Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: CHI_warlords.26
Constructs: is_triggered_only, set_state_owner_to, every_owned_state, limit, add_ideas, remove_ideas, has_government, has_country_flag
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.26
	title = CHI_warlords.26.t
	desc = CHI_warlords.26.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = With these conditions it seems the moderate choice to throw in the towel.
		every_owned_state = {
			limit = {
				NOT = {
					OR = {
						is_capital = yes
						any_neighbor_state = {
							AND = {
								is_capital = yes
								is_fully_controlled_by = ROOT
							}
						} {
							any_neighbor_state = {
								AND = {
									is_capital = yes
									is_fully_controlled_by = ROOT
								}
							}
						}
					}
				}
			}
			IF = {
				limit = {
					is_controlled_by = ROOT
				}
				transfer_state_to = FROM
			}
			else = {
				set_state_owner_to = FROM
			}
		}
		remove_ideas = KMT_chinese_major
		FROM = {
			add_ideas = KMT_chinese_major
		} {
			set_autonomy = {
				target = ROOT
				autonomous_state = autonomy_dominion
				end_wars = no
				end_civil_wars = no
			}
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		} {
			set_popularities = {
				democratic = ROOT_democratic_popularity
				fascism = ROOT_fascism_popularity
				communism = ROOT_communism_popularity
				neutrality = ROOT_neutrality_popularity
			}
			if = {
				limit = {
					has_country_flag = ROOT_is_democratic_flag
				}
				set_politics = {
					ruling_party = democratic
				}
				clr_country_flag = ROOT_is_democratic_flag
			} {
				limit = {
					has_country_flag = ROOT_is_neutral_flag
				}
				set_politics = {
					ruling_party = neutrality
				}
				clr_country_flag = ROOT_is_neutral_flag
			} {
				limit = {
					has_country_flag = ROOT_is_communistic_flag
				}
				set_politics = {
					ruling_party = communism
				}
				clr_country_flag = ROOT_is_communistic_flag
			} {
				limit = {
					has_country_flag = ROOT_is_fascist_flag
				}
				set_politics = {
					ruling_party = fascism
				}
				clr_country_flag = ROOT_is_fascist_flag
			}
		}
		set_variable = {
			ROOT_democratic_popularity = ROOT.party_popularity_100@democratic
		} {
			ROOT_communism_popularity = ROOT.party_popularity_100@communism
		} {
			ROOT_neutrality_popularity = ROOT.party_popularity_100@neutrality
		} {
			ROOT_fascism_popularity = ROOT.party_popularity_100@fascism
		}
		clamp_variable = {
			var = ROOT_democratic_popularity
			min = 0
			max = 100
		} {
			var = ROOT_communism_popu
# ... (truncated)
### Entity: National Focus
Tree: que_focus
Component: QUE_politique_dabord
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_politique_dabord
	icon = GFX_goal_generic_crisis
	prerequisite = {
		focus = QUE_vilify_federalists
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = -1
	y = 2
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_politique_dabord_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: CZE_rudolf_mlcoch
Constructs: has_completed_focus, research_bonus
Source: game
File: common/characters/CZE.txt

Code:
CZE_rudolf_mlcoch = {
	name = CZE_rudolf_mlcoch
	portraits = {
		army = {
			small = GFX_portrait_CZE_rudolf_mlcoch_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_rudolf_mlcoch
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_deepend_ties_with_the_trademans
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_petition_the_nobles CZE_increase_funding_from_moscow
				}
			}
		}
		research_bonus = {
			industry = 0.05
		}
		traits = {
			CZE_minister_of_industry_and_trade
		}
	}
}
### Entity: Game Rule
Component: AST_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
AST_ai_behavior = {
	name = AST_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Together for Victory
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		exclude_dlc = Thunder at Our Gates
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_AST_AI_DESC
	} {
		exclude_dlc = Thunder at Our Gates
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_DEMOCRATIC_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_AST_AI_DESC
		allow_achievements = yes
	} {
		exclude_dlc = Thunder at Our Gates
		name = DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_DEMOCRATIC_ALTERNATE
		desc = RULE_DEMOCRATIC_ALTERNATE_AST_AI_DESC
	} {
		exclude_dlc = Thunder at Our Gates
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_AST_AI_DESC
	} {
		exclude_dlc = Thunder at Our Gates
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	} {
		required_dlc = Thunder at Our Gates
		name = HISTORICAL
		text = RULE_OPTION_AST_AI_RANDOM_TAOG_HISTORICAL
		desc = RULE_OPTION_AST_AI_RANDOM_TAOG_HISTORICAL_DESC
		allow_achievements = yes
	} {
		required_dlc = Thunder at Our Gates
		name = ADELA
		text = RULE_OPTION_AST_ADELA_FASCIST_TAOG_AI
		desc = RULE_OPTION_AST_ADELA_FASCIST_TAOG_AI_DESC
		allow_achievements = no
	} {
		required_dlc = Thunder at Our Gates
		name = PETER
		text = RULE_OPTION_AST_PETER_FASCIST_TAOG_AI
		desc = RULE_OPTION_AST_PETER_FASCIST_TAOG_AI_DESC
		allow_achievements = no
	} {
		required_dlc = Thunder at Our Gates
		name = DEMOCRATIC_TAOG
		text = RULE_OPTION_AST_RANDOM_DEMOCRATIC_TAOG_AI
		desc = RULE_OPTION_AST_RANDOM_DEMOCRATIC_TAOG_AI_DESC
		allow_achievements = no
	} {
		required_dlc = Thunder at Our Gates
		name = ANTICOMMONWEALTHCOMMUNIST
		text = RULE_OPTION_AST_ANTI_COMMONWEALTH_COMMUNIST_TAOG_AI
		desc = RULE_OPTION_AST_ANTI_COMMONWEALTH_COMMUNIST_TAOG_AI_DESC
		allow_achievements = no
	} {
		required_dlc = Thunder at Our Gates
		name = COMINTERNCOMMUNIST
		text = RULE_OPTION_AST_COMINTERN_COMMUNIST_TAOG_AI
		desc = RULE_OPTION_AST_COMINTERN_COMMUNIST_TAOG_AI_DESC
		allow_achievements = no
	} {
		required_dlc = Thunder at Our Gates
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: Unit Template
Component: ROM_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/ROM_operative_codenames.txt

Code:
ROM_OPERATIVE_CODENAME_HISTORICAL = {
	name = ROM_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		ROM MOL
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Tepes Corvinus Basarab Alexandru Draculesti Gelou Frumos Calugarul Bogdan Latcu Musat Movilesti Cantemiresti
	}
}
### Entity: Character
Component: ARM_simon_vratsian
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_simon_vratsian = {
	name = ARM_simon_vratsian
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_simon_vratsian
		allowed = {
			original_tag = ARM
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Unit Template
Component: POL_ARM_BRIGADE_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_ARM_BRIGADE_01 = {
	name = Armored Brigade
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d Brygada Pancerna
	ordered = {
		1 = {
			%d Brygada Pancerna
		}
	}
}
### Entity: Idea
Component: NOR_atlantic_defense_policy
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_atlantic_defense_policy = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
		experience_gain_army_unit_factor = 0.2
		experience_gain_navy_unit_factor = 0.2
		experience_gain_factor = 0.2
	}
}
### Entity: Idea
Component: EAI_DD_3/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: National Focus
Component: r56_RAJ_new_scientific_order
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, is_in_faction
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_new_scientific_order
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = r56_RAJ_reactivate_our_japanese_contacts r56_RAJ_join_the_axis
	}
	x = 1
	y = 2
	relative_position_id = r56_RAJ_reactivate_our_japanese_contacts
	dynamic = yes
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_in_faction = yes
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	completion_reward = {
		add_ideas = SWE_technological_exchange2
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: luxembourg.10
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.10
	title = luxembourg.10.t
	desc = luxembourg.10.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = luxembourg.10.a
		ai_chance = {
			base = 34
		}
		LUX = {
			country_event = {
				id = luxembourg.11
				hours = 6
			}
		}
	} {
		name = luxembourg.10.b
		ai_chance = {
			base = 33
		}
		LUX = {
			country_event = {
				id = luxembourg.12
				hours = 6
			}
		}
	} {
		name = luxembourg.10.c
		ai_chance = {
			base = 33
		}
		LUX = {
			country_event = {
				id = luxembourg.13
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_merit_above_ideology
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, every_army_leader, add_skill_level, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_merit_above_ideology
	prerequisite = {
		focus = POR_modernize_the_junta_institutions
	}
	mutually_exclusive = {
		focus = POR_rehabilitate_the_armed_forces
	}
	icon = GFX_focus_GER_customs_union
	cost = 6
	x = 1
	y = 1
	relative_position_id = POR_modernize_the_junta_institutions
	completion_reward = {
		add_ideas = POR_restoring_the_portuguese_armed_forces
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		every_army_leader = {
			add_skill_level = 1
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_expand_civil_amnesty_which_grants_tt generic_skip_one_line_tt unlocks_decision_reintegrate_former_officers_which_grants_tt generic_skip_one_line_tt available_chief_of_army generic_skip_one_line_tt
			add_stability = 0.05 -0.02
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			} {
				ideology = neutrality
				popularity = 0.1
			} {
				ideology = fascism
				popularity = 0.05
			} {
				ideology = neutrality
				popularity = 0.05
			}
			show_ideas_tooltip = POR_julio_botelho_moniz
			if = {
				limit = {
					has_idea = POR_protectors_of_portuguese_democracy
				}
				swap_ideas = {
					remove_idea = POR_protectors_of_portuguese_democracy
					add_idea = POR_protectors_of_portuguese_democracy2
				}
			}
			else = {
				swap_ideas = {
					remove_idea = POR_protectors_of_portuguese_democracy2
					add_idea = POR_army_of_the_revolution
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: manchukuo_events.2
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, set_country_flag, add_state_claim
Source: game
File: events/WTT_Manchukuo.txt

Code:
country_event = {
	id = manchukuo_events.2
	title = The Mukden Convention
	desc = manchukuo_events.2.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = Claim it all, the liberation of Asia is our destiny!
		ai_chance = {
			base = 10
		}
		set_country_flag = asian_liberation
		add_stability = -0.1
		add_state_claim = 408 409 560 657 561 563 564 819 817 330 820 818 329 566
	} {
		name = We will not antagonize a friendly nation of our Overlord.
		ai_chance = {
			base = 90
		}
		add_political_power = 100
		add_stability = 0.05
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: check_variable, set_variable
Source: game
File: common/scripted_guis/r56_AFG_civil_war_gui.txt

Code:
scripted_gui = {
	afg_civil_war_decision_ui = {
		context_type = decision_category
		window_name = afg_civil_war_decision_ui_window
		properties = {
			r56_outpost_faryab = {
				frame = r56_outpost_faryab_frame
			}
			r56_stronghold_badakhshan = {
				frame = r56_stronghold_badakhshan_frame
			}
			r56_outpost_paktia = {
				frame = r56_outpost_paktia_frame
			}
			r56_stronghold_nuristan = {
				frame = r56_stronghold_nuristan_frame
			}
			r56_citadel_kabulistan = {
				frame = r56_citadel_kabulistan_frame
			}
			r56_stronghold_kandahar = {
				frame = r56_stronghold_kandahar_frame
			}
			r56_outpost_farah = {
				frame = r56_outpost_farah_frame
			}
			r56_stronghold_herat = {
				frame = r56_stronghold_herat_frame
			}
		}
		triggers = {
			r56_outpost_faryab_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 0
				}
			}
			r56_faryab_outpost_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 0
				}
			}
			r56_stronghold_badakhshan_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 1
				}
			}
			r56_badakhshan_stronghold_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 1
				}
			}
			r56_outpost_paktia_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 2
				}
			}
			r56_paktia_outpost_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 2
				}
			}
			r56_stronghold_nuristan_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 3
				}
			}
			r56_nuristan_stronghold_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 3
				}
			}
			r56_citadel_kabulistan_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 4
				}
			}
			r56_kabulistan_citadel_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 4
				}
			}
			r56_stronghold_kandahar_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 5
				}
			}
			r56_kandahar_stronghold_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 5
				}
			}
			r56_outpost_farah_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 6
				}
			}
			r56_farah_outpost_selected_visible = {
				check_variable = {
					r56_AFG_selected_state = 6
				}
			}
			r56_stronghold_herat_selected_visible = {
				check_variable = {
					r56_A
# ... (truncated)
### Entity: Event
Component: lar_spain.62
Constructs: is_triggered_only, limit
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.62
	title = lar_spain.62.t
	desc = lar_spain.62.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = lar_spain.62.a
		hidden_effect = {
			if = {
				limit = {
					communism = > 0.4
				}
				start_civil_war = {
					ideology = communism
					size = 0.3
					keep_unit_leaders_trigger = {
						always = yes
					}
				}
			}
			else_if = {
				limit = {
					communism = > 0.3
				}
				start_civil_war = {
					ideology = communism
					size = 0.2
					keep_unit_leaders_trigger = {
						always = yes
					}
				}
			}
			else = {
				start_civil_war = {
					ideology = communism
					size = 0.1
					keep_unit_leaders_trigger = {
						always = yes
					}
				}
			}
			FROM = {
				country_event = {
					id = lar_spain.63
				}
			}
		}
	}
}
### Entity: Event
Component: greece.47
Constructs: is_triggered_only, ai_chance, create_country_leader, add_stability, fire_only_once, add_timed_idea, set_country_flag, add_popularity
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.47
	title = greece.47.t
	desc = greece.47.d
	picture = GFX_report_GRE_communist_victory
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = greece.47.a
		ai_chance = {
			modifier = {
				factor = 100
			}
		}
		add_stability = 0.2
		add_timed_idea = {
			idea = GRE_civil_war_exhaustion
			days = 365
		} {
			idea = GRE_securing_the_government
			days = 90
		}
		set_country_flag = GRE_commie_victory GRE_cw_over
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_cosmetic_tag = GRE_communist_gov
		army_experience = 20
		hidden_effect = {
			news_event = {
				id = GRE_news.2
				hours = 12
			}
		} {
			set_party_name = {
				ideology = democratic
				long_name = GRE_laikon_komma_long
				name = GRE_laikon_komma
			}
			create_country_leader = {
				name = Konstadinos Tsaldaris
				picture = r56_portrait_GRE_Konstantinos_Tsaldaris.dds
				expire = 1965.1.1
				ideology = conservatism
				traits = {
					connected_citizen
				}
			}
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}
}
### Entity: Event
Component: r56.news_event.22
Constructs: is_triggered_only, has_completed_focus, has_government
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.22
	title = r56.news_event.22.t
	desc = r56.news_event.22.desc
	picture = GFX_news_event_FRA_napoleon
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.22.a
		trigger = {
			OR = {
				has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
			}
		}
	} {
		name = r56.news_event.22.b
		trigger = {
			has_government = communism
		}
	} {
		name = r56.news_event.22.c
		trigger = {
			has_government = democratic
		}
	} {
		name = r56.news_event.22.e
		trigger = {
			OR = {
				has_government = fascism
				AND = {
					has_government = neutrality
					NOT = {
						has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
						tag = FRA
					}
				}
			}
		}
	} {
		name = r56.news_event.22.d
		trigger = {
			tag = FRA
		}
	}
}
### Entity: Unit Template
Component: ECU_BC_HISTORICAL
Source: game
File: common/units/names_ships/ECU_ship_names.txt

Code:
ECU_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		ECU
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = BAE 
	fallback_name = Crucero de Batalla %d
	unique = {
		Presidente Alfaro Morán Valverde
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_95
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_95 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 95
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 95
	}
}
### Entity: Idea
Component: MAD_acas
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = MAD
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: NZL_stomp_out_pacifism
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_stomp_out_pacifism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_disjointed_gov
	modifier = {
		foreign_subversive_activites = -0.5
		stability_factor = -0.05
		war_support_factor = 0.05
		conscription_factor = 0.05
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_freja_thor_aegir_fenrir
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_freja_thor_aegir_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.15
		stability_factor = 0.15
		conscription = 0.01
		conscription_factor = 0.05
		research_speed_factor = 0.05
		political_power_gain = 0.15
		army_attack_factor = 0.25
		army_attack_speed_factor = 0.05
		army_org_factor = 0.1
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_capital_ships_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_capital_ships_effort
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = SLO_cruiser_effort
	}
	relative_position_id = SLO_cruiser_effort
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = bb_tech bc_tech cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: strikes_event.1
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = strikes_event.1
	title = strikes_event.1.t
	desc = strikes_event.1.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	option = {
		name = strikes_event.1.a
		remove_ideas = {
			strikes_1 strikes_2 strikes_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = strikes_resolved
			days = 90
		}
	}
}
### Entity: Event
Component: argentina.44
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.44
	title = argentina.44.t
	desc = argentina.44.d
	is_triggered_only = yes
	option = {
		name = argentina.44.a
		SOV = {
			add_to_faction = ROOT
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Puppet.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
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Template talk
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Help talk
Category
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