Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: CHI_befriend_France
Constructs: has_completed_focus, has_war, is_literally_china, has_opinion, has_idea, has_manpower
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_befriend_France = {
	name = Befriend France
	desc = Teaches the AI to make friends with britain to progress further down the tree
	allowed = {
		is_literally_china = yes
	}
	enable = {
		has_completed_focus = CHI_reach_out_to_france
		FRA = {
			has_opinion = {
				target = ROOT
				value = < 90
			}
		}
		OR = {
			has_war = no
			AND = {
				NOT = {
					has_idea = civilian_economy
				}
				OR = {
					NOT = {
						has_idea = volunteer_only
					}
					has_manpower = > 200000
				}
			}
		}
	}
	abort = {
		OR = {
			has_completed_focus = CHI_french_drill
			FRA = {
				has_opinion = {
					target = ROOT
					value = > 90
				}
			}
			AND = {
				has_war = yes
				OR = {
					has_idea = civilian_economy
					AND = {
						has_idea = volunteer_only
						has_manpower = < 200000
					}
				}
			}
		}
	}
	focus_factors = {
		CHI_guarantee_the_hanoi_route = 30
		CHI_french_military_mission = 20
		CHI_french_drill = 20
		CHI_small_arms_expertise = 20
	}
	research = {

	}
	ideas = {

	}
	ai_strategy = {
		type = befriend
		id = FRA
		value = 200
	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Military Industrial Organization
Component: BAY_waggon_und_maschinenbau_gmbh_donauworth_organization
Source: game
File: common/military_industrial_organization/organizations/GER_organization_r56.txt

Code:
BAY_waggon_und_maschinenbau_gmbh_donauworth_organization = {
	name = Waggon- und Maschinenbau GmbH Donauwörth
	include = generic_cas_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		tag = BAY
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_an_absolute_monarchy
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, has_country_leader, swap_country_leader_traits, add_trait
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_an_absolute_monarchy
	icon = GFX_focus_generic_monarchy_1
	relative_position_id = CHL_strike_a_deal_with_the_mapuche
	x = 3
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_strike_a_deal_with_the_mapuche
	}
	mutually_exclusive = {
		focus = CHL_ibanez_as_prime_minister
	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 50
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = CHL_antoine_iii
				}
			}
			CHL_antoine_iii = {
				swap_country_leader_traits = {
					remove = JUNO_sovereign_of_patagonia_1
					add = JUNO_sovereign_of_patagonia_2
					ideology = despotism
				}
			}
		}
		ELSE = {
			effect_tooltip = {
				CHL_antoine_iii = {
					add_trait = {
						trait = JUNO_sovereign_of_patagonia_2
						ideology = despotism
					}
				}
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_an_absolute_monarchy_tt
	}
}
### Entity: Idea
Component: MEK_pf
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_pf = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = MEK
	}
	traits = {
		popular_figurehead
	}
}
### Entity: AI Strategy
Component: EAI_ITA_europe_PREPARE_FRA
Constructs: has_war_with, has_global_flag
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_europe_PREPARE_FRA = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		NOT = {
			has_war_with = FRA
		}
		has_global_flag = EAI_GER_blitz_poland_365d
		GER = {
			EAI_PREV_on_same_side_with_THIS = yes
		}
		FRA = {
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = FRA
		value = 100
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_embrace_horses_of_steel
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on, add_tech_bonus
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_embrace_horses_of_steel
	icon = GFX_goal_CAN_ram_tank
	prerequisite = {
		focus = MEN_an_independent_army
	}
	relative_position_id = MEN_an_independent_army
	mutually_exclusive = {
		focus = MEN_continue_the_ways_of_old
	}
	x = -4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_ideas = MEN_horses_of_steel
		add_tech_bonus = {
			name = MEN_horses_of_steel
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = armor cat_armored_cars motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_German_Rocketry
Constructs: shared_focus, prerequisite, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_German_Rocketry
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = GEN_aircraft_german
	}
	x = 0
	y = 1
	relative_position_id = GEN_aircraft_german
	cost = 10
	available_if_capitulated = yes
	available = {
		GER = {
			has_tech = experimental_rockets
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 1
			uses = 1
			category = rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: idea_SIA_war_material_substitutions
Constructs: has_dlc, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_war_material_substitutions = {
	name = SIA_war_material_substitutions
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_license_production
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Idea
Component: AUS_reinforcing_the_supply_network_idea
Constructs: removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_reinforcing_the_supply_network_idea = {
	allowed = {
		tag = AUS
	}
	removal_cost = -1
	picture = generic_supply_depot
	modifier = {
		production_speed_supply_node_factor = 0.2
	}
}
### Entity: Order of Battle
Component: 4ya Donskaya Kazachya Kav. Div.
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 4ya Donskaya Kazachya Kav. Div.
	location = 9302
	division_template = Kazachya Kavaleryskaya Diviziya
	start_experience_factor = 0.8
	start_equipment_factor = 1.0
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.270
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, has_idea, build_railway, add_building_construction, add_to_variable, has_opinion
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.270
	title = NSB_soviet_foreign_politics_events.270.t
	desc = NSB_soviet_foreign_politics_events.270.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.270.a
		ai_chance = {
			base = 3
			modifier = {
				factor = 2
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 1.5
				SOV = {
					has_idea = SOV_vyacheslav_molotov
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_complied_with_our_demands
			}
			build_railway = {
				path = {
					1459 10148 10366 12397 12340 12640 7706 12583 4224 1591 10547 10619 12529 7866 1783 10674 4709
				}
			}
			586 = {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 1591
					instant_build = yes
				}
			}
			add_to_variable = {
				SOV_fyp_consumer_goods_factor = -0.02
			}
		}
		custom_effect_tooltip = SOV_sinikiang_influence_cg_tt_sik
		hidden_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.271
					hours = 1
				}
			}
		}
	} {
		name = NSB_soviet_foreign_politics_events.270.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_opinion = {
					target = FROM
					value = < -50
				}
			} {
				add = 1
				is_in_faction = yes
				NOT = {
					is_in_faction_with = SOV
				}
			} {
				add = 5
				FROM = {
					is_justifying_wargoal_against = ROOT
				}
			} {
				add = 10
				is_subject = yes
				NOT = {
					is_subject_of = SOV
				}
			}
		}
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_rejected_our_demands
				}
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_foreign_politics_events.272
				hours = 1
			}
		}
		custom_effect_tooltip = germany.126.warning
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_assume_leadership
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_country_leader, add_country_leader_trait, remove_power_balance
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_assume_leadership
	icon = GFX_focus_PRC_assume_leadership
	prerequisite = {
		focus = PRC_demand_warlord_loyalty PRC_secure_lend_lease_from_soviet PRC_preemptive_strike
	}
	x = 0
	y = 1
	relative_position_id = PRC_secure_lend_lease_from_soviet
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		PRC_remove_mediating_general_secretary_idea = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_country_leader = {
					character = PRC_mao_zedong
					ruling_only = yes
				}
			}
			custom_effect_tooltip = PRC_assume_leadership_tt
			if = {
				limit = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = > -0.14
					}
				}
				PRC_mao_zedong = {
					add_country_leader_trait = {
						trait = PRC_maoism_1
					}
				}
			}
			else_if = {
				limit = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = < -0.14 > -0.49
					}
				}
				PRC_mao_zedong = {
					add_country_leader_trait = {
						trait = PRC_maoism_2
					}
				}
			} {
				limit = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = < -0.49 > -0.69
					}
				}
				PRC_mao_zedong = {
					add_country_leader_trait = {
						trait = PRC_maoism_3
					}
				}
			} {
				limit = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = < -0.69 > -0.89
					}
				}
				PRC_mao_zedong = {
					add_country_leader_trait = {
						trait = PRC_maoism_4
					}
				}
			}
			else = {
				PRC_mao_zedong = {
					add_country_leader_trait = {
						trait = PRC_maoism_5
					}
				}
			}
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = PRC_zhang_guotao
					ruling_only = yes
				}
			}
			custom_effect_tooltip = PRC_assume_leadership_tt
			if = {
				limit = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = < 0.14
					}
				}
				PRC_zhang_guotao = {
					add_country_leader_trait = {
						trait = PRC_supreme_chairman_1
					}
				}
			}
			else_if = {
				limit = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = > 0.14 < 0.49
					}
				}
# ... (truncated)
### Entity: National Focus
Tree: gua_focus
Component: GUA_strike_costarica
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_subject, has_army_manpower, is_ally_with, is_subject_of
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_strike_costarica
	icon = GFX_goal_generic_attack_costa_rica
	prerequisite = {
		focus = GUA_strike_nicaragua
	}
	x = -1
	y = 1
	relative_position_id = GUA_strike_nicaragua
	cost = 5
	will_lead_to_war_with = COS
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 35000
		}
		COS = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		COS = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = COS
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: GER_eben_emael_success_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_eben_emael_success_ns = {
	picture = SWE_land_air_warfare
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = BEL
		river_crossing_factor_against = -0.25
	}
}
### Entity: Idea
Component: EAI_DD_10/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ENG_build_priorities
Source: game
File: common/ai_strategy/r56_default.txt

Code:
ENG_build_priorities = {
	allowed = {
		tag = ENG
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = factory_build_score_factor
		target = 133
		value = 5
	} {
		type = factory_build_score_factor
		target = 121
		value = 5
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_48
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_48 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 48
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 48
	}
}
### Entity: Country History
Country: KPA
Component: KPA_army
Source: game
File: history/countries/KPA - North Korea.txt

Code:
# OOB & Army Setup for KPA
oob = KPA_1936
### Entity: Shared Focus
Component: CONGO_fuel_for_belgium
Constructs: shared_focus, prerequisite, limit, has_war_with, completion_reward, allow_branch, has_full_control_of_state, has_subject
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_fuel_for_belgium
	dynamic = yes
	icon = GFX_focus_generic_stockpile_fuel
	prerequisite = {
		focus = CONGO_cheap_labor
	}
	relative_position_id = CONGO_societe_generale_de_belgique
	x = -1
	y = 3
	cost = 10
	allow_branch = {
		OR = {
			original_tag = BEL COG
		}
	}
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		BEL = {
			has_full_control_of_state = 977
		}
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		BEL = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = BEL
					is_fully_controlled_by = BEL
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
				prioritize = {
					977
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				} {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		COG = {
			add_autonomy_score = {
				value = 100
				localization = CONGO_fuel_for_belgium
			}
		}
		hidden_effect = {
			COG = {
				unlock_national_focus = CONGO_fuel_for_belgium
			}
			CONGO_one_more_focus_done = yes
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_war_of_resistance
Constructs: prerequisite, add_ideas, completion_reward, has_idea, has_offensive_war_with, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_war_of_resistance
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = CHI_pick_a_fight_with_japan
	}
	x = 0
	y = 1
	relative_position_id = CHI_pick_a_fight_with_japan
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_idea = CHI_army_corruption_1
		}
	}
	bypass = {
		has_offensive_war_with = JAP
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_war_of_resistance
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_names_finest
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_names_finest
	icon = GFX_focus_ETH_sway_the_warlords
	prerequisite = {
		focus = HOA_strengthen_the_irregulars
	}
	x = -1
	y = 1
	relative_position_id = HOA_strengthen_the_irregulars
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = HOA_our_finest_idea
	}
}
### Entity: Military Industrial Organization
Component: ITA_macchi_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_macchi_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_macchi
	allowed = {
		OR = {
			tag = ITA
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_country_flag = ETH_ITA_sends_air_designers
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ITA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ITA
				}
			}
		}
		ELSE = {
			FROM = {
				controls_state = 159
			}
			ITA_is_northern_designer = yes
		}
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_plane_fighter_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.31
Constructs: is_triggered_only, ai_chance, limit, add_political_power, random_navy_leader, has_character_flag, set_variable, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
unit_leader_event = {
	id = NSB_soviet_paranoia_system_events.31
	title = NSB_soviet_paranoia_system_events.31.t
	desc = NSB_soviet_paranoia_system_events.31.desc
	picture = GFX_report_event_soviet_purge_trial
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.31.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			random_navy_leader = {
				limit = {
					has_character_flag = SOV_targeted_for_purge_flag
				}
				SOV_purge_character_effect = yes
			}
		} {
			SOV_paranoia_update_portraits_ui = yes
		}
		custom_effect_tooltip = SOV_characters_will_be_purged_tt NSB_soviet_paranoia_system_events.24_paranoia_accused_decrease_tt
		character_list_tooltip = {
			limit = {
				has_character_flag = SOV_targeted_for_purge_flag
			}
		}
		SOV_paranoia_daunt_admirals_minor_effect = yes
		set_variable = {
			SOV_unit_leader_level = SOV_accused_unit_leader_level
		}
		SOV_paranoia_decrease_based_on_unit_leader_level_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
		SOV_increase_opposition_navy_support_small = yes
		clear_variable = SOV_purged_character_for_loc
	} {
		name = NSB_soviet_paranoia_system_events.21.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_regular_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_regular_pay
		set_variable = {
			SOV_unit_leader_level = SOV_accused_unit_leader_level
		}
		SOV_paranoia_increase_based_on_unit_leader_level_effect = yes
		custom_effect_tooltip = NSB_soviet_paranoia_system_events.24_paranoia_accused_increase_tt
		SOV_clean_purge_targets_effect = yes
		clear_variable = SOV_purged_character_for_loc
	}
}
### Entity: Technology
Component: fuel_refining2
Constructs: has_war, is_major, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	fuel_gain_factor = 0.2
	fuel_gain_factor_from_states = 0.1
	path = {
		leads_to_tech = fuel_refining3
		research_cost_coeff = 1
	}
	research_cost = 3
	start_year = 1937
	folder = {
		name = industry_folder
		position = {
			x = 3
			y = 4
		}
	}
	categories = {
		industry synth_resources
	}
	ai_will_do = {
		factor = 5
		modifier = {
			tag = USA
			factor = 0.5
		} {
			has_war = yes
			factor = 2
		} {
			is_major = no
			factor = 0.25
		} {
			factor = 1.5
			num_of_military_factories = > 20
		} {
			factor = 1.5
			num_of_military_factories = > 30
		} {
			factor = 1.5
			num_of_naval_factories = > 20
		} {
			factor = 1.5
			num_of_naval_factories = > 30
		}
	}
}
### Entity: Character
Component: emphasizer_of_macedon
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
emphasizer_of_macedon = {
	random = no
	political_advisor_cost_factor = -0.15
	research_speed_factor = -0.01
}
### Entity: Idea
Component: tage_16
Constructs: has_war, has_government, removal_cost, has_idea, has_manpower, conscription_factor, cancel_if_invalid
Source: game
File: common/ideas/tmodern_minimum_age.txt

Code:
tage_16 = {
	removal_cost = -1
	level = 4
	available = {
		NOT = {
			has_idea = disarmed_nation
		} {
			has_idea = volunteer_only
		} {
			has_idea = limited_conscription
		}
		OR = {
			AND = {
				NOT = {
					has_government = democratic
				}
				threat = > 0.5
			} {
				has_war = yes
				surrender_progress = > 0.1
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_manpower = < 100000
			surrender_progress = > 0.05
			factor = 40
		}
	}
	modifier = {
		training_time_army_factor = 0.05
		conscription_factor = 0.15
	}
	cancel_if_invalid = no
}