Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: china.203
Constructs: is_triggered_only, add_popularity
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.203
	title = china.203.t
	desc = china.203.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = china.203.a
		effect_tooltip = {
			CHI = {
				add_popularity = {
					ideology = communism
					popularity = -0.15
				}
			}
		}
	}
}
### Entity: Character
Component: BRA_arlindo_veiga_dos_santos
Source: game
File: common/characters/BRA.txt

Code:
BRA_arlindo_veiga_dos_santos = {
	name = BRA_arlindo_veiga_dos_santos
	portraits = {
		civilian = {
			large = GFX_portrait_BRA_arlindo_veiga_dos_santos
		}
	}
	country_leader = {
		expire = 1954.8.24
		ideology = despotism
		id = -1
		traits = {
			staunch_monarchist
		}
	}
}
### Entity: AI Strategy
Component: hq_generic
Source: game
File: common/ai_templates/generic.txt

Code:
hq_generic = {
	role = hq_role
	upgrade_prio = {
		base = 0
	}
	hq_default = {
		upgrade_prio = {
			base = 0
		}
		target_template = {
			support = {
				hq_support_company = 1
			}
			regiments = {
				infantry = 4
			}
		}
	}
}
### Entity: Game Data
Component: heavy_metal
Constructs: has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-ribbon.txt

Code:
heavy_metal = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		exists = yes
	}
	happened = {
		AND = {
			steel_mill = > 0
			aluminum_mill = > 0
		}
	}
	ribbon = {
		frames = {
			1
		}
		colors = {
			{
				135.0 66.0 121.0 1.0
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AVenezuela.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Venezuela.png &#8206;(800 × 533 pixels, file size: 13 KB, MIME type: image/png)
### Entity: Idea
Component: HUN_promoted_hungarianism
Constructs: war_support_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_promoted_hungarianism = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_promoted_hungarianism
	modifier = {
		political_power_factor = 0.1
		resistance_growth_on_our_occupied_states = 0.15
		generate_wargoal_tension = -0.25
		war_support_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_33
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_33 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 33
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 33
	}
}
### Entity: Character
Component: TAOG_home_affairs
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_home_affairs = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	political_advisor_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	high_command_cost_factor = -0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: State History
Component: 355
Constructs: add_core_of
Source: game
File: history/states/355-Samsun.txt

Code:
state = {
	id = 355
	name = STATE_355
	manpower = 1151863
	state_category = rural
	history = {
		owner = TUR
		victory_points = {
			11881 10
		}
		buildings = {
			infrastructure = 2
			11881 = {
				naval_base = 3
			}
		}
		add_core_of = TUR
	}
	provinces = {
		933 960 975 3935 3965 9900 9915 11881 11894
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_remove_support_PD_15
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_to_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_remove_support_PD_15 = {
	set_temp_variable = {
		support_to_remove = 1.5
	}
	if = {
		limit = {
			check_variable = {
				LUX.PD_support = > support_to_remove
			}
		}
		add_to_variable = {
			LUX.PD_support = support_to_remove
		}
		if = {
			limit = {
				check_variable = {
					LUX.PRL_support = > 1.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PRL_support
			if = {
				limit = {
					check_variable = {
						LUX.LSAP_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_LSAP_support
				if = {
					limit = {
						check_variable = {
							LUX.KPL_support = > 0.499
						}
					}
					add_to_temp_variable = {
						support_counter = 1
					}
					set_country_flag = remove_KPL_support
				}
			}
			else_if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		} {
			limit = {
				has_country_flag = remove_PRL_support
			}
			subtract_from_variable = {
				LUX.PRL_support = support_to_remove
			}
			clr_country_flag = remove_PRL_support
		} {
			limit = {
				has_country_flag = remove_LSAP_support
			}
			subtract_from_variable = {
				LUX.LSAP_support = support_to_remove
			}
			clr_country_flag = remove_LSAP_support
		} {
			limit = {
				has_country_flag = remove_KPL_support
			}
			subtract_from_variable = {
				LUX.KPL_support = support_to_remove
			}
			clr_country_flag = remove_KPL_support
		}
		else_if = {
			limit = {
				check_variable = {
					LUX.LSAP_support = > 1.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_LSAP_support
			if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		}
		else = {
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_KPL_support
		}
		divide_temp_variable = {
			support_to_remove = support_counter
		}
	}
	else = {
		set_temp_variable = {
			temp_support_to_add = LUX.PD_support
		}
		set_variable = {
			LUX.PD_support = 0
		}
		if = {
			limit = {
				check_variable = {
					PRL_support = > 0
				}
			}
			ad
# ... (truncated)
### Entity: Character
Component: POR_jose_adriano_rebelo_pequito
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_jose_adriano_rebelo_pequito = {
	advisor = {
		slot = high_command
		idea_token = POR_jose_adriano_rebelo_pequito
		allowed = {
			original_tag = POR
			NOT = {
				has_dlc = La Resistance
			}
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ledger = army
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_jose_adriano_rebelo_pequito
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Character
Component: CZE_zdenko_hudecek
Constructs: limit, has_country_flag, has_dlc, has_idea, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_zdenko_hudecek = {
	instance = {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_zdenko_hudecek
		portraits = {
			army = {
				large = GFX_portrait_CZE_zdenko_hudecek
				small = GFX_portrait_CZE_zdenko_hudecek_small
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = CZE_zdenko_hudecek_theorist_mun
			ledger = navy
			allowed = {
				original_tag = CZE
			}
			available = {
				has_country_flag = CZE_unlock_zdenko_hudecek_flag
				NOT = {
					OR = {
						has_idea = CZE_zdenko_hudecek_high_command_mun CZE_zdenko_hudecek_navy_chief_mun
					}
				}
			}
			traits = {
				submarine_specialist
			}
			on_add = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_increase_effect = yes
						custom_effect_tooltip = generic_skip_one_line_tt
					}
				}
			}
			on_remove = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_decrease_effect = yes
					}
				}
			}
		} {
			slot = navy_chief
			idea_token = CZE_zdenko_hudecek_navy_chief_mun
			allowed = {
				original_tag = CZE
			}
			available = {
				has_country_flag = CZE_unlock_zdenko_hudecek_flag
				NOT = {
					OR = {
						has_idea = CZE_zdenko_hudecek_high_command_mun CZE_zdenko_hudecek_theorist_mun
					}
				}
			}
			traits = {
				navy_chief_commerce_raiding_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
			on_add = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_increase_effect = yes
						custom_effect_tooltip = generic_skip_one_line_tt
					}
				}
			}
			on_remove = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_decrease_effect = yes
					}
				}
			}
		} {
			slot = high_command
			idea_token = CZE_zdenko_hudecek_high_command_mun
			ledger = navy
			allowed = {
				original_tag = CZE
			}
			available = {
				has_country_flag = CZE_unlock_zdenko_hudecek_flag
				NOT = {
					OR = {
						has_idea = CZE_zdenko_hudecek_theorist_mun CZE_zdenko_hudecek_navy_chief_mun
					}
				}
			}
			traits = {
				navy_submarine_2
			}
			cost = 100
			ai_will_do = {
	
# ... (truncated)
### Entity: Idea
Component: PRC_first_ministry_of_machine_building_air
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_first_ministry_of_machine_building_air = {
	name = PRC_first_ministry_of_machine_building_material
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_ndcprc
	}
	picture = generic_air_manufacturer_1
	cost = 150
	removal_cost = 10
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_foreign_exchange_controls
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_foreign_exchange_controls
	icon = GFX_goal_generic_positive_trade_relations
	cost = 10
	x = 2
	y = 0
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_ideas = PER_foreign_exchange_controls
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_invest_in_the_military
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_invest_in_the_military
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = EST_the_four_year_plan
	} {
		focus = EST_prepare_for_war
	}
	x = 7
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				10
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: idea_SIA_military_neutral
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_military_neutral = {
	picture = SIA_military_neutral
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {

	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_princes_1
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, has_political_power, add_autonomy_ratio
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_princes_1
	icon = GFX_goal_MAL_the_council
	ai_will_do = {
		factor = 2
	}
	x = 19
	y = 3
	prerequisite = {
		focus = MAL_the_princes
	}
	available = {
		has_political_power = > 100
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.25
			localization = mal_autonomy
		}
		add_political_power = -100
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = MAL_political_idea
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_cut_carpathia_loose
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_cut_carpathia_loose
	icon = GFX_focus_CZE_federative_republic
	prerequisite = {
		focus = CZE_slovakia_autonomy_agreement
	}
	mutually_exclusive = {
		focus = CZE_comprise_with_the_carpathians
	}
	relative_position_id = CZE_slovakia_autonomy_agreement
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		has_war = no
		73 = {
			is_fully_controlled_by = ROOT
		}
	}
	select_effect = {
		if = {
			limit = {
				has_active_mission = CZE_the_rut_demands
			}
			add_days_mission_timeout = {
				mission = CZE_the_rut_demands
				days = 35
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_country_flag = CZE_failed_RUT_demands
				}
			}
			custom_effect_tooltip = CZE_the_rut_demands_add_35_CZE_comprise_with_the_carpathians_tt generic_skip_one_line_tt
		} {
			limit = {
				has_idea = CZE_federalization_agreement_1
			}
			swap_ideas = {
				remove_idea = CZE_federalization_agreement_1
				add_idea = CZE_federalization_agreement_2
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = CZE_form_a_federation
				}
			}
			RUT = {
				set_cosmetic_tag = CZE_puppet
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_decrease_effect = yes
		}
		else_if = {
			limit = {
				73 = {
					has_dynamic_modifier = {
						modifier = CZE_nationalist_protests
					}
				}
			}
			73 = {
				remove_dynamic_modifier = {
					modifier = CZE_nationalist_protests
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_completed_focus = CZE_form_a_federation
			}
			RUT = {
				set_cosmetic_tag = CZE_CEF_puppet
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = CZE_federalization_agreement_1
					add_idea = CZE_federalization_agreement_2
				}
			}
		}
		hidden_effect = {
			73 = {
				add_core_of = RUT
			}
		} {
			if = {
				limit = {
					73 = {
						NOT = {
							is_core_of = ROOT
						}
					}
				}
				73 = {
					add_core_of = ROOT
				}
			}
		}
		release_autonomy = {
			target = RUT
			autonomy_state = autonomy_integrated_puppet
			freedom_level = 0.5
		}
		RUT = {
			add_ideas = CZE_federalization_agreement_puppets
		}
	}
	sea
# ... (truncated)
### Entity: Shared Focus
Tree: est_focus
Component: EST_build_paldiski_port
Constructs: shared_focus, limit, has_country_flag, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, is_coastal
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_build_paldiski_port
	icon = GFX_goal_EST_coa_navy
	x = 23
	y = 0
	cost = 8
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	bypass = {
		custom_trigger_tooltip = {
			tooltip = naval_effort_tt
			NOT = {
				any_owned_state = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
		}
	}
	complete_tooltip = {
		navy_experience = 25
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = dockyard
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = do
# ... (truncated)
### Entity: Event
Component: NSB_soviet_foreign_politics_events.151
Constructs: is_triggered_only, add_opinion_modifier, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.151
	title = NSB_soviet_foreign_politics_events.151.t
	desc = NSB_soviet_foreign_politics_events.151.desc
	picture = [GetCountryBecomesPuppetGFX]
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.151.a
		effect_tooltip = {
			add_to_faction = FROM
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_pressured_our_government
				}
			}
		}
	}
}
### Entity: Idea
Component: elevated_engineering_corps_spirit
Constructs: has_dlc, has_doctrine
Source: game
File: common/ideas/army_spirits.txt

Code:
elevated_engineering_corps_spirit = {
	ledger = army
	modifier = {
		unit_engineer_design_cost_factor = -1
		dig_in_speed_factor = 0.1
		railway_gun_bombardment_factor = 0.25
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = siege_artillery defensive_postures fire_concentration field_engineering
			}
		}
	}
}
### Entity: Order of Battle
Component: 5th Brigade
Constructs: division_template
Source: game
File: history/units/YUN_1936_sea.txt

Code:
division = {
	name = 5th Brigade
	location = 12262
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = YUN_lu_daoyuan
	}
}
### Entity: Idea
Component: NAV_acgs
Source: game
File: common/ideas/navarra.txt

Code:
NAV_acgs = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = NAV
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: LAT_DD_HISTORICAL
Source: game
File: common/units/names_ships/LAT_ship_names.txt

Code:
LAT_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		LAT
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = Iznicinatajs %d
	unique = {
		Cesis Liepaja Priekule Daugavpils Aglona Auce
	}
}
### Entity: Scripted Trigger
Component: EAI_motorized_design_C
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_motorized_design_C = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/motorized_design = global.EAI_C_MOT_DESIGN
		} {
			EAI_FOCUS/LAND/motorized_design_OVERRIDE = global.EAI_C_MOT_DESIGN
		}
		AND = {
			OR = {
				EAI_Motorized_Design_C_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/motorized_design EAI_FOCUS/LAND/motorized_design_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: bra_antropofagia_fasc_2
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_fasc_2 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	picture = generic_reserve_divisions
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		fascism_drift = 0.1
		stability_factor = 0.05
		max_command_power = 25
		political_power_factor = 0.25
	}
}
### Entity: Idea
Component: SPR_provide_for_the_people
Constructs: stability_factor, has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_provide_for_the_people = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_doctrinal_innovation
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_doctrinal_innovation
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = CZE_trust_in_the_west
	}
	x = 0
	y = 2
	relative_position_id = CZE_trust_in_the_west
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 5
		custom_effect_tooltip = generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.75
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Modding Documentation
Construct: annex
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## annex
* Arguments: <Target Country Tag>

Begin annex/annexes the specified tag
### Entity: Scripted Trigger
Component: EAI_neutral_country
Constructs: has_war, has_government
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_neutral_country = {
	NOT = {
		has_war = yes
	}
	OR = {
		has_government = neutrality democratic
	} {
		tag = BEL SWI SWE IRE TIB NEP BHU POR
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_36
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_36 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 36
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 36
	}
}