Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: SWE_nationalist_military_garrisons_category
Constructs: has_completed_focus, fire_only_once, has_idea, is_core_of, is_owned_and_controlled_by, remove_effect
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_nationalist_military_garrisons_category = {
	SWE_crackdown_on_nationalism_in_the_army = {
		visible = {
			OR = {
				has_completed_focus = SWE_swedish_internal_policy SWE_swedish_communism
			} {
				has_idea = SWE_nationalist_military_garrisons_subservient SWE_nationalist_military_garrisons SWE_nationalist_military_garrisons_aggitated SWE_nationalist_military_garrisons_rebellious
			}
		}
		icon = GFX_decision_oppression
		state_target = yes
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_owned_and_controlled_by = ROOT
				state_population_k = > 800
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 25
		on_map_mode = map_only
		remove_effect = {
			SWE_fascism_level_down = yes
		}
		ai_will_do = {
			factor = 10000
		}
	}
	SWE_empower_nationalist_garrisons = {
		visible = {
			OR = {
				has_completed_focus = SWE_abandon_neutrality SWE_royalist_return
			}
		}
		icon = GFX_decision_generic_military
		state_target = yes
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_owned_and_controlled_by = ROOT
				state_population_k = > 800
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 25
		on_map_mode = map_only
		remove_effect = {
			SWE_fascism_level_up = yes
		}
		ai_will_do = {
			factor = 10000
		}
	}
}
### Entity: Idea
Component: BEL_language_barriers_fas_nl_ns
Constructs: stability_factor, political_power_gain, removal_cost, conscription_factor
Source: game
File: common/ideas/belgium.txt

Code:
BEL_language_barriers_fas_nl_ns = {
	picture = BEL_language_barriers_fas_nl
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		political_power_gain = -0.1
		conscription_factor = 0.05
	}
}
### Entity: Character
Component: FIN_toivo_antikainen
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_toivo_antikainen = {
	name = FIN_toivo_antikainen
	portraits = {
		army = {
			large = GFX_portrait_FIN_toivo_antikainen
			small = GFX_portrait_FIN_toivo_antikainen_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer militias_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = FIN_approach_the_soviets FIN_confederated_finno_russian_republics
			}
			has_completed_focus = FIN_the_second_finnish_civil_war
			has_government = communism
		}
	}
	advisor = {
		slot = army_chief
		idea_token = FIN_toivo_antikainen
		allowed = {
			original_tag = FIN
		}
		available = {
			has_government = communism
			OR = {
				has_completed_focus = FIN_approach_the_soviets FIN_confederated_finno_russian_republics
			}
			has_completed_focus = FIN_the_second_finnish_civil_war
		}
		traits = {
			army_chief_planning_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: SPA_carlism_3
Constructs: army_defence_factor, has_government, army_attack_factor, neutrality_drift
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_carlism_3 = {
	name = SPA_carlism
	picture = SPA_carlism
	allowed = {
		original_tag = SPR
		OR = {
			has_government = fascism neutrality
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.001
		neutrality_drift = 0.02
		army_defence_factor = -0.05
		army_attack_factor = -0.05
		conscription = 0.01
		army_infantry_attack_factor = 0.05
		army_infantry_defence_factor = 0.05
	}
}
### Entity: Event
Component: wuw_GER_civil_war.6
Constructs: is_triggered_only, ai_chance, has_completed_focus, division_template, limit, has_government, add_war_support, add_stability
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_civil_war.6
	title = wuw_GER_civil_war.6.t
	desc = wuw_GER_civil_war.6.desc
	picture = GFX_report_event_generic_communist_militia
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_civil_war.6.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			IF = {
				limit = {
					61 = {
						has_dynamic_modifier = {
							modifier = GER_proletariat_uprising_modifier
						}
					}
				}
				set_capital = {
					state = 61
				}
			}
			ELSE_IF = {
				limit = {
					60 = {
						has_dynamic_modifier = {
							modifier = GER_proletariat_uprising_modifier
						}
					}
				}
				set_capital = {
					state = 60
				}
			} {
				limit = {
					65 = {
						has_dynamic_modifier = {
							modifier = GER_proletariat_uprising_modifier
						}
					}
				}
				set_capital = {
					state = 65
				}
			}
			else = {
				random_core_state = {
					limit = {
						is_fully_controlled_by = ROOT
						has_dynamic_modifier = {
							modifier = GER_proletariat_uprising_modifier
						}
					}
					prioritize = {
						909 61 54 58
					}
				}
				set_capital = {
					state = PREV
				}
			}
		} {
			set_country_flag = GER_communist_civil_war_flag
		}
		set_variable = {
			var = GER_total_anti_com_size
			value = party_popularity@democratic
		}
		add_to_variable = {
			var = GER_total_anti_com_size
			value = party_popularity@fascism
		} {
			var = GER_total_anti_com_size
			value = party_popularity@neutrality
		}
		start_civil_war = {
			ideology = neutrality
			ruling_party = communism
			size = GER_total_anti_com_size
			states = all
			states_filter = {
				OR = {
					NOT = {
						has_dynamic_modifier = {
							modifier = GER_proletariat_uprising_modifier
						}
					}
				}
			}
			hidden_effect = {
				add_political_power = 250
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = GER_reorganize_nationale_volksarmee
					}
				}
				PREV = {
					GER_maximilian_von_weichs = {
						set_nationality = PREV.PREV
					}
				} {
					GER_ewald_von_kleist = {
						set_nationality = PREV.PREV
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_political_power = 50
		if = {
			limit = {
				check_variable = {
					var = GER_communist_stability_influence
					value = > 0.01
				}
			}
			add_stability = GER_communist_stability_influence
			add_war_support = GER_communist_s
# ... (truncated)
### Entity: Idea
Component: EAI_DD_19/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.19
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/submarine
Constructs: limit, has_country_flag, random_list, has_tech, set_variable, is_coastal, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/submarine = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_SS_navy_focus_1 = yes
					}
				}
			} {
				factor = 1
			} {
				factor = 2
				has_tech = basic_submarine
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/submarine = global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/submarine = global.EAI_ON
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_SS_navy_focus_0 = yes
							NOT = {
								EAI_SS_navy_focus_1 = yes
								EAI_SS_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 2
			} {
				factor = 10
				NOT = {
					any_owned_state = {
						is_coastal = yes
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/submarine = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/submarine = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/submarine_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/submarine = global.EAI_HISTORICAL
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: HUN_alternate_COM_GD
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/HUN_ww_alternate.txt

Code:
HUN_alternate_COM_GD = {
	name = Hungarian Alternate plan to become communist
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = HUN_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		wuw_HUN_officialize_the_rakosi_battalion wuw_HUN_expand_the_army wuw_HUN_end_the_white_terror wuw_HUN_parade_istvan_bethlens_platform wuw_HUN_politicize_the_levente_associations wuw_HUN_undermine_the_volksbund wuw_HUN_salami_slicing_tactics wuw_HUN_reviving_the_spirit_of_1848 wuw_HUN_elections_in_the_revolutionary_council wuw_HUN_economic_intervention wuw_HUN_hold_war_games wuw_HUN_secret_rearmament wuw_HUN_negotiate_the_restrictions wuw_HUN_reintigrate_the_imperial_railroads wuw_HUN_join_the_comintern wuw_HUN_goulash_communism wuw_HUN_restore_the_hungarian_red_army wuw_HUN_joint_hungarian_soviet_research_effort wuw_HUN_soviet_hungarian_military_academy wuw_HUN_state_protection_authority wuw_HUN_central_military_planning_committee wuw_HUN_soviet_hungarian_war_indsutry wuw_HUN_promote_increased_urbanization wuw_HUN_announce_the_gyor_program wuw_HUN_invest_in_ludovica_academy wuw_HUN_doctrinal_studies wuw_HUN_kadars_hussars wuw_HUN_a_cult_of_personality wuw_HUN_pressure_romania wuw_HUN_the_bulwark_against_the_west wuw_HUN_expand_the_hungarian_academy_of_sciences wuw_HUN_expand_the_diosgyor_machinery_factory
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_local_arms_production
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_local_arms_production
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = CHI_industrial_investment
	}
	x = 0
	y = 1
	relative_position_id = CHI_industrial_investment
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CHI_local_arms_production_AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = CHI_local_arms_production_AF
		}
	}
}
### Entity: Event
Component: AAT_finland_the_white_death.11
Constructs: ai_chance, has_government, has_war_with, add_war_support, fire_only_once, has_defensive_war, has_civil_war, is_subject
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_the_white_death.11
	title = AAT_finland_the_white_death.11.t
	desc = AAT_finland_the_white_death.11.desc
	picture = GFX_report_event_FIN_simo_hayha
	fire_only_once = yes
	trigger = {
		tag = FIN
		FIN = {
			NOT = {
				has_government = communism
			}
		}
		has_defensive_war = yes
		has_civil_war = no
		is_subject = no
		any_country = {
			has_war_with = FIN
			has_variable = FIN_white_death_target_country
		}
		has_global_flag = FIN_simo_hayha_has_been_inured_flag
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = AAT_finland_the_white_death.11.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.03
		army_experience = 30
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_appoint_mahmud
Constructs: prerequisite, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_appoint_mahmud
	icon = GFX_goal_AFG_appoint_mahmud
	x = 3
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_the_regency
	}
	relative_position_id = AFG_the_regency
	mutually_exclusive = {
		focus = AFG_appoint_hashim
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		promote_character = AFG_sardar_shah_mahmud_khan
		swap_ideas = {
			remove_idea = r56_AFG_zahir_shah_idea
			add_idea = r56_AFG_zahir_shah_improved_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_DD_2/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Country History
Country: GAB
Component: GAB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GAB - Gabon.txt

Code:
# Politics & Parties for GAB
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Event
Component: INS_union_events.10
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.10
	title = INS_union_events.10.t
	desc = INS_union_events.10.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_union_events.10.a
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_expose_the_belly_of_the_bear
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_expose_the_belly_of_the_bear
	prerequisite = {
		focus = ENG_pre_empt_the_ideological_threat
	}
	available = {
		is_subject = no
		OR = {
			AND = {
				country_exists = PER
				NOT = {
					is_in_faction_with = PER
				}
			} {
				country_exists = AFG
				NOT = {
					is_in_faction_with = AFG
				}
			}
		}
	}
	will_lead_to_war_with = PER AFG
	icon = GFX_focus_eng_expose_the_belly_of_the_bear
	x = -1
	y = 1
	relative_position_id = ENG_pre_empt_the_ideological_threat
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		ENG_mosley_pacifism_level_down = yes
		PER = {
			if = {
				limit = {
					exists = yes
					NOT = {
						is_in_faction_with = ENG
					}
				}
				country_event = {
					id = mtg_britain.79
					hours = 6
				}
			}
		}
		AFG = {
			if = {
				limit = {
					exists = yes
					NOT = {
						is_in_faction_with = ENG
					}
				}
				country_event = {
					id = mtg_britain.79
					hours = 6
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: thermonuclear_production_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## thermonuclear_production_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: EAI_DD_1/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_the_european_project
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_game_rule, is_subject, is_faction_leader
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_support_the_european_project
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = BEL_international_socialist_bureau BEL_socialist_victory
	}
	mutually_exclusive = {
		focus = BEL_soviet_guarantee
	}
	relative_position_id = BEL_international_socialist_bureau
	x = 0
	y = 2
	offset = {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_degrelle
		}
	} {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_constitutional_crisis
		}
	} {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_vandervelde_minority
		}
	}
	cost = 10
	available = {
		is_subject = no
	}
	completion_reward = {
		IF = {
			limit = {
				is_faction_leader = yes
			}
			set_faction_name = BEL_european_union
		} {
			limit = {
				ENG = {
					exists = yes
					is_subject = no
					is_in_faction = no
					OR = {
						has_government = democratic communism
					}
				}
			}
			ENG = {
				country_event = {
					id = ww_BEL_event_diplomatic.20
					hours = 6
				}
				set_country_flag = sent_eu_invitation_flag
			}
		} {
			limit = {
				FRA = {
					exists = yes
					is_subject = no
					is_in_faction = no
					OR = {
						has_government = democratic communism
					}
				}
			}
			FRA = {
				country_event = {
					id = ww_BEL_event_diplomatic.20
					hours = 6
				}
				set_country_flag = sent_eu_invitation_flag
			}
		} {
			limit = {
				LUX = {
					exists = yes
					is_subject = no
					is_in_faction = no
					OR = {
						has_government = democratic communism
					}
				}
			}
			LUX = {
				country_event = {
					id = ww_BEL_event_diplomatic.20
					hours = 6
				}
				set_country_flag = sent_eu_invitation_flag
			}
		} {
			limit = {
				HOL = {
					exists = yes
					is_subject = no
					is_in_faction = no
					OR = {
						has_government = democratic communism
					}
				}
			}
			HOL = {
				country_event = {
					id = ww_BEL_event_diplomatic.20
					hours = 6
				}
				set_country_flag = sent_eu_invitation_flag
			}
		} {
			limit = {
				SPR = {
					exists = yes
					is_subject = no
					is_in_faction = no
					OR = {
						has_government = democratic com
# ... (truncated)
### Entity: Event
Component: BBA_italy_anti_colonialism_events.13
Constructs: is_triggered_only, ai_chance, random_hours, add_ai_strategy, give_guarantee
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.13
	title = BBA_italy_anti_colonialism_events.13.t
	desc = BBA_italy_anti_colonialism_events.13.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.13.a
		ai_chance = {
			base = 5
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_anti_colonialism_events.14
					hours = 6
					random_hours = 2
				}
			}
		} {
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 75
			}
		}
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
			give_guarantee = FROM
			FROM = {
				give_guarantee = ROOT
			}
		}
	} {
		name = BBA_italy_anti_colonialism_events.13.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				surrender_progress = < 0.3
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_anti_colonialism_events.15
					hours = 6
					random_hours = 2
				}
			}
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.15
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.15
	title = AST_diplomatic_events.15.t
	desc = AST_diplomatic_events.15.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.15.a
	}
}
### Entity: Event
Component: mtg_netherlands.10
Constructs: is_triggered_only, remove_ideas, set_party_name
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.10
	title = mtg_netherlands.10.t
	desc = mtg_netherlands.10.d
	picture = GFX_report_event_hol_cabinet_de_geer
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.10.a
		set_party_name = {
			ideology = democratic
			long_name = HOL_CHU_party_long
			name = HOL_CHU_party
		}
		promote_character = {
			character = HOL_dirk_jan_de_geer
			ideology = conservatism
		}
		remove_ideas = HOL_weak_government
	}
}
### Entity: Scripted Effect
Component: indonesia_reduce_escalation_1_effect
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_reduce_escalation_1_effect = {
	hidden_effect = {
		INS = {
			subtract_from_variable = {
				var = INS_war_escalation_level
				value = 1
				tooltip = INS_reduce_escalation_1_tt
			}
		}
	} {
		INS = {
			clamp_variable = {
				var = INS_war_escalation_level
				min = 1
			}
		}
	}
	custom_effect_tooltip = INS_reduce_escalation_1_tt
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_a_western_capital
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_a_western_capital
	available = {
		has_full_control_of_state = 335
	}
	prerequisite = {
		focus = HOL_continue_the_war_in_batavia
	}
	icon = GFX_focus_generic_industry_3
	x = -1
	y = 1
	relative_position_id = HOL_continue_the_war_in_batavia
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		335 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
			if = {
				limit = {
					335 = {
						free_building_slots = {
							building = industrial_complex
							size = > 3
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = industrial_complex
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: SUD_acas
Source: game
File: common/characters/SUD.txt

Code:
SUD_acas = {
	advisor = {
		slot = high_command
		idea_token = SUD_acas
		ledger = air
		allowed = {
			original_tag = SUD
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Scripted Effect
Component: d_clear_tech
Constructs: set_technology
Source: game
File: common/scripted_effects/zz_debug_effects.txt

Code:
d_clear_tech = {
	set_technology = {
		improved_infantry_weapons = 0
		popup = no
	}
	log = tech reset: improved_infantry_weapons
}
### Entity: Order of Battle
Component: Troupes de Afrique Equatoriale Française
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = Troupes de Afrique Equatoriale Française
	location = 5139
	division_template = Brigade Coloniale
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = FRA
		}
	}
	start_equipment_factor = 0.15
}