Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 437
Constructs: add_core_of
Source: game
File: history/states/437-Central Indian Provinces.txt

Code:
state = {
	id = 437
	name = STATE_437
	provinces = {
		2092 2105 4106 7080 7205 8076 10816 11993 11995 12080
	}
	manpower = 9628198
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
	history = {
		owner = RAJ
		add_core_of = CIP
		victory_points = {
			4106 5
		}
		buildings = {
			infrastructure = 1
		}
	}
}
### Entity: Event
Component: CHI_warlords.53
Constructs: is_triggered_only, limit, has_government, has_country_flag, add_stability, add_political_power, set_variable, set_country_flag
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.53
	title = CHI_warlords.53.t
	desc = CHI_warlords.53.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	option = {
		name = CHI_warlords.53.a
		custom_effect_tooltip = CHI_weak_famine_tt
		add_political_power = 50
		add_stability = 0.05
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.20
			}
		}
		country_event = {
			id = CHI_warlords.48
			days = 365
		}
		SIC = {
			set_variable = {
				SIC_democratic_popularity = SIC.party_popularity_100@democratic
			} {
				SIC_communism_popularity = SIC.party_popularity_100@communism
			} {
				SIC_neutrality_popularity = SIC.party_popularity_100@neutrality
			} {
				SIC_fascism_popularity = SIC.party_popularity_100@fascism
			}
			clamp_variable = {
				var = SIC_democratic_popularity
				min = 0
				max = 100
			} {
				var = SIC_communism_popularity
				min = 0
				max = 100
			} {
				var = SIC_neutrality_popularity
				min = 0
				max = 100
			} {
				var = SIC_fascism_popularity
				min = 0
				max = 100
			}
			if = {
				limit = {
					has_government = democratic
				}
				set_country_flag = SIC_is_democratic_flag
			} {
				limit = {
					has_government = neutrality
				}
				set_country_flag = SIC_is_neutral_flag
			} {
				limit = {
					has_government = communism
				}
				set_country_flag = SIC_is_communistic_flag
			} {
				limit = {
					has_government = fascism
				}
				set_country_flag = SIC_is_fascist_flag
			}
			FROM = {
				set_autonomy = {
					target = SIC
					autonomous_state = autonomy_sea_warlord_subject
					end_wars = no
					end_civil_wars = no
				}
			}
			hidden_effect = {
				set_popularities = {
					democratic = SIC_democratic_popularity
					fascism = SIC_fascism_popularity
					communism = SIC_communism_popularity
					neutrality = SIC_neutrality_popularity
				}
				if = {
					limit = {
						has_country_flag = SIC_is_democratic_flag
					}
					set_politics = {
						ruling_party = democratic
					}
				} {
					limit = {
						has_country_flag = SIC_is_neutral_flag
					}
					set_politics = {
						ruling_party = neutrality
					}
				} {
					limit = {
						has_country_flag = SIC_is_communistic_flag
					}
					set_politics = {
						ruling_party = communism
					}
				} {
					limit = {
						has_country_flag = SIC_is_fascist_flag
					}
					set_politics = {
						ruling_party = fascism
					}
	
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_disband_the_jirga
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_disband_the_jirga
	icon = GFX_goal_AFG_disband_loya_jirga
	x = 1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_ban_political_parties
	} {
		focus = AFG_nationalize_banks
	}
	relative_position_id = AFG_ban_political_parties
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 35
		add_ideas = AFG_disbanded_the_jirga
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: state_shintoism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
state_shintoism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		industry_air_damage_factor = -0.1
		army_morale_factor = 0.1
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_armor_bonus_3
Constructs: fire_only_once, has_project_flag, equipment_bonus, add_breakthrough_progress, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_armor_bonus_3 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_armor_bonus_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_armor_bonus
		iteration_output = {
			equipment_bonus = {
				armor = {
					armor_value = 0.02
					hardness = 0.02
				}
			}
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_armor_bonus_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: r56_CAN_volunteers_03
Constructs: removal_cost, cancel_if_invalid, mobilization_speed
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_volunteers_03 = {
	cost = 150
	removal_cost = -1
	level = 4
	cancel_if_invalid = no
	picture = r56_CAN_volunteers
	available = {
		tag = CAN
	}
	visible = {
		always = no
	}
	allowed = {
		always = no
	}
	modifier = {
		conscription = 0.035
		mobilization_speed = 0.015
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_prepare_the_liberation
Constructs: prerequisite, add_ideas, completion_reward, has_capitulated
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_prepare_the_liberation
	icon = GFX_focus_BRA_create_faction
	relative_position_id = HON_campesino_republic
	prerequisite = {
		focus = HON_campesino_republic
	} {
		focus = HON_socialist_block
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_capitulated = no
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = QUE_bright_future
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: germany.92
Constructs: is_triggered_only
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.92
	title = germany.92.t
	desc = germany.92.d
	picture = GFX_report_event_worried_french
	is_triggered_only = yes
	option = {
		name = germany.92.a
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_begin_nationalization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_begin_nationalization
	icon = GFX_goal_generic_land_seizure
	relative_position_id = ISR_mapai_cemented
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_mapai_cemented
	}
	cost = 7
	completion_reward = {
		add_ideas = ISR_nationalized_institutions
	}
}
### Entity: Character
Component: ALG_coi
Source: game
File: common/characters/ALG.txt

Code:
ALG_coi = {
	advisor = {
		slot = political_advisor
		idea_token = ALG_coi
		allowed = {
			original_tag = ALG
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: Decision
Component: HOL_bernhard
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/HOL_decision_categories.txt

Code:
HOL_bernhard = {
	icon = hol_bernhard
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	visible = {
		has_completed_focus = HOL_the_only_man_in_the_dutch_government
	}
}
### Entity: AI Strategy
Component: HUN_heavy_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_heavy_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 6
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 6
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_ca
# ... (truncated)
### Entity: Modding Documentation
Construct: unit_ratio
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `unit_ratio`
When AI produces equipment, the unit ratio determines how much it wants of that equipment type compared to other equipment types
```
ai_strategy = {
	type = unit_ratio
	id = naval_bomber
	value = 15  # Increase the ratio of naval bombers with 15 % (compared to other plane types)
}
```
### Entity: Character
Component: TUN_ncs
Source: game
File: common/characters/TUN.txt

Code:
TUN_ncs = {
	advisor = {
		slot = high_command
		idea_token = TUN_ncs
		ledger = navy
		allowed = {
			original_tag = TUN
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: Idea
Component: SWI_citizen_militia_2
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/_manpower.txt

Code:
SWI_citizen_militia_2 = {
	picture = citizen_militia_2
	cost = 200
	removal_cost = -1
	level = 6
	allowed = {
		always = no
	}
	allowed_to_remove = {
		has_completed_focus = SWI_professionalize_militias SWI_join_the_allies SWI_join_france SWI_jump_into_action
	}
	ai_will_do = {
		factor = 0
	}
	modifier = {
		conscription = 0.2
		custom_modifier_tooltip = SWI_army_limitations_TT
		ai_desired_divisions_factor = 2
	}
}
### Entity: Scripted Effect
Component: CZE_show_current_skoda_prioty_idea_stats_plane_focus
Constructs: limit, add_ideas, has_idea
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_show_current_skoda_prioty_idea_stats_plane_focus = {
	if = {
		limit = {
			NOT = {
				OR = {
					has_idea = CZE_skoda_planes_focus_optimization_1_idea CZE_skoda_planes_focus_optimization_2_idea CZE_skoda_planes_focus_optimization_3_idea CZE_skoda_planes_focus_optimization_4_idea CZE_skoda_planes_focus_optimization_5_idea CZE_skoda_planes_focus_optimization_6_idea CZE_skoda_planes_focus_optimization_7_idea
				}
			}
		}
		custom_effect_tooltip = CZE_skoda_set_sptimization_tier_to_one_tt
		effect_tooltip = {
			add_ideas = CZE_skoda_planes_focus_optimization_1_idea
		}
	}
	else_if = {
		limit = {
			has_idea = CZE_skoda_planes_focus_optimization_1_idea
		}
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_1_idea
	} {
		limit = {
			has_idea = CZE_skoda_planes_focus_optimization_2_idea
		}
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_2_idea
	} {
		limit = {
			has_idea = CZE_skoda_planes_focus_optimization_3_idea
		}
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_3_idea
	} {
		limit = {
			has_idea = CZE_skoda_planes_focus_optimization_4_idea
		}
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_4_idea
	} {
		limit = {
			has_idea = CZE_skoda_planes_focus_optimization_5_idea
		}
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_5_idea
	} {
		limit = {
			has_idea = CZE_skoda_planes_focus_optimization_6_idea
		}
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_6_idea
	} {
		limit = {
			has_idea = CZE_skoda_planes_focus_optimization_7_idea
		}
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_7_idea
	}
	else = {
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_7_idea
	}
}
### Entity: Idea
Component: AFG_international_mujahideen_idea
Constructs: has_government, fascism_drift, send_volunteer_divisions_required, send_volunteer_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_international_mujahideen_idea = {
	picture = AFG_international_mujahideen
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		fascism_drift = 0.03
		modifier_army_sub_unit_irregular_infantry_attack_factor = 0.05
		send_volunteer_divisions_required = -0.5
		send_volunteer_factor = 0.25
	}
}
### Entity: Idea
Component: r_low_budget
Constructs: research_speed_factor, political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/t_modern_research.txt

Code:
r_low_budget = {
	cost = 10
	level = 2
	removal_cost = -1
	picture = r_low
	modifier = {
		political_power_gain = 0.2
		research_speed_factor = -0.07
		production_speed_buildings_factor = -0.02
		army_org_factor = -0.03
		experience_gain_factor = -0.05
		training_time_factor = 0.05
	}
}
### Entity: Event
Component: INS_communist_events.10
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_communist_events.10
	title = INS_communist_events.10.t
	desc = INS_communist_events.10.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = INS_communist_events.10.a
		effect_tooltip = {
			add_timed_idea = {
				idea = INS_anti_colonialist_sentiment_idea
				days = 240
			}
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Sicilia
Source: game
File: history/units/ITA_1936_naval_legacy.txt

Code:
fleet = {
	name = Comando Navale Sicilia
	naval_base = 4159
	task_force = {
		name = Squadra di Sicilia
		location = 4159
		ship = {
			name = RCT Palestro
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Confienza
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT San Martino
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Solferino
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giuseppe La Farina
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Simone Schiaffino
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giuseppe Dezza
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giuseppe Cesare Abba
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		}
	} {
		name = III Gruppo Sommergibili
		location = 4159
		ship = {
			name = RSmg Vettor Pisani
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RSmg Giovanni Bausan
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RSmg Marcantonio Colonna
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RSmg Des Geneys
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RSmg Fratelli Bandiera
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		} {
			name = RSmg Luciano Manara
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		} {
			name = RSmg Ciro Menotti
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_nam
# ... (truncated)
### Entity: Event
Component: EAI_DM_W.24
Constructs: limit, has_government, has_war_with, has_country_flag, fire_only_once, is_ai, has_variable, is_in_faction
Source: game
File: events/EAI_war_justification.txt

Code:
country_event = {
	id = EAI_DM_W.24
	hidden = yes
	fire_only_once = yes
	mean_time_to_happen = {
		days = 2000
		modifier = {
			factor = 0.25
			SOV = {
				NOT = {
					EAI_is_threat = yes
				}
			}
		}
	}
	trigger = {
		tag = JAP
		is_ai = yes
		date = > 1942.6.1
		NOT = {
			has_variable = EAI_wardec_script_target
		} {
			surrender_progress = > 0.1
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		} {
			any_country = {
				OR = {
					has_country_flag = EAI_prepare_for_war_from_@PREV EAI_declare_war_from_@PREV
				}
			}
		}
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		} {
			has_government = fascism communism
		}
		ROOT = {
			has_capitulated = no
			exists = yes
			is_subject = no
		}
		TIB = {
			EAI_is_threat = yes
			any_other_country = {
				OR = {
					tag = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				is_neighbor_of = PREV
			}
			NOT = {
				has_war_with = ROOT
			}
		}
		CHI = {
			NOT = {
				EAI_is_threat = yes
			}
		}
	}
	immediate = {
		TIB = {
			add_to_array = {
				ROOT.EAI_prepare_for_war_targets = THIS.id
			}
			set_country_flag = {
				flag = EAI_prepare_for_war_from_@ROOT
				value = 1
				days = 365
			}
			ROOT = {
				set_variable = {
					EAI_wardec_script_target = PREV.id
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_war_justification_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIPLO WARDEC: against TIB
		}
	}
	option = {

	}
}
### Entity: Character
Component: FRI_henry_martin
Source: game
File: common/characters/FRI.txt

Code:
FRI_henry_martin = {
	name = FRI_henry_martin
	portraits = {
		army = {
			small = GFX_idea_FRA_generic_land_9
		}
	}
	advisor = {
		slot = high_command
		idea_token = FRI_henry_martin
		ledger = army
		allowed = {
			original_tag = FRI
		}
		traits = {
			army_logistics_2
		}
		ai_will_do = {
			factor = 1
		}
		cost = 100
	}
}
### Entity: Idea
Component: EAI_DD_9/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_46
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_46 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 46
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 46
	}
}
### Entity: Idea
Component: ENG_continuation_of_politics
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_continuation_of_politics = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	rule = {
		can_boost_other_ideologies = yes
	}
	picture = FRA_scw_intervention_republicans_focus
	removal_cost = -1
}
### Entity: Idea
Component: ENG_trade_union_construction_worker_support
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_trade_union_construction_worker_support = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.15
		production_speed_arms_factory_factor = 0.15
		production_speed_dockyard_factor = 0.15
		production_speed_naval_base_factor = 0.15
		production_speed_coastal_bunker_factor = 0.15
		production_speed_bunker_factor = 0.15
		production_speed_air_base_factor = 0.15
		production_speed_anti_air_building_factor = 0.15
		production_speed_radar_station_factor = 0.15
		production_speed_rocket_site_factor = 0.15
		production_speed_nuclear_reactor_factor = 0.15
		production_speed_synthetic_refinery_factor = 0.15
		production_speed_infrastructure_factor = 0.15
	}
	picture = generic_production_bonus
	removal_cost = -1
}
### Entity: Event
Component: argentina.27
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.27
	title = argentina.27.t
	desc = argentina.27.d
	is_triggered_only = yes
	option = {
		name = argentina.27.a
		ARG = {
			create_wargoal = {
				type = take_state_focus
				target = ENG
				generator = {
					299
				}
			}
		}
	}
}