Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GER_eben_emael_partial_success_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_eben_emael_partial_success_ns = {
	picture = SWE_land_air_warfare
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = BEL
		river_crossing_factor_against = -0.1
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.23
Constructs: is_triggered_only, ai_chance, division_template, every_owned_state, limit, has_war_with, is_locked, is_or_will_be_jimma
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.23
	title = BBA_ethiopia_fascist_events.23.t
	desc = BBA_ethiopia_fascist_events.23.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	trigger = {
		has_war_with = ITA
	}
	option = {
		name = BBA_ethiopia_fascist_events.23.a
		ai_chance = {
			base = 10
		}
		division_template = {
			name = Resistance Fighters
			is_locked = yes
			priority = 0
			regiments = {
				irregular_infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				}
			}
		}
		IF = {
			limit = {
				ROOT = {
					is_or_will_be_jimma = yes
				}
			}
			ITA = {
				every_owned_state = {
					limit = {
						has_state_flag = ETH_freedom_fighters_flag
					}
					create_unit = {
						division = name = "Somali Resistance Fighters" division_template = "Resistance Fighters" start_experience_factor = 0.02 start_equipment_factor = 0.85
						owner = ROOT
						allow_spawning_on_enemy_provs = yes
						count = 1
					}
				}
			}
		}
		ELSE = {
			ITA = {
				every_owned_state = {
					limit = {
						has_state_flag = ETH_freedom_fighters_flag
					}
					create_unit = {
						division = name = "Eritrean and Tigrinian Resistance Fighters" division_template = "Resistance Fighters" start_experience_factor = 0.02 start_equipment_factor = 0.85 start_manpower_factor = 1
						owner = ROOT
						allow_spawning_on_enemy_provs = yes
						count = 1
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Volksgrenadier
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_1.txt

Code:
division = {
	name = Volksgrenadier
	location = 3561
	division_template = Ersatzheer
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Idea
Component: EAI_DD_11/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Decision
Component: crisis
Constructs: has_country_flag, has_civil_war
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
crisis = {
	icon = generic_crisis
	priority = 100
	visible = {
		OR = {
			has_country_flag = crisis_in_progress
			has_civil_war = yes
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.42
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.42
	title = BBA_italy_missiolinis.42.t
	desc = BBA_italy_missiolinis.42.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.42.a
		ITA_missiolini_strengthen_the_army_failure_effect = yes
	}
}
### Entity: Event
Component: spain.10
Constructs: set_stability, limit, has_government, has_country_flag, fire_only_once, has_global_flag, has_defensive_war, is_ai
Source: game
File: events/Spain.txt

Code:
country_event = {
	id = spain.10
	title = spain.1.t
	desc = spain.10.d
	picture = GFX_report_event_spain_civil_war_soldiers
	fire_only_once = yes
	trigger = {
		NOT = {
			has_global_flag = scw_over
		}
		has_country_flag = SPR_communist_civil_war
		has_defensive_war = no
		date = > 1936.2.16
	}
	mean_time_to_happen = {
		days = 151
	}
	option = {
		name = spain.1.a
		trigger = {
			is_ai = no
		}
		hidden_effect = {
			set_capital = {
				state = 176
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = communism
				size = 0.5
				capital = 41
				states = {
					41 165 167 168 173 175 790 792 793 794
				}
			}
			random_other_country = {
				limit = {
					original_tag = SPR
					has_government = communism
				}
				load_oob = SPR_Civil_War
				set_equipment_fraction = 0.7
				set_stability = 0.8
				set_war_support = 0.8
				add_popularity = {
					ideology = democratic
					popularity = 0.35
				}
			} {
				limit = {
					original_tag = SPR
					has_government = communism
				}
				set_cosmetic_tag = SPR_civil_war
			}
			news_event = {
				hours = 6
				id = news.63
			}
			set_global_flag = spanish_civil_war
			load_oob = SPA_Civil_War
			set_equipment_fraction = 0.7
			set_stability = 0.9
			set_war_support = 0.8
			add_popularity = {
				ideology = fascism
				popularity = 1
			}
		}
		custom_effect_tooltip = nationalists_chosen
	} {
		name = spain.10.b
		hidden_effect = {
			start_civil_war = {
				ideology = fascism
				size = 0.5
				capital = 176
				states = {
					166 169 170 171 172 174 176 177 178 290 297 699 788 789 791
				}
			}
			random_other_country = {
				limit = {
					original_tag = SPR
					has_government = fascism
				}
				set_equipment_fraction = 0.7
				set_stability = 0.9
				set_war_support = 0.8
				load_oob = SPA_Civil_War
			} {
				limit = {
					original_tag = SPR
					has_government = fascism
				}
				set_cosmetic_tag = SPR_civil_war
			}
			news_event = {
				hours = 6
				id = news.63
			}
			set_global_flag = spanish_civil_war
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
			load_oob = SPR_Civil_War
			set_equipment_fraction = 0.7
			set_stability = 0.9
			set_war_support = 0.8
			add_popularity = {
				ideology = fascism
				popularity = -1
			} {
				ideology = communism
				popularity = 1
			} {
				ideology = democratic
				popularity = 0.35
			}
		}
		custom
# ... (truncated)
### Entity: Event
Component: wtt_border_incident_defender_warning.1
Constructs: is_triggered_only, save_event_target_as
Source: game
File: events/WTT_border_conflict_events.txt

Code:
country_event = {
	id = wtt_border_incident_defender_warning.1
	title = wtt_border_incident_defender_warning.1.t
	desc = wtt_border_incident_defender_warning.1.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	immediate = {
		save_event_target_as = our_country
		FROM = {
			save_event_target_as = their_country
		}
	}
	option = {
		name = wtt_border_incident_defender_warning.1.a
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_dominate_japan
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, is_subject, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_dominate_japan
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = CHI_imperial_legacy
	}
	x = 2
	y = 1
	relative_position_id = CHI_imperial_legacy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
		is_subject = no
		JAP = {
			is_subject = no
		}
	}
	bypass = {
		JAP = {
			is_subject_of = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		JAP = {
			country_event = {
				id = wtt_china.10
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PRE_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 13369
	division_template = Cavalry Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Decision
Component: political_actions
Constructs: add_ideas, has_government, has_country_flag, is_core_of, has_dlc, complete_effect, set_cosmetic_tag, set_country_flag
Source: game
File: common/decisions/BOL.txt

Code:
political_actions = {
	BOL_embrace_plurinationalism = {
		priority = 80
		icon = GFX_decision_SOV_place_hq
		ai_will_do = {
			base = 150
		}
		allowed = {
			original_tag = BOL
		}
		available = {
			has_government = democratic
			any_controlled_state = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		visible = {
			tag = BOL
			NOT = {
				has_country_flag = BOL_embraced_plurinationalism_flag
			}
			has_dlc = Trial of Allegiance
		}
		cost = 120
		complete_effect = {
			set_cosmetic_tag = BOL_plurinational_republic
			add_ideas = BOL_plurinational_democracy
			hidden_effect = {
				set_country_flag = BOL_embraced_plurinationalism_flag
			}
		}
		modifier = {

		}
		remove_effect = {

		}
	}
	BOL_david_toros_resignation = {
		priority = 90
		icon = GFX_decision_generic_break_treaty
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = BOL
		}
		available = {
			has_government = neutrality
			has_country_leader = {
				ruling_only = yes
				character = BOL_david_toro_ruilova
			}
		}
		visible = {
			tag = BOL
			has_government = neutrality
			NOT = {
				has_country_flag = BOL_david_toro_resigned_flag
			}
			has_dlc = Trial of Allegiance
		}
		cost = 100
		complete_effect = {
			retire_country_leader = yes
			add_country_leader_role = {
				character = BOL_german_busch_beccera
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						JUNO_military_socialist JUNO_the_general_president
					}
				}
			}
			hidden_effect = {
				set_country_flag = BOL_david_toro_resigned_flag
			}
		}
		modifier = {

		}
		remove_effect = {

		}
	}
}
### Entity: Wiki Documentation
Construct: debug_types
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_types
|
Will print the data type for all dynamic reference objects. Can only be used if using RTTI.
|

|

debug_show_event_ID
|
Shows event ID
|

|
### Entity: Idea
Component: GRE_state_of_the_nation_metaxism
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_state_of_the_nation_metaxism = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = gre_political_instability_metaxism
	removal_cost = -1
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AFeatured.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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The following pages link to File:Featured.png:

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### Entity: Idea
Component: POL_somua_free
Constructs: has_completed_focus, has_country_flag, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_somua_free = {
	allowed = {
		has_dlc = Poland: United and Ready
		original_TAG = POL
	}
	visible = {
		has_country_flag = POL_somua_motors
		has_completed_focus = POL_adaptive_designs
	}
	picture = somua
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			hardness = 0.05
		}
		mechanized_equipment = {
			hardness = 0.05
		}
	}
}
### Entity: Character
Component: SOV_lev_kamenev
Constructs: has_completed_focus, limit, has_government, has_character_flag, has_global_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_lev_kamenev = {
	name = SOV_lev_kamenev
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_lev_kamenev
		}
		army = {
			small = GFX_idea_SOV_lev_kamenev_imprisoned
		}
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = SOV
				has_government = communism
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_lev_kamenev
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			has_completed_focus = SOV_align_the_zinovyevites
			OR = {
				has_global_flag = SOV_soviet_civil_war SOV_soviet_civil_war_over
			}
			if = {
				limit = {
					has_character_flag = SOV_imprisoned_flag
				}
				NOT = {
					has_character_flag = SOV_imprisoned_flag
				}
			} {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			appeasing_technocrat
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Unit Template
Component: EST_DD_HISTORICAL
Source: game
File: common/units/names_ships/EST_ship_names.txt

Code:
EST_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		EST
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = EML 
	fallback_name = Torpeedopaatide %d
	unique = {
		Wambola Lennuk Sulev Pikker Lembit Lane
	}
}
### Entity: Character
Component: JUNO_pan_hispanic_theorist
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_pan_hispanic_theorist = {
	random = no
	sprite = 13
	fascism_drift = 0.02
	army_attack_speed_factor = 0.1
	war_support_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: MEN_communist_revolutionaries_idea
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/mengkukuo.txt

Code:
MEN_communist_revolutionaries_idea = {
	picture = MEN_communist_revolutionaries
	removal_cost = -1
	allowed = {
		original_tag = MEN
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	modifier = {
		communism_drift = 0.01
	}
}
### Entity: Idea
Component: ToA_aid_against_communists
Constructs: send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
ToA_aid_against_communists = {
	picture = generic_aircraft_support
	allowed = {
		original_tag = USA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteer_divisions_required = -1
		lend_lease_tension = -0.3
		send_volunteers_tension = -0.5
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_detangle_supply_chains
Constructs: prerequisite, completion_reward, has_country_leader, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_detangle_supply_chains
	icon = GFX_focus_generic_supply_line
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_bonifacius_cornelis_de_jonge
		}
	}
	prerequisite = {
		focus = INS_economic_stabilization
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = INS_governor_general_de_jonge
	cost = 10
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_min_export
			value = 0.075
			tooltip = min_export_tt
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_economy_without_oil
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, random_owned_state, remove_building
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_economy_without_oil
	icon = GFX_goal_polish_wartime_industry
	prerequisite = {
		focus = PER_nationalize_iranian_oil
	} {
		focus = PER_the_seven_year_plan
	}
	x = -1
	y = 1
	cost = 10
	relative_position_id = PER_nationalize_iranian_oil
	available = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_country_flag = PER_economy_without_oil_no_debuff
				}
			}
			random_owned_state = {
				limit = {
					industrial_complex = > 0
				}
				prioritize = {
					413
				}
				remove_building = {
					type = industrial_complex
					level = 1
				}
			} {
				limit = {
					industrial_complex = > 0
				}
				prioritize = {
					981
				}
				remove_building = {
					type = industrial_complex
					level = 1
				}
			}
		}
		add_ideas = PER_economy_without_oil
	}
}
### Entity: Idea
Component: r56_LUX_anti_french_sentiments4
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_anti_french_sentiments4 = {
	picture = soviet_german_friendship
	name = r56_LUX_anti_french_sentiments
	modifier = {
		democratic_drift = -0.08
		stability_factor = -0.05
		war_support_factor = 0.1
	}
	targeted_modifier = {
		tag = FRA
		defense_bonus_against = 0.04
	}
}
### Entity: Idea
Component: LIE_legacy_of_1866_2
Constructs: has_war, conscription_factor
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_legacy_of_1866_2 = {
	name = LIE_legacy_of_1866
	picture = generic_army_problems
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		has_war = yes
	}
	modifier = {
		conscription_factor = -0.25
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_seek_protection
Constructs: has_completed_focus, prerequisite, limit, add_war_support, completion_reward, allow_branch, has_game_rule, is_subject
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_seek_protection
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = DEN_national_unity DEN_king_assumes_power
	}
	relative_position_id = DEN_national_unity
	x = 5
	y = 1
	cost = 5
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			OR = {
				NOT = {
					has_completed_focus = DEN_political_unity
				} {
					has_completed_focus = DEN_unify_the_right
				}
				has_completed_focus = DEN_political_unity DEN_unify_the_right
			}
			is_subject = no
		}
	}
	offset = {
		x = -9
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = DEN_unify_the_right
		}
	}
	bypass = {

	}
	available = {
		power_balance_value = {
			id = DEN_balance_of_power
			value = > 0.3
		}
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_war_support = 0.1
		DEN_bop_very_low_increase_effect = yes
	}
}
### Entity: Event
Component: cityfall.78
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.78
	title = cityfall.78.t
	desc = cityfall.78.desc
	picture = GFX_news_event_fall_of_tokyo
	major = yes
	is_triggered_only = yes
	immediate = {
		282 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.78.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.78.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.78.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_realize_the_value_of_british_citizenship
Constructs: prerequisite, add_opinion_modifier, completion_reward, add_political_power, modify_tech_sharing_bonus, every_country_with_original_tag
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_realize_the_value_of_british_citizenship
	icon = GFX_focus_AST_realize_the_value_of_british_citizenship
	prerequisite = {
		focus = AST_pankhurst_walsh
	}
	relative_position_id = AST_pankhurst_walsh
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		AST = {
			modify_tech_sharing_bonus = {
				id = commonwealth_research
				bonus = 0.05
			}
		}
		every_country_with_original_tag = {
			originaL_tag_to_check = ENG
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_solidarity_by_the_empire_modifier
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: SOV_panslavic_nationalism
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_panslavic_nationalism = {
	priority = 75
	icon = generic_formable_nations
	allowed = {
		original_tag = SOV
	}
	visible = {
		has_completed_focus = SOV_panslavic_nationalism
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_rally_the_28_bolsheviks
Constructs: prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_rally_the_28_bolsheviks
	icon = GFX_focus_PRC_rally_the_28_bolsheviks
	prerequisite = {
		focus = PRC_burn_the_paper_tigers
	}
	x = 1
	y = 1
	relative_position_id = PRC_burn_the_paper_tigers
	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_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 50
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < 0.99
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_unlock_right_side_bop_decisions_tt
	}
}
### Entity: Modifier Reference
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ACivilian_factories.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: State History
Component: 878
Constructs: add_claim_by, add_core_of
Source: game
File: history/states/878-Gazza.txt

Code:
state = {
	id = 878
	name = Gaza
	provinces = {
		4088
	}
	history = {
		owner = PAL
		buildings = {
			infrastructure = 1
			air_base = 1
			4088 = {
				naval_base = 2
			}
		}
		victory_points = {
			4088 2
		}
		add_claim_by = ISR
		add_core_of = PAL
	}
	manpower = 104789
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pol_focus
Component: POL_assert_eastern_claims_pavel
Constructs: prerequisite, has_government, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_assert_eastern_claims_pavel
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = POL_seek_german_alignment
	}
	relative_position_id = POL_seek_german_alignment
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		claim_greater_LIT_effect = yes
	}
}