Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_anti_fascism
Constructs: prerequisite, limit, random_country, has_government, every_country, is_major, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_anti_fascism
	select_effect = {
		every_country = {
			limit = {
				has_government = fascism
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_major = yes
					is_neighbor_of = ROOT
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {
		any_country = {
			has_government = fascism
			NOT = {
				is_in_faction_with = ROOT
			}
			OR = {
				is_major = yes
				is_neighbor_of = ROOT
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_cooperate_with_french_militants
	}
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = 0
	y = 1
	relative_position_id = POR_cooperate_with_french_militants
	cost = 10
	completion_reward = {
		hidden_effect = {
			every_country = {
				limit = {
					has_government = fascism
					NOT = {
						is_in_faction_with = ROOT
					}
					OR = {
						is_major = yes
						is_neighbor_of = ROOT
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = topple_government
						expire = 0
					}
				}
			}
		} {
			random_country = {
				limit = {
					has_government = fascism
					NOT = {
						is_in_faction_with = ROOT
					}
					OR = {
						is_major = yes
						is_neighbor_of = ROOT
					}
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			}
		}
		custom_effect_tooltip = POR_anti_fascism_tt
		every_country = {
			limit = {
				has_government = fascism
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_major = yes
					is_neighbor_of = ROOT
				}
			}
		}
	}
}
### Entity: Event
Component: INS_political_events.11
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.11
	title = INS_political_events.11.t
	desc = INS_political_events.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_political_events.11.a
		indonesia_seize_oppurtunity_independent_effect = yes
	}
}
### Entity: Order of Battle
Component: 4. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 4. Kuva-yi Milliye Tugayi
	location = 10056
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AClear.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
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The following pages link to Template:Clear:

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Countries (transclusion) ‎ (← links | edit)

Norway (transclusion) ‎ (← links | edit)

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Italy (transclusion) ‎ (← links | edit)

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United States (transclusion) ‎ (← links | edit)

United Kingdom (transclusion) ‎ (← links | edit)

Sweden (transclusion) ‎ (← links | edit)

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Netherlands (transclusion) ‎ (← links | edit)

Belgium (transclusion) ‎ (← links | edit)

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Template:Disambiguation (transclusion) ‎ (← links | edit)

Turkey (transclusion) ‎ (← links | edit)

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User:S
# ... (truncated)
### Entity: Character
Component: TIB_british_connection
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
TIB_british_connection = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	democratic_drift = 0.05
	stability_factor = 0.05
}
### Entity: Idea
Component: TAJ_stc
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = TAJ
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Character
Component: BUL_kimon_georgiev
Constructs: has_country_flag, has_dlc, has_country_leader
Source: game
File: common/characters/BUL.txt

Code:
BUL_kimon_georgiev = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_kimon_georgiev
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_country_flag = BUL_appointed_zveno_members_flag
			NOT = {
				has_country_leader = {
					character = BUL_kimon_georgiev
					ruling_only = yes
				}
			}
		}
		traits = {
			technocrat
		}
		ai_will_do = {
			factor = 3.0
		}
	}
	name = BUL_kimon_georgiev
	portraits = {
		army = {
			small = GFX_idea_bul_kimon_georgiev
		}
		civilian = {
			large = GFX_portrait_bul_kimon_georgiev
		}
	}
}
### Entity: Idea
Component: AST_bradford_cotton_mills_ic
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_bradford_cotton_mills_ic = {
	picture = AST_bradford_cotton_mills_ic
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {
		NOT = {
			has_completed_focus = AST_wool_agreement
		}
	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		AST_denim_factory
	}
	modifier = {

	}
}
### Entity: Event
Component: soviet.18
Constructs: ai_chance, fire_only_once, has_opinion_modifier, has_dlc, set_global_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.18
	title = soviet.18.t
	desc = soviet.18.d
	picture = GFX_report_event_china_politicians_captured
	trigger = {
		date = > 1936.11.1
		tag = CHI
		has_opinion_modifier = hostile_status
		NOT = {
			has_dlc = Waking the Tiger
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 50
	}
	option = {
		name = soviet.18.a
		PRC = {
			country_event = {
				id = soviet.19
				days = 1
			}
		}
	} {
		name = soviet.18.b
		ai_chance = {
			factor = 0
		}
		set_global_flag = CHI_no_national_front_flag
		custom_effect_tooltip = CHI_no_united_front
	}
}
### Entity: Idea
Component: BOS_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = BOS
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: State History
Component: 1070
Constructs: add_core_of
Source: game
File: history/states/1070 - Bougainville.txt

Code:
state = {
	id = 1070
	name = STATE_1070
	manpower = 60000
	history = {
		owner = AST
		add_core_of = PNG BOU SOL
		buildings = {
			infrastructure = 1
			4226 = {
				naval_base = 1
			}
			10234 = {
				naval_base = 1
			}
		}
		victory_points = {
			10234 2
		} {
			4226 1
		}
	}
	provinces = {
		1358 4226 4378 10234
	}
	buildings_max_level_factor = 1
	state_category = small_island
	local_supplies = 0.0
}
### Entity: Idea
Component: SIA_strengthen_the_youth_corps_r56_idea
Constructs: removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_strengthen_the_youth_corps_r56_idea = {
	name = SIA_siamese_ultranationalist_movement_r56
	removal_cost = -1
	picture = generic_fascist_workers
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.15
		fascism_drift = 0.03
		conscription_factor = 0.12
	}
}
### Entity: Modifier Reference
Component: skirmishes_against_imro
Constructs: disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
skirmishes_against_imro = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	state_resources_factor = -0.75
	state_production_speed_buildings_factor = -0.75
	army_speed_factor_for_controller = -0.25
	attrition_for_controller = 1
	local_org_regain = -0.75
	disable_strategic_redeployment = 1
}
### Entity: Character
Component: ENG_dudley_pound
Source: game
File: common/characters/ENG.txt

Code:
ENG_dudley_pound = {
	name = ENG_dudley_pound
	portraits = {
		army = {
			small = GFX_idea_dudley_pound
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = dudley_pound
		allowed = {
			original_tag = ENG
		}
		traits = {
			navy_chief_decisive_battle_1
		}
		cost = 50
		ai_will_do = {
			base = 1
			modifier = {
				factor = 2
				amount_taken_ideas = {
					amount = > 0
					slots = {
						army_chief
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: BAS_ar
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = BAS
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Name List
Component: SAB
Source: game
File: common/names/00_names.txt

Code:
SAB = {
	male = {
		names = {
			Najib Muhammad Tengku Kadir Tengku Kadir Embok Eunos Ibrahim Pak Pandir Rashid Ahmad Nordin Abdul Amin Lokman Yaacob Elyas Mazlan
		}
	}
	female = {
		names = {
			Azura Merenui Metetini Miri Moea Moeata Moerani Mohea Nanihi Nu’utea Orama Poe Pear Poehina Poenui Poerava Puaiti Puatea Puaura Ranitea Rarahu Raunui Raurii Tahiata Taiana Taina Tania Taurua Tautiare Tehani Tehea Teora Tera Tevai Titaina Titaua Tuianu Tumata Unutea Urarii Vaea Vaiana Vaianu Vaiata Vaihere Vaimiti Vairea Vaite Vaitiare
		}
	}
	surnames = {
		Razak Yusof Ali Suloh Abdullah Yaacob Sako Maidin Boestamam Aziz Latiff Omar
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_baltic_league_deterrence
Constructs: prerequisite, has_war, limit, every_country, completion_reward, has_civil_war, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_baltic_league_deterrence
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = NOR_baltic_anti-communist_league
	}
	mutually_exclusive = {
		focus = NOR_baltic_league_strikes_west
	} {
		focus = NOR_baltic_league_strikes_east
	}
	x = 6
	y = 4
	relative_position_id = NOR_the_european_policy
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	available = {
		has_civil_war = no
		is_subject = no
		OR = {
			is_in_faction_with = ICE DEN SWE FIN POL EST LAT LIT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	complete_tooltip = {
		every_country = {
			limit = {
				OR = {
					original_tag = NOR
					is_in_faction_with = NOR
				}
			}
			add_timed_idea = {
				idea = NOR_deterrence_investments
				days = 365
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
			}
		}
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = NOR
					is_in_faction_with = NOR
				}
			}
			add_timed_idea = {
				idea = NOR_deterrence_investments
				days = 365
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_united_shipyards
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_united_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = CAN_trade_fleet CAN_degauss_ship_hulls
	}
	x = 0
	y = 5
	relative_position_id = CAN_halifax_shipyards
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		navy_experience = 25
		random_state = {
			limit = {
				has_state_flag = CAN_united_shipyards_DY
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 3
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			}
			set_state_flag = CAN_united_shipyards_DY
		}
	}
}
### Entity: Character
Component: SER_ncs
Source: game
File: common/characters/SER.txt

Code:
SER_ncs = {
	advisor = {
		slot = high_command
		idea_token = SER_ncs
		ledger = navy
		allowed = {
			original_tag = SER
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Event
Component: recruit_generals.10
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.10
	title = recruit_generals.10.t
	desc = recruit_generals.10.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.10.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				DEN = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Event
Component: new_zealand.3
Constructs: ai_chance, create_country_leader, has_government, fire_only_once, set_country_flag, set_party_name, set_politics, set_autonomy
Source: game
File: events/r56_new_zealand.txt

Code:
country_event = {
	id = new_zealand.3
	title = new_zealand.3.t
	desc = new_zealand.3.d
	picture = GFX_report_event_generic_parliament
	fire_only_once = yes
	trigger = {
		date = > 1938.10.15 < 1938.11.15
		tag = NZL
		has_government = democratic
	}
	option = {
		name = new_zealand.3.a
		set_country_flag = NZL_labour_flag
		ai_chance = {
			base = 100
		}
	} {
		name = new_zealand.3.b
		set_country_flag = NZL_national_flag
		set_party_name = {
			ideology = democratic
			long_name = NZL_democratic_national_long
			name = NZL_democartic_Nzational
		}
		create_country_leader = {
			name = Adam Hamilton
			picture = gfx/leaders/NZL/r56_portrait_NZL_Adam_Hamilton.dds
			expire = 1965.1.1
			ideology = conservatism
		}
	} {
		name = new_zealand.3.c
		trigger = {
			communism = > 0.3
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		ENG = {
			set_autonomy = {
				target = NZL
				autonomy_state = autonomy_free
			}
		}
		NZL = {
			add_to_war = {
				targeted_alliance = ENG
				enemy = PREV
				hostility_reason = asked_to_join
			}
			leave_faction = yes
		}
	} {
		name = new_zealand.3.e
		trigger = {
			fascism = > 0.3
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		ENG = {
			set_autonomy = {
				target = NZL
				autonomy_state = autonomy_free
			}
		}
		NZL = {
			add_to_war = {
				targeted_alliance = ENG
				enemy = PREV
				hostility_reason = asked_to_join
			}
			leave_faction = yes
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_invite_soviet_officers
Constructs: prerequisite, completion_reward, is_puppet_of, is_in_faction_with
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_invite_soviet_officers
	icon = GFX_goal_generic_communist_officer
	relative_position_id = VEN_under_soviet_dominion
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			is_puppet_of = SOV
			is_in_faction_with = SOV
		}
	}
	prerequisite = {
		focus = VEN_under_soviet_dominion
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 10
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = VEN_konstantin_lebedev
	}
}
### Entity: Event
Component: GER_inner_circle_bormann.01
Constructs: is_triggered_only, has_completed_focus, limit, check_variable, has_shine_effect_on_focus, set_country_flag, set_variable
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle_bormann.01
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = GER_party_chancellor_bormann
		OR = {
			check_variable = {
				GER_ascended_advisor_1 = 7
			} {
				GER_ascended_advisor_2 = 7
			} {
				GER_ascended_advisor_3 = 7
			}
		}
	}
	immediate = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_optimize_reich_labour_service
				} {
					has_shine_effect_on_focus = GER_optimize_reich_labour_service
				}
			}
			activate_shine_on_focus = GER_optimize_reich_labour_service
			set_country_flag = {
				flag = GER_optimize_reich_labour_service_in_progress_flag
				days = @inner_circle_time_tier_1_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_bormann.02
				days = @inner_circle_time_tier_1
			}
			set_variable = {
				GER_optimize_reich_service_focus_advisor = 7
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = GER_glorify_party_rallies
				}
			}
			activate_shine_on_focus = GER_glorify_party_rallies
			set_country_flag = {
				flag = GER_glorify_party_rallies_in_progress_flag
				days = @inner_circle_time_tier_2_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_bormann.02
				days = @inner_circle_time_tier_2
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = GER_total_control_over_domestic_affairs
				} {
					has_shine_effect_on_focus = GER_total_control_over_domestic_affairs
				}
			}
			activate_shine_on_focus = GER_total_control_over_domestic_affairs
			set_country_flag = {
				flag = GER_total_control_over_domestic_affairs_in_progress_flag
				days = @inner_circle_time_tier_3_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_bormann.02
				days = @inner_circle_time_tier_3
			}
			set_variable = {
				GER_total_control_over_domestic_affairs_focus_advisor = 7
			}
		}
		else = {

		}
	}
}
### Entity: Unit Template
Component: IRE_BC_HISTORICAL
Source: game
File: common/units/names_ships/IRE_ship_names.txt

Code:
IRE_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		IRE
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = LE 
	fallback_name = Battlecruiser %d
	unique = {
		Daniel O'Connell Eamon DeValera William Smith O'Brien Donal O'Sullivan Beare Theobald Wolfe Tone William Butler Yeats
	}
}
### Entity: Country History
Country: BRB
Component: BRB_characters
Constructs: recruit_character
Source: game
File: history/countries/BRB - Barbados.txt

Code:
# Leaders & Characters for BRB
recruit_character = BRB_grantley_herbert_adams
### Entity: National Focus
Tree: cro_focus
Component: CRO_industrial_support
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_industrial_support
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = CRO_trading_infrastructures CRO_zagreb_investments_focus
	}
	mutually_exclusive = {
		focus = CRO_economic_optimization
	}
	relative_position_id = CRO_trading_infrastructures
	x = 0
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				958
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = CRO_idea_industrial_support
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: emigre_connections
Source: game
File: common/country_leader/00_traits.txt

Code:
emigre_connections = {
	random = no
	weekly_manpower = 2000
	consumer_goods_factor = -0.1
}
### Entity: Idea
Component: VEN_paramilitarism_buff
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_paramilitarism_buff = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascist_army
	modifier = {
		training_time_army_factor = -0.1
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_elect_a_democratic_king
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, swap_ideas, add_idea, remove_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_elect_a_democratic_king
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = HUN_elect_a_king
	}
	mutually_exclusive = {
		focus = HUN_elect_a_fascist_king
	} {
		focus = HUN_invite_the_habsburg_prince
	}
	x = 0
	y = 1
	relative_position_id = HUN_elect_a_king
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			add_idea = HUN_hungarian_monarchy_democratic
			remove_idea = HUN_hungarian_monarchy_2
		}
		add_ideas = HUN_dynastic_ties HUN_charles_v
		unlock_decision_tooltip = HUN_call_in_sweden
		add_relation_modifier = {
			target = SWE
			modifier = HUN_dynastic_ties_license
		}
		hidden_effect = {
			news_event = {
				id = news.296
			}
		} {
			set_cosmetic_tag = HUN_MONARCHY
		}
		add_ai_strategy = {
			type = befriend
			id = SWE
			value = 200
		} {
			type = support
			id = SWE
			value = 200
		}
		SWE = {
			add_ai_strategy = {
				type = befriend
				id = HUN
				value = 200
			} {
				type = support
				id = HUN
				value = 200
			}
		}
	}
}
### Entity: Idea
Component: SOV_revolutionized_industry_1
Constructs: research_speed_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_revolutionized_industry_1 = {
	name = SOV_revolutionized_industry_1
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_revolutionized_industry
	modifier = {
		consumer_goods_factor = 0.2
		research_speed_factor = -0.1
		industrial_capacity_factory = 0.1
		custom_modifier_tooltip = SOV_revolutionized_industry_tt
	}
}