Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: marines
Constructs: enable_subunits, has_template_containing_unit, load_oob, unlock_marines, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_subunits = {
		marine
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = marine
		}
	}
	on_research_complete = {
		hidden_effect = {
			load_oob = unlock_marines
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
	}
	path = {
		leads_to_tech = marines2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1936
		}
	}
	categories = {
		marine_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
		modifier = {
			factor = 3
			tag = USA
		} {
			factor = 3
			tag = JAP
		} {
			factor = 5
			tag = ENG
		}
	}
}
### Entity: Name List
Component: KAR
Source: game
File: common/names/r56_names.txt

Code:
KAR = {
	male = {
		names = {
			Lauri Pekka Mauno Jussi Alpo Petri Kari Juha Risto Viljo Paavo Eino Arvo Ville Mikko Petteri Aleksi Allu Ahti Ahto Erikki Eero Jani Jarno Johannes Kauko Kalevi Ilkka Eljas Erkki Auno Ilmo Kaarle
		}
	}
	female = {
		names = {
			Anna Helvi Hilda Nea Mirjam Kirsi Raili Elina Kaja Ilona Ingrid
		}
	}
	surnames = {
		Pertola Törni Marttinen Arjanen Rajala Ryti Juutilanen Virtanen Korhonen Nieminen Laine Järvinen Karhu Kari Markkula Matilla Luoma Heikkinen Helminen Lahti Olli Oksanen Jaakola Janhunen Mäkelä Mäkinen
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_realign_supply_chains
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_realign_supply_chains
	icon = GFX_focus_BRA_north_and_south_america
	available = {

	}
	prerequisite = {
		focus = INS_recovering_from_the_great_depression
	}
	mutually_exclusive = {
		focus = INS_first_come_first_serve
	}
	x = 12
	y = 1
	relative_position_id = INS_recovering_from_the_great_depression
	cost = 5
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		custom_effect_tooltip = INS_realign_supply_chains_explain_tt
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_15
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_15 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 75
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 65
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}
### Entity: Country History
Country: MAY
Component: MAY_technology
Constructs: set_technology
Source: game
File: history/countries/MAY - Maya.txt

Code:
# Starting Technologies for MAY
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Faction
Component: dismissal_rule_ideology_democratic
Constructs: has_government
Source: game
File: common/factions/rules/dismissal_rules.txt

Code:
dismissal_rule_ideology_democratic = {
	type = dismissal_rules
	visible = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		base = 0
	}
	dismiss_member_trigger = {
		has_government = democratic
	}
}
### Entity: AI Strategy
Component: SAU_historical_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/SAU_historical_strategy_plan.txt

Code:
SAU_historical_plan = {
	name = SAU: Saudi Historical AI Plan
	desc = Historical behavior for Saudi Arabia.
	allowed = {
		original_tag = SAU
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SAU_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SAU_AI_RANDOM_NON_ALIGNED_HISTORICAL
			has_game_rule = {
				rule = SAU_ai_behavior
				option = NON_ALIGNED_HISTORICAL
			}
		}
	}
	focus_factors = {
		SAU_solve_the_jafurah_dispute = 0
		SAU_reject_the_riyadh_line = 100
		SAU_concessions_to_standard_oil = 100
		SAU_deal_with_bp = 0
		SAU_2_Invite_the_Soviet_oil_barons = 0
		SAU_invite_brabag = 0
		SAU_introduce_the_constitution = 0
		SAU_continue_hakimovs_legacy = 0
		SAU_seek_german_arms = 100
		SAU_move_toward_german_alignment = 0
		SAU_join_the_comintern = 0
		SAU_western_alignment = 0
		SAU_maintain_international_neutrality = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: SWE_hungershield_cat
Constructs: has_dlc, has_idea
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_hungershield_cat = {
	priority = 100
	icon = GFX_decision_category_SWI_absolute_neutrality
	picture = GFX_decision_cat_picture_SWI_absolute_neutrality
	allowed = {
		original_tag = SWE
		has_dlc = Arms Against Tyranny
	}
	visible = {
		has_dlc = Arms Against Tyranny
		has_idea = SWE_hungershield
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_form_the_white_emigres
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, create_unit, every_unit_leader
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_form_the_white_emigres
	icon = GFX_goal_generic_multinational_army
	prerequisite = {
		focus = SOV_civil_war_new_vozhd
	}
	x = -1
	y = 1
	relative_position_id = SOV_civil_war_new_vozhd
	mutually_exclusive = {
		focus = SOV_civil_war_promote_the_asno_detachment
	}
	cost = 10
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		add_ideas = SOV_form_the_white_emigres
		custom_effect_tooltip = SOV_emigres_tt
		hidden_effect = {
			division_template = {
				name = White Émigrés
				priority = 2
				division_names_group = SOV_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					219
				}
				create_unit = {
					division = name = "1. White Émigrés" division_template = "White Émigrés" start_experience_factor = 1.0
					owner = SOV
				} {
					division = name = "1. White Émigrés" division_template = "White Émigrés" start_experience_factor = 1.0
					owner = SOV
				}
			}
		}
		FAK = {
			every_unit_leader = {
				limit = {
					OR = {
						has_id = 6200 6202 6203 6204 6206 6207 6210 6211 6212 6213 6214 6215 6217
					}
				}
				set_nationality = ROOT
			}
		}
	}
}
### Entity: Event
Component: DOD_hungary.100
Constructs: is_triggered_only, ai_chance, has_war, is_in_faction
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.100
	title = DOD_hungary.100.t
	desc = DOD_hungary.100.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = DOD_hungary.100.a
		ai_chance = {
			factor = 35
			modifier = {
				strength_ratio = {
					tag = HUN
					ratio = < 1
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = DOD_hungary.101
				hours = 3
			}
		}
		hidden_effect = {
			news_event = {
				id = news.310
				days = 1
			}
		}
	} {
		name = DOD_hungary.100.b
		ai_chance = {
			factor = 65
			modifier = {
				has_war = yes
				factor = 0.5
			} {
				is_in_faction = yes
				factor = 5
			}
		}
		HUN = {
			country_event = {
				id = DOD_hungary.102
				hours = 4
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CZE_praga_aviation_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_praga_aviation_organization = {
	include = generic_helicopter_organization
	icon = GFX_idea_cze_praga_aviation
	allowed = {
		original_tag = CZE
		has_dlc = Gotterdammerung
	}
	add_trait = {
		token = CZE_mio_trait_expanded_production_facilities_praga_aviation
		name = USA_mio_trait_expanded_production_facilities
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 7
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_expand_praga
			}
		}
		production_bonus = {
			production_cost_factor = -0.03
			production_capacity_factor = 0.03
		}
		ai_will_do = {
			base = 0
		}
	} {
		token = CZE_mio_trait_export_models_praga_aviation
		name = GER_mio_trait_export_models
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 7
			y = 1
		}
		any_parent = {
			CZE_mio_trait_expanded_production_facilities_praga_aviation
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
				NOT = {
					has_completed_focus = CZE_kickstart_rapid_rearmanent
				}
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_keep_focus_on_weapon_exports
			}
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
			production_cost_factor = -0.03
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = CZE_mio_trait_bata_corporation
		name = CZE_bata_corporation_name
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_diversify_bata
				NOT = {
					has_country_flag = CZE_mio_trait_bata_corporation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_bata_corporation_taken_flag
			}
		}
		production_bonus = {
			production_resource_penalty_factor = -0.1
			production_resource_need_factor = -0.1
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_major_country
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_major_country = {
	OR = {
		original_tag = ENG FRA USA GER ITA JAP SOV
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_SOV
Source: game
File: common/ai_focuses/SOV.txt

Code:
ai_focus_naval_air_SOV = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_expand_the_realm
Constructs: prerequisite, add_ideas, completion_reward, is_subject, add_state_claim, add_state_core
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_expand_the_realm
	icon = GFX_goal_generic_territory_or_war
	ai_will_do = {
		factor = 2
	}
	relative_position_id = MAL_the_princes_6
	x = 0
	y = 1
	prerequisite = {
		focus = MAL_the_princes_6
	}
	available = {
		is_subject = no
	}
	cost = 10
	completion_reward = {
		add_state_claim = 909 724
		add_state_core = 1014
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = GEN_Conquer_I
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_270
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_270 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 270
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 270
	}
}
### Entity: Character
Component: ETH_tadesse_birru
Constructs: has_completed_focus, limit, has_government, has_dlc, has_cosmetic_tag, has_character_flag, has_country_leader, is_subject
Source: game
File: common/characters/ETH.txt

Code:
ETH_tadesse_birru = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		allowed_civil_war = {
			OR = {
				has_government = democratic neutrality
				AND = {
					has_government = fascism
					has_cosmetic_tag = jimma
					has_completed_focus = ETH_assertiveness
				}
			}
		}
		name = ETH_tadesse_birru
		portraits = {
			army = {
				small = GFX_portrait_ETH_tadesse_birru_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ETH_tadesse_birru
			allowed = {
				original_tag = ETH
			}
			available = {
				IF = {
					limit = {
						has_cosmetic_tag = jimma
					}
					has_completed_focus = ETH_assertiveness
				} {
					limit = {
						has_character_flag = ETH_imprisoned_flag
					}
					NOT = {
						has_character_flag = ETH_imprisoned_flag
					}
				}
				has_completed_focus = ETH_the_fetno-derash
				OR = {
					has_government = neutrality democratic communism
					AND = {
						has_country_leader = {
							character = ETH_abba_jofir
							ruling_only = yes
						}
						is_subject = no
					}
				}
			}
			traits = {
				commander_of_the_fetno_derash
			}
			on_add = {
				owner = {
					ETH_BOP_centralization_small_effect = yes
				}
			}
			on_remove = {
				owner = {
					ETH_BOP_decentralization_small_effect = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = ETH_tadesse_birru
		portraits = {
			army = {
				small = GFX_portrait_ETH_tadesse_birru_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ETH_tadesse_birru
			allowed = {
				original_tag = ETH
			}
			available = {

			}
			traits = {
				commander_of_the_fetno_derash_no_lar
			}
		}
	}
}
### Entity: Idea
Component: GER_goring_overseer_four_year_plan
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_goring_overseer_four_year_plan = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.1
		local_resources_factor = 0.05
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_darzhavna_voenna_fabrika
Constructs: prerequisite, limit, completion_reward, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_darzhavna_voenna_fabrika
	prerequisite = {
		focus = BUL_reorganize_the_military_industry
	}
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = BUL_reorganize_the_military_industry
	x = 1
	y = 1
	cost = 10
	available = {
		212 = {
			is_owned_by = BUL
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		212 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = BUL_darzhavna_voenna_fabrika
			bonus = 0.5
			uses = 2
			category = infantry_weapons support_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BUL_dvf_organization
			mio:BUL_dvf_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = BUL_dvf
		}
	}
}
### Entity: Shared Focus
Tree: cau_focus
Component: CAU_state-funded_projects
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_caucasus_union_shared.txt

Code:
shared_focus = {
	id = CAU_state-funded_projects
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = CAU_ethnic_collaboration
	}
	text = HOA_state-funded_projects
	x = -1
	y = 1
	relative_position_id = CAU_ethnic_collaboration
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = HOA_state_funded_projects_idea
		}
	}
	completion_reward = {
		add_ideas = HOA_state_funded_projects_idea
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_reassure_the_americans
Constructs: prerequisite, add_opinion_modifier, completion_reward, is_ai, add_offsite_building
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_reassure_the_americans
	icon = GFX_focus_ARG_american_allyship
	prerequisite = {
		focus = GUA_centralize_the_state
	}
	x = -8
	y = 1
	relative_position_id = GUA_centralize_the_state
	mutually_exclusive = {
		focus = GUA_a_broken_promise
	}
	cost = 8
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 15
			OR = {
				USA = {
					is_ai = no
				}
				HON = {
					is_ai = no
				}
				ELS = {
					is_ai = no
				}
				COS = {
					is_ai = no
				}
			}
		}
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		ROOT = {
			add_opinion_modifier = {
				target = USA
				modifier = large_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 954
Constructs: add_core_of, add_to_array
Source: game
File: history/states/954-Atacama.txt

Code:
state = {
	id = 954
	name = STATE_954
	provinces = {
		5192 5228 11000 12914
	}
	history = {
		owner = CHL
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			dockyard = 1
			5228 = {
				naval_base = 2
			}
		}
		add_core_of = CHL
		add_to_array = {
			state_victory_points = 5228
		}
		victory_points = {
			5228 1
		}
	}
	manpower = 68064
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: State History
Component: 391
Constructs: add_core_of
Source: game
File: history/states/391-Minnesota.txt

Code:
state = {
	id = 391
	name = STATE_391
	manpower = 2563952
	state_category = city
	resources = {
		steel = 110
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 3
		}
		add_core_of = USA
		victory_points = {
			1866 5
		}
	}
	provinces = {
		1719 1734 1866 1867 4664 4807 6752 6767 6827 7536 7896 9880 10618 10719 11667 12550 12577 12588 12597 12693
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: 17th Independent Brigade
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 17th Independent Brigade
	location = 11865
	division_template = Juntuán
	start_equipment_factor = 0.1
	officer = {
		name = SIC_li_ruobi
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.24
Constructs: is_triggered_only, limit, add_ideas, has_government, add_to_faction, set_cosmetic_tag, every_state, is_claimed_by
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.24
	title = wuw_GER_realpolitik.24.t
	desc = wuw_GER_diplomacy.24.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.24.a
		effect_tooltip = {
			ROOT = {
				add_to_faction = FROM
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			IF = {
				limit = {
					has_government = neutrality
				}
				FROM = {
					set_cosmetic_tag = OTT_UNIFIED
				}
			}
			FROM = {
				add_ideas = GER_german_trade_ns
			}
			every_state = {
				limit = {
					OR = {
						state = 676 675 291 680 677 799 554 553 455 454 855 679 856 293 453
					}
					NOT = {
						is_claimed_by = FROM
					}
					controller = {
						NOT = {
							is_ally_with = ROOT
							is_guaranteed_by = ROOT
							has_a_german_trade_idea = yes
						}
					}
				}
				add_claim_by = FROM
			}
			GER_setup_faction_wide_aoe_effects_root = yes
		}
	}
}
### Entity: Idea
Component: harland_wolff
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
harland_wolff = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		pacific_fleet_naval_manufacturer
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_liberty_ethos
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_liberty_ethos
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = CRO_political_effort
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
		NOT = {
			OR = {
				has_completed_focus = CRO_nationalism_focus CRO_form_peasant_councils
			}
		}
		if = {
			limit = {
				FROM = {
					is_subject = yes
				}
			}
			FROM = {
				OVERLORD = {
					OR = {
						has_government = democratic neutrality
					}
				}
			}
		}
	}
	relative_position_id = CRO_political_effort
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 95
		modifier = {
			factor = 0.1
			any_neighbor_country = {
				is_major = yes
				OR = {
					has_government = communism fascism
				}
			}
			NOT = {
				any_neighbor_country = {
					is_major = yes
					has_government = democratic
				}
			}
		}
	}
	completion_reward = {
		add_ideas = liberty_ethos_focus
		add_timed_idea = {
			idea = democratic_influence
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: POL_Ribbentrop_Beck_Pact
Constructs: has_war_with, is_subject_of, removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Ribbentrop_Beck_Pact = {
	allowed = {
		always = no
	}
	available = {
		GER = {
			NOT = {
				has_war_with = SOV
			}
		}
		is_subject_of = GER
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = can_patriation
	rule = {
		can_decline_call_to_war = yes
	}
	modifier = {
		ai_join_ally_desire_factor = -30
	}
}
### Entity: Scripted Effect
Component: SMB_naval_ger_advisors_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
SMB_naval_ger_advisors_effect = {
	add_to_variable = {
		JUNO_navy_naval_coordination = 0.05
		tooltip = naval_coordination_tt
	}
}
### Entity: Idea
Component: SPR_collective_recovery_efforts
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_collective_recovery_efforts = {
	picture = generic_production_bonus
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industry_repair_factor = 0.2
	}
}
### Entity: Idea
Component: GER_hess_party_chancellor_improved
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_hess_party_chancellor_improved = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.4
		opinion_gain_monthly_same_ideology_factor = 1
		military_industrial_organization_funds_gain = 0.15
		military_industrial_organization_research_bonus = 0.15
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.15
Constructs: is_triggered_only, limit, has_government, add_opinion_modifier, every_core_state, is_fully_controlled_by, is_core_of, is_owned_by
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.15
	title = SEA_PRC_misc_events.14.t
	desc = SEA_PRC_misc_events.15.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = SEA_PRC_misc_events.14.a
		every_core_state = {
			limit = {
				is_fully_controlled_by = FROM
				is_core_of = MON TAN MEN
				NOT = {
					is_core_of = FROM
				}
				OR = {
					NOT = {
						is_owned_by = FROM
					}
					FROM = {
						has_government = ROOT
					}
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_returned_our_territory
		}
	}
}