed = {
			original_tag = CSA
		}
		traits = {
			armaments_organizer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_USA_wardec_VIC
Constructs: set_temp_variable, add_days, add_to_temp_variable, check_variable, declare_war
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_wardec_VIC = {
	allowed = {
		OR = {
			tag = USA ENG
		}
	}
	enable = {
		country_exists = VIC
		VIC = {
			EAI_THIS_is_threat_to_PREV = yes
		}
		set_temp_variable = {
			_shift_days = 180
		} {
			add_days = SOV.surrender_progress
		} {
			operation_start_day = 1942.9
		}
		multiply_temp_variable = {
			add_days = 180
		} {
			operation_start_day = 365
		}
		add_to_temp_variable = {
			_shift_days = add_days
		}
		subtract_from_temp_variable = {
			operation_start_day = 1936
		} {
			operation_start_day = _shift_days
		}
		check_variable = {
			global.EAI_days_elapsed = > operation_start_day
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = antagonize
		id = VIC
		value = 2500
	} {
		type = declare_war
		id = VIC
		value = 500
	}
}
### Entity: State History
Component: 833
Constructs: add_core_of
Source: game
File: history/states/833-Ardabil.txt

Code:
state = {
	id = 833
	name = Ardabil
	history = {
		owner = PER
		victory_points = {
			4901 3
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = PER AZR
	}
	provinces = {
		4609 4901 10454
	}
	manpower = 760000
	buildings_max_level_factor = 1.0
	state_category = rural
}
### Entity: Character
Component: TML_Augusto_Pulido
Source: game
File: common/characters/TML.txt

Code:
TML_Augusto_Pulido = {
	name = Augusto Pulido
	portraits = {
		army = {
			large = GFX_kr_portrait_africa_generic_land_1
			small = GFX_kr_portrait_africa_generic_land_1_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = TML_Augusto_Pulido
		ledger = air
		allowed = {
			original_tag = TML
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Trigger Reference
Construct: building_count_trigger
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## building_count_trigger

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

```
Checks if the current scope has the specified amount of the specified building. 
Usage: <Building> < <int>
Supported buildings: infrastructure, arms_factory, industrial_complex, air_base, supply_node, rail_way, naval_facility, naval_base, bunker, coastal_bunker, stronghold_network, dockyard, anti_air_building, synthetic_refinery, fuel_silo, radar_station, mega_gun_emplacement, rocket_site, naval_supply_hub, naval_headquarters, nuclear_reactor, nuclear_reactor_heavy_water, commercial_nuclear_reactor, nuclear_facility, air_facility, land_facility, dam, dam_mountain, cataract_dam_mountain, canal_kiel, canal_panama, energy_infrastructure, industrial_infrastructure, landmark_big_ben, landmark_colosseum, landmark_cristo_redentor, landmark_eiffel_tower, landmark_statue_of_liberty, landmark_kremlin, landmark_hofburg_palace, landmark_berlin_reichstag, landmark_berlin_volkshalle, landmark_taj_mahal, landmark_sadabad_complex, landmark_hagia_sophia, landmark_forbidden_city, landmark_nanjing_presidential_palace, landmark_nanjing_presidential_palace_prc, landmark_nanjing_presidential_palace_gen, landmark_great_wall_section, landmark_tokyo_imperial_palace, landmark_national_diet, landmark_hakko_ichiu, landmark_prague_castle, landmark_bojnice_castle.
```
### Entity: Military Industrial Organization
Component: ISR_haargaz_organization
Source: game
File: common/military_industrial_organization/organizations/ISR_organization.txt

Code:
ISR_haargaz_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_ISR_haargaz
	allowed = {
		original_tag = ISR
	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Order of Battle
Component: Armada Argentina
Source: game
File: history/units/ARG_1939_naval_mtg.txt

Code:
fleet = {
	name = Armada Argentina
	naval_base = 12364
	task_force = {
		name = Armada Argentina
		location = 12364
		ship = {
			name = ARA Rivadavia
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ARG
					version_name = Rivadavia Class
				}
			}
		} {
			name = ARA Moreno
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ARG
					version_name = Rivadavia Class
				}
			}
		} {
			name = ARA Veinticinco de Mayo
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ARG
					version_name = Veinticinco de Mayo Class
				}
			}
		} {
			name = ARA Almirante Brown
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ARG
					version_name = Veinticinco de Mayo Class
				}
			}
		} {
			name = ARA Pueyrredon
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = ARG
					version_name = Garibaldi Class
				}
			}
		} {
			name = ARA Libertad
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = ARG
					version_name = Libertad Class
				}
			}
		} {
			name = ARA Independencia
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = ARG
					version_name = Libertad Class
				}
			}
		} {
			name = ARA La Argentina
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ARG
					version_name = La Argentina Class
				}
			}
		} {
			name = ARA Catamarca
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ARG
					version_name = Catamarca Class
				}
			}
		} {
			name = ARA Jujuy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ARG
					version_name = Catamarca Class
				}
			}
		} {
			name = ARA Córdoba
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ARG
					version_name = Catamarca Class
				}
			}
		} {
			name = ARA La Plata
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ARG
					version_name = C
# ... (truncated)
### Entity: Idea
Component: KMT_democracy_of_the_proletariat
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_democracy_of_the_proletariat = {
	removal_cost = -1
	picture = GER_limited_democratic_principles
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		stability_factor = 0.1
		army_morale_factor = 0.1
		defensive_war_stability_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: Character
Component: SOM_ali_duh_gorayo
Constructs: has_government
Source: game
File: common/characters/SOM.txt

Code:
SOM_ali_duh_gorayo = {
	name = Ali Duh Gorayo
	portraits = {
		army = {
			small = GFX_idea_generic_war_industrialist_african_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOM_ali_duh_gorayo
		allowed = {
			original_tag = SOM
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		visible = {

		}
		traits = {
			BRA_education_pioneer
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: PAL_hwa_idea
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_hwa_idea = {
	picture = chi_army_corruption3
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		org_loss_when_moving = -0.1
		supply_consumption_factor = -0.1
		breakthrough_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: updateequipments
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
updateequipments
|
Updates the equipment database
|

|
### Entity: Decision
Component: DEN_demand_territory_category
Constructs: has_country_flag, has_dlc, is_subject
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_demand_territory_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		has_dlc = Arms Against Tyranny
		original_tag = DEN
	}
	priority = 80
	visible = {
		is_subject = no
		OR = {
			has_country_flag = DEN_can_demand_icelandic_territory_flag DEN_can_demand_swedish_territory_flag DEN_can_demand_finnish_territory_flag DEN_can_demand_norweigian_territory_flag
		}
	}
}