Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Suomen Merivoimat
Source: game
File: history/units/FIN_1936_naval_mtg.txt

Code:
fleet = {
	name = Suomen Merivoimat
	naval_base = 11105
	task_force = {
		name = Rannikkolaivue
		location = 11105
		ship = {
			name = Ilmarinen
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = FIN
					version_name = Väinämöinen Class
				}
			}
		} {
			name = Väinämöinen
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = FIN
					version_name = Väinämöinen Class
				}
			}
		}
	} {
		name = Sukellusvenelaivue
		location = 11105
		ship = {
			name = Vetehinen
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = FIN
					version_name = Vetehinen Class
				}
			}
		} {
			name = Vesihiisi
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = FIN
					version_name = Vetehinen Class
				}
			}
		} {
			name = Iku-Turso
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = FIN
					version_name = Vetehinen Class
				}
			}
		} {
			name = Vesikko
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = FIN
					version_name = Vesikko Class
				}
			}
		} {
			name = Saukko
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = FIN
					version_name = Vesikko Class
				}
			}
		}
	}
}
### Entity: Idea
Component: MAN_civil_service_4
Constructs: political_power_gain, war_support_factor, has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_civil_service_4 = {
	allowed = {
		always = yes
	}
	cancel = {
		OR = {
			has_government = fascism communism
		}
	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy_fascism
	modifier = {
		political_power_gain = 0.1
		war_support_factor = 0.1
		army_attack_factor = 0.05
	}
}
### Entity: Decision
Component: NOR_monarchist_preparation_decisions_category
Constructs: has_completed_focus, has_war
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_monarchist_preparation_decisions_category = {
	icon = GFX_decision_category_generic_monarchism
	picture = GFX_decision_cat_picture_NOR_monarchism
	priority = 7
	visible = {
		has_completed_focus = NOR_the_chamberlains_overture
		has_war = no
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_government_of_national_defense
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction, cancel_if_invalid, is_puppet
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_government_of_national_defense
	icon = GFX_focus_chi_united_front
	prerequisite = {
		focus = PRC_sea_prepare_for_war_with_japan
	}
	x = 0
	y = 1
	relative_position_id = PRC_sea_prepare_for_war_with_japan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = CHI
		}
		is_subject = no
	}
	bypass = {
		is_in_faction = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				event_target:WTT_current_china_leader = {
					is_puppet = no
					exists = yes
				}
			}
			event_target:WTT_current_china_leader = {
				country_event = wtt_prc.1
			}
		}
		else = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_government_of_national_defense
		}
	}
}
### Entity: Idea
Component: IRQ_mawtini
Constructs: removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_mawtini = {
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = nkvd
	modifier = {
		conscription = 0.02
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.15
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_restore_the_diet_of_galicia
Constructs: prerequisite, limit, add_ideas, completion_reward, has_country_leader, set_capital, add_country_leader_trait, add_core_of
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_restore_the_diet_of_galicia
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = POL_habsburg
	}
	relative_position_id = POL_habsburg
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		has_country_leader = {
			ruling_only = yes
			character = POL_karl_albrecht
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 88
			}
			set_capital = {
				state = 88
			}
		}
		add_ideas = {
			POL_royal_sejm_idea
		}
		POL_karl_albrecht = {
			add_country_leader_trait = king_of_galicia_and_lodomeria
		}
		hidden_effect = {
			80 = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Idea
Component: wuw_HUN_the_hungarian_red_army_suppression
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/hungary.txt

Code:
wuw_HUN_the_hungarian_red_army_suppression = {
	name = HUN_the_hungarian_red_army
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = communism
	}
	picture = generic_communist_army
	modifier = {
		conscription = 0.05
		resistance_growth = -0.1
		resistance_target = -0.05
		drift_defence_factor = 0.5
		industrial_capacity_factory = -0.05
		production_speed_buildings_factor = -0.05
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_renard_constructions_aeronautiques
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_renard_constructions_aeronautiques
	icon = GFX_focus_BEL_renard_constructions_aeronautiques
	prerequisite = {
		focus = BEL_develop_belgian_air_industry
	}
	relative_position_id = BEL_develop_belgian_air_industry
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = available_scientist_one_line_tt
			CHARACTER = BEL_alfred_renard
		} generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:BEL_renard_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_completed_focus = BEL_stampe_et_vertrongen
				}
			}
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = renard
		}
		ELSE = {
			air_experience = 25
		}
	}
}
### Entity: Wiki Documentation
Construct: debug_cities
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_cities
|
Toggles Cities painting mode on/off
|

|
### Entity: Modifier Reference
Construct: naval_heavy_gun_hit_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_heavy_gun_hit_chance_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Tree: bul_focus
Component: BUL_appoint_communist_ministers
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_appoint_communist_ministers
	prerequisite = {
		focus = BUL_oppose_the_royal_dictatorship
	}
	icon = GFX_focus_generic_soviet_politics
	relative_position_id = BUL_oppose_the_royal_dictatorship
	x = -2
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_democratic_principles
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 70
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor BUL_appoint_communist_ministers_tt
		show_ideas_tooltip = BUL_valko_chervenkov
		BUL_bs_low_loyalty_increase_effect = yes
		BUL_nsm_low_loyalty_decrease_effect = yes
	}
}
### Entity: Event
Component: IRQ_political_events.73
Constructs: ai_chance, has_completed_focus, limit, remove_ideas, has_country_flag, fire_only_once, has_dlc, has_idea
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.73
	title = IRQ_political_events.73.t
	desc = IRQ_political_events.73.desc
	picture = GFX_report_event_generic_funeral
	trigger = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
		NOT = {
			has_idea = IRQ_ghazi_i
		}
		has_completed_focus = IRQ_rally_behind_the_hashemite_dynasty
	}
	mean_time_to_happen = {
		days = 35
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = IRQ_political_events.73.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				has_idea = IRQ_abd_al_ilah_regent
			}
			remove_ideas = IRQ_abd_al_ilah_regent
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_country_flag = IRQ_has_faisal_as_direct_ruler_flag
				}
			}
			set_country_flag = IRQ_has_faisal_as_direct_ruler_flag
		} {
			limit = {
				NOT = {
					has_idea = IRQ_faisal_ii
				}
			}
			activate_advisor = IRQ_faisal_ii
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		IRQ_abd_al_ilah = {
			add_country_leader_role = {
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						IRQ_hashemite_regent
					}
				}
				promote_leader = yes
			}
		}
	} {
		name = IRQ_political_events.73.b
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		hidden_effect = {
			set_country_flag = IRQ_regent_turned_down_absolute_powers
		}
	}
}
### Entity: Decision
Component: EGY_1936_anglo_egyptian_conference
Constructs: has_war, has_country_flag, is_subject_of, has_capitulated
Source: game
File: common/decisions/categories/EGY_decision_categories.txt

Code:
EGY_1936_anglo_egyptian_conference = {
	icon = generic_crisis
	picture = GFX_decision_EGY_anglo_egyptian_conference
	priority = 9
	custom_icon = {
		tag = ENG
		value = EGY_british_treaty_influence_icon_value
		desc = EGY_british_influence_showcase
		visible = {
			country_exists = ENG
		}
	} {
		tag = EGY
		value = EGY_egyptian_treaty_influence_icon_value
		desc = EGY_egyptian_influence_showcase
		visible = {
			country_exists = EGY
		}
	}
	allowed = {
		OR = {
			original_tag = EGY ENG
		}
	}
	visible = {
		EGY = {
			OR = {
				has_war = no
				is_subject_of = ENG
				ENG = {
					has_capitulated = no
				}
			}
		}
		NOT = {
			has_country_flag = EGY_1936_anglo_egyptian_conference_over
		}
	}
}
### Entity: Modifier Reference
Construct: underway_replenishment_range
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## underway_replenishment_range

* Number with 2 decimal places
* **Categories**: country
### Entity: National Focus
Tree: mon_focus
Component: MON_southern_development_focus
Constructs: prerequisite, completion_reward, has_idea, is_subject, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_southern_development_focus
	icon = GFX_goal_MON_desert_investment
	x = 1
	y = 1
	cost = 7.16
	relative_position_id = MON_new_veterinary_facilities
	prerequisite = {
		focus = MON_armament_expansion MON_new_veterinary_facilities
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
		is_subject = no
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_timed_idea = {
			idea = MON_focus_on_south
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: SWI_president_initiative_available_trigger
Constructs: has_active_mission
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_president_initiative_available_trigger = {
	NOT = {
		has_active_mission = SWI_recently_finished_president_initiative_mission
	}
}
### Entity: Event
Component: AUS_political_events.73
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_government, has_country_flag, clr_country_flag, has_opinion
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.73
	title = AUS_political_events.73.t
	desc = AUS_political_events.73.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {
		IF = {
			limit = {
				ROOT = {
					original_tag = ITA
				}
			}
			clr_country_flag = AUS_ITA_rejects_rearmament_flag
		}
		ELSE_IF = {
			limit = {
				ROOT = {
					original_tag = FRA
				}
			}
			clr_country_flag = AUS_FRA_rejects_rearmament_flag
		} {
			limit = {
				ROOT = {
					original_tag = ENG
				}
			}
			clr_country_flag = AUS_ENG_rejects_rearmament_flag
		} {
			limit = {
				ROOT = {
					original_tag = USA
				}
			}
			clr_country_flag = AUS_USA_rejects_rearmament_flag
		}
	}
	option = {
		name = AUS_political_events.73.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = AUS
					value = > 14
				}
			}
		}
		IF = {
			limit = {
				ROOT = {
					original_tag = ITA
				}
			}
			set_country_flag = AUS_ITA_treaty_compromise_flag
			log = [ROOT.GetName] Accepts Revision
		} {
			limit = {
				ITA = {
					NOT = {
						OR = {
							has_country_flag = AUS_ITA_treaty_compromise_rejected_flag AUS_ITA_rejects_rearmament_flag
						}
					}
				}
				FRA = {
					NOT = {
						OR = {
							has_country_flag = AUS_FRA_treaty_compromise_rejected_flag AUS_FRA_treaty_overseer_flag AUS_FRA_rejects_rearmament_flag
						}
					}
				}
				ENG = {
					NOT = {
						OR = {
							has_country_flag = AUS_ENG_treaty_compromise_rejected_flag AUS_ENG_treaty_overseer_flag AUS_ENG_rejects_rearmament_flag
						}
					}
				}
				USA = {
					NOT = {
						OR = {
							has_country_flag = AUS_USA_treaty_compromise_rejected_flag AUS_USA_treaty_overseer_flag AUS_USA_rejects_rearmament_flag
						}
					}
				}
			}
			event_option_tooltip = AUS_political_events.74.a
			AUS = {
				country_event = {
					id = AUS_political_events.74
					hours = 12
				}
			}
		}
		ELSE_IF = {
			limit = {
				ROOT = {
					original_tag = FRA
				}
			}
			set_country_flag = AUS_FRA_treaty_compromise_flag
			log = [ROOT.GetName] Accepts Revision
		} {
			limit = {
				ROOT = {
					original_tag = ENG
				}
			}
			set_country_flag = AUS_ENG_treaty_compromise_flag
			log = [ROOT.GetName] Accepts Revision
		} {
			limit = {
				ROOT = {
					original_tag = USA
				}
			}
			set_country_flag = AUS_USA_treaty_compromise_flag
			l
# ... (truncated)
### Entity: Name List
Component: PSH
Source: game
File: common/names/00_names.txt

Code:
PSH = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: National Focus
Component: wuw_HUN_reenlist_the_sich_riflemen
Constructs: division_template, prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid, is_locked, random_owned_state
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reenlist_the_sich_riflemen
	icon = GFX_focus_HUN_reenlist_the_sich_riflemen
	prerequisite = {
		focus = wuw_HUN_a_grand_habsburg_alliance
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_a_grand_habsburg_alliance
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		NOT = {
			has_war_with = UKR
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = HUN_sich_riflemen_infantry_recruitment generic_skip_one_line_tt HUN_vasyl_vyshivani_becomes_available_as_field_marshal_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Ukrainski Sichovi Striltsi
				disband = yes
			}
			division_template = {
				name = Ukrainski Sichovi Striltsi
				division_names_group = AUSHUN_INF_01
				role = infantry
				template_counter = 91
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Pershyy Dyvizion Ukrainskih Sichovih Striltsiv'" division_template = "Ukrainski Sichovi Striltsi" start_experience_factor = 0.4 start_equipment_factor = 0.6
					owner = ROOT
					officer = {
						name = HUN_yevhen_konovalets
					}
				} {
					division = name = "Druhyy Dyvizion Ukrainskih Sichovih Striltsiv" division_template = "Ukrainski Sichovi Striltsi" start_experience_factor = 0.3 start_equipment_factor = 0.8
					owner = ROOT
					officer = {
						name = HUN_andriy_melnyk
					}
				} {
					division = name = "Tretiy Dyvizion Ukrainskih Sichovih Striltsiv" division_template = "Ukrainski Sichovi Striltsi" start_experience_factor = 0.2 start_equipment_factor = 0.5
					owner = ROOT
					officer = {
						name = HUN_yuriy_otmarstein
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_search_the_dalai_lama
Constructs: has_completed_focus, prerequisite, has_war, has_government, completion_reward, is_historical_focus_on, unlock_decision_tooltip
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_search_the_dalai_lama
	icon = GFX_goal_TIB_fair_treatment_dalai_lama
	prerequisite = {
		focus = TIB_convene_the_tsongdu TIB_persuade_the_regent
	}
	relative_position_id = TIB_convene_the_tsongdu
	x = 8
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	available = {
		NOT = {
			has_war = yes
			OR = {
				has_government = communism
				has_completed_focus = TIB_secularize_the_nation
			}
		}
	}
	completion_reward = {
		unlock_decision_tooltip = TIB_search_dalai_lama
		country_event = {
			id = himalaya_tibet.9
			hours = 12
		}
		custom_effect_tooltip = TIB_begin_dalai_lama_search
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_volunteers_to_V01
Constructs: check_variable, send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_volunteers_to_V01 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_volunteer_targets^1 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = V01
		value = 10000
	}
}
### Entity: Decision
Component: crisis
Constructs: limit, remove_ideas, has_country_flag, add_stability, fire_only_once, add_political_power, has_idea, cancel_trigger
Source: game
File: common/decisions/TUR.txt

Code:
crisis = {
	TUR_etatism_crisis_1 = {
		icon = generic_political_rally
		allowed = {
			original_tag = TUR
		}
		available = {
			OR = {
				has_idea = civilian_economy
				has_country_flag = TUR_etatism_abolished
			}
		}
		days_mission_timeout = 60
		fire_only_once = no
		activation = {
			AND = {
				has_idea = low_economic_mobilisation TUR_etatism
			}
		}
		cancel_trigger = {
			OR = {
				has_active_mission = TUR_etatism_crisis_2 TUR_etatism_crisis_3 TUR_etatism_crisis_4
			}
		}
		is_good = no
		complete_effect = {
			add_stability = 0.05
			add_political_power = 75
		}
		timeout_effect = {
			swap_ideas = {
				remove_idea = TUR_etatism
				add_idea = TUR_etatism_2
			}
		}
	}
	TUR_etatism_crisis_2 = {
		icon = generic_political_rally
		allowed = {
			original_tag = TUR
		}
		available = {
			OR = {
				has_idea = civilian_economy
				has_country_flag = TUR_etatism_abolished
			}
		}
		days_mission_timeout = 60
		fire_only_once = no
		activation = {
			AND = {
				has_idea = partial_economic_mobilisation
				OR = {
					has_idea = TUR_etatism TUR_etatism_2
				}
			}
		}
		cancel_trigger = {
			OR = {
				has_active_mission = TUR_etatism_crisis_3 TUR_etatism_crisis_4
			}
		}
		is_good = no
		complete_effect = {
			add_stability = 0.05
			add_political_power = 50
		}
		timeout_effect = {
			if = {
				limit = {
					has_idea = TUR_etatism
				}
				swap_ideas = {
					remove_idea = TUR_etatism
					add_idea = TUR_etatism_3
				}
			}
			else_if = {
				limit = {
					has_idea = TUR_etatism_2
				}
				swap_ideas = {
					remove_idea = TUR_etatism_2
					add_idea = TUR_etatism_3
				}
			}
		}
	}
	TUR_etatism_crisis_3 = {
		icon = generic_political_rally
		allowed = {
			original_tag = TUR
		}
		available = {
			OR = {
				has_idea = civilian_economy
				has_country_flag = TUR_etatism_abolished
			}
		}
		days_mission_timeout = 60
		fire_only_once = no
		activation = {
			AND = {
				has_idea = war_economy
				OR = {
					has_idea = TUR_etatism TUR_etatism_2 TUR_etatism_3
				}
			}
		}
		cancel_trigger = {
			has_active_mission = TUR_etatism_crisis_4
		}
		is_good = no
		complete_effect = {
			add_stability = 0.05
			add_political_power = 25
		}
		timeout_effect = {
			if = {
				limit = {
					has_idea = TUR_etatism
				}
				swap_ideas = {
					remove_idea = TUR_etatism
					add_idea = TUR_etatism_4
				}
			}
			else_if = {
				limit = {
					has_i
# ... (truncated)
### Entity: State
Component: state_categories
Source: game
File: common/state_category/large_island.txt

Code:
state_categories = {
	large_island = {
		local_building_slots = 3
		buildings_max_level = {
			naval_base = 8
			air_base = 6
		}
		color = {
			200 160 0
		}
	}
}
### Entity: Idea
Component: idea_RAJ_the_long_goodbye
Constructs: removal_cost, autonomy_gain, is_subject_of
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_the_long_goodbye = {
	picture = can_patriation
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 2
		autonomy_manpower_share = -1
		cic_to_overlord_factor = -1
		mic_to_overlord_factor = -1
		extra_trade_to_overlord_factor = -1
	}
	cancel = {
		NOT = {
			is_subject_of = ENG
		}
	}
}
### Entity: Military Industrial Organization
Component: SOV_kolomna_organization
Source: game
File: common/military_industrial_organization/organizations/SOV_organization.txt

Code:
SOV_kolomna_organization = {
	include = generic_train_organization
	icon = GFX_idea_SOV_kolomna_alt
	name = [SOV_kolomna_locomotive_plant_name_dynamic]
	allowed = {
		original_tag = SOV
	}
}
### Entity: Scripted Trigger
Component: EAI_BC_navy_production
Constructs: is_major, has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_BC_navy_production = {
	EAI_BC_tech_focus = yes
	OR = {
		has_tech = basic_ship_hull_heavy basic_battlecruiser
	} {
		is_major = yes
		EAI_major_country = yes
	}
}