Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_bulgaria_fate_of_the_balkans.1
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, is_major, has_opinion, is_neighbor_of
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fate_of_the_balkans.1
	title = bftb_bulgaria_fate_of_the_balkans.1.t
	desc = bftb_bulgaria_fate_of_the_balkans.1.desc
	picture = GFX_report_event_bul_boris_military
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_fate_of_the_balkans.1.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 5
				has_country_flag = {
					flag = BUL_fate_of_the_balkans_government_influenced_flag
					value = > 4
				}
			} {
				factor = 4
				has_country_flag = {
					flag = BUL_fate_of_the_balkans_government_influenced_flag
					value = > 3
				}
			} {
				factor = 2
				has_country_flag = {
					flag = BUL_fate_of_the_balkans_government_influenced_flag
					value = > 2
				}
			} {
				factor = 2
				has_country_flag = {
					flag = BUL_fate_of_the_balkans_government_influenced_flag
					value = > 1
				}
			} {
				factor = 1.5
				has_country_flag = {
					flag = BUL_fate_of_the_balkans_government_influenced_flag
					value = > 0
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 2
				is_neighbor_of = FROM
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 0.5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 0
				strength_ratio = {
					tag = FROM
					ratio = > 2
				}
			}
		}
		FROM = {
			hidden_effect = {
				country_event = bftb_bulgaria_fate_of_the_balkans.2
			}
			effect_tooltip = {
				add_to_faction = ROOT
			}
		}
		hidden_effect = {
			random_other_country = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				country_event = bftb_bulgaria_fate_of_the_balkans.10
			}
		}
	} {
		name = bftb_bulgaria_fate_of_the_balkans.1.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 5
				has_government = communism
			} {
				factor = 2
				has_government = democratic
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 50
				}
			} {
				factor = 10
				is_in_faction = yes
			} {
				factor = 5
				is_major = yes
			}
		}
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_fate_of_the_balkans.3
			}
		}
		effect_tooltip = {

# ... (truncated)
### Entity: National Focus
Tree: ita_focus
Component: ITA_compagnie_auto_avio_sahariane
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_compagnie_auto_avio_sahariane
	icon = GFX_focus_generic_armored_air_support
	prerequisite = {
		focus = ITA_reorganize_regio_esercito ITA_reinforce_regia_aeronautica
	}
	relative_position_id = ITA_reorganize_regio_esercito
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_to_variable = {
			ITA_ra_ground_attack_factor = 0.05
		} {
			ITA_ra_air_intercept_efficiency = 0.05
		} {
			ITA_re_org_loss_when_moving = -0.05
		} {
			ITA_re_out_of_supply = -0.05
		}
		custom_effect_tooltip = ITA_compagnie_auto_avio_sahariane_ra_tt ITA_compagnie_auto_avio_sahariane_re_tt
	}
}
### Entity: Idea
Component: PHI_accept_refugees
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/philipines.txt

Code:
PHI_accept_refugees = {
	allowed = {
		original_tag = PHI
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = SPR_the_popular_front
	removal_cost = -1
	modifier = {
		weekly_manpower = 250
		monthly_population = 0.25
		democratic_drift = 0.03
	}
}
### Entity: Country History
Country: NZL
Component: NZL_misc
Constructs: limit, add_ideas, set_technology, add_political_power, has_dlc, set_air_oob, add_to_tech_sharing_group, create_equipment_variant
Source: game
File: history/countries/NZL - New Zealand.txt

Code:
# Misc for NZL
capital = 284
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = NZL_1936_air_bba
	set_technology = {
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = NZL_1936_air_legacy
		set_technology = {
			early_fighter = 1
			naval_bomber1 = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = Together for Victory
	}
	add_to_tech_sharing_group = commonwealth_research
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Leander Class
		type = light_cruiser_1
		upgrades = {
			ship_reliability_upgrade = 2
			ship_engine_upgrade = 2
			ship_gun_upgrade = 2
			ship_anti_air_upgrade = 2
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Danae Class
		type = ship_hull_cruiser_1
		name_group = NZL_CL_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_medium_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = cruiser_ship_engine_1
			mid_1_custom_slot = ship_torpedo_1
			mid_2_custom_slot = ship_torpedo_1
			rear_1_custom_slot = empty
		}
	}
}
set_grand_doctrine = grand_battleplan new_fleet_in_being
set_variable = {
	NZL_train_var = 40
}
{
	NZL_ministry_of_public_works_dynamic_modifier_stability_factor = 0.05
}
{
	NZL_ministry_of_public_works_dynamic_modifier_consumer_goods_factor = -0.05
}
{
	NZL_ministry_of_public_works_dynamic_modifier_conscription_factor = 0
}
726 = {
	start_resistance = yes
	set_compliance = 10
	set_resistance = 25
}
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	oob = NZL_1939
	if = {
		limit = {
			has_dlc = By Blood Alone
		}
		set_air_oob = NZL_1939_air_bba
		else = {
			set_air_oob = N
# ... (truncated)
### Entity: Character
Component: imperial_connections
Source: game
File: common/country_leader/00_traits.txt

Code:
imperial_connections = {
	random = no
	political_power_factor = -0.1
	opinion_gain_monthly_factor = -0.15
	political_advisor_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	high_command_cost_factor = -0.25
	air_chief_cost_factor = -0.25
	army_chief_cost_factor = -0.25
	navy_chief_cost_factor = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: BRA_undermine_democracy_idea
Constructs: stability_factor, democratic_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_undermine_democracy_idea = {
	picture = EST_democratic_opposition
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = -0.03
		political_power_factor = -0.05
		stability_factor = -0.1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_teachings_the_amauta
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_teachings_the_amauta
	prerequisite = {
		focus = PRU_benavides_nightmare
	}
	icon = GFX_goal_PRU_amauta
	x = -1
	y = 2
	available = {
		has_country_leader = {
			character = PRU_eudocio_revines_perez
			ruling_only = yes
		}
	}
	relative_position_id = PRU_protest_against_the_cancellation
	mutually_exclusive = {
		focus = PRU_remember_the_Trujillo_revolution
	}
	cost = 5
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		remove_ideas = PRU_nightmare
		add_ideas = PRU_communism_peru
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: LUX_steel_mills
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_steel_mills = {
	picture = LUX_arbed
	allowed = {
		original_tag = LUX
	}
	available = {
		has_completed_focus = MICRO_resource_commission
	}
	modifier = {
		local_resources_factor = 0.1
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_steel_mills_trait
	}
}
### Entity: Idea
Component: JAP_customs_union_trade_idea
Constructs: limit, has_war_with, has_country_flag, removal_cost, add_offsite_building, clr_country_flag, has_opinion_modifier, remove_opinion_modifier
Source: game
File: common/ideas/japan.txt

Code:
JAP_customs_union_trade_idea = {
	allowed = {
		always = no
	}
	picture = can_wartime_prices_and_trade_board
	removal_cost = -1
	cancel = {
		has_war_with = JAP
	}
	on_add = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = JAP_getting_offshore_civ_flag
			}
			add_offsite_building = {
				type = industrial_complex
				level = -1
			}
			clr_country_flag = JAP_getting_offshore_civ_flag
		} {
			limit = {
				has_opinion_modifier = JAP_trading_partners
			}
			remove_opinion_modifier = {
				target = JAP
				modifier = JAP_trading_partners
			}
		}
	}
	targeted_modifier = {
		tag = JAP
		trade_cost_for_target_factor = -0.4
		custom_modifier_tooltip = JAP_pacific_trade_offshore_tt
	}
}
### Entity: National Focus
Component: wuw_HUN_devalue_the_pengo
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_devalue_the_pengo
	icon = GFX_focus_HUN_devalue_the_pengo
	prerequisite = {
		focus = wuw_HUN_reintigrate_the_imperial_railroads
	}
	x = -2
	y = 2
	relative_position_id = wuw_HUN_reintigrate_the_imperial_railroads
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = HUN_revaluing_the_pengo
			days = 420
		}
		IF = {
			limit = {
				NOT = {
					OR = {
						has_government = communism democratic
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = HUN_bela_imredy
		}
	}
}
### Entity: Character
Component: SLV_peter_rozman
Source: game
File: common/characters/SLV.txt

Code:
SLV_peter_rozman = {
	name = SLV_peter_rozman
	portraits = {
		army = {
			small = GFX_idea_SLV_peter_rozman
		}
	}
	advisor = {
		slot = high_command
		idea_token = SLV_peter_rozman
		ledger = army
		allowed = {
			original_tag = SLV
		}
		available = {

		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 5.0
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_logistical_brigades
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_logistical_brigades
	text = EGY_logistical_brigades
	icon = GFX_goal_ammunitions
	relative_position_id = BEL_motorised_support
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = BEL_motorised_support
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_logistical_brigades
			bonus = 1
			uses = 2
			category = logistics_tech hospital_tech
		}
	}
}
### Entity: Event
Component: wtt_warlord_vs_prc.23
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.23
	title = wtt_warlord_vs_prc.23.t
	desc = wtt_warlord_vs_prc.23.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = wtt_warlord_vs_prc.23.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = wtt_warlord_vs_prc.23.a
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Decision
Component: ARG_military_coup_decisions
Constructs: has_completed_focus, limit, has_government, fire_only_once, has_global_flag, cancel_if_not_visible, is_good, random_owned_state
Source: game
File: common/decisions/ARG.txt

Code:
ARG_military_coup_decisions = {
	ARG_military_coup_attempt = {
		priority = 100
		icon = generic_ignite_civil_war
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 365
		fire_only_once = yes
		activation = {
			original_tag = ARG
			has_completed_focus = ARG_the_castillo_cabinet
			NOT = {
				has_government = fascism
			} {
				has_global_flag = military_coup_attempt_happened
			} {
				has_completed_focus = ARG_subdue_dissension
			}
		}
		visible = {
			tag = ARG
			NOT = {
				has_government = fascism
			} {
				has_global_flag = military_coup_attempt_happened
			} {
				has_completed_focus = ARG_subdue_dissension
			} {
				has_completed_focus = ARG_march_to_la_casa_rosada
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			IF = {
				limit = {
					has_completed_focus = ARG_consolidating_power
				}
				country_event = ARG_political_events.9
			}
			ELSE_IF = {
				limit = {
					has_completed_focus = ARG_subdue_dissension
				}
				country_event = ARG_political_events.10
			}
			ELSE = {
				country_event = ARG_political_events.11
			}
		}
	}
	ARG_military_state_absorption_mission = {
		priority = 99
		icon = GFX_decision_eng_blackshirt_speech
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 75
		days_re_enable = 1
		fire_only_once = no
		activation = {
			original_tag = ARG
			has_completed_focus = ARG_the_castillo_cabinet
			NOT = {
				has_government = fascism
			} {
				has_global_flag = military_coup_attempt_happened
			} {
				has_completed_focus = ARG_subdue_dissension
			} {
				has_completed_focus = ARG_march_to_la_casa_rosada
			}
		}
		visible = {
			tag = ARG
			NOT = {
				has_government = fascism
			} {
				has_global_flag = military_coup_attempt_happened
			} {
				has_completed_focus = ARG_subdue_dissension
			} {
				has_completed_focus = ARG_march_to_la_casa_rosada
			}
		}
		cancel_if_not_visible = yes
		timeout_effect = {
			custom_effect_tooltip = ARG_military_state_absorption_timer_tt
			random_owned_state = {
				limit = {
					NOT = {
						OR = {
							has_dynamic_modifier = {
								modifier = ARG_military_owned_state
							} {
								modifier = ARG_federal_intervention_modifier
							}
						}
					} {
						state = 278
					}
				}
				add_dynamic_modifier = {
					modifier = ARG_military_owned_state
				}
			}
		}
	}
# ... (truncated)
### Entity: Event
Component: austria.121
Constructs: is_triggered_only, set_country_flag, add_state_core
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.121
	title = austria.121.t
	desc = austria.121.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = austria.121.a
		set_country_flag = AUS_HUN_got_burgenland
		custom_effect_tooltip = AUS_if_conference_succeed AUS_hungary_accept_more
		effect_tooltip = {
			HUN = {
				transfer_state = 1086
				add_state_core = 1086
			}
		}
	}
}
### Entity: Trigger Reference
Construct: is_staging_coup
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_staging_coup

* Supported Scopes: COUNTRY
* Supported Targets: none

```
is_staging_coup = yes - Returns true if current country is staging a coup in another any country.
```
### Entity: National Focus
Tree: ita_focus
Component: ITA_cooperate_with_moderates
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_cooperate_with_moderates
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = ITA_christian_democracy ITA_democratic_king
	}
	x = 0
	y = 1
	relative_position_id = ITA_christian_democracy
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ITA_guido_de_ruggiero ITA_alberto_de_stefani ITA_curzio_malaparte
	}
}
### Entity: Character
Component: capital_ship_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
capital_ship_producer_mass_1 = {
	random = no
	equipment_bonus = {
		ship_hull_carrier = {
			build_cost_ic = -0.15
		}
		ship_hull_heavy = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_oil_in_the_tierra_del_fuego
Constructs: prerequisite, owns_state, completion_reward, add_resource, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_oil_in_the_tierra_del_fuego
	icon = GFX_goal_generic_oil_refinery
	x = -1
	y = 1
	cost = 10
	relative_position_id = CHL_efe_rail
	prerequisite = {
		focus = CHL_efe_rail
	} {
		focus = CHL_full_recovery
	}
	ai_will_do = {
		factor = 4
	}
	available = {
		owns_state = 507
	}
	completion_reward = {
		add_resource = {
			type = oil
			amount = 8
			state = 507
		}
		507 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = refining_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: Character
Component: ENG_james_chadwick
Source: game
File: common/characters/ENG.txt

Code:
ENG_james_chadwick = {
	name = ENG_james_chadwick
	portraits = {
		army = {
			large = GFX_portrait_ENG_james_chadwick
			small = GFX_idea_james_chadwick
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_warfare_expert
		}
		skills = {
			specialization_nuclear = 2
		}
	}
}
### Entity: Idea
Component: CHL_lack_of_funds
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_lack_of_funds = {
	allowed = {

	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = -0.2
		political_power_factor = -0.15
		consumer_goods_factor = 0.15
	}
	picture = generic_economic_crisis
	removal_cost = -1
}
### Entity: Modding Documentation
Construct: empty_fuel_tanks
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## empty_fuel_tanks
* Arguments: Fuel amount

Clear fuel tanks of all armies
### Entity: Idea
Component: GER_reichswerke_improved_2
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_reichswerke_improved_2 = {
	name = GER_reichswerke
	picture = GER_reichswerke
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_plenipotentiary_of_the_four_year_plan
	}
	available = {
		has_completed_focus = GER_establish_the_reichswerke
	}
	cost = 100
	research_bonus = {
		excavation_tech = 0.15
		industry = 0.15
	}
	traits = {
		GER_reichswerke_conglomerate
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_alliance_with_britain
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_alliance_with_britain
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = BUL_approach_the_west
	}
	relative_position_id = BUL_approach_the_west
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_in_faction = no
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				USA = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			USA = {
				country_event = generic.2
			}
		} {
			limit = {
				any_other_country = {
					has_government = democratic
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
					num_of_factories = > 70
				}
			}
			random_other_country = {
				limit = {
					has_government = democratic
					is_faction_leader = yes
					is_major = yes
					num_of_factories = > 70
				}
				country_event = generic.2
			}
		} {
			limit = {
				any_other_country = {
					has_government = democratic
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
					num_of_factories = > 50
				}
			}
			random_other_country = {
				limit = {
					has_government = democratic
					is_faction_leader = yes
					is_major = yes
					num_of_factories = > 50
				}
				country_event = generic.2
			}
		} {
			limit = {
				any_other_country = {
					has_government = democratic
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
				}
			}
			random_other_country = {
				limit = {
					has_government = democratic
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
				}
				country_event = generic.2
			}
		} {
			limit = {
				any_other_country = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			random_other_country = {
				limit = {
					has_government = democratic
					is_faction_lea
# ... (truncated)
### Entity: Idea
Component: ITA_imperial_line
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_imperial_line = {
	name = ITA_imperial_line
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = italy_imperial_line
	modifier = {
		industrial_capacity_factory = 0.05
	}
}
### Entity: Idea
Component: SHL_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = SHL
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: EGY_the_young_king
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_the_young_king = {
	random = no
	political_power_factor = -0.1
	drift_defence_factor = -0.25
	high_command_cost_factor = 0.25
	air_chief_cost_factor = 0.25
	army_chief_cost_factor = 0.25
	navy_chief_cost_factor = 0.25
}