Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: germany.85
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, add_opinion_modifier, add_to_war, random_days
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.85
	title = germany.85.t {
		text = germany.85.t.a
		trigger = {
			OR = {
				NOT = {
					FROM = {
						original_tag = POL
					}
				} {
					original_tag = GER
				} {
					has_completed_focus = GER_danzig_for_guarantees
				}
			}
		}
	} {
		text = germany.85.t.b
		trigger = {
			FROM = {
				original_tag = POL
			}
			original_tag = GER
			has_completed_focus = GER_danzig_for_guarantees
		}
	}
	desc = {
		text = germany.85.desc.a
		trigger = {
			OR = {
				NOT = {
					FROM = {
						original_tag = POL
					}
				} {
					original_tag = GER
				} {
					has_completed_focus = GER_danzig_for_guarantees
				}
			}
		}
	} {
		text = germany.85.desc.b
		trigger = {
			FROM = {
				original_tag = POL
			}
			original_tag = GER
			has_completed_focus = GER_danzig_for_guarantees
		}
	}
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = germany.85.a
		ai_chance = {
			base = 10
		}
		add_to_war = {
			targeted_alliance = FROM
			enemy = SOV
			hostility_reason = ally
		}
		hidden_effect = {
			if = {
				limit = {
					original_tag = GER
				}
				country_event = {
					id = germany.127
					days = 7
					random_days = 7
				}
			}
		}
	} {
		name = germany.85.b
		trigger = {
			NOT = {
				FROM = {
					original_tag = POL
				}
			} {
				original_tag = GER
			} {
				has_completed_focus = GER_danzig_for_guarantees
			}
		}
		ai_chance = {
			base = 0
		}
		remove_ideas = anti_soviet_pact
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = anti_soviet_pact_call_refused
			}
		}
		SOV = {
			remove_opinion_modifier = {
				target = SOV
				modifier = worse_pact_against_us
			}
		}
		add_timed_idea = {
			idea = anti_soviet_pact_refused_call
			days = 365
		}
		custom_effect_tooltip = germany.85.b_tt
		hidden_effect = {
			country_event = {
				id = germany.112
				days = 3
			}
		}
	}
}
### Entity: Idea
Component: COG_long_term_debt_payment
Source: game
File: common/ideas/congo.txt

Code:
COG_long_term_debt_payment = {
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: AI Strategy
Component: r56_SOV_ill_help_SIK_i_guess
Constructs: has_government, is_faction_leader, send_volunteers_desire, send_lend_lease_desire
Source: game
File: common/ai_strategy/r56_SIK.txt

Code:
r56_SOV_ill_help_SIK_i_guess = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			exists = yes
			is_faction_leader = yes
			has_government = communism
		}
		SIK = {
			has_government = communism
			exists = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = SIK
		value = -500
	} {
		type = support
		id = SIK
		value = 50
	} {
		type = send_volunteers_desire
		id = SIK
		value = 125
	} {
		type = send_lend_lease_desire
		id = SIK
		value = 125
	}
}
### Entity: Character
Component: HUN_pal_teleki
Constructs: has_government, has_global_flag
Source: game
File: common/characters/HUN.txt

Code:
HUN_pal_teleki = {
	name = HUN_pal_teleki
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_pal_teleki_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_pal_teleki
		allowed = {
			original_tag = HUN
		}
		available = {
			NOT = {
				has_government = communism
			} {
				has_global_flag = HUN_entered_an_offensive_war_flag
			}
		}
		visible = {
			NOT = {
				has_global_flag = HUN_entered_an_offensive_war_flag
			}
		}
		traits = {
			HUN_scholary_politician
		}
		ai_will_do = {
			base = 3
		}
	}
}
### Entity: AI Strategy
Component: ENG_the_adriatic_is_dangerous
Constructs: has_war_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_the_adriatic_is_dangerous = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war_with = ITA
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 168
		value = 500
	}
}
### Entity: Event
Component: AST_diplomatic_events.11
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.11
	title = AST_diplomatic_events.11.t
	desc = AST_diplomatic_events.11.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.11.a
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_department_of_supply_and_development_taog
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_department_of_supply_and_development_taog
	icon = GFX_focus_CONGO_copper_cartridges
	prerequisite = {
		focus = AST_lithgow_small_arms_factory
	}
	relative_position_id = AST_lithgow_small_arms_factory
	x = 0
	y = 2
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_lithgow_arms_organization = {
				unlock_mio_trait_tooltip = AST_mio_trait_better_ammo_supply
			}
			mio:AST_vickers-ruwolt_organization = {
				unlock_mio_trait_tooltip = AST_mio_trait_better_ammo_supply
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_lithgow_arms_organization
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: GUM_acr
Source: game
File: common/ideas/guam.txt

Code:
GUM_acr = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = GUM
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_control_yuan
Constructs: prerequisite, add_stability, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_control_yuan
	icon = GFX_focus_AUS_lawmaking_leniency
	prerequisite = {
		focus = CHI_sea_judicial_yuan
	} {
		focus = CHI_sea_legislative_yuan
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_judicial_yuan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_340
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_340 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 340
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 340
	}
}
### Entity: Character
Component: old_coup_maker
Constructs: research_speed_factor, stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
old_coup_maker = {
	random = no
	production_speed_industrial_complex_factor = 0.1
	research_speed_factor = 0.05
	war_support_factor = 0.1
	stability_factor = -0.1
}
### Entity: Event
Component: AFG_political_events.171
Constructs: is_triggered_only, remove_country_leader_role, add_country_leader_role
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.171
	title = AFG_political_events.171.t
	desc = AFG_political_events.171.desc
	is_triggered_only = yes
	picture = GFX_report_event_crowd_in_prague
	option = {
		name = AFG_political_events.171.a
		hidden_effect = {
			BUK_mohammed_alim_khan = {
				remove_country_leader_role = {
					ideology = despotism
				}
			}
		}
		BUK_mohammed_alim_khan = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						AFG_last_of_the_bukharans
					}
				}
			}
		}
	}
}
### Entity: Character
Component: TML_Adriano_Rodrigues
Source: game
File: common/characters/TML.txt

Code:
TML_Adriano_Rodrigues = {
	name = Adriano Rodrigues
	portraits = {
		army = {
			large = GFX_kr_portrait_africa_generic_land_2
			small = GFX_kr_portrait_africa_generic_land_2_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = TML_Adriano_Rodrigues
		allowed = {
			original_tag = TML
		}
		traits = {
			air_chief_all_weather_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Character
Component: BRM_acr
Source: game
File: common/characters/BRM.txt

Code:
BRM_acr = {
	advisor = {
		slot = air_chief
		cost = 100
		idea_token = BRM_acr
		allowed = {
			original_tag = BRM
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_gather_the_party_opposition
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_historical_focus_on, retire_character, add_country_leader_role
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_gather_the_party_opposition
	icon = GFX_goal_TAN_gather_the_party_opposition
	prerequisite = {
		focus = TAN_Collectivist_Ethos
	}
	mutually_exclusive = {
		focus = TAN_tuvan_nationalism TAN_case_of_the_nine
	}
	available = {
		OR = {
			communism = > 0.15
			has_government = neutrality
		}
	}
	x = -2
	y = 1
	relative_position_id = TAN_Collectivist_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		} {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		retire_character = TAN_salchak_toka
		add_country_leader_role = {
			character = TAN_sat_churmit_dazhy
			promote_leader = yes
			country_leader = {
				ideology = agrarian_socialism
				expire = 1965.1.1.1
				traits = {
					TAN_voice_of_restraint_communist
				}
				desc = TAN_sat_churmit_dazhy_leader_desc
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					OR = {
						is_on_same_continent_as = TAN
						tag = SOV
					}
				}
				news_event = {
					id = tuva.2
					days = 2
					random_days = 5
				}
			}
		}
	}
}
### Entity: Event
Component: AUS_political_events.60
Constructs: is_triggered_only, ai_chance, has_country_flag, add_opinion_modifier, fire_only_once, complete_national_focus, has_game_rule
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.60
	title = AUS_political_events.60.t
	desc = AUS_political_events.60.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.60.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				AUS_is_historical_ai = yes
			}
		}
		uncomplete_national_focus = {
			focus = AUS_follow_the_jansa_plan
			uncomplete_children = yes
			refund_political_power = no
		}
		complete_national_focus = AUS_establish_bohme_plan
		custom_effect_tooltip = AUS_political_events.60.a_tt generic_skip_one_line_tt AUS_anschluss_ratio_lowered generic_skip_one_line_tt
		AUS_lower_anschluss_ratio = yes
		FROM = {
			country_event = {
				id = AUS_political_events.61
				hours = 12
			}
		}
	} {
		name = AUS_political_events.60.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 200
				OR = {
					has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			}
		}
		custom_effect_tooltip = AUS_political_events.60.b_tt
		FROM = {
			country_event = {
				id = AUS_political_events.62
				hours = 12
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
	}
}
### Entity: Event
Component: india.4251
Constructs: is_triggered_only, ai_chance, limit, set_variable, add_extra_state_shared_building_slots, add_building_construction, is_owned_by, random_list
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4251
	title = india.4251.t
	desc = india.4251.desc
	picture = GFX_report_event_picture_RAJ_Mysore_Palace
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 441
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4251.a
		425 = {
			prince_integration = yes
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				var:current_state = {
					is_owned_by = RAJ
				}
			}
			var:current_state = {
				random_list = {
					0 = {
						modifier = {
							add = var:temp_calc_chance
							always = yes
						}
						RAJ = {
							country_event = {
								id = india.4410
								hours = 48
							}
						}
					} {
						modifier = {
							add = var:voting_chance
							always = yes
						}
						RAJ = {
							country_event = {
								id = india.4411
								hours = 48
							}
						}
					}
				}
			}
		}
		else = {
			set_country_flag = concession_disable
		}
	}
}
### Entity: Character
Component: electricity_focused_state_bank
Source: game
File: common/country_leader/00_traits.txt

Code:
electricity_focused_state_bank = {
	random = no
	factory_energy_consumption = -0.1
	consumer_goods_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_artillery_tech_1
Constructs: fire_only_once, has_project_flag, add_tech_bonus, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_artillery_tech_1 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_artillery_tech_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_artillery_tech
		iteration_output = {
			country_effects = {
				add_tech_bonus = {
					name = sp_land_generic_reward_option_artillery_tech_bonus_name
					bonus = 0.1
					uses = 1
					category = mio_cat_artillery
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_artillery_tech_flag
				}
			}
		}
	}
}
### Entity: Event
Component: cityfall.59
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.59
	title = cityfall.59.t
	desc = cityfall.59.d
	picture = GFX_news_event_053
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_nor
	}
	option = {
		name = cityfall.59.a
		trigger = {
			NOT = {
				TAG = NOR SWE
			}
		}
	} {
		name = cityfall.59.b
		trigger = {
			TAG = NOR
		}
	} {
		name = cityfall.59.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: Idea
Component: GER_communist_influence
Constructs: limit, removal_cost, is_subject, communism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_communist_influence = {
	name = GER_communist_influence
	picture = generic_communism_drift_bonus
	removal_cost = -1
	cancel = {
		communism = > 0.4
	}
	on_remove = {
		IF = {
			limit = {
				is_subject = no
				communism = > 0.39
			}
			country_event = {
				id = wuw_GER_diplomacy.75
				hours = 6
			}
		}
	}
	modifier = {
		communism_drift = 0.1
		custom_modifier_tooltip = GER_communist_influence_tt
	}
}
### Entity: Idea
Component: HUN_apostolic_kingdom_idea
Constructs: army_defence_factor, has_government, army_attack_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_apostolic_kingdom_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	picture = HUN_apostolic_kingdom_idea
	modifier = {
		supply_consumption_factor = -0.15
		non_core_manpower = 0.05
		army_attack_factor = 0.1
		army_defence_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: Doctrine
Component: armored_raiders
Constructs: xp_cost, equipment_bonus
Source: game
File: common/doctrines/subdoctrines/sea/navy_capital_subdoctrines.txt

Code:
armored_raiders = {
	track = capital_ships
	name = SUBDOCTRINE_ARMORED_RAIDERS
	description = SUBDOCTRINE_ARMORED_RAIDERS_DESC
	icon = GFX_doctrine_capital_ship_raiders_medium
	xp_cost = 100
	xp_type = navy
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 50
			original_tag = GER
		}
	}
	naval_supply_consumption_factor = -0.1
	screening_without_screens = 0.1
	rewards = {
		expert_reconnaissance = {
			battle_cruiser = {
				surface_detection = 0.1
			}
			battleship = {
				surface_detection = 0.1
			}
		}
		speed_trials = {
			equipment_bonus = {
				capital_ship = {
					naval_range = 0.1
					instant = yes
				}
			}
		}
		modernized_officer_education = {
			battle_cruiser = {
				max_organisation = 5
			}
			battleship = {
				max_organisation = 5
			}
		}
		capital_raiders = {
			battleship = {
				max_organisation = 5
				convoy_raiding_coordination = 0.25
				surface_detection = 0.1
			}
			battle_cruiser = {
				max_organisation = 5
				convoy_raiding_coordination = 0.15
				surface_detection = 0.15
			}
			heavy_cruiser = {
				max_organisation = 5
			}
		}
		crisis_management = {
			modifier = {
				navy_casualty_on_hit = -0.4
				navy_casualty_on_sink = -0.2
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_congo_rubber
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_congo_rubber
	icon = GFX_goal_COG_Rubber_Farming
	cost = 10
	x = -6
	y = 1
	relative_position_id = COG_Support_the_congo_railways
	prerequisite = {
		focus = COG_Support_the_congo_railways
	}
	bypass = {
		BEL = {
			has_completed_focus = BEL_congo_rubber
		}
	}
	available = {
		NOT = {
			BEL = {
				focus_progress = {
					focus = BEL_congo_rubber
					progress = > 0
				}
			}
		}
		controls_state = 295 538 718
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_resource = {
			type = rubber
			amount = 8
			state = 538
		} {
			type = rubber
			amount = 4
			state = 295
		} {
			type = rubber
			amount = 3
			state = 718
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.05
					localization = congolese_self_reliance
				}
			}
		}
		custom_effect_tooltip = BEL_belgian_tree_tooltip
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_RUBBER
	}
}
### Entity: Unit Leader
Component: trait_BUL_ff_sympathizer
Constructs: has_completed_focus
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_BUL_ff_sympathizer = {
	type = all
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = BUL
		}
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				FROM = {
					communism = < 0.05
				} {
					has_completed_focus = BUL_crush_the_communists
				}
			}
		}
	}
}
### Entity: Idea
Component: TAJ_ncm
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_ncm = {
	picture = generic_navy_asia_3
	allowed = {
		original_tag = TAJ
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: r56_australia.10
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_political_power, set_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.10
	title = r56_australia.10.t
	desc = r56_australia.10.d
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	trigger = {
		has_country_flag = AST_1940_election
		NOT = {
			has_country_flag = AST_1943_election
		}
	}
	option = {
		name = r56_australia.10.a
		AST_set_robert_menzies = yes
		hidden_effect = {
			set_country_flag = AST_1943_election
		}
		trigger = {
			NOT = {
				has_country_flag = AST_menzies_ousted
			}
		}
		ai_chance = {
			base = 8
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.10.c
		if = {
			limit = {
				NOT = {
					has_country_flag = AST_earle_page_quit
				}
			}
			AST_set_earle_page = yes
		}
		else_if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					name = Archie Cameron
				}
			}
			AST_set_archie_cameron = yes
		}
		else = {
			AST_set_arthur_fadden = yes
		}
		hidden_effect = {
			set_country_flag = AST_1943_election
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.10.b
		if = {
			limit = {
				has_country_leader = {
					character = AST_john_curtin
					ruling_only = yes
				}
			}
			add_political_power = 25
		}
		else = {
			AST_set_john_curtin = yes
		}
		hidden_effect = {
			set_country_flag = AST_1943_election
		}
		ai_chance = {
			base = 15
		}
	} {
		name = r56_australia.communist_win
		trigger = {
			communism = > 0.45
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	} {
		name = r56_australia.fascists_win
		trigger = {
			fascism = > 0.45
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		
# ... (truncated)
### Entity: Idea
Component: NOR_aat_norsk_hydro
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/norway.txt

Code:
NOR_aat_norsk_hydro = {
	picture = NOR_norsk_hydro
	allowed = {
		NOR_AAT = yes
	}
	visible = {
		NOT = {
			has_completed_focus = NOR_nationalize_the_hydro_plants
		}
	}
	research_bonus = {
		industry = 0.06
	}
	traits = {
		NOR_hydroelectric_company_trait
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mongol.7
Constructs: is_triggered_only, add_stability, add_opinion_modifier, fire_only_once, add_political_power, add_popularity, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.7
	title = mongol.7.t
	desc = mongol.7.d
	picture = GFX_report_event_stalin_propaganda
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.7.a
		add_political_power = 10
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		MON_soviet_medium_influence_increase_effect = yes
		add_opinion_modifier = {
			target = SOV
			modifier = MON_forced_aid
		}
		set_country_flag = mon_1935_defence_soviet_yes_assistance
	}
}
### Entity: Idea
Component: USA_the_pentagon
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/usa.txt

Code:
USA_the_pentagon = {
	picture = generic_army_war_college
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.1
	}
}