Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: den_artisan_production_maintained
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_artisan_production_maintained = {
	removal_cost = -1
	picture = generic_socialist_industry
	name = den_artisan_production
	modifier = {
		stability_factor = 0.1
		consumer_goods_factor = 0.2
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.1
		conscription_factor = 0.1
		production_factory_efficiency_gain_factor = -0.05
		global_building_slots_factor = -0.1
	}
}
### Entity: Trigger Reference
Construct: is_attacker
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_attacker

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if attacker side in combat
```
### Entity: AI Strategy
Component: EAI_MILITARY_north_africa_LIMITER
Constructs: has_country_flag, is_in_array, is_controlled_by
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_MILITARY_north_africa_LIMITER = {
	allowed = {
		OR = {
			tag = ITA ENG
		}
	}
	enable = {
		has_country_flag = EAI_MILITARY_north_africa_LIMITER
		NOT = {
			has_country_flag = EAI_operational_initial_resume_timer
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 900
		execution_type = careful
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_north_africa_theatre = THIS.id
			}
			OR = {
				AND = {
					FROM.FROM = {
						tag = ITA
					}
					is_controlled_by = ENG
				} {
					FROM.FROM = {
						tag = ENG
					}
					is_controlled_by = ITA
				}
			}
		}
	}
}
### Entity: Idea
Component: generic_resource_extraction_effort
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
generic_resource_extraction_effort = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_exploit_mines
	modifier = {
		consumer_goods_factor = 0.2
		industrial_capacity_factory = -0.1
	}
}
### Entity: Scripted Effect
Component: USA_congress_large_support
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_congress_large_support = {
	custom_effect_tooltip = mtg_usa_congress_large_support_tt
	hidden_effect = {
		USA_senate_large_support = yes
		USA_house_large_support = yes
	}
}
### Entity: Country History
Country: KHM
Component: KHM_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/KHM - Khotan Ma.txt

Code:
# Politics & Parties for KHM
set_stability = 0.5
set_war_support = 0.4
add_ideas = {
	PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Modifier Reference
Construct: air_close_air_support_org_damage_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_close_air_support_org_damage_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: Define
Component: NDefines.NPolitics
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NPolitics = {
BASE_LEADER_TRAITS = 3
MAX_RANDOM_LEADERS = 1
BASE_POLITICAL_POWER_INCREASE = 2
ARMY_LEADER_COST = 5
NAVY_LEADER_COST = 5
ARMY_LEADER_MAX_COST = 80
NAVY_LEADER_MAX_COST = 80
LEADER_TRAITS_XP_SHOW = 0.05
REVOLTER_PARTY_POPULARITY = 0.4
MIN_OVERTHROWN_GOVERNMENT_SUPPORT_RATIO = 0.4
NUM_OCCUPATION_POLICIES = 4
DEFAULT_OCCUPATION_POLICY = 1
INSTANT_WIN_REVOLTER_POPULARITY_RATIO = 0.4
INSTANT_WIN_POPULARITY_WIN = 50
}
### Entity: National Focus
Tree: men_focus
Component: MEN_subdue_the_communist_threat
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_subdue_the_communist_threat
	icon = GFX_goal_attack_communists
	available = {
		communism = < 0.15
	}
	prerequisite = {
		focus = MEN_the_principle_of_nationalism MEN_the_principle_of_democracy
	}
	mutually_exclusive = {
		focus = MEN_work_with_the_communists
	}
	x = 4
	y = 1
	relative_position_id = MEN_the_principle_of_democracy
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
		add_stability = 0.05
		deactivate_advisor = MEN_serengdongrub
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_defense_research_grants
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_defense_research_grants
	icon = GFX_focus_research
	prerequisite = {
		focus = CAN_if_day
	}
	x = -3
	y = 6
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		num_of_factories = > 50
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: QUE_opposition_to_military
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_opposition_to_military = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = chi_forced_conscription
	modifier = {
		conscription = -0.01
		training_time_factor = 0.25
		army_attack_factor = -0.1
		army_defence_factor = 0.05
		experience_gain_army_factor = -0.1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_National_Admiralty_Corps
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_National_Admiralty_Corps
	icon = GFX_goal_generic_admirality
	prerequisite = {
		focus = PRU_expand_the_naval_factory_of_bellavista PRU_work_with_foreigners
	}
	relative_position_id = PRU_a_reborn_navy
	x = -3
	y = 2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		navy_experience = 10
		add_ideas = SCO_idea_national_admiralty
		PRU_increase_navy_10_percent = yes
	}
}
### Entity: Order of Battle
Component: 18th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 18th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: AI Strategy
Component: EGY_root_out_sudanese_separatism_in_west_darfur
Constructs: has_completed_focus, has_war
Source: game
File: common/ai_strategy/EGY.txt

Code:
EGY_root_out_sudanese_separatism_in_west_darfur = {
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_completed_focus = EGY_pacify_the_sudanese EGY_disband_sudanese_partisans
		}
		887 = {
			EGY_has_sudanese_separatism = yes
		}
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.2
		states = {
			887
		}
		subtract_fronts_from_need = yes
	} {
		type = equipment_stockpile_surplus_ratio
		value = 2
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_central_military_industry
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_central_military_industry
	icon = GFX_goal_generic_arms_export
	prerequisite = {
		focus = SWE_centralized_command_structure
	}
	relative_position_id = SWE_centralized_command_structure
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				141
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				140
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: FRA_levasseur_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_levasseur_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_levasseur
	allowed = {
		tag = FRA
		has_dlc = Arms Against Tyranny
	}
}
### Entity: Wiki Documentation
Construct: bloom
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
bloom
|
Toggles bloom
|

|

PostEffectVolumes.Default [posteffect_values name]
|
Toggles default posteffect values
|

|
### Entity: Character
Component: AUS_ernst_rudiger_starhemberg
Constructs: has_completed_focus, has_government, has_country_leader
Source: game
File: common/characters/AUS.txt

Code:
AUS_ernst_rudiger_starhemberg = {
	name = AUS_ernst_rudiger_starhemberg
	portraits = {
		civilian = {
			large = GFX_portrait_AUS_ernst_rudiger_starhemberg
			small = GFX_portrait_AUS_ernst_rudiger_starhemberg_civilian_small
		}
		army = {
			large = GFX_portrait_AUS_ernst_rudiger_starhemberg
			small = GFX_portrait_AUS_ernst_rudiger_starhemberg_military_small
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
		traits = {
			anti_communist
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AUS_ernst_rudiger_starhemberg
		allowed = {
			original_tag = AUS
		}
		traits = {
			AUS_prince_of_starhemberg
		}
		visible = {
			NOT = {
				has_government = communism
			} {
				has_country_leader = {
					ruling_only = yes
					character = AUS_ernst_rudiger_starhemberg
				}
			}
		}
		available = {
			has_completed_focus = AUS_repeal_the_adelsaufhebungsgesetz
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = AUS_ernst_rudiger_starhemberg
				}
			} {
				has_government = communism
			}
		}
		ai_will_do = {
			base = 2
		}
	}
	corps_commander = {
		traits = {
			militias_officer politically_connected
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			AND = {
				OR = {
					has_government = fascism neutrality
				} {
					has_completed_focus = AUS_heimwehr_support AUS_sturmscharen_support
				}
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = AUS_ernst_rudiger_starhemberg
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: SWE_rule_the_baltic_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/sweden.txt

Code:
SWE_rule_the_baltic_idea = {
	picture = generic_navy_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	allowed = {
		tag = SWE
	}
	equipment_bonus = {
		ship_hull_cruiser = {
			build_cost_ic = -0.15
			instant = yes
		}
	} {
		ship_hull_heavy = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: Idea
Component: idea_INS_policy_shift
Constructs: removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_policy_shift = {
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_flexible_foreign_policy2
	modifier = {
		mobilization_laws_cost_factor = -0.33
		trade_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
		political_advisor_cost_factor = -0.33
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_stand_our_ground
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_stand_our_ground
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = PER_wether_the_storm
	}
	x = 2
	y = 1
	relative_position_id = PER_wether_the_storm
	mutually_exclusive = {
		focus = PER_question_of_resources
	}
	cost = 5
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = PER_stand_with_giants_tt
		add_to_variable = {
			PER_giants_conscription = 0.05
			tooltip = conscription_factor_tt
		} {
			PER_giants_factory_efficiency = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			PER_giants_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_develop_japanese_trade_connections
Constructs: prerequisite, limit, has_war_with, has_country_flag, completion_reward, random_hours, add_timed_idea
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_develop_japanese_trade_connections
	icon = GFX_focus_PHI_develop_japanese_trade_connections
	prerequisite = {
		focus = PHI_encourage_japanese_investment
	}
	relative_position_id = PHI_encourage_japanese_investment
	x = 0
	y = 1
	cost = 5
	available = {
		JAP = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
		if = {
			limit = {
				has_country_flag = PHI_military_emergency_flag
			}
			NOT = {
				has_country_flag = PHI_military_emergency_flag
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		JAP = {
			country_event = {
				id = SEA_PHI_political_events.1
				hours = 3
				random_hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = PHI_japanese_trade_connections
				days = 365
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Effect Reference
Construct: add_mio_design_team_assign_cost
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mio_design_team_assign_cost

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

```
Add percentage to the daily PP cost to assign to research in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce assign cost but final value cannot be negative (capped at 0, no error raised)
ex:
mio:my_mio = {
  add_mio_design_team_assign_cost = 0.2 # increase by 20%
  add_mio_design_team_assign_cost = -0.1 # reduce by 10%
  add_mio_design_team_assign_cost = var:my_number_var
}
```
### Entity: National Focus
Tree: pak_focus
Component: PAK_Increase_Police_Budget
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Increase_Police_Budget
	icon = GFX_goal_generic_seperation
	cost = 10
	prerequisite = {
		focus = PAK_Assure_Loyalty_in_the_Army
	} {
		focus = PAK_Militarism
	}
	ai_will_do = {
		factor = 50
	}
	x = 11
	y = 5
	completion_reward = {
		add_ideas = GER_purge_political_opponents_idea
	}
}
### Entity: Idea
Component: SWI_foreign_air_prod
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_foreign_air_prod = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_bonus
	modifier = {
		license_air_purchase_cost = -0.5
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_deport_pieds_noir
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_deport_pieds_noir
	icon = GFX_goal_centralize_power
	x = 16
	y = 4
	cost = 10
	prerequisite = {
		focus = ALG_army_loyalty
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 95
	}
	completion_reward = {
		add_political_power = 50
		remove_ideas = ALG_pieds_noir
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_strict_training_regiments
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_strict_training_regiments
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = PRC_soviet_battle_tactics
	}
	x = 1
	y = 1
	relative_position_id = PRC_soviet_battle_tactics
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_army_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		}
	}
}
### Entity: Idea
Component: UKR_dzerzhinsky_phenol_plant
Constructs: industrial_capacity_factory, research_bonus
Source: game
File: common/ideas/ukraine.txt

Code:
UKR_dzerzhinsky_phenol_plant = {
	name = UKR_dzerzhinsky_phenol_plant
	picture = generic_refining_concern_1
	allowed = {
		original_tag = UKR
	}
	modifier = {
		production_speed_synthetic_refinery_factor = 0.05
		industrial_capacity_factory = 0.05
	}
	research_bonus = {
		synth_resources = 0.15
		steel_tech = 0.05
	}
	traits = {
		chemical_concern
	}
}
### Entity: Character
Component: GER_maximilian_von_weichs
Source: game
File: common/characters/GER.txt

Code:
GER_maximilian_von_weichs = {
	name = GER_maximilian_von_weichs
	portraits = {
		army = {
			large = GFX_portrait_GER_maximilian_von_weichs
			small = GFX_portrait_GER_maximilian_von_weichs_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 4
		attack_skill = 4
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 4
		legacy_id = 11
	}
}
### Entity: Order of Battle
Component: Gebirgs-Brigade
Constructs: division_template
Source: game
File: history/units/PRE_1936.txt

Code:
division = {
	name = Gebirgs-Brigade
	location = 6521
	division_template = Gebirgs-Brigade
	start_experience_factor = 0.3
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_re_build_the_fleet
Constructs: prerequisite, add_ideas, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_re_build_the_fleet
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = BEL_re_establish_belgian_navy
	}
	relative_position_id = BEL_re_establish_belgian_navy
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		6 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = {
			BEL_re_build_the_fleet_ns
		}
	}
}
### Entity: Event
Component: AAT_Sweden.22
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.22
	title = AAT_Sweden.22.t
	desc = AAT_Sweden.22.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.22.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_increase_swiss_cooperation
Constructs: prerequisite, has_war, has_war_with, completion_reward, is_historical_focus_on, is_power_balance_in_range, is_subject, is_in_faction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_increase_swiss_cooperation
	icon = GFX_goal_LIE_swiss_cooperation
	prerequisite = {
		focus = LIE_balanced_foreign_policy
	}
	mutually_exclusive = {
		focus = LIE_seek_allied_support
	}
	x = -1
	y = 1
	relative_position_id = LIE_balanced_foreign_policy
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 100
			is_historical_focus_on = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = LIE_landtag_balance_of_power
			range = > LIE_balance_range
		}
		is_subject = no
		is_in_faction = no
		country_exists = SWI
		NOT = {
			has_war_with = SWI
		}
		is_neighbor_of = SWI
		SWI = {
			has_war = no
		}
	}
	bypass = {
		OR = {
			SWI = {
				has_war = yes
			} {
				NOT = {
					is_neighbor_of = ROOT
				}
			}
			has_global_flag = LIE_SWI_cooperation
			NOT = {
				country_exists = SWI
			}
		}
	}
	completion_reward = {
		SWI = {
			country_event = {
				id = liechtenstein.2
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: lithuania_purchase_ships.4
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania_purchase_ships.4
	title = lithuania_purchase_ships.4.t
	desc = lithuania_purchase_ships.4.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania_purchase_ships.4.a
		custom_effect_tooltip = lar_portugal_purchase_ships.4.a_tt
	}
}
### Entity: Modifier Reference
Component: islamist_sedition
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
islamist_sedition = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_traditionalist_sedition
	recruitable_population_factor = -0.25
	local_building_slots_factor = -0.25
	state_resources_factor = -0.25
	state_production_speed_buildings_factor = -0.25
	army_speed_factor_for_controller = -0.15
}
### Entity: Scripted Trigger
Component: WTT_not_taking_over_national_leadership
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_not_taking_over_national_leadership = {
	custom_trigger_tooltip = {
		tooltip = WTT_not_taking_over_national_leadership
		NOT = {
			has_global_flag = wtt_national_leadership_takeover_in_progress
		}
	}
}
### Entity: Idea
Component: VEN_independent_arms_industries_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_independent_arms_industries_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_license_production
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: FIN_is_historical_ai
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/FIN_scripted_triggers.txt

Code:
FIN_is_historical_ai = {
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = FIN_ai_behavior
				option = DEFAULT
			}
		}
		has_country_flag = FIN_AI_RANDOM_HISTORICAL
		has_game_rule = {
			rule = FIN_ai_behavior
			option = HISTORICAL
		}
	}
}
### Entity: Character
Component: ARG_hortensio_quijano
Source: game
File: common/characters/ARG.txt

Code:
ARG_hortensio_quijano = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ARG_hortensio_quijano
		ledger = air
		allowed = {
			original_tag = ARG
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Hortensio Quijano
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Event
Component: SEA_warlords.32
Constructs: is_triggered_only, add_war_support, create_wargoal, take_state
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.32
	title = SEA_warlords.32.t
	desc = SEA_warlords.32.desc
	picture = GFX_report_event_indian_soldiers
	is_triggered_only = yes
	option = {
		name = SEA_warlords.32.a
		add_war_support = 0.05
		create_wargoal = {
			type = take_state
			target = FROM
			generator = {
				434
			}
		}
	}
}