Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: mauser
Constructs: has_completed_focus, limit, has_war_with, research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
mauser = {
	allowed = {
		OR = {
			original_tag = WGR GER GER
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = CUB
			}
			has_completed_focus = CUB_invite_german_companies
			NOT = {
				has_war_with = GER
			}
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: cristero_general
Source: game
File: common/country_leader/00_traits.txt

Code:
cristero_general = {
	random = no
	conscription = 0.01
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: OMA_ghassan_aly
Source: game
File: common/characters/OMA.txt

Code:
OMA_ghassan_aly = {
	advisor = {
		slot = air_chief
		idea_token = OMA_ghassan_aly
		allowed = {
			original_tag = OMA
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ghassan Aly
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: State History
Component: 519
Constructs: add_core_of
Source: game
File: history/states/519-South Australia.txt

Code:
state = {
	id = 519
	name = STATE_519
	history = {
		owner = AST
		buildings = {
			infrastructure = 1
			12910 = {
				naval_base = 2
			}
		}
		victory_points = {
			12910 15
		}
		add_core_of = AST
	}
	provinces = {
		1773 2219 5183 5197 5211 5225 7567 8165 8186 8220 10925 10927 12910 12918 12924 13169 13170
	}
	manpower = 550000
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: Idea
Component: NOR_broken_gun_ns
Constructs: has_war, has_government, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_broken_gun_ns = {
	picture = NOR_broken_gun_ns
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		OR = {
			has_war = yes
			NOT = {
				has_government = democratic
			}
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = -0.15
		production_speed_industrial_complex_factor = 0.25
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SND_1936_sea.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SND
		}
		requested_factories = 1
		progress = 0.78
		efficiency = 100
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Romania.html

Doc:
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for
pre-release.

Romania

Capital provinceBucharest

Government typeFascist Dictatorship

FactionAxis (1941-22-06)

Romania was a minor power in World War II on the side of the Axis Powers. Officially Romania in 1936, Romania was a democracy. However, during the 1930s far-right, anti-semitic, anti-capitalist, anti-communist, ultra-nationalist groups such as the Iron Guard became more powerful. In 1940 the fascist dictator, Ion Antonescu, took control of the government. Initially Romania was allied with England and France and remained neutral in the European War. However, when the Soviet Union invaded the Romania territory of Bessarabia, modern-day Moldova, with Germany's secret blessing, Romania allied itself with Germany to protect itself from another Soviet attack. On June 22nd, 1941, Romania joined with Germany to invade the USSR. Romania troops played a significant role in the campaigns in the Ukraine and the Caucasus. However, as the tides turned in favor of the Allies, Romania quickly lost ground. It was invaded by Soviet troops in 1944, and then after the fascists were thrown out in a coup d'etat Romania fought alongside the Allies. In the peace talks after the surrender Romania lost territory to both Bulgaria and the USSR, however it did gain some territory from Germany's ally Hungary. The Soviet military, also installed a puppet communist regime in the country shortly after the war.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: National Focus
Tree: sia_focus
Component: SIA_begin_domestic_vehicle_production_r56
Constructs: prerequisite, limit, completion_reward, has_tech, has_dlc, add_mio_size, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_begin_domestic_vehicle_production_r56
	icon = GFX_focus_generic_mass_production
	cost = 8
	x = 1
	y = 1
	relative_position_id = SIA_the_legacy_of_clausewitz_r56
	prerequisite = {
		focus = SIA_the_legacy_of_clausewitz_r56 SIA_procure_auxiliary_tanks_r56
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		has_tech = mechanised_infantry
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:SIA_central_motors_siam_ltd_organiztion = {
				add_mio_size = 2
			}
		}
		else = {
			army_experience = 25
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1134
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.50
Constructs: is_triggered_only, has_war_with
Source: game
File: events/Mongolia.txt

Code:
news_event = {
	id = mongol_greater_mongolia.50
	title = mongol_greater_mongolia.50.t
	desc = mongol_greater_mongolia.50.d
	picture = GFX_news_event_MON_bogd_khanate_restored
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.50.a
		trigger = {
			OR = {
				tag = MON MEN TAN BYA
			}
		}
	} {
		name = mongol_greater_mongolia.50.b
		trigger = {
			NOT = {
				tag = MON MEN TAN BYA
			}
		}
	} {
		name = mongol_greater_mongolia.50.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: AI Strategy
Component: spanish_civil_war_defriend_anarchists
Constructs: has_completed_focus, has_dlc, has_global_flag, is_subject_of, send_volunteers_desire, send_lend_lease_desire
Source: game
File: common/ai_strategy/SPR.txt

Code:
spanish_civil_war_defriend_anarchists = {
	allowed = {
		has_dlc = La Resistance
	}
	enable = {
		country_exists = SPC
		SPC = {
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		NOT = {
			original_tag = SPR
		}
		has_global_flag = scw_over
	}
	abort = {
		is_subject_of = SPC
	}
	ai_strategy = {
		type = alliance
		id = SPC
		value = -999
	} {
		type = befriend
		id = SPC
		value = -200
	} {
		type = support
		id = SPC
		value = -999
	} {
		type = protect
		id = SPC
		value = -999
	} {
		type = send_volunteers_desire
		id = SPC
		value = -999
	} {
		type = send_lend_lease_desire
		id = SPC
		value = -999
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_post_indenpence_stabilization
Constructs: completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_post_indenpence_stabilization
	icon = GFX_goal_philippines_post_independence_stabilization
	x = 31
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
		swap_ideas = {
			remove_idea = PHI_unstable_state
			add_idea = PHI_stablized_state
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: prussia_poland_border_conflict.3
Constructs: is_triggered_only, add_war_support, add_political_power
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = prussia_poland_border_conflict.3
	title = prussia_poland_border_conflict.3.t
	desc = prussia_poland_border_conflict.3.desc
	picture = GFX_report_event_polish_intervention_defeat
	is_triggered_only = yes
	option = {
		name = prussia_poland_border_conflict.3.a
		trigger = {
			original_tag = POL
		}
		army_experience = 5
		add_war_support = -0.05
		add_political_power = -50
	} {
		name = prussia_poland_border_conflict.3.b
		trigger = {
			original_tag = GER
		}
		army_experience = 15
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_royal_batavian_society
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_the_royal_batavian_society
	icon = GFX_focus_generic_university_2
	ai_will_do = {
		factor = 25
	}
	x = -1
	y = 1
	relative_position_id = INS_earthworks
	prerequisite = {
		focus = INS_earthworks INS_connect_the_islands
	}
	available = {
		num_of_factories = > 15
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = INS_science_idea
			add_idea = INS_science_idea_1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: JAP_hideki_tojo
Constructs: has_active_mission
Source: game
File: common/characters/JAP.txt

Code:
JAP_hideki_tojo = {
	name = JAP_hideki_tojo
	portraits = {
		army = {
			large = GFX_portrait_JAP_hideki_tojo
			small = GFX_portrait_JAP_hideki_tojo_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = hideki_tojo
		allowed = {
			OR = {
				original_tag = JAP MAN
			}
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			base = 5
			modifier = {
				factor = 15
				has_active_mission = JAP_army_faction_demands_military_factories
			}
		}
	}
	corps_commander = {
		traits = {
			JAP_samurai_lineage brilliant_strategist career_officer infantry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Decision
Component: TUR_reforming_our_armed_forces_category
Constructs: has_completed_focus, limit, remove_ideas, fire_only_once, has_idea, has_army_experience, complete_effect, swap_ideas
Source: game
File: common/decisions/TUR.txt

Code:
TUR_reforming_our_armed_forces_category = {
	TUR_modernize_our_tactics = {
		icon = generic_military
		allowed = {
			original_tag = TUR
		}
		fire_only_once = yes
		visible = {
			OR = {
				has_idea = TUR_disorganised_armed_forces TUR_disorganised_armed_forces_2 TUR_disorganised_armed_forces_4 TUR_disorganised_armed_forces_6 TUR_disorganised_armed_forces_9 TUR_disorganised_armed_forces_11 TUR_disorganised_armed_forces_13 TUR_disorganised_armed_forces_14 TUR_disorganised_armed_forces_16 TUR_disorganised_armed_forces_18 TUR_disorganised_armed_forces_20 TUR_disorganised_armed_forces_21 TUR_disorganised_armed_forces_22 TUR_disorganised_armed_forces_23 TUR_disorganised_armed_forces_29 TUR_disorganised_armed_forces_30
			} {
				has_completed_focus = TUR_learning_from_the_great_war TUR_hava_okulu
			}
		}
		available = {
			has_army_experience = > 5
			has_completed_focus = TUR_modernising_the_army
		}
		cost = 50
		ai_will_do = {
			factor = 10
		}
		complete_effect = {
			if = {
				limit = {
					has_idea = TUR_disorganised_armed_forces
				}
				swap_ideas = {
					remove_idea = TUR_disorganised_armed_forces
					add_idea = TUR_disorganised_armed_forces_1
				}
			}
			else_if = {
				limit = {
					has_idea = TUR_disorganised_armed_forces_2
				}
				swap_ideas = {
					remove_idea = TUR_disorganised_armed_forces_2
					add_idea = TUR_disorganised_armed_forces_3
				}
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_4
				}
				swap_ideas = {
					remove_idea = TUR_disorganised_armed_forces_4
					add_idea = TUR_disorganised_armed_forces_5
				}
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_6
				}
				swap_ideas = {
					remove_idea = TUR_disorganised_armed_forces_6
					add_idea = TUR_disorganised_armed_forces_7
				}
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_9
				}
				swap_ideas = {
					remove_idea = TUR_disorganised_armed_forces_9
					add_idea = TUR_disorganised_armed_forces_10
				}
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_11
				}
				swap_ideas = {
					remove_idea = TUR_disorganised_armed_forces_11
					add_idea = TUR_disorganised_armed_forces_12
				}
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_13
				}
				swap_ideas = {
					remove_idea = TUR_disorganised_armed_forces_13
					add_idea = TUR_disorganised_armed_forces_27
				}
			} {
# ... (truncated)
### Entity: Decision
Component: INS_exile_cat
Constructs: has_completed_focus, fire_only_once, is_government_in_exile, check_variable, complete_effect, add_to_variable, remove_effect, add_legitimacy
Source: game
File: common/decisions/INS.txt

Code:
INS_exile_cat = {
	INS_legitimacy_decision_1 = {
		icon = GFX_decision_generic_civil_support
		available = {

		}
		visible = {
			has_completed_focus = INS_east_indies_exile_government
			is_government_in_exile = yes
			check_variable = {
				var = INS_mil_factory_cost
				value = 200
				compare = less_than_or_equals
			}
		}
		cost = INS_mil_factory_cost?50
		days_remove = 70
		fire_only_once = no
		complete_effect = {
			add_to_variable = {
				INS_mil_factory_cost = 25
				tooltip = INS_mil_factory_cost_tt
			}
		}
		remove_effect = {
			add_legitimacy = 10
		}
	}
	INS_army_factory_decision = {
		icon = GFX_decision_ger_military_buildup
		available = {

		}
		visible = {
			has_completed_focus = INS_east_indies_exile_government
			is_government_in_exile = yes
			check_variable = {
				var = INS_mil_factory_cost
				value = 200
				compare = less_than_or_equals
			}
		}
		cost = INS_mil_factory_cost?50
		days_remove = 70
		fire_only_once = no
		complete_effect = {
			add_to_variable = {
				INS_mil_factory_cost = 25
				tooltip = INS_mil_factory_cost_tt
			}
		}
		remove_effect = {
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
		}
	}
	INS_dockyard_decision = {
		icon = GFX_decision_generic_naval
		available = {

		}
		visible = {
			has_completed_focus = INS_east_indies_exile_government
			is_government_in_exile = yes
			check_variable = {
				var = INS_mil_factory_cost
				value = 200
				compare = less_than_or_equals
			}
		}
		cost = INS_mil_factory_cost?50
		days_remove = 70
		fire_only_once = no
		complete_effect = {
			add_to_variable = {
				INS_mil_factory_cost = 25
				tooltip = INS_mil_factory_cost_tt
			}
		}
		remove_effect = {
			add_offsite_building = {
				type = dockyard
				level = 1
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_denounce_feudalism
Constructs: has_completed_focus, prerequisite, limit, every_country, add_stability, add_opinion_modifier, completion_reward, has_game_rule
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_denounce_feudalism
	icon = GFX_focus_CHI_denounce_feudalism
	prerequisite = {
		focus = CHI_dang_guo
	}
	mutually_exclusive = {
		focus = CHI_prepare_for_a_change_in_leadership
	}
	x = 6
	y = 1
	relative_position_id = CHI_dang_guo
	offset = {
		x = -6
		y = 0
		trigger = {
			has_completed_focus = CHI_denounce_feudalism
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 5
	available = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHI_prepare_for_a_change_in_leadership CHI_strengthening_our_resolve CHI_end_military_primacy
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt CHI_denounce_feudalism_tt generic_skip_one_line_tt available_political_advisor
		every_country = {
			limit = {
				is_chinese_warlord = yes
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_denounced_feudalism
			}
		}
		show_ideas_tooltip = CHI_chen_guofu
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
			every_subject_country = {
				limit = {
					is_chinese_warlord = yes
					NOT = {
						is_in_array = {
							array = ROOT.warlord_subjects
							value = THIS
						}
					}
				}
				add_to_array = {
					array = ROOT.warlord_subjects
					value = THIS
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_war_of_resistance
Constructs: prerequisite, add_ideas, completion_reward, has_idea, has_offensive_war_with, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_war_of_resistance
	icon = GFX_focus_CHI_demonstrate_our_resolve
	prerequisite = {
		focus = CHI_sea_pick_a_fight_with_japan
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_pick_a_fight_with_japan
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_idea = CHI_army_corruption_1
		}
	}
	bypass = {
		has_offensive_war_with = JAP
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_war_of_resistance
	}
}
### Entity: Scripted Trigger
Component: EAI_CA_navy_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CA_navy_production = {
	EAI_CA_tech_focus = yes
	OR = {
		has_tech = basic_ship_hull_cruiser basic_heavy_cruiser
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, fire_only_once, is_good, remove_effect, add_state_core
Source: game
File: common/decisions/r56_LUX_decisions.txt

Code:
political_actions = {
	LUX_looming_strikes = {
		icon = GFX_decision_revolt
		priority = 15
		allowed = {
			original_tag = LUX
		}
		fire_only_once = yes
		is_good = no
		selectable_mission = no
		days_mission_timeout = 11
		available = {
			hidden_trigger = {
				always = no
			}
		}
		timeout_effect = {
			country_event = luxembourg.200
		}
	}
	LUX_integrate_western_lands = {
		icon = GFX_decision_infiltrate_state
		state_target = any_controlled_state
		on_map_mode = map_and_decisions_view
		target_root_trigger = {
			has_completed_focus = LUX_annex_conquered_lands
		}
		cost = 50
		highlight_states = {
			highlight_state_targets = {
				state = 965 1095
			}
		}
		days_remove = 30
		available = {
			FROM = {
				compliance = > 40
				resistance = < 10
			}
		}
		modifier = {
			political_power_cost = 0.5
		}
		remove_effect = {
			add_state_core = FROM
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_rocket
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_rocket
* description: Total produced equipment of typerocket
### Entity: National Focus
Component: r56_RAJ_torpedo_bombers
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_torpedo_bombers
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = r56_RAJ_fighter_focus
	} {
		focus = r56_RAJ_ideological_air_force
	}
	x = 1
	y = 1
	relative_position_id = r56_RAJ_ideological_air_force
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = nav_bomber_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = naval_bomber
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_embracing_modern_warfare
Constructs: prerequisite, completion_reward, is_historical_focus_on, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_embracing_modern_warfare
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = GRE_the_backbone_of_our_army
	}
	mutually_exclusive = {
		focus = GRE_new_weapons_old_tricks
	}
	x = 0
	y = 1
	relative_position_id = GRE_the_backbone_of_our_army
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_embracing_modern_warfare
			bonus = 1
			uses = 1
			category = cat_light_armor
		} {
			name = GRE_embracing_modern_warfare
			bonus = 1.0
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_join_ussr
Constructs: prerequisite, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_join_ussr
	icon = GFX_goal_generic_soviet_assistance
	relative_position_id = LIT_launch_the_revolution
	x = 0
	y = 4
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_join_comintern
	}
	ai_will_do = {
		factor = 0
	}
	available = {
		is_in_faction_with = SOV
	}
	completion_reward = {
		country_event = {
			id = baltic.5
		}
	}
}
### Entity: Country History
Country: MRT
Component: MRT_technology
Constructs: set_technology
Source: game
File: history/countries/MRT - Mauritania.txt

Code:
# Starting Technologies for MRT
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: KMT_research_schooling_industry
Constructs: research_speed_factor, removal_cost, research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_research_schooling_industry = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_duplicate_research
	modifier = {
		research_speed_factor = 0.025
	}
	research_bonus = {
		construction_tech = 0.15
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_form_the_academy_of_sciences
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_form_the_academy_of_sciences
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = PRC_china_medical_university
	}
	x = 0
	y = 2
	relative_position_id = PRC_literacy_programs
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 69
		amount_research_slots = < 5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: KMT_three_year_plan
Constructs: has_idea, add_to_variable, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_three_year_plan = {
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			has_idea = KMT_nanjing_decade KMT_nanjing_decade_2 KMT_nanjing_decade_3 KMT_nanjing_decade_4 KMT_nanjing_decade_2_b KMT_nanjing_decade_3_b KMT_nanjing_decade_4_b
		}
	}
	on_remove = {
		add_to_variable = {
			KMT_eco_chi_inv = -250
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
		cic_construction_boost_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		custom_modifier_tooltip = KMT_250_funds_tt KMT_three_year_plan_tt
	}
}
### Entity: Event
Component: bftb_bulgarian_claims.8
Constructs: is_triggered_only, set_state_controller
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgarian_claims.8
	title = bftb_bulgarian_claims.8.t
	desc = bftb_bulgarian_claims.8.desc
	picture = GFX_report_event_bul_troops_dobrudja
	is_triggered_only = yes
	option = {
		name = bftb_bulgarian_claims.8.a
		effect_tooltip = {
			transfer_state = FROM.FROM
			set_state_controller = FROM.FROM
		}
	}
}
### Entity: Character
Component: ROM_corneliu_codreanu
Source: game
File: common/characters/ROM.txt

Code:
ROM_corneliu_codreanu = {
	name = ROM_corneliu_codreanu
	portraits = {
		civilian = {
			large = GFX_Portrait_romania_corneliu_zelea_codreanu
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}