Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_instill_the_spirit_of_bushido
Constructs: prerequisite, completion_reward, has_war_support, cancel_if_invalid, unlock_tactic, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_instill_the_spirit_of_bushido
	icon = GFX_focus_generic_japanese_imperial_glory
	prerequisite = {
		focus = JAP_prepare_the_northern_front JAP_enact_the_national_conscription_law
	}
	relative_position_id = JAP_prepare_the_northern_front
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			has_war_support = > 0.79
			surrender_progress = > 0
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		hidden_effect = {
			unlock_tactic = tactic_grand_banzai_charge
		}
		custom_effect_tooltip = JAP_instill_the_spirit_of_bushido_tt generic_skip_one_line_tt
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_army_org_factor = 0.1
			tooltip = army_org_factor_tt
		} {
			JAP_army_army_morale_factor = 0.05
			tooltip = army_morale_factor_tt
		}
	}
}
### Entity: Idea
Component: VIC_jean_francois_jannekeyn
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_jean_francois_jannekeyn = {
	ledger = navy
	picture = generic_air_europe_1
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		air_naval_strike_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: men.30
Constructs: is_triggered_only, add_state_core
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.30
	title = men.30.t
	desc = men.30.d
	picture = GFX_report_event_r56_suiyuan
	is_triggered_only = yes
	option = {
		name = men.30.a
		army_experience = 15
		effect_tooltip = {
			MEN = {
				transfer_state = 621
				add_state_core = 621
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_city_fortifications
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_city_fortifications
	icon = GFX_goal_generic_defend_hudgehog
	ai_will_do = {
		factor = 4
	}
	x = -1
	y = 1
	relative_position_id = INS_ambonese_auxilaries
	prerequisite = {
		focus = INS_ambonese_auxilaries
	}
	available = {
		OR = {
			controls_state = 1126 446 672
		}
	}
	bypass_if_unavailable = yes
	cost = 5
	completion_reward = {
		1126 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 1
					province = 7381
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 7381
					instant_build = yes
				}
			}
		}
		446 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 1
					province = 13520
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 13520
					instant_build = yes
				}
			}
		}
		672 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 1
					province = 12268
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 12268
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Trigger Reference
Construct: is_promoted_from_unit
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_promoted_from_unit

* Supported Scopes: CHARACTER
* Supported Targets: none

Checks if a unit leader was promoted from a unit (division or ship).
### Entity: Technology
Component: POL_partial_anti_aircraft_motorization
Constructs: research_cost, maximum_speed
Source: game
File: common/technologies/infantry_extra_tech.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	anti_air_brigade = {
		hardness = -0.5
		max_strength = 0.25
		maximum_speed = -0.55
		need = {
			anti_air_equipment = -3
			motorized_equipment = 9
		}
	}
}
### Entity: Modifier Reference
Component: AFG_subsistence_economy_modifier
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
AFG_subsistence_economy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_agrarian_society
	production_factory_efficiency_gain_factor = AFG_economy_production_efficiency_gain_factor
	production_factory_max_efficiency_factor = AFG_economy_production_max_efficiency_factor
	industrial_capacity_factory = AFG_economy_industrial_capacity_factor
	stability_factor = AFG_stability_factor_dm
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_cruiser_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_cruiser_focus
	prerequisite = {
		focus = ALG_destroyer_effort ALG_study_ships
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	icon = GFX_focus_generic_navy_battleship2
	x = 47
	y = 4
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1.0
			uses = 1
			category = cl_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		}
	}
}
### Entity: Country History
Country: ARG
Component: ARG_army
Source: game
File: history/countries/ARG - Argentina.txt

Code:
# OOB & Army Setup for ARG
oob = ARG_1936
### Entity: Character
Component: CMR_stc
Source: game
File: common/characters/CMR.txt

Code:
CMR_stc = {
	advisor = {
		slot = political_advisor
		idea_token = CMR_stc
		allowed = {
			original_tag = CMR
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Modifier Reference
Component: PAR_army_modifier
Constructs: army_defence_factor, industrial_capacity_factory, army_attack_factor, conscription_factor, planning_speed
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
PAR_army_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PAR_army
	experience_gain_army_factor = JUNO_army_modifier_experience_gain_army_factor
	experience_loss_factor = JUNO_army_modifier_experience_loss_factor
	experience_gain_army = JUNO_army_modifier_experience_gain_army
	production_speed_arms_factory_factor = JUNO_army_production_speed_arms_factory_factor
	army_org_factor = JUNO_army_modifier_army_org_factor
	operative_slot = JUNO_army_operative_slot
	supply_combat_penalties_on_core_factor = JUNO_supply_combat_penalties_on_core_factor
	production_speed_supply_node_factor = JUNO_modifier_production_speed_supply_node_factor
	army_core_defence_factor = JUNO_army_modifier_army_core_defence_factor
	army_armor_defence_factor = JUNO_army_modifier_army_armor_defence_factor
	army_armor_attack_factor = JUNO_army_modifier_army_armor_attack_factor
	army_attack_speed_factor = JUNO_army_modifier_army_attack_speed_factor
	army_artillery_attack_factor = JUNO_army_modifier_army_artillery_attack_factor
	army_artillery_defence_factor = JUNO_army_modifier_army_artillery_defence_factor
	production_speed_anti_air_building_factor = JUNO_army_modifier_production_speed_anti_air_building_factor
	conscription_factor = JUNO_army_modifier_conscription_factor
	training_time_factor = JUNO_army_modifier_training_time_factor
	conscription = JUNO_army_modifier_conscription
	army_defence_factor = JUNO_army_modifier_army_defence_factor
	army_attack_factor = JUNO_army_modifier_army_attack_factor
	special_forces_cap = JUNO_army_modifier_special_forces_cap
	industrial_capacity_factory = JUNO_army_modifier_industrial_capacity_factory
	special_forces_out_of_supply_factor = JUNO_army_modifier_special_forces_out_of_supply_factor
	extra_marine_supply_grace = JUNO_army_modifier_extra_marine_supply_grace
	max_planning_factor = JUNO_army_modifier_max_planning_factor
	planning_speed = JUNO_army_modifier_planning_speed_factor
	max_command_power_mult = JUNO_army_modifier_max_command_power_mult
	command_power_gain_mult = JUNO_army_modifier_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = JUNO_army_modifier_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = JUNO_army_modifier_acclimatization_hot_climate_gain_factor
}
### Entity: AI Strategy
Component: GER_anti_armor
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_anti_armor = {
	allowed = {
		original_tag = GER
	}
	enable = {
		ai_wants_divisions = > 5
		any_enemy_country = {
			ROOT = {
				estimated_intel_max_armor = {
					tag = PREV
					value = > 25
				}
			}
		}
	}
	abort = {
		ai_wants_divisions = < 6
	}
	ai_strategy = {
		type = role_ratio
		id = anti_armor
		value = 15
	}
}
### Entity: Event
Component: AAT_Sweden_nordic_defense_council.2
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nordic_defense_council.2
	title = AAT_Sweden_nordic_defense_council.2.t
	desc = AAT_Sweden_nordic_defense_council.2.desc
	picture = GFX_report_event_SWE_defense_act
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nordic_defense_council.2.a
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_denmark_first
Constructs: prerequisite, limit, add_war_support, completion_reward, add_political_power, has_civil_war, is_subject, has_rule
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_denmark_first
	icon = GFX_focus_generic_develop_denmark_silhouette
	prerequisite = {
		focus = DEN_seize_power
	}
	relative_position_id = DEN_march_on_the_capital
	x = -2
	y = 2
	cost = 10
	available = {
		has_civil_war = no
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 100
		add_war_support = 0.05
		DEN_bop_low_increase_effect = yes
		if = {
			limit = {
				NOT = {
					has_rule = can_create_factions
				}
			}
			set_rule = {
				can_create_factions = yes
			}
		} {
			limit = {
				has_tech_sharing_feature = yes
			}
			custom_effect_tooltip = DEN_invite_allies_to_tech_sharing_decision_tt
		}
		create_faction_from_template = {
			template = faction_template_DEN_nordic_cooperation_alliance
			name = DEN_northern_national_front
			icon = GFX_faction_logo_generic_fascist
		}
		custom_effect_tooltip = DEN_remove_declaration_of_neutrality_tt
		unlock_decision_tooltip = DEN_northern_national_front_invitation
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_attack_against_major = 0.1
			tooltip = army_attack_against_major_factor_tt
		} {
			DEN_haeren_army_defence_against_major = 0.05
			tooltip = army_defence_against_major_factor_tt
		}
	}
}
### Entity: Name List
Component: CBV
Source: game
File: common/names/00_names.txt

Code:
CBV = {
	male = {
		names = {
			Abel Adriano Afonso Alberto Alexandre Alfredo Álvaro André António Aquilino Artur Augusto Bartolomeu Bernardo Bruno Caetano Cândido Carlos Christovão Cláudio Damião Daniel David Dinis Diogo Duarte Ernesto Estêvão Eugénio Fernando Filipe Francisco Gastão Hermenegildo Ignácio JErónimo João Joaquim Jorge José Júlio Leopoldo Luís Manuel Mário Miguel Nicolau Nuno Orlando Óscar Pascoal Paulo Pedro Rafael Raul Roberto Rodrigo Rui Santiago Sebastião Teodoro Teófilo Tiago Tomé Urbano Vasco Vicente Vitorino Vitório
		}
	}
	female = {
		names = {
			Aldara Beatriz Berengaria Branca Blanche Constance Estevainha Stephania Fruilhe Guiomar Joana Leonor Margarida Maria Sancha Teresa Constança
		}
	}
	surnames = {
		Amaral Barreto Bleck Braga Cabral Capelo Carmona Coelho Correia Coutinho da Costa da Cunha da Silva de Albuquerque de Almeida de Arriaga de Bragança de Bragança-Coburgo de Carvalho de Castro de Gusmão de Lacerda de Mesquita de Moura de Noronha de Oliveira de Paiva de Sousa de Vasconcelos Dias dos Reis dos Santos Fernandes Ferreira Figueira Freire de Andrade Gago Gil Gomes Herculano Ivens Keil Lopes Machado Magalhães Mendes Moniz Mouzinho Nogueira Nunes Ortigão Pereira Pinheiro Pinto Pires Pomar Pulido Queiroz Quintanilha Ribeiro Rodrigues Salazar Sampaio Sérgio Silveira Tavares Teixeira Vidigal Vieira
	}
	callsigns = {

	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.10
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_popularity, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.10
	title = AAT_Sweden_nationalists.10.t
	desc = AAT_Sweden_nationalists.10.desc
	picture = GFX_report_event_swedish_soldier
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.10.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_completed_focus = SWE_undermine_the_fascists
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
		IF = {
			limit = {
				has_completed_focus = SWE_mythologize_swedish_history
			}
			activate_mission = SWE_implement_military_reforms_countdown
		}
		clr_country_flag = SWE_appeal_for_support_in_progress
		custom_effect_tooltip = SWE_appeal_for_support_dec_tt
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_attract_allied_capital
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_attract_allied_capital
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = YUG_friendship_treaty_with_italy YUG_reinforce_old_alliances
	}
	x = 1
	y = 1
	relative_position_id = YUG_reinforce_old_alliances
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = YUG_idea_foreign_capital
	}
}
### Entity: Idea
Component: KMT_baihua_stage_2_finished
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_baihua_stage_2_finished = {
	removal_cost = -1
	picture = ast_classify_aliens
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.7
	}
}
### Entity: Character
Component: silent_mule
Source: game
File: common/country_leader/00_traits.txt

Code:
silent_mule = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: GER_mefo_bills_1936_fake_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_1936_fake_ns = {
	name = GER_mefo_bills_modifier
	picture = ger_mefo_bills
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = GER_mefo_bills_1936_fake_ns_tt
	}
}
### Entity: Event
Component: tfv_australia.82
Constructs: is_triggered_only
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.82
	title = tfv_australia.82.t
	desc = tfv_australia.82.d
	picture = GFX_report_event_japanese_parade
	is_triggered_only = yes
	option = {
		name = tfv_australia.82.a
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_support_consumer_goods_industry
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_support_consumer_goods_industry
	icon = GFX_goal_generic_improve_industry
	prerequisite = {
		focus = CZE_R56_devalue_the_koruna
	}
	x = 0
	y = 1
	relative_position_id = CZE_R56_devalue_the_koruna
	cost = 5
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_government = democratic neutrality
				}
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = CZE_jan_antonin_bata
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			prioritize = {
				75
			}
			limit = {
				is_core_of = ROOT
				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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: Kuva-yi Milliye Tugayi
Constructs: division_template, is_locked
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division_template = {
	name = Kuva-yi Milliye Tugayi
	is_locked = yes
	division_names_group = TUR_INF_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		}
	}
}
### Entity: Scripted Effect
Component: play_arsenal_of_democracy_effect
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_arsenal_of_democracy_effect = {
	hidden_effect = {
		play_song = arsenal_of_democracy
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_land_and_sea
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_land_and_sea
	icon = GFX_goal_generic_air_doctrine
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_sea_air
	}
	x = 40
	y = 2
	completion_reward = {
		add_tech_bonus = {
			name = ICE_landsea_tech
			bonus = 1
			uses = 1
			category = air_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = ICE_landsea_tech2
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CZE_submarine_focus1_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_submarine_focus1_idea = {
	picture = ub
	allowed = {

	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		navy_submarine_attack_factor = 0.05
		naval_torpedo_hit_chance_factor = 0.025
	}
}
### Entity: Idea
Component: BRA_bernadini_manufacturer
Constructs: has_completed_focus, limit, has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_bernadini_manufacturer = {
	picture = BRA_bernardini
	allowed = {
		has_dlc = Trial of Allegiance
		tag = BRA
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = BRA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = BRA
				}
			}
		}
		ELSE = {
			FROM = {
				OR = {
					has_completed_focus = SMB_domestic_production SMB_foreign_designs
				}
			}
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
}
### Entity: Achievement
Component: i_have_the_high_ground
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_controlled_by
Source: game
File: common/achievements.txt

Code:
i_have_the_high_ground = {
	id = 235
	possible = {
		tag = AFG
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = i_have_the_high_ground_tt
			all_of_scopes = {
				array = AFG.AFG_himalaya_states_array
				is_controlled_by = AFG
			}
		}
	}
}
### Entity: AI Strategy
Component: INS_communist_strategy_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/INS_r56_alternate_strategy_plan.txt

Code:
INS_communist_strategy_plan = {
	name = INS: Communist
	desc = Communist behavior for Indonesia.
	allowed = {
		original_tag = INS
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = INS_ai_behavior_r56
				option = COMMUNIST
			}
			has_country_flag = COMMUNIST
		}
	}
	ai_national_focuses = {
		INS_kebangkitan INS_industrial_centralisation INS_continue_the_modernisation INS_PKI INS_reorganize_the_underground INS_restore_the_arms_factories INS_colonial_infrastructure INS_connect_the_islands INS_suara_rakyat INS_launch_the_revolution INS_koninklijk_nederlands_indisch_leger INS_the_royal_batavian_society INS_reinforce_the_national_identity INS_join_the_comintern INS_earthworks INS_form_the_home_guard INS_modernize_the_military INS_establish_true_equality INS_ambonese_auxilaries INS_expand_the_officers_corps INS_java_shipyards INS_phillips_radio INS_economic_independence INS_scientific_exceptionalism INS_city_fortifications INS_non_discriminatory_conscription INS_the_test_flight_service
	}
	focus_factors = {
		INS_stay_with_the_netherlands = 0
		INS_kebangkitan = 100
		INS_PNI = 0
		INS_PKI = 100
		INS_empower_the_volksraad = 0
		INS_the_agreement = 0
		INS_join_the_comintern = 50
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: CRC_ar
Source: game
File: common/ideas/curacao.txt

Code:
CRC_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = CRC
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: r56_LUX_abolished_monarchy
Constructs: has_government, neutrality_drift, communism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_abolished_monarchy = {
	picture = ast_abandon_the_westminster_system_communism
	cancel = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = -0.05
		communism_drift = 0.03
	}
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_7
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_7 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_8
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_8
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_8
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_8
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.095
		army_defence_factor = -0.19
		conscription_factor = -0.19
		army_morale_factor = -0.19
		army_org_factor = -0.19
	}
}