Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Balance of Power
Component: KMT_ycp_bop
Constructs: research_speed_factor, stability_factor
Source: game
File: common/bop/china_bop.txt

Code:
KMT_ycp_bop = {
	initial_value = 0
	left_side = KMT_landlords_and_buinessmen
	right_side = KMT_teachers
	decision_category = KMT_ycp_factionalism
	range = {
		id = balanced_ycp
		min = -0.15
		max = 0.15
		modifier = {
			stability_factor = 0.1
			consumer_goods_factor = -0.05
			research_speed_factor = 0.03
			political_power_factor = -0.075
		}
	}
	side = {
		id = KMT_landlords_and_buinessmen
		icon = GFX_bop_YCP_BOP_BUISNESS
		range = {
			id = KMT_landlords_rising
			min = -0.45
			max = -0.15
			modifier = {
				stability_factor = 0.08
				consumer_goods_factor = -0.1
				production_speed_industrial_complex_factor = 0.03
				research_speed_factor = 0.01
				political_power_factor = -0.075
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = KMT_landlords_solidifying
			min = -0.7
			max = -0.45
			modifier = {
				stability_factor = 0.05
				consumer_goods_factor = -0.15
				production_speed_industrial_complex_factor = 0.075
				political_power_factor = -0.075
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = KMT_the_landlords_supreme
			min = -0.9
			max = -0.7
			modifier = {
				stability_factor = 0.025
				consumer_goods_factor = -0.175
				production_speed_industrial_complex_factor = 0.125
				political_power_factor = -0.075
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = KMT_party_of_landslords
			min = -1
			max = -0.9
			modifier = {
				consumer_goods_factor = -0.25
				production_speed_industrial_complex_factor = 0.2
				political_power_factor = -0.075
			}
			on_activate = {

			}
			on_deactivate = {

			}
		}
	} {
		id = KMT_teachers
		icon = GFX_bop_YCP_BOP_TEACHERS
		range = {
			id = KMT_teachers_gaining_influence
			min = 0.15
			max = 0.45
			modifier = {
				stability_factor = 0.08
				consumer_goods_factor = -0.025
				research_speed_factor = 0.05
				max_planning_factor = 0.025
				political_power_factor = -0.075
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = KMT_teachers_influence_solidifying
			min = 0.45
			max = 0.7
			modifier = {
				stability_factor = 0.05
				consumer_goods_factor = -0.01
				research_speed_factor = 0.065
				max_planning_factor = 0.05
				political_power_factor = -0.075
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = KMT_teachers_supreme
			min = 0.7
			max = 0.9
			modifier = {
				stability_factor 
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUL_civil_war_dont_join_allies
Constructs: has_government, is_historical_focus_on, has_civil_war
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_BUL_civil_war_dont_join_allies = {
	enable = {
		is_historical_focus_on = yes
		original_tag = ROM
		OR = {
			has_civil_war = yes
			has_government = communism
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ENG
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = ENG
		target = offer_join_faction
		value = -5000
	} {
		type = diplo_action_desire
		id = USA
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = USA
		target = offer_join_faction
		value = -5000
	}
}
### Entity: Event
Component: china.4
Constructs: is_triggered_only
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.4
	title = china.4.t
	desc = china.4.d
	picture = GFX_report_event_german_detained_china
	is_triggered_only = yes
	option = {
		name = china.4.a
	}
}
### Entity: Decision
Component: EST_convert_FIN_cat
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, is_core_of, is_capital, has_state_flag, cancel_if_not_visible
Source: game
File: common/decisions/EST.txt

Code:
EST_convert_FIN_cat = {
	EST_march_in_FIN_state = {
		icon = hol_draw_up_staff_plans
		state_target = yes
		available = {
			FROM = {
				is_core_of = FIN
				owner = {
					tag = FIN
					NOT = {
						has_country_flag = banned_fascism_flag
					}
				}
				is_capital = no
			}
			NOT = {
				has_country_flag = marching_in_state_flag
			}
		}
		target_trigger = {
			FROM = {
				is_core_of = FIN
				owner = {
					tag = FIN
				}
				controller = {
					tag = FIN
				}
				is_capital = no
				hidden_trigger = {
					owner = {
						NOT = {
							has_country_flag = EST_vapsid_takeover_finland
						}
					}
				}
				NOT = {
					has_state_flag = vaps_march_has_happened_here_flag
				}
			}
		}
		target_root_trigger = {
			ROOT = {
				has_completed_focus = EST_national_pride_in_finland
			}
			FIN = {
				NOT = {
					has_government = fascism
				} {
					has_country_flag = banned_fascism_flag
				}
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 20
		on_map_mode = map_only
		cancel_if_not_visible = yes
		cancel_effect = {
			clr_country_flag = marching_in_state_flag
		}
		complete_effect = {
			set_country_flag = marching_in_state_flag
		}
		remove_effect = {
			FROM = {
				set_state_flag = vaps_loyal_state vaps_march_has_happened_here_flag
			}
			random_list = {
				50 = {
					effect_tooltip = {
						FIN = {
							add_popularity = {
								ideology = fascism
								popularity = 0.05
							}
						}
					}
					hidden_effect = {
						set_variable = {
							FIN.vaps_from = FROM
						}
						FIN = {
							country_event = EST_events.801
						}
					}
				}
				35 = {
					effect_tooltip = {
						FIN = {
							add_popularity = {
								ideology = fascism
								popularity = 0.1
							}
						}
					}
					hidden_effect = {
						set_variable = {
							FIN.vaps_from = FROM
						}
						FIN = {
							country_event = EST_events.802
						}
					}
				}
				15 = {
					effect_tooltip = {
						FIN = {
							add_popularity = {
								ideology = fascism
								popularity = 0.15
							}
						}
					}
					hidden_effect = {
						set_variable = {
							FIN.vaps_from = FROM
						}
						FIN = {
							country_event = EST_events.803
						}
					}
				}
			}
			clr_country_flag = marching_in_state_flag
		}
		ai_will_do = {
			base = 10
		}
	}
	EST_march_in_FIN_capital = {
		icon = hol_draw_up_staff_plans
		state_target = yes
		ava
# ... (truncated)
### Entity: Technology
Component: amphibious_tank
Constructs: enable_equipments, enable_subunits, allow_branch, has_dlc, research_cost, is_coastal
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		amphibious_tank_equipment_1
	}
	enable_subunits = {
		amphibious_armor
	}
	path = {
		leads_to_tech = amphibious_tank_2
		research_cost_coeff = 1
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = armour_folder
		position = {
			x = -8
			y = 7
		}
	}
	ai_will_do = {
		base = 0.5
		modifier = {
			OR = {
				original_tag = USA JAP
			}
			factor = 3
		} {
			not = {
				any_controlled_state = {
					is_coastal = yes
				}
			}
			factor = 0
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules tp_tech mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_reaffirm_treaty_of_london
Constructs: prerequisite, limit, every_country, completion_reward, is_on_continent, has_added_tension_amount, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_reaffirm_treaty_of_london
	icon = GFX_goal_LUX_reaffirm_treaty_of_london
	cost = 10
	x = 1
	y = 1
	relative_position_id = LUX_another_declaration_of_neutrality
	prerequisite = {
		focus = LUX_another_declaration_of_neutrality
	}
	available = {
		any_country = {
			capital_scope = {
				is_on_continent = europe
			}
			has_added_tension_amount = > 10
		}
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = FRA BEL ENG HOL
				}
			}
			country_event = {
				id = luxembourg.220
				hours = 4
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = 0.05
		}
		hidden_effect = {
			country_event = {
				id = luxembourg.223
				hours = 12
			} {
				id = luxembourg.224
				hours = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Effect Reference
Construct: randomize_tem
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
# also allow for binomial distribution (with N=2)randomize_temp_variable = {
  var = num_dogs
  distribution = binomial
  min = 0               # optional
  max = 10              # required if min is specified
}
### Entity: Event
Component: AFG_political_events.157
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, set_character_flag, add_timed_idea, add_ai_strategy, send_volunteers_desire
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.157
	title = AFG_political_events.157.t
	desc = AFG_political_events.157.desc
	is_triggered_only = yes
	picture = GFX_report_event_spr_anarchists2
	option = {
		name = AFG_political_events.157.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
			producer = GER
		} {
			type = support_equipment
			amount = 500
			producer = GER
		}
		ROOT = {
			GER_oskar_von_nidermayer = {
				set_character_flag = AFG_cw_gained_german_support
			}
		}
		GER = {
			add_timed_idea = {
				idea = AFG_aid_rebels_cw
				days = 730
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = ROOT
				value = 200
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_queue_CFORT_COAST
Constructs: limit, has_country_flag, random_scope_in_array, is_controlled_by, is_coastal, is_in_home_area, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_CFORT_COAST = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_CFORT_COAST
	}
	random_scope_in_array = {
		array = controlled_states
		limit = {
			is_controlled_by = ROOT
			is_coastal = yes
			is_in_home_area = yes
			check_variable = {
				EAI_forts_constructed_on_coast_@ROOT = < 3
			}
		}
		EAI_add_CFORT_COAST = yes
	}
}
### Entity: Idea
Component: SWI_temp_banking
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_temp_banking = {
	allowed_civil_war = {
		tag = SWI
	}
	picture = swiss_temp_banking
	modifier = {
		consumer_goods_factor = -0.15
		enemy_justify_war_goal_time = 0.1
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.49
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_political_power, set_country_flag, every_character, has_character_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.49
	title = NSB_soviet_paranoia_system_events.49.t
	desc = NSB_soviet_paranoia_system_events.49.desc
	picture = GFX_report_event_soviet_purge_trial
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = SOV_purged_airforce_chiefs_flag
					}
				}
				set_country_flag = SOV_purged_airforce_chiefs_flag
			}
			SOV_paranoia_increase_purge_counter_great = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.49.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			every_character = {
				limit = {
					has_character_flag = SOV_targeted_for_purge_flag
					has_air_ledger = yes
				}
				SOV_purge_character_effect = yes
			}
		} {
			SOV_paranoia_update_portraits_ui = yes
		}
		custom_effect_tooltip = SOV_characters_will_be_purged_tt
		character_list_tooltip = {
			limit = {
				has_character_flag = SOV_targeted_for_purge_flag
			}
		}
		SOV_paranoia_high_decrease_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_great_tt
		}
	} {
		name = NSB_soviet_paranoia_system_events.49.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_great_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_great_pay
		SOV_paranoia_low_increase_effect = yes
		SOV_clean_purge_targets_effect = yes
	}
}
### Entity: Idea
Component: AFG_afghan_german_trading_company
Constructs: has_completed_focus, has_war_with, has_global_flag, has_opinion, research_bonus
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_afghan_german_trading_company = {
	picture = krupp
	allowed = {
		original_tag = AFG
	}
	visible = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	available = {
		GER = {
			has_opinion = {
				target = ROOT
				value = > 29
			}
		}
		has_completed_focus = AFG_german_investments_program
		NOT = {
			has_war_with = GER
		}
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.05
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.1
	}
	traits = {
		industrial_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_expand_the_tobacco_industry
Constructs: prerequisite, limit, add_ideas, completion_reward, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, random_owned_state
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_expand_the_tobacco_industry
	prerequisite = {
		focus = BUL_attract_foreign_capitals
	} {
		focus = BUL_expand_sofia_university
	}
	icon = GFX_goal_generic_construct_civ_factory
	relative_position_id = BUL_expand_sofia_university
	x = -1
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				212 = {
					is_owned_by = BUL
				}
			}
			212 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		add_ideas = BUL_tobacco_exports
	}
}
### Entity: Country History
Country: INS
Component: INS_army
Source: game
File: history/countries/INS - Indonesia.txt

Code:
# OOB & Army Setup for INS
oob = INS_1936
### Entity: Idea
Component: rt56_USA_founder_of_nato_idea
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_USA_founder_of_nato_idea = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		subjects_autonomy_gain = 1.0
		generate_wargoal_tension = -0.2
		communism_drift = -0.08
		communism_acceptance = -60
	}
}
### Entity: Event
Component: news.136
Constructs: is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.136
	title = news.106.t
	desc = news.136.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	trigger = {
		OR = {
			219 = {
				is_controlled_by = ENG
			} {
				is_controlled_by = USA
			} {
				is_controlled_by = AST
			} {
				is_controlled_by = CAN
			} {
				is_controlled_by = NZL
			} {
				is_controlled_by = SAF
			} {
				is_controlled_by = FRA
			}
		}
		219 = {
			is_owned_by = SOV
		}
		NOT = {
			has_global_flag = fall_of_moscow_allies
		}
	}
	immediate = {
		set_global_flag = fall_of_moscow_allies
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = ENG USA AST CAN NZL SAF SOV
			}
		}
	} {
		name = news.132.b
		trigger = {
			OR = {
				TAG = ENG USA AST CAN NZL SAF
			}
		}
	} {
		name = news.100.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_liberalism_over_socialism
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_liberalism_over_socialism
	icon = GFX_goal_support_democracy
	relative_position_id = CHL_consolidate_the_government
	x = 2
	y = 2
	cost = 10
	available = {
		democratic = > 0.4
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 100
			has_idea = CHL_salvador_allende
		}
	}
	prerequisite = {
		focus = CHL_trade_deals
	}
	mutually_exclusive = {
		focus = CHL_a_truly_radical_party
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			remove_ideas = CHL_dissident_activity_3
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_2
				add_idea = CHL_dissident_activity_3
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_1
				add_idea = CHL_dissident_activity_2
			}
		}
		add_ideas = r56_CHL_liberalism_over_socialism
	}
}
### Entity: Trigger Reference
Construct: alliance_strength_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## alliance_strength_ratio

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Compares the estimated army strength between the scope country, his allies and his enemies.
```
### Entity: National Focus
Tree: raj_focus
Component: RAJ_enrollment_of_dali_children
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, add_tech_bonus, add_autonomy_ratio
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_enrollment_of_dali_children
	icon = GFX_focus_RAJ_enrollment_of_dali_children
	prerequisite = {
		focus = RAJ_indo_centric_curriculum
	}
	x = -1
	y = 1
	relative_position_id = RAJ_indo_centric_curriculum
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	} {
		FOCUS_FILTER_RESEARCH
	} {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_stability = 0.03
		add_tech_bonus = {
			name = RAJ_enrollment_of_dali_children
			bonus = 0.35
			uses = 1
			category = electronics
		}
		add_autonomy_ratio = {
			value = 0.05
			localization = RAJ_enrollment_of_dali_children
		}
	}
}
### Entity: AI Strategy
Component: MON_alternate_communism_leftist_takeover_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/MON_alternate_strategy_plan.txt

Code:
MON_alternate_communism_leftist_takeover_plan = {
	name = Mongolia Leftist Takeover Plan
	desc = Mongolia goes fully leftist, fights a civil war, asks for Soviet puppet status and goes full on civil war support around Central Plain
	allowed = {
		original_tag = MON
	}
	enable = {
		OR = {
			has_completed_focus = MON_prepare_leftist_takeover
			has_country_flag = MON_AI_RANDOM_MON_COMMUNISM_LEFTIST_TAKEOVER
			has_game_rule = {
				rule = MON_ai_behavior
				option = MON_COMMUNISM_LEFTIST_TAKEOVER
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism neutrality democratic
			has_completed_focus = MON_end_political_opportunism
		}
		AND = {
			NOT = {
				has_country_flag = mon_1935_defence_soviet_yes_assistance
			}
			date = > 1936.02.15
		}
	}
	ai_national_focuses = {
		MON_organize_army_inspection MON_hold_plenum_of_central_committee MON_deal_with_genden MON_ratify_mutual_assistance_treaty MON_invite_frinovsky MON_prepare_leftist_takeover MON_learn_from_lkhumbe_affair MON_arm_civil_militia MON_invite_political_exiles MON_ensure_control_over_the_railways MON_confiscate_soviet_weaponry MON_seize_the_power MON_secure_the_transition_of_power MON_reassure_the_soviets MON_joint_technological_development MON_thinking_out_of_bounds MON_student_exchange_program MON_intensify_cooperation MON_means_of_propaganda MON_destabilize_the_central_plain MON_fruits_of_revolution MON_expand_the_general_staff MON_reorganize_state_agenda MON_transfer_the_funds_of_mongolbank MON_begin_the_collectivization MON_improve_machine_tools MON_end_reliance_on_animal_husbandry MON_seize_our_advantages MON_example_of_communist_paradise MON_support_the_red_army_focus MON_improve_transportation_network MON_approach_soviet_planners MON_industrial_relocation MON_reform_national_script MON_favour_young_officers MON_ulaanbaatar_national_university
	}
	traits = {
		revolutionary_figure = 50
		financial_expert = 50
	}
	focus_factors = {
		MON_hold_plenum_of_central_committee = 300
		MON_rely_on_national_strength = 0
		MON_form_the_provisional_government = 0
		MON_host_emergency_great_khural_assembly = 0
		MON_prepare_leftist_takeover = 300
		MON_appoint_soviet_protege = 0
		MON_reject_choibalsan_advances = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: dharma
Constructs: is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
dharma = {
	allowed = {
		original_tag = INS
	}
	available = {
		NOT = {
			is_subject_of = HOL
		}
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
}
### Entity: Idea
Component: YUG_idea_croats_suppressed
Constructs: removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_croats_suppressed = {
	picture = generic_secret_police
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
	}
}
### Entity: Idea
Component: JAP_advance_one_hundred_million_fireballs_idea
Constructs: has_government, add_political_power, removal_cost, conscription_factor, has_stability, add_popularity
Source: game
File: common/ideas/japan.txt

Code:
JAP_advance_one_hundred_million_fireballs_idea = {
	picture = JAP_advance_one_hundred_million_fireballs
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.003
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		conscription_factor = 0.05
		army_morale_factor = 0.05
		compliance_growth_on_our_occupied_states = -0.2
		resistance_target_on_our_occupied_states = 0.1
	}
	cancel = {
		has_stability = < 0.4
	}
	on_remove = {
		add_political_power = -50
		add_popularity = {
			ideology = ROOT
			popularity = -0.05
		}
	}
}
### Entity: AI Strategy
Component: MAN_neu_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_TSR_alternate_strategy_plan.txt

Code:
MAN_neu_plan = {
	name = Manchukuo Neutral Independence plan
	desc = Behavior for Manchukuo going down the A New Constitution path
	allowed = {
		original_tag = MAN
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = MAN_AI_RANDOM_INDEPENDENCE_NEU
			has_game_rule = {
				rule = MAN_ai_behavior
				option = INDEPENDENCE_NEU
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		MAN_tsr_request_control_of_the_railways MAN_tsr_five_equal_peoples MAN_tsr_bolster_nationalism MAN_tsr_white_russian_advisers MAN_tsr_empower_the_legislative_council MAN_tsr_purge_the_general_affairs_council MAN_tsr_five_people_armies MAN_tsr_independence_war MAN_tsr_reform_the_civil_service MAN_tsr_a_new_constitution MAN_tsr_division_of_power MAN_tsr_reestablish_the_qing_army MAN_tsr_reclaim_the_empire MAN_tsr_imperial_university MAN_tsr_offer_vassalization MAN_tsr_move_capitals MAN_tsr_claim_the_mandate_of_heaven
	}
	focus_factors = {
		MAN_tsr_imperial_divinity = 0
		MAN_tsr_question_the_emperors_authority = 0
		MAN_tsr_staff_the_court_with_manchus = 0
	}
	research = {
		infantry_weapons = 15.0
		industry = 10.0
	}
	ideas = {

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