Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: WLL
Source: game
File: common/names/r56_names.txt

Code:
WLL = {
	male = {
		names = {
			Albert Alexandre Alexis Alphonse André Antoine Auguste Barthélémy Baudouin Blaise Camille Clément Charles Constant Damien David Désiré Didier Edmond Édouard Emmanuel Émile Etienne Eugène Félix Fernand Feullien Florent François Frédéric Georges Gérard Gilles Guillaume Gustave Henri Hercule Hubert Ignace Isidore Jacques Jean Jean-Baptiste Jean-François Jean-Louis Jean-Jacques Joseph Jules Lambert Laurent Léon Léonard Léopold Louis Lucien Mathieu Maxime Maximilien Nicolas Olivier Pascal Patrice Paul Philippe Philippe-Joseph Pierre Pierre-Guillaume Sébastien Sylvain Théophile Victor Vincent Werner Maurice
		}
	}
	female = {
		names = {
			Marie Isabelle Gilberte Aurore Blanche Henriette Joséphine-Antoinette Lucienne Juliette Martine Louise Nicole Suzanne
		}
	}
	surnames = {
		Allard Barbanson Barthélémy Baugniet Beaucarne Berger Berthels Beyts Biver Blargnies Brialmont Bredart Cauvin Collet Cools Clerix Coquilhat d'Arenberg d'Huart d'Omalius d'Oreye d'Oultremont David Davignon de Baillet de Beaufort de Waha Defacqz Deguise Delacroix Desmanet de Biesme Destriveaux Dethier Devaux Deville Dewandre Dhanis Dreze du Bois du Bus du Pont du Val de Beaulieu Dumont Fallon Fendius Figeys Fleury-Dubay Fleussu Forgeur Frison Fuchs Gendebien Goffint Henry Huysman d'Annecroix Jacques Joos Jottrand Lahure Lardinois Lebeau Leclercq Lefebvre Leman Malou Marcq Marlet Masbourg Nagelmackers Nalinne Nothomb Orban Pétillon Picquet Pirmez Pirson Raikem Roeser Rogier Rouen Rouppe Seron Thonus Thorn De Ridder Wahis Wangermée Wyvekens Zoude
	}
	callsigns = {
		L'flamin Faucon Aigle Mouette Libellule Lion Tchanchès Chope Grenouille Grognon
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_dan_chu
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_dan_chu
	icon = GFX_goal_support_democracy
	cost = 10
	prerequisite = {
		focus = VIN_vietnams_tridemism
	}
	completion_reward = {
		add_ideas = VIN_dan_chu
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 24
	y = 2
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.08
Constructs: is_triggered_only, add_extra_state_shared_building_slots, add_building_construction, add_autonomy_score
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.08
	title = BBA_italy_anti_colonialism_events.08.t
	desc = BBA_italy_anti_colonialism_events.08.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.08.a
		capital_scope = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_autonomy_score = {
			value = -75
			localization = BBA_italy_anti_colonialism_events.08.t
		}
	}
}
### Entity: AI Strategy
Component: jap_invasions_of_gxc_are_super_tough_and_waste_manpower_unless_its_hainan
Constructs: has_war_with
Source: game
File: common/ai_strategy/JAP.txt

Code:
jap_invasions_of_gxc_are_super_tough_and_waste_manpower_unless_its_hainan = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = < 1939.2.2
	}
	abort = {
		OR = {
			date = > 1941.1.1
			NOT = {
				has_war_with = CHI
			}
		}
	}
	ai_strategy = {
		type = invade
		id = GXC
		value = -250
	} {
		type = invade
		id = GDC
		value = -100
	} {
		type = invasion_unit_request
		state = 591
		value = 500
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_quality_over_quantity
Constructs: prerequisite, completion_reward, has_tech, add_to_variable, add_tech_bonus, add_skill_level
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_quality_over_quantity
	icon = GFX_focus_generic_paratrooper
	available = {
		has_tech = paratroopers
	}
	prerequisite = {
		focus = INS_indonesian_assault_doctrine
	}
	mutually_exclusive = {
		focus = INS_tighter_tkr_integration
	}
	x = 2
	y = 1
	relative_position_id = INS_indonesian_assault_doctrine
	ai_will_do = {
		base = 1.5
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = INS_tkr_tt
		add_to_variable = {
			var = INS_peoples_security_army_special_forces_cap
			value = 0.2
			tooltip = special_forces_cap_tt
		} {
			var = INS_peoples_security_army_special_forces_min
			value = 25
			tooltip = special_forces_min_tt
		}
		add_tech_bonus = {
			name = INS_quality_over_quantity
			bonus = 0.5
			uses = 1
			category = para_tech
			ahead_reduction = 1.0
		}
		INS_oerip_soemohardjo = {
			add_skill_level = 1
		}
	}
}
### Entity: Character
Component: VEN_carlos_ramos_diaz
Source: game
File: common/characters/VEN.txt

Code:
VEN_carlos_ramos_diaz = {
	advisor = {
		slot = high_command
		idea_token = VEN_carlos_ramos_diaz
		ledger = navy
		allowed = {
			original_tag = VEN
		}
		traits = {
			navy_submarine_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Carlos Ramos Díaz
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Character
Component: PHI_cristanto_evangelista
Constructs: has_dlc, is_country_leader, is_subject_of, has_character_flag
Source: game
File: common/characters/PHI.txt

Code:
PHI_cristanto_evangelista = {
	advisor = {
		slot = political_advisor
		idea_token = PHI_cristanto_evangelista
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			ambitious_union_boss
		}
		available = {
			is_country_leader = no
			OR = {
				NOT = {
					is_subject_of = USA
				} {
					has_character_flag = PHI_sent_away
				}
			}
		}
	}
	name = PHI_cristanto_evangelista
	portraits = {
		civilian = {
			large = GFX_portrait_PHI_cristanto_evangelista
			small = GFX_portrait_PHI_cristanto_evangelista_small
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		traits = {
			PHI_radical_leader
		}
	}
}
### Entity: Idea
Component: SWE_paid_holidays_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_paid_holidays_idea = {
	picture = generic_local_self_management
	removal_cost = -1
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = 0.06
		political_power_factor = 0.05
		stability_factor = 0.03
		production_factory_max_efficiency_factor = 0.06
	}
}
### Entity: Scripted Effect
Component: EAI_log_all
Constructs: every_country
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_log_all = {
	every_country = {
		EAI_set_logging_flags = yes
	}
}
### Entity: Idea
Component: IRQ_generic_attack_bonus_axis
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_generic_attack_bonus_axis = {
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
	}
}
### Entity: Decision
Component: CHI_war_in_liangguang
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_war_in_liangguang = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	allowed = {
		OR = {
			original_tag = CHI GDC
		}
	}
	priority = 75
}
### Entity: National Focus
Tree: usa_focus
Component: USA_communal_property_act
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_communal_property_act
	icon = GFX_goal_generic_construct_civ_factory
	x = 0
	y = 2
	prerequisite = {
		focus = USA_worker_management_act
	} {
		focus = USA_militia_organization_act
	}
	relative_position_id = USA_guarantee_the_american_dream
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		congress_high_support_trigger = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		if = {
			limit = {
				communism = > 0.3
				not = {
					has_government = communism
				}
			}
			USA_congress_medium_opposition = yes
		}
		else_if = {
			limit = {
				communism = < 0.3
				not = {
					has_government = communism
				}
			}
			USA_congress_large_opposition = yes
		}
		USA_great_depression_level_down = yes
		unlock_decision_tooltip = {
			decision = USA_communal_domain
			show_effect_tooltip = yes
		}
	}
}
### Entity: Modding Documentation
Construct: randomlog
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## randomlog
* Aliases: rlog
* Not available in release build

Toggles the random logs.
### Entity: National Focus
Tree: fin_focus
Component: FIN_integrate_oy_tikkakoski
Constructs: prerequisite, limit, completion_reward, has_dlc, has_mio_size, add_tech_bonus, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_integrate_oy_tikkakoski
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = FIN_outokumpu_for_defence_industry
	}
	x = 0
	y = 2
	relative_position_id = FIN_outokumpu_for_defence_industry
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:FIN_valtion_kivaaritehdas_organization = {
				has_mio_size = > 4
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = FIN_integrate_oy_tikkakoski
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		}
		random_core_state = {
			prioritize = {
				149
			}
			limit = {
				is_fully_controlled_by = ROOT
				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
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:FIN_valtion_kivaaritehdas_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.35
				add_mio_research_bonus = 0.05
				unlock_mio_trait_tooltip = FIN_mio_trait_oy_tikkakoski
			}
		}
		else = {
			if = {
				limit = {
					has_idea = FIN_valtion_kivaaritehdas
				}
				swap_ideas = {
					remove_idea = FIN_valtion_kivaaritehdas
					add_idea = FIN_valtion_kivaaritehdas_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = FIN_valtion_kivaaritehdas
						add_idea = FIN_valtion_kivaaritehdas_improved
					}
				}
			}
		}
	}
}
### Entity: Event
Component: wtt_germany.8
Constructs: is_triggered_only, ai_chance, add_timed_idea, random_days, set_country_flag
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.8
	title = wtt_germany.8.t
	desc = wtt_germany.8.d
	picture = GFX_report_event_french_resistance_02
	is_triggered_only = yes
	option = {
		name = wtt_germany.8.a
		ai_chance = {
			factor = 100
		}
		add_timed_idea = {
			idea = GER_preparing_ITA_coup
			days = 1095
		}
		GER = {
			country_event = {
				id = wtt_germany.9
				days = 1
				random_days = 2
			}
		}
	} {
		name = wtt_germany.8.b
		ai_chance = {
			factor = 0
		}
		GER = {
			country_event = {
				id = wtt_germany.10
				days = 1
				random_days = 2
			}
		}
		hidden_effect = {
			GER = {
				set_country_flag = GER_italy_declined_assassination_of_mussolini_flag
			}
		}
	}
}
### Entity: Event
Component: mtg_news.55
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.55
	title = mtg_news.55.t
	desc = mtg_news.55.desc
	picture = GFX_news_event_generic_funeral
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.55.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.55.b
		trigger = {
			NOT = {
				original_tag = ENG
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_bornholm_crisis
Constructs: prerequisite, has_war_with, completion_reward, has_war_support, has_army_manpower, is_in_faction_with, is_subject
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_bornholm_crisis
	icon = GFX_focus_generic_attack_denmark
	prerequisite = {
		focus = SWE_mythologize_swedish_history
	}
	x = -1
	y = 1
	relative_position_id = SWE_mythologize_swedish_history
	cost = 5
	available = {
		has_war_support = > 0.4
		has_army_manpower = {
			size = > 80000
		}
		910 = {
			controller = {
				NOT = {
					is_in_faction_with = ROOT
				}
			}
		}
	}
	bypass = {
		OR = {
			is_subject = yes
			910 = {
				controller = {
					OR = {
						has_war_with = ROOT
						tag = ROOT
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		910 = {
			controller = {
				country_event = {
					id = AAT_Sweden.31
					hours = 6
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt SWE_crisis_affecting_variables
		effect_tooltip = {
			transfer_state = 910
		}
	}
}
### Entity: Idea
Component: BAS_aa2
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = BAS
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: new_ger.30
Constructs: ai_chance, has_completed_focus, limit, has_country_flag, fire_only_once, set_country_flag, check_variable, add_popularity
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.30
	title = new_ger.30.t
	desc = new_ger.30.d
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		original_tag = GER
		has_completed_focus = GER_found_the_german_interim_government
		date = > 1938.9.16
		NOT = {
			has_completed_focus = GER_choose_an_heir_for_wels
		} {
			has_country_flag = GER_kurt_spd GER_vogel_spd GER_carlo_spd
		}
	}
	option = {
		name = new_ger.30.a
		set_country_flag = GER_vogel_spd
		custom_effect_tooltip = GER_vogel_spd_tt GER_SPD_-5_tt
		IF = {
			limit = {
				check_variable = {
					var = GER_chosen_gov_leader
					value = 5
					compare = equals
				}
			}
			promote_character = {
				character = GER_hans_vogel
				ideology = socialism
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
		add_to_variable = {
			SPD_seats = -5
		}
		unlock_national_focus = GER_choose_an_heir_for_wels
		mark_focus_tree_layout_dirty = yes
		ai_chance = {
			base = 1.75
		}
	} {
		name = new_ger.30.b
		set_country_flag = GER_kurt_spd
		custom_effect_tooltip = GER_kurt_spd_tt GER_SPD_-5_tt
		IF = {
			limit = {
				check_variable = {
					var = GER_chosen_gov_leader
					value = 5
					compare = equals
				}
			}
			promote_character = {
				character = GER_kurt_schumacher
				ideology = socialism
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
		add_to_variable = {
			SPD_seats = -5
		}
		unlock_national_focus = GER_choose_an_heir_for_wels
		mark_focus_tree_layout_dirty = yes
		ai_chance = {
			base = 1.5
		}
	} {
		name = new_ger.15.c
		set_country_flag = GER_carlo_spd
		custom_effect_tooltip = GER_carlo_spd_tt GER_SPD_-5_tt GER_kpd_spd_coop_tt
		IF = {
			limit = {
				check_variable = {
					var = GER_chosen_gov_leader
					value = 5
					compare = equals
				}
			}
			promote_character = {
				character = GER_carlo_mierendorff
				ideology = socialism
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
		add_to_variable = {
			SPD_seats = -5
		}
		unlock_national_focus = GER_choose_an_heir_for_wels
		mark_focus_tree_layout_dirty = yes
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Event
Component: czech.36
Constructs: owns_state, has_cosmetic_tag, has_global_flag, add_state_core, clr_global_flag
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.36
	trigger = {
		original_tag = CZE
		has_cosmetic_tag = CZE_ONLY
		OR = {
			owns_state = 70 71 73 664
		}
		has_global_flag = CZE_became_czech
	}
	mean_time_to_happen = {
		days = 2
	}
	hidden = yes
	immediate = {
		add_state_core = 70 71 73 664
		drop_cosmetic_tag = yes
		clr_global_flag = CZE_became_czech
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_soviet_alignment
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_soviet_alignment
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = PER_iranian_socialist_revolution
	} {
		focus = PER_strengthen_the_tudeh
	}
	x = -1
	y = 2
	relative_position_id = PER_strengthen_the_tudeh
	cost = 5
	available = {
		is_subject = no
		has_civil_war = no
		has_government = communism
		is_in_faction = no
	}
	bypass = {
		OR = {
			is_subject = yes
			is_in_faction = yes
			SOU = {
				NOT = {
					has_government = communism
				}
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				SOU = {
					is_faction_leader = yes
				}
			}
			SOU = {
				country_event = {
					id = generic.2
					hours = 4
				}
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 300
				} {
					type = befriend
					id = ROOT
					value = 300
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
		ELSE_IF = {
			limit = {
				SOU = {
					has_rule = can_join_factions
				}
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction = eurasian_communist_bloc
			custom_effect_tooltip = PER_soviet_alignment_tt
			hidden_effect = {
				SOU = {
					country_event = {
						id = generic.5
						hours = 12
					}
				}
			}
		}
		ELSE = {
			add_opinion_modifier = {
				target = SOU
				modifier = large_increase
			}
			SOU = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
		add_political_power = 75
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		every_other_country = {
			limit = {
				is_major = yes
				NOT = {
					OR = {
						tag = SOU
						is_in_faction_with = SOU
					}
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.41
Constructs: is_triggered_only, ai_chance, add_popularity
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.41
	title = DOD_yugoslavia.41.t
	desc = DOD_yugoslavia.41.desc
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.41.a
		ai_chance = {
			base = 30
		}
		add_popularity = {
			ideology = FROM
			popularity = 0.05
		}
	}
}
### Entity: Character
Component: JAP_random_general_2
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_random_general_2 = {
	portraits = {
		army = {
			large = GFX_Portrait_Japan_Generic_land_1
			small = GFX_Portrait_Japan_Generic_land_1_small
		}
	}
	corps_commander = {
		traits = {
			JAP_communist_sympathizer trait_mountaineer trait_cautious
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 751
		visible = {
			has_completed_focus = JAP_approach_the_young_officers
		}
	}
}
### Entity: Country History
Country: IMO
Component: IMO_characters
Constructs: recruit_character
Source: game
File: history/countries/IMO - Omani Imamate.txt

Code:
# Leaders & Characters for IMO
recruit_character = IMO_muhammad_khalili
### Entity: Event
Component: prc.94
Constructs: is_triggered_only, annex_country
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.94
	title = prc.81.t
	desc = prc.81.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = prc.81.a
		effect_tooltip = {
			annex_country = {
				target = FROM
			}
		}
	}
}
### Entity: Idea
Component: YUG_license_production
Constructs: has_dlc
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_license_production = {
	picture = generic_license_production
	allowed = {
		original_tag = YUG
		has_dlc = Death or Dishonor
	}
	allowed_civil_war = {

	}
	modifier = {
		license_air_purchase_cost = -0.5
	}
}
### Entity: Decision
Component: KMT_the_internal_party_shenanigans
Constructs: political_power_gain, complete_effect, add_power_balance_value, democratic_drift, neutrality_drift
Source: game
File: common/decisions/r56_china_decisions.txt

Code:
KMT_the_internal_party_shenanigans = {
	KMT_bribe_party_officials = {
		icon = GFX_decision_bul_raid_zveno
		available = {

		}
		cost = 35
		complete_effect = {
			add_power_balance_value = {
				id = KMT_main_bop
				value = 0.05
				tooltip_side = KMT_chaing_kai_shek
			}
		}
		days_remove = 50
		modifier = {
			consumer_goods_factor = 0.1
			political_power_gain = -0.2
		}
		ai_will_do = {
			base = 0
		}
	}
	KMT_bribe_army_officials = {
		icon = GFX_decision_bul_repress_zveno
		available = {

		}
		cost = 35
		complete_effect = {
			add_power_balance_value = {
				id = KMT_main_bop
				value = -0.05
				tooltip_side = KMT_party_beurocracy
			}
		}
		days_remove = 50
		modifier = {
			consumer_goods_factor = 0.1
			experience_gain_army_factor = -0.5
		}
		ai_will_do = {
			base = 0
		}
	}
	KMT_pro_party_propaganda = {
		icon = GFX_decision_SWI_swiss_democratic_tradition_campaign
		available = {

		}
		cost = 100
		complete_effect = {
			add_power_balance_value = {
				id = KMT_main_bop
				value = -0.1
				tooltip_side = KMT_party_beurocracy
			}
		}
		days_remove = 100
		modifier = {
			democratic_drift = 0.01
		}
		ai_will_do = {
			base = 0
		}
	}
	KMT_pro_chaing_propaganda = {
		icon = GFX_decision_eng_propaganda_campaigns
		available = {

		}
		cost = 100
		complete_effect = {
			add_power_balance_value = {
				id = KMT_main_bop
				value = 0.1
				tooltip_side = KMT_chaing_kai_shek
			}
		}
		days_remove = 100
		modifier = {
			neutrality_drift = 0.01
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_black_falcon
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_black_falcon = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_black_falcon
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: BUL_imro_05
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_imro_05 = {
	picture = bul_imro
	name = BUL_imro_04
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		opinion_gain_monthly_factor = -0.25
		trade_opinion_factor = -0.15
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_legacy_of_timur
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, cancel_if_invalid, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_legacy_of_timur
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = RAJ_conquer_afghanistan
	}
	x = 0
	y = 1
	relative_position_id = RAJ_conquer_afghanistan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 415 1009 1008
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = AFG
			}
			add_core_of = ROOT
		}
	}
}