Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: form_horn_of_africa_africa_category
Constructs: has_completed_focus, limit, has_global_flag, has_dlc, complete_effect, set_cosmetic_tag, add_core_of, add_claim_by
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_horn_of_africa_africa_category = {
	form_the_horn_of_africa = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = ETH ERI SOM TIG QEM AFA HAR ORO SID GBA BEG DJI
			}
		}
		visible = {
			IF = {
				limit = {
					original_tag = ETH
				}
				has_completed_focus = ETH_develop_the_horn_of_africa
			}
			ELSE_IF = {
				limit = {
					OR = {
						original_tag = AFA ORO QEM TIG BEG HAR SID GBA
					}
				}
				has_completed_focus = HOA_proclaim_east-african_hegemony
			}
			OR = {
				original_tag = ETH ERI SOM TIG QEM AFA HAR ORO SID GBA BEG DJI
			}
			NOT = {
				has_global_flag = form_horn_of_africa_flag
			}
			has_dlc = By Blood Alone
		}
		available = {
			IF = {
				limit = {
					original_tag = ETH
				}
				has_completed_focus = ETH_develop_the_horn_of_africa
				controls_state = 842 843 908 841 840 839 838 837 271 836 835 550 268 269 559 844
			}
			ELSE_IF = {
				limit = {
					OR = {
						original_tag = AFA ORO QEM TIG BEG HAR SID GBA
					}
				}
				has_completed_focus = HOA_proclaim_east-african_hegemony
				controls_state = 842 843 908 841 840 839 838 837 271 836 835 550 268 269 559 844
			}
			ELSE = {
				controls_state = 842 843 908 841 840 839 838 837 271 836 835 550 268 269 559 844
			}
		}
		complete_effect = {
			set_cosmetic_tag = horn_of_africa
			842 = {
				add_core_of = ROOT
			}
			843 = {
				add_core_of = ROOT
			}
			908 = {
				add_core_of = ROOT
			}
			841 = {
				add_core_of = ROOT
			}
			840 = {
				add_core_of = ROOT
			}
			839 = {
				add_core_of = ROOT
			}
			838 = {
				add_core_of = ROOT
			}
			837 = {
				add_core_of = ROOT
			}
			271 = {
				add_core_of = ROOT
			}
			836 = {
				add_core_of = ROOT
			}
			835 = {
				add_core_of = ROOT
			}
			550 = {
				add_core_of = ROOT
			}
			268 = {
				add_core_of = ROOT
			}
			269 = {
				add_core_of = ROOT
			}
			559 = {
				add_core_of = ROOT
			}
			844 = {
				add_core_of = ROOT
			}
			906 = {
				add_claim_by = ROOT
			}
			hidden_effect = {
				news_event = {
					id = bba_africa_news.2
					hours = 8
				}
				set_global_flag = form_horn_of_africa_flag
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	conquer_socotra = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = ETH ERI SOM TIG QEM AFA HAR ORO SID GBA BEG DJI
			}
		}
		visible = {
			OR = {
				original_tag = ETH ERI SOM TIG QEM AFA HAR ORO SID GBA BE
# ... (truncated)
### Entity: AI Strategy
Component: JAP_invade_andaman
Constructs: has_country_flag, has_full_control_of_state
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_invade_andaman = {
	allowed = {
		original_tag = JAP
	}
	abort_when_not_enabled = yes
	enable = {
		has_country_flag = agreed_to_help_bose
		NOT = {
			OR = {
				has_full_control_of_state = 733
				RAJ = {
					has_full_control_of_state = 733
				}
			}
		}
	}
	ai_strategy = {
		type = invasion_unit_request
		area = andaman_islands
		value = 400
	} {
		type = naval_invasion_focus
		value = 400
	} {
		type = put_unit_buffers
		ratio = 0.01
		states = {
			733
		}
		area = andaman_islands
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = yes
	} {
		type = area_priority
		id = andaman_islands
		value = 400
	} {
		type = invade
		id = ENG
		value = 120
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_medium_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_medium_increase_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = 0.15
	}
}
### Entity: Scripted Effect
Component: USA_create_rene_joyeuse_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_create_rene_joyeuse_operative = {
	create_operative_leader = {
		name = René Joyeuse
		GFX = GFX_portrait_USA_rene_joyeuse
		gender = male
		traits = {
			operative_infiltrator operative_commando
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			USA FRA SWI QUE
		}
	}
}
### Entity: Character
Component: MOR_abdellatif_sbihi
Constructs: has_government, has_autonomy_state, has_idea, is_puppet
Source: game
File: common/characters/MOR.txt

Code:
MOR_abdellatif_sbihi = {
	name = Abdellatif Sbihi
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_generic_fascist_arab.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MOR_abdellatif_sbihi
		traits = {
			fascist_demagogue propaganda_expert
		}
		available = {
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				has_idea = nationalism
				NOT = {
					OR = {
						AND = {
							is_puppet = yes
							NOT = {
								has_government = fascism
							}
						}
						fascism = > 0.7 < 0.15
					}
				}
				add = 20
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.79
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.79
	title = SEA_japan_foreign_policy.79.t
	desc = SEA_japan_foreign_policy.79.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.79.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = MAN_we_can_be_annexed_by_kodoha_tt generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.80
				hours = 12
			}
		}
	} {
		name = SEA_japan_foreign_policy.79.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.81
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_the_nyim_of_kuba_focus
Constructs: prerequisite, has_government, has_country_flag, completion_reward, add_political_power, allow_branch, has_dlc, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_nyim_of_kuba_focus
	icon = GFX_focus_COG_the_nyim_of_kuba
	prerequisite = {
		focus = COG_assemble_a_regency_council
	}
	x = 0
	y = 2
	relative_position_id = COG_assemble_a_regency_council
	cost = 10
	ai_will_do = {
		factor = 25
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	allow_branch = {
		has_dlc = Gotterdammerung
		has_country_flag = COG_kingdom_of_kuba_flag
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		drop_cosmetic_tag = yes
		set_cosmetic_tag = COG_kingdom_of_kuba
		COG_vast_uncentralized_nation_modifier_level_down = yes
	}
}
### Entity: Event
Component: INS_political_events.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_stability, add_political_power, add_country_leader_role, set_country_flag
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.1
	title = INS_political_events.1.t
	desc = INS_political_events.1.desc
	picture = GFX_report_event_INS_new_governor_general
	is_triggered_only = yes
	option = {
		name = INS_political_events.1.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_completed_focus = INS_underground_revolution
			}
		}
		INS_a_t_van_starkenborgh_stachouwer = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = oligarchism
					expire = 1965.1.1.1
					traits = {
						TAOG_liberal_colonial_leader
					}
				}
			} {
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					traits = {
						TAOG_liberal_colonial_leader
					}
				}
			}
		}
		set_country_flag = INS_leader_is_tjarda
		if = {
			limit = {
				NOT = {
					has_completed_focus = INS_underground_revolution
				}
			}
			custom_effect_tooltip = available_focus_tt INS_governor_general_tjarda INS_electrical_investments INS_reduce_land_taxes INS_invest_in_batavian_education INS_javanese_education_investments
		}
		else = {
			add_political_power = 50
		}
	} {
		name = INS_political_events.1.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_completed_focus = INS_the_jewel_in_the_crown
			} {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_stability = 0.05
		set_country_flag = INS_kept_cornelis_flag
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_91
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_91 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 91
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 91
	}
}
### Entity: Modifier Reference
Construct: army_core_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_core_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: National Focus
Tree: spa_focus
Component: SPA_secure_the_northern_garrisons
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_global_flag, check_variable, set_state_flag, add_to_variable
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_secure_the_northern_garrisons
	available = {

	}
	bypass = {
		has_global_flag = spanish_civil_war
	}
	prerequisite = {
		focus = SPA_the_army_of_africa
	}
	icon = GFX_goal_generic_position_armies
	x = 0
	y = 1
	relative_position_id = SPA_the_army_of_africa
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		custom_effect_tooltip = SPA_secure_the_northern_garrisons_tt
		hidden_effect = {
			every_owned_state = {
				limit = {
					check_variable = {
						var = SPA_garrison_control
						value = 1
						compare = equals
					}
					OR = {
						state = 171 174 788 791 176 166 172
					}
				}
				set_state_flag = SPA_northern_garrisons_state_flag
				add_to_variable = {
					var = SPA_garrison_control
					value = 3
				}
				SPR = {
					add_to_variable = {
						var = spa_civil_war_divisions_counter_var
						value = 3
					}
				} {
					subtract_from_variable = {
						var = spr_civil_war_divisions_counter_var
						value = 3
					}
				}
				SPA_garrison_control_cost_calculation = yes
			} {
				limit = {
					check_variable = {
						var = SPA_garrison_control
						value = 2
						compare = equals
					}
					OR = {
						state = 171 174 788 791 176 166 172
					}
				}
				set_state_flag = SPA_northern_garrisons_state_flag
				add_to_variable = {
					var = SPA_garrison_control
					value = 2
				}
				SPR = {
					add_to_variable = {
						var = spa_civil_war_divisions_counter_var
						value = 2
					}
				} {
					subtract_from_variable = {
						var = spr_civil_war_divisions_counter_var
						value = 2
					}
				}
				SPA_garrison_control_cost_calculation = yes
			} {
				limit = {
					check_variable = {
						var = SPA_garrison_control
						value = 3
						compare = equals
					}
					OR = {
						state = 171 174 788 791 176 166 172
					}
				}
				set_state_flag = SPA_northern_garrisons_state_flag
				add_to_variable = {
					var = SPA_garrison_control
					value = 1
				}
				SPR = {
					add_to_variable = {
						var = spa_civil_war_divisions_counter_var
						value = 1
					}
				} {
					subtract_from_variable = {
						var = spr_civil_war_divisions_counter_var
						value = 1
					}
				}
				SPA_garrison_control_cost_calculation = yes
			}
		}
	}
}
### Entity: Idea
Component: ROM_the_sentinel_of_the_motherland_2
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_the_sentinel_of_the_motherland_2 = {
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		army_morale_factor = 0.1
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_request_control_of_french_territories
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, is_puppet, is_in_faction_with, is_faction_leader
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_request_control_of_french_territories
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = ITA_pact_of_steel
	} {
		focus = ITA_italian_irredentism
	}
	mutually_exclusive = {
		focus = ITA_war_with_france
	}
	x = 0
	y = 2
	relative_position_id = ITA_pact_of_steel
	cost = 5
	available = {
		is_puppet = no
		is_in_faction_with = GER
		GER = {
			controls_state = 16
			GER = {
				is_faction_leader = yes
			}
		}
		custom_trigger_tooltip = {
			tooltip = ITA_claims_on_france_tt
			any_other_country = {
				original_tag = FRA
				has_government = fascism
				owns_state = 735 1
				controls_state = 735 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					original_tag = FRA
					has_government = fascism
					owns_state = 735
				}
			}
			set_global_flag = ITA_claims_on_france_735
		} {
			limit = {
				any_other_country = {
					original_tag = FRA
					has_government = fascism
					owns_state = 1
				}
			}
			set_global_flag = ITA_claims_on_france_1
		}
		GER = {
			country_event = germany.104
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.45
Constructs: is_triggered_only, ai_chance
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.45
	title = DOD_yugoslavia.41.t
	desc = DOD_yugoslavia.45.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.45.a
		ai_chance = {
			base = 30
		}
		custom_effect_tooltip = YUG_if_we_dont_side_with_britain_within_a_year_warning_tt
	}
}
### Entity: Operation
Component: steal_blueprints_infiltrate_naval_design_office
Source: game
File: common/operation_phases/lar_steal_blueprints.txt

Code:
steal_blueprints_infiltrate_naval_design_office = {
	name = steal_blueprints_infiltrate_naval_design_office
	desc = steal_blueprints_infiltrate_naval_design_office_desc
	outcome = steal_blueprints_infiltrate_naval_design_office_outcome
	picture = GFX_phase_steal_blueprints_infiltrate_naval_design_office
	icon = GFX_phase_steal_blueprints_infiltrate_naval_design_office_small
	equipment = {

	}
}
### Entity: Character
Component: LIT_mecislovas_gedvilas
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_mecislovas_gedvilas = {
	name = LIT_mecislovas_gedvilas
	portraits = {
		army = {
			small = GFX_idea_LIT_mecislovas_gedvilas
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_mecislovas_gedvilas
		allowed = {
			OR = {
				original_tag = LIT SWE
			}
			has_dlc = No Step Back
		}
		available = {
			OR = {
				has_completed_focus = BALTIC_revolutionary_cabinet
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			marxist_fundamentalist
		}
	}
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_335
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_335 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		335 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			335
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			1058 1051 672
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: Character
Component: AST_george_jones
Source: game
File: common/characters/AST.txt

Code:
AST_george_jones = {
	name = AST_george_jones
	portraits = {
		army = {
			small = GFX_portrait_AST_george_jones_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = AST_george_jones
		allowed = {
			original_tag = AST
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 2
		}
	}
}
### Entity: Technology
Component: fire_control_methods_3
Constructs: has_war, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 2.5
	battleship = {
		lg_attack = 0.15
		hg_attack = 0.15
	}
	battle_cruiser = {
		lg_attack = 0.15
		hg_attack = 0.15
	}
	heavy_cruiser = {
		lg_attack = 0.1
		hg_attack = 0.1
	}
	light_cruiser = {
		lg_attack = 0.1
		hg_attack = 0.1
	}
	destroyer = {
		lg_attack = 0.05
		hg_attack = 0.05
	}
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 12
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_war = yes
			factor = 2
		} {
			OR = {
				tag = USA ENG JAP ITA
			}
			date = > 1941.1.1
			factor = 5
		} {
			factor = 0.1
			original_tag = GER
		}
	}
	categories = {
		naval_equipment ship_modules_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_begin_limited_shipbuilding_r56
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_begin_limited_shipbuilding_r56
	icon = GFX_focus_generic_shipbuilding
	cost = 8
	x = 1
	y = 1
	relative_position_id = SIA_look_to_modern_heavy_ships_r56
	prerequisite = {
		focus = SIA_look_to_modern_heavy_ships_r56 SIA_look_to_agile_surface_ships_r56
	}
	ai_will_do = {
		base = 9
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		OR = {
			has_tech = early_ship_hull_heavy early_ship_hull_carrier improved_ship_hull_light basic_ship_hull_cruiser
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1134
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1133
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 50
		}
	}
}
### Entity: Scripted Effect
Component: WTT_remove_opposition_state_support
Constructs: limit, every_country, has_country_flag, add_stability, set_variable, has_idea_with_trait, add_to_variable, remove_support_in_state_3
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_remove_opposition_state_support = {
	ROOT = {
		add_stability = -0.03
		custom_effect_tooltip = other_political_support_down_1
		subtract_from_variable = {
			other_political_support = 1
		}
	}
	set_variable = {
		support_to_remove = 3
	}
	if = {
		limit = {
			ROOT = {
				has_idea_with_trait = prince_of_terror
			}
		}
		add_to_variable = {
			support_to_remove = 2
		}
	} {
		limit = {
			ROOT = {
				has_idea_with_trait = backroom_backstabber
			}
		}
		add_to_variable = {
			support_to_remove = 1
		}
	} {
		limit = {
			NOT = {
				ROOT = {
					has_idea_with_trait = prince_of_terror
				} {
					has_idea_with_trait = backroom_backstabber
				}
			}
		}
		custom_effect_tooltip = remove_support_in_state_3
	}
	every_country = {
		limit = {
			has_country_flag = wtt_political_struggle
			NOT = {
				tag = ROOT
			}
		}
		custom_effect_tooltip = empty_key
		subtract_from_variable = {
			PREV.political_platform_@THIS = PREV.support_to_remove
		}
		clamp_variable = {
			var = PREV.political_platform_@THIS
			min = 0
		}
	}
	clear_variable = support_to_remove
	else_if = {
		limit = {
			ROOT = {
				has_idea_with_trait = backroom_backstabber
			}
			NOT = {
				ROOT = {
					has_idea_with_trait = prince_of_terror
				}
			}
		}
		custom_effect_tooltip = remove_support_in_state_4
	} {
		limit = {
			NOT = {
				ROOT = {
					has_idea_with_trait = backroom_backstabber
				}
			}
			ROOT = {
				has_idea_with_trait = prince_of_terror
			}
		}
		custom_effect_tooltip = remove_support_in_state_5
	} {
		limit = {
			ROOT = {
				has_idea_with_trait = prince_of_terror
			} {
				has_idea_with_trait = backroom_backstabber
			}
		}
		custom_effect_tooltip = remove_support_in_state_6
	}
}
### Entity: Idea
Component: COR_ncs
Source: game
File: common/ideas/corsica.txt

Code:
COR_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = COR
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: NSB_polish_fascist_events.102
Constructs: is_triggered_only, ai_chance, fire_only_once, complete_national_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.102
	title = NSB_polish_fascist_events.102.t
	desc = NSB_polish_fascist_events.102.desc
	picture = GFX_report_event_poland_rejects
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_polish_fascist_events.102.a
		ai_chance = {
			base = 10
		}
		uncomplete_national_focus = {
			focus = POL_beck_ribbentrop
			uncomplete_children = yes
			refund_political_power = no
		}
		complete_national_focus = POL_reassert_silesian_claims
	}
}
### Entity: Idea
Component: den_sa_recruitment
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_sa_recruitment = {
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = 0.1
	}
}
### Entity: Idea
Component: idea_INS_prioritizing_dutch_profits
Constructs: has_dlc, is_subject_of, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_prioritizing_dutch_profits = {
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			is_subject_of = HOL
		}
	}
	picture = INS_prioritizing_dutch_profits
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: AI Strategy
Component: default_surplus_management
Source: game
File: common/ai_strategy/default.txt

Code:
default_surplus_management = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_surplus_management
		id = infantry_equipment
		value = 10
	} {
		type = equipment_production_surplus_management
		id = support_equipment
		value = 5
	} {
		type = equipment_production_surplus_management
		id = artillery_equipment
		value = 5
	} {
		type = equipment_production_surplus_management
		id = anti_air_equipment
		value = 3
	} {
		type = equipment_production_surplus_management
		id = anti_tank_equipment
		value = 2
	} {
		type = equipment_production_surplus_management
		id = convoy
		value = 5
	}
}