Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: italy.4
Constructs: is_triggered_only, add_building_construction
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.4
	title = italy.4.t
	desc = italy.4.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	option = {
		name = italy.4.a
		158 = {
			add_building_construction = {
				type = bunker
				province = 11891
				level = 3
			} {
				type = bunker
				province = 11721
				level = 3
			} {
				type = bunker
				province = 9738
				level = 3
			}
		}
		160 = {
			add_building_construction = {
				type = bunker
				province = 3657
				level = 3
			} {
				type = bunker
				province = 9613
				level = 3
			} {
				type = bunker
				province = 11595
				level = 3
			}
		}
	}
}
### Entity: Character
Component: GER_ties_to_the_nazis_beck
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_ties_to_the_nazis_beck = {
	sprite = 13
	random = no
	stability_weekly = -0.001
	stability_factor = -0.125
	political_power_factor = -0.1
}
### Entity: State History
Component: 515
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/515-Central Africa.txt

Code:
state = {
	id = 515
	name = STATE_515
	manpower = 1456356
	state_category = wasteland
	impassable = yes
	force_link_ownership_to = 781
	history = {
		owner = FRA
		add_core_of = NGR
	}
	provinces = {
		1956 4913 7939 8028 8128 10758 10780 10805 10917
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Unit Template
Component: GUA_SS_HISTORICAL
Source: game
File: common/units/names_ships/GUA_ship_names.txt

Code:
GUA_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		GUA
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ARG 
	fallback_name = Submarino %d
	unique = {
		Tapachula Puerto Barrios Jacaltenango El Estor El Progreso
	}
}
### Entity: Event
Component: austria.50
Constructs: is_triggered_only, ai_chance, has_country_flag, add_political_power, has_game_rule, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.50
	title = austria.50.t
	desc = austria.50.d
	picture = GFX_report_event_AUS_figl
	is_triggered_only = yes
	option = {
		name = austria.50.a
		add_political_power = -50
		custom_effect_tooltip = AUS_sdapo_win_elections
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_country_flag = AUS_AI_RANDOM_SCHUSCHNIGG_REFORM AUS_AI_RANDOM_FIGL
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_SCHUSCHNIGG_REFORM
					} {
						rule = AUS_ai_behavior_r56
						option = AUS_FIGL
					}
				}
			}
		}
	} {
		name = austria.50.b
		set_country_flag = AUS_rigged_elections
		custom_effect_tooltip = AUS_csp_win_elections
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_country_flag = AUS_AI_RANDOM_RENNER AUS_AI_RANDOM_BAUER AUS_west_refused_habsburg_still_allied
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_RENNER
					} {
						rule = AUS_ai_behavior_r56
						option = AUS_BAUER
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_oil_focus
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_oil_focus
	icon = GFX_goal_generic_oil_refinery
	x = 27
	y = 2
	cost = 10
	prerequisite = {
		focus = ALG_civ_focus
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
	available = {
		controls_state = 933
	}
	bypass = {
		NOT = {
			controls_state = 933
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				933
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = fuel_silo
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = oil
				amount = 6
			}
		}
		add_tech_bonus = {
			name = GER_coal_liquidization
			bonus = 2
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_assassinate_reza_shah
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, allow_branch, retire_character, has_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_assassinate_reza_shah
	icon = GFX_focus_PER_assassinate_reza_shah
	prerequisite = {
		focus = PER_legacy_of_greatness
	}
	x = -1
	y = 1
	relative_position_id = PER_legacy_of_greatness
	mutually_exclusive = {
		focus = PER_root_out_conspiracies
	}
	cost = 5
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 30
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		PER = {
			country_event = {
				id = PER_imperial_events.20
				hours = 1
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt PER_new_shah_tt
		PER_mohammed_reza_pahlavi = {
			promote_leader = yes
		}
		hidden_effect = {
			retire_character = PER_reza_shah_pahlavi
			IF = {
				limit = {
					has_idea = PER_mohammed_reza_pahlavi
				}
				remove_ideas = PER_mohammed_reza_pahlavi
			}
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_demand_ukrainian_bessarabia
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, every_state, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_demand_ukrainian_bessarabia
	icon = GFX_focus_generic_attack_romania
	prerequisite = {
		focus = UKR_cult_of_action UKR_cossack_heritage
	}
	x = 4
	y = 1
	relative_position_id = UKR_cossack_heritage
	cost = 10
	bypass = {
		all_state = {
			OR = {
				NOT = {
					OR = {
						state = 80 766
					}
				}
				is_controlled_by_ROOT_or_ally = yes
				766 = {
					owner = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 80 766
				}
				CONTROLLER = {
					NOT = {
						is_in_faction_with = ROOT
					} {
						is_subject_of = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
		add_named_threat = {
			threat = 2
			name = SOV_claim_on_bessarabia
		}
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					OR = {
						state = 80 766 834
					}
				}
			}
			add_opinion_modifier = {
				target = UKR
				modifier = claimed_bessarabia
			}
			country_event = {
				id = ukraine.7
				hours = 16
				random_hours = 8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Order of Battle
Component: Pacific Reserve Fleet
Source: game
File: history/units/USA_1939_naval_legacy.txt

Code:
fleet = {
	name = Pacific Reserve Fleet
	naval_base = 1562
	task_force = {
		name = Pacific Reserve Destroyers
		location = 1562
		ship = {
			name = USS Schley
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Chew
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Crane
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Kilty
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Kennison
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Ward
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Crosby
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Dorsey
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Elliot
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Boggs
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		}
	}
}
### Entity: Character
Component: PRC_nie_rongzhen
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_nie_rongzhen = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_nie_rongzhen
		portraits = {
			army = {
				small = GFX_portrait_PRC_nie_rongzhen_small
				large = GFX_portrait_PRC_nie_rongzhen
			}
		}
		advisor = {
			slot = high_command
			idea_token = PRC_nie_rongzhen
			ledger = army
			allowed = {
				original_tag = PRC
			}
			traits = {
				nuclear_enthusiast
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer PRC_survivor_of_the_long_march guerilla_fighter
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_nie_rongzhen
		portraits = {
			army = {
				small = GFX_idea_generic_army_asia_1
			}
		}
		advisor = {
			slot = high_command
			idea_token = PRC_nie_rongzhen
			ledger = army
			allowed = {
				original_tag = PRC
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Idea
Component: signals_training_spirit
Constructs: has_naval_academy, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
signals_training_spirit = {
	ledger = navy
	available = {
		has_naval_academy = yes
	}
	modifier = {
		custom_modifier_tooltip = signals_training_spirit_tt
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_patriotic_peoples_movement
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_patriotic_peoples_movement
	icon = GFX_focus_FIN_patriotic_peoples_movement
	prerequisite = {
		focus = FIN_a_fascist_regime
	}
	x = 4
	y = 0
	relative_position_id = FIN_finnish_supremacy_in_the_north
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_political_power = 50
		FIN_bop_very_low_increase_effect = yes
		add_ideas = FIN_patriotic_peoples_movement_ns_1
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_elias_simojoki
		show_unit_leaders_tooltip = FIN_kurt_martti_wallenius
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_recognize_the_soviet_union
Constructs: limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_capitulated, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_recognize_the_soviet_union
	icon = GFX_focus_generic_soviet_politics
	mutually_exclusive = {
		focus = YUG_western_focus
	}
	x = 11
	y = 0
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		SOU = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
		if = {
			limit = {

			}
			every_other_country = {
				limit = {
					has_opinion_modifier = BFTB_balkan_pact_ally
				}
				remove_opinion_modifier = {
					target = YUG
					modifier = BFTB_balkan_pact_ally
				}
				hidden_effect = {
					ROOT = {
						remove_opinion_modifier = {
							target = PREV
							modifier = BFTB_balkan_pact_ally
						}
					}
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = news.329
				days = 3
				random = 6
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_absurdly_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_absurdly_high_increase_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = 1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_begin_militarization
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_idea, add_manpower, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_begin_militarization
	prerequisite = {
		focus = BUL_concessions_to_lukov
	}
	relative_position_id = BUL_concessions_to_lukov
	icon = GFX_goal_generic_axis_build_infantry
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		NOT = {
			has_idea = BUL_shattered_military
		}
		has_government = fascism
	}
	completion_reward = {
		add_ideas = BUL_fascist_militarism
		add_manpower = 20000
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Trigger
Component: ETH_is_horn_of_africa_original_tag
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
ETH_is_horn_of_africa_original_tag = {
	OR = {
		original_tag = ETH SOM ERI DJI AFA HAR TIG BEG GBA SID ORO QEM
	}
}
### Entity: AI Strategy
Component: ENG_light_tanks
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_light_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_light_tank
	}
	priority = {
		factor = 1000
	}
	great_war_tank_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_chassis_0
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_machine_gun tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	basic_light_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_chassis_1
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 2
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_machine_gun tank_high_velocity_cannon tank_light_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	improved_light_tank_default = {
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = light_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon tank_small_cann
# ... (truncated)
### Entity: Game Rule
Component: americas_colonization_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
americas_colonization_status = {
	name = AMERICAS_COLONIZATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_COLONIZATION_DESC
	}
	option = {
		name = AMERICAS_DECOLONIZED
		text = RULE_OPTION_AMERICAS_DECOLONIZED
		desc = RULE_OPTION_AMERICAS_DECOLONIZED_DESC
	} {
		name = AMERICAS_DEIMPERIALIZED
		text = RULE_OPTION_AMERICAS_DEIMPERIALIZED
		desc = RULE_OPTION_AMERICAS_DEIMPERIALIZED_DESC
	}
}
### Entity: AI Strategy
Component: SWE_r56_befriend_and_alliance_NOR_communist_plan
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_befriend_and_alliance_NOR_communist_plan = {
	name = Befriend and Alliance NOR
	desc = Because you can't use IF in AI_strategy_plan
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_government = communism
			has_completed_focus = SWE_nordic_union
		}
		NOR = {
			has_government = communism
		}
	}
	ai_strategy = {
		type = befriend
		id = NOR
		value = 100
	} {
		type = support
		id = NOR
		value = 100
	} {
		type = alliance
		id = NOR
		value = 100
	}
}
### Entity: Unit Leader
Component: 7
Source: game
File: common/unit_leader/00_attack_skills.txt

Code:
7 = {
	cost = 6400
	type = corps_commander
	modifier = {
		offence = 0.175
	}
}
### Entity: AI Strategy
Component: CHL_alternate_neutrality_plan
Constructs: has_government, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CHL_r56_alternate_strategy_plan.txt

Code:
CHL_alternate_neutrality_plan = {
	name = CHL: Chile Alternate Non Aligned Plan
	desc = Liberal Victory for Chile.
	allowed = {
		original_tag = CHL
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			has_country_flag = CHL_AI_RANDOM_LE_DELUGE
			has_game_rule = {
				rule = CHL_ai_behavior
				option = NEUTRALITY_CHL_LIBERAL_PARTY
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism communism democratic
		}
	}
	ai_national_focuses = {

	}
	focus_factors = {
		CHL_the_spread_of_fascism = 0
		CHL_win_the_liberals = 0
		CHL_a_truly_radical_party = 0
		CHL_consolidate_the_government = 500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: BRM_communist_guy
Constructs: has_government
Source: game
File: common/characters/BRM.txt

Code:
BRM_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BRM_communist_guy
		allowed = {
			original_tag = BRM
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Idea
Component: CHI_lingering_kmt_opposition2
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_lingering_kmt_opposition2 = {
	picture = jap_intervene_in_china
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.1
		army_org_factor = -0.1
		max_dig_in_factor = -0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.425
		attack_bonus_against = -0.425
	}
}
### Entity: Idea
Component: GRE_macedonian_farmlands_idea
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_macedonian_farmlands_idea = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = LIT_invested_in_farms
	removal_cost = -1
	modifier = {
		attrition = -0.05
		supply_consumption_factor = -0.05
		supply_combat_penalties_on_core_factor = -0.1
		supply_node_range = 0.1
		consumer_goods_factor = -0.05
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HAI_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = HAI
		}
		requested_factories = 1
		progress = 0.71
		efficiency = 100
	}
}
### Entity: Idea
Component: NORDIC_joint_army_originator_ns_2
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_originator_ns_2 = {
	name = NORDIC_joint_army_originator_ns
	picture = generic_manpower_bonus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		command_power_gain = 0.1
		max_command_power = 25
		weekly_manpower = 250
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_sway_arms_manufacturers
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_sway_arms_manufacturers
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = PAL_crush_the_hurriyah_opposition
	} {
		focus = PAL_al_aqsa_brigadiers
	}
	x = 1
	y = 1
	relative_position_id = PAL_crush_the_hurriyah_opposition
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: SHL_wi
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_wi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = SHL
	}
	traits = {
		war_industrialist
	}
}
### Entity: Country History
Country: THU
Component: THU_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/THU - Thuringia.txt

Code:
# Politics & Parties for THU
set_stability = 0.75
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 10
	communism = 20
	neutrality = 10
}
add_ideas = {

}
### Entity: Event
Component: wtt_warlord_vs_prc.1
Constructs: is_triggered_only, ai_chance, limit, random_country, has_country_flag, save_event_target_as, is_ai, clr_country_flag
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.1
	title = wtt_warlord_vs_prc.1.t
	desc = wtt_warlord_vs_prc.1.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			FROM = {
				save_event_target_as = warlord
			}
			save_event_target_as = soviet
			event_target:WTT_communist_china = {
				save_event_target_as = communist_china
			}
		}
	}
	option = {
		name = wtt_warlord_vs_prc.1.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				PRC = {
					is_ai = no
				}
			}
		}
		custom_effect_tooltip = wtt_warlord_vs_prc.1.a_tooltip
		hidden_effect = {
			random_country = {
				limit = {
					has_country_flag = WTT_support_from_soviet
				}
				clr_country_flag = WTT_support_from_soviet
			}
			FROM = {
				set_country_flag = WTT_support_from_soviet
			}
		}
		event_target:communist_china = {
			country_event = {
				id = wtt_warlord_vs_prc.2
			}
		}
	} {
		name = wtt_warlord_vs_prc.1.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				FROM = {
					is_ai = no
				}
			}
		}
		FROM = {
			country_event = {
				id = wtt_warlord_vs_prc.3
			}
		}
	}
}