Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: LIT
Component: LIT_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/LIT - Lithuania.txt

Code:
# Politics & Parties for LIT
set_politics = {
	ruling_party = neutrality
	last_election = 1926.5.8
	election_frequency = 120
	elections_allowed = no
}
set_popularities = {
	democratic = 30
	fascism = 15
	communism = 15
	neutrality = 40
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_reinvest_profits_in_military_production
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_reinvest_profits_in_military_production
	icon = GFX_focus_generic_license_production
	cost = 10
	prerequisite = {
		focus = VIN_habeco_investments
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				671
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 54
	y = 5
}
### Entity: Country History
Country: CZE
Component: CZE_characters
Constructs: recruit_character
Source: game
File: history/countries/CZE - Czechoslovakia.txt

Code:
# Leaders & Characters for CZE
recruit_character = CZE_karl_albrecht CZE_jaroslav_krejchi CZE_klement_gottwald CZE_vojtyech_luzha CZE_josef_shnejdarek CZE_richard_tesarzhik CZE_sergej_vojcechovsky CZE_rudolf_viest CZE_alois_vicherek CZE_jaroslav_fajfr CZE_jan_golian CZE_karel_janousek CZE_josef_frantisek CZE_ludvik_krejci CZE_karel_vaclav_petrik CZE_frantisek_havel CZE_stefan_osusky CZE_ferdinand_catlos CZE_jozef_tiso CZE_vojtech_tuka CZE_albrecht_franz CZE_karel_englis CZE_andrej_hlinka CZE_edvard_benesh CZE_konrad_henlein CZE_frantisek_moravec CZE_emil_kolben CZE_frantisek_machnik CZE_zdenek_fierlinger CZE_karel_pavala CZE_zdenko_hudecek
### Entity: Idea
Component: navy_private
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/add_effects_pro.txt

Code:
navy_private = {
	cost = 100
	removal_cost = -1
	picture = idea_generic_naval_manufacturer_3
	research_bonus = {
		naval_equipment = 0.1
	}
	modifier = {
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Event
Component: est.12
Constructs: is_triggered_only
Source: game
File: events/Estonia.txt

Code:
country_event = {
	id = est.12
	title = est.12.t
	desc = est.12.d
	picture = GFX_report_event_estalliance
	is_triggered_only = yes
	option = {
		name = est.12.a
	}
}
### Entity: Character
Component: imperial_land_owner
Constructs: autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
imperial_land_owner = {
	random = no
	sprite = 10
	production_factory_efficiency_gain_factor = 0.05
	global_building_slots_factor = 0.05
	autonomy_gain = -0.1
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_special_forces
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = LAT_draw_new_mobilization_plans
	} {
		focus = LAT_modern_infantry
	}
	relative_position_id = LAT_draw_new_mobilization_plans
	x = 1
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_jaeger_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 2
			category = r56_special_forces_training_tech
		}
		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: AI Strategy
Component: MAN_obedience_china_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_TSR_alternate_strategy_plan.txt

Code:
MAN_obedience_china_plan = {
	name = Manchukuo semi-historical plan
	desc = Semi-Historical behavior for Manchukuo
	allowed = {
		original_tag = MAN
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = MAN_AI_RANDOM_OBEDIENCE_CHINA
			has_game_rule = {
				rule = MAN_ai_behavior
				option = OBEDIENCE_CHINA
			}
		}
	}
	abort = {
		JAP = {
			OR = {
				has_completed_focus = JAP_strengthen_civilian_government JAP_the_unthinkable_option JAP_okadas_military_purge_speech
			}
		}
	}
	ai_national_focuses = {
		MAN_tsr_pacify_the_countryside CHI_sea_invite_foreign_investors MAN_tsr_trade_delegation MAN_tsr_army_modernization MAN_tsr_mukden_military_academy MAN_tsr_law_university MAN_tsr_obedience MAN_tsr_first_five_year_plan MAN_tsr_expand_the_textile_industry MAN_tsr_hoankyoku MAN_tsr_alliance_with_the_kwantung_army MAN_tsr_expand_the_navy MAN_tsr_invite_japanese_investors MAN_tsr_strengthen_the_manchukuo_imperial_army MAN_tsr_trading_illicit_goods MAN_tsr_expand_the_railways MAN_tsr_strengthen_ties_with_nissan MAN_tsr_expand_showa_steel_works MAN_tsr_further_mobilization MAN_tsr_develop_aluminum_sources MAN_tsr_the_question_of_leadership MAN_tsr_mukden_arsenal MAN_tsr_social_research_unit MAN_tsr_mangyo MAN_tsr_chinese_leadership MAN_tsr_research_and_education_department
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_habsburg
Constructs: prerequisite, limit, completion_reward, has_character
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_habsburg
	icon = GFX_focus_POL_habsburg
	prerequisite = {
		focus = POL_fulfil_fifth_of_november
	}
	relative_position_id = POL_fulfil_fifth_of_november
	mutually_exclusive = {
		focus = POL_hohenzollern POL_claiming_lithuania POL_cossack_king POL_romanov
	}
	x = -8
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		custom_trigger_tooltip = {
			tooltip = elect_habsburg_tt
			always = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			if = {
				limit = {
					has_character = POL_karl_albrecht
				}
				promote_character = POL_karl_albrecht
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_heavy_industry_investments
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_heavy_industry_investments
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = IRQ_strengthen_the_iraqi_dinar
	}
	x = 0
	y = 1
	relative_position_id = IRQ_strengthen_the_iraqi_dinar
	cost = 10
	ai_will_do = {
		base = 1
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1011
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				291
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_sieze_landsverk
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, cancel_if_invalid, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_sieze_landsverk
	icon = GFX_focus_generic_annex_country_2
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_government_weapons_contract
	}
	relative_position_id = SWE_government_weapons_contract
	ai_will_do = {
		factor = 10
	}
	mutually_exclusive = {
		focus = SWE_allow_landsverk_to_operate
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_FOLKHEMMET
	}
	completion_reward = {
		random_core_state = {
			prioritize = {
				138
			}
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		GER = {
			country_event = {
				id = AAT_Sweden_flashpoints.60
				hours = 1
			}
			add_opinion_modifier = {
				target = SWE
				modifier = SWE_GER_seized_landsverk
			}
		}
		SWE_folkhemmet_big_swap = yes
	}
}
### Entity: Event
Component: AAT_Sweden_ball_bearing.2
Constructs: is_triggered_only, ai_chance, add_ideas, has_opinion, set_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_ball_bearing.2
	title = AAT_Sweden_ball_bearing.2.t
	desc = AAT_Sweden_ball_bearing.2.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_ball_bearing.2.a
		ai_chance = {
			base = 10
			modifier = {
				has_opinion = {
					target = SWE
					value = > 30
				}
				factor = 2
			}
		}
		add_ideas = SWE_ball_bearing_idea_food_partner
		FROM = {
			country_event = {
				id = AAT_Sweden_ball_bearing.6
				hours = 4
			}
		}
		effect_tooltip = {
			FROM = {
				custom_effect_tooltip = AAT_Sweden_ball_bearing.1.a_tt
			}
		}
	} {
		name = AAT_Sweden_ball_bearing.2.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_ball_bearing.7
				hours = 4
			}
		}
		set_country_flag = SWE_rejected_ball_bearing
	}
}
### Entity: Character
Component: GXC_bai_yeung
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_bai_yeung = {
	name = GXC_bai_yeung
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = GXC_bai_yeung
		ledger = air
		allowed = {
			original_tag = GXC
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_special_units
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_special_units
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = PER_restructure_army
	}
	x = 11
	y = 1
	relative_position_id = PER_restructure_army
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = PER_special_units_division_idea
		}
	}
}
### Entity: Idea
Component: POL_april_constitution_fas_left
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_april_constitution_fas_left = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		political_advisor_cost_factor = -0.2
		economy_cost_factor = -0.2
		political_power_factor = 0.15
		drift_defence_factor = 0.25
		fascism_drift = 0.2
		stability_factor = 0.1
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_connect_to_central_asia_r56
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, has_government, is_major, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_connect_to_central_asia_r56
	icon = GFX_goal_COG_Jungle_Railroad
	cost = 4
	x = 2
	y = 2
	relative_position_id = RAJ_accelerate_military_indianization_r56
	ai_will_do = {
		base = 5
	}
	prerequisite = {
		focus = RAJ_accelerate_military_indianization_r56
	}
	allow_branch = {
		OR = {
			has_completed_focus = RAJ_Independent_Labour_Party RAJ_Indian_National_Congress
			has_focus_tree = r56_indian_revolt_focus
		}
	}
	available = {
		NOT = {
			is_subject_of = ENG
		}
		any_allied_country = {
			is_major = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		unlock_decision_tooltip = RAJ_AFG_Railway_Alignment
		set_country_flag = raj_sov_railway
		if = {
			limit = {
				has_government = communism
			}
			AFG = {
				add_ideas = communist_influence
			}
		}
	}
}
### Entity: AI Strategy
Component: BRA_democratic_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BRA_alternate_strategy_plan.txt

Code:
BRA_democratic_plan = {
	name = Brazilian Democratic Plan
	desc = 
	allowed = {
		original_tag = BRA
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = BRA_AI_BEHAVIOR
				option = DEMOCRATIC
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BRA_end_the_state_of_emergency BRA_coffee_crisis_aftermath BRA_repeal_the_national_security_law SMB_army SMB_navy BRA_desenvolvimentismo BRA_greater_federalism BRA_implement_a_national_guard BRA_promote_resource_extraction BRA_nationalize_the_banks BRA_stimulate_the_civilian_economy BRA_end_military_interference BRA_radio_nacional BRA_implement_article_138 BRA_tech_slot_2 BRA_free_speech BRA_the_international_crisis BRA_cooperation_in_the_americas BRA_defense_spending BRA_washington_accords SMB_air_force BRA_natal_naval_base SMB_military_facilities SMB_army_academy BRA_disrupt_operation_bolivar BRA_companhia_siderurgica_nacional BRA_batalha_do_borracha
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_ally_bulgaria_empire
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_ally_with, is_subject, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_ally_bulgaria_empire
	icon = GFX_goal_generic_befriend_bulgaria
	text = AUS_ally_bulgaria
	relative_position_id = AUS_formalize_pact_of_rome
	x = -3
	y = 1
	prerequisite = {
		focus = AUS_formalize_pact_of_rome AUS_form_donaubund AUS_old_ties
	}
	cost = 5
	bypass = {
		is_ally_with = BUL
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		BUL = {
			exists = yes
			is_in_faction = no
			is_subject = no
			NOT = {
				has_government = communism
				has_war_with = AUS
			}
		}
	}
	completion_reward = {
		BUL = {
			country_event = {
				id = generic.5
				days = 1
				random_hours = 12
			}
		}
	}
}
### Entity: Modifier Reference
Component: IRQ_air_force_modifier
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_air_force_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_IRQ_air_force_modifier
	air_accidents_factor = IRQ_air_accidents_factor
	air_ace_generation_chance_factor = IRQ_air_ace_generation_chance_factor
	air_weather_penalty = IRQ_air_weather_penalty
	air_training_xp_gain_factor = IRQ_air_training_xp_gain_factor
	air_manpower_requirement_factor = IRQ_air_manpower_requirement_factor
	air_agility_factor = IRQ_air_agility_factor
	air_nav_efficiency = IRQ_air_nav_efficiency
	air_cas_efficiency = IRQ_air_cas_efficiency
	air_strategic_bomber_bombing_factor = IRQ_air_strategic_bomber_bombing_factor
	air_range_factor = IRQ_air_range_factor
	air_fuel_consumption_factor = IRQ_air_fuel_consumption_factor
	air_superiority_efficiency = IRQ_air_superiority_efficiency
}
### Entity: Idea
Component: EAI_DD_5/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Character
Component: BRM_ncm
Source: game
File: common/characters/BRM.txt

Code:
BRM_ncm = {
	advisor = {
		slot = navy_chief
		cost = 100
		idea_token = BRM_ncm
		allowed = {
			original_tag = BRM
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Idea
Component: CHL_oppressed_working_class
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_oppressed_working_class = {
	picture = SPR_crush_the_revolution
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = -0.5
		stability_factor = -0.1
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.1
	}
}
### Entity: Country History
Country: SOV
Component: SOV_army
Constructs: add_to_faction
Source: game
File: history/countries/SOV - Soviet union.txt

Code:
# OOB & Army Setup for SOV
add_to_faction = SOV MON TAN
### Entity: Idea
Component: MAC_mt
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = MAC
	}
	traits = {
		military_theorist
	}
}
### Entity: Modifier Reference
Construct: peace_score_ratio_transferred_to_players
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## peace_score_ratio_transferred_to_players

* Number with 2 decimal places
* **Categories**: peace
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Volunteers_and_Expeditionary_Forces.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

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Volunteers and Expeditionary Forces:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Volunteer (redirect page) ‎ (← links | edit)
World tension ‎ (← links | edit)

Nationalist Spain ‎ (← links | edit)

Volunteers (redirect page) ‎ (← links | edit)

Expeditionary Forces (redirect page) ‎ (← links | edit)

Expeditionary Force (redirect page) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Volunteers_and_Expeditionary_Forces"
### Entity: National Focus
Tree: prc_focus
Component: PRC_CSCEC_civs
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, swap_ideas
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_CSCEC_civs
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = PRC_reestablish_the_state_bank
	}
	mutually_exclusive = {
		focus = PRC_CSCEC_mils
	}
	x = 1
	y = 1
	relative_position_id = PRC_reestablish_the_state_bank
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			swap_ideas = {
				remove_idea = PRC_china_state_construction_engineering_corporation
				add_idea = PRC_china_state_construction_engineering_corporation_civ_improved
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = PRC_china_state_construction_engineering_corporation
				}
				swap_ideas = {
					remove_idea = PRC_china_state_construction_engineering_corporation
					add_idea = PRC_china_state_construction_engineering_corporation_civ_improved
				}
			}
		}
	}
}
### Entity: Idea
Component: HUN_mav
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_mav = {
	picture = HUN_mav
	allowed = {
		original_tag = HUN
	}
	available = {
		has_completed_focus = wuw_HUN_magyar_allamvasutak
	}
	visible = {
		has_dlc = Gotterdammerung
	}
	research_bonus = {

	}
	ai_will_do = {
		base = 2
	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: Character
Component: CAN_frederick_m_w_harvey
Source: game
File: common/characters/CAN.txt

Code:
CAN_frederick_m_w_harvey = {
	name = CAN_frederick_m_w_harvey
	portraits = {
		army = {
			small = GFX_idea_CAN_frederick_m_w_harvey
		}
	}
	advisor = {
		slot = high_command
		idea_token = CAN_frederick_m_w_harvey
		ledger = army
		allowed = {
			original_tag = CAN
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: SOV_bomber_production
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_bomber_production = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		num_of_military_factories = > 30
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = tactical_bomber
		value = 1
	} {
		type = equipment_production_min_factories
		id = strategic_bomber
		value = 1
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_broad_censorship_programs
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_broad_censorship_programs
	icon = GFX_goal_generic_censorship
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_emergency_powers_act
	}
	relative_position_id = IRE_emergency_powers_act
	completion_reward = {
		swap_ideas = {
			remove_idea = IRE_emergency_powers_act
			add_idea = IRE_emergency_powers_act_2
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: AUS_president_starhemberg
Constructs: has_government, has_country_leader
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_president_starhemberg = {
	picture = AUS_president_starhemberg
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
		NOT = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	cancel = {
		OR = {
			NOT = {
				has_government = fascism
			}
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_ernst_rudiger_starhemberg
				ruling_only = yes
			}
		}
	}
	traits = {
		AUS_heimwehr_commander
	}
}
### Entity: Country History
Country: GHA
Component: GHA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GHA - Ghana.txt

Code:
# Politics & Parties for GHA
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}