Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spr_focus
Component: SPR_hinder_nkvd_interference
Constructs: has_completed_focus, prerequisite, add_stability, add_opinion_modifier, completion_reward, has_global_flag, set_party_name, add_ai_strategy
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_hinder_nkvd_interference
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	cancel = {
		has_completed_focus = SPR_the_stalinist_doctrine
	}
	prerequisite = {
		focus = SPR_arm_the_workers_militias
	} {
		focus = SPR_demand_ministerial_positions
	}
	mutually_exclusive = {
		focus = SPR_the_stalinist_doctrine
	}
	icon = GFX_focus_generic_support_the_left_right
	x = -1
	y = 1
	relative_position_id = SPR_arm_the_workers_militias
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		set_party_name = {
			ideology = communism
			long_name = SPR_communism_independent_party_long
			name = SPR_communism_independent_party
		}
		add_stability = 0.05
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SPR_hinder_nkvd_interference
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -200
			} {
				type = befriend
				id = ROOT
				value = -200
			} {
				type = support
				id = ROOT
				value = -200
			}
		}
		custom_effect_tooltip = remove_political_advisor SPR_hinder_nkvd_interference_tt
		show_ideas_tooltip = SPR_alexander_orlov
		hidden_effect = {
			set_variable = {
				var = SPR_communists_uprising_mission_var
				value = days_mission_timeout@SPR_anarchist_uprising_mission
			}
			remove_mission = SPR_anarchist_uprising_mission
			activate_mission = SPR_government_crackdown_mission
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MNT_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 6913
	division_template = Pesadijska Divizija
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Event
Component: LAT_event.8
Constructs: is_triggered_only, create_country_leader, add_popularity, set_politics
Source: game
File: events/LAT_events.txt

Code:
country_event = {
	id = LAT_event.8
	title = LAT_event.8.t
	desc = LAT_event.8.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = LAT_event.8.a
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		create_country_leader = {
			name = Fricis Menders
			desc = 
			picture = portrait_lat_fricis_menders.dds
			expire = 1965.1.1
			ideology = marxism
			traits = {
				r56_trait_anti_fascist editor
			}
		}
	} {
		name = LAT_event.8.b
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		create_country_leader = {
			name = Lacis Villis
			desc = 
			picture = r56_portrait_LAT_lacis_vilis.dds
			expire = 1965.1.1
			ideology = stalinism
			traits = {
				backroom_backstabber comintern_workhorse
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_trade_deals
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_trade_deals
	icon = GFX_goal_generic_positive_trade_relations
	relative_position_id = CHL_consolidate_the_government
	x = 4
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_the_popular_front
	}
	ai_will_do = {
		factor = 50
	}
	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_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
}
### Entity: Event
Component: AFG_political_events.10
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, is_subject, is_subject_of, has_opinion, random_days
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.10
	title = AFG_political_events.10.t
	desc = AFG_political_events.10.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.10.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_war_with = FROM
					AND = {
						is_subject = yes
						NOT = {
							is_subject_of = FROM
						}
					}
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 60
				}
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.11
				days = 7
				random_days = 4
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
	} {
		name = AFG_political_events.10.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.12
				days = 7
				random_days = 4
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = small_decrease
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_approach_the_revolutionaries
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_approach_the_revolutionaries
	icon = GFX_focus_generic_china1
	prerequisite = {
		focus = TIB_sway_the_aristocrats
	}
	relative_position_id = TIB_sway_the_aristocrats
	mutually_exclusive = {
		focus = TIB_alone_against_the_storm
	}
	x = -3
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TIB_thubten_kunpela
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_national_military_academy
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_national_military_academy
	text = ABC_establish_a_military_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = UKR_modern_combat_doctrine
	}
	x = 0
	y = 1
	relative_position_id = UKR_modern_combat_doctrine
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Lend-lease.html

Doc:
|
This article is a Stub, which means that it does not sufficiently cover its subject matter.
Please help expand this article if you can. |

Germany sending Equipment to support Nationalist Spain
Lend-Lease is a way to send Equipment to Allies and friends, in return for Experience for when the Equipment is used. For most Ideologies, Lend-Lease is limited to World Tension. This Lend-Lease can be transported on Convoys, and the Equipment will be destroyed if the Convoy carrying it is sunk; these Convoys are built by the nation sending Lend-Lease. You can Lend-Lease anything from Airplanes to Tanks, Trucks, Artillery and Rifles. And you can decide if you want to send fixed amounts, or a percentage of your Production each month. This is a way to help Minors to get access to materials they may not be able to build themselves.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Lend-lease&oldid=2626"
### Entity: Order of Battle
Component: 1 Lujun Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 1 Lujun Shi
	location = 8072
	division_template = Juntuán
	start_equipment_factor = 0.7
	start_experience_factor = 0.1
}
### Entity: Scripted Trigger
Component: SWI_bba
Constructs: has_dlc
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_bba = {
	AND = {
		tag = SWI
		original_tag = SWI
		has_dlc = By Blood Alone
	}
}
### Entity: Character
Component: ENG_bernard_montgomery
Constructs: has_completed_focus, has_idea_with_trait
Source: game
File: common/characters/ENG.txt

Code:
ENG_bernard_montgomery = {
	name = ENG_bernard_montgomery
	portraits = {
		army = {
			small = GFX_idea_bernard_montgomery
		} {
			large = GFX_portrait_ENG_bernard_montgomery
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = bernard_montgomery
		ledger = army
		allowed = {
			original_tag = ENG
		}
		available = {
			NOT = {
				has_completed_focus = ENG_eliminate_the_upper_class
			}
		}
		traits = {
			grand_battle_plan_expert
		}
		ai_will_do = {
			base = 2
			modifier = {
				has_idea_with_trait = industrial_concern silent_workhorse
				factor = 5
			}
		}
	}
	field_marshal = {
		traits = {
			inflexible_strategist trait_cautious media_personality organizer logistics_wizard offensive_doctrine
		}
		skill = 4
		attack_skill = 2
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 4
		legacy_id = 996
	}
}
### Entity: Character
Component: SIK_sa_zhenbing
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_sa_zhenbing = {
	name = SIK_sa_zhenbing
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SIK_sa_zhenbing
		allowed = {
			original_tag = SIK
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_pcf2
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_support_pcf2
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = BEL_communist_brigades
	}
	mutually_exclusive = {
		focus = BEL_support_pcf
	}
	relative_position_id = BEL_communist_brigades
	x = 1
	y = 1
	cost = 3
	ai_will_do = {
		base = 5
	}
	allow_branch = {
		always = no
	}
	bypass = {
		FRA = {
			has_completed_focus = FRA_status_quo
		}
	}
	available = {
		has_government = communism
		FRA = {
			has_government = communism
		}
		NOT = {
			has_war_with = FRA
		}
	}
	completion_reward = {
		if = {
			limit = {
				FRA = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		FRA = {
			add_timed_idea = {
				idea = BEL_support_pcf_politics
				days = 365
			}
			add_ideas = BEL_support_pcf_diplomacy
			add_opinion_modifier = {
				target = BEL
				modifier = bel_fra_diplomacy_focus
			}
			country_event = {
				id = belgium.78
				days = 1
			}
		}
	}
}
### Entity: Order of Battle
Component: Räsäsen Ryhmä
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = Räsäsen Ryhmä
	location = 6153
	division_template = Erillinen Prikaati S.
	start_experience_factor = 0.4
	start_equipment_factor = 0.5
}
### Entity: Modifier Reference
Component: KMT_corruption_modifier
Constructs: remove_trigger, has_dynamic_modifier
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_corruption_modifier = {
	enable = {
		always = yes
	}
	remove_trigger = {
		NOT = {
			has_dynamic_modifier = {
				modifier = KMT_the_kuomintang_natl_revolution
			}
		}
	}
	icon = GFX_idea_ETH_customs_barrier_ITA
	political_power_factor = KMT_corruption
	consumer_goods_factor = KMT_corruption2
}
### Entity: Modding Documentation
Construct: operations
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### operations
* description: array of objects in operations database
### Entity: Order of Battle
Component: 19. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 19. Kuva-yi Milliye Tugayi
	location = 3786
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Idea
Component: raba
Constructs: research_bonus
Source: game
File: common/ideas/r56_hungary.txt

Code:
raba = {
	allowed = {
		original_tag = HUN
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Character
Component: ITA_aldo_pellegrini
Source: game
File: common/characters/ITA.txt

Code:
ITA_aldo_pellegrini = {
	name = ITA_aldo_pellegrini
	portraits = {
		army = {
			small = GFX_portrait_ITA_aldo_pellegrini_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = ITA_aldo_pellegrini
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			air_chief_ground_support_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Country History
Country: VNZ
Component: VNZ_characters
Constructs: recruit_character
Source: game
File: history/countries/VNZ - Venice.txt

Code:
# Leaders & Characters for VNZ
recruit_character = VNZ_giovanni_ponti VNZ_italico_corradino_capellotto VNZ_giovanni_battista_gianquinto VNZ_giovanni_mercello VNZ_quirino_armellini VNZ_arnaldo_azzi VNZ_riccardo_fedel VNZ_giacomo_zanussi
### Entity: Event
Component: axis_minors_bulgaria.58
Constructs: is_triggered_only, ai_chance, is_in_faction
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.58
	title = axis_minors_bulgaria.58.t
	desc = axis_minors_bulgaria.58.d
	picture = GFX_report_event_bulgarian_soldiers
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.58.a
		ai_chance = {
			base = 30
			modifier = {
				strength_ratio = {
					tag = BUL
					ratio = < 0.8
				}
				factor = 2
			} {
				strength_ratio = {
					tag = BUL
					ratio = < 0.5
				}
				factor = 10
			} {
				is_in_faction = yes
				factor = 0.5
			}
		}
		BUL = {
			country_event = axis_minors_bulgaria.59
		}
	} {
		name = axis_minors_bulgaria.58.b
		ai_chance = {
			base = 70
			modifier = {
				is_in_faction = no
				factor = 0.5
			}
		}
		BUL = {
			country_event = axis_minors_bulgaria.60
		}
	}
}
### Entity: Event
Component: denmark.50
Constructs: is_triggered_only, has_completed_focus, limit, add_stability, add_political_power, add_popularity, add_to_variable, set_country_flag
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.50
	title = denmark.50.t
	desc = denmark.50.d
	picture = GFX_report_event_danish_strike
	is_triggered_only = yes
	option = {
		name = denmark.50.a
		add_stability = var:political_violence_consequence
		add_popularity = {
			ideology = communism
			popularity = 0.08
		}
		if = {
			limit = {
				has_completed_focus = DEN_An_Appeal_to_the_Proletariat
			}
			add_political_power = 25
		}
		hidden_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.03
			}
		}
		add_to_variable = {
			den_lower_loyalty = -10
		} {
			den_middle_loyalty = -10
		} {
			den_upper_loyalty = -10
		}
		custom_effect_tooltip = den_political_violence_minus_loyalty_tt
		den_calculate_eqilibirum = yes
		set_country_flag = den_no_violence_running
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_yield_the_air_war
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_yield_the_air_war
	icon = GFX_goal_generic_radar
	x = 1
	y = 1
	relative_position_id = SIA_prepare_northern_infrastructure_for_war
	prerequisite = {
		focus = SIA_prepare_northern_infrastructure_for_war
	}
	mutually_exclusive = {
		focus = SIA_directorate_of_aeronautical_engineering
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_SIA_yielded_the_air_war
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_form_air_guard_of_the_territory
Constructs: prerequisite, completion_reward, has_tech, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_form_air_guard_of_the_territory
	icon = GFX_goal_fortify_city_AA
	relative_position_id = BEL_begin_rearmement
	x = 3
	y = 1
	prerequisite = {
		focus = BEL_begin_rearmement BEL_accept_van_den_den_bergen_plan BEL_van_overstraeten_aa_guns
	}
	cost = 5
	ai_will_do = {
		base = 2
	}
	bypass = {
		6 = {
			free_building_slots = {
				building = anti_air_building
				size = < 2
			}
		}
		34 = {
			free_building_slots = {
				building = anti_air_building
				size = < 2
			}
		}
	}
	available = {
		has_tech = interwar_antiair
	}
	completion_reward = {
		6 = {
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		34 = {
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_265
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_265 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_265
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 265
		states = {
			265
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Idea
Component: LAT_saeima_idea_dem_2
Constructs: stability_factor, war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_saeima_idea_dem_2 = {
	picture = LAT_saeimas
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.3
		stability_factor = 0.15
		war_support_factor = 0.15
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_establish_caloi
Constructs: prerequisite, limit, completion_reward, set_technology, random_core_state, is_owned_and_controlled_by, has_dynamic_modifier, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_establish_caloi
	icon = GFX_focus_SWE_bicycle
	x = 2
	y = 1
	prerequisite = {
		focus = BRA_promote_resource_extraction BRA_companhia_siderurgica_nacional
	}
	relative_position_id = BRA_promote_resource_extraction
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		set_technology = {
			bicycle_infantry = 1
			popup = no
		}
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						has_dynamic_modifier = {
							modifier = BRA_neglected_state_dynamic_modifier
						}
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_urbanization
Constructs: prerequisite, limit, completion_reward, enable_automatic_bypass, cancel_if_invalid, set_state_category, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_urbanization
	icon = GFX_focus_PRC_urbanization
	prerequisite = {
		focus = PRC_initialize_five_year_plan PRC_establish_shorter_market_plans
	}
	x = 0
	y = 2
	relative_position_id = PRC_establish_shorter_market_plans
	mutually_exclusive = {
		focus = PRC_rural_region_development
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ROOT = {
			OR = {
				controls_state = 1032 622
			}
		}
	}
	bypass = {
		NOT = {
			controls_state = 1032 622
		}
	}
	enable_automatic_bypass = no
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				ROOT = {
					controls_state = 1032
				}
			}
			1032 = {
				set_state_category = city
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = PRC_urbanization_state_modifier_bonus
				}
			}
		} {
			limit = {
				ROOT = {
					controls_state = 622
				}
			}
			622 = {
				set_state_category = city
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = PRC_urbanization_state_modifier_bonus
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_make_agrarian_to_urban_tt
		add_to_variable = {
			PRC_industry_industrial_capacity_factory = 0.025
			tooltip = industrial_capacity_factory_tt
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = PRC_agrarian_reform
			}
			add_dynamic_modifier = {
				modifier = PRC_urban_society
			}
		}
	}
}
### Entity: Event
Component: WW_hungary.98
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_claimed_state
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.98
	title = WW_hungary.98.t
	desc = WW_hungary.98.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.98.a
		ai_chance = {
			factor = 80
		}
		add_war_support = 0.02
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	} {
		name = WW_hungary.98.b
		ai_chance = {
			factor = 20
		}
		add_political_power = 25
		add_war_support = -0.02
		add_stability = -0.02
	}
}
### Entity: Idea
Component: idea_INS_mismanaged_admin_fake_2
Constructs: research_speed_factor, stability_factor, political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_mismanaged_admin_fake_2 = {
	name = INS_dutch_east_indies
	picture = INS_dutch_east_indies
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.15
		consumer_goods_factor = 0.2
		stability_factor = -0.1
		production_speed_buildings_factor = -0.1
		research_speed_factor = -0.1
	}
}
### Entity: Event
Component: netherlands.19
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.19
	title = netherlands.19.t
	desc = netherlands.19.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = netherlands.19.a
		ai_chance = {
			base = 100
		}
		FRA = {
			diplomatic_relation = {
				country = HOL
				relation = non_aggression_pact
			}
			give_guarantee = HOL
		}
		hidden_effect = {
			country_event = {
				id = netherlands.20
				days = 2
			}
		}
	} {
		name = netherlands.1.b
		ai_chance = {
			base = 0
		}
		HOL = {
			country_event = {
				id = netherlands.21
				hours = 24
			}
		}
	}
}
### Entity: Decision
Component: KMT_the_internal_party_shenanigans
Source: game
File: common/decisions/categories/r56_china_decision_categories.txt

Code:
KMT_the_internal_party_shenanigans = {
	priority = 100
	icon = GFX_decision_category_usa_congress
	visible_when_empty = no
	allowed = {
		original_tag = CHI
	}
	visible = {
		always = yes
	}
}