Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_merge_civilian_industries
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/poland.txt

Code:
focus = {
	id = POL_merge_civilian_industries
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = POL_merge_the_arms_industries
	}
	relative_position_id = POL_merge_the_arms_industries
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = LIT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = LIT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_egyptian_panzers
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_egyptian_panzers
	icon = GFX_goal_ger_panzer_4
	relative_position_id = EGY_formalise_the_german_alliance
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = EGY_german_military_assistance EGY_german_military_mission
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_egyptian_panzers
			bonus = 1
			uses = 2
			category = cat_heavy_armor
		}
	}
}
### Entity: Event
Component: kmt.331
Constructs: is_triggered_only, remove_ideas
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.331
	title = kmt.330.t
	desc = kmt.331.d
	picture = GFX_report_event_german_advisors_remain
	is_triggered_only = yes
	option = {
		name = kmt.331.a
		effect_tooltip = {
			CHI = {
				remove_ideas = KMT_sino_german_joint_research_ger_adv
			}
		}
	}
}
### Entity: Event
Component: new_ger.20
Constructs: is_triggered_only, every_owned_state, limit, set_truce
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.20
	title = new_ger.20.t
	desc = new_ger.20.d
	picture = GFX_report_event_germany_victory
	is_triggered_only = yes
	option = {
		name = new_ger.20.a
		FROM = {
			every_owned_state = {
				limit = {
					OR = {
						state = 190 811 809 808 810 12 13 812 191 813 209
					}
				}
				transfer_state_to = ROOT
			}
		}
		set_truce = {
			target = FROM
			days = 150
		}
	}
}
### Entity: Unit Leader
Component: fleet_protector
Constructs: gain_xp, screening_efficiency
Source: game
File: common/unit_leader/00_traits.txt

Code:
fleet_protector = {
	type = navy
	gain_xp = {
		screen_ship = > 0.5
	}
	custom_gain_xp_trigger_tooltip = FLEET_PROTECTOR_TRIGGER_TT
	cost = 500
	modifier = {
		screening_efficiency = 0.2
	}
	slot = high_command
	specialist_advisor_trait = navy_screen_1
	expert_advisor_trait = navy_screen_2
	genius_advisor_trait = navy_screen_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 5
	gui_column = 0
}
### Entity: Event
Component: MUN_czech_bop.3
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_political_power, is_ai
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech_bop.3
	title = MUN_czech_bop.3.t
	desc = MUN_czech_bop.3.d
	picture = GFX_report_event_saf_soldiers_3
	is_triggered_only = yes
	option = {
		name = MUN_czech_bop.3.a
		trigger = {
			NOT = {
				has_completed_focus = ETH_arms_purchases
			}
		}
		add_political_power = -5
		custom_effect_tooltip = generic_skip_one_line_tt MUN_czech_bop_3_tt
		hidden_effect = {
			CZE = {
				country_event = {
					id = MUN_czech_bop.4
					days = 3
				}
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				CZE = {
					is_ai = no
				}
				add = 10
			}
		}
	} {
		name = MUN_czech_bop.3.b
		add_political_power = 5
		army_experience = 3
		ai_chance = {
			base = 1
			modifier = {
				CZE = {
					is_ai = yes
				}
				add = 10
			}
		}
	}
}
### Entity: Idea
Component: GER_preparing_ITA_coup
Constructs: has_government, removal_cost, is_subject, is_puppet, neutrality_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_preparing_ITA_coup = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_neutrality_drift_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		neutrality_drift = 0.1
	}
}
### Entity: Modifier Reference
Construct: submarine_attack
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## submarine_attack

* Number with 1 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Tree: chi_focus
Component: CHI_spreading_the_light_of_freedom
Constructs: prerequisite, completion_reward, add_political_power, is_subject, set_rule
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_spreading_the_light_of_freedom
	icon = GFX_focus_generic_democratic_asia
	prerequisite = {
		focus = CHI_expand_the_faction
	}
	x = 0
	y = 1
	relative_position_id = CHI_expand_the_faction
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CHI_spreading_the_light_of_freedom_tt
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: Scripted Trigger
Component: chi_is_purple_warlord
Constructs: has_completed_focus, has_subject
Source: game
File: common/scripted_triggers/r56_chinese_gui_scripted_triggers.txt

Code:
chi_is_purple_warlord = {
	custom_trigger_tooltip = {
		tooltip = Is in Opposition
		CONTROLLER = {
			chi_is_blue_warlord = no
			chi_is_red_warlord = no
			chi_is_white_warlord = no
			chi_is_soviet_warlord = no
			chi_is_orange_warlord = no
			OR = {
				has_completed_focus = CHI_opposition CHI_the_caliphate_of_china CHI_proclaim_rival_government
				any_country = {
					has_subject = ROOT
					OR = {
						has_completed_focus = CHI_opposition CHI_the_caliphate_of_china CHI_proclaim_rival_government
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_ETH
Source: game
File: common/ai_focuses/ETH.txt

Code:
ai_focus_aggressive_ETH = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
	}
}
### Entity: Event
Component: r56.ger.53
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, set_faction_name, is_faction_leader, is_in_faction, remove_from_faction
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.53
	title = r56.ger.53.t
	desc = r56.ger.53.desc
	picture = GFX_report_event_GER_german_soviet_pact_communist
	is_triggered_only = yes
	option = {
		name = r56.ger.53.a
		custom_effect_tooltip = cominform_tt r56_newline
		add_opinion_modifier = {
			target = GER
			modifier = cominform
		}
		hidden_effect = {
			set_faction_name = cominform
			GER = {
				if = {
					limit = {
						is_faction_leader = yes
					}
					dismantle_faction = yes
				}
				else_if = {
					limit = {
						is_in_faction = yes
					}
					remove_from_faction = THIS
				}
				else = {
					SOV = {
						add_to_faction = GER
					}
				}
				country_event = {
					id = r56.ger.52
					hours = 8
				}
			}
			news_event = {
				id = r56.ger.51
				hours = 12
			}
			set_global_flag = cominform_formed
		}
		ai_chance = {
			base = 5
		}
	} {
		name = r56.ger.53.b
		reverse_add_opinion_modifier = {
			target = GER
			modifier = cominform_denied
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: JUNO_the_permanent_leader
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_the_permanent_leader = {
	sprite = 13
	random = no
	surrender_limit = 0.2
	resistance_target = -0.05
	conscription_factor = 0.1
	war_support_factor = 0.05
}
### Entity: Character
Component: MLT_pot
Source: game
File: common/characters/MLT.txt

Code:
MLT_pot = {
	advisor = {
		slot = political_advisor
		idea_token = MLT_pot
		allowed = {
			original_tag = MLT
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Idea
Component: POR_lingering_illiteracy
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_lingering_illiteracy = {
	picture = indochina_illiteracy
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = -0.05
		experience_gain_army_factor = -0.05
		experience_gain_navy_factor = -0.05
		experience_gain_air_factor = -0.05
	}
}
### Entity: Idea
Component: EAI_DD_1/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.01
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_league_against_gandhism
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, allow_branch, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_league_against_gandhism
	icon = GFX_focus_spr_crush_the_revolution
	prerequisite = {
		focus = RAJ_purna_swaraj
	}
	x = 13
	y = 0
	relative_position_id = RAJ_mahatma
	mutually_exclusive = {
		focus = RAJ_mahatma
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = RAJ_great_depression_price_controls RAJ_his_majestys_loyal_government RAJ_mahatma
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.025
		}
		custom_effect_tooltip = RAJ_league_against_gandhism_tt
		add_political_power = 30
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AHoI4_early_screenshots.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:HoI4_early_screenshots.png"
### Entity: Event
Component: FRA_west_africa_intervention.1
Constructs: is_triggered_only, division_template, limit, has_template, every_state
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_west_africa_intervention.1
	title = FRA_west_africa_intervention.1.t
	desc = FRA_west_africa_intervention.1.desc
	picture = GFX_report_event_france_victory_syria
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_template = West Africa Intervention Force
				}
				delete_unit_template_and_units = {
					division_template = West Africa Intervention Force
				}
			} {
				limit = {
					has_template = West Africa Defense Force
				}
				delete_unit_template_and_units = {
					division_template = West Africa Defense Force
				}
			} {
				limit = {
					NOT = {
						tag = FRA
					}
				}
				FRA = {
					country_event = FRA_west_africa_intervention.11
				}
			}
		}
	}
	option = {
		name = FRA_west_africa_intervention.1.a
		every_state = {
			limit = {
				OR = {
					state = 557 272 556 898 899 780 779 778 781 776
				}
			}
			event_target:free_france = {
				transfer_state = PREV
			}
		}
	}
}
### Entity: Event
Component: mandate_palestine.110
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, is_vichy_france, add_state_core, clr_global_flag
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.110
	title = mandate_palestine.110.t
	desc = mandate_palestine.110.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.110.a
		if = {
			limit = {
				event_target:MPL_borderwar_defender = {
					state = 553
					controller = {
						controls_state = 554
						has_country_flag = is_vichy_france
					}
				}
				event_target:MPL_borderwar_attacker = {
					controller = {
						TAG = MPL
						has_completed_focus = MPL_secure_syria
					}
				}
			}
			transfer_state = 554
			add_state_core = 554
		} {
			limit = {
				event_target:MPL_borderwar_defender = {
					state = 553
					controller = {
						controls_state = 677
						has_country_flag = is_vichy_france
					}
				}
				event_target:MPL_borderwar_attacker = {
					controller = {
						TAG = MPL
						has_completed_focus = MPL_secure_syria
					}
				}
			}
			transfer_state = 677
			add_state_core = 677
		} {
			limit = {
				event_target:MPL_borderwar_defender = {
					state = 553
					controller = {
						controls_state = 680
						has_country_flag = is_vichy_france
					}
				}
				event_target:MPL_borderwar_attacker = {
					controller = {
						TAG = MPL
						has_completed_focus = MPL_secure_syria
					}
				}
			}
			transfer_state = 680
			add_state_core = 680
		} {
			limit = {
				event_target:MPL_borderwar_defender = {
					state = 553
					controller = {
						controls_state = 799
						has_country_flag = is_vichy_france
					}
				}
				event_target:MPL_borderwar_attacker = {
					controller = {
						TAG = MPL
						has_completed_focus = MPL_secure_syria
					}
				}
			}
			transfer_state = 799
			add_state_core = 799
		} {
			limit = {
				event_target:MPL_borderwar_defender = {
					state = 553
				}
				event_target:MPL_borderwar_attacker = {
					controller = {
						TAG = MPL
						has_completed_focus = MPL_secure_syria
					}
				}
			}
			add_state_core = event_target:MPL_borderwar_defender
		}
		transfer_state = event_target:MPL_borderwar_defender
		clr_global_flag = MPL_no_border_war
		custom_effect_tooltip = MPL_french_response
	}
}
### Entity: Order of Battle
Component: air_wing_206
Source: game
File: history/units/SOV_1936_air_legacy.txt

Code:
air_wings = {
	206 = {
		fighter_equipment_1 = {
			owner = SOV
			amount = 94
		}
		fighter_equipment_0 = {
			owner = SOV
			amount = 94
		}
		tac_bomber_equipment_0 = {
			owner = SOV
			amount = 60
		}
	}
}
### Entity: Modding Documentation
Construct: date
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### date
* description: get date value that can be comparable to other date values and localized using GetDateString/GetDateStringShortMonth/GetDateStringNoHour/GetDateStringNoHourLong scripted locs
### Entity: Scripted Effect
Component: SWI_max_mr_high_increase
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_max_mr_high_increase = {
	custom_effect_tooltip = SWI_decision_add_high_MR_max
	add_to_variable = {
		var = SWI_max_mil_readiness
		value = SWI_mr_high_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: is_puppet, has_dlc, is_chinese_warlord, is_literally_china, has_autonomy_state
Source: game
File: common/autonomous_states/sea_integrated_warlord_subject.txt

Code:
autonomy_state = {
	id = autonomy_sea_integrated_warlord_subject
	is_puppet = yes
	min_freedom_level = 0.5
	manpower_influence = 0.9
	use_overlord_color = yes
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		can_be_spymaster = no
		contributes_operatives = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.9
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.9
		peace_score_ratio_transferred_to_overlord = 0.1
		lend_lease_tension_with_overlord = -0.4
		research_sharing_per_country_bonus_factor = -0.1
		faction_influence_contribution_factor = -0.75
	}
	ai_subject_wants_higher = {
		factor = 0
	}
	ai_overlord_wants_lower = {
		factor = 1
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		has_dlc = No Compromise, No Surrender
		is_chinese_warlord = yes
		OVERLORD = {
			is_literally_china = yes
		}
		OR = {
			has_autonomy_state = autonomy_sea_integrated_warlord_subject autonomy_sea_warlord_subject
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.82
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.82
	title = AAT_Sweden_flashpoints.82.t
	desc = AAT_Sweden_flashpoints.82.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.82.a
		add_timed_idea = {
			idea = SWE_aland_agreement_fin
			days = 365
		}
	}
}
### Entity: AI Strategy
Component: PER_avoid_joining_japan
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/PER.txt

Code:
PER_avoid_joining_japan = {
	allowed = {
		original_tag = PER
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		date = > 1945.1.1
	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -400
	}
}
### Entity: Idea
Component: MEN_empowered_buddhists
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_empowered_buddhists = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = TIB_monasteries_elated
	modifier = {
		neutrality_drift = 0.03
		political_power_factor = -0.1
		consumer_goods_factor = -0.15
		stability_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: BUL_zveno_high_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_zveno_high_popularity_increase_effect = {
	custom_effect_tooltip = BUL_zveno_tt BUL_high_popularity_increase_tt
	add_to_variable = {
		BUL_zveno_popularity = BUL_faction_high_increase
	}
	clamp_variable = {
		var = BUL_zveno_popularity
		min = 0
		max = 100
	}
}
### Entity: Modifier Reference
Construct: air_weather_penalty
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_weather_penalty

* Number with 2 decimal places
* **Categories**: air
### Entity: National Focus
Tree: pal_focus
Component: PAL_golani_runs_power
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, has_game_rule, add_to_variable
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_golani_runs_power
	icon = GFX_goal_PAL_golani_assumes_power
	x = 9
	y = 1
	prerequisite = {
		focus = PAL_empower_military
	}
	mutually_exclusive = {
		focus = PAL_fawzi_assumes_power
	}
	offset = {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_fawzi
		}
	}
	cost = 5
	relative_position_id = PAL_empower_military
	completion_reward = {
		add_to_variable = {
			PAL_civilian2 = 10
		}
		clamp_variable = {
			var = PAL_civilian2
			min = 0
			max = 100
		}
		custom_effect_tooltip = PAL_al_quds_civilian1
		add_stability = 0.1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_GOLANI
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_protect_against_foreign_threats
Constructs: prerequisite, add_ideas, completion_reward, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_protect_against_foreign_threats
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = LIE_liechtenstein_alone LIE_take_a_stance
	}
	x = 1
	y = 1
	relative_position_id = LIE_liechtenstein_alone
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		997 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = {
					id = 6680
				}
				instant_build = yes
			}
		}
		add_ideas = GEN_Anti_Invasion_I
	}
}
### Entity: Scripted Trigger
Component: HOL_check_plan_colonial_alternate_democratic
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
HOL_check_plan_colonial_alternate_democratic = {
	HOL = {
		OR = {
			has_completed_focus = HOL_curtail_colonial_autonomy
			has_country_flag = HOL_AI_RANDOM_DEMOCRATIC_ALTERNATE_1
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_ALTERNATE_1
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Country History
Country: COL
Component: COL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/COL - Colombia.txt

Code:
# Politics & Parties for COL
set_politics = {
	ruling_party = democratic
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 99
	communism = 1
}