Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hon_focus
Component: HON_build_civfact2
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_build_civfact2
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = HON_new_university
	}
	x = 35
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			AND = {
				num_of_factories = < 15
				date = < 1939.1.1
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: SWE_minister_of_trade
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_minister_of_trade = {
	random = no
	sprite = 13
	trade_laws_cost_factor = -0.3
	trade_opinion_factor = 0.35
}
### Entity: Event
Component: wtt_political_organisation.3
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_organisation.3
	title = wtt_political_organisation.3.t
	desc = wtt_political_organisation.3.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = wtt_political_organisation.3.a
	}
}
### Entity: Idea
Component: NZL_bob_semple_tank
Constructs: removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_bob_semple_tank = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_acquire_tanks
	modifier = {
		army_core_defence_factor = 0.05
		army_org_factor = 0.02
	}
}
### Entity: Event
Component: r56_italy.30
Constructs: has_war, fire_only_once, random_list
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.30
	title = r56_italy.30.t
	desc = r56_italy.30.d
	picture = GFX_report_event_italo_balbo
	fire_only_once = yes
	hidden = yes
	trigger = {
		tag = ITA
		has_war = yes
		date = > 1940.3.1 < 1940.6.28
	}
	immediate = {
		random_list = {
			50 = {
				country_event = r56_italy.31
			} {

			}
		}
	}
	option = {
		name = r56_italy.30.a
	}
}
### Entity: Idea
Component: POR_endless_sea
Constructs: removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_endless_sea = {
	picture = generic_sea_focused_navy
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.1
		convoy_escort_efficiency = 0.15
		naval_speed_factor = 0.1
		navy_max_range_factor = 0.15
		experience_gain_navy = 0.1
	}
}
### Entity: Event
Component: JUNO_brazil_events.72
Constructs: is_triggered_only, ai_chance, has_war, create_wargoal, annex_everything
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.72
	title = JUNO_brazil_events.72.t
	desc = JUNO_brazil_events.72.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.72.a
		ai_chance = {
			base = 2
		}
	} {
		name = JUNO_brazil_events.72.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war = yes
			}
		}
		create_wargoal = {
			target = FROM
			type = annex_everything
		}
	}
}
### Entity: Event
Component: axis_minors_ruthenia.1
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_political_power, retire_character, set_nationality, add_unit_leader_trait
Source: game
File: events/r56_ruthenia.txt

Code:
country_event = {
	id = axis_minors_ruthenia.1
	title = axis_minors_ruthenia.1.t
	desc = axis_minors_ruthenia.1.desc
	picture = GFX_report_event_cze_divided_nation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = axis_minors_ruthenia.1.a
		ai_chance = {
			base = 100
		}
		CZE = {
			release = RUT
			RUT = {
				transfer_state = 73
			} {
				retire_character = RUT_lev_prchala
			}
			puppet = RUT
			CZE_lev_prchala = {
				set_nationality = RUT
				promote_leader = yes
				add_unit_leader_trait = media_personality
			}
		}
	} {
		name = axis_minors_ruthenia.1.b
		ai_chance = {
			base = 0
		}
		CZE = {
			release = RUT
			RUT = {
				transfer_state = 73
				change_tag_from = CZE
			} {
				retire_character = RUT_lev_prchala
			}
			puppet = RUT
			CZE_lev_prchala = {
				set_nationality = RUT
				promote_leader = yes
				add_unit_leader_trait = media_personality
			}
		}
	} {
		name = axis_minors_ruthenia.1.c
		ai_chance = {
			base = 0
		}
		CZE = {
			add_political_power = 25
			release = RUT
			RUT = {
				transfer_state = 73
				add_ideas = neutrality_idea
			} {
				retire_character = RUT_lev_prchala
			}
			CZE_lev_prchala = {
				set_nationality = RUT
				promote_leader = yes
				add_unit_leader_trait = media_personality
			}
		}
	} {
		name = axis_minors_ruthenia.1.d
		ai_chance = {
			base = 0
		}
		CZE = {
			release = RUT
			RUT = {
				transfer_state = 73
				change_tag_from = CZE
				add_ideas = neutrality_idea
			} {
				retire_character = RUT_lev_prchala
			}
			CZE_lev_prchala = {
				set_nationality = RUT
				promote_leader = yes
				add_unit_leader_trait = media_personality
			}
		}
	}
}
### Entity: Character
Component: ma_loango
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ma_loango = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	stability_factor = 0.1
	war_support_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modifier Reference
Construct: army_non_core_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_non_core_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Idea
Component: veteran_advisor
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
veteran_advisor = {
	cost = 75
	removal_cost = 0
	traits = {
		nationalist_symbol
	}
	picture = henry_arnold
	research_bonus = {

	}
	modifier = {

	}
}
### Entity: Military Industrial Organization
Component: mio_policy_air_propulsion_experimenters
Constructs: has_mio_equipment_type, has_mio_size
Source: game
File: common/military_industrial_organization/policies/_air_policies.txt

Code:
mio_policy_air_propulsion_experimenters = {
	icon = GFX_mio_policy_propulsion_experimenters
	allowed = {
		OR = {
			has_mio_equipment_type = small_plane_airframe small_plane_airframe_0 fighter_equipment_0 medium_plane_airframe large_plane_airframe small_plane_cas_airframe small_plane_naval_bomber_airframe medium_plane_fighter_airframe medium_plane_scout_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
	}
	available = {
		has_mio_size = > 5
	}
	organization_modifier = {
		military_industrial_organization_research_bonus = 0.2
	}
}
### Entity: Event
Component: poland.154
Constructs: is_triggered_only, ai_chance, limit, random_country, add_political_power, has_idea_with_trait, is_controlled_by, add_resource
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.154
	title = poland.154.t
	desc = poland.154.d
	picture = GFX_report_event_polish_mansion
	is_triggered_only = yes
	option = {
		name = poland.154.a
		ai_chance = {
			base = 65
			modifier = {
				factor = 1.5
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			}
		}
		if = {
			limit = {
				546 = {
					is_controlled_by = ENG
				}
			}
			random_country = {
				limit = {
					tag = ENG
				}
				add_political_power = 200
			}
			POL = {
				country_event = poland.155
				add_political_power = -200
				transfer_state = 546
				hidden_effect = {
					add_resource = {
						type = chromium
						amount = 5
						state = 546
					} {
						type = tungsten
						amount = 7
						state = 546
					}
				}
			}
		}
	} {
		name = poland.154.b
		ai_chance = {
			base = 35
		}
		POL = {
			country_event = poland.153
		}
	}
}
### Entity: Idea
Component: COG_copper_cartridges_small_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/congo.txt

Code:
COG_copper_cartridges_small_idea = {
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_secret_rearmament
	modifier = {

	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.04
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_rapid_industrialization_in_gaza
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_rapid_industrialization_in_gaza
	icon = GFX_goal_generic_construction3
	prerequisite = {
		focus = PAL_ministry_of_civilian_industry
	}
	x = 2
	y = 1
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	relative_position_id = PAL_ministry_of_civilian_industry
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: new_ger.36
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag, retire_character
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.36
	title = new_ger.36.t
	desc = new_ger.36.d
	picture = GFX_report_event_gre_city_siege
	is_triggered_only = yes
	immediate = {
		IF = {
			limit = {
				has_country_flag = GER_dortmund_secured
			}
			set_country_flag = GER_crazy_commie_germany
		}
	}
	option = {
		name = new_ger.36.a
		retire_character = GER_wilhelm_pieck
		promote_character = {
			character = GER_leftist_provisional_gov
			ideology = marxism
		}
		set_country_flag = GER_crazy_commie_germany
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_86
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_86 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 86
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 86
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_21
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_21 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		army_speed_factor = -0.1
		training_time_factor = 0.25
		naval_coordination = -0.15
		minimum_training_level = -0.1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_northern_airfields
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/r56_sweden.txt

Code:
focus = {
	id = SWE_northern_airfields
	icon = GFX_goal_SWE_northern_airfields
	relative_position_id = SWE_expand_airfleet_capabilities
	prerequisite = {
		focus = SWE_expand_airfleet_capabilities
	}
	x = -1
	y = 1
	cost = 3
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				666
			}
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				1029
			}
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: FRI_indochinese_military_service
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

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

	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		conscription = 0.02
	}
}
### Entity: Order of Battle
Component: 1. Birmingham Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Birmingham Rifles
	location = 12735
	division_template = Volunteer Brigade
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_claim_greater_bulgaria
Constructs: prerequisite, completion_reward, is_subject, create_wargoal, annex_everything, add_state_claim
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_claim_greater_bulgaria
	icon = GFX_goal_ROM_puppet_bulgaria
	prerequisite = {
		focus = TUR_reclaim_the_aegean_territories
	}
	x = 0
	y = 1
	cost = 10
	relative_position_id = TUR_reclaim_the_aegean_territories
	ai_will_do = {
		factor = 5
	}
	will_lead_to_war_with = BUL
	available = {
		is_subject = no
	}
	completion_reward = {
		custom_effect_tooltip = TUR_claim_greater_bulgaria_tt
		create_wargoal = {
			target = BUL
			type = annex_everything
			expire = 0
		}
		hidden_effect = {
			add_state_claim = 212 211 801 48 77 106 803 950
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: SOV_is_major_not_original_sov
Constructs: is_major
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_major_not_original_sov = {
	is_major = yes
	hidden_trigger = {
		NOT = {
			original_tag = SOV
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Faction
Component: guarantee_threat_reduction_40
Constructs: stability_factor
Source: game
File: common/factions/rules/call_to_war_rules.txt

Code:
guarantee_threat_reduction_40 = {
	type = call_to_war_rules
	ai_will_do = {
		base = 0
	}
	modifier = {
		guarantee_tension = -0.4
		stability_factor = -0.1
	}
	effect = {

	}
}
### Entity: Character
Component: BUL_damian_velchev
Source: game
File: common/characters/BUL.txt

Code:
BUL_damian_velchev = {
	name = BUL_damian_velchev
	portraits = {
		army = {
			large = GFX_portrait_bul_damyan_velchev
			small = GFX_portrait_BUL_damian_velchev_small
		}
	}
	corps_commander = {
		traits = {
			trait_reckless harsh_leader trait_BUL_zveno_member
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 1210
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.100
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.100
	title = wuw_GER_diplomacy.100.t
	desc = wuw_GER_diplomacy.100.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.100.a
		GER_modify_industrial_modifier = yes
		custom_effect_tooltip = GER_increase_increasing_consumer_goods_tt
	}
}
### Entity: Game Data
Component: swedish_missouri_tiger
Constructs: has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
swedish_missouri_tiger = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SWE
	}
	happened = {
		controls_state = 373
	}
}
### Entity: Event
Component: palestine.45
Constructs: is_triggered_only
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.45
	picture = GFX_report_event_long_march
	title = palestine.45.t
	desc = palestine.45.d
	is_triggered_only = yes
	option = {
		name = palestine.45.a
		PAL = {
			puppet = EGY
		}
	}
}
### Entity: Decision
Component: JAP_boeitai_category
Constructs: division_template, has_war, limit, has_country_flag, add_stability, fire_only_once, check_variable, complete_effect
Source: game
File: common/decisions/JAP.txt

Code:
JAP_boeitai_category = {
	JAP_expand_boeitai_recruitment = {
		icon = GFX_decision_generic_military
		allowed = {
			original_tag = JAP
		}
		available = {
			check_variable = {
				JAP_levy_cap = < JAP_levy_cap_max
			}
			custom_trigger_tooltip = {
				tooltip = JAP_expand_boeitai_tt
				check_variable = {
					JAP_levy_cap = < JAP_levy_cap_max
				}
			}
			has_war = no
			NOT = {
				has_country_flag = JAP_raise_boeitai_active
			}
		}
		custom_cost_trigger = {
			command_power = > 14.9
		}
		custom_cost_text = AFG_decision_cost_quami
		ai_will_do = {
			base = 25
		}
		fire_only_once = no
		days_remove = 7
		complete_effect = {
			add_command_power = -15
		}
		remove_effect = {
			custom_effect_tooltip = JAP_expand_boeitai_tt_2
			hidden_effect = {
				add_to_variable = {
					JAP_levy_cap = 1
				}
				clamp_variable = {
					var = JAP_levy_cap
					min = JAP_levy_cap_min
					max = JAP_levy_cap_max
				}
				set_division_template_cap = {
					division_template = Kokumin Giyū Sentōtai
					division_cap = JAP_levy_cap
				}
			}
		}
	}
	JAP_raise_the_boeitai = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = JAP
		}
		available = {
			OR = {
				has_defensive_war = yes
				AND = {
					has_war_support = > 0.45
					has_offensive_war = yes
				}
			}
			NOT = {
				has_country_flag = JAP_raise_boeitai_active
			}
			has_civil_war = no
		}
		visible = {

		}
		cost = 25
		ai_will_do = {
			base = 250
		}
		fire_only_once = no
		days_remove = 14
		remove_effect = {
			set_country_flag = JAP_raise_boeitai_active
			custom_effect_tooltip = JAP_raise_boeitai_tt
			add_stability = -0.05
			set_variable = {
				deployed_divs = 0
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						deployed_divs = < JAP_levy_cap
					}
				}
				add_to_variable = {
					deployed_divs = 1
				}
				capital_scope = {
					create_unit = {
						division = division_template ="Kokumin Giyū Sentōtai" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = JAP
						count = 1
						prioritize_location = 1097
					}
				}
			}
		}
	}
	JAP_demobilize_the_boeitai = {
		icon = GFX_decision_SWI_dismiss_council
		allowed = {
			original_tag = JAP
		}
		available = {
			has_country_flag = JAP_raise_boeitai_active
		}
		visible = {

		}
		cost = 5
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				has_war = no
	
# ... (truncated)
### Entity: National Focus
Tree: mon_focus
Component: MON_cooperation_with_kuomintang
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_cooperation_with_kuomintang
	icon = GFX_goal_chinese_sun
	prerequisite = {
		focus = MON_adopt_sun_yat_sen_principles MON_promote_religious_socialism
	}
	x = 1
	y = 1
	relative_position_id = MON_adopt_sun_yat_sen_principles
	cost = 6
	available = {
		is_subject = no
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_peoples_tutelage_idea
		every_other_country = {
			limit = {
				is_literally_china = yes
				OR = {
					has_government = democratic neutrality
				}
				NOT = {
					has_focus_tree = new_warlord_focus china_warlord_sea_focus china_communist_focus
				} {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = mongol_democratic.10
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
		effect_tooltip = {
			every_other_country = {
				limit = {
					is_literally_china = yes
					OR = {
						has_government = democratic neutrality
					}
					NOT = {
						has_focus_tree = new_warlord_focus china_warlord_sea_focus china_communist_focus
					}
				}
				add_political_power = 50
				diplomatic_relation = {
					country = ROOT
					relation = non_aggression_pact
					active = yes
				}
			}
			MON = {
				add_political_power = 25
			}
		} {
			MON = {
				add_political_power = 5
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_construct_the_szeretfalva_deda_railway_line
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, build_railway, add_building_construction, has_tech
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_construct_the_szeretfalva_deda_railway_line
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = wuw_HUN_construct_the_arpad_line
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_construct_the_arpad_line
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		76 = {
			is_fully_controlled_by = ROOT
		}
		154 = {
			is_fully_controlled_by = ROOT
		}
		43 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = wuw_HUN_construct_the_szeretfalva_deda_railway_line_tt generic_skip_one_line_tt
		hidden_effect = {
			build_railway = {
				level = 2
				fallback = yes
				path = {
					9660 716 6716 699 11644 3696 3709 6714 9672 9670
				}
				start_province = 9660
				target_province = 9670
			}
		}
		76 = {
			add_building_construction = {
				type = supply_node
				level = 1
				instant_build = yes
				province = 9670
			}
		}
		IF = {
			limit = {
				NOT = {
					has_tech = wartime_train
				}
			}
			add_tech_bonus = {
				name = wuw_HUN_construct_the_szeretfalva_deda_railway_line
				bonus = 1
				uses = 1
				technology = wartime_train
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3ACandidates_for_speedy_deletion.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Category:Candidates for speedy deletion:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:SpeedDelete ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Category:Candidates_for_speedy_deletion"
### Entity: Idea
Component: AUS_bolster_defences
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_bolster_defences = {
	picture = FRA_fortification_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		conscription = 0.005
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: SOV_unit_leader_can_be_purged
Constructs: has_character_flag, has_trait
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_unit_leader_can_be_purged = {
	NOT = {
		has_character_flag = SOV_safe_from_purge_flag
	} {
		has_trait = trait_SOV_stalinist
	}
}