Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_pacify_the_countryside
Constructs: completion_reward, cancel_if_invalid, unlock_decision_category_tooltip, set_variable
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_pacify_the_countryside
	icon = GFX_goal_generic_major_war
	x = 9
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = MAN_banditry_category
		set_variable = {
			MAN_maintain_control_timer = 180
		}
		custom_effect_tooltip = MAN_pacify_the_countryside_effect_tooltip
	}
}
### Entity: Idea
Component: PRC_defeatism_1
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_defeatism_1 = {
	removal_cost = -1
	picture = generic_spy_coup
	allowed = {
		always = no
	}
	modifier = {
		stability_factor = -0.2
		army_morale_factor = -0.3
	}
}
### Entity: Event
Component: r56_raj.3
Constructs: limit, fire_only_once, has_country_leader, has_idea, retire_country_leader, add_country_leader_role, swap_ideas, remove_idea
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.3
	title = r56_raj.3.t
	desc = r56_raj.3.d
	picture = GFX_report_event_picture_RAJ_Viceroys_Mansion
	fire_only_once = yes
	mean_time_to_happen = {
		days = 200
	}
	trigger = {
		tag = RAJ
		date = > 1943.1.1
		OR = {
			has_country_leader = {
				character = RAJ_lord_linlithgow
				ruling_only = yes
			}
			has_idea = RAJ_Governor_General_Lord_Linlithgow
		}
	}
	option = {
		name = r56_raj.3.a
		if = {
			limit = {
				has_country_leader = {
					character = RAJ_lord_linlithgow
					ruling_only = yes
				}
			}
			retire_country_leader = yes
			add_country_leader_role = {
				character = RAJ_archibald_wavell
				promote_leader = yes
				country_leader = {
					ideology = colonial_government
					expire = 1965.1.1.1
				}
			}
			promote_character = RAJ_archibald_wavell
		}
		else_if = {
			limit = {
				has_idea = RAJ_Governor_General_Lord_Linlithgow
			}
			swap_ideas = {
				remove_idea = RAJ_Governor_General_Lord_Linlithgow
				add_idea = RAJ_Governor_General_Archibald_Wavell
			}
		}
	}
}
### Entity: Scripted Effect
Component: play_warning_to_japan_effect
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_warning_to_japan_effect = {
	hidden_effect = {
		play_song = warning_to_japan
	}
}
### Entity: Order of Battle
Component: air_wing_378
Source: game
File: history/units/USA_1939_air_bba.txt

Code:
air_wings = {
	378 = {
		small_plane_airframe_1 = {
			owner = USA
			amount = 72
			version_name = P-36A
		}
		large_plane_airframe_1 = {
			owner = USA
			amount = 36
			version_name = B-17
		}
		medium_plane_airframe_1 = {
			owner = USA
			amount = 48
			version_name = B-23
		} {
			owner = USA
			amount = 36
			version_name = B-18
		} {
			owner = USA
			amount = 36
			version_name = PBY
		}
		cv_small_plane_airframe_0 = {
			owner = USA
			amount = 10
			version_name = F3F
		}
		cv_small_plane_cas_airframe_1 = {
			owner = USA
			amount = 10
			version_name = Vindicator
		}
		cv_small_plane_naval_bomber_airframe_1 = {
			owner = USA
			amount = 10
			version_name = Devastator
		}
	}
}
### Entity: Idea
Component: NCY_mt
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = NCY
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_invite_yemen
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction, has_opinion
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_invite_yemen
	icon = GFX_goal_generic_major_diplo
	prerequisite = {
		focus = IRQ_form_the_socialist_union_of_the_mashriq
	}
	relative_position_id = IRQ_form_the_socialist_union_of_the_mashriq
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_faction_leader = yes
		is_subject = no
		country_exists = YEM
		YEM = {
			is_in_faction = no no
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > -15
			}
		}
	}
	bypass = {
		YEM = {
			OR = {
				is_in_faction = yes
				has_war_with = ROOT
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		YEM = {
			country_event = {
				id = r56_iraq_faction.7
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: BRI_ncm
Source: game
File: common/characters/BRI.txt

Code:
BRI_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = BRI_ncm
		allowed = {
			original_tag = BRI
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_send_home_advisors
Constructs: prerequisite, limit, add_ideas, completion_reward, every_character, has_character_flag, set_nationality, is_subject_of
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_send_home_advisors
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = ETH_red_army_engineers
	}
	mutually_exclusive = {
		focus = ETH_mytishchi-ababa_plant
	}
	relative_position_id = ETH_red_army_engineers
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_send_home_advisors_tt
		every_character = {
			limit = {
				has_character_flag = soviet_advisor_eth
			}
			set_nationality = SOV
		}
		add_ideas = ETH_send_home_advisors_idea
		IF = {
			limit = {
				is_subject_of = SOV
			}
			add_autonomy_score = {
				value = 200
				localization = ETH_send_home_advisors
			}
		}
		SOV = {
			country_event = {
				id = BBA_ethiopia_communist_events.41
				hours = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: PRC_ally_CHI
Constructs: has_completed_focus, is_chinese_warlord, has_focus_tree, is_in_faction_with
Source: game
File: common/ai_strategy_plans/PRC_default_strategy_plan.txt

Code:
PRC_ally_CHI = {
	name = Communist China alliance with CHI
	desc = Forces alliance with CHI
	allowed = {
		OR = {
			original_tag = PRC
			is_chinese_warlord = yes
		}
	}
	enable = {
		OR = {
			original_tag = PRC
			AND = {
				is_chinese_warlord = yes
				OR = {
					has_focus_tree = china_communist_focus
					has_completed_focus = CHI_cooperation_with_the_communists
				}
			}
		}
		is_in_faction_with = CHI
	}
	abort = {
		NOT = {
			is_in_faction_with = CHI
		}
	}
	ai_strategy = {
		type = alliance
		id = CHI
		value = 200
	}
	weight = {
		factor = 1.0
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_mechanization_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_mechanization_effort
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = RUT_motorization_effort
	}
	relative_position_id = RUT_carpathian_sich
	x = 2
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = RUT_mechanization_effort
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		} {
			name = RUT_mechanization_effort
			bonus = 1
			uses = 1
			category = maintenance_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: GER_fortify_the_vaterland_cat
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, fire_only_once, add_political_power, has_wargoal_against, is_historical_focus_on
Source: game
File: common/decisions/GER.txt

Code:
GER_fortify_the_vaterland_cat = {
	GER_construct_the_westwall = {
		icon = GFX_decision_generic_fortification
		ai_will_do = {
			base = 10
			modifier = {
				factor = 3
				OR = {
					has_war_with = HOL BEL LUX FRA ENG
				}
			} {
				factor = 2
				OR = {
					has_wargoal_against = HOL BEL LUX FRA
				}
			} {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		visible = {
			NOT = {
				has_country_flag = GER_constructed_the_westwall
			}
		}
		available = {
			51 = {
				is_fully_controlled_by = ROOT
				is_demilitarized_zone = no
			}
			42 = {
				is_fully_controlled_by = ROOT
				is_demilitarized_zone = no
			}
			978 = {
				is_fully_controlled_by = ROOT
				is_demilitarized_zone = no
			}
			NOT = {
				has_country_flag = GER_constructing_forts_flag
			}
		}
		days_remove = 90
		fire_only_once = yes
		ai_hint_pp_cost = 15
		custom_cost_trigger = {
			command_power = > GER_fort_construction_cp_cost
			has_political_power = > GER_fort_construction_pp_cost
		}
		custom_cost_text = decision_cost_CP_25_pp_15
		modifier = {
			civilian_factory_use = 2
		}
		cancel_trigger = {
			NOT = {
				has_full_control_of_state = 51 42 978
			}
		}
		cancel_effect = {
			clr_country_flag = GER_constructing_forts_flag
		}
		complete_effect = {
			set_country_flag = GER_constructing_forts_flag
			hidden_effect = {
				add_command_power = GER_fort_construction_cp_payment
				add_political_power = GER_fort_construction_pp_payment
			}
		}
		remove_effect = {
			clr_country_flag = GER_constructing_forts_flag
			custom_effect_tooltip = GER_construct_westwall_tt
			hidden_effect = {
				if = {
					limit = {
						51 = {
							any_province_building_level = {
								province = {
									id = 3444 9522 3547
								}
								building = bunker
								level = < 4
							}
						}
					}
					51 = {
						add_building_construction = {
							type = bunker
							level = 2
							province = {
								id = 3444 9522 3547
							}
							instant_build = yes
						}
					}
				} {
					limit = {
						42 = {
							any_province_building_level = {
								province = {
									id = 11470 11435 9575 11531 563 3558
								}
								building = bunker
								level = < 4
							}
						}
					}
					42 = {
						add_building_construction = {
							type = bunker
							level = 2
							province = {
								id = 11470 11435 9575 11531 563 3558
							}
							instant_build 
# ... (truncated)
### Entity: Decision
Component: PRC_infiltrate_nationalist_areas
Constructs: has_completed_focus, is_potentially_communist_china, has_dlc, is_chinese_warlord
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_infiltrate_nationalist_areas = {
	icon = infiltration
	picture = GFX_decision_cat_picture_chi_infiltration
	allowed = {
		is_potentially_communist_china = yes
		OR = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			AND = {
				has_dlc = No Compromise, No Surrender
				is_chinese_warlord = yes
			}
		}
	}
	visible = {
		OR = {
			has_completed_focus = PRC_infiltration PRC_sea_infiltration
		}
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_mountaineers_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_mountaineers_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Game Data
Component: climate_change
Constructs: has_any_custom_difficulty_setting, has_tech
Source: game
File: common/achievements/rt56-ribbon.txt

Code:
climate_change = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		exists = yes
	}
	happened = {
		AND = {
			has_tech = jungletroops jaegers desertinfantry_at
		}
	}
	ribbon = {
		frames = {
			1
		}
		colors = {
			{
				125.0 56.0 101.0 1.0
			}
		}
	}
}
### Entity: Scripted Effect
Component: NOR_spawn_resistance
Constructs: division_template, limit, has_template, force_allow_recruiting, is_locked, create_unit
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_spawn_resistance = {
	ROOT = {
		if = {
			limit = {
				NOT = {
					has_template = motstandsbevegelsen
				}
			}
			division_template = {
				name = motstandsbevegelsen
				force_allow_recruiting = yes
				priority = 1
				is_locked = no
				template_counter = 68
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					} {
						x = 0
						y = 4
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
				}
				override_model = NOR_irregular_entity
			}
		}
	}
	effect_tooltip = {
		create_unit = {
			division = name = "1. Motstandsbevegelsen" division_template = "motstandsbevegelsen" start_experience_factor = 0.75
			owner = NOR
			count = 5
		}
	}
	hidden_effect = {
		create_unit = {
			division = name = "1. Motstandsbevegelsen" division_template = "motstandsbevegelsen" start_experience_factor = 0.75
			owner = ROOT
		} {
			division = name = "2. Motstandsbevegelsen" division_template = "motstandsbevegelsen" start_experience_factor = 0.75
			owner = ROOT
		} {
			division = name = "3. Motstandsbevegelsen" division_template = "motstandsbevegelsen" start_experience_factor = 0.75
			owner = ROOT
		} {
			division = name = "4. Motstandsbevegelsen" division_template = "motstandsbevegelsen" start_experience_factor = 0.75
			owner = ROOT
		} {
			division = name = "5. Motstandsbevegelsen" division_template = "motstandsbevegelsen" start_experience_factor = 0.75
			owner = ROOT
		}
	}
}
### Entity: Character
Component: GHA_aa2
Source: game
File: common/characters/GHA.txt

Code:
GHA_aa2 = {
	advisor = {
		slot = high_command
		idea_token = GHA_aa2
		ledger = army
		allowed = {
			original_tag = GHA
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Character
Component: GUA_r_buenaventure_pineda
Source: game
File: common/characters/GUA.txt

Code:
GUA_r_buenaventure_pineda = {
	advisor = {
		slot = air_chief
		idea_token = GUA_r_buenaventure_pineda
		allowed = {
			original_tag = GUA
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = R. Buenaventure Pineda
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Scripted Effect
Component: ETH_set_up_lon_arms_resolution_effect
Constructs: add_relation_rule_override, has_lon_arms_embargo
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_set_up_lon_arms_resolution_effect = {
	add_relation_rule_override = {
		can_access_market = no
		trigger = has_lon_arms_embargo
		usage_desc = lon_arms_resolution_tt
	}
}
### Entity: Event
Component: SEA_china.15
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.15
	title = SEA_china.15.t
	desc = SEA_china.15.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = SEA_china.15.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Order of Battle
Component: Södra Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1939.txt

Code:
division = {
	name = Södra Militärområde
	location = 11160
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: State History
Component: 1113
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1113-Suzhou.txt

Code:
state = {
	id = 1113
	name = STATE_1113
	manpower = 2472157
	state_category = town
	resources = {

	}
	history = {
		owner = CHI
		add_core_of = CHI PRC
		add_to_array = {
			state_victory_points = 10076
		} {
			state_victory_points = 4091
		}
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			10076 3
		} {
			4091 1
		}
		1938.10.25 = {
			controller = JAP
		}
	}
	provinces = {
		996 1089 4091 7120 10076 11928 11982 13142
	}
	local_supplies = 0.0
}
### Entity: Character
Component: capital_ship_producer_defense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
capital_ship_producer_defense_1 = {
	random = no
	equipment_bonus = {
		ship_hull_carrier = {
			armor_value = 0.1
			anti_air_attack = 0.1
			surface_visibility = -0.05
		}
		ship_hull_heavy = {
			armor_value = 0.1
			anti_air_attack = 0.1
			surface_visibility = -0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_warlords.15
Constructs: is_triggered_only, ai_chance, save_event_target_as, has_political_power, clr_country_flag
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.15
	title = SEA_warlords.15.t
	desc = SEA_warlords.15.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = warlord_asked_for_support
			FROM = {
				save_event_target_as = asking_for_support
			}
		}
	}
	option = {
		name = SEA_warlords.15.a
		ai_chance = {
			base = 90
		}
		activate_targeted_decision = {
			target = FROM
			decision = TSR_pay_for_support_from_warlord_PP
		}
	} {
		name = SEA_warlords.15.b
		ai_chance = {
			base = 10
			modifier = {
				has_political_power = < 1
				factor = 10
			}
		}
		clr_country_flag = wtt_negotiating_support_with@FROM
	}
}
### Entity: Idea
Component: r56_CAN_red_guard
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_red_guard = {
	name = r56_CAN_red_guard
	allowed = {
		always = no
	}
	picture = generic_infantry_bonus
	removal_cost = -1
	modifier = {
		conscription = 0.02
		communism_drift = 0.03
	}
}
### Entity: Military Industrial Organization
Component: USA_lima_locomotive_works_organization
Constructs: has_completed_focus, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/USA_organization_r56.txt

Code:
USA_lima_locomotive_works_organization = {
	name = USA_lima_locomotive_works
	include = generic_heavy_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		original_tag = USA
	}
	available = {
		owner = {
			has_completed_focus = USA_mobilize_the_railways
		}
	}
	equipment_type = {
		armor train_equipment
	}
	research_categories = {
		armor train_tech
	}
	initial_trait = {
		name = NOR_mio_initial_trait_mechanical_workshop
		equipment_bonus = {
			build_cost_ic = -0.05
		}
	}
}
### Entity: Modding Documentation
Construct: mine_threat
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### mine_threat
* description: A trigger to check how dangerous enemy mines are for a country. Controlled by NAVAL_MINE_DANGER defines. Returns a value between 0 and 1. Example mine_threat > 0.5 
* (Auto generated using the trigger with same name)
### Entity: AI Strategy
Component: EAI_PROD_NAVY_ASW_DD_navy_production_strategy_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_ASW_DD_navy_production_strategy_1 = {
	enable = {
		has_country_flag = EAI_ASW_DD_navy_production_1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_escort
		value = 5
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_shooting_movement
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, cancel_if_invalid, every_core_state, check_variable, add_manpower
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_swedish_shooting_movement
	icon = GFX_focus_focus_fra_maquis
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_hemvarnet
	}
	relative_position_id = SWE_hemvarnet
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = SWE_swedish_shooting_movement_tt
		hidden_effect = {
			every_core_state = {
				while_loop_effect = {
					limit = {
						check_variable = {
							SWE_shooting_movement_var = > 0
						}
					}
					ROOT = {
						add_equipment_to_stockpile = {
							type = infantry_equipment_0
							amount = 100
							producer = SWE
						}
						add_manpower = 400
					}
					subtract_from_variable = {
						SWE_shooting_movement_var = 1
					}
				}
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_soviet_hungarian_war_indsutry
Constructs: every_owned_state, prerequisite, limit, every_country, completion_reward, is_in_faction_with, cancel_if_invalid, random_owned_controlled_state
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_soviet_hungarian_war_indsutry
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = wuw_HUN_joint_hungarian_soviet_research_effort
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_joint_hungarian_soviet_research_effort
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction_with = SOV
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = HUN_soviet_hungarian_war_industry_flag
		} {
			limit = {
				NOT = {
					has_state_flag = HUN_soviet_hungarian_war_industry_flag
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = HUN_soviet_hungarian_war_industry_flag
		} {
			limit = {
				NOT = {
					has_state_flag = HUN_soviet_hungarian_war_industry_flag
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		every_owned_state = {
			limit = {
				has_state_flag = HUN_soviet_hungarian_war_industry_flag
			}
			clr_state_flag = HUN_soviet_hungarian_war_industry_flag
		}
		custom_effect_tooltip = generic_skip_one_line_tt BUL_soviet_bulgarian_war_industry_research_sharing_tt
		hidden_effect = {
			every_country = {
				limit = {
					is_in_tech_sharing_group = comintern_research
				}
				remove_from_tech_sharing_group = comintern_research
				add_to_tech_sharing_group = BUL_improved_comintern_research
			}
		}
	}
}
### Entity: Idea
Component: TAJ_acr
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_acr = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = TAJ
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}