Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 874
Constructs: add_core_of
Source: game
File: history/states/874 - North Ossetia.txt

Code:
state = {
	id = 874
	name = STATE_828
	resources = {
		chromium = 8
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV SOO
		victory_points = {
			9628 3
		}
	}
	provinces = {
		9628 9647 11609
	}
	manpower = 387990
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Event
Component: prc.27
Constructs: is_triggered_only, has_war, fire_only_once, has_global_flag, remove_unit_leader_role
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.27
	title = prc.27.t
	desc = prc.27.d
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		has_war = no
		NOT = {
			has_global_flag = CR_ended
		}
	}
	option = {
		name = prc.27.a
		remove_unit_leader_role = PRC_he_long
	}
}
### Entity: Idea
Component: beretta_ETH
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
beretta_ETH = {
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	picture = beretta
	visible = {
		has_country_flag = ETH_ITA_sends_army_designers
	}
	research_bonus = {
		infantry_weapons = 0.2
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Character
Component: IRE_james_larkin
Source: game
File: common/characters/IRE.txt

Code:
IRE_james_larkin = {
	name = James Larkin
	portraits = {
		civilian = {
			large = GFX_portrait_James_Larkin
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: State History
Component: 821
Constructs: add_core_of
Source: game
File: history/states/821 - Chenchnya-Ingushetia.txt

Code:
state = {
	id = 821
	name = STATE_821
	manpower = 731985
	state_category = rural
	resources = {
		oil = 9
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			3672 5
		}
		add_core_of = SOV CIN
	}
	provinces = {
		666 670 1455 3667 3672 6689
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_war_games
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_war_games
	icon = GFX_goal_poland_goal
	prerequisite = {
		focus = HUN_secret_rearmament
	}
	x = -1
	y = 1
	relative_position_id = HUN_secret_rearmament
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 25
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_experience_of_the_korean_liberation_army
Constructs: prerequisite, completion_reward, is_subject_of, load_oob, add_doctrine_cost_reduction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_experience_of_the_korean_liberation_army
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = KOR_return_of_the_government_in_exile KOR_collaboration_with_japan KOR_collaboration_with_overlord
	}
	mutually_exclusive = {
		focus = KOR_new_korean_army
	}
	relative_position_id = KOR_return_of_the_government_in_exile
	x = 8
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ROOT = {
			NOT = {
				is_subject_of = JAP
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = KOR_Korean_army_tt
		hidden_effect = {
			load_oob = KOR_1936
		}
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: army_infantry_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_infantry_1 = {
	sprite = 5
	army_infantry_attack_factor = 0.05
	army_infantry_defence_factor = 0.1
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_siamese_national_banking_bureau_r56
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_focus_autohide_rule_trigger_r56, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_siamese_national_banking_bureau_r56
	prerequisite = {
		focus = SIA_pridis_premiership_r56 SIA_phibuns_takeover_r56
	}
	icon = GFX_goal_generic_banking_legislation
	cost = 5
	ai_will_do = {
		base = 2
	}
	x = 4
	y = 1
	relative_position_id = SIA_pridis_premiership_r56
	offset = {
		x = -9
		trigger = {
			has_completed_focus = SIA_phibuns_takeover_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	} {
		x = 1
		trigger = {
			has_completed_focus = SIA_prove_thailands_worth_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_siamese_national_banking_bureau_r56
			bonus = 0.2
			uses = 3
			category = industry
		}
		custom_effect_tooltip = available_industrial_concern generic_skip_one_line_tt
		show_ideas_tooltip = SIA_natl_banking_bureau_r56
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_inflate_the_baht_which_grants_tt
			add_political_power = 60
			SIA_expand_economic_intervention_r56 = yes
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_national_submarine_production
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_national_submarine_production
	prerequisite = {
		focus = BUL_a_black_sea_fleet
	}
	icon = GFX_goal_generic_navy_submarine
	relative_position_id = BUL_a_black_sea_fleet
	x = -1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_national_submarine_production
			bonus = 1.0
			uses = 2
			category = ss_tech
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.11
Constructs: is_triggered_only, limit, annex_country, add_core_of, is_core_of
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.11
	title = INS_loyalist_events.11.t
	desc = INS_loyalist_events.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.11.a
		annex_country = {
			target = MAL
			transfer_troops = yes
		}
		1060 = {
			add_core_of = INS
		}
		336 = {
			add_core_of = INS
		}
		1063 = {
			add_core_of = INS
		}
		if = {
			limit = {
				334 = {
					is_core_of = INS
				}
			}
			333 = {
				add_core_of = INS
			}
		}
	}
}
### Entity: Country History
Country: SPR
Component: SPR_politics
Constructs: set_stability, set_politics
Source: game
File: history/countries/SPR - Spain.txt

Code:
# Politics & Parties for SPR
set_politics = {
	ruling_party = democratic
	last_election = 1933.2.16
	election_frequency = 36
	elections_allowed = yes
}
set_stability = 0.5
### Entity: National Focus
Tree: egy_focus
Component: EGY_dissolve_parliament
Constructs: prerequisite, completion_reward, has_country_leader, swap_ruler_traits
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_dissolve_parliament
	icon = GFX_focus_usa_voter_registration_act
	relative_position_id = EGY_strengthen_farouks_rule
	x = 0
	y = 2
	cost = 5
	available = {
		has_country_leader = {
			character = EGY_farouk_i
			ruling_only = yes
		}
	}
	prerequisite = {
		focus = EGY_strengthen_farouks_rule
	} {
		focus = EGY_restore_the_1930_constitution
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ruler_traits = {
			remove = EGY_the_young_king_2
			add = EGY_faithful_descendant_of_fuad
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.1
Constructs: is_triggered_only, ai_chance, limit, has_government, is_major, add_opinion_modifier, is_faction_leader, is_in_faction_with
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.1
	title = NSB_soviet_foreign_politics_events.1.t
	desc = NSB_soviet_foreign_politics_events.1.desc
	picture = [GetPressureGovernmentGFX]
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.1.a
		trigger = {
			FROM = {
				is_faction_leader = yes
			}
		} {
			NOT = {
				is_in_faction_with = FROM
			}
			FIN_is_lone_wolf_finland = no
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 4
				strength_ratio = {
					tag = FROM
					ratio = < 0.2
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 2
				OR = {
					FROM = {
						original_tag = SOV
						has_idea = SOV_maksim_litvinov
					} {
						ITA_has_foreign_affairs_or_nice_guy_hired = yes
					}
				}
			} {
				factor = 0
				OR = {
					is_in_faction = yes
					is_subject = yes
				}
			}
		}
		FROM = {
			add_to_faction = ROOT
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_pressured_our_government
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.151
					hours = 1
				}
			} {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 100
				}
			}
			add_ai_strategy = {
				type = befriend
				id = FROM
				value = 100
			} {
				type = alliance
				id = FROM
				value = 200
			}
		}
	} {
		name = NSB_soviet_foreign_politics_events.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					FROM = {
						has_government = communism
						communism = > 0.5
					} {
						has_government = democratic
						democratic = > 0.5
					} {
						has_government = fascism
						fascism = > 0.5
					} {
						has_government = neutrality
						neutrality = > 0.5
					}
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 2
				OR = {
					FROM = {
						original_tag = SOV
						has_idea = SOV_vyacheslav_molotov
					} {
						ITA_has_foreign_affairs_or_nice_guy_hired = yes
					}
				}
			} {
				factor = 0
				OR = {
					is_in_faction = yes
					is_subject = yes
				}
			}
		}
		trigger = {
			NOT = {
				has_government = FROM
			}
		}
		if = {
			limit = {
				FIN_is_lone_wolf_finland = yes
			}
			custom_
# ... (truncated)
### Entity: Event
Component: WW_hungary.99
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.99
	title = WW_hungary.99.t
	desc = WW_hungary.99.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.99.a
		ai_chance = {
			factor = 70
			modifier = {
				factor = 0.9
				original_tag = ROM
			} {
				strength_ratio = {
					tag = HUN
					ratio = < 1
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = WW_hungary.100
				days = 2
				random_days = 3
			}
		}
	} {
		name = WW_hungary.99.b
		ai_chance = {
			factor = 30
			modifier = {
				strength_ratio = {
					tag = HUN
					ratio = > 1
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = WW_hungary.101
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Idea
Component: AUS_president_miklas
Constructs: has_country_leader, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_president_miklas = {
	picture = AUS_president_miklas
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	traits = {
		AUS_spineless
	}
}
### Entity: Idea
Component: EAI_DD_18/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Character
Component: BAN_ncm
Source: game
File: common/characters/BAN.txt

Code:
BAN_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = BAN_ncm
		allowed = {
			original_tag = BAN
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Idea
Component: bra_eficiencia_gerdau_1
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_gerdau_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_ind_pic
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
		consumer_goods_factor = -0.15
		production_factory_max_efficiency_factor = 0.125
		industrial_capacity_factory = 0.075
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Idea
Component: NORDIC_joint_submarines_effort
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_submarines_effort = {
	picture = generic_coastal_navy
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		navy_submarine_attack_factor = 0.15
		navy_submarine_defence_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: CHL_mapuche_conflict_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
CHL_mapuche_conflict_level_down = {
	custom_effect_tooltip = CHL_mapuche_conflict_down_tt
	IF = {
		limit = {
			has_idea = CHL_the_mapuche_conflict_near_gone
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CHL_the_mapuche_conflict_near_gone
				add_idea = CHL_mapuche_conflict_done
			}
		}
		hidden_effect = {
			remove_ideas = CHL_the_mapuche_conflict_near_gone
		}
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_calmed
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict_calmed
			add_idea = CHL_the_mapuche_conflict_near_gone
		}
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict
			add_idea = CHL_the_mapuche_conflict_calmed
		}
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_worse
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict_worse
			add_idea = CHL_the_mapuche_conflict
		}
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_much_worse
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict_much_worse
			add_idea = CHL_the_mapuche_conflict_worse
		}
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_rebellion
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict_rebellion
			add_idea = CHL_the_mapuche_conflict_much_worse
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_restore_order_in_bavaria
Constructs: prerequisite, has_government, completion_reward, allow_branch, has_country_leader, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_restore_order_in_bavaria
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = -1
	y = 1
	prerequisite = {
		focus = SCO_free_bavaria
	}
	relative_position_id = SCO_free_bavaria
	cost = 10
	ai_will_do = {
		factor = 3
	}
	allow_branch = {

	}
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				name = Rupprecht I
			} {
				ruling_only = yes
				name = Henry I
			}
		}
		is_subject = no
		has_government = neutrality
		BAY = {
			exists = yes
			NOT = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			target = BAY
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}
### Entity: Technology
Component: sp_improved_support_ship
Constructs: allow_branch, has_dlc, is_special_project_completed, enable_equipments, is_special_project_tech, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	allow_branch = {
		has_dlc = No Compromise, No Surrender
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_naval_support_ships
		}
	}
	enable_equipments = {
		support_ship_2
	}
	is_special_project_tech = yes
	xp_research_type = navy
	xp_boost_cost = 75
	xp_research_bonus = 1
	research_cost = 2
	start_year = 1942
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = -2
			y = 17
		}
	}
	categories = {
		naval_equipment tp_tech
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: bftb_news.11
Constructs: is_triggered_only, add_political_power, is_in_faction_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.11
	title = bftb_news.11.t
	desc = bftb_news.11.desc
	picture = GFX_news_event_tsar_boris_with_hitler
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.11.a
		trigger = {
			tag = BUL
		}
	} {
		name = bftb_news.11.b
		trigger = {
			tag = GER
		}
		add_political_power = 75
	} {
		name = bftb_news.11.c
		trigger = {
			is_in_faction_with = GER
			NOT = {
				tag = BUL
			} {
				tag = GER
			}
		}
	} {
		name = bftb_news.11.d
		trigger = {
			NOT = {
				is_in_faction_with = GER
			} {
				tag = BUL
			} {
				tag = GER
			}
		}
	}
}
### Entity: Idea
Component: ISR_israeli_military_industies
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/israel.txt

Code:
ISR_israeli_military_industies = {
	allowed = {
		original_tag = ISR
	}
	name = ISR_taas_organization
	research_bonus = {
		infantry_weapons = 0.15
	}
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.05
			instant = yes
		}
	}
	picture = ISR_taas
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: AI Strategy
Component: default_anti_air_equipment
Constructs: has_template_containing_unit
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_anti_air_equipment = {
	enable = {
		num_of_military_factories = > 4
		OR = {
			has_template_containing_unit = anti_air anti_air_brigade
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = anti_air
		value = 1
	}
}
### Entity: Character
Component: AFG_renato_bardolucci
Source: game
File: common/characters/AFG.txt

Code:
AFG_renato_bardolucci = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = AFG_renato_bardolucci
		ledger = air
		allowed = {
			original_tag = AFG
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = AFG_renato_bardolucci
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Idea
Component: state_capitalism_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
state_capitalism_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
		equipment_conversion_speed = 0.2
		conversion_cost_civ_to_mil_factor = -0.1
		conversion_cost_mil_to_civ_factor = -0.1
	}
}
### Entity: Idea
Component: EAI_DD_17/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Character
Component: MON_pai_yun_ti
Source: game
File: common/characters/MON.txt

Code:
MON_pai_yun_ti = {
	advisor = {
		slot = political_advisor
		idea_token = MON_pai_yun_ti
		allowed = {
			original_tag = MON
		}
		traits = {
			war_industrialist
		}
	}
	name = MON_pai_yun_ti
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Event
Component: naw_norway.83
Constructs: is_triggered_only, ai_chance, limit, add_political_power, set_state_name, is_core_of, add_core_of, set_province_name
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.83
	title = naw_norway.83.t
	desc = naw_norway.83.d
	picture = GFX_report_event_medieval_norwegian_flag
	is_triggered_only = yes
	option = {
		name = naw_norway.83.a
		ai_chance = {
			base = 25
		}
		968 = {
			set_state_name = Jemtland
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = NOR
					}
				}
				add_core_of = NOR
			}
		}
		set_province_name = {
			id = 46
			name = Frøysøy-Østersund
		}
		add_political_power = 30
	} {
		name = naw_norway.83.b
		ai_chance = {
			base = 75
		}
		968 = {
			set_state_name = Jamtland
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = NOR
					}
				}
				add_core_of = NOR
			}
		}
		set_province_name = {
			id = 46
			name = Frøysøy-Austersund
		}
		add_political_power = 30
	} {
		name = naw_norway.83.c
		ai_chance = {
			base = 0
		}
		968 = {
			set_state_name = Jamtaland
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = NOR
					}
				}
				add_core_of = NOR
			}
		}
		set_province_name = {
			id = 46
			name = Freysey-Austursund
		}
		add_political_power = 30
	}
}
### Entity: Idea
Component: SIA_towards_national_autarky_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_towards_national_autarky_r56 = {
	picture = ARG_construction_guilds
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		line_change_production_efficiency_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.2
		foreign_subversive_activites = -0.1
		trade_laws_cost_factor = -0.15
		economy_cost_factor = -0.15
		max_fuel_factor = 0.15
	}
}
### Entity: Idea
Component: SPR_professional_military_1
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_professional_military_1 = {
	name = SPR_professional_military
	picture = generic_manpower_bonus
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.01
		training_time_factor = -0.1
	}
}
### Entity: Character
Component: emergency_powers
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
emergency_powers = {
	random = no
	political_power_gain = 0.5
	ai_will_do = {
		factor = 1
	}
}