Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PC_naval_base_for_ally
Constructs: limit, has_country_flag, set_temp_variable, check_variable, set_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_naval_base_for_ally = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_NBASE
	} {
		_project_type_id = @EAI_PC_naval_base_for_ally_TYPE_ID
	} {
		_project_priority = @EAI_PC_naval_base_for_ally_PRIO
	}
	EAI_PC_naval_base_for_ally_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_naval_base_for_ally_STRATEGIES = 1
			}
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_naval_base_for_ally
		} {
			limit = {
				EAI_PC_get_total_queued_num = yes
				check_variable = {
					queued_type_num_ = > 0
				}
			}
			set_country_flag = {
				flag = EAI_PC_override_max_factories
				value = 1
				days = 30
			}
			set_variable = {
				EAI_PC_override_max_factories = 30
			}
		}
		EAI_PC_save_project_inputs = yes
		for_each_loop = {
			array = _target_states_
			var:v = {
				EAI_PC_get_project_inputs_provincial = yes
				set_temp_variable = {
					_project_province_id = _target_provinces_^i
				}
				EAI_PC_start_project = yes
			}
		}
		set_temp_variable = {
			_get_queued_num_building_type = _project_building_type
		} {
			_get_queued_num_type_id = _project_type_id
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_industrial_innovations
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_industrial_innovations
	icon = GFX_focus_research
	prerequisite = {
		focus = GRE_polymer_effort
	}
	relative_position_id = GRE_polymer_effort
	x = 0
	y = 1
	cost = 10
	available = {
		num_of_factories = > 99
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: BEL_DD_HISTORICAL
Source: game
File: common/units/names_ships/BEL_ship_names.txt

Code:
BEL_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		BEL
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = BNS 
	fallback_name = Contre-Torpilleur %d
	unique = {
		Artevelde Zinnia Jan Breydel Victor Billet Wielingen Westdiep Wandelaar Westhinder Leopold I Louise-Marie Brugge
	}
}
### Entity: Character
Component: AUS_elizabeth
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_elizabeth = {
	random = no
	targeted_modifier = {
		tag = ENG
		compliance_growth = 0.01
	}
}
### Entity: Achievement
Component: an_equivalent_exchange
Constructs: has_government, has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, has_global_flag
Source: game
File: common/achievements.txt

Code:
an_equivalent_exchange = {
	id = 258
	possible = {
		tag = JAP
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = No Compromise, No Surrender
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = an_equivalent_exchange_tt
			JAP = {
				has_government = democratic
				has_completed_focus = JAP_democratic_foreign_exchange_allocation_policy
				has_global_flag = achievement_JAP_capitulated_fascist_germany
			}
		}
	}
}
### Entity: Event
Component: AUS_political_events.113
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.113
	title = AUS_political_events.113.t
	desc = AUS_political_events.113.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AUS_political_events.113.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: Character
Component: KEN_stc
Source: game
File: common/characters/KEN.txt

Code:
KEN_stc = {
	advisor = {
		slot = political_advisor
		idea_token = KEN_stc
		allowed = {
			original_tag = KEN
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_arm_german_resistance
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_country_leader, is_ally_with, is_subject
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_arm_german_resistance
	icon = GFX_goal_AUS_fund_german_resistance
	relative_position_id = AUS_realize_unity
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_realize_unity
	}
	cost = 10
	available = {
		GER = {
			NOT = {
				has_government = democratic
				has_country_leader = {
					character = GER_heinrich_brandler
					ruling_only = yes
				}
			}
		}
		NOT = {
			is_ally_with = GER
		}
		is_subject = no
	}
	mutually_exclusive = {
		focus = AUS_negotiate_reunification
	}
	completion_reward = {
		set_cosmetic_tag = AUS_GERMANY
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_category_tooltip = AUS_german_resistance_category
		add_opinion_modifier = {
			target = GER
			modifier = hostile_status
		}
		reverse_add_opinion_modifier = {
			target = GER
			modifier = hostile_status
		}
		every_state = {
			limit = {
				is_core_of = GER
			}
			add_claim_by = AUS
		}
	}
}
### Entity: Modifier Reference
Construct: shore_bombardment_collateral_damage_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## shore_bombardment_collateral_damage_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Character
Component: COG_robert_de_muelenaere
Constructs: has_completed_focus, is_subject
Source: game
File: common/characters/COG.txt

Code:
COG_robert_de_muelenaere = {
	name = COG_robert_de_muelenaere
	portraits = {
		civilian = {
			small = GFX_portrait_COG_robert_de_muelenaere_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_robert_de_muelenaere
		allowed = {
			original_tag = COG
		}
		visible = {
			is_subject = yes
		}
		available = {
			has_completed_focus = COG_improve_colonial_lawmaking
			is_subject = yes
		}
		traits = {
			colonial_lawyer
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_strengthen_the_blackshirts
Constructs: division_template, prerequisite, limit, has_government, completion_reward, is_core_of, is_fully_controlled_by, swap_ideas
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_strengthen_the_blackshirts
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = ITA_security_militias
	}
	mutually_exclusive = {
		focus = ITA_battaglioni_d_assalto
	}
	x = 2
	y = 0
	relative_position_id = ITA_battaglioni_d_assalto
	cost = 10
	available = {
		has_government = fascism
		any_owned_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
		ITA_has_disbanded_blackshirts = no
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ITA_camicie_nere
			add_idea = ITA_camicie_nere_strengthened
		}
		custom_effect_tooltip = ITA_strengthen_the_blackshirts_template_tt
		hidden_effect = {
			add_to_variable = {
				ITA_militias_cap = 12
			}
			set_division_template_cap = {
				division_template = Camicie Nere
				division_cap = ITA_militias_cap
			}
			add_units_to_division_template = {
				template_name = Camicie Nere
				support = {
					artillery = 0
				}
			}
		}
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			prioritize = {
				2
			}
			custom_effect_tooltip = ITA_strengthen_the_blackshirts_spawn_divs_tt
			hidden_effect = {
				create_unit = {
					division = division_template = "Camicie Nere" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
					count = 3
				}
			}
		}
	}
}
### Entity: Unit Template
Component: KAZ_GAR_01
Source: game
File: common/units/names_divisions/KAZ_names_divisions.txt

Code:
KAZ_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		KAZ
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		KAZ_INF_01
	}
	fallback_name = %dya Kazakska Strelkovaya Div.
	ordered = {
		1 = {
			%dya Kazakska Strelkovaya Div.
		}
		2 = {
			%dya Kazakska Strelkovaya Div.
		}
		3 = {
			%dya Kazakska Strelkovaya Div.
		}
		4 = {
			%dya Kazakska Strelkovaya Div.
		}
		5 = {
			%dya Kazakska Strelkovaya Div.
		}
		6 = {
			%dya Kazakska Strelkovaya Div.
		}
		7 = {
			%dya Kazakska Strelkovaya Div.
		}
		8 = {
			%dya Kazakska Strelkovaya Div.
		}
		9 = {
			%dya Kazakska Strelkovaya Div.
		}
		10 = {
			%dya Kazakska Strelkovaya Div.
		}
		11 = {
			%dya Kazakska Strelkovaya Div.
		}
		12 = {
			%dya Kazakska Strelkovaya Div.
		}
		13 = {
			%dya Kazakska Strelkovaya Div.
		}
		14 = {
			%dya Kazakska Strelkovaya Div.
		}
		15 = {
			%dya Kazakska Strelkovaya Div.
		}
		16 = {
			%dya Kazakska Strelkovaya Div.
		}
		17 = {
			%dya Kazakska Strelkovaya Div.
		}
		18 = {
			%dya Kazakska Strelkovaya Div.
		}
		19 = {
			%dya Kazakska Strelkovaya Div.
		}
		20 = {
			%dya Kazakska Strelkovaya Div.
		}
		21 = {
			%dya Kazakska Strelkovaya Div.
		}
		22 = {
			%dya Kazakska Strelkovaya Div.
		}
		23 = {
			%dya Kazakska Strelkovaya Div.
		}
		24 = {
			%dya Kazakska Strelkovaya Div.
		}
		25 = {
			%dya Kazakska Strelkovaya Div.
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_request_mongol_territories_dem
Constructs: every_owned_state, prerequisite, limit, owns_state, has_war_with, completion_reward, every_state, add_core_of
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_request_mongol_territories_dem
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = MEN_transition_into_the_third_phase
	}
	x = -1
	y = 1
	bypass = {
		OR = {
			AND = {
				controls_state = 621 746
			}
			any_other_country = {
				has_war_with = ROOT
				owns_state = 621 746
			}
		}
	}
	available = {
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				AND = {
					owns_state = 621
					controls_state = 621
				} {
					owns_state = 746
					controls_state = 746
				}
			}
		}
	}
	relative_position_id = MEN_transition_into_the_third_phase
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 621 746
				}
			}
			add_core_of = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					AND = {
						owns_state = 621
						controls_state = 621
					} {
						owns_state = 746
						controls_state = 746
					}
				}
			}
			country_event = {
				id = men.17
				hours = 12
			}
		}
		custom_effect_tooltip = r56_possible_event_effects
		effect_tooltip = {
			every_other_country = {
				limit = {
					NOT = {
						has_war_with = ROOT
					}
					OR = {
						AND = {
							owns_state = 621
							controls_state = 621
						} {
							owns_state = 746
							controls_state = 746
						}
					}
				}
				every_owned_state = {
					limit = {
						OR = {
							state = 621 746
						}
					}
					transfer_state_to = MEN
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_standing_our_ground
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_game_rule, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_standing_our_ground
	icon = GFX_goal_generic_defence
	x = 8
	y = 0
	relative_position_id = SIA_reluctant_submission
	mutually_exclusive = {
		focus = SIA_reluctant_submission
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SIA_standing_our_ground_trigger
			always = no
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SIA_reluctant_submission
			}
		}
	}
	offset = {
		x = -9
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SIA_standing_our_ground
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_standing_our_ground_mission_temp_buff
			days = 90
		}
		SIA_increase_civilian_approval = yes
		SIA_increase_military_approval = yes
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Idea
Component: ENG_dominion_communist_propaganda
Constructs: communism_drift, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_dominion_communist_propaganda = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.3
	}
	picture = ast_abandon_the_westminster_system_communism
	removal_cost = -1
}
### Entity: Character
Component: NOR_sverre_riisnaes
Constructs: has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_sverre_riisnaes = {
	name = NOR_sverre_riisnaes
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_sverre_riisnaes_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_fascist = yes
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_sverre_riisnaes
		allowed = {
			NOR_AAT = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			NOR_fascist_judiciary
		}
	}
}
### Entity: Unit Template
Component: SPAN_INFB_02
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_INFB_02 = {
	name = Infantry Brigade
	for_countries = {
		ARG BOL CHL COL CUB ELS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da Brigada del Ejército
	ordered = {
		1 = {
			%da Brigada del Ejército
		}
		2 = {
			%da Brigada del Ejército
		}
		3 = {
			%da Brigada del Ejército
		}
		4 = {
			%da Brigada del Ejército
		}
		5 = {
			%da Brigada del Ejército
		}
		6 = {
			%da Brigada del Ejército
		}
		7 = {
			%da Brigada del Ejército
		}
		8 = {
			%da Brigada del Ejército
		}
		9 = {
			%da Brigada del Ejército
		}
		10 = {
			%da Brigada del Ejército
		}
		11 = {
			%da Brigada del Ejército
		}
		12 = {
			%da Brigada del Ejército
		}
		13 = {
			%da Brigada del Ejército
		}
		14 = {
			%da Brigada del Ejército
		}
		15 = {
			%da Brigada del Ejército
		}
		16 = {
			%da Brigada del Ejército
		}
		17 = {
			%da Brigada del Ejército
		}
		18 = {
			%da Brigada del Ejército
		}
		19 = {
			%da Brigada del Ejército
		}
		20 = {
			%da Brigada del Ejército
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_open_tel_aviv_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_open_tel_aviv_university
	icon = GFX_focus_research2
	relative_position_id = MPL_start_military_industry
	x = -3
	y = 1
	prerequisite = {
		focus = MPL_start_military_industry
	}
	cost = 10
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: JUNO_guay_events.7
Constructs: is_triggered_only, limit, has_war_with, every_enemy_country, is_in_faction_with, white_peace, declare_war_on, annex_everything
Source: game
File: events/TOA_GUAY.txt

Code:
country_event = {
	id = JUNO_guay_events.7
	title = JUNO_guay_events.7.t
	desc = JUNO_guay_events.7.desc
	picture = GFX_report_event_gre_city_devastated
	is_triggered_only = yes
	option = {
		name = JUNO_guay_events.7.a
		FROM = {
			every_enemy_country = {
				limit = {
					is_in_faction_with = ROOT
					has_war_with = PREV
				}
				white_peace = {
					tag = PREV
				}
			}
			white_peace = PREV
		}
	} {
		name = JUNO_guay_events.7.b
		FROM = {
			country_event = {
				id = JUNO_guay_events.10
				hours = 2
			}
		}
		if = {
			limit = {
				NOT = {
					has_war_with = FROM
				}
			}
			declare_war_on = {
				target = FROM
				type = annex_everything
			}
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.17
Constructs: is_triggered_only, ai_chance, limit, every_state, is_core_of, add_core_of, is_claimed_by, add_claim_by
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.17
	title = mongol_soviet_puppet.17.t
	desc = mongol_soviet_puppet.17.d
	picture = GFX_report_event_MON_mongolian_politician_speech
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.17.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 2
				ROOT = {
					surrender_progress = > 0.6
				}
			} {
				factor = 4
				ROOT = {
					surrender_progress = > 0.7
				}
			} {
				factor = 4
				ROOT = {
					surrender_progress = > 0.8
				}
			}
		}
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = ROOT
					NOT = {
						is_core_of = FROM
					}
				}
				add_core_of = FROM
			} {
				limit = {
					is_claimed_by = ROOT
					NOT = {
						is_claimed_by = FROM
					}
				}
				add_claim_by = FROM
			}
			every_other_country = {
				limit = {
					is_subject_of = ROOT
				}
				FROM = {
					puppet = PREV
				}
			}
			ROOT = {
				every_unit_leader = {
					set_nationality = FROM
				}
			}
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
				set_cosmetic_tag = MON_ONE_UNION
			}
		}
		FROM = {
			country_event = {
				id = mongol_soviet_puppet.18
				hours = 12
			}
		}
	} {
		name = mongol_soviet_puppet.17.b
		ai_chance = {
			base = 25
		}
		FROM = {
			country_event = {
				id = mongol_soviet_puppet.19
				hours = 12
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3AWikify.html

Doc:
Example

```
{{Wikify}}
```

Will display this:

|
This article may need to be formatted following an encyclopedic style.
Please help improve this article if you can. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Wikify&oldid=661"
### Entity: Scripted Effect
Component: generic_CL_template
Constructs: create_equipment_variant, set_country_flag
Source: game
File: common/scripted_effects/EAW_generic_ships.txt

Code:
generic_CL_template = {
	create_equipment_variant = {
		name = Early Light Cruiser
		type = ship_hull_cruiser_1
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_medium_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = cruiser_ship_engine_1
			fixed_ship_armor_slot = ship_armor_cruiser_1
			mid_1_custom_slot = empty
			mid_2_custom_slot = empty
			rear_1_custom_slot = ship_light_medium_battery_1
		}
	}
	set_country_flag = has_generic_CL_template
}
### Entity: Country History
Country: SNM
Component: SNM_army
Source: game
File: history/countries/SNM - San Marino.txt

Code:
# OOB & Army Setup for SNM
oob = SNM_1936
### Entity: Scripted Trigger
Component: EAI_RESOURCE_rubber_extraction_decision
Constructs: has_country_flag, has_political_power
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_rubber_extraction_decision = {
	OR = {
		AND = {
			has_political_power = > 175
			OR = {
				has_country_flag = EAI_extract_rubber EAI_allies_need_rubber
			}
		}
	}
}
### Entity: Idea
Component: POR_slow_collectivization
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_slow_collectivization = {
	picture = generic_production_bonus
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.075
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Character
Component: GER_eduard_grote
Source: game
File: common/characters/GER.txt

Code:
GER_eduard_grote = {
	name = GER_eduard_grote
	portraits = {
		army = {
			large = GFX_portrait_GER_eduard_grote
		}
	}
	scientist = {
		traits = {
			scientist_trait_armored_specialist
		}
		skills = {
			specialization_land = 2
		}
	}
}
### Entity: Modifier Reference
Construct: unit_upkeep_attrition_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## unit_upkeep_attrition_factor

* Number with 0 decimal places
* **Categories**: army
### Entity: Idea
Component: r56_CAN_one_party_state
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_one_party_state = {
	name = r56_CAN_one_party_state
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.4
		political_power_factor = 0.05
	}
}
### Entity: Idea
Component: EGY_ar
Source: game
File: common/ideas/egypt.txt

Code:
EGY_ar = {
	ledger = army
	picture = generic_army_arab_1
	allowed = {
		original_tag = EGY
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mtg_netherlands.2
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.2
	title = mtg_netherlands.2.t
	desc = mtg_netherlands.2.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.2.a
		transfer_state = 695
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_invite_red_germany
Constructs: prerequisite, has_government, completion_reward, has_civil_war, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_invite_red_germany
	icon = GFX_goal_ger_nva
	prerequisite = {
		focus = SWE_nordic_union
	}
	relative_position_id = SWE_nordic_union
	x = 0
	y = 1
	cost = 10
	available = {
		GER = {
			has_government = communism
			has_civil_war = no
			is_subject = no
			is_in_faction = no
		}
	}
	completion_reward = {
		GER = {
			country_event = generic.5
		}
	}
}
### Entity: Scripted Effect
Component: POL_sanation_right_opposition_remove
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_sanation_right_opposition_remove = {
	if = {
		limit = {
			has_idea = POL_sanation_right_opposition_4
		}
		remove_ideas = POL_sanation_right_opposition_4
	}
	else_if = {
		limit = {
			has_idea = POL_sanation_right_opposition_3
		}
		remove_ideas = POL_sanation_right_opposition_3
	} {
		limit = {
			has_idea = POL_sanation_right_opposition_2
		}
		remove_ideas = POL_sanation_right_opposition_2
	} {
		limit = {
			has_idea = POL_sanation_right_opposition_1
		}
		remove_ideas = POL_sanation_right_opposition_1
	}
}
### Entity: Character
Component: SOV_yakov_cherevichenko
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_yakov_cherevichenko = {
	name = SOV_yakov_cherevichenko
	portraits = {
		army = {
			large = GFX_portrait_SOV_yakov_cherevichenko
			small = GFX_idea_SOV_yakov_cherevichenko
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Idea
Component: AFG_sikh_volunteers_idea
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_sikh_volunteers_idea = {
	allowed = {
		original_tag = AFG
	}
	picture = RAJ_sikh_inclusivity_policies
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		weekly_manpower = 100
	}
}