Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: men_focus
Component: MEN_liberate_the_tuvans
Constructs: prerequisite, has_war, limit, has_government, has_war_with, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_liberate_the_tuvans
	icon = GFX_goal_TAN_military
	prerequisite = {
		focus = MEN_ask_the_prc_to_return_our_lands MEN_reclaim_our_lands
	}
	x = 1
	y = 1
	bypass = {

	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			has_war_with = TAN
		}
		country_exists = TAN
	}
	relative_position_id = MEN_ask_the_prc_to_return_our_lands
	cost = 10
	will_lead_to_war_with = TAN
	ai_will_do = {
		base = 0
		modifier = {
			add = 100
			has_war = no
			has_army_manpower = {
				size = > 99999
			}
			TAN = {
				OR = {
					is_in_faction = no
					has_war_with_major = yes
				}
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		every_state = {
			limit = {
				is_core_of = TAN
			}
			add_core_of = ROOT
		}
		every_other_country = {
			limit = {
				any_owned_state = {
					state = 329
				}
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = ROOT
					type = take_claimed_state
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: BUL_prussia_of_the_balkans_02
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_prussia_of_the_balkans_02 = {
	name = BUL_prussia_of_the_balkans_01
	picture = bul_prussia_of_the_balkans
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		non_core_manpower = 0.02
		experience_gain_navy_factor = 0.1
		experience_gain_army_factor = 0.1
		army_leader_start_attack_level = 2
		army_leader_start_defense_level = 2
		navy_leader_start_attack_level = 2
		navy_leader_start_defense_level = 2
		army_morale_factor = 0.1
		max_command_power = 50
		justify_war_goal_time = -0.5
		army_org_factor = 0.05
	}
}
### Entity: State History
Component: 742
Constructs: add_core_of
Source: game
File: history/states/742-Stalinabad.txt

Code:
state = {
	id = 742
	name = STATE_742
	resources = {
		steel = 3.0
	}
	history = {
		owner = SOV
		victory_points = {
			1384 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV TAJ BUK
	}
	provinces = {
		1216 1384 1919 4542 7224 8027 10187 10417 12218 12250 12430 12805
	}
	manpower = 2550000
	buildings_max_level_factor = 1.0
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: Event
Component: mtg_britain.48
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.48
	title = mtg_britain.48.t
	desc = mtg_britain.48.d
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = mtg_britain.48.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Idea
Component: r56_CYP_orthodox_church_idea
Constructs: communism_drift
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_orthodox_church_idea = {
	picture = YUG_orthodox_church_support
	modifier = {
		stability_weekly = 0.001
		communism_drift = -0.01
		political_power_cost = 0.25
	}
}
### Entity: Modding Documentation
Construct: decryption_progress
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### decryption_progress
* description: checks decryption ratio against a country. Example: 
decryption_progress = { 
 target = GER
 value > 0.5
} 
#or decryption_progress@GER as variable

* (Auto generated using the trigger with same name)
### Entity: Event
Component: AUS_political_events.58
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, fire_only_once, has_opinion, create_wargoal, take_claimed_state
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.58
	title = AUS_political_events.58.t
	desc = AUS_political_events.58.desc
	picture = GFX_report_event_soldiers_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.58.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		event_option_tooltip = AUS_political_events.56.a
		FROM = {
			country_event = {
				id = AUS_political_events.56
				hours = 12
			}
		}
	} {
		name = AUS_political_events.58.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 25
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			}
		}
		effect_tooltip = {
			IF = {
				limit = {
					FROM = {
						has_completed_focus = AUS_renew_claims_in_italy
					}
				}
				FROM = {
					create_wargoal = {
						type = take_claimed_state
						target = ROOT
						generator = {
							39 850
						}
					}
				}
			}
		}
		event_option_tooltip = AUS_political_events.57.a
		FROM = {
			country_event = {
				id = AUS_political_events.57
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.9
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_country_flag, add_political_power, set_country_flag, random_days
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.9
	title = mtg_britain.9.t
	desc = mtg_britain.9.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_country_flag = ENG_abdication_crisis_changed_mind
		} {
			has_country_flag = ENG_abdication_crisis_government_fell
		} {
			has_country_flag = edward_viii_married_wallis_simpson
		}
	}
	option = {
		name = mtg_britain.9.a
		add_political_power = -50
		set_country_flag = {
			flag = ENG_abdication_crisis_tight_leash
			value = 1
			days = 31
		} ENG_prime_minister_tight_leash
		hidden_effect = {
			country_event = {
				id = mtg_britain.6
				days = 20
				random_days = 10
			}
		}
		clr_country_flag = ENG_newspapers_in_favor ENG_newspapers_against ENG_parliament_opposition ENG_upper_classes_oppose_marriage ENG_working_classes_support_marriage
	} {
		name = mtg_britain.2.b
		trigger = {
			NOT = {
				has_country_flag = ENG_abdication_crisis_government_fell
			}
		}
		ai_chance = {
			factor = 0
		}
		country_event = {
			id = mtg_britain.14
			days = 40
			random_days = 10
		}
		set_country_flag = ENG_abdication_crisis_changed_mind
		if = {
			limit = {
				has_idea = ENG_support_for_the_king_idea
			}
			remove_ideas = ENG_support_for_the_king_idea
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.34
Constructs: ai_chance, has_government, has_war_with, fire_only_once, is_in_faction, has_capitulated, is_subject_of, random_hours
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.34
	title = DOD_yugoslavia.30.t
	desc = DOD_yugoslavia.34.desc
	picture = GFX_report_event_german_troops_paris
	mean_time_to_happen = {
		days = 5
	}
	fire_only_once = yes
	trigger = {
		tag = GER
		has_government = fascism
		NOT = {
			has_war_with = YUG
		}
		YUG = {
			is_in_faction = no
		}
		FRA = {
			OR = {
				has_capitulated = yes
				is_subject_of = GER
			}
		}
	}
	option = {
		name = DOD_yugoslavia.34.a
		ai_chance = {
			base = 90
		}
		YUG = {
			country_event = {
				id = DOD_yugoslavia.35
				hours = 6
				random_hours = 12
			}
		}
	} {
		name = DOD_yugoslavia.34.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AStub/doc.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

The following pages link to Template:Stub/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Stub (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Stub/doc"
### Entity: Modifier Reference
Construct: automatic_grant_medal_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## automatic_grant_medal_chance

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: gua_focus
Component: GUA_the_second_code_napoleon
Constructs: prerequisite, limit, add_ideas, completion_reward, has_country_leader, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_the_second_code_napoleon
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = GUA_the_throne_belongs_to_one
	}
	x = -1
	y = 1
	relative_position_id = GUA_the_throne_belongs_to_one
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 16
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = GUA_police_state_3
			}
			swap_ideas = {
				remove_idea = GUA_police_state_3
				add_idea = GUA_code_napoleon
			}
		} {
			limit = {
				has_idea = GUA_police_state_2
			}
			swap_ideas = {
				remove_idea = GUA_police_state_2
				add_idea = GUA_code_napoleon
			}
		} {
			limit = {
				GUA_jorge_ubico_castaneda = {
					has_trait = GUA_illegitimate_pretender_2
				}
			}
			GUA_jorge_ubico_castaneda = {
				swap_country_leader_traits = {
					remove = GUA_illegitimate_pretender_2
					add = GUA_illegitimate_pretender_3
					ideology = absolute_monarchism
				}
			}
		}
		else = {
			swap_ideas = {
				remove_idea = GUA_police_state
				add_idea = GUA_code_napoleon
			}
		} {
			GUA_jorge_ubico_castaneda = {
				swap_country_leader_traits = {
					remove = GUA_illegitimate_pretender_2
					add = GUA_illegitimate_pretender_3
					ideology = absolute_monarchism
				}
			}
		}
		add_ideas = GUA_code_napoleon
		else_if = {
			limit = {
				GUA_jorge_ubico_castaneda = {
					has_trait = GUA_illegitimate_pretender_3
				}
			}
			GUA_jorge_ubico_castaneda = {
				swap_country_leader_traits = {
					remove = GUA_illegitimate_pretender_3
					add = GUA_illegitimate_pretender_4
					ideology = absolute_monarchism
				}
			}
		}
	}
}
### Entity: Idea
Component: TAJ_acgs
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = TAJ
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: wuw_HUN_reestablish_the_rongyos_garda
Constructs: has_completed_focus, division_template, prerequisite, limit, has_government, completion_reward, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reestablish_the_rongyos_garda
	icon = GFX_focus_HUN_reestablish_the_rongyos_garda
	prerequisite = {
		focus = wuw_HUN_strengthen_horthys_reign wuw_HUN_undermine_the_admiral
	}
	x = 2
	y = 2
	relative_position_id = wuw_HUN_strengthen_horthys_reign
	cost = 10
	ai_will_do = {
		factor = 10
	}
	offset = {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_undermine_the_admiral
		}
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_manpower = 16000
		custom_effect_tooltip = generic_skip_one_line_tt HUN_rongyos_garda_militia_recruitment generic_skip_one_line_tt HUN_rongyos_garda_leaders_become_generals
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Rongyos Gárda
				disband = yes
			}
			division_template = {
				name = Rongyos Gárda
				division_names_group = HUN_MIL_01
				role = garrison
				template_counter = 90
				is_locked = yes
				force_allow_recruiting = yes
				division_cap = 12
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Rongyos Gárda 'Lajtabánság'" division_template = "Rongyos Gárda" start_experience_factor = 0.4 start_equipment_factor = 0.6
					owner = ROOT
					officer = {
						name = HUN_miklos_kozma
						portraits = {
							army = {
								large = GFX_portrait_HUN_miklos_kozma
								small = GFX_portrait_HUN_miklos_kozma_small
							}
						}
					}
				} {
					division = name = "Rongyos Gárda 'Sopron'" division_template = "Rongyos Gárda" start_experience_factor = 0.3 start_equipment_factor = 0.8
					owner = ROOT
					officer = {
						name = HUN_ivan_hejjas
						portraits = {
							army = {
								large = GFX_portrait_HUN_ivan_hejjas
								small = GFX_portrait_HUN_ivan_hejjas_small
							}
						}
				
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PC_project_queue_daily_update
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_project_queue_daily_update = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_project_queue_daily_update > THIS=[this.getname] PREV=[prev.getname]
	} {
		limit = {
			check_variable = {
				EAI_PC_queue^num = > 0
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_priority_construction_detailed_logging
			}
			log = ======= [GetYear] [GetMonth] | AI | [This.GetTag] | EAI_PC_daily_update
		} {
			limit = {
				check_variable = {
					completed_project = 1
				}
			}
			set_temp_variable = {
				completed_project = 0
			}
			EAI_PC_remove_projects_from_queue = yes
			EAI_PC_assign_factories = yes
		}
		EAI_PC_remove_projects_from_queue = yes
		EAI_PC_assign_factories = yes
		EAI_PC_update_project_progress = yes
	}
}
### Entity: Faction
Component: faction_goal_control_iraqi_oil
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, every_state
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_iraqi_oil = {
	name = control_iraqi_oil_goal_name
	description = control_iraqi_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = IRQ
				is_in_faction_with = IRQ
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 291
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		291 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		676 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		1010 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 291 676 1010
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 291 676 1010
				}
			}
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = -1
			fuel_ratio = > 0.9
			all_allied_country = {
				fuel_ratio = > 0.9
			}
		} {
			add = 1
			has_resources_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION
				}
				resource = oil
				amount = < 10
				extracted = yes
			}
		} {
			add = 1
			fuel_ratio = < 0.4
		} {
			add = 1
			fuel_ratio = < 0.1
		} {
			add = 5
			fuel_ratio = < 0.1
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: ISR_revisionist_author
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_revisionist_author = {
	neutrality_drift = 0.01
	political_power_factor = 0.15
}
### Entity: Modifier Reference
Construct: operation_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## operation_cost

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: State History
Component: 494
Constructs: add_core_of
Source: game
File: history/states/494-Ucayali.txt

Code:
state = {
	id = 494
	name = STATE_494
	manpower = 735826
	state_category = rural
	history = {
		owner = PRU
		add_core_of = PRU
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			8191 1
		} {
			5166 3
		} {
			2226 2
		}
	}
	provinces = {
		2212 2226 5166 8160 8191 10940 13316
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: BRM
Component: BRM_army
Source: game
File: history/countries/BRM - Burma.txt

Code:
# OOB & Army Setup for BRM
oob = BRM_1936
### Entity: Character
Component: BRI_ai2
Source: game
File: common/characters/BRI.txt

Code:
BRI_ai2 = {
	advisor = {
		slot = high_command
		idea_token = BRI_ai2
		ledger = army
		allowed = {
			original_tag = BRI
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: Event
Component: bftb_turkey.42
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.42
	title = bftb_turkey.42.t
	desc = bftb_turkey.42.desc
	picture = GFX_report_event_gre_balkan_pact
	is_triggered_only = yes
	option = {
		name = bftb_turkey.42.a
		effect_tooltip = {
			TUR = {
				add_to_faction = FROM
			}
		}
	}
}
### Entity: Unit Template
Component: INS_MAR_01
Source: game
File: common/units/names_divisions/INS_names_divisions.txt

Code:
INS_MAR_01 = {
	name = TNI Marine Division
	for_countries = {
		INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Satuan Kopaska %d
	ordered = {
		1 = {
			Satuan Kopaska %d Jakarta
		}
		2 = {
			Satuan Kopaska %d Surabaya
		}
		3 = {
			Satuan Kopaska %d Sorong
		}
		4 = {
			Satuan Kopaska %d Raja Ampat
		}
		5 = {
			Satuan Kopaska %d Cimahi
		}
		6 = {
			Satuan Kopaska %d Lampung
		}
		7 = {
			Satuan Kopaska %d Denpasar
		}
		8 = {
			Satuan Kopaska %d Mataram
		}
		9 = {
			Satuan Kopaska %d Aceh
		}
		10 = {
			Satuan Kopaska %d Riau
		}
		11 = {
			Satuan Kopaska %d Makassar
		}
		12 = {
			Satuan Kopaska %d Palembang
		}
	}
}
### Entity: Character
Component: JUNO_minister_of_foreign_affairs
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_minister_of_foreign_affairs = {
	random = no
	sprite = 13
	opinion_gain_monthly_factor = 0.1
	trade_opinion_factor = 0.1
	resistance_damage_to_garrison = -0.05
	enemy_justify_war_goal_time = 0.2
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: BBA_switzerland_fascist.7
Constructs: is_triggered_only, ai_chance, set_variable, set_popularities, clear_variable, remove_power_balance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_fascist.7
	title = BBA_switzerland_fascist.7.t
	desc = BBA_switzerland_fascist.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_fascist.7.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		set_variable = {
			SWI.SWI_temp_dem_pop = SWI.party_popularity_100@democratic
		} {
			SWI.SWI_temp_neut_pop = SWI.party_popularity_100@neutrality
		} {
			SWI.SWI_temp_fasc_pop = SWI.party_popularity_100@fascism
		} {
			SWI.SWI_temp_comm_pop = SWI.party_popularity_100@communism
		}
		FROM = {
			puppet = ROOT
		}
		SWI_on_action_puppet_selection = yes
		hidden_effect = {
			set_popularities = {
				democratic = SWI.SWI_temp_dem_pop
				neutrality = SWI.SWI_temp_neut_pop
				fascism = SWI.SWI_temp_fasc_pop
				communism = SWI.SWI_temp_comm_pop
			}
		}
		clear_variable = SWI.SWI_temp_dem_pop SWI.SWI_temp_neut_pop SWI.SWI_temp_fasc_pop SWI.SWI_temp_comm_pop
		remove_power_balance = {
			id = SWI_centralization_bop
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: SWI_MEC_01
Source: game
File: common/units/names_divisions/SWI_names_divisions.txt

Code:
SWI_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		SWI
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	fallback_name = Grenadierfeld-Division %d
	ordered = {
		1 = {
			Grenadierfeld-Division %d
		}
		2 = {
			Grenadierfeld-Division %d
		}
		3 = {
			Grenadierfeld-Division %d
		}
		4 = {
			Grenadierfeld-Division %d
		}
		5 = {
			Grenadierfeld-Division %d
		}
		6 = {
			Grenadierfeld-Division %d
		}
		7 = {
			Grenadierfeld-Division %d
		}
		8 = {
			Grenadierfeld-Division %d
		}
		9 = {
			Grenadierfeld-Division %d
		}
		10 = {
			Grenadierfeld-Division %d
		}
	}
}
### Entity: Idea
Component: r56_LUX_increased_education_budget
Constructs: research_speed_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_increased_education_budget = {
	picture = jap_duplicate_research
	modifier = {
		consumer_goods_factor = 0.05
		research_speed_factor = 0.08
	}
}
### Entity: Character
Component: DEN_viggo_kampman
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_viggo_kampman = {
	name = DEN_viggo_kampman
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_viggo_kampman
		allowed = {
			original_tag = DEN
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		traits = {
			smooth_talking_charmer
		}
	}
}
### Entity: Decision
Component: CIN_defeat_soviet_category
Constructs: has_war_with
Source: game
File: common/decisions/categories/CIN_decision_categories.txt

Code:
CIN_defeat_soviet_category = {
	icon = GFX_decision_category_saf_anti_colonialist_crusade
	picture = GFX_decision_cat_picture_soviet_civil_war
	allowed = {
		tag = CIN
	}
	priority = {
		base = 10
	}
	visible = {
		SOV = {
			has_war_with = CIN
		}
	}
}