Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_armament_investments_2
Constructs: prerequisite, has_war, completion_reward, has_civil_war, is_controlled_by, has_idea, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_armament_investments_2
	icon = GFX_goal_polish_wartime_industry
	prerequisite = {
		focus = NOR_armament_investments
	}
	x = 0
	y = 1
	relative_position_id = NOR_armament_investments
	ai_will_do = {
		base = 10
		modifier = {
			OR = {
				has_war = yes
				has_civil_war = yes
			}
			factor = 10
		}
	}
	cost = 10
	available = {
		142 = {
			is_controlled_by = ROOT
		}
		OR = {
			has_idea = low_economic_mobilisation partial_economic_mobilisation war_economy tot_economic_mobilisation
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				142
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: 8th Division
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 8th Division
	location = 1047
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = GDC_huang_zhiwen
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_organize_our_alliance
Constructs: prerequisite, limit, completion_reward, add_political_power, allow_branch, has_dlc, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_organize_our_alliance
	icon = GFX_focus_JAP_new_order_in_east_asia
	x = 1
	y = 1
	relative_position_id = KAL_take_leadership
	prerequisite = {
		focus = KAL_take_leadership
	} {
		focus = KAL_the_spirit_of_genghis
	}
	allow_branch = {
		has_dlc = No Compromise, No Surrender
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_faction_leader = yes
		num_faction_members = > 1
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_faction_initiative = 1
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_political_power = 100
	}
}
### Entity: Event
Component: wtt_germany.13
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.13
	title = wtt_germany.13.t
	desc = wtt_germany.13.d
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = wtt_germany.13.a
		hidden_effect = {
			news_event = {
				id = wtt_news.6
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: SAF_support_the_world_revolution
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_support_the_world_revolution = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_spy_political
	modifier = {
		subversive_activites_upkeep = -0.5
		war_support_factor = 0.05
	}
}
### Entity: Modding Documentation
Construct: buildings
Source: game
File: common/special_projects/specialization/documentation.md

Doc:
# Specialization and buildings
Facility buildings in building DB (`game/common/buildings`) and Specializations here need to be perfectly aligned.
For each Specialization entry here, there should be a building with `specialization = specialization_token` in building DB.
### Entity: National Focus
Tree: chl_focus
Component: CHL_organize_patriotic_leagues
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_organize_patriotic_leagues
	icon = GFX_goal_generic_military_sphere
	relative_position_id = CHL_law_of_permanent_defense
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_law_of_permanent_defense
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_government = fascism
		} {
			factor = 0.5
			has_government = democratic
		}
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CHL_ligas_patrioticas
	}
}
### Entity: Country History
Country: GNB
Component: GNB_characters
Constructs: recruit_character
Source: game
File: history/countries/GNB - Guinea-Bissau.txt

Code:
# Leaders & Characters for GNB
recruit_character = GNB_democratic_guy GNB_mt GNB_acgs GNB_coi GNB_fascist_guy GNB_ar GNB_acr GNB_ncs GNB_awt GNB_acas GNB_acd2 GNB_ncm GNB_nccr GNB_ai2 GNB_stc GNB_pot GNB_aco2 GNB_aa2 GNB_nt GNB_communist_guy
### Entity: Idea
Component: GEN_Collectivist_Propaganda_I
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Collectivist_Propaganda_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_communist_army
	modifier = {
		production_speed_buildings_factor = 0.05
		industrial_capacity_factory = 0.05
		production_factory_max_efficiency_factor = 0.05
		local_resources_factor = 0.05
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_form_the_rnzn
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_doctrine_cost_reduction
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_form_the_rnzn
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = NZL_transfer_the_new_zealand_division
	}
	x = 0
	y = 1
	relative_position_id = NZL_transfer_the_new_zealand_division
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		add_doctrine_cost_reduction = {
			name = NZL_form_the_rnzn
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Character
Component: princess_of_terror
Source: game
File: common/country_leader/00_traits.txt

Code:
princess_of_terror = {
	random = no
	sprite = 13
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.3
	non_core_manpower = 0.02
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: ROM_civil_war_dynamic_modifiers_rpr
Constructs: add_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_civil_war_dynamic_modifiers_rpr = {
	add_dynamic_modifier = {
		modifier = ROM_romanian_armed_forces_modifier
	} {
		modifier = ROM_romanian_air_force_modifier
	} {
		modifier = ROM_romanian_naval_forces_modifier
	}
	set_variable = {
		RPR.ROM_romanian_armed_forces_artillery_attack_factor = ROM.ROM_romanian_armed_forces_artillery_attack_factor
	} {
		RPR.ROM_romanian_armed_forces_artillery_defence_factor = ROM.ROM_romanian_armed_forces_artillery_defence_factor
	} {
		RPR.ROM_romanian_armed_forces_armor_attack_factor = ROM.ROM_romanian_armed_forces_armor_attack_factor
	} {
		RPR.ROM_romanian_armed_forces_armor_defence_factor = ROM.ROM_romanian_armed_forces_armor_defence_factor
	} {
		RPR.ROM_romanian_armed_forces_infantry_attack_factor = ROM.ROM_romanian_armed_forces_infantry_attack_factor
	} {
		RPR.ROM_romanian_armed_forces_infantry_defence_factor = ROM.ROM_romanian_armed_forces_infantry_defence_factor
	} {
		RPR.ROM_romanian_armed_forces_stability_factor = ROM.ROM_romanian_armed_forces_stability_factor
	} {
		RPR.ROM_romanian_armed_forces_mobilization_laws_cost_factor = ROM.ROM_romanian_armed_forces_mobilization_laws_cost_factor
	} {
		RPR.ROM_romanian_armed_forces_army_org_factor = ROM.ROM_romanian_armed_forces_army_org_factor
	} {
		RPR.ROM_romanian_armed_forces_experience_gain_army_factor = ROM.ROM_romanian_armed_forces_experience_gain_army_factor
	} {
		RPR.ROM_romanian_armed_forces_training_time_army_factor = ROM.ROM_romanian_armed_forces_training_time_army_factor
	} {
		RPR.ROM_romanian_armed_forces_army_core_defence_factor = ROM.ROM_romanian_armed_forces_army_core_defence_factor
	} {
		RPR.ROM_romanian_armed_forces_army_core_attack_factor = ROM.ROM_romanian_armed_forces_army_core_attack_factor
	} {
		RPR.ROM_romanian_armed_forces_experience_gain_artillery_combat_factor = ROM.ROM_romanian_armed_forces_experience_gain_artillery_combat_factor
	} {
		RPR.ROM_romanian_armed_forces_experience_gain_light_sp_artillery_brigade_combat_factor = ROM.ROM_romanian_armed_forces_experience_gain_light_sp_artillery_brigade_combat_factor
	} {
		RPR.ROM_romanian_armed_forces_army_armor_speed_factor = ROM.ROM_romanian_armed_forces_army_armor_speed_factor
	} {
		RPR.ROM_romanian_armed_forces_army_speed_factor = ROM.ROM_romanian_armed_forces_army_speed_factor
	} {
		RPR.ROM_romanian_armed_forces_static_anti_air_damage_factor = ROM.ROM_romanian_armed_forces_static_anti
# ... (truncated)
### Entity: Name List
Component: UZB
Source: game
File: common/names/r56_names.txt

Code:
UZB = {
	male = {
		names = {
			Ahmad Abdullo Batir Daniyar Davlat Erkin Kasim Nursultan Renat Rustam Sasha Iskandar Suxrob Alisher Nurislam Erasil Sanjar
		}
		surnames = {
			Ahmetov Omarov Ilyosbekov Ivanov Aliev Suleimenov Iskakov Ibragimov Popov Kaliev Nurimov Murat Serik Amangeldi Serikbay
		}
	}
	female = {
		names = {
			Zulfiya Lola Arujan Aisha Sezim Alina
		}
		surnames = {
			Ahmetova Omarova Ospanova Ivanova Alieva Suleimenova Iskakova Ibragimova Popova
		}
	}
	callsigns = {

	}
}
### Entity: Country History
Country: BAN
Component: BAN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BAN - Bangladesh.txt

Code:
# Politics & Parties for BAN
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Character
Component: CAN_william_kashtan
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/CAN.txt

Code:
CAN_william_kashtan = {
	name = CAN_william_kashtan
	portraits = {
		army = {
			small = GFX_idea_CAN_william_kashtan
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_william_kashtan
		allowed = {
			original_tag = CAN
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				has_completed_focus = CAN_burn_the_royal_portraits
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_support_strategic_industries
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_support_strategic_industries
	icon = GFX_focus_generic_military_industry
	prerequisite = {
		focus = CZE_R56_devalue_the_koruna
	}
	x = 3
	y = 1
	relative_position_id = CZE_R56_devalue_the_koruna
	cost = 5
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_government = democratic neutrality
				}
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = CZE_emil_kolben
		}
		else = {
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = CZE_eduard_outrata
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				9
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_organize_a_defense_of_the_pacific_r56
Constructs: shared_focus, has_completed_focus, prerequisite, has_war, limit, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_organize_a_defense_of_the_pacific_r56
	icon = GFX_focus_generic_jungle_training
	cost = 8
	ai_will_do = {
		base = 3
	}
	prerequisite = {
		focus = RAJ_the_heart_of_the_commonwealth_r56
	}
	x = -1
	y = 2
	relative_position_id = RAJ_the_heart_of_the_commonwealth_r56
	available = {
		OR = {
			has_war = yes
			threat = > 0.15
		}
		RAJ_the_heart_of_the_commonwealth_r56_branch_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		add_command_power = 25
		if = {
			limit = {
				has_completed_focus = RAJ_Unionist_Party
			}
			add_political_power = 45
			if = {
				limit = {
					is_subject = yes
				}
				add_autonomy_score = {
					value = 100
				}
			}
			else = {
				add_war_support = 0.04
			}
		}
		else = {
			add_ideas = RAJ_Fighting_Tyranny_whereever_it_may_be
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ultimate_deterrence
Constructs: prerequisite, limit, every_country, completion_reward, has_global_flag, is_in_faction, cancel_if_invalid, add_breakthrough_progress
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ultimate_deterrence
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = JAP_liberate_manchuria
	} {
		focus = JAP_anti_communist_volunteers
	}
	x = -2
	y = 1
	relative_position_id = JAP_liberate_manchuria
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			has_global_flag = first_nuke_dropped
		}
	}
	available = {
		is_in_faction = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_to_tech_sharing_group = JAP_ultimate_deterrence
		every_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			add_to_tech_sharing_group = JAP_ultimate_deterrence
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_army_of_africa_model
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_army_of_africa_model
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_national_and_popular_army_of_spain
	}
	icon = GFX_goal_generic_army_artillery
	x = 1
	y = 1
	relative_position_id = SPA_the_national_and_popular_army_of_spain
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = SPA_the_army_of_africa_model
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_the_manpower_act
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_the_manpower_act
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = NZL_social_security_act NZL_maori_affairs_act
	}
	x = 0
	y = 2
	relative_position_id = NZL_ratana_alliance
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = NZL_the_manpower_act
	}
}
### Entity: Effect Reference
Construct: remove_relation_modifier
Constructs: remove_relation_modifier, add_relation_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_relation_modifier

* Supported Scopes: COUNTRY
* Supported Targets: THIS

```
Removes a static modifier between current scope and target
Example: add_relation_modifier = {
	target = TAG # target of the relation
	modifier = static_modifier_name_here #Name of the modifier added
	}
}
```
### Entity: Idea
Component: HOL_shell_shocked_spectator_4
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_shell_shocked_spectator_4 = {
	picture = hol_shell_shocked_spectator
	name = HOL_shell_shocked_spectator
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.15
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.06
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_scrap_iron_flotilla_taog
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_scrap_iron_flotilla_taog
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = AST_cockatoo_island_shipyards_taog AST_kangaroo_point_dry_dock_taog
	}
	relative_position_id = AST_cockatoo_island_shipyards_taog
	x = -1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AST_scrap_iron_flotilla_taog
			bonus = 0.5
			uses = 1
			category = dd_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = AST_scrap_iron_flotilla_taog_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: paramilitarism_focus
Constructs: has_government, removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
paramilitarism_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		training_time_army_factor = -0.1
		supply_combat_penalties_on_core_factor = -0.15
	}
}
### Entity: AI Strategy
Component: ITA_building_boats_is_great
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_building_boats_is_great = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		num_of_civilian_factories_available_for_projects = > 15
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dockyard_to_military_factory_ratio
		value = 15
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_develop_northern_economy
Constructs: prerequisite, owns_state, has_country_flag, completion_reward, has_idea, set_state_category, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_develop_northern_economy
	icon = GFX_goal_generic_banking
	prerequisite = {
		focus = QUE_develop_the_capitale_nationale
	}
	relative_position_id = QUE_develop_the_capitale_nationale
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		owns_state = 466
		controls_state = 466
		has_country_flag = QUE_good_economy
		NOT = {
			has_idea = QUE_regional_development
		}
	}
	completion_reward = {
		466 = {
			set_state_category = rural
		}
		random_owned_controlled_state = {
			prioritize = {
				466
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = QUE_regional_development
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CHL_communist_militia_idea
Constructs: war_support_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_communist_militia_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		army_core_defence_factor = 0.1
		training_time_army_factor = -0.1
		resistance_growth_on_our_occupied_states = 0.1
		war_support_factor = 0.1
	}
	picture = generic_manpower_bonus
}
### Entity: Event
Component: india.292
Constructs: ai_chance, limit, every_country, has_war_with, fire_only_once, add_political_power, is_fully_controlled_by, has_global_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.292
	title = india.292.t
	desc = india.292.d
	fire_only_once = yes
	picture = GFX_report_event_picture_RAJ_Indian_Brigade
	trigger = {
		323 = {
			is_fully_controlled_by = NEP
		}
		1091 = {
			is_fully_controlled_by = NEP
		}
		has_global_flag = {
			flag = nepalese_rebellion
			days = > 120
			value = > 0
		}
		OR = {
			is_faction_leader = yes
			is_in_faction = no
		}
		tag = ENG
		has_war_with = NEP
	}
	option = {
		name = india.291.a
		every_country = {
			limit = {
				is_in_faction_with = root
			}
			white_peace = NEP
		}
		white_peace = NEP
		ai_chance = {
			base = 30
		}
		NEP = {
			if = {
				limit = {
					is_in_faction = yes
				}
				leave_faction = yes
			}
		}
	} {
		name = india.291.b
		add_political_power = -25
	}
}
### Entity: Character
Component: GER_der_fuhrer_wehrmacht
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_der_fuhrer_wehrmacht = {
	random = no
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.2
	political_power_factor = 0.1
	compliance_growth = -0.02
	resistance_target = 0.05
	custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
	hidden_modifier = {
		air_advisor_cost_factor = -0.15
		army_advisor_cost_factor = -0.15
		navy_advisor_cost_factor = -0.15
	}
	supply_node_range = -0.1
	command_power_gain_mult = 0.1
}
### Entity: Scripted Effect
Component: FIN_nokia_tires_after_tech_effect
Constructs: limit, add_extra_state_shared_building_slots, add_building_construction, has_idea, swap_ideas, remove_idea, add_idea, random_core_state
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_nokia_tires_after_tech_effect = {
	if = {
		limit = {
			927 = {
				free_building_slots = {
					building = synthetic_refinery
					size = > 1
					include_locked = yes
				}
			}
		}
		927 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = synthetic_refinery
				level = 2
				instant_build = yes
			}
		}
	} {
		limit = {
			has_idea = FIN_nokia
		}
		swap_ideas = {
			remove_idea = FIN_nokia
			add_idea = FIN_nokia_improved
		}
	}
	else_if = {
		limit = {
			927 = {
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
					include_locked = yes
				}
			}
		}
		927 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
	}
	else = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = synthetic_refinery
				level = 2
				instant_build = yes
			}
		}
	}
}