Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 831
Constructs: add_core_of
Source: game
File: history/states/831 - Khiva.txt

Code:
state = {
	id = 831
	name = STATE_831
	history = {
		victory_points = {
			12465 1
		}
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV UZB KKP KHI
	}
	provinces = {
		10395 10435 12324 12454 12465
	}
	manpower = 258430
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Character
Component: UAE_ar
Source: game
File: common/characters/UAE.txt

Code:
UAE_ar = {
	advisor = {
		slot = high_command
		idea_token = UAE_ar
		ledger = army
		allowed = {
			original_tag = UAE
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Idea
Component: CHI_national_mobilization
Constructs: industrial_capacity_factory, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_national_mobilization = {
	picture = chi_war_of_resistance3
	removal_cost = -1
	modifier = {
		mobilization_speed = 0.5
		industrial_capacity_factory = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: idea_RAJ_long_range_sea_operations_2
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_long_range_sea_operations_2 = {
	name = idea_RAJ_long_range_sea_operations
	picture = generic_coastal_defense_ships2
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		navy_max_range_factor = 0.15
		naval_detection = 0.1
		navy_submarine_detection_factor = 0.1
		navy_screen_defence_factor = 0.1
		navy_capital_ship_attack_factor = 0.1
		navy_capital_ship_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_fortification_studies
Constructs: add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_fortification_studies
	icon = GFX_focus_hol_the_foundations_of_defense
	x = 3
	y = 0
	cost = 10
	ai_will_do = {
		factor = 200
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 10
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = CZE_fortification_focus
		add_tech_bonus = {
			name = CZE_fortification_studies
			bonus = 0.25
			uses = 1
			category = cat_fortification
		}
	}
}
### Entity: Technology
Component: paras_keystone_1
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_PAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = air
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	category_paratroopers = {
		soft_attack = 0.15
		breakthrough = 0.15
	}
	special_forces_training_time_factor = 0.2
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_paratroopers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 10
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Idea
Component: HUN_restricted_voting_rights
Constructs: stability_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_restricted_voting_rights = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = saf_history_of_segregation
	modifier = {
		stability_factor = -0.1
		drift_defence_factor = 0.3
	}
}
### Entity: Scripted Effect
Component: EAI_debug_tracking
Constructs: limit, has_country_flag, has_global_flag
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_debug_tracking = {
	if = {
		limit = {
			OR = {
				has_global_flag = EAI_debug_tracking
				has_country_flag = EAI_debug_tracking
			}
		}
		EAI_DEBUG_check_for_empty_research_slots = yes
		EAI_DEBUG_check_for_out_of_manpower = yes
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_grant_resources
Constructs: limit, every_country, has_global_flag, set_global_flag, every_state, has_state_flag, clr_state_flag, add_resource
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_update.txt

Code:
EAI_DIFFICULTY_grant_resources = {
	if = {
		limit = {
			NOT = {
				has_global_flag = EAI_DIFFICULTY_grant_resources_update
			}
		}
		set_global_flag = {
			flag = EAI_DIFFICULTY_grant_resources_update
			value = 1
			days = 6
		}
		every_state = {
			limit = {
				has_state_flag = EAI_DIFFICULTY_grant_resources
			}
			clr_state_flag = EAI_DIFFICULTY_grant_resources
			add_resource = {
				type = aluminium
				amount = var:EAI_DIFFICULTY_grant_resources_remove_aluminium
				show_state_in_tooltip = no
			} {
				type = rubber
				amount = var:EAI_DIFFICULTY_grant_resources_remove_rubber
				show_state_in_tooltip = no
			} {
				type = tungsten
				amount = var:EAI_DIFFICULTY_grant_resources_remove_tungsten
				show_state_in_tooltip = no
			} {
				type = steel
				amount = var:EAI_DIFFICULTY_grant_resources_remove_steel
				show_state_in_tooltip = no
			} {
				type = chromium
				amount = var:EAI_DIFFICULTY_grant_resources_remove_chromium
				show_state_in_tooltip = no
			}
		}
		every_country = {
			if = {
				limit = {
					is_ai = yes
					OR = {
						check_variable = {
							EAI_custom_bonus_34 = 1
						}
						AND = {
							check_variable = {
								global.EAI_custom_bonus_34 = 1
							}
							EAI_DIFFICULTY_dynamic_bonus_trigger = yes
						}
					}
				}
				set_temp_variable = {
					deficit_aluminium = resource@aluminium
				} {
					deficit_rubber = resource@rubber
				} {
					deficit_tungsten = resource@tungsten
				} {
					deficit_steel = resource@steel
				} {
					deficit_chromium = resource@chromium
				} {
					grant_aluminium = 0
				} {
					grant_rubber = 0
				} {
					grant_tungsten = 0
				} {
					grant_steel = 0
				} {
					grant_chromium = 0
				}
				capital_scope = {
					set_temp_variable = {
						res_factor = building_level@infrastructure
					}
					divide_temp_variable = {
						res_factor = 5
					}
					add_to_temp_variable = {
						res_factor = 1
					}
				} {
					set_state_flag = EAI_DIFFICULTY_grant_resources
					add_resource = {
						type = aluminium
						amount = grant_aluminium
						show_state_in_tooltip = no
					} {
						type = rubber
						amount = grant_rubber
						show_state_in_tooltip = no
					} {
						type = tungsten
						amount = grant_tungsten
						show_state_in_tooltip = no
					} {
						type = steel
						amount = grant_steel
						show_state_in_tooltip = no
					} {
						type = 
# ... (truncated)
### Entity: Order of Battle
Component: 1 Yokosuka Rikustentai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 1 Yokosuka Rikustentai
	location = 4023
	division_template = Rikusentai
	start_experience_factor = 0.5
}
### Entity: Idea
Component: FRI_growing_vietnamese_nationalism
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_growing_vietnamese_nationalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = indochina_growing_vietnamese_nationalism
	modifier = {
		stability_factor = -0.1
		political_power_factor = -0.1
		custom_modifier_tooltip = FRI_growing_vietnamese_nationalism_tt
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_seek_strength_in_numbers
Constructs: prerequisite, limit, completion_reward, has_war_with_major, cancel_if_invalid, has_dlc, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_seek_strength_in_numbers
	icon = GFX_focus_generic_large_navy
	mutually_exclusive = {
		focus = JAP_assure_superior_naval_quality
	}
	prerequisite = {
		focus = JAP_form_the_kido_butai JAP_sea_heavier_naval_guns
	}
	relative_position_id = JAP_form_the_kido_butai
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		has_war_with_major = yes
		JAP_naval_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_IMPERIAL_INFLUENCE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = JAP_seek_strength_in_numbers_tt generic_skip_one_line_tt
		}
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			JAP_industry_production_speed_dockyard_factor = 0.1
			tooltip = production_speed_dockyard_factor_tt
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Country History
Country: XIC
Component: XIC_misc
Constructs: recruit_character, limit, add_ideas, add_opinion_modifier, set_variable, has_dlc
Source: game
File: history/countries/XIC - Xi'An.txt

Code:
# Misc for XIC
capital = 744
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	recruit_character = CHI_zhang_xueliang
	add_ideas = {
		CHI_warlord_looting_idea
	}
}
{
	limit = {
		has_dlc = Waking the Tiger
	}
	add_ideas = {
		PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
	}
}
PRC = {
	add_opinion_modifier = {
		target = XIC
		modifier = tsr_bandit_suppresion_opm
	}
}
add_opinion_modifier = {
	target = PRC
	modifier = tsr_bandit_suppresion_opm
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ally_afghanistan
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction, is_ally_with, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ally_afghanistan
	icon = GFX_focus_JAP_ally_afghanistan
	mutually_exclusive = {
		focus = JAP_best_the_graveyard
	}
	x = -2
	y = 1
	relative_position_id = JAP_claim_the_scripech
	prerequisite = {
		focus = JAP_claim_the_scripech JAP_ally_the_gorkhas
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		AFG = {
			exists = yes
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		AFG = {
			is_ally_with = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		AFG = {
			country_event = {
				id = SEA_japan_foreign_policy.18
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROOT = {
				add_to_faction = AFG
			}
		}
	}
}
### Entity: Scripted Effect
Component: PRU_andean_machine_sh_tank_template_and_production
Constructs: create_equipment_variant, add_equipment_production
Source: game
File: common/scripted_effects/PRU_scripted_effects.txt

Code:
PRU_andean_machine_sh_tank_template_and_production = {
	create_equipment_variant = {
		name = Pachacútec
		type = super_heavy_tank_artillery_chassis_1
		parent_version = 0
		modules = {
			turret_type_slot = tank_super_heavy_three_man_tank_turret
			main_armament_slot = tank_rocket_launcher_2
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = armor_skirts
			special_type_slot_2 = secondary_turret_small_cannon
			special_type_slot_3 = secondary_turret_small_cannon
			special_type_slot_4 = extra_ammo_storage
		}
		upgrades = {
			tank_nsb_engine_upgrade = 10
			tank_nsb_armor_upgrade = 6
		}
		icon = GFX_ITA_super_heavy_tank_medium
	}
	add_equipment_production = {
		equipment = {
			type = super_heavy_tank_artillery_chassis_1
			creator = PRU
			version_name = Pachacútec
		}
		requested_factories = 1
		progress = 0.6
		efficiency = 50
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_build_up_the_red_army
Constructs: shared_focus, prerequisite, remove_ideas, has_government, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_build_up_the_red_army
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = KMT_declare_the_peoples_republic
	}
	available = {
		has_government = communism
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	relative_position_id = KMT_declare_the_peoples_republic
	completion_reward = {
		remove_ideas = KMT_disorganized_army
		custom_effect_tooltip = generic_skip_one_line_tt
		army_experience = 50
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.8
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: south_american_events.32
Constructs: is_triggered_only, ai_chance, limit, add_timed_idea, set_rule, add_ai_strategy, send_volunteers_desire, has_idea
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.32
	title = south_american_events.32.t
	desc = south_american_events.32.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = south_american_events.32.a
		ai_chance = {
			base = 1
		}
		add_timed_idea = {
			idea = ToA_aid_against_communists
			days = 365
		}
		hidden_effect = {
			set_rule = {
				can_send_volunteers = yes
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = FROM
				value = 200
			}
		}
		IF = {
			limit = {
				has_idea = undisturbed_isolation
			}
			custom_effect_tooltip = south_american_events_32_tt
		}
	} {
		name = south_american_events.32.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: infantry_tank_manufacturer_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
infantry_tank_manufacturer_2 = {
	random = no
	equipment_bonus = {
		armor = {
			soft_attack = 0.1
			armor_value = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_fund_public_infrastructure
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, random_owned_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_fund_public_infrastructure
	icon = GFX_goal_generic_train
	relative_position_id = AUS_mixed_economy
	x = 1
	y = 2
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	prerequisite = {
		focus = AUS_mixed_economy
	} {
		focus = AUS_urban_industry_expansion
	}
	cost = 5
	completion_reward = {
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
				infrastructure = < 5
			}
			prioritize = {
				1054
			}
			add_building_construction = {
				type = infrastructure
				level = 1
			}
		} {
			limit = {
				is_core_of = AUS
				infrastructure = < 5
			}
			prioritize = {
				1054
			}
			add_building_construction = {
				type = infrastructure
				level = 1
			}
		} {
			limit = {
				is_core_of = AUS
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
			}
		}
		build_railway = {
			path = {
				11666 6690 9648
			}
			level = 2
		} {
			path = {
				9648 9679 9650 3684 688 3675 11634 673
			}
			level = 2
		}
		hidden_effect = {
			build_railway = {
				path = {
					6690 9679
				}
				level = 2
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.70
Constructs: is_triggered_only, division_template, limit, has_government, every_country, fire_only_once, has_state_flag, is_core_of
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.70
	title = r56_afghanistan.70.t
	desc = r56_afghanistan.70.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = r56_afghanistan.70.a
		if = {
			limit = {
				any_state = {
					has_state_flag = AFG_persia_communist_state
					is_core_of = PER
				}
			}
			start_civil_war = {
				ideology = ROOT
				ruling_party = communism
				army_ratio = 0.4
				states = all
				states_filter = {
					NOT = {
						has_state_flag = AFG_persia_communist_state
					}
					is_core_of = PER
				}
				keep_political_party_members = yes
				PREV = {
					PER_reza_shah_pahlavi = {
						set_nationality = PREV.PREV
					}
					PER_mohammed_reza_pahlavi = {
						set_nationality = PREV.PREV
					}
					PER_davud_monshizadeh = {
						set_nationality = PREV.PREV
					}
					PER_abol_ghasem_kashani = {
						set_nationality = PREV.PREV
					}
					PER_Mohammad_Sa_Ed = {
						set_nationality = PREV.PREV
					}
					PER_fazlollah_zahedi = {
						set_nationality = PREV.PREV
					}
					PER_ali_razmara = {
						set_nationality = PREV.PREV
					}
					PER_assadollah_hosseinpour = {
						set_nationality = PREV.PREV
					}
					PER_hasan_arfa = {
						set_nationality = PREV.PREV
					}
				}
			}
			division_template = {
				name = Socialist Militias
				priority = 1
				template_counter = 14
				division_names_group = PER_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 1
						y = 3
					}
				}
			}
			every_state = {
				limit = {
					has_state_flag = AFG_persia_communist_state
					is_core_of = PER
				}
				create_unit = {
					division = name = "Socialist Militias" division_template = "Socialist Militias" start_experience_factor = 0.1
					owner = PER
					count = 1
					allow_spawning_on_enemy_provs = yes
				}
			}
			AFG = {
				set_autonomy = {
					target = PER
					autonomy_state = autonomy_puppet
					end_civil_wars = no
					end_wars = no
				}
			}
			hidden_effect = {
				every_country = {
					limit = {
						original_tag = PER
						has_civil_war = yes
						NOT = {
							has_government = communism
						}
					}
					AFG = {
						ad
# ... (truncated)
### Entity: Misc Config
Component: states_on_my_continent
Constructs: limit, is_on_same_continent_as
Source: game
File: common/collections/collections.txt

Code:
states_on_my_continent = {
	input = game:all_states
	operators = {
		limit = {
			is_on_same_continent_as = ROOT
		}
	}
	name = COLLECTION_STATES_MY_CONTINENT
}
### Entity: Event
Component: poland.79
Constructs: is_triggered_only, limit, add_ideas, has_idea
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.79
	title = poland.79.t
	desc = poland.79.d
	picture = GFX_report_event_polish_reject_demands
	is_triggered_only = yes
	option = {
		name = poland.79.a
		if = {
			limit = {
				NOT = {
					has_idea = tot_economic_mobilisation
				} {
					has_idea = war_economy
				}
			}
			add_ideas = war_economy
		}
	}
}
### Entity: Event
Component: r56_australia.18
Constructs: is_triggered_only
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.18
	title = r56_australia.18.t
	desc = r56_australia.18.d
	picture = GFX_report_event_ast_troops_landing
	is_triggered_only = yes
	option = {
		name = r56_australia.18.a
		effect_tooltip = {
			AST = {
				puppet = MAL
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_add_or_modify_wehrwirtschaft
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_or_modify_wehrwirtschaft = {
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = GER_wehrwirtschaft_modifier
				}
			}
		}
		custom_effect_tooltip = GER_add_wehrwirtschaft_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = GER_wehrwirtschaft_modifier
			}
		}
	}
	else = {
		custom_effect_tooltip = GER_modify_wehrwirtschaft_modifier_tt
	}
}
### Entity: Scripted Effect
Component: ITA_initiate_balance_of_power_effect
Constructs: set_power_balance, set_default
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_initiate_balance_of_power_effect = {
	set_power_balance = {
		id = ITA_power_balance
		left_side = ITA_grand_council_side
		right_side = ITA_mussolini_side
		set_default = yes
	}
}
### Entity: Idea
Component: idea_RAJ_thunder_elephants
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_thunder_elephants = {
	picture = generic_acquire_tanks
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.2
			reliability = 0.1
			instant = yes
		}
	} {
		land_cruiser_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}