Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_war_communism
Constructs: prerequisite, has_war, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_war_communism
	icon = GFX_goal_support_communism
	x = -1
	y = 1
	relative_position_id = JAP_cooperate_with_anarchists
	prerequisite = {
		focus = JAP_cooperate_with_anarchists
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = JAP_war_communism_new_economy_law
		add_ideas = JAP_war_communism_idea
	}
}
### Entity: Character
Component: ITA_giovanni_marinelli
Source: game
File: common/characters/ITA.txt

Code:
ITA_giovanni_marinelli = {
	name = ITA_giovanni_marinelli
	portraits = {
		army = {
			small = GFX_portrait_ITA_giovanni_marinelli_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_giovanni_marinelli
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			ITA_government_is_somewhat_fascist = yes
		}
		traits = {
			prince_of_terror
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
				}
			}
		}
	}
}
### Entity: Character
Component: SIA_privy_council_president
Constructs: neutrality_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_privy_council_president = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	resistance_target = -0.05
	political_advisor_cost_factor = -0.25
	command_power_gain_mult = 0.1
}
### Entity: Event
Component: NSB_soviet_nationalist.002
Constructs: is_triggered_only, ai_chance, is_in_faction, check_variable, random_days
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_nationalist.002
	title = NSB_soviet_nationalist.002.t
	desc = NSB_soviet_nationalist.002.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = NSB_soviet_nationalist.002.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				is_in_faction = yes
			} {
				factor = 2
				check_variable = {
					ROOT.num_owned_states = > 5
				}
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_nationalist.004
				days = 3
				random_days = 3
			}
		}
	} {
		name = NSB_soviet_nationalist.002.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				check_variable = {
					ROOT.num_owned_states = < 3
				}
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_nationalist.003
				days = 3
				random_days = 3
			}
		}
	}
}
### Entity: Event
Component: news.338
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.338
	title = news.338.t
	desc = news.338.desc
	picture = GFX_news_event_journalists_speech
	trigger = {

	}
	major = yes
	is_triggered_only = yes
	option = {
		name = news.338.a
		trigger = {
			NOT = {
				TAG = FROM
			}
		}
	} {
		name = news.338.b
		trigger = {
			TAG = FROM
		}
	}
}
### Entity: Country History
Country: LIT
Component: LIT_characters
Constructs: recruit_character
Source: game
File: history/countries/LIT - Lithuania.txt

Code:
# Leaders & Characters for LIT
recruit_character = LIT_antanas_smetona LIT_antanas_snieckus LIT_kazys_grinius LIT_augustinas_voldemaras LIT_kazys_skuchas LIT_petras_schatz LIT_feliksas_baltusis LIT_vincentas_latozaite LIT_albinas_cepas LIT_adolfas_ramanauskas LIT_juozas_ambrazevicius LIT_jonas_cernius LIT_vladas_karvelis LIT_antanas_gustaitis LIT_antanas_kaskelis LIT_juoza_barzda_bradauskas LIT_leonas_bistras LIT_vladas_jurgutis LIT_mykolas_slezevicius LIT_zigmas_angarietis LIT_karl_gero
### Entity: Idea
Component: MEX_church_power_3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
MEX_church_power_3 = {
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_revive_forgotten_doctrines
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_revive_forgotten_doctrines
	icon = GFX_goal_assymetric_doctrine
	prerequisite = {
		focus = MON_support_old_officers_corps
	}
	x = -3
	y = 1
	relative_position_id = MON_support_old_officers_corps
	cost = 10
	ai_will_do = {
		factor = 10
	}
	mutually_exclusive = {
		focus = MON_rely_on_soviet_tactics MON_the_grand_stratagem MON_adopt_tsogs_methods MON_experimental_mobility
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_r56_guerilla_warfare
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: QUE_loyalty_to_the_state
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_loyalty_to_the_state = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_fascism_rising
	modifier = {
		production_speed_buildings_factor = 0.075
		industry_repair_factor = 0.15
		production_factory_max_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_2nd_departnment
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, has_intelligence_agency, create_intelligence_agency, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_2nd_departnment
	icon = GFX_goal_CAN_CAMP_X
	prerequisite = {
		focus = CZE_france_alliance CZE_extend_military_service
	}
	x = 2
	y = 2
	relative_position_id = CZE_france_alliance
	cost = 5
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_id_tt generic_skip_one_line_tt CZE_modify_bm_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ci_civilian_intel_to_others = -2.5
			tooltip = civilian_intel_to_others_tt
		} {
			CZE_bm_army_intel_to_others = -2.5
			tooltip = army_intel_to_others_tt
		}
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		else_if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				name = codebreaking_bonus
				bonus = 1.0
				uses = 2
				category = decryption_tech computing_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Character
Component: IRQ_social_reformer_pm
Constructs: research_speed_factor, stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_social_reformer_pm = {
	random = no
	sprite = 13
	stability_factor = 0.05
	neutrality_drift = 0.02
	research_speed_factor = 0.05
	democratic_acceptance = -30
}
### Entity: Decision
Component: EAI_diplomacy_army_priorities_DECISIONS
Source: game
File: common/decisions/categories/EAI_decision_categories.txt

Code:
EAI_diplomacy_army_priorities_DECISIONS = {
	priority = 0
	allowed = {
		always = yes
	}
	visible = {
		always = yes
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_adjusted_compensation_act
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_adjusted_compensation_act
	icon = GFX_goal_generic_consumer_goods
	x = 2
	y = 1
	prerequisite = {
		focus = USA_reestablish_the_gold_standard
	}
	relative_position_id = USA_reestablish_the_gold_standard
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		congress_medium_support_trigger = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		add_timed_idea = {
			idea = USA_adjusted_compensation_payment
			days = 180
		}
		USA_great_depression_level_down = yes
		if = {
			limit = {
				not = {
					congress_medium_support_trigger = yes
				}
			}
			USA_congress_small_opposition = yes
		}
	}
}
### Entity: Misc Config
Component: faction_states_in_americas
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
faction_states_in_americas = {
	input = game:scope
	operators = {
		 = faction_members controlled_states
		limit = {
			OR = {
				is_on_continent = north_america south_america
			}
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_STATES_IN_AMERICAS
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_fight_malnutrition
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_fight_malnutrition
	icon = GFX_focus_generic_field_hostpital
	prerequisite = {
		focus = RAJ_import_substitution_industrialisation
	}
	x = 0
	y = 1
	relative_position_id = RAJ_import_substitution_industrialisation
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	} {
		FOCUS_FILTER_STABILITY
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_fight_malnutrition
			bonus = 0.5
			uses = 2
			category = support_tech
		} {
			name = RAJ_fight_malnutrition
			bonus = 0.5
			uses = 1
			category = motorized_equipment
		}
		add_stability = 0.03
		custom_effect_tooltip = RAJ_famine_impact_reduction
		add_to_variable = {
			RAJ_famine_shield = 20
			tooltip = RAJ_famine_shield_tt
		}
		calculate_famine_shield_and_risk = yes
	}
}
### Entity: AI Strategy
Component: EAI_ENG_battle_of_britain_NAVAL_atlantic_convoy_route
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_battle_of_britain_NAVAL_atlantic_convoy_route = {
	enable = {
		is_in_faction_with = ENG
		OR = {
			has_war_with = GER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 43
		value = 25000
	} {
		type = strategic_air_importance
		id = 44
		value = 25000
	} {
		type = strategic_air_importance
		id = 50
		value = 25000
	} {
		type = strategic_air_importance
		id = 55
		value = 25000
	} {
		type = strategic_air_importance
		id = 61
		value = 25000
	} {
		type = naval_avoid_region
		id = 49
		value = 5000
	} {
		type = naval_avoid_region
		id = 44
		value = 5000
	} {
		type = naval_avoid_region
		id = 51
		value = 15000
	} {
		type = naval_avoid_region
		id = 58
		value = 5000
	} {
		type = naval_avoid_region
		id = 50
		value = 50
	} {
		type = naval_avoid_region
		id = 52
		value = 50
	} {
		type = naval_avoid_region
		id = 56
		value = 5000
	} {
		type = naval_avoid_region
		id = 57
		value = 50
	} {
		type = naval_avoid_region
		id = 66
		value = 5000
	} {
		type = naval_avoid_region
		id = 67
		value = 5000
	} {
		type = naval_avoid_region
		id = 64
		value = 50
	} {
		type = naval_avoid_region
		id = 63
		value = 50
	} {
		type = naval_avoid_region
		id = 85
		value = 50
	} {
		type = naval_avoid_region
		id = 74
		value = 5000
	} {
		type = naval_avoid_region
		id = 71
		value = 50
	} {
		type = naval_avoid_region
		id = 203
		value = 50
	} {
		type = naval_avoid_region
		id = 45
		value = 50
	} {
		type = naval_avoid_region
		id = 32
		value = 50
	} {
		type = naval_avoid_region
		id = 92
		value = 50
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AOut_links.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Out links.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Links (file link) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Out_links.png"
### Entity: State History
Component: 277
Constructs: add_core_of
Source: game
File: history/states/277-Mexico.txt

Code:
state = {
	id = 277
	name = STATE_277
	manpower = 3424403
	state_category = city
	resources = {
		steel = 6
	}
	history = {
		owner = MEX
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 4
			air_base = 3
		}
		add_core_of = MEX
		victory_points = {
			1965 25
		} {
			2008 10
		}
	}
	provinces = {
		1965 2008 2011 7913 12755
	}
	local_supplies = 0.0
}
### Entity: Character
Component: right_opposition_leader
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
right_opposition_leader = {
	random = no
	sprite = 13
	stability_factor = 0.05
	industrial_capacity_factory = 0.05
	consumer_goods_factor = -0.1
}
### Entity: Event
Component: SEA_PRC_zhang_guotao_events.1
Constructs: ai_chance, add_war_support, fire_only_once, add_political_power, has_dlc
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_zhang_guotao_events.1
	title = SEA_PRC_zhang_guotao_events.1.t
	desc = SEA_PRC_zhang_guotao_events.1.desc
	picture = GFX_report_event_PRC_guotao_foreshadow
	fire_only_once = yes
	trigger = {
		original_tag = PRC
		date = > 1936.01.17
		has_dlc = No Compromise, No Surrender
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = SEA_PRC_zhang_guotao_events.1.a
		ai_chance = {
			base = 50
		}
		add_political_power = 25
	} {
		name = SEA_PRC_zhang_guotao_events.1.b
		ai_chance = {
			base = 25
		}
		add_war_support = 0.05
	}
}
### Entity: Name List
Component: SOK
Source: game
File: common/names/00_names.txt

Code:
SOK = {
	male = {
		names = {
			Aamadu Abdullaahi Abubakar Bello Haruna Muhammadu Agibu Ardo Laamiiɗo Samba Sanusi Sékou Sekou Yezo Abdullahi Ahmadu Alhaji Aliyu Balarabe Bitrus Bukar Hamisu Ibrahim Jatau Mamman Musa Rabiu Salisu Shehu Umar Usman
		}
	}
	female = {
		names = {
			Aaminata Coumba Djenabou Ejatu Falala Aisha Asabe Hadiza Jamila Maryamu Zainabu
		}
	}
	surnames = {
		Diallo Diakité Dia Sow Sidibé Sangaré Ba Dicko Bocoum Tall Kah Bello Tukur Gidado Barkindo Jallo Ahidjo Dikko
	}
	callsigns = {

	}
}
### Entity: Character
Component: URG_teo_bucardi_ramos
Source: game
File: common/characters/URG.txt

Code:
URG_teo_bucardi_ramos = {
	advisor = {
		slot = high_command
		idea_token = URG_teo_bucardi_ramos
		ledger = army
		allowed = {
			original_tag = URG
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: Order of Battle
Component: Volkssturm Hannover
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_6.txt

Code:
division = {
	name = Volkssturm Hannover
	location = 6377
	division_template = Volkssturm
	start_experience_factor = 0
	start_equipment_factor = 1
}
### Entity: Event
Component: south_american_events.1
Constructs: ai_chance, has_completed_focus, limit, remove_ideas, has_country_flag, fire_only_once, is_subject, has_dlc
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.1
	title = south_american_events.1.t
	desc = south_american_events.1.desc
	picture = GFX_report_event_election_vote
	trigger = {
		tag = URG
		date = > 1938.6.16
		is_subject = no
		has_dlc = Trial of Allegiance
		NOT = {
			has_completed_focus = URG_establish_the_german_uruguayan_cultural_center
		}
	}
	mean_time_to_happen = {
		days = 3
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = south_american_events.1.a
		ai_chance = {
			base = 100
			modifier = {
				OR = {
					has_country_flag = URG_AI_RANDOM_DEMOCRATIC_ALT URG_AI_RANDOM_FASCIST
					has_game_rule = {
						rule = URG_AI_BEHAVIOR
						option = DEMOCRATIC_ALT
					} {
						rule = URG_AI_BEHAVIOR
						option = FASCIST
					}
				}
				factor = 0
			}
		}
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes#
					default = yes
					character = URG_gabriel_terra
				}
			}
			retire_character = URG_gabriel_terra
			remove_ideas = {
				URG_terra_dictatorship
			}
		}
		drop_cosmetic_tag = yes
		complete_national_focus = URG_colorado_victory
		news_event = {
			id = south_american_news.2
			days = 2
			random_days = 5
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1938.6.15
			election_frequency = 48
		}
	} {
		name = south_american_events.1.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				OR = {
					has_country_flag = URG_AI_RANDOM_DEMOCRATIC_ALT
					has_game_rule = {
						rule = URG_AI_BEHAVIOR
						option = DEMOCRATIC_ALT
					}
				}
			} {
				OR = {
					has_country_flag = URG_AI_RANDOM_FASCIST
					has_game_rule = {
						rule = URG_AI_BEHAVIOR
						option = FASCIST
					}
				}
				factor = 0
			}
		}
		complete_national_focus = URG_blanco_victory
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes#
					default = yes
					character = URG_gabriel_terra
				}
			}
			retire_character = URG_gabriel_terra
			remove_ideas = {
				URG_terra_dictatorship
			}
		}
		drop_cosmetic_tag = yes
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
			last_election = 1938.6.15
			election_frequency = 48
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		news_event = {
			id = south_american_news.3
			days = 2
			random_days = 5
		}
	} {
		name = south_american_events.1.d
		ai_chance = {
			base
# ... (truncated)
### Entity: Combat Tactic
Component: tactic_cc_attack
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_cc_attack = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = close_combat
	}
	active = yes
	base = {
		factor = 4
	}
	picture = cc_attack
	display_phase = close_combat
	attacker = 0.1
	defender = 0.05
}
### Entity: Idea
Component: den_danish_officer_corp
Constructs: removal_cost, mobilization_speed, conscription_factor
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_danish_officer_corp = {
	removal_cost = -1
	picture = chi_army_corruption3
	modifier = {
		army_org_factor = 0.15
		army_core_defence_factor = 0.1
		mobilization_speed = 0.1
		conscription_factor = 0.1
		max_planning_factor = 0.1
		experience_gain_army_factor = 0.15
	}
}
### Entity: Idea
Component: KOS_nt
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_nt = {
	ledger = navy
	picture = generic_navy_europe_3
	allowed = {
		original_tag = KOS
	}
	traits = {
		naval_theorist
	}
}
### Entity: Operation
Component: fake_intel_plant_evidence
Source: game
File: common/operation_phases/lar_fake_intel.txt

Code:
fake_intel_plant_evidence = {
	name = fake_intel_plant_evidence
	desc = fake_intel_plant_evidence_desc
	outcome = fake_intel_plant_evidence_outcome
	picture = GFX_phase_fake_intel_plant_evidence
	icon = GFX_phase_fake_intel_plant_evidence_small
	equipment = {
		support_equipment = 250
	}
}
### Entity: Idea
Component: ISR_white_collar_boom
Constructs: research_speed_factor, removal_cost, research_bonus
Source: game
File: common/ideas/israel.txt

Code:
ISR_white_collar_boom = {
	picture = jap_duplicate_research
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.1
		political_power_cost = 0.1
		consumer_goods_factor = 0.06
		industrial_concern_cost_factor = 0.5
	}
	research_bonus = {
		electronics = 0.15
		radar_tech = 0.2
		refining_tech = 0.1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_restoring_our_nations_pride
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_restoring_our_nations_pride
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = TUR_end_the_british_hegemony TUR_punish_french_weakness TUR_integrate_german_officers_into_the_army
	}
	x = 0
	y = 4
	relative_position_id = TUR_cooperative_research_centers
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_ideas = TUR_golden_age_of_the_wolf
	}
}
### Entity: Idea
Component: EAI_DD_6/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, political_power_gain, has_country_flag, add_opinion_modifier, fire_only_once, complete_effect, is_core_of, cancel_if_not_visible
Source: game
File: common/decisions/r56_CAN.txt

Code:
political_actions = {
	CAN_seize_newfoundland_and_labrador = {
		icon = generic_operation
		allowed = {
			tag = CAN
		}
		available = {
			has_country_flag = ENG_abdication_crisis_dominion_will_leave
			NOT = {
				has_country_flag = ENG_abdication_crisis_dominion_will_stay
			}
		}
		visible = {
			ENG = {
				has_completed_focus = ENG_a_change_in_course
			}
			NOT = {
				has_country_flag = ENG_abdication_crisis_dominion_will_stay
			}
		}
		ai_will_do = {
			factor = 50
		}
		cost = 20
		fire_only_once = yes
		complete_effect = {
			transfer_state = 331 332
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
	CAN_integrate_alaska = {
		icon = generic_nationalism
		allowed = {
			original_tag = CAN
		}
		visible = {
			has_completed_focus = r56_CAN_claims_on_america
			NOT = {
				463 = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			controls_state = 463
			has_completed_focus = r56_CAN_claims_on_america
			NOT = {
				has_country_flag = r56_CAN_already_integrating
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 463
			}
		}
		cost = 50
		days_remove = 180
		cancel_if_not_visible = yes
		modifier = {
			political_power_gain = -0.1
		}
		complete_effect = {
			set_country_flag = {
				flag = r56_CAN_already_integrating
				value = 1
				days = 180
			}
		}
		remove_effect = {
			add_state_core = 463
			hidden_effect = {
				remove_state_claim = 463
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	CAN_integrate_washington = {
		icon = generic_nationalism
		allowed = {
			original_tag = CAN
		}
		visible = {
			has_completed_focus = r56_CAN_claims_on_america
			NOT = {
				385 = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			controls_state = 386
			has_completed_focus = r56_CAN_claims_on_america
			NOT = {
				has_country_flag = r56_CAN_already_integrating
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 386
			}
		}
		cost = 50
		days_remove = 180
		cancel_if_not_visible = yes
		modifier = {
			political_power_gain = -0.1
		}
		complete_effect = {
			set_country_flag = {
				flag = r56_CAN_already_integrating
				value = 1
				days = 180
			}
		}
		remove_effect = {
			add_state_core = 386
			hidden_effect = {
				remove_state_claim = 386
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	CAN_integrate_oregon = {
		icon = generic_
# ... (truncated)
### Entity: Country History
Country: PRE
Component: PRE_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/PRE - Prussia.txt

Code:
# Politics & Parties for PRE
set_stability = 0.75
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 10
	fascism = 5
	communism = 10
	neutrality = 75
}
add_ideas = {

}