Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: BUL_georgi_markov
Source: game
File: common/characters/BUL.txt

Code:
BUL_georgi_markov = {
	name = BUL_georgi_markov
	portraits = {
		army = {
			large = GFX_portrait_bul_georgi_markov
			small = GFX_portrait_BUL_georgi_markov_small
		}
	}
	corps_commander = {
		traits = {
			old_guard infantry_leader
		}
		skill = 3
		attack_skill = 4
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 1206
	}
}
### Entity: AI Strategy
Component: SOV_anti_capitalist_plan
Constructs: has_country_flag, has_game_rule, has_global_flag, is_subject
Source: game
File: common/ai_strategy_plans/SOV_old_alternate_strategy_plan.txt

Code:
SOV_anti_capitalist_plan = {
	name = SOV Anti-Capitalist plan
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = SOV_ai_behavior
				option = ALTERNATE
			}
			has_country_flag = SOV_AI_RANDOM_COMMUNIST_ANTI_CAPITALIST
		}
		has_global_flag = sov_old_focus_tree
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SOV_finish_the_five_year_plan_old SOV_great_purge SOV_stalin_constitution SOV_socialism_in_one_country SOV_policy_of_collective_security_old SOV_reconcile_japan SOV_claim_on_sinkiang SOV_siberian_railnetworks SOV_improve_western_railnetworks SOV_Improve_TransSiberian_Railway SOV_third_five_year_plan_old SOV_annex_tannu_tuva SOV_Social_Welfare_old SOV_Mass_Immunizations_old SOV_Education_Initiative SOV_anti_colonialist_rebels SOV_southern_thrust SOV_nkvd_primacy SOV_partisan_suppression SOV_Siberian_Industry SOV_Develop_Vladivstok SOV_Develop_The_Ural_Moutain_Region SOV_progress_cult_old SOV_nkvd_divisions SOV_peoples_commissariat SOV_militarized_schools SOV_smersh_old SOV_workers_culture SOV_steel_industry_improvements SOV_into_the_plateau_old SOV_partisan_suppression SOV_lessons_of_war_old SOV_Invest_in_Engineering SOV_claim_on_the_straits SOV_aviation_cult SOV_women_pilots SOV_positive_heroism
	}
	ideas = {

	}
	ai_strategy = {
		type = antagonize
		id = USA
		value = 125
	} {
		type = antagonize
		id = ENG
		value = 100
	} {
		type = antagonize
		id = GER
		value = -25
	} {
		type = antagonize
		id = PRC
		value = -25
	} {
		type = antagonize
		id = CHI
		value = 35
	} {
		type = antagonize
		id = AFG
		value = 25
	} {
		type = antagonize
		id = TUR
		value = 25
	} {
		type = befriend
		id = GER
		value = 25
	} {
		type = befriend
		id = JAP
		value = 10
	} {
		type = antagonize
		id = JAP
		value = -10
	} {
		type = befriend
		id = PRC
		value = -25
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: BRENGL_ARM_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_ARM_01 = {
	name = Armoured Division
	for_countries = {
		BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dth Armoured Division
	ordered = {
		1 = {
			%dst Armoured Division
		}
		2 = {
			%dnd Armoured Division
		}
		3 = {
			%drd Armoured Division
		}
		4 = {
			%dth Armoured Division
		}
		5 = {
			%dth Armoured Division
		}
		6 = {
			%dth Armoured Division
		}
		7 = {
			%dth Armoured Division
		}
		8 = {
			%dth Armoured Division
		}
		9 = {
			%dth Armoured Division
		}
		10 = {
			%dth Armoured Division
		}
	}
}
### Entity: AI Strategy
Component: AFG_amanullah_plan
Constructs: has_country_flag, has_global_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/AFG_r56_strategy_plan.txt

Code:
AFG_amanullah_plan = {
	name = AFG: Afghan Alternate Monarchist AI Plan
	desc = Alternate monarchist behavior for Afghanistan.
	allowed = {
		original_tag = AFG
	}
	enable = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
		OR = {
			has_country_flag = AFG_AI_RANDOM_AMANULLAH
			has_game_rule = {
				rule = AFG_ai_behavior
				option = AFG_AMANULLAH
			}
		}
	}
	ai_national_focuses = {
		AFG_first_loya_jirga AFG_begin_westernization AFG_rural_schools AFG_aquire_foreign_machinery AFG_power_to_the_king AFG_abolish_the_regency AFG_backtrack_on_reforms AFG_introduce_new_taxes AFG_annul_the_hasht_nafari AFG_expand_university AFG_bolster_the_textile_industry AFG_monopolize_the_karakul_trade AFG_afghan_royal_army AFG_army_modernization AFG_amend_the_constitution AFG_the_exiled_king AFG_purhcase_czech_weaponry AFG_victory_through_firepower AFG_start_the_second_seven_year_plan AFG_amanullahs_visit_to_europe AFG_royal_air_force AFG_invite_foreign_instructors AFG_afghanistan_bank AFG_develop_hydroelectric_power AFG_ally_with_the_young_afghans AFG_treaty_of_saadabad AFG_restore_the_constitution AFG_nationalize_banks AFG_turkish_subsidized_factories AFG_expand_the_directorate_of_mines AFG_rejuvenate_the_gold_mines AFG_army_reform AFG_import_planes AFG_import_british_fighters AFG_university_in_herat AFG_redesign_military_curriculum AFG_improve_our_logistics AFG_intensify_copper_mining AFG_attaturks_legacy AFG_modernize_military_hospitals AFG_introduce_new_uniforms AFG_begin_rearmament AFG_prussians_orient AFG_kabul_arsenal AFG_establish_ammunition_factories AFG_the_kabul_pact AFG_reclaim_our_land AFG_specialization_of_units_focus AFG_womens_education AFG_form_the_afghan_red_crescent
	}
	focus_factors = {

	}
	ideas = {
		r56_AFG_mohammad_gul_khan_momand = 100
		AFG_abdul_hadi_dawi = 100
		r56_AFG_soraya_tarzi = 100
		AFG_fakhri_pasha = 100
		AFG_kamil_rifki_urga = 50
		r56_AFG_abdul_majid_zabuli = 0 0
		AFG_hashim_khan = 0
		AFG_humaira_begum = 0
		AFG_abdur_rahim_khan = 0
		AFG_william_kerr_fraser_tyler = 0
		AFG_turabaz_khan = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_royal_siamese_air_force_academy_r56
Constructs: prerequisite, limit, completion_reward, has_500_air_doctrine_mastery_in_any_air_subdoctrine, random_owned_controlled_state, is_core_of, add_building_construction, swap_ideas
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_royal_siamese_air_force_academy_r56
	prerequisite = {
		focus = SIA_send_air_force_cadets_abroad_r56
	}
	icon = GFX_goal_siamese_air_force
	x = 0
	y = 2
	relative_position_id = SIA_send_air_force_cadets_abroad_r56
	cost = 8
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	available_if_capitulated = yes
	available = {
		has_500_air_doctrine_mastery_in_any_air_subdoctrine = yes
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				air_facility = < 1
				land_facility = < 1
				naval_facility = < 1
				nuclear_facility = < 1
			}
			prioritize = {
				1134
			}
			add_building_construction = {
				type = air_facility
				level = 1
				instant_build = yes
				province = 10250
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = SIA_foreign_air_mission_r56
			add_idea = SIA_the_royal_siamese_air_force_r56
		}
	}
}
### Entity: Modding Documentation
Construct: allowdiplo
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## allowdiplo
* Aliases: adiplo, nocb

Allows to use all diplomatic actions for no matter the rules.
### Entity: Modifier Reference
Construct: cic_to_target_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## cic_to_target_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: National Focus
Tree: fin_focus
Component: FIN_arm_the_lotta_svard
Constructs: prerequisite, add_ideas, completion_reward, set_technology
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_arm_the_lotta_svard
	icon = GFX_focus_SWE_lottakoren
	prerequisite = {
		focus = FIN_national_unity
	}
	x = 0
	y = 1
	relative_position_id = FIN_national_unity
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_ideas = FIN_lotta_svard
		hidden_effect = {
			set_technology = {
				lotta_svard_tech = 1
				popup = no
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_hilja_riipinen
		show_unit_leaders_tooltip = FIN_fanni_luukkonen
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_reborn_through_war
Constructs: division_template, has_war, add_war_support, completion_reward, add_political_power, create_unit
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_reborn_through_war
	icon = GFX_focus_POL_ukrainian_army
	mutually_exclusive = {
		focus = UKR_free_and_at_peace
	}
	cost = 5
	x = 5
	y = 0
	ai_will_do = {
		factor = 100
	}
	available = {
		has_war = yes
	}
	completion_reward = {
		add_war_support = 0.2
		add_political_power = 150
		division_template = {
			name = Ukraïnski Sichovi Stril'tsi
			division_names_group = UKR_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = name = "1. Ukrainian Sich" division_template = "Ukraïnski Sichovi Stril'tsi" start_experience_factor = 0.3 start_equipment_factor = 0.8
				owner = ROOT
			} {
				division = name = "2. Ukrainian Sich" division_template = "Ukraïnski Sichovi Stril'tsi" start_experience_factor = 0.3 start_equipment_factor = 0.8
				owner = ROOT
			} {
				division = name = "3. Ukrainian Sich" division_template = "Ukraïnski Sichovi Stril'tsi" start_experience_factor = 0.3 start_equipment_factor = 0.8
				owner = ROOT
			} {
				division = name = "4. Ukrainian Sich" division_template = "Ukraïnski Sichovi Stril'tsi" start_experience_factor = 0.3 start_equipment_factor = 0.8
				owner = ROOT
			} {
				division = name = "5. Ukrainian Sich" division_template = "Ukraïnski Sichovi Stril'tsi" start_experience_factor = 0.3 start_equipment_factor = 0.8
				owner = ROOT
			} {
				division = name = "6. Ukrainian Sich" division_template = "Ukraïnski Sichovi Stril'tsi" start_experience_factor = 0.3 start_equipment_factor = 0.8
				owner = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: JAP_controlled_zaibatsus
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_controlled_zaibatsus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_zaibatsu_control
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: Idea
Component: CHL_invited_french_academia
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_invited_french_academia = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.03
	}
}
### Entity: State History
Component: 203
Constructs: add_core_of
Source: game
File: history/states/203-Cherkasy.txt

Code:
state = {
	id = 203
	name = STATE_203
	manpower = 2405190
	state_category = large_town
	history = {
		victory_points = {
			488 5
		}
		owner = SOV
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = SOV UKR
	}
	provinces = {
		434 458 488 3452 3468 6451 6478 9451 9491 11409 11424 11438 11454 11530
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: ai_focus_aggressive_SOV
Source: game
File: common/ai_focuses/SOV.txt

Code:
ai_focus_aggressive_SOV = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
	}
}
### Entity: AI Strategy
Component: SIA_mechanization_of_agriculture_prep
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_mechanization_of_agriculture_prep = {
	allowed = {
		original_tag = SIA
	}
	enable = {
		focus_progress = {
			focus = SIA_the_bank_of_siam
			progress = > 0
		}
		NOT = {
			has_completed_focus = SIA_mechanization_of_agriculture
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_factor
		id = motorized
		value = 80
	} {
		type = equipment_production_min_factories
		id = motorized
		value = 2
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_legislative_elections
Constructs: prerequisite, limit, has_government, has_country_flag, add_stability, completion_reward, add_political_power, check_variable
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_legislative_elections
	prerequisite = {
		focus = BUL_abolish_the_monarchy BUL_seek_cooperation_with_the_tsar
	}
	icon = GFX_goal_generic_neutrality_focus
	relative_position_id = BUL_abolish_the_monarchy
	x = 1
	y = 1
	cost = 10
	available = {
		democratic = > 0.4
		OR = {
			custom_trigger_tooltip = {
				tooltip = BUL_the_fatherland_front_bzns_support_requirement_tt
				check_variable = {
					BUL_bzns_loyalty = 50
					compare = greater_than
				}
			}
			has_country_flag = BUL_bzns_destroyed_flag BUL_bzns_integrated_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 70
		add_stability = 0.1
		if = {
			limit = {
				has_idea = BUL_second_national_catastrophe
			}
			swap_ideas = {
				remove_idea = BUL_second_national_catastrophe
				add_idea = BUL_second_national_catastrophe_02
			}
		} {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			set_politics = {
				ruling_party = democratic
				last_election = 1936.1.1
				election_frequency = 48
				elections_allowed = yes
			}
		}
		BUL_bs_low_loyalty_increase_effect = yes
		BUL_bzns_low_loyalty_increase_effect = yes
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_malay_peninsular_defense_plan
Constructs: prerequisite, limit, completion_reward, is_ally_with, every_state, build_railway, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_malay_peninsular_defense_plan
	icon = GFX_focus_generic_coastal_fort
	x = 2
	y = 1
	relative_position_id = SIA_allies_integration
	prerequisite = {
		focus = SIA_allies_integration
	}
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		controls_state = 724 289 1076
		OR = {
			is_ally_with = 1060 1064 1061 1064 1065 1063 336 1021
			 = .owner .owner .owner .owner .owner .owner .owner .owner
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SIA_the_malay_peninsular_defense_plan_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						state = 724 289 1076 1060 1064 1061 1064 1065 1063 336 1021 1062
					}
				}
				if = {
					limit = {
						OR = {
							ROOT = {
								controls_state = PREV
							}
							AND = {
								owner = {
									is_ally_with = ROOT
								}
								controller = {
									is_ally_with = ROOT
								}
							}
						}
					}
					build_railway = {
						level = 1
						fallback = yes
						start_province = 7408
						target_province = 12299
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_victory_point = > 0
							limit_to_coastal = yes
						}
					} {
						type = bunker
						level = 2
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_victory_point = yes
							limit_to_coastal = yes
						}
					} {
						type = anti_air_building
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_expand_shipping_industry
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_global_flag, is_fully_controlled_by, is_coastal, random_core_state
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_expand_shipping_industry
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 0
	y = 1
	prerequisite = {
		focus = COG_marine_nationale
	}
	relative_position_id = COG_marine_nationale
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
		any_core_state = {
			is_fully_controlled_by = ROOT
			is_coastal = yes
		}
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_fully_controlled_by = ROOT
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
			producer = ROOT
		}
	}
}
### Entity: Effect Reference
Construct: add_ace
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_ace

* Supported Scopes: COUNTRY
* Supported Targets: none

```
adds an air ace
```
### Entity: National Focus
Tree: cze_focus
Component: CZE_aggressive_wars
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_aggressive_wars
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = CZE_czech_fascism
	}
	x = 0
	y = 2
	relative_position_id = CZE_go_right
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		fascism = > 0.5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = FRA_army_of_aggression_focus
	}
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_TUR
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_TUR = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		TUR = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = TUR
		value = -800
	} {
		type = support
		id = TUR
		value = -25
	} {
		type = befriend
		id = TUR
		value = -25
	} {
		type = alliance
		id = TUR
		value = -75
	}
}
### Entity: State History
Component: 721
Constructs: add_core_of
Source: game
File: history/states/721-Portuguese Timor.txt

Code:
state = {
	id = 721
	name = STATE_721
	manpower = 455604
	state_category = pastoral
	history = {
		owner = POR
		add_core_of = TML
		victory_points = {
			12190 2
		} {
			12206 1
		}
		buildings = {
			infrastructure = 2
			12190 = {
				naval_base = 1
			}
			12206 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1326 12178 12190 12206 13001
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_concessions_to_civilians
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, set_country_flag, has_idea, swap_ideas
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_concessions_to_civilians
	icon = GFX_goal_generic_army_mobilization2
	x = 0
	y = 2
	prerequisite = {
		focus = PAL_second_general_meeting
	} {
		focus = PAL_fund_education_ministries
	} {
		focus = PAL_investments_into_state
	}
	cost = 7.2
	relative_position_id = PAL_second_general_meeting
	completion_reward = {
		set_country_flag = PAL_civilian_concessions
		if = {
			limit = {
				has_idea = PAL_medium_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_medium_civilian_power_idea
				add_idea = PAL_high_civilian_power_idea
			}
		} {
			limit = {
				has_idea = PAL_slight_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_slight_civilian_power_idea
				add_idea = PAL_high_civilian_power_idea
			}
		} {
			limit = {
				has_idea = PAL_high_military_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_high_military_power_idea
				add_idea = PAL_high_civilian_power_idea
			}
		} {
			limit = {
				has_idea = PAL_medium_military_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_medium_military_power_idea
				add_idea = PAL_high_civilian_power_idea
			}
		} {
			limit = {
				has_idea = PAL_slight_military_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_slight_military_power_idea
				add_idea = PAL_high_civilian_power_idea
			}
		} {
			limit = {
				has_idea = PAL_high_civilian_power_idea
			}
			add_stability = 0.15
			add_political_power = 125
		}
	}
}
### Entity: Modding Documentation
Construct: show_debug_lines_rail
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## supply_debug.show_debug_lines_rail
* Type: Boolean
* Not available in release build
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_chinese_expeditionary_force
Constructs: shared_focus, prerequisite, has_country_flag, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_chinese_expeditionary_force
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = CHI_sea_the_hump
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_the_hump
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		NOT = {
			USA = {
				has_country_flag = joseph_stilwell_sent_to_china
			}
		}
		USA_will_support = yes
		USA = {
			has_civil_war = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		USA = {
			country_event = {
				id = wtt_china_shared.12
				hours = 1
			}
		}
	}
}
### Entity: Country History
Country: LIE
Component: LIE_misc
Constructs: set_research_slots, give_military_access, give_guarantee, set_convoys
Source: game
File: history/countries/LIE - LICH.txt

Code:
# Misc for LIE
capital = 825
set_research_slots = 3
give_military_access = SWI
give_guarantee = SWI
set_convoys = 0
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_the_aero_clubs
Constructs: prerequisite, completion_reward, add_daily_mastery, add_to_variable, add_ace, is_female
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_the_aero_clubs
	icon = GFX_focus_SMB_special_forces_option_3
	prerequisite = {
		focus = CZE_trust_in_old_guard
	}
	relative_position_id = CZE_trust_in_old_guard
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		add_daily_mastery = {
			amount = 0.1
			days = 180
			name = CZE_trust_in_old_guard
			track = fighter_aircraft
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenske_letectvo_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_airforce
		add_to_variable = {
			CZE_ceskoslovenske_letectvo_air_wing_xp_loss_when_killed_factor = -0.25
			tooltip = air_wing_xp_loss_when_killed_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_ace_generation_chance_factor = 0.1
			tooltip = air_ace_generation_chance_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_ace_effectiveness_factor = 0.1
			tooltip = ace_effectiveness_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_night_penalty = -0.1
			tooltip = air_night_penalty_tt
		}
		add_ace = {
			name = Karel
			surname = Kuttelwascher
			callsign = Kut
			type = fighter_unique
			is_female = no
		}
		show_ideas_tooltip = CZE_jaroslav_kejla_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Music Config
Component: base_music/general_peace_1
Constructs: has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = general_peace_1
	chance = {
		modifier = {
			factor = 1
			has_war = no
		}
	}
}