Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_submarine_fleet_operations
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_submarine_fleet_operations = {
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
		} {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_sudeten_1
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_in_faction, cancel_if_invalid, swap_ideas, add_idea
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_sudeten_1
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = CZE_fortification_studies
	}
	x = 0
	y = 1
	relative_position_id = CZE_fortification_studies
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0.5
			is_in_faction_with = GER
		} {
			factor = 1.5
			is_in_faction = no
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		CZE = {
			controls_state = 69 972
		}
	}
	bypass = {
		NOT = {
			69 = {
				any_province_building_level = {
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
					building = bunker
					level = < 3
				}
			}
			972 = {
				any_province_building_level = {
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
					building = bunker
					level = < 3
				}
			}
			9 = {
				any_province_building_level = {
					province = {
						id = 445 494
						limit_to_border = yes
					}
					building = bunker
					level = < 3
				}
			}
			74 = {
				any_province_building_level = {
					province = {
						id = 421 6485 3414 3583
						limit_to_border = yes
					}
					building = bunker
					level = < 3
				}
			}
			70 = {
				any_province_building_level = {
					province = {
						id = 9539 9692
						limit_to_border = yes
					}
					building = bunker
					level = < 3
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		army_experience = 20
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			add_idea = CZE_fortification_focus2
			remove_idea = CZE_fortification_focus
		}
		if = {
			limit = {
				controls_state = 69
			}
			69 = {
				set_building_level = {
					type = bunker
					level = 3
					province = {
						all_provinces = yes
						limit_to_border = yes
						level = < 3
					}
				}
			}
		} {
			limit = {
				controls_state = 972
			}
			972 = {
				set_building_level = {
					type = bunker
					level = 3
					province = {
						all_provinces = yes
						limit_to_border = yes
						level = < 3
					}
				}
			}
		} {
			limit = {
				controls_state = 9
			}
			9 = {
				set_building_level = {
					type = bunker
					level = 3
					province = {
						id = 445 494
						limit_to_border = yes
						level = < 3
					}
				}
			}
		} {
			limit = {
				controls_stat
# ... (truncated)
### Entity: Modifier Reference
Component: SOV_the_red_fleet_surface_1_dynamic_modifier
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_the_red_fleet_surface_1_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_navy_ccp_2d_sov_compatibility
	refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost
	repair_speed_factor = SOV_red_fleet_repair_speed_factor
	custom_modifier_tooltip = SOV_the_red_fleet_surface_1_tt
	naval_coordination = SOV_red_fleet_naval_coordination
	navy_visibility = SOV_red_fleet_navy_visibility
	positioning = SOV_red_fleet_positioning
	screening_efficiency = SOV_red_fleet_screening_efficiency
	naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity
	invasion_preparation = SOV_red_fleet_invasion_preparation
	special_forces_cap = SOV_red_fleet_special_forces_cap
}
### Entity: Country History
Country: SIK
Component: SIK_characters
Constructs: recruit_character
Source: game
File: history/countries/SIK - Sinkiang.txt

Code:
# Leaders & Characters for SIK
recruit_character = SIK_sheng_shicai SIK_chiang_yufen SIK_kwong_jin SIK_luo_wei SIK_liang_jiang SIK_piotr_orlov SIK_kwong_tian SIK_yu_wei SIK_deng_tian SIK_xie_peng SIK_yang_tian SIK_cheng_fang SIK_ma_wei SIK_yol_bars SIK_gao_jiang SIK_mao_wu SIK_sa_zhenbing SIK_tan_ma SIK_zhang_xiliang SIK_habibullah_huseinov SIK_isa_yusuf_alptekin
### Entity: Scripted Effect
Component: SIA_decrease_civilian_approval_3
Constructs: limit, add_war_support, has_country_flag, add_stability, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_decrease_civilian_approval_3 = {
	if = {
		limit = {
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		if = {
			limit = {
				has_idea = idea_SIA_civilian_rebellious
			}
			add_stability = -0.5
			add_war_support = -0.5
		}
		else_if = {
			limit = {
				has_idea = idea_SIA_civilian_opposition
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_opposition
				add_idea = idea_SIA_civilian_rebellious
			}
		} {
			limit = {
				has_idea = idea_SIA_civilian_neutral
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_neutral
				add_idea = idea_SIA_civilian_rebellious
			}
		} {
			limit = {
				has_idea = idea_SIA_civilian_slight_support
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_slight_support
				add_idea = idea_SIA_civilian_rebellious
			}
		} {
			limit = {
				has_idea = idea_SIA_civilian_full_support
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_full_support
				add_idea = idea_SIA_civilian_opposition
			}
		}
	}
}
### Entity: Idea
Component: AUS_construction_guilds_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_construction_guilds_idea = {
	allowed = {
		always = no
		tag = AUS
	}
	removal_cost = -1
	picture = ast_all_in
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_work_with_heimwehr
Constructs: prerequisite, completion_reward, add_political_power, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_work_with_heimwehr
	icon = GFX_goal_AUS_heimwehr
	relative_position_id = AUS_cs_victory
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_cs_victory
	}
	mutually_exclusive = {
		focus = AUS_crush_heimwehr_remnants
	}
	cost = 10
	completion_reward = {
		add_political_power = 50
		add_power_balance_value = {
			id = AUS_reform_power_balance
			value = 0.1
			tooltip_side = AUS_schuschnigg_side
		}
	}
}
### Entity: Event
Component: r56.ger.30
Constructs: is_triggered_only, add_stability, fire_only_once
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.30
	title = r56.ger.30.t
	desc = r56.ger.30.d
	picture = GFX_report_event_GER_ludendorff_gathering
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.30.a
		add_stability = 0.05
		custom_effect_tooltip = GER_ludendorff_will_join
	}
}
### Entity: AI Strategy
Component: SWE_r56_nordic_collaboration_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_subject
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_nordic_collaboration_plan = {
	name = Nordic Socialist Soviet Republics
	desc = We have one Soviet Union, how about another?
	allowed = {
		original_tag = SWE
	}
	enable = {
		original_tag = SWE
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		has_government = communism
		has_completed_focus = SWE_workers_war_economy
		OR = {
			SOV = {
				has_government = communism
				OR = {
					has_completed_focus = SOV_beaten_but_not_defeated SOV_the_right_opposition SOV_counter_coup_old SOV_form_a_fifth_column
				}
			}
			GER = {
				OR = {
					has_completed_focus = GER_the_revolution_secured GER_world_revolution
				}
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism neutrality
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_nordic_collaboration SWE_alliance_with_finland SWE_influence_our_neighbours SWE_influence_baltics
	}
	ai_strategy = {
		type = alliance
		id = NOR
		value = 100
	} {
		type = alliance
		id = FIN
		value = 100
	} {
		type = alliance
		id = NOR
		value = 100
	} {
		type = befriend
		id = EST
		value = 100
	} {
		type = befriend
		id = LAT
		value = 100
	} {
		type = befriend
		id = LIT
		value = 100
	} {
		type = alliance
		id = EST
		value = 100
	} {
		type = alliance
		id = LAT
		value = 100
	} {
		type = alliance
		id = LIT
		value = 100
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_special_forces_r56
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, special_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_special_forces_r56
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = IRQ_study_new_land_doctrines
	}
	relative_position_id = IRQ_study_new_land_doctrines
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 15
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 3
			category = r56_jaeger_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
			technology = tech_engineers tech_engineers2 tech_engineers3 tech_recon tech_recon2 tech_recon3
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		} {
			limit = {
				NOT = {
					has_idea = SAF_hot_climate_training
				}
			}
			add_ideas = SAF_hot_climate_training
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 1.0
				uses = 2
				category = r56_special_forces_training_tech
			}
		} {
			swap_ideas = {
				remove_idea = SAF_hot_climate_training
				add_idea = SAF_hot_climate_training2
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_tank_quality
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_tank_quality = {
	allowed = {
		always = no
	}
	picture = generic_acquire_tanks
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = 0.1
			instant = yes
			reliability = 0.1
			hard_attack = 0.1
		}
		medium_tank_chassis = {
			build_cost_ic = 0.1
			instant = yes
			reliability = 0.1
			hard_attack = 0.1
		}
		heavy_tank_chassis = {
			build_cost_ic = 0.05
			instant = yes
			reliability = 0.1
			hard_attack = 0.1
		}
		modern_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
			reliability = 0.1
			hard_attack = 0.1
		}
	}
}
### Entity: Idea
Component: HUN_levente_associations_secret_rearmament
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_levente_associations_secret_rearmament = {
	name = HUN_levente_associations
	picture = HUN_wuw_HUN_levente_associations
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		mobilization_speed = 0.1
		conscription_factor = 0.1
		drift_defence_factor = 0.25
	}
}
### Entity: Idea
Component: SIA_heavy_handed_industrialization_1_r56
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_heavy_handed_industrialization_1_r56 = {
	name = SIA_heavy_handed_industrialization_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.25
		stability_weekly = -0.002
		stability_factor = -0.04
		production_speed_buildings_factor = 0.16
		production_factory_max_efficiency_factor = -0.08
	}
}
### Entity: Operation
Component: exfiltration_go_to_ground
Source: game
File: common/operation_phases/lar_exfiltration.txt

Code:
exfiltration_go_to_ground = {
	name = exfiltration_go_to_ground
	desc = exfiltration_go_to_ground_desc
	outcome = exfiltration_go_to_ground_outcome
	risk_extra = exfiltration_go_to_ground_outcome_fail
	picture = GFX_phase_exfiltration_go_to_ground
	icon = GFX_phase_exfiltration_go_to_ground_small
	equipment = {

	}
}
### Entity: Idea
Component: ADU_acr
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_acr = {
	picture = generic_air_arab_3
	allowed = {
		original_tag = ADU
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: SWI_fascist
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWI_alternate_strategy_plan.txt

Code:
SWI_fascist = {
	name = Swiss Fascist Plan
	desc = 
	allowed = {
		SWI_bba = yes
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = SWI_AI_BEHAVIOR
				option = SWI_FASCIST
			}
			has_country_flag = SWI_AI_RANDOM_FASCIST
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SWI_swiss_guiding_principles SWI_national_defense_fund SWI_reaffirm_spiritual_defense SWI_fortify_border_with_france SWI_fortify_border_with_italy SWI_armed_neutrality SWI_federal_police SWI_purchase_german_planes SWI_ban_the_communist_party SWI_withdraw_from_the_league_of_nations SWI_limited_censorship_of_the_press SWI_promote_guisan SWI_national_redoubt SWI_all_adults_training SWI_veteran_sharpshooter_divisions SWI_reduce_military_training_age SWI_tighten_press_censorship SWI_seek_trade_agreement_with_germany SWI_axis_gold SWI_the_national_front SWI_panoramaheim_branch SWI_infiltrate_federal_police SWI_the_petition_of_the_200 SWI_military_exercises_with_germany SWI_german_industrial_investments SWI_complete_siegfried_line SWI_closer_ties_with_germany SWI_abandon_neutrality SWI_increase_defense_budget
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_align_with_the_allies
Constructs: limit, has_government, is_major, add_opinion_modifier, completion_reward, is_in_faction, is_in_faction_with, is_subject
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_align_with_the_allies
	icon = GFX_focus_ARG_join_the_allies
	x = -5
	y = 0
	relative_position_id = AFG_pursue_our_own_agenda
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			AFG_is_on_historical_plan_trigger = yes
		}
	}
	available = {
		OR = {
			is_in_faction = no
			is_in_faction_with = ENG
		} {
			has_government = democratic neutrality
		}
		is_subject = no
		threat = > 0.45
		NOT = {
			has_idea = neutrality_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
			every_other_country = {
				limit = {
					is_major = yes
					NOT = {
						OR = {
							tag = ENG
							is_in_faction_with = ENG
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
		ELSE_IF = {
			limit = {
				USA = {
					has_government = democratic
					is_faction_leader = yes
				}
			}
			USA = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
			every_other_country = {
				limit = {
					is_major = yes
					NOT = {
						OR = {
							tag = USA
							is_in_faction_with = USA
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
		hidden_effect = {
			ENG = {
				add_ideology_drift_based_on_partner = yes
				set_country_flag = AFG_requested_our_aid
			}
		}
		ENG = {
			AFG = {
				custom_effect_tooltip = AFG_foreign_influence_tt
			}
		}
	}
}
### Entity: Unit Template
Component: AST_INF_01
Source: game
File: common/units/names_divisions/AST_names_divisions.txt

Code:
AST_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		AST
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Infantry Division
	ordered = {
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
		24 = {
			%dth Infantry Division
		}
		25 = {
			%dth Infantry Division
		}
		26 = {
			%dth Infantry Division
		}
		27 = {
			%dth Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		29 = {
			%dth Infantry Division
		}
		30 = {
			%dth Infantry Division
		}
		31 = {
			%dst Infantry Division
		}
		32 = {
			%dnd Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		34 = {
			%dth Infantry Division
		}
		35 = {
			%dth Infantry Division
		}
		36 = {
			%dth Infantry Division
		}
		37 = {
			%dth Infantry Division
		}
		38 = {
			%dth Infantry Division
		}
		39 = {
			%dth Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		41 = {
			%dst Infantry Division
		}
		42 = {
			%dnd Infantry Division
		}
		43 = {
			%drd Infantry Division
		}
		44 = {
			%dth Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		46 = {
			%dth Infantry Division
		}
		47 = {
			%dth Infantry Division
		}
		48 = {
			%dth Infantry Division
		}
		49 = {
			%dth Infantry Division
		}
		50 = {
			%dth Infantry Division
		}
		51 = {
			%dst Infantry Division
		}
		52 = {
			%dnd Infantry Division
		}
		53 = {
			%drd Infantry Division
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_philippine_division
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_philippine_division
	icon = GFX_focus_PHI_philippine_division
	prerequisite = {
		focus = PHI_militarize_the_constabulary
	}
	relative_position_id = PHI_militarize_the_constabulary
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_industrial_capacity_factory = 0.1
			tooltip = industrial_capacity_factory_tt
		} {
			PHI_philippine_army_training_time_factor = -0.1
			tooltip = training_time_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: MEX_politicised_army
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_politicised_army = {
	name = MEX_politicised_army
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		military_leader_cost_factor = 1.0
		planning_speed = -0.2
	}
}
### Entity: Shared Focus
Component: CONGO_african_union
Constructs: shared_focus, prerequisite, limit, has_government, every_country, completion_reward, is_subject, has_civil_war
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_african_union
	dynamic = yes
	icon = GFX_focus_ETH_the_african_union
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = CONGO_republic_of_congo
	}
	relative_position_id = CONGO_congos_place_in_the_world
	x = 2
	y = 3
	cost = 10
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
		is_subject = no
		has_civil_war = no
		NOT = {
			has_global_flag = CONGO_independence_war_ongoing
		}
		has_government = democratic
		is_in_faction = no
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				original_tag = COG
			}
			IF = {
				limit = {
					NOT = {
						is_faction_leader = yes
					}
				}
				IF = {
					limit = {
						has_dlc = No Compromise, No Surrender
					}
					set_rule = {
						can_create_factions = yes
					}
					create_faction_from_template = faction_template_COG_african_union_faction
					add_faction_initiative = 1
				}
				ELSE = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction_from_template = faction_template_COG_african_union_faction
				}
				every_other_country = {
					limit = {
						is_subject_of = ROOT
					}
					ROOT = {
						add_to_faction = PREV
					}
				} {
					limit = {
						capital_scope = {
							is_on_continent = africa
						}
						is_subject = no
						is_in_faction = no
					}
					country_event = {
						id = generic.5
					}
				}
			}
		} {
			limit = {
				original_tag = BEL
			}
			effect_tooltip = {
				COG = {
					IF = {
						limit = {
							NOT = {
								is_faction_leader = yes
							}
						}
						create_faction = ETH_african_union_faction
						every_country = {
							limit = {
								is_subject_of = COG
							}
							COG = {
								add_to_faction = PREV
							}
						} {
							limit = {
								capital_scope = {
									is_on_continent = africa
								}
								is_subject = no
								is_in_faction = no
							}
							country_event = {
								id = generic.5
							}
						}
					}
				}
			}
		}
		hidden_effect = {
			BEL = {
				unlock_national_focus = CONGO_african_union
			}
		}
	}
}
### Entity: Idea
Component: NZL_reserve_bank_of_new_zealand
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_reserve_bank_of_new_zealand = {
	picture = gre_schachtplan2
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
	research_bonus = {

	}
	traits = {
		commercial_bank
	}
	modifier = {

	}
}
### Entity: Idea
Component: CHI_all_chinese_resistance
Constructs: production_speed_buildings_factor, removal_cost, neutrality_drift, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_all_chinese_resistance = {
	picture = chi_war_of_resistance3
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = -0.1
		political_power_factor = -0.1
		production_factory_max_efficiency_factor = -0.1
		neutrality_drift = 0.08
		fascism_drift = -0.03
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}