Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: armor_USA
Constructs: has_war, has_tech
Source: game
File: common/ai_templates/templates_USA.txt

Code:
armor_USA = {
	available_for = {
		USA
	}
	role = armor
	upgrade_prio = {
		base = 8
		modifier = {
			factor = 0
			date = < 1939.11.1
			has_war = no
		} {
			factor = 0.05
			NOT = {
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
			}
		} {
			factor = 2
			OR = {
				has_tech = main_battle_tank main_battle_tank_chassis
			}
		} {
			factor = 10
			NOT = {
				ai_has_role_template = armor
			}
			OR = {
				has_tech = basic_medium_tank basic_medium_tank_chassis
			}
		}
	}
	light_armor_early_USA = {
		upgrade_prio = {
			base = 2
		}
		division_names_group = USA_ARM_01
		target_template = {
			support = {
				artillery = 1
				mot_recon = 1
			}
			regiments = {
				light_armor = 2
				motorized = 4
			}
		}
	}
	light_armor_mid_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				OR = {
					has_tech = improved_light_tank improved_light_tank_chassis
				}
			}
		}
		division_names_group = USA_ARM_01
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				signal_company = 1
			}
			regimental_support = {
				anti_tank_battery = 2
			}
			regiments = {
				light_armor = 3
				motorized = 6
				mot_artillery_brigade = 1
			}
		}
	}
	medium_armor_early_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
			}
		}
		division_names_group = USA_ARM_01
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				signal_company = 1
			}
			regimental_support = {
				anti_tank_battery = 2
			}
			regiments = {
				light_armor = 2
				medium_armor = 1
				motorized = 5
				mechanized = 1
				mot_artillery_brigade = 1
			}
		}
	}
	medium_armor_mid_USA = {
		upgrade_prio = {
			factor = 1
			modifier = {
				factor = 5
				OR = {
					has_tech = improved_medium_tank improved_medium_tank_chassis
				}
				has_tech = mechanised_infantry
			}
		}
		division_names_group = USA_ARM_01
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				maintenance_company = 1
				signal_company = 1
				logistics_company = 1
			}
			regimental_support = {
				medium_tank_destroyer_support = 1
				anti_air_battery = 1
			}
			regiments = {
				light_armor = 1
				medium_armor = 2
				light_sp_artillery_brigade = 1
				mechanized = 3
				motorized = 3
			}
		}
	}
	medium_a
# ... (truncated)
### Entity: Idea
Component: JAP_japanese_armor_doctrine_3
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_japanese_armor_doctrine_3 = {
	name = JAP_japanese_armor_doctrine
	picture = JAP_japanese_armor_doctrine
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = JAP_jungle_armor_tt
	}
	equipment_bonus = {
		mio_cat_eq_all_tanks = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: GER_walther_nehring
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_walther_nehring = {
	name = GER_walther_nehring
	portraits = {
		army = {
			large = GFX_portrait_GER_walther_nehring
			small = GFX_portrait_GER_walther_nehring_small
		}
	}
	corps_commander = {
		traits = {
			armor_officer panzer_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		visible = {
			has_completed_focus = GER_panzer_troops_school
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Strenghten_Democracy
Constructs: shared_focus, prerequisite, has_government, add_stability, completion_reward, is_historical_focus_on, is_puppet, add_popularity
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Strenghten_Democracy
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = GEN_Liberty_Ethos
	}
	mutually_exclusive = {
		focus = GEN_Strenghten_Monarchy
	}
	x = 1
	y = 1
	relative_position_id = GEN_Liberty_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			is_puppet = yes
			NOT = {
				OVERLORD = {
					has_government = democratic
				}
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				OR = {
					has_government = democratic
					tag = PRU
				}
			}
		} {
			factor = 0.05
			is_historical_focus_on = no
			is_puppet = yes
			NOT = {
				OVERLORD = {
					has_government = democratic
				}
			}
		} {
			factor = 0.2
			is_historical_focus_on = no
			is_puppet = no
			NOT = {
				has_government = democratic
			}
		} {
			factor = 2
			has_government = democratic
		} {
			factor = 10
			is_historical_focus_on = no
			is_puppet = no
			tag = WGR
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Democracy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: SOV_aleksandr_kazembek
Constructs: has_completed_focus, limit, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_aleksandr_kazembek = {
	name = SOV_aleksandr_kazembek
	portraits = {
		army = {
			small = GFX_idea_SOV_aleksandr_kazembek
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_aleksandr_kazembek
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			has_completed_focus = SOV_reconvene_the_zemsky_sobor
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			mladorossi_theorist
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_governor_general_pierre_ryckmans
Constructs: completion_reward, add_political_power, has_country_leader, swap_country_leader_traits
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_governor_general_pierre_ryckmans
	icon = GFX_focus_COG_pierre_ryckmans
	x = 29
	y = 0
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = COG_pierre_ryckmans
			}
		}
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = COG_pierre_ryckmans
		}
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		COG_pierre_ryckmans = {
			swap_country_leader_traits = {
				remove = pro_allied_governor_general
				add = pro_allied_governor_general_2
				ideology = oligarchism
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Modding Documentation
Construct: mod
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## mod
Sets the accumulator to the remainder of dividing it by the value.
### Entity: Character
Component: KMT_son_of_chiang
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_son_of_chiang = {
	random = no
	sprite = 13
	conscription_factor = 0.1
	war_support_factor = 0.05
	army_leader_cost_factor = -0.1
}
### Entity: Character
Component: cruiser_producer_offense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
cruiser_producer_offense_1 = {
	random = no
	equipment_bonus = {
		ship_hull_cruiser = {
			lg_attack = 0.1
			hg_attack = 0.1
			naval_range = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Radar_Installations
Constructs: shared_focus, prerequisite, completion_reward, is_special_project_completed, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Radar_Installations
	icon = GFX_goal_generic_radar
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		}
	}
	available = {
		is_special_project_completed = sp:sp_air_radar
		controls_state = 37 99
	}
	prerequisite = {
		focus = DEN_The_Frederick_Line DEN_Fortress_Sjaelland
	}
	x = -4
	y = 2
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		37 = {
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
		99 = {
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Event
Component: war_justification.11
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.11
	title = war_justification.11.t
	desc = war_justification.11.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	trigger = {
		has_government = democratic
		FROM = {
			has_government = communism
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.11.a
		FROM = {
			country_event = {
				id = war_justification.211
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: State History
Component: 943
Constructs: add_core_of
Source: game
File: history/states/943 - Espirito Santo.txt

Code:
state = {
	id = 943
	name = STATE_943
	manpower = 4603600
	state_category = town
	resources = {
		steel = 1
	}
	history = {
		owner = BRA
		add_core_of = BRA
		victory_points = {
			10999 5
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			10999 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		2153 8196 10999
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: KMT_HARPO_cat
Constructs: add_equipment_to_stockpile, limit, add_ideas, remove_ideas, political_power_gain, has_country_flag, fire_only_once, add_political_power
Source: game
File: common/decisions/r56_china_decisions.txt

Code:
KMT_HARPO_cat = {
	KMT_sign_the_barter_agreement = {
		icon = GFX_decision_bul_legalize_bs
		fire_only_once = yes
		visible = {

		}
		cost = 25
		remove_effect = {
			GER = {
				country_event = KMT_event.76
			}
		}
		days_remove = 15
		complete_effect = {
			set_country_flag = {
				flag = KMT_harpo_ongoing
				days = 15
				value = 1
			}
		}
		available = {
			NOT = {
				has_country_flag = KMT_harpo_ongoing
			}
		}
		modifier = {
			political_power_gain = -0.05
		}
		ai_will_do = {
			base = 1
		}
	}
	KMT_aquire_german_guns = {
		icon = GFX_decision_generic_prepare_civil_war
		days_re_enable = 100
		custom_cost_text = decision_cost_KMT_funds_500
		custom_cost_trigger = {
			check_variable = {
				KMT_eco_total = > 500
			}
		}
		complete_effect = {
			add_to_variable = {
				KMT_eco_total = -500
			}
			set_country_flag = {
				flag = KMT_harpo_ongoing
				days = 30
				value = 1
			}
		}
		available = {
			NOT = {
				has_country_flag = KMT_harpo_ongoing
			}
			custom_trigger_tooltip = {
				tooltip = KMT_harpo_not_full_tt
				NOT = {
					has_idea = KMT_harpo_10
				}
			}
		}
		visible = {

		}
		remove_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1750
				producer = GER
			}
			add_to_variable = {
				KMT_harpo_inf = 1
			}
			custom_effect_tooltip = KMT_harpo_inf1_tt
			IF = {
				limit = {
					has_idea = KMT_harpo_10
				}
				add_political_power = -25
			}
			else_if = {
				limit = {
					has_idea = KMT_harpo_9
				}
				swap_ideas = {
					remove_idea = KMT_harpo_9
					add_idea = KMT_harpo_10
				}
			} {
				limit = {
					has_idea = KMT_harpo_8
				}
				swap_ideas = {
					remove_idea = KMT_harpo_8
					add_idea = KMT_harpo_9
				}
			} {
				limit = {
					has_idea = KMT_harpo_7
				}
				swap_ideas = {
					remove_idea = KMT_harpo_7
					add_idea = KMT_harpo_8
				}
			} {
				limit = {
					has_idea = KMT_harpo_6
				}
				swap_ideas = {
					remove_idea = KMT_harpo_6
					add_idea = KMT_harpo_7
				}
			} {
				limit = {
					has_idea = KMT_harpo_5
				}
				swap_ideas = {
					remove_idea = KMT_harpo_5
					add_idea = KMT_harpo_6
				}
			} {
				limit = {
					has_idea = KMT_harpo_4
				}
				swap_ideas = {
					remove_idea = KMT_harpo_4
					add_idea = KMT_harpo_5
				}
			} {
				limit = {
					has_idea = KMT_harpo_3
				}
				swap_ideas = {
					remove_idea = KMT_harpo_3
					add_idea 
# ... (truncated)
### Entity: National Focus
Tree: gre_focus
Component: GRE_deal_with_klaras
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_deal_with_klaras
	icon = GFX_focus_GRE_aris_velouchiotis
	prerequisite = {
		focus = GRE_restaff_the_army_command
	}
	x = 0
	y = 1
	relative_position_id = GRE_restaff_the_army_command
	cost = 5
	ai_will_do = {
		factor = 60
	}
	available = {
		has_country_flag = GRE_klaras_recruited
	}
	bypass = {
		NOT = {
			has_country_flag = GRE_klaras_recruited
		}
	}
	completion_reward = {
		country_event = {
			id = greece.52
		}
	}
}
### Entity: Event
Component: palestine.14
Constructs: is_triggered_only, add_political_power, set_variable
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.14
	picture = GFX_report_event_bul_muraviev_protest
	title = palestine.14.t
	desc = palestine.14.d
	is_triggered_only = yes
	option = {
		name = palestine.14.a
		add_political_power = -75
		set_variable = {
			PAL_add_religion = 25
		}
		PAL_religion_add = yes
		custom_effect_tooltip = PAL_liberal_up_significant
	}
}
### Entity: Scripted Effect
Component: SWI_make_helvetia_peace
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_make_helvetia_peace = {
	if = {
		limit = {
			has_idea = SWI_spirit_of_helvetia_passive_war
		}
		swap_ideas = {
			remove_idea = SWI_spirit_of_helvetia_passive_war
			add_idea = SWI_spirit_of_helvetia_passive_peace
		}
	} {
		limit = {
			has_idea = SWI_spirit_of_helvetia_defensive_war
		}
		swap_ideas = {
			remove_idea = SWI_spirit_of_helvetia_defensive_war
			add_idea = SWI_spirit_of_helvetia_defensive_peace
		}
	} {
		limit = {
			has_idea = SWI_spirit_of_helvetia_aggressive_war
		}
		swap_ideas = {
			remove_idea = SWI_spirit_of_helvetia_aggressive_war
			add_idea = SWI_spirit_of_helvetia_aggressive_peace
		}
	}
}
### Entity: Trigger Reference
Construct: has_volunteers_amount_from
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_volunteers_amount_from

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Compares number of volunteers from the country. Example: has_volunteers_amount_from = { tag = ITA count > 1 }
```
### Entity: Decision
Component: SWE_royalist_buildup
Constructs: has_completed_focus, has_country_flag, is_core_of, is_fully_controlled_by, has_state_flag, complete_effect, set_country_flag, remove_effect
Source: game
File: common/decisions/SWE.txt

Code:
SWE_royalist_buildup = {
	SWE_royal_visit = {
		visible = {
			has_completed_focus = SWE_meet_with_the_king
			neutrality = < 0.55
		}
		available = {
			NOT = {
				has_country_flag = SWE_royal_visit_in_progress
			}
		}
		cost = 20
		icon = GFX_decision_eng_support_imperialist_coup
		state_target = yes
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = SWE_royalist_march_occured
				}
				OR = {
					state = 140 141 138
				}
			}
		}
		on_map_mode = map_and_decisions_view
		days_remove = 14
		complete_effect = {
			set_country_flag = SWE_royal_visit_in_progress
		}
		remove_effect = {
			FROM = {
				set_state_flag = SWE_royalist_march_occured
				add_dynamic_modifier = {
					modifier = SWE_royal_visit_modifier
				}
			}
			random_list = {
				25 = {
					country_event = {
						id = AAT_Sweden_nationalists.16
						days = 1
					}
					event_option_tooltip = AAT_Sweden_nationalists.16.a
				} {
					country_event = {
						id = AAT_Sweden_nationalists.18
						days = 1
					}
					event_option_tooltip = AAT_Sweden_nationalists.18.a
				}
				50 = {
					country_event = {
						id = AAT_Sweden_nationalists.17
						days = 1
					}
					event_option_tooltip = AAT_Sweden_nationalists.17.a
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Estland.html

Doc:
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17:58, 16 September 2015 (diff | hist) . . (0)‎ . . N File:Yunnan.png ‎

17:46, 16 September 2015 (diff | hist) . . (+2,098)‎ . . Soviet Union ‎

17:08, 16 September 2015 (diff | hist) . . (+345)‎ . . N Puppet ‎ (Created page with "&#039;&#039;&#039;Puppets&#039;&#039;&#039; are countries whose politics are largely controlled by another country who has puppeted them. In Hearts of Iron IV, only Communist and Fascist countries can cre...")

16:49, 16 September 2015 (diff | hist) . . (+18)‎ . . N Policies ‎ (Redirected page to Ideas) (current)

Retrieved from "http://www.hoi4wiki.com/Special:Contributions/Estland"
### Entity: AI Strategy
Component: EAI_JAP_area_priority
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_area_priority = {
	allowed = {
		tag = JAP
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = area_priority
		id = EAI_china_coast
		value = 200
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_reduce_reliance_on_foreign_resources
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_reduce_reliance_on_foreign_resources
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_spanish_austerity
	}
	icon = GFX_goal_generic_construction2
	x = 1
	y = 1
	relative_position_id = SPA_spanish_austerity
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPA_reduce_reliance_on_foreign_resources
			bonus = 1.5
			uses = 2
			category = excavation_tech
		}
		custom_effect_tooltip = SPA_reduce_reliance_on_foreign_resources_tt
	}
}
### Entity: Idea
Component: MEX_pemex
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/mexico.txt

Code:
MEX_pemex = {
	cost = 25
	allowed = {
		original_tag = MEX
		has_dlc = Man the Guns
	}
	available = {
		has_completed_focus = MEX_focus_nationalize_the_oil_fields
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.1
	}
	modifier = {
		production_speed_infrastructure_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_brou
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_brou
	available = {

	}
	prerequisite = {
		focus = URG_revaluation_law
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 0
	y = 1
	cost = 5
	relative_position_id = URG_revaluation_law
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = idea_URG_brou
	}
}
### Entity: Event
Component: r56.ger.1
Constructs: add_equipment_to_stockpile, has_war, limit, add_ideas, has_government, is_major, fire_only_once, set_technology
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.1
	title = r56.ger.1.t
	desc = r56.ger.1.desc
	picture = GFX_report_event_german_reichstag_bombed
	fire_only_once = yes
	trigger = {
		original_tag = GER
		has_civil_war = no
		date = > 1940.1.1
		ROOT = {
			has_war = yes
			surrender_progress = > 0.24
			casualties = > 699999
			NOT = {
				has_government = democratic
			}
			OR = {
				any_enemy_country = {
					is_major = yes
					OR = {
						original_tag = ENG USA SOV FRA POL ITA
					}
				}
				has_global_flag = had_yalta_conference
				AND = {
					surrender_progress = > 0.35
					casualties = > 1200000
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 4
	}
	option = {
		name = r56.ger.1.a
		add_ideas = r56_endsieg_idea
		ROOT = {
			custom_effect_tooltip = r56_GER_endsieg_tt
		}
		set_country_flag = r56_GER_endsieg_event_happened
		hidden_effect = {
			if = {
				limit = {
					ROOT = {
						is_ai = yes
					}
				}
				add_manpower = 20000
				add_fuel = 225
				add_offsite_building = {
					type = arms_factory
					level = 3
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 5000
					producer = GER
				} {
					type = support_equipment
					amount = 235
					producer = GER
				} {
					type = light_tank_chassis
					amount = 25
					producer = GER
				} {
					type = medium_tank_chassis
					amount = 200
					producer = GER
				} {
					type = anti_air_equipment
					amount = 50
					producer = GER
				} {
					type = anti_tank_equipment
					amount = 20
					producer = GER
				} {
					type = artillery_equipment
					amount = 100
					producer = GER
				} {
					type = motorized_equipment
					amount = 100
					producer = GER
				} {
					type = train_equipment
					amount = 15
				}
			} {
				limit = {
					NOT = {
						has_tech = militia_tech
					}
				}
				set_technology = {
					militia_tech = 1
				}
				set_country_flag = r56_militia_formation_flag
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = 60
						casualties = > 2000000
					}
				}
				load_oob = r56_GER_endsieg_units_1
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = 60
					}
				}
				load_oob = r56_GER_endsieg_units_2
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = 61
					}
				}
				load_oob = r56_GER_endsieg_units_3
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = 52
			
# ... (truncated)
### Entity: Idea
Component: INS_diverted_navy_funds_idea
Constructs: stability_factor, has_dlc, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
INS_diverted_navy_funds_idea = {
	picture = generic_navy_bonus
	allowed = {
		has_dlc = Thunder at Our Gates
	}
	removal_cost = -1
	modifier = {
		naval_coordination = 0.1
		naval_defense_factor = 0.1
		navy_org_factor = 0.1
		spotting_chance = 0.1
		convoy_escort_efficiency = 0.1
		convoy_raiding_efficiency_factor = 0.1
		production_speed_dockyard_factor = 0.25
		production_speed_industrial_complex_factor = -0.15
		production_speed_arms_factory_factor = -0.15
		stability_factor = -0.1
	}
}