Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: AUS
Component: AUS_misc
Constructs: recruit_character, every_owned_state, limit, add_ideas, add_opinion_modifier, set_technology, has_dlc, set_oob
Source: game
File: history/countries/AUS - Austria.txt

Code:
# Misc for AUS
capital = 4
IF = {
	limit = {
		has_dlc = Gotterdammerung
	}
	set_oob = AUS_ww_1936
	ELSE_IF = {
		limit = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		set_oob = AUS_1936
	}
}
{
	limit = {
		has_dlc = Gotterdammerung
	}
	AUS_set_austrofascism_defaults = yes
	AUS_set_monarchy_restored_defauts = yes
	AUS_set_farr_defaults = yes
	AUS_set_doth_defalts = yes
	AUS_set_aggression_defaults = yes
	AUS_set_austromarxism_defaults = yes
	AUS_set_peoples_army_defaults = yes
	AUS_set_empire_restored_defaults = yes
	AUS_set_airforce_defaults = yes
	AUS_set_army_defaults = yes
	AUS_set_army_monarcy_defaults = yes
	AUS_set_navy_defaults = yes
	AUS_set_compensation_for_guarantee_defaults = yes
	add_ideas = {
		AUS_widespread_unemployment AUS_phonix_insurance AUS_recovering_from_the_depression
	}
	add_timed_idea = {
		idea = AUS_treaty_of_saint_germain_en_laye
		days = 1657
	}
	add_dynamic_modifier = {
		modifier = AUS_austrofascism
	}
	add_opinion_modifier = {
		target = GER
		modifier = AUS_austrofascism_opm
	}
	country_lock_all_division_template = {
		is_locked = yes
		desc = AUS_cannot_train_due_to_treaty_of_saint_germain_en_laye
	}
	recruit_character = AUS_kurt_schuschnigg AUS_karl_renner AUS_arthur_seyss-inquart AUS_alfred_klahr AUS_ernst_rudiger_starhemberg AUS_johann_koplenig AUS_edmund_glaise_horstenau AUS_johann_hiedler AUS_vinzenz_schumy AUS_wilhelm_miklas AUS_franz_winkler AUS_ludwig_von_mises AUS_heimito_von_doderer AUS_hans_pertner AUS_johannes_of_liechtenstein AUS_alois_of_liechtenstein AUS_heinrich_maier AUS_leopold_waber AUS_viktor_kienbock AUS_karl_polheim AUS_marianne_pollak AUS_bruno_kreisky AUS_theodor_innitzer AUS_elizabet_von_gutmann AUS_malke_schorr AUS_franz_koritschoner AUS_adolf_scharf AUS_adolf_hoch AUS_otto_bauer AUS_alois_schonburg_hartenstein AUS_julius_raab AUS_leopold_figl AUS_ernst_kaltenbrunner AUS_maximilian_ronge AUS_egon_schonhof AUS_friedrich_mandl AUS_karl_eglseer AUS_friedrich_materna AUS_emil_liebitzky AUS_ludwig_von_eimannsberger AUS_alfred_ritter_von_hubicki AUS_valentin_feuerstein AUS_ernst_hammer AUS_eduard_barger AUS_mauritz_von_wiktorin AUS_curt_von_jesser AUS_anton_kienbauer AUS_julius_deutsch AUS_alfred_jansa AUS_wilhelm_gebauer AUS_theodor_korner AUS_arthur_von_pongracz AUS_gottfried_freiherr_von_banfeld AUS_josef_brunner AUS_alexander_lohr AUS_julius_yllam AUS_wilhelm_zehner AUS_otto_schobel AUS_viktor
# ... (truncated)
### Entity: Idea
Component: SWI_thun
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_thun = {
	picture = eidgenossische_konstruktionswerkstatte
	allowed = {
		original_tag = SWI
	}
	research_bonus = {
		armor = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_hold_a_peoples_tribunal
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, retire_character
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_hold_a_peoples_tribunal
	icon = GFX_focus_BRA_tribunal
	x = -1
	y = 1
	relative_position_id = JAP_sea_fate_of_the_imperial_family
	prerequisite = {
		focus = JAP_sea_fate_of_the_imperial_family
	}
	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_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt JAP_hold_a_peoples_tribunal_tt
		IF = {
			limit = {
				NOT = {
					has_completed_focus = JAP_hold_a_peoples_tribunal
				}
			}
			effect_tooltip = {
				retire_character = JAP_fushimi_hiroyasu JAP_torashiro_kawabe JAP_nishizo_tsukahara JAP_heisuke_yanagawa
			}
		}
		hidden_effect = {
			retire_character = JAP_fushimi_hiroyasu JAP_torashiro_kawabe JAP_nishizo_tsukahara JAP_heisuke_yanagawa
		}
	}
}
### Entity: Character
Component: BUL_kiril_dimitrov_yanchulev
Constructs: has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_kiril_dimitrov_yanchulev = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		advisor = {
			slot = army_chief
			idea_token = BUL_kiril_dimitrov_yanchulev
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			available = {
				NOT = {
					has_government = communism
				}
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
				modifier = {
					factor = 0.1
					BUL_save_money_for_decisions = yes
				}
			}
		}
		name = BUL_kiril_dimitrov_yanchulev
		portraits = {
			army = {
				small = GFX_idea_bul_kiril_yanchulev
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			slot = high_command
			idea_token = BUL_kiril_dimitrov_yanchulev
			ledger = army
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				army_infantry_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BUL_kiril_dimitrov_yanchulev
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_2
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_famine.12
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_famine.12
	title = GOE_RAJ_famine.12.t
	desc = GOE_RAJ_famine.12.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_famine.12.a
		add_to_variable = {
			RAJ_famine_shield = 2
			tooltip = RAJ_famine_shield_tt
		}
		hidden_effect = {
			calculate_famine_shield_and_risk = yes
		}
	}
}
### Entity: Character
Component: patriotic_guerilla
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
patriotic_guerilla = {
	random = no
	sprite = 13
	exiled_government_weekly_manpower = 700
	legitimacy_daily = 0.1
	army_attack_factor = 0.1
	army_defence_factor = 0.1
}
### Entity: Faction
Component: faction_manifest_ger_restoration_of_empire
Constructs: stability_factor, war_support_factor, is_manifest
Source: game
File: common/factions/goals/r56_manifests.txt

Code:
faction_manifest_ger_restoration_of_empire = {
	name = faction_manifest_ger_restoration_of_empire_name
	description = faction_manifest_ger_restoration_of_empire_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:german_desired_states
		completed_amount_collection = collection:german_desired_states_achieved
		scale = {
			war_support_factor = 0.1
			offensive_war_stability_factor = 0.1
			army_core_attack_factor = 0.1
			party_popularity_stability_factor = 0.15
		}
		reversed = {

		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					political_power_factor = 0.1
					war_support_weekly = 0.001
					stability_factor = 0.1
				}
			}
		}
	}
}
### Entity: Achievement
Component: true_blitzkrieg
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_capitulated, has_global_flag
Source: game
File: common/achievements.txt

Code:
true_blitzkrieg = {
	id = 12
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = GER
	}
	happened = {
		date = < 1940.01.01
		FRA = {
			OR = {
				exists = no
				has_capitulated = yes
				has_global_flag = achievement_france_surrender
			}
		}
		POL = {
			OR = {
				exists = no
				has_capitulated = yes
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_divide_spheres_of_influence
Constructs: prerequisite, limit, add_war_support, add_stability, add_opinion_modifier, completion_reward, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_divide_spheres_of_influence
	icon = GFX_goal_generic_deadly_treaty
	x = 0
	y = 1
	relative_position_id = MON_gather_ulaanbaatar_conference
	cost = 5
	prerequisite = {
		focus = MON_gather_ulaanbaatar_conference
	}
	available = {
		is_faction_leader = yes
		is_in_faction_with = PRC
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		PRC = {
			country_event = {
				id = mongol_greater_mongolia.40
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
		effect_tooltip = {
			PRC = {
				every_state = {
					limit = {
						OR = {
							state = 330 817 818 819 820 329 618 760 756 616 746 621 611 612 761 1122
						}
						is_core_of = PRC
					}
					remove_core_of = PRC
					add_claim_by = MON
				}
				add_stability = 0.15
				add_war_support = 0.05
			}
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: ireland.7
Constructs: is_triggered_only
Source: game
File: events/r56_ireland.txt

Code:
country_event = {
	id = ireland.7
	title = ireland.7.t
	desc = ireland.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ireland.7.a
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_1935_elections
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_1935_elections
	icon = GFX_goal_generic_election
	relative_position_id = VEN_congress
	x = -18
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = VEN_congress
	}
	mutually_exclusive = {
		focus = VEN_reorganize_the_ARDI
	}
	completion_reward = {
		country_event = {
			hours = 12
			id = venezuela.4
		}
	}
}
### Entity: AI Strategy
Component: GER_abandon_ship
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_abandon_ship = {
	allowed = {
		original_tag = GER
	}
	enable = {
		surrender_progress = > 0.25
	}
	abort = {
		surrender_progress = < 0.25
	}
	ai_strategy = {
		type = front_unit_request
		tag = SOV
		value = -40
	}
}
### Entity: Event
Component: prc.110
Constructs: is_triggered_only, ai_chance, limit, has_civil_war, white_peace, is_faction_leader, is_in_faction_with, remove_from_faction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.110
	title = prc.110.t
	desc = prc.110.d
	picture = GFX_report_event_airplane_crash
	is_triggered_only = yes
	option = {
		name = prc.110.a
		ai_chance = {
			base = 50
			modifier = {
				has_civil_war = yes
				factor = 100
			}
		}
		FROM = {
			country_event = {
				id = prc.111
			}
		}
		effect_tooltip = {
			white_peace = FROM
			custom_effect_tooltip = PRC_takeover_dongbei_tt
			if = {
				limit = {
					CHI = {
						is_faction_leader = yes
						is_in_faction_with = FROM
					}
				}
				CHI = {
					remove_from_faction = FROM
				}
			}
		}
	} {
		name = prc.110.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = prc.112
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_prioritise_convoys
Constructs: has_global_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_prioritise_convoys = {
	enable = {
		num_of_naval_factories = > 20
		stockpile_ratio = {
			archetype = convoy
			ratio = < 50
		}
		NOT = {
			has_global_flag = EAI_free_convoys
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 20
				stockpile_ratio = {
					archetype = convoy
					ratio = < 100
				}
				NOT = {
					has_global_flag = EAI_free_convoys
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 10
	}
}
### Entity: Name List
Component: YUC
Source: game
File: common/names/00_names.txt

Code:
YUC = {
	male = {
		names = {
			David Adrián Agustín Álvaro Anastasio Andrés Ángel Antonio Bernardo Emiliano Emilio Enrique Ernesto Felipe Félix Francisco Francisco Javier Gabriel Gaspar Gregorio Ignacio Jerónimo Joaquín José José Manuel José María Juan Juan Bautista Justo Lázaro Manuel Mariano Martín Melchor Miguel Nicolás Pablo Pascual Pedro Porfirio Ramón Anselmo Cecilio Ricardo Rómulo Salvador Sebastián Tomás Valentín Valeriano Venustiano Vicente Victoriano Aapo Fabio Yunuen Yaxkin Cadmael Pakal Hugo Abund Eloy Jacinto Kaax Itzamna Kinich Smoke Ixpiyacoc Bembe Hagen Eadric Xmucane Tadeas Chan Ahaw Jasaw Batz Kan Apoxpalon Paxbolonacha Izamna Ajtak Acan Acalan Taavi Hunaphpu Aapo Horado Xbalanque
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios Rigoberta Yolotli Itzel Yuritzi Niceté Abarrane Abi Abha Yatzil Tikal Nymphaea Ixchel Sancite Nicte Itzy Sacnicte Atziri Xelha Maya Chichen Yohl Tecumbalam Colel Patli Xoc Ixazaluoh Xpiayoc Xmucane
		}
	}
	surnames = {
		Martínez Almonte Álvarez Arista Barragán Bocanegra Bravo Bustamante Canalizo Carranza Caserta Cervantes Corona Corra de Ampudia de Cos de Itúrbide Díaz Echeverría Escandón Escobedo Fagoaga Fernández del Valle Flores Gómez González Guerrero Huerta Kosterlitzky López de Santa Ana Lozada Martínez del Río Mejía Miramón Múzquiz Obregón Pedraza Pimentel Reyes Rincón Gallardo Robles Ruíz Salas Sánchez Sarmaniego del Castillo Vázquez de la Cadena Villa Woll Zapata Zaragoza Zuloaga Ahual Ceel Uman Chi Canek Poot Puerto Curruchich Mérida Kan Canché Campeché Xicara Mes Tuyuc Menchú Ramona Pacho López Osorio Herrera Canul Santis Canek Cocom Tun Cupul Noh Álvarez Uitzil
	}
	callsigns = {
		Yucatán Itza Xiú Uxmal Kabah Sayil Yucatec
	}
}
### Entity: Idea
Component: PRC_tsr_warlord_peoples_liberation_army
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_tsr_warlord_peoples_liberation_army = {
	picture = MEX_politicised_army_2
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	removal_cost = -1
	modifier = {
		army_org_regain = 0.1
		training_time_factor = -0.2
		land_reinforce_rate = 0.01
	}
}
### Entity: AI Strategy
Component: RAJ_communist_prioritize_decisions
Constructs: has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy/RAJ.txt

Code:
RAJ_communist_prioritize_decisions = {
	allowed = {
		original_tag = RAJ
		OR = {
			has_country_flag = RAJ_AI_RANDOM_INDIA_COMMUNISM RAJ_AI_RANDOM_INDIA_COMMUNISM_URBAN
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_COMMUNISM
			} {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_COMMUNISM_URBAN
			}
		}
	}
	enable = {
		NOT = {
			has_government = communism
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_amount
		id = decision
		value = 10
	} {
		type = pp_spend_priority
		id = decision
		value = 100
	}
}
### Entity: Idea
Component: KOS_mt
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = KOS
	}
	traits = {
		military_theorist
	}
}
### Entity: Order of Battle
Component: Flota Romania de Mare
Source: game
File: history/units/ROM_1936_naval_mtg.txt

Code:
fleet = {
	name = Flota Romania de Mare
	naval_base = 657
	task_force = {
		name = Flota Romania de Mare
		location = 657
		ship = {
			name = NMS Marasti
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ROM
					version_name = Marasti Class
				}
			}
		} {
			name = NMS Marasesti
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ROM
					version_name = Marasti Class
				}
			}
		} {
			name = NMS Regele Ferdinand
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ROM
					version_name = Regele Ferdinand Class
				}
			}
		} {
			name = NMS Regina Maria
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ROM
					version_name = Regele Ferdinand Class
				}
			}
		}
	}
}
### Entity: Event
Component: lar_france_french_union.10
Constructs: is_triggered_only, every_owned_state, limit, is_subject_of, annex_country, is_core_of, add_core_of
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_french_union.10
	title = lar_france_french_union.10.t
	desc = lar_france_french_union.10.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = lar_france_french_union.2.a
		if = {
			limit = {
				VIN = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = VIN
			}
		} {
			limit = {
				LAO = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = LAO
			}
		} {
			limit = {
				CAM = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = CAM
			}
		}
		every_owned_state = {
			limit = {
				OR = {
					is_core_of = VIN LAO CAM
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Character
Component: ARM_migran_petrosian
Constructs: has_government, has_navy_size
Source: game
File: common/characters/ARM.txt

Code:
ARM_migran_petrosian = {
	name = ARM_migran_petrosian
	portraits = {
		army = {
			large = gfx/leaders/Europe/portrait_europe_generic_navy_5.dds
			small = gfx/interface/ideas/idea_europe_generic_navy_5.dds
		}
	}
	advisor = {
		cost = 50
		slot = navy_chief
		idea_token = ARM_migran_petrosian_chief
		ledger = navy
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = fascism
			}
			has_navy_size = {
				size = > 0
			}
		}
		traits = {
			navy_chief_decisive_battle_1
		}
	}
	navy_leader = {
		traits = {
			bold gentlemanly
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 3
		coordination_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				has_government = fascism
			}
		}
	}
}
### Entity: Decision
Component: SPR_expand_resource_extraction
Constructs: has_dlc
Source: game
File: common/decisions/categories/SPR_decision_categories.txt

Code:
SPR_expand_resource_extraction = {
	icon = generic_prospect_for_resources
	allowed = {
		original_tag = SPR
		has_dlc = La Resistance
	}
}
### Entity: Modifier Reference
Component: AFG_distrustful_relation_modifier
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
AFG_distrustful_relation_modifier = {
	valid_relation_trigger = {

	}
	generate_wargoal_tension_against = -0.4
	trade_cost_for_target_factor = 0.25
}
### Entity: Modding Documentation
Construct: set_country_flag
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## set_country_flag
* Arguments: <flag name>

Sets country flag on specified TAG for a duration. Defaults to current country and value 1 with infinite duration.
### Entity: Balance of Power
Component: MAN_kwantung_bop
Constructs: army_defence_factor, war_support_factor, army_attack_factor, conscription_factor
Source: game
File: common/bop/manchu_bop.txt

Code:
MAN_kwantung_bop = {
	initial_value = 0.1
	left_side = MAN_powerful_kwantung
	right_side = MAN_dead_kwantung
	decision_category = MAN_kwantung_army
	range = {
		id = MAN_normal_situation
		min = -0.15
		max = 0.15
		modifier = {
			command_power_gain_mult = 0.1
			max_command_power = 10
		}
	}
	side = {
		id = MAN_powerful_kwantung
		icon = GFX_bop_man_strong_kwantung
		range = {
			id = MAN_rising_kwantung
			min = -0.45
			max = -0.15
			modifier = {
				command_power_gain_mult = 0.15
				max_command_power = 15
				political_power_factor = 0.025
				army_core_attack_factor = 0.01
				surrender_limit = 0.02
				conscription_factor = 0.025
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = MAN_kwantung_influence_solidifying
			min = -0.7
			max = -0.45
			modifier = {
				command_power_gain_mult = 0.2
				max_command_power = 20
				political_power_factor = 0.05
				army_core_attack_factor = 0.02
				surrender_limit = 0.04
				conscription_factor = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = MAN_kwantung_empowered
			min = -0.9
			max = -0.7
			modifier = {
				command_power_gain_mult = 0.25
				max_command_power = 25
				political_power_factor = 0.075
				army_core_attack_factor = 0.03
				surrender_limit = 0.06
				conscription_factor = 0.075
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = MAN_kwantung_supreme
			min = -1
			max = -0.9
			modifier = {
				command_power_gain_mult = 0.3
				war_support_factor = 0.05
				max_command_power = 30
				political_power_factor = 0.1
				army_core_attack_factor = 0.05
				surrender_limit = 0.075
				conscription_factor = 0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		}
	} {
		id = MAN_dead_kwantung
		icon = GFX_bop_man_weak_kwantung
		range = {
			id = MAN_kwantung_influence_waning
			min = 0.15
			max = 0.45
			modifier = {
				command_power_gain_mult = 0.05
				max_command_power = 5
				political_power_factor = -0.05
				army_attack_factor = -0.03
				army_defence_factor = -0.03
				surrender_limit = -0.04
				conscription_factor = -0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = MAN_kwantung_loosing_grip
			min = 0.45
			max = 0.7
			modifier = {
				political_power_factor = -0.15
				army_attack_factor = -0.07
				army_defence_factor = -0.07
				surrender_limit = -0.08
				conscription_factor = -0
# ... (truncated)
### Entity: Scripted Effect
Component: leave_the_league_of_nations
Constructs: remove_ideas
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
leave_the_league_of_nations = {
	custom_effect_tooltip = leave_the_league_of_nations_tt
	hidden_effect = {
		remove_ideas = league_of_nations_member_idea
	}
}