Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: european_ignore_china
Constructs: has_war_with, is_on_continent, is_in_faction_with, is_faction_leader
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
european_ignore_china = {
	allowed = {
		capital_scope = {
			is_on_continent = europe
		}
	}
	enable = {
		ROOT = {
			exists = yes
		}
		NOT = {
			original_tag = SOV
		}
		is_in_faction_with = GER
		GER = {
			is_faction_leader = yes
			is_in_faction_with = JAP
		}
		OR = {
			JAP = {
				has_war_with = CHI
			} {
				has_war_with = PRC
			} {
				has_war_with = XSM
			} {
				has_war_with = SHX
			} {
				has_war_with = SIC
			} {
				has_war_with = XIC
			} {
				has_war_with = GDC
			} {
				has_war_with = HBC
			} {
				has_war_with = SND
			} {
				has_war_with = GXC
			} {
				has_war_with = YUN
			} {
				has_war_with = SIK
			} {
				has_war_with = KHM
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = CHI PRC GXC XSM YUN SHX SIC XIC GDC HBC SND SIK KHM
			} {
				is_in_faction_with = JAP
			}
			has_war_with = CHI PRC XSM GXC SHX SIC XIC GDC HBC SND YUN SIK KHM
		}
	}
	ai_strategy = {
		type = ignore
		id = JAP
		value = 1000
	} {
		type = ignore
		id = MAN
		value = 1000
	} {
		type = ignore
		id = MEN
		value = 1000
	} {
		type = ignore
		id = CHI
		value = 1000
	} {
		type = ignore
		id = PRC
		value = 1000
	} {
		type = ignore
		id = GXC
		value = 1000
	} {
		type = ignore
		id = XSM
		value = 1000
	} {
		type = ignore
		id = YUN
		value = 1000
	} {
		type = ignore
		id = SHX
		value = 1000
	} {
		type = ignore
		id = SIC
		value = 1000
	} {
		type = ignore
		id = XIC
		value = 1000
	} {
		type = ignore
		id = GDC
		value = 1000
	} {
		type = ignore
		id = HBC
		value = 1000
	} {
		type = ignore
		id = SND
		value = 1000
	} {
		type = ignore
		id = SIK
		value = 1000
	} {
		type = ignore
		id = KHM
		value = 1000
	}
}
### Entity: Idea
Component: EAI_DD_10/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Event
Component: cityfall.2
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.2
	title = cityfall.2.t
	desc = cityfall.2.d
	picture = GFX_news_event_fall_of_london
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_london_fra
	}
	option = {
		name = cityfall.2.a
		trigger = {
			NOT = {
				TAG = FRA ENG
			}
		}
	} {
		name = cityfall.2.b
		trigger = {
			TAG = FRA
		}
	} {
		name = cityfall.2.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_combined_arms
Constructs: prerequisite, limit, joint_focus, completion_reward, is_in_faction_with, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_combined_arms
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = SSB_expand_turkeys_military_infrastructure SSB_expand_afghanistans_military_infrastructure SSB_expand_iraqs_military_infrastructure SSB_expand_irans_military_infrastructure
	}
	relative_position_id = SSB_the_saadabad_pact
	x = -1
	y = 7
	cost = 5
	text_icon = SSB_AFG_IRQ_PER_TUR_focus_style
	available = {
		SSB_basic_available_trigger = yes
		if = {
			limit = {
				tag = PER
			}
			OR = {
				is_in_faction_with = AFG IRQ TUR
			}
		} {
			limit = {
				tag = IRQ
			}
			OR = {
				is_in_faction_with = AFG PER TUR
			}
		} {
			limit = {
				tag = AFG
			}
			OR = {
				is_in_faction_with = PER IRQ TUR
			}
		} {
			limit = {
				tag = TUR
			}
			OR = {
				is_in_faction_with = AFG IRQ PER
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 0
	}
	joint_trigger = {
		SSB_basic_available_trigger = yes
		OR = {
			is_in_faction_with = PER AFG IRQ TUR
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_conscription_factor
			value = 0.05
			tooltip = conscription_factor_tt
		} {
			var = SSB_army_defence_against_minor_factor
			value = 0.05
			tooltip = army_defence_against_minor_factor_tt
		} {
			var = SSB_army_defence_against_major_factor
			value = 0.15
			tooltip = army_defence_against_major_factor_tt
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_awoken_generation
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_awoken_generation
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = SAU_join_the_comintern
	}
	relative_position_id = SAU_join_the_comintern
	x = -1
	y = 1
	cost = 8
	completion_reward = {
		army_experience = 25
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SAU_awoken_generation
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: SRL_stc
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = SRL
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Idea
Component: LIT_baltic_defence_army
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/baltic_shared.txt

Code:
LIT_baltic_defence_army = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		training_time_factor = -0.1
		conscription_factor = 0.3
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B04
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B04 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^4 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B04
		value = -2000
	}
}
### Entity: Idea
Component: CZE_fortification_focus4
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_fortification_focus4 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_fortification_focus
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.3
		conscription = 0.012
		bunker_max_level_terrain_limit = 3
		coastal_bunker_max_level_terrain_limit = 1
	}
}
### Entity: Character
Component: COG_justin_kokolo
Constructs: has_completed_focus, is_subject
Source: game
File: common/characters/COG.txt

Code:
COG_justin_kokolo = {
	name = COG_justin_kokolo
	portraits = {
		army = {
			large = GFX_portrait_COG_justin_kokolo
			small = GFX_portrait_COG_justin_kokolo_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				is_subject = no
				has_completed_focus = CONGO_congolese_generals
			}
		}
	}
	advisor = {
		slot = army_chief
		idea_token = COG_justin_kokolo
		allowed = {
			original_tag = COG
		}
		available = {
			OR = {
				is_subject = no
				has_completed_focus = CONGO_congolese_generals
			}
		}
		traits = {
			army_chief_drill_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_35
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_35 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 35
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 35
	}
}
### Entity: Idea
Component: PAL_conscription_for_jews
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_conscription_for_jews = {
	picture = eng_imperial_conscription
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		minimum_training_level = -0.15
		conscription = 0.02
		monthly_population = 0.35
		stability_weekly_factor = 0.001
	}
}
### Entity: Idea
Component: AUS_past_glories
Constructs: stability_factor, neutrality_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_past_glories = {
	picture = generic_monarchist_uprising
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		neutrality_drift = 0.1
		stability_factor = -0.05
	}
}
### Entity: Character
Component: CHI_t_v_soong
Constructs: has_completed_focus, has_dlc, is_chinese_warlord
Source: game
File: common/characters/CHI.txt

Code:
CHI_t_v_soong = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_t_v_soong CHI_t_v_soong
		portraits = {
			army = {
				small = GFX_idea_CHI_t_v_soong
			}
		} {
			army = {
				small = GFX_idea_CHI_t_v_soong
			}
		}
		advisor = {
			slot = political_advisor
			visible = {
				NOT = {
					has_completed_focus = CHI_end_military_primacy
				}
			}
			available = {
				has_completed_focus = CHI_draw_support_from_the_big_families
			}
			idea_token = CHI_t_v_soong
			traits = {
				financial_expert
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_t_v_soong
		portraits = {
			army = {
				small = GFX_idea_CHI_t_v_soong
			}
		}
		advisor = {
			slot = political_advisor
			allowed = {
				OR = {
					original_tag = CHI
					is_chinese_warlord = yes
				}
			}
			available = {
				has_completed_focus = CHI_financial_policy
			}
			idea_token = CHI_t_v_soong
			traits = {
				financial_expert
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_AI_is_dem_allied
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_AI_is_dem_allied = {
	OR = {
		has_game_rule = {
			rule = SWI_AI_BEHAVIOR
			option = SWI_ALLIED_DEMOCRATIC
		}
		has_country_flag = SWI_AI_RANDOM_ALLIED_DEMOCRATIC
	}
}
### Entity: Scripted Effect
Component: GER_remove_mefo_bills
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_remove_mefo_bills = {
	if = {
		limit = {
			has_idea = GER_mefo_bills_1
		}
		remove_ideas = GER_mefo_bills_1
	}
	else_if = {
		limit = {
			has_idea = GER_mefo_bills_2
		}
		remove_ideas = GER_mefo_bills_2
	} {
		limit = {
			has_idea = GER_mefo_bills_3
		}
		remove_ideas = GER_mefo_bills_3
	} {
		limit = {
			has_idea = GER_mefo_bills_4
		}
		remove_ideas = GER_mefo_bills_4
	} {
		limit = {
			has_idea = GER_mefo_bills_5
		}
		remove_ideas = GER_mefo_bills_5
	} {
		limit = {
			has_idea = GER_mefo_bills_6
		}
		remove_ideas = GER_mefo_bills_6
	} {
		limit = {
			has_idea = GER_mefo_bills_7
		}
		remove_ideas = GER_mefo_bills_7
	} {
		limit = {
			has_idea = GER_mefo_bills_8
		}
		remove_ideas = GER_mefo_bills_8
	} {
		limit = {
			has_idea = GER_mefo_bills_9
		}
		remove_ideas = GER_mefo_bills_9
	} {
		limit = {
			has_idea = GER_mefo_bills_10
		}
		remove_ideas = GER_mefo_bills_10
	} {
		limit = {
			has_idea = GER_mefo_bills_11
		}
		remove_ideas = GER_mefo_bills_11
	} {
		limit = {
			has_idea = GER_mefo_bills_12
		}
		remove_ideas = GER_mefo_bills_12
	} {
		limit = {
			has_idea = GER_mefo_bills_13
		}
		remove_ideas = GER_mefo_bills_13
	} {
		limit = {
			has_idea = GER_mefo_bills_14
		}
		remove_ideas = GER_mefo_bills_14
	} {
		limit = {
			has_idea = GER_mefo_bills_15
		}
		remove_ideas = GER_mefo_bills_15
	} {
		limit = {
			has_idea = GER_mefo_bills_16
		}
		remove_ideas = GER_mefo_bills_16
	} {
		limit = {
			has_idea = GER_mefo_bills_17
		}
		remove_ideas = GER_mefo_bills_17
	} {
		limit = {
			has_idea = GER_mefo_bills_18
		}
		remove_ideas = GER_mefo_bills_18
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/wuw_opinion_modifiers.txt

Code:
opinion_modifiers = {
	wuw_connected_autobahn = {
		value = 35
		months = 44
	}
	AUS_air_force_partnership_big = {
		value = 30
		months = 48
	}
	AUS_air_force_partnership_small = {
		value = 10
		months = 48
	}
	AUS_rejected_air_force_partnership = {
		value = -20
		months = 48
	}
	AUS_banned_dnsap = {
		value = -50
		months = 48
	}
	AUS_meddling_with_our_politics = {
		value = -50
		months = 48
	}
	AUS_refuses_to_submit = {
		value = -25
		months = 48
	}
	AUS_trying_to_control_us = {
		value = -25
		months = 48
	}
	AUS_bullied_austria = {
		value = -15
		months = 24
	}
	AUS_broke_the_treaty = {
		value = -50
		months = 72
	}
	AUS_broke_the_treaty_democratic = {
		value = -30
		months = 72
	}
	AUS_imperilalist_sentiments = {
		value = -50
		months = 72
	}
	AUS_danubian_leader = {
		value = 45
		months = 72
	}
	AUS_industrial_help = {
		value = 15
		months = 24
	}
	AUS_market_help = {
		value = 10
		months = 24
	}
	AUS_aligned_with_our_values = {
		value = 25
		months = 24
	}
	AUS_austrofascism_opm = {
		value = -40
	}
	AUS_unfriendly_neighbor = {
		value = -40
	}
	AUS_british_monarch = {
		value = 25
	}
	HUN_GER_trade_modifier = {
		value = 45
		months = 72
	}
	HUN_POL_friendship_modifier = {
		value = 50
		months = 82
	}
	turanist_connections_op_modifier = {
		value = 50
		months = 72
	}
	HUN_following_entente_stipulations = {
		value = 50
		months = 84
	}
	HUN_has_threatening_ambitions = {
		value = -100
	}
	dissolved_the_volksbund_modifier = {
		value = -75
		months = 48
	}
	threatened_us_opinion_modifier = {
		value = -25
		months = 24
	}
	attempted_diplomacy_opinion_modifier = {
		value = 25
		months = 24
	}
	nationalzied_foreign_assets_op_modifier = {
		value = -75
		months = 34
	}
	GER_german_trade_opinion = {
		trade = yes
		value = 50
	}
	GER_autarky_trade_opinion = {
		trade = yes
		value = 100
	}
	GER_trading_partners = {
		trade = yes
		value = 50
	}
	GER_german_influence = {
		value = 25
		months = 48
	}
	reaffirmed_the_locarno_treaty = {
		value = 50
		months = 64
	}
	our_democratic_allies_opm = {
		value = 35
		months = 64
	}
	YUG_wavering_to_GER_pressure_opm = {
		value = 15
		months = 84
	}
	YUG_wavering_to_GER_pressure_reverse_opm = {
		value = 15
		months = 84
	}
	YUG_wavering_to_GER_pressure_2_opm = {
		value = 25
		months = 84
	}
	YUG_wavering_to_GER_pressure_reverse_2_opm = {
		value = 25
		months = 84
	}
	YUG_GER_pressured_us_annoyed_
# ... (truncated)
### Entity: National Focus
Tree: kal_focus
Component: KAL_field_hospitals
Constructs: prerequisite, completion_reward, has_tech, cancel_if_invalid, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_field_hospitals
	text = ABC_field_hospitals
	icon = GFX_focus_generic_field_hostpital
	prerequisite = {
		focus = KAL_motorization_effort
	}
	x = 1
	y = 1
	relative_position_id = KAL_motorization_effort
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = hospital_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: GER_set_parliament
Constructs: has_completed_focus, limit, has_country_flag, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_set_parliament = {
	set_variable = {
		GER_total_seats = NRAF_seats_f
	} {
		GER_majority_seats = GER_total_seats
	} {
		GER_2_thirds = GER_total_seats
	}
	IF = {
		limit = {
			OR = {
				has_completed_focus = GER_demokratieschutzgesetz GER_ban_the_reactionaries GER_declare_the_presidential_republic
			}
		}
		set_variable = {
			GER_total_seats = 0
		}
	} {
		limit = {
			NOT = {
				has_country_flag = GER_dvu_formed
			} {
				has_completed_focus = GER_ban_the_reactionaries
			}
		}
		add_to_variable = {
			GER_total_seats = DNVP_seats_f
		}
	} {
		limit = {
			has_country_flag = GER_dvu_formed
			NOT = {
				has_completed_focus = GER_ban_the_reactionaries
			}
		}
		add_to_variable = {
			GER_total_seats = DVU_seats_f
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = GER_ban_the_reactionaries
			}
		}
		add_to_variable = {
			GER_total_seats = DSTP_seats_f
		}
	} {
		limit = {
			NOT = {
				has_country_flag = GER_dvu_formed
			} {
				has_completed_focus = GER_ban_the_reactionaries
			}
		}
		add_to_variable = {
			GER_total_seats = Zentrum_seats_f
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = GER_form_the_sed
			} {
				has_country_flag = GER_spd_banned
			}
		}
		add_to_variable = {
			GER_total_seats = SPD_seats_f
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = GER_demokratieschutzgesetz
			} {
				has_country_flag = GER_kpd_banned
			} {
				has_completed_focus = GER_declare_the_presidential_republic
			}
			OR = {
				has_completed_focus = GER_legalize_the_remaining_communist_parties
				has_country_flag = GER_comintern_kpd_funding_flag
			}
		}
		add_to_variable = {
			GER_total_seats = KPD_seats_f
		}
	} {
		limit = {
			has_completed_focus = GER_the_national_salvation_law
		}
		set_variable = {
			GER_nsl_support = 0
		}
		add_to_variable = {
			GER_nsl_support = NRAF_seats_f
		}
		IF = {
			limit = {
				has_country_flag = GER_zentrum_nsl
			}
			add_to_variable = {
				GER_nsl_support = Zentrum_seats_f
			}
		} {
			limit = {
				has_country_flag = GER_kpd_nsl
			}
			add_to_variable = {
				GER_kpd_support = KPD_seats_f
			}
		} {
			limit = {
				has_country_flag = GER_dnvp_nsl
			}
			add_to_variable = {
				GER_nsl_support = DNVP_seats_f
			}
		}
	} {
		limit = {
			has_completed_focus = GER_learn_from_the_enabling_act
		}
		set_variable = {
			GER_kpd_support = 0
		}
		add_to_variable = {
			GER_kpd_suppo
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATotal_mobilization.png.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
&#160;&#160;Invert selection

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The following pages link to File:Total mobilization.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Total_mobilization.png"
### Entity: Idea
Component: EAI_DD_9/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_enable_template_upgrades
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_enable_template_upgrades = {
	EAI_TEMPLATE_armor_template_upgrade = yes
	EAI_TEMPLATE_garrison_template_upgrade = yes
	EAI_TEMPLATE_marine_template_upgrade = yes
	EAI_TEMPLATE_amphibious_template_upgrade = yes
	EAI_TEMPLATE_mountaineer_template_upgrade = yes
	EAI_TEMPLATE_motorized_template_upgrade = yes
	EAI_TEMPLATE_suppression_template_upgrade = yes
}
### Entity: Idea
Component: FRA_communist_cooperation
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/france.txt

Code:
FRA_communist_cooperation = {
	picture = hol_haven_of_tolerance
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	available = {
		communism = < 0.2
	}
	removal_cost = -1
	modifier = {
		resistance_growth_on_our_occupied_states = 0.1
		communism_drift = 0.05
	}
}
### Entity: Idea
Component: AFG_fund_army
Constructs: war_support_factor, has_government, industrial_capacity_factory, mobilization_speed, research_bonus
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_fund_army = {
	picture = generic_soldiers_good
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	modifier = {
		political_power_factor = -0.05
		industrial_capacity_factory = 0.05
		production_speed_arms_factory_factor = 0.05
		mobilization_speed = 0.1
		consumer_goods_factor = 0.1
		war_support_factor = 0.05
	}
	research_bonus = {
		artillery = 0.1
		armor = 0.05
		infantry_weapons = 0.1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CZE_anti_communism
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_anti_communism = {
	allowed = {
		has_government = neutrality fascism
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_disjointed_gov
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		has_government = communism
	}
	modifier = {
		communism_drift = -0.1
	}
}
### Entity: Trigger Reference
Construct: any_country_with_core
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_country_with_core

* Supported Scopes: STATE
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if any country with a core on the scoped state meets the trigger. tooltip=key can be defined to override title
```
### Entity: Decision
Component: GER_dealing_with_the_opposition
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_dealing_with_the_opposition = {
	icon = GFX_decision_category_generic_fascism
	allowed = {
		original_tag = GER
	}
	visible_when_empty = no
	priority = 12
	visible = {
		has_completed_focus = GER_nraf_in_coalition GER_deal_with_inner_party_opposition
		NOT = {
			has_country_flag = GER_nraf_sovled
		}
	}
}
### Entity: Order of Battle
Component: 45a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 45a Brigada Legionario
	location = 13219
	division_template = Brigada Legionario
}
### Entity: Decision
Component: tmodern_category
Source: game
File: common/decisions/categories/tmodern_categories.txt

Code:
tmodern_category = {
	icon = GFX_decision_category_gre_faction_management
	picture = GFX_decision_cat_picture_SWI_federal_council
	allowed = {
		always = yes
	}
}
### Entity: Character
Component: BHU_dechen_sonam
Source: game
File: common/characters/BHU.txt

Code:
BHU_dechen_sonam = {
	advisor = {
		slot = high_command
		idea_token = BHU_dechen_sonam
		ledger = army
		allowed = {
			original_tag = BHU
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BHU_dechen_sonam
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: Modding Documentation
Construct: createlean
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## createlean
* Not available in release build

Create LEAN textures
### Entity: Idea
Component: MAN_liberalized_economy2
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_liberalized_economy2 = {
	allowed = {
		always = yes
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_foreign_capital
	modifier = {
		production_factory_max_efficiency_factor = 0.05
		production_speed_buildings_factor = 0.15
		consumer_goods_factor = 0.25
	}
}