Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: can_focus
Component: CAN_national_steel_car
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_national_steel_car
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CAN_alberta_coal_towns
	}
	x = 1
	y = 4
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			has_completed_focus = CAN_if_day
		}
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CAN_national_steel_car_IC1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = CAN_national_steel_car_IC2
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = CAN_national_steel_car_IC1
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = CAN_national_steel_car_IC2
		}
	}
}
### Entity: Country History
Country: LOI
Component: LOI_misc
Constructs: limit, set_technology, set_research_slots, has_dlc, set_convoys
Source: game
File: history/countries/LOI - Lordship of the Isles.txt

Code:
# Misc for LOI
capital = 120
set_research_slots = 3
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		iw_large_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
		}
	}
}
set_convoys = 0
### Entity: Character
Component: SWI_weapons_designer
Constructs: research_speed_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_weapons_designer = {
	random = no
	sprite = 10
	production_factory_max_efficiency_factor = 0.1
	neutrality_drift = 0.03
	materiel_manufacturer_cost_factor = -0.75
	research_speed_factor = 0.1
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_tackle_fascism
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, every_other_country, is_core_of, is_on_continent
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_tackle_fascism
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = SWE_strength_in_union
	}
	relative_position_id = SWE_strength_in_union
	x = -1
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	completion_reward = {
		every_other_country = {
			limit = {
				has_government = fascism
				capital_scope = {
					is_core_of = PREV
					is_on_continent = Europe
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
				}
			}
		}
	}
}
### Entity: Shared Focus
Component: GUAY_laissez_faire
Constructs: shared_focus, completion_reward
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_laissez_faire
	icon = GFX_focus_generic_industry_3
	x = 5
	y = 0
	relative_position_id = GUAY_rekindle_old_gripes
	cost = 10
	ai_will_do = {
		factor = 30
		modifier = {
			original_tag = PAR
			factor = 0
		}
	}
	offset = {
		x = 1
		y = 0
		trigger = {
			tag = URG
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = GUAY_laissez_faire_tt
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_a_new_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_a_new_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = SLO_aviation_effort_2
	} {
		focus = SLO_form_mechanics
	}
	mutually_exclusive = {
		focus = SLO_a_new_fighter_focus
	}
	relative_position_id = SLO_aviation_effort_2
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1
			uses = 1
			technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
			category = tactical_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: ROM_BB_HISTORICAL
Source: game
File: common/units/names_ships/ROM_ship_names.txt

Code:
ROM_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		ROM
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = NMS 
	fallback_name = Vas de Razboi %d
	unique = {
		Constanta Tirgu Mures Cluj Napoca
	}
}
### Entity: Idea
Component: political_disagreement_idea
Constructs: stability_factor, political_power_gain, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
political_disagreement_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		stability_factor = -0.075
		war_support_factor = -0.075
		political_power_gain = -0.5
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_operation_sea_lion
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward, has_army_manpower, check_variable, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_operation_sea_lion
	icon = GFX_focus_generic_naval_invasion
	prerequisite = {
		focus = GER_war_with_france GER_invade_italy
	}
	x = -1
	y = 1
	relative_position_id = GER_war_with_france
	cost = 5
	available = {
		has_war_with = ENG
		has_army_manpower = {
			size = > 999999
		}
		custom_trigger_tooltip = {
			tooltip = GER_sea_lion_eq_trigger_tt
			check_variable = {
				num_equipment_in_armies_k@infantry_equipment = > 90
			}
		}
	}
	bypass = {
		ENG = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				exists = no
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_operation_sea_lion_ns
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = GER_anschluss
					}
				}
				custom_effect_tooltip = GER_modify_military_intelligence_service_modifier_tt
			}
			else = {
				GER_add_or_modify_military_intelligence_service = yes
			}
			add_to_variable = {
				GER_military_intelligence_service_operative_slot = 1
				tooltip = operative_slot_tt
			}
			GER_create_operative_norman_stewart = yes
		}
	}
}
### Entity: State History
Component: 164
Constructs: add_core_of
Source: game
File: history/states/164-Dodecanese.txt

Code:
state = {
	id = 164
	name = STATE_164
	manpower = 120000
	state_category = small_island
	history = {
		owner = ITA
		victory_points = {
			10007 1
		}
		buildings = {
			infrastructure = 3
			air_base = 1
			10007 = {
				naval_base = 4
			}
			7003 = {
				naval_base = 1
			}
		}
		add_core_of = GRE
	}
	provinces = {
		7003 10007
	}
	local_supplies = 0.0
}
### Entity: Event
Component: wuw_GER_realpolitik.12
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.12
	title = wuw_GER_realpolitik.12.t
	desc = wuw_GER_realpolitik.12.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.12.a
		ai_chance = {
			base = 100
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Idea
Component: r56_LUX_socialist_future
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, neutrality_drift, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_socialist_future = {
	picture = por_iberian_workers_united
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		neutrality_drift = -0.1
		communism_drift = 0.05
		democratic_drift = 0.03
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: ITA_has_peaced_out_eth_on_startup
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_has_peaced_out_eth_on_startup = {
	hidden_trigger = {
		has_global_flag = ITA_peace_with_eth_on_startup_flag
	}
}
### Entity: Idea
Component: KMT_socialized_mines
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_socialized_mines = {
	removal_cost = -1
	picture = GER_autarky
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		consumer_goods_factor = 0.1
		stability_factor = 0.075
		local_resources_factor = 0.1
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_armor_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_armor_effort
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = VNZ_motorization_effort
	}
	relative_position_id = VNZ_motorization_effort
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 2
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: offence
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## offence

* Number with 2 decimal places
* **Categories**: army, aggressive
### Entity: Modifier Reference
Construct: span>_
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_category_type_cost_factor"></span><IdeaCategory>_category_type_cost_factor

* **Description**: Idea category type cost factor.
* Number with 0 decimal places
* **Categories**: country

* **Modified types**: air_spirit, army_spirit, navy_spirit
### Entity: Effect Reference
Construct: add_fleet_arrow
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_fleet_arrow
* Arguments: color
* Not available in release build

Add an arrow around a strategic region
### Entity: Scripted Trigger
Component: EAI_CAS_aircraft_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_CAS_aircraft_production = {
	OR = {
		has_tech = basic_small_airframe CAS1
	}
	EAI_CAS_tech_focus = yes
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_the_quiet_strength
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, add_political_power, every_neighbor_country, has_capitulated
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_the_quiet_strength
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = BHU_reinforce_the_throne
	}
	relative_position_id = BHU_reinforce_the_throne
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = idea_BHU_the_quiet_strength
		custom_effect_tooltip = generic_skip_one_line_tt
		every_neighbor_country = {
			limit = {
				NOT = {
					has_capitulated = yes
					has_war_with = ROOT
					is_subject_of = ROOT
				}
			}
			custom_effect_tooltip = BHU_improve_relations_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_swiss_expansion.17
Constructs: is_triggered_only, ai_chance, limit, set_autonomy, create_wargoal, take_state_focus
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.17
	title = {
		text = BBA_swiss_expansion.17.t_alps
		trigger = {
			FROM = {
				SWI_country_has_alpine_states = yes
			}
		}
	} {
		text = BBA_swiss_expansion.17.t_no_alps
		trigger = {
			FROM = {
				SWI_country_has_alpine_states = no
			}
		}
	}
	desc = {
		text = BBA_swiss_expansion.17.desc_alps
		trigger = {
			FROM = {
				SWI_country_has_alpine_states = yes
			}
		}
	} {
		trigger = {
			SWI_country_has_alpine_states = yes
		}
		text = BBA_swiss_expansion.17.desc_no_alps
	}
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.17.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_free
			}
		}
		if = {
			limit = {
				SWI_country_has_alpine_states = yes
			}
			create_wargoal = {
				target = FROM
				type = take_state_focus
			}
		}
	}
}
### Entity: Idea
Component: HOA_rallying_the_people_idea
Constructs: has_dlc, conscription_factor
Source: game
File: common/ideas/aussa.txt

Code:
HOA_rallying_the_people_idea = {
	picture = generic_reserve_divisions
	allowed = {
		OR = {
			original_tag = AFA ORO QEM TIG BEG HAR SID GBA
		}
		has_dlc = By Blood Alone
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription_factor = 0.25
	}
}
### Entity: Trigger Reference
Construct: can_be_country_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## can_be_country_leader

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
Returns true if specified character has a least one country leader role.

Example:
can_be_country_leader = GER_erwin_rommelGER_erwin_rommel = { can_be_country_leader = yes }
```
### Entity: National Focus
Tree: spa_focus
Component: SPA_sin_paquito
Constructs: prerequisite, completion_reward, add_political_power, set_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_sin_paquito
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_secure_the_northern_garrisons
	}
	mutually_exclusive = {
		focus = SPA_con_paquito
	}
	icon = GFX_goal_generic_forceful_treaty
	x = -1
	y = 1
	relative_position_id = SPA_secure_the_northern_garrisons
	cost = 4
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 60
		set_global_flag = SPR_sin_paquito
	}
}
### Entity: Event
Component: AUS_political_events.34
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.34
	title = AUS_political_events.34.t
	desc = AUS_political_events.34.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.34.a
		ai_chance = {
			base = 10
		}
		event_option_tooltip = AUS_political_events.31.c
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_mounted_infantry
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_mounted_infantry = {
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_11
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_11 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 11
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 11
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_efficient_economy
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_efficient_economy
	icon = GFX_goal_generic_economics_reform
	prerequisite = {
		focus = SLO_seek_trading_partners
	}
	relative_position_id = SLO_seek_trading_partners
	available = {
		OR = {
			has_government = democratic neutrality
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = SLO_efficient_economy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_soviet_economic_integration
Constructs: prerequisite, completion_reward, is_in_faction_with, add_research_slot, add_offsite_building
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_soviet_economic_integration
	icon = GFX_goal_generic_soviet_construction
	available = {
		is_in_faction_with = SOU
	}
	prerequisite = {
		focus = INS_musso_ascends
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INS_musso_ascends
	ai_will_do = {
		base = 3
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		add_offsite_building = {
			type = industrial_complex
			level = 2
		} {
			type = arms_factory
			level = 1
		}
		SOU = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
			}
		}
	}
}
### Entity: Character
Component: SOV_konstantin_rokossovsky
Constructs: has_completed_focus, limit, has_war_with, has_character_flag, has_unit_leader
Source: game
File: common/characters/SOV.txt

Code:
SOV_konstantin_rokossovsky = {
	name = SOV_konstantin_rokossovsky
	portraits = {
		army = {
			small = GFX_idea_konstantin_rokossovsky
			large = GFX_portrait_SOV_konstantin_rokossovsky
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist trait_cautious armor_officer
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 4
		legacy_id = 402
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
	advisor = {
		slot = high_command
		idea_token = konstantin_rokossovsky
		ledger = army
		allowed = {
			original_tag = SOV
			hidden_trigger = {
				NOT = {
					any_other_country = {
						has_war_with = SOV
						original_tag = SOV
						has_unit_leader = 403.0
					}
				}
			}
		}
		available = {
			has_completed_focus = SOV_positive_heroism
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			army_armored_3
		}
		cost = 200
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Character
Component: SIK_deng_tian
Source: game
File: common/characters/SIK.txt

Code:
SIK_deng_tian = {
	name = SIK_deng_tian
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SIK_deng_tian
		allowed = {
			original_tag = SIK
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Character
Component: JAP_kodoha_trait_chi_ally
Source: game
File: common/country_leader/r56_traits.txt

Code:
JAP_kodoha_trait_chi_ally = {
	sprite = 14
	random = no
	ai_strategy = {
		type = antagonize
		id = SOV
		value = 200
	} {
		type = alliance
		id = CHI
		value = 200
	} {
		type = befriend
		id = CHI
		value = 200
	} {
		type = ignore
		id = SHX
		value = 50
	} {
		type = ignore
		id = PRC
		value = 50
	} {
		type = ignore
		id = XSM
		value = 50
	} {
		type = ignore
		id = GXC
		value = 50
	} {
		type = ignore
		id = YUN
		value = 50
	}
}
### Entity: Event
Component: LIT_events.501
Constructs: is_triggered_only, ai_chance, limit, owns_state, fire_only_once
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.501
	title = LIT_events.501.t
	desc = LIT_events.501.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = news.56.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				FROM = {
					owns_state = 784
				}
			}
			transfer_state = 784
		}
	}
}
### Entity: Character
Component: RAJ_GOE_j_r_d_tata
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_j_r_d_tata = {
	name = RAJ_GOE_j_r_d_tata
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_j_r_d_tata_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_j_r_d_tata
		allowed = {
			original_tag = RAJ
			has_dlc = Graveyard of Empires
		}
		visible = {
			has_country_flag = RAJ_industrialists_joined_eic
		}
		traits = {
			tata_chairman
		}
	}
}
### Entity: Idea
Component: PAL_islamists_funded
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/palestine.txt

Code:
PAL_islamists_funded = {
	picture = PAL_sharia
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.02
	}
}