Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_continue_nygaardsvold_government
Constructs: has_completed_focus, limit, completion_reward, add_political_power, has_hide_rule, allow_branch, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_continue_nygaardsvold_government
	icon = GFX_focus_NOR_continue_nygaardsvold_government
	mutually_exclusive = {
		focus = NOR_vote_of_no_confidence NOR_a_resurgent_labor_movement NOR_the_stumbling_storting
	}
	x = 8
	y = 0
	relative_position_id = NOR_vote_of_no_confidence
	offset = {
		x = -17
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_continue_nygaardsvold_government
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_hide_rule = yes
			}
			NOT = {
				has_completed_focus = NOR_vote_of_no_confidence NOR_a_resurgent_labor_movement NOR_the_stumbling_storting
			}
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			add = 100
			NOR_is_historical_ai = yes
		}
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		hidden_effect = {
			NOR_set_prepare_variables_historical = yes
			set_country_flag = NOR_going_dem_historical
		}
		country_event = {
			id = AAT_norway.9
			hours = 2
		}
		custom_effect_tooltip = the_following_will_happen_TT
		event_option_tooltip = AAT_norway.9.a
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Event
Component: recruit_generals.7
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.7
	title = recruit_generals.7.t
	desc = recruit_generals.7.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = try_to_recruit_estonian_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.7.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.7
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				EST = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: LIE
Component: LIE_army
Source: game
File: history/countries/LIE - LICH.txt

Code:
# OOB & Army Setup for LIE
oob = LIE_1936
### Entity: AI Strategy
Component: garrison_JAP
Source: game
File: common/ai_templates/templates_JAP.txt

Code:
garrison_JAP = {
	available_for = {
		JAP
	}
	role = garrison
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 10
			date = < 1939.1.1
		}
	}
	garrison_JAP = {
		reinforce_prio = 0
		custom_icon = 109
		upgrade_prio = {
			factor = 200
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				infantry = 6
			}
		}
	}
}
### Entity: Idea
Component: SWE_vintertraning2
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_vintertraning2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SOV_the_road_of_life
	modifier = {
		winter_attrition_factor = -0.25
		acclimatization_cold_climate_gain_factor = 0.25
		army_leader_start_logistics_level = 1
	}
}
### Entity: Order of Battle
Component: air_wing_104
Source: game
File: history/units/YUG_1939_air_legacy.txt

Code:
air_wings = {
	104 = {
		heavy_fighter_equipment_1 = {
			owner = YUG
			creator = ENG
			amount = 48
		}
		tac_bomber_equipment_1 = {
			owner = YUG
			amount = 40
		}
	}
}
### Entity: Unit Template
Component: AFG_GAR_01
Source: game
File: common/units/names_divisions/AFG_names_divisions.txt

Code:
AFG_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		AFG
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		AFG_INF_01
	}
	fallback_name = %d. Militia
	ordered = {
		1 = {
			Faizabad Militia
		}
		2 = {
			Ghazni Militia
		}
		3 = {
			Herat Militia
		}
		4 = {
			Jalalabad Militia
		}
		5 = {
			Kandahar Militia
		}
		6 = {
			Maymeneh Militia
		}
		7 = {
			Mazar-e Shar Militia
		}
		8 = {
			Zahir Shah Militia
		}
		9 = {
			Abdur Rahman Militia
		}
		10 = {
			Nadir Shah Militia
		}
		11 = {
			Dost Mohammed Militia
		}
		12 = {
			Shah Shuja Militia
		}
		13 = {
			Taloqan Militia
		}
		14 = {
			Qondoz Militia
		}
		15 = {
			Kholm Militia
		}
		16 = {
			Aybak Militia
		}
		17 = {
			Sheberghan Militia
		}
		18 = {
			Balkh Militia
		}
		19 = {
			Meymaneh Militia
		}
		20 = {
			Dawlatabad Militia
		}
		21 = {
			Tarin Kowt Militia
		}
		22 = {
			Dalat Militia
		}
		23 = {
			Khash Militia
		}
		24 = {
			Lashkar Gan Militia
		}
		25 = {
			Mirabad Militia
		}
		26 = {
			Farah Military District
		}
		27 = {
			%d. Militia
		}
		28 = {
			%d. Militia
		}
		29 = {
			%d. Militia
		}
		30 = {
			%d. Militia
		}
	}
}
### Entity: Order of Battle
Component: air_wing_127
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
air_wings = {
	127 = {
		fighter_equipment_0 = {
			owner = ENG
			amount = 96
		}
	}
}
### Entity: Event
Component: AFG_political_events.41
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.41
	title = AFG_political_events.41.t
	desc = AFG_political_events.41.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.41.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_minpon_shugi
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_minpon_shugi
	icon = GFX_focus_JAP_minpon_shugi
	x = -1
	y = 1
	relative_position_id = JAP_agricultural_protectionism
	prerequisite = {
		focus = JAP_agricultural_protectionism
	} {
		focus = JAP_embrace_amakudari
	}
	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_WAR_SUPPORT
	}
	completion_reward = {
		JAP_add_or_modify_civilian_cabinet = yes
		add_to_variable = {
			JAP_civilian_cabinet_political_power_factor = 0.05
			tooltip = political_power_factor_tt
		} {
			JAP_civilian_cabinet_war_support_factor = 0.1
			tooltip = war_support_factor_tt
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_strengthen_legitimistische_corps
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_strengthen_legitimistische_corps
	icon = GFX_focus_AUS_strengthen_legitimistische_corps
	prerequisite = {
		focus = AUS_rebellious_rearmament
	}
	mutually_exclusive = {
		focus = AUS_legitimistische_studentenverbindung
	}
	x = -1
	y = 1
	relative_position_id = AUS_rebellious_rearmament
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_habsburg_monarchy_restored
				}
			}
			custom_effect_tooltip = AUS_habsburg_monarchy_restored_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AUS_austrian_monarchy_restored_intro_tt
		}
		add_to_variable = {
			AUS_habsburg_monarchy_restored_neutrality_drift = 0.02
			tooltip = neutrality_drift_tt
		} {
			AUS_habsburg_monarchy_restored_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			AUS_habsburg_monarchy_restored_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		} {
			AUS_habsburg_monarchy_restored_training_time_factor = -0.15
			tooltip = training_time_factor_tt
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_convert_civilian_planes
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_convert_civilian_planes
	icon = GFX_goal_generic_production2
	cost = 10
	prerequisite = {
		focus = VIN_form_the_national_air_force_of_vietnam
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = fighter_equipment_0
			amount = 150
			producer = VIN
		}
	}
	x = 70
	y = 1
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_streamline_production
Constructs: prerequisite, add_ideas, completion_reward, is_coastal
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_streamline_production
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = AUS_rebuild_the_armada
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = AUS_rebuild_the_armada
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = AUS_streamline_cruiser_production_idea
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_Brigades
Constructs: shared_focus, prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_Brigades
	text = GEN_Brigades
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = TRK_interventionism_focus
	}
	x = 0
	y = 2
	relative_position_id = TRK_interventionism_focus
	cost = 10
	available = {

	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = GEN_Brigades_I
	}
}
### Entity: State History
Component: 697
Constructs: add_core_of
Source: game
File: history/states/697-Madeira.txt

Code:
state = {
	id = 697
	name = STATE_697
	manpower = 211600
	state_category = small_island
	history = {
		owner = POR
		victory_points = {
			3118 1
		}
		buildings = {
			infrastructure = 2
			3118 = {
				naval_base = 1
			}
		}
		add_core_of = POR
	}
	provinces = {
		3118
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_13/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: Character
Component: LAT_hermanis_buks
Source: game
File: common/characters/LAT.txt

Code:
LAT_hermanis_buks = {
	name = LAT_hermanis_buks
	portraits = {
		army = {
			large = GFX_portrait_LAT_hermanis_buks
			small = GFX_idea_LAT_hermanis_buks
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 3
		attack_skill = 2
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_foreign_designs
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_subject, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_foreign_designs
	icon = GFX_focus_generic_copy_plane_designs
	prerequisite = {
		focus = DEN_expand_vaernepligten
	}
	mutually_exclusive = {
		focus = DEN_domestic_designs
	}
	relative_position_id = DEN_domestic_designs
	x = 2
	y = 0
	cost = 10
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		mio:DEN_flyvertroppernes_organization = {
			add_mio_size = 1
			add_mio_funds_gain_factor = 0.1
		}
		add_tech_bonus = {
			name = DEN_foreign_designs
			bonus = 1
			uses = 1
			category = air_equipment
		}
		add_equipment_subsidy = {
			cic = 1000
			equipment_type = small_plane_cas_airframe
			seller_tags = {
				HOL ENG GER SWE
			}
		} {
			cic = 1000
			equipment_type = small_plane_airframe
			seller_tags = {
				HOL ENG GER SWE
			}
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: austria.54
Constructs: ai_chance, has_completed_focus, has_government, has_country_flag, fire_only_once, add_political_power, set_country_flag, has_global_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.54
	title = austria.54.t
	desc = austria.54.d
	fire_only_once = yes
	picture = GFX_report_event_AUS_bauer
	immediate = {
		set_country_flag = AUS_otto_bauer_unexiled
	}
	trigger = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		} {
			has_country_flag = AUS_bauer_died
		}
		original_tag = AUS
		OR = {
			has_government = communism democratic
			has_completed_focus = AUS_repeal_party_ban
		}
	}
	option = {
		name = austria.54.a
		set_country_flag = AUS_bauer_treated
		add_political_power = -30
		custom_effect_tooltip = AUS_bauer_wont_die AUS_sdapo_up
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_country_flag = AUS_AI_RANDOM_BAUER
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_BAUER
					}
				}
			}
		}
	} {
		name = austria.54.b
		trigger = {
			NOT = {
				has_country_leader = {
					character = AUS_otto_bauer
					ruling_only = yes
				}
			}
		}
		custom_effect_tooltip = AUS_bauer_will_die
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_country_flag = AUS_AI_RANDOM_BAUER
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_BAUER
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_build_army
Constructs: has_war, has_army_manpower, build_army, force_build_armies
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_build_army = {
	allowed = {
		tag = GER
	}
	enable = {
		date = < 1940.1.1
		has_war = no
		has_army_manpower = {
			size = < 800000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = infantry
		value = 500
	} {
		type = force_build_armies
		value = 300
	} {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 10
	} {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 3
	} {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 3
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.16
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.16
	title = BBA_italy_naval_cooperation_programs.16.t
	desc = BBA_italy_naval_cooperation_programs.16.desc
	picture = GFX_report_event_generic_naval_treaty
	is_triggered_only = yes
	option = {
		name = BBA_italy_naval_cooperation_programs.10.a
		clr_country_flag = ITA_producing_midget_submarines_for_export_flag
	}
}
### Entity: National Focus
Component: serbia_focus
Constructs: has_completed_focus, division_template, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/serbia.txt

Code:
focus_tree = {
	id = serbia_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = SER
		}
	}
	default = no
	reset_on_civilwar = no
	continuous_focus_position = {
		x = 550
		y = 825
	}
	focus = {
		id = SER_state_guard
		icon = GFX_goal_military_government
		x = 8
		y = 0
		cost = 5
		ai_will_do = {
			factor = 15
			modifier = {
				factor = 1.2
				is_in_faction_with = GER
			}
		}
		completion_reward = {
			create_corps_commander = {
				name = Milan Kalabić
				portrait_path = gfx/leaders/SER/r56_portrait_milan_kalabic.dds
				traits = {
					trait_cautious politically_connected decided_planner
				}
				skill = 2
				attack_skill = 2
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 1
			} {
				name = Dragomir Jovanović
				portrait_path = GFX_Portrait_GRE_Generic_admiral_2
				traits = {
					career_officer trait_mountaineer
				}
				skill = 2
				attack_skill = 1
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 1
			}
			army_experience = 30
			custom_effect_tooltip = SER_state_guard_tooltip
			hidden_effect = {
				division_template = {
					name = Državna Straža
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						} {
							x = 2
							y = 0
						} {
							x = 2
							y = 1
						} {
							x = 2
							y = 2
						}
					}
					support = {
						engineer = {
							x = 0
							y = 0
						}
					}
				}
				load_oob = SER_state_guard
				if = {
					limit = {
						NOT = {
							has_tech = basic_machine_tools
						}
						date = > 1937.06.01
					}
					set_technology = {
						basic_machine_tools = 1
					} {
						improved_machine_tools = 1
					} {
						dispersed_industry = 1
					} {
						construction1 = 1
					} {
						support_weapons = 1
					} {
						electronic_mechanical_engineering = 1
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
		}
	} {
		id = SER_mountain_brigades
		icon = GFX_goal_generic_special_forces
		prerequisite = {
			focus = SER_state_guard
		}
		x = 6
		y = 1
		relative_position_id = SER_state_guard
		cost = 10
		ai_will_do = {
			factor = 2
		}
		completion_reward = {
			add_tech_bonus = {
				name = SER_mountain_brigades
				
# ... (truncated)
### Entity: National Focus
Tree: pol_focus
Component: POL_the_prusya_army
Constructs: has_completed_focus, division_template, prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_prusya_army
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = POL_plan_west
	}
	x = -1
	y = 1
	relative_position_id = POL_the_prusya_line
	cost = 10
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_west
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		division_template = {
			name = Pruska Straż Graniczna
			priority = 1
			division_names_group = POL_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				807
			}
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "Pruska Straż Graniczna" division_template = "Pruska Straż Graniczna" start_experience_factor = 0.9
				owner = PREV
			} {
				division = name = "Pruska Straż Graniczna" division_template = "Pruska Straż Graniczna" start_experience_factor = 0.9
				owner = PREV
			} {
				division = name = "Pruska Straż Graniczna" division_template = "Pruska Straż Graniczna" start_experience_factor = 0.9
				owner = PREV
			}
		}
	}
}
### Entity: Scripted Effect
Component: TUR_pacify_kurdish_state_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, add_resistance, is_core_of
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_pacify_kurdish_state_effect = {
	custom_effect_tooltip = TUR_pacify_kurdish_state_effect_tt
	hidden_effect = {
		event_target:TUR_kurdish_state_event_target = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_agitation
				}
				add_dynamic_modifier = {
					modifier = separatist_fatigue
				}
				add_resistance = -20
			} {
				limit = {
					event_target:TUR_kurdish_state_event_target = {
						NOT = {
							is_core_of = TUR
						}
						compliance = > 70
					}
				}
				event_target:TUR_kurdish_state_event_target = {
					TUR_integrate_kurdish_state_effect = yes
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_separatism
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_dynamic_modifier = {
					modifier = separatist_fatigue
				}
				add_resistance = -20
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_rebellion
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_rebellion
				}
				add_dynamic_modifier = {
					modifier = separatist_fatigue
				}
				add_resistance = -20
			}
		}
	}
}
### Entity: Idea
Component: KOR_hanjin_air
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_hanjin_air = {
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 525
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		heavy_aircraft_manufacturer
	}
}
### Entity: Idea
Component: AUS_kapsch_r56
Constructs: has_completed_focus, research_speed_factor, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_kapsch_r56 = {
	picture = AUS_kapsch
	allowed = {
		original_tag = AUS
	}
	available = {
		has_completed_focus = AUS_subsidize_kapsch
	}
	visible = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		}
	}
	research_bonus = {
		electronics = 0.15
	}
	modifier = {
		research_speed_factor = 0.05
	}
	traits = {
		electronics_concern
	}
}
### Entity: Idea
Component: AST_R56_great_depression_3
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_great_depression_3 = {
	name = AST_R56_great_depression
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
		stability_factor = -0.05
	}
}
### Entity: Event
Component: netherlands.28
Constructs: is_triggered_only, remove_ideas, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.28
	title = netherlands.28.t
	desc = netherlands.28.desc
	picture = GFX_report_event_benelux
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = netherlands.28.a
		add_political_power = 5
		remove_ideas = HOL_wilhelmina
		set_country_flag = HOL_wilhelmina_exile
	}
}
### Entity: Decision
Component: CHI_war_in_sinkiang
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_war_in_sinkiang = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	allowed = {
		OR = {
			original_tag = SIK KHM
		}
	}
	priority = 100
}