Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spr_focus
Component: SPR_engineering_advances
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_engineering_advances
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_stabilize_the_nation SPR_restore_higher_education
	}
	icon = GFX_goal_generic_production
	x = 1
	y = 1
	relative_position_id = SPR_stabilize_the_nation
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_3
			}
			remove_ideas = SPA_recovering_from_civil_war_3
		}
		else_if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_2
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war_2
				add_idea = SPA_recovering_from_civil_war_3
			}
		} {
			limit = {
				has_idea = SPA_recovering_from_civil_war
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war
				add_idea = SPA_recovering_from_civil_war_2
			}
		} {
			limit = {
				NOT = {
					has_global_flag = scw_over
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_recovering_from_civil_war
					add_idea = SPA_recovering_from_civil_war_2
				}
			}
		}
		add_tech_bonus = {
			name = SPR_engineering_advances
			bonus = 1
			uses = 1
			category = industry
		} {
			name = SPR_engineering_advances
			bonus = 1
			uses = 1
			category = light_fighter
		} {
			name = SPR_engineering_advances
			bonus = 1
			uses = 1
			category = armor
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_license_designs
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_license_designs
	icon = GFX_focus_generic_copy_plane_designs
	relative_position_id = SMB_air_force
	prerequisite = {
		focus = SMB_air_academy SMB_construct_air_bases
	}
	mutually_exclusive = {
		focus = SMB_domestic_designs SMB_purchase_aircraft
	}
	x = 0
	y = 2
	cost = 5
	available = {
		NOT = {
			has_idea = JUNO_license_air_idea
		}
	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = small_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			} {
				cic = 500
				equipment_type = large_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			} {
				cic = 500
				equipment_type = medium_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			}
		} {
			limit = {
				NOT = {
					has_idea = JUNO_license_air_idea
				}
			}
			add_ideas = JUNO_license_air_idea
		}
	}
}
### Entity: Idea
Component: r56_LUX_antifascist_volunteers
Constructs: has_government, communism_drift, fascism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_antifascist_volunteers = {
	picture = SPR_anti_fascist_crusade
	cancel = {
		has_government = fascism
	}
	modifier = {
		weekly_manpower = 200
		communism_drift = 0.01
		fascism_drift = -0.01
	}
}
### Entity: Operation
Component: capture_cyphers_reverse_engineer
Constructs: has_war
Source: game
File: common/operation_phases/lar_capture_cyphers.txt

Code:
capture_cyphers_reverse_engineer = {
	name = capture_cyphers_reverse_engineer
	desc = capture_cyphers_reverse_engineer_desc
	outcome = capture_cyphers_reverse_engineer_outcome
	picture = GFX_phase_capture_cyphers_reverse_engineer
	icon = GFX_phase_capture_cyphers_reverse_engineer_small
	requirements = {
		FROM = {
			has_war = no
		}
	}
	equipment = {
		civilian_factories = {
			amount = 3
			days = 30
		}
	}
}
### Entity: State History
Component: 891
Constructs: add_core_of
Source: game
File: history/states/891-Zambesi.txt

Code:
state = {
	id = 891
	name = STATE_891
	manpower = 640000
	state_category = pastoral
	resources = {
		rubber = 1.0
	}
	history = {
		owner = POR
		add_core_of = ANG
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1552 2126 4735 8054 13372
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: election.11
Constructs: is_triggered_only, ai_chance, has_government, is_puppet, has_dlc, set_politics
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.11
	title = election.11.t
	desc = election.11.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	trigger = {
		has_government = democratic
		fascism = > 0.5
		is_puppet = no
		DEN_aat = no
		NOR_AAT = no
		AST_taog = no
		NOT = {
			AND = {
				original_tag = SPR
				has_dlc = La Resistance
			} {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			} {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			} {
				original_tag = SWI
				has_dlc = By Blood Alone
			} {
				has_dlc = Trial of Allegiance
				tag = BRA
			}
		}
	}
	option = {
		name = election.11.a
		ai_chance = {
			base = 75
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
	} {
		name = election.11.b
		ai_chance = {
			base = 35
		}
		start_civil_war = {
			ideology = fascism
			size = 0.5
		}
	}
}
### Entity: Character
Component: FIN_olavi_sarko
Source: game
File: common/characters/FIN.txt

Code:
FIN_olavi_sarko = {
	name = FIN_olavi_sarko
	portraits = {
		army = {
			small = GFX_portrait_FIN_olavi_sarko_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = FIN_olavi_sarko
		allowed = {
			original_tag = FIN
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_three_rules_of_discipline
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_three_rules_of_discipline
	icon = GFX_focus_PRC_three_rules_of_discipline
	prerequisite = {
		focus = PRC_long_march_to_recovery
	}
	x = 0
	y = 1
	relative_position_id = PRC_long_march_to_recovery
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = PRC_three_rules_of_discipline_idea
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_army_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		} {
			PRC_the_chinese_red_army_army_morale_factor = 0.05
			tooltip = army_morale_factor_tt
		} {
			PRC_the_chinese_army_experience_gain_army_factor = 0.05
			tooltip = experience_gain_army_factor_tt
		}
	}
}
### Entity: Event
Component: news.134
Constructs: is_triggered_only, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.134
	title = news.134.t
	desc = news.134.d
	picture = GFX_news_event_051
	major = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_global_flag = liberation_of_paris
		}
		has_global_flag = fall_of_france
	}
	immediate = {
		set_global_flag = liberation_of_paris
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = ENG USA AST FRA CAN NZL SAF GER
			}
		}
	} {
		name = news.145.a
		trigger = {
			OR = {
				TAG = ENG USA AST FRA CAN NZL SAF
			}
		}
	} {
		name = news.100.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Decision
Component: GER_undoing_shit
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_undoing_shit = {
	icon = GFX_decision_category_generic_political_actions
	allowed = {
		original_tag = GER
	}
	visible_when_empty = no
	priority = 102
	visible = {
		has_completed_focus = GER_hold_new_elections
		NOT = {
			has_completed_focus = GER_shake_off_the_fascist_yoke
		}
		OR = {
			NOT = {
				has_completed_focus = GER_found_the_new_german_state
			}
			has_completed_focus = GER_offer_goerdeler_reconciliation
		}
	}
}
### Entity: Modifier Reference
Construct: army_artillery_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_artillery_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Name List
Component: RKA
Source: game
File: common/names/00_names.txt

Code:
RKA = {
	male = {
		names = {
			Albert Alfredo Andimba Asser Ben Bernard Calle Constance Danie Dawid Deon Dirk Dorian Elia Erastus Evilastus Fanuel Frankie Frans Hage Hans Hansina Harry Hendrick Hidipo Hifikepunye Hosea Ida Immanuel Jackson John Johnny Joseph Justus Kaire Kandy Katuutire Mandume Marco Martin Merlin Moses Nahas Nangolo Ngarikutuke Niko Paulus Petrus Percy Phil Pierre Ras Richard Sam Samuel Stefan Steve Theo-Ben Tjekero Usutuaije Utoni
		}
	}
	female = {
		names = {
			Agnes Angelika Bience Bridget Christi Clara Ella Emma Gaby Helalia Lempy Lesedi Libertina Loide Lucia Lydia Margaret Marichen Marlene Michelle Monica Netumbo Ngohauvi Nora Pauline Penehupifo Petrina Priscilla Rebecca Rosalia Saara Teopolina Tjipekapora Uilika
		}
	}
	surnames = {
		Ahrens Amathila Andjaba Angula Ankama Basson Bessinger Beukes Bezuidenhout Bohitile Boois Christiaan Dahl Damaseb Dempers Diamond Diergaardt Diescho Doeseb Esau Fredericks Garoeb Gawanas Geingob Gowases Gurirab Haarhoff Haingura Hamutenya Hausiku Hengari Herunga Hoffmann Iilonga Indongo Jacobs Johannes Kaaronda Kaiyamo Kamanya Kamwi Kapere Kasingo Katjita Katjiuongua Kaujeua Kaura Kavetu Kawane Keulder Kgosiemang Kotze Kozonguizi Kutako Kuugongelwa Kwedhi Limbo Lucas Ludik Luiperth Maamberua Maharero Mbuende Mbumba McLean Mensah-Williams Mogotsi Montgomery Mudge Muharukua Mungunda Mushelenga Nambahu Nandi-Ndaitwah ya Nangoloh Nashandi ya Ndemufayo Ndjoze-Ojo Nehova Ngatjizeko Nghidinwa Nujoma Nujoma Nuumbembe Pandeni Pickering Pienaar Pohamba Schimming-Chase Schlettwein Sheehama Simon Tjiriange ya Toivo Tuahepa Tweya Ulenga Uutoni Warner Witbooi
	}
	callsigns = {

	}
}
### Entity: Country History
Country: SWE
Component: SWE_characters
Constructs: recruit_character
Source: game
File: history/countries/SWE - Sweden.txt

Code:
# Leaders & Characters for SWE
recruit_character = SWE_per_albin_hansson SWE_sven_olov_lindholm SWE_sven_linderot SWE_folke_hogberg SWE_erik_af_edholm SWE_claes_lindstrom SWE_per_sylvan SWE_gosta_ehrensvard SWE_torsten_friis SWE_erik_palmstierna SWE_helge_stromback SWE_helge_jung SWE_bengt_nordenskiold SWE_ivar_holmquist SWE_fabian_tamm SWE_charles_de_champs SWE_axel_rappe SWE_oscar_nygren SWE_axel_ljungdahl SWE_archibald_douglas SWE_ernst_wigforss SWE_thorwald_bergquist SWE_osten_unden
### Entity: Idea
Component: HOL_prepare_for_our_return
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_prepare_for_our_return = {
	picture = eng_preparing_the_second_front
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: CHL_manuel_pedregal
Constructs: has_government, has_country_flag
Source: game
File: common/characters/CHL.txt

Code:
CHL_manuel_pedregal = {
	name = CHL_manuel_pedregal
	portraits = {
		army = {
			large = GFX_portrait_CHL_manuel_pedregal
			small = GFX_portrait_CHL_manuel_pedregal_small
		}
	}
	corps_commander = {
		traits = {
			inflexible_strategist infantry_leader
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_government = democratic neutrality
			}
			has_country_flag = CHL_recalled_manuel_pedregal_flag
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3AExpand.html

Doc:
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### Entity: Event
Component: mtg_news.49
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.49
	title = mtg_news.49.t
	desc = mtg_news.49.desc
	picture = GFX_news_event_indonesia_handover
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.49.a
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_news.49.b
		trigger = {
			original_tag = JAP
		}
	} {
		name = mtg_news.49.c
		trigger = {
			NOT = {
				original_tag = HOL
			} {
				original_tag = JAP
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_lift_the_caliphates_exile
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_lift_the_caliphates_exile
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = TUR_stabilize_the_nation
	}
	x = -1
	y = 1
	relative_position_id = TUR_stabilize_the_nation
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	completion_reward = {
		add_ideas = TUR_caliph_abdulmejid_ii
		set_cosmetic_tag = OTT_UNIFIED_neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_refit_civilian_ships
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_coastal, is_subject, add_manpower
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_refit_civilian_ships
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = DEN_expand_ubadsvabnet
	}
	mutually_exclusive = {
		focus = DEN_modernize_the_navy
	}
	relative_position_id = DEN_expand_ubadsvabnet
	x = -1
	y = 1
	cost = 10
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
			is_coastal = yes
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_manpower = 1500
		mio:DEN_burmeister_wain_organization = {
			add_mio_size = 1
			add_mio_funds_gain_factor = 0.1
			unlock_mio_trait_tooltip = DEN_mio_trait_refit_civilian_ships
		}
		custom_effect_tooltip = DEN_refit_civilian_ships_decision_tt ETH_purchase_obsolete_ships_tt
		set_country_flag = refit_convoy_ships_flag generic_purchase_old_ships_flag
		add_to_variable = {
			DEN_industrial_improvement_tracker_var = 2
		} {
			DEN_industrial_capabilities_dockyard_output = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_to_variable = {
				DEN_industrial_capabilities_refit_speed = 0.2
				tooltip = refit_speed_tt
			}
		} {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = DEN_refit_civilian_ships
				bonus = 0.25
				uses = 4
				category = ship_modules_tech
			}
			create_ship = {
				type = ship_hull_cruiser_coastal_defense_ship
				equipment_variant = Herluf Trolle Class
				creator = DEN
				name = HDMS Olfert Fischer
			}
		}
		else = {
			add_tech_bonus = {
				name = DEN_refit_civilian_ships
				bonus = 0.75
				uses = 2
				category = naval_equipment
			}
			create_ship = {
				type = heavy_cruiser_1
				equipment_variant = Herluf Trolle Class
				creator = DEN
				name = HDMS Olfert Fischer
			}
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				911 99 37 912
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build 
# ... (truncated)
### Entity: Idea
Component: GAM_ncs
Source: game
File: common/ideas/gambia.txt

Code:
GAM_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = GAM
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AFG_anglo_afghan_war
Constructs: breakthrough_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_anglo_afghan_war = {
	picture = MEX_politicised_army_2
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		breakthrough_factor = 0.05
		army_speed_factor = 0.1
		terrain_penalty_reduction = 0.15
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Stelith.html

Doc:
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14:58, 18 October 2015 (diff | hist) . . (-48)‎ . . m Faction ‎ (edited the blurb)

14:55, 18 October 2015 (diff | hist) . . (-55)‎ . . m Hearts of Iron 4 Wiki:Work needed ‎ (done the Paraguay flag) (current)

10:55, 16 October 2015 (diff | hist) . . (-6)‎ . . Paraguay ‎

10:55, 16 October 2015 (diff | hist) . . (+1,356)‎ . . N Tannu Tuva ‎ (Created page with "{{version|Pre-release}} {{country |Capital = Kyzyl |Government = Puppet Government |Faction = Comintern }} ==Technology== Brief overview of nation&#039;s technological capabilitie...") (current)

10:49, 16 October 2015 (diff | hist) . . (+2)‎ . . m Countries ‎

10:39, 16 October 2015 (diff | hist) . . (0)‎ . . File:Australia.png ‎ (Stelith uploaded a new version of File:Australia.png)

10:38, 16 October 2015 (diff | hist) . . (0)‎ . . File:Paraguay.png ‎ (Stelith uploaded a new version of File:Paraguay.png) (current)

05:42, 16 October 2015 (diff | hist) . . (+18)‎ . . m Countries ‎ (cyprus yes/no?)

05:37, 16 October 2015 (diff | hist) . . (+245)‎ . . Countries ‎ (sorted into columns by continent, rather than one list. Condensed categorization.)

05:17, 16 October 2015 (diff | hist) . . (+189)‎ . . Hearts of Iron 4 Wiki:Work needed ‎

05:15, 16 October 2015 (diff | hist) . . (+1,633)‎ . . N Paraguay ‎ (best guay have first guay-wiki)

15:01, 13 October 2015 (diff | hist) . . (+77)‎ . . m Slovakia ‎ (current)

14:59, 13 October 2015 (diff | hist) . . (+1,539)‎ . . N Slovakia ‎ (created - based off of 1939 Slovak Republic puppet state.)

13:31, 13 October 2015 (diff | hist) . . (+21)‎ . . N Nazi Germany ‎ (Nazi Germany Redirect to Germany) (current)

13:30, 13 October 2015 (diff | hist) . . (-1)‎ . . m Hungary ‎ (formatting) (current)

13:29, 13 October 2015 (d
# ... (truncated)
### Entity: Decision
Component: spanish_emigres_decisions
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
spanish_emigres_decisions = {
	icon = spr_the_inevitable_civil_war
	picture = GFX_decision_cat_picture_spr_civil_war_offensives
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_kickstart_the_arsenal_of_democracy
Constructs: prerequisite, has_war, limit, has_government, add_war_support, completion_reward, has_country_leader, every_core_state
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_kickstart_the_arsenal_of_democracy
	icon = GFX_focus_generic_the_giant_wakes
	relative_position_id = CHL_increase_presidential_powers
	x = 5
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_reapproach_america CHL_return_to_the_parliamentary_era
	}
	mutually_exclusive = {
		focus = CHL_development_inwards
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 1.5
			has_country_leader = {
				character = CHL_gustavo_ross_santa_maria
				ruling_only = yes
			}
		} {
			factor = 0.5
			has_country_leader = {
				character = CHL_pedro_aguirre_cerda
				ruling_only = yes
			}
		} {
			factor = 1.5
			has_war = yes
		} {
			factor = 0
			OR = {
				has_government = neutrality communism
			}
		}
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_war_support = 0.05
	}
}
### Entity: Idea
Component: ETH_coffee_exports_idea
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_coffee_exports_idea = {
	picture = ETH_coffee_exports
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
	}
}