Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bra_focus
Component: BRA_domestic_arms_industry
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_domestic_arms_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = BRA_stimulate_the_civilian_economy
	}
	x = 0
	y = 1
	relative_position_id = BRA_stimulate_the_civilian_economy
	cost = 10
	ai_will_do = {
		factor = 16
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					state = 961 962 963 964 965 966 967 968
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ.2
Constructs: is_triggered_only, ai_chance, declare_war_on, annex_everything
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.2
	title = GOE_RAJ.2.t
	desc = GOE_RAJ.2.desc
	picture = GFX_report_event_japan_army_mountainside
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.2.a
		ai_chance = {
			base = 1
		}
		declare_war_on = {
			target = BHU
			type = annex_everything
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.10
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_opinion_modifier, add_political_power, is_league_of_nations_member, is_in_faction_with
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.10
	title = BBA_italo_ethiopian_war_events.10.t
	desc = BBA_italo_ethiopian_war_events.10.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	immediate = {

	}
	trigger = {
		is_league_of_nations_member = yes
	}
	option = {
		name = BBA_italo_ethiopian_war_events.10.a
		trigger = {
			NOT = {
				is_in_faction_with = ITA
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_idea = SWI_swiss_neutrality
			} {
				factor = 0.25
				has_idea = neutrality_idea
			}
		}
		send_embargo = ITA
		custom_effect_tooltip = embargo_relation_tt
		add_stability = 0.02
	} {
		name = BBA_italo_ethiopian_war_events.10.b
		trigger = {
			NOT = {
				is_in_faction_with = ITA
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = ITA
					value = > 0
				}
			} {
				factor = 2
				has_opinion = {
					target = ITA
					value = > 49
				}
			}
		}
		add_political_power = -25
		IF = {
			limit = {
				NOT = {
					has_idea = SWI_swiss_neutrality
				} {
					has_idea = neutrality_idea
				}
			}
			leave_the_league_of_nations = yes
		}
	} {
		name = BBA_italo_ethiopian_war_events.10.c
		trigger = {
			OR = {
				is_in_faction_with = ITA
				has_opinion = {
					target = ITA
					value = > 49
				}
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = ITA
					value = > 49
				}
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = refused_sanctions_modifier
			}
		}
		add_stability = -0.02
		leave_the_league_of_nations = yes
	}
}
### Entity: Idea
Component: KMT_powerful_blueshirts4_no_lar
Constructs: stability_factor, has_government, removal_cost, fascism_drift, neutrality_drift, communism_drift, decryption_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_powerful_blueshirts4_no_lar = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = neutrality fascism
			}
		}
	}
	modifier = {
		stability_factor = -0.2
		political_power_factor = 0.075
		fascism_drift = 0.075
		neutrality_drift = 0.03
		communism_drift = -0.01
		resistance_damage_to_garrison = -0.3
		land_reinforce_rate = 0.075
		decryption_factor = 0.15
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_attack_bolivia
Constructs: prerequisite, completion_reward, is_in_faction_with, is_subject_of, has_war_with_major, create_wargoal, annex_everything
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_attack_bolivia
	icon = GFX_focus_generic_attack_bolivia
	prerequisite = {
		focus = BRA_guyana_crisis
	}
	bypass = {
		BOL = {
			OR = {
				is_in_faction_with = ROOT
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	x = -1
	y = 1
	relative_position_id = BRA_guyana_crisis
	cost = 5
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 0
			has_war_with_major = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = BOL
	completion_reward = {
		create_wargoal = {
			target = BOL
			type = annex_everything
			expire = 0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_BS_navy_production_strategies
Constructs: limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_BS_navy_production_strategies = {
	if = {
		limit = {
			EAI_CV_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_BS_CV_navy_production_strategy
				}
			}
			set_country_flag = EAI_BS_CV_navy_production_strategy
		}
	} {
		limit = {
			EAI_BB_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_BS_BB_navy_production_strategy
				}
			}
			set_country_flag = EAI_BS_BB_navy_production_strategy
		}
	} {
		limit = {
			EAI_BC_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_BS_BC_navy_production_strategy
				}
			}
			set_country_flag = EAI_BS_BC_navy_production_strategy
		}
	} {
		limit = {
			EAI_CA_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_BS_CA_navy_production_strategy
				}
			}
			set_country_flag = EAI_BS_CA_navy_production_strategy
		}
	} {
		limit = {
			EAI_CL_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_BS_CL_navy_production_strategy
				}
			}
			set_country_flag = EAI_BS_CL_navy_production_strategy
		}
	} {
		limit = {
			EAI_DD_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_BS_DD_navy_production_strategy
				}
			}
			set_country_flag = EAI_BS_DD_navy_production_strategy
		}
	} {
		limit = {
			EAI_SS_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_BS_SS_navy_production_strategy
				}
			}
			set_country_flag = EAI_BS_SS_navy_production_strategy
		}
	}
	else = {
		clr_country_flag = EAI_BS_CV_navy_production_strategy
	} {
		clr_country_flag = EAI_BS_BB_navy_production_strategy
	} {
		clr_country_flag = EAI_BS_BC_navy_production_strategy
	} {
		clr_country_flag = EAI_BS_CA_navy_production_strategy
	} {
		clr_country_flag = EAI_BS_CL_navy_production_strategy
	} {
		clr_country_flag = EAI_BS_DD_navy_production_strategy
	} {
		clr_country_flag = EAI_BS_SS_navy_production_strategy
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_nkvd_primacy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_nkvd_primacy
	icon = GFX_SOV_nkvd_primacy_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_addressing_internal_affairs
	}
	x = -2
	y = 1
	relative_position_id = SOV_addressing_internal_affairs
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		add_ideas = SOV_nkvd_nsb
		SOV_paranoia_medium_increase_effect = yes
	}
}
### Entity: State History
Component: 446
Constructs: add_core_of
Source: game
File: history/states/446-Cairo.txt

Code:
state = {
	id = 446
	name = STATE_446
	manpower = 131732
	state_category = wasteland
	history = {
		owner = ENG
		add_core_of = EGY
		buildings = {
			infrastructure = 3
			12049 = {
				naval_base = 2
			}
			4073 = {
				naval_base = 1
			}
		}
		victory_points = {
			12049 5
		} {
			4073 3
		}
	}
	provinces = {
		1155 4073 9947 12049
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: argentina.41
Constructs: is_triggered_only
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.41
	title = argentina.41.t
	desc = argentina.41.d
	is_triggered_only = yes
	option = {
		name = argentina.41.a
	}
}
### Entity: Idea
Component: r56_CAN_strength_through_conquest_idea
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_strength_through_conquest_idea = {
	name = r56_CAN_strength_through_conquest_idea
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.2
		production_speed_industrial_complex_factor = 0.15
		justify_war_goal_time = -0.3
		war_support_factor = 0.2
		consumer_goods_factor = -0.12
	}
}
### Entity: Modifier Reference
Component: NORDIC_military_industry_hub_member_dmod
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_military_industry_hub_member_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_industry
	production_speed_arms_factory_factor = 0.2
}
### Entity: Idea
Component: CZE_national_defense_act_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_national_defense_act_idea = {
	picture = YUG_federal_defense_council
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.1
		mobilization_speed = 0.1
		mobilization_laws_cost_factor = -0.1
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_modern_submarines
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_modern_submarines
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = ROM_modern_destroyers
	}
	x = 0
	y = 2
	relative_position_id = ROM_coastal_defense_navy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_modern_submarines
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_skoda_increase_cooperation
Constructs: prerequisite, limit, completion_reward, check_variable, set_country_flag, add_to_variable, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_skoda_increase_cooperation
	icon = GFX_focus_spa_the_spanish_miracle
	overlay = GFX_focus_overlay_cze_military_four
	prerequisite = {
		focus = CZE_expand_skoda_offices
	}
	relative_position_id = CZE_expand_skoda_offices
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_three_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 3
				compare = greater_than
			}
		}
		CZE_has_a_skoda_any_focus = yes
	}
	ai_will_do = {
		factor = 4
	}
	mutually_exclusive = {
		focus = CZE_skoda_internal_competition
	}
	completion_reward = {
		CZE_increase_skoda_max_optimization_tier = yes
		custom_effect_tooltip = CZE_skoda_fast_optimization_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_country_flag = CZE_skoda_optimization_raise_fast
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_efficiency_gain_factor = 0.025
			tooltip = production_factory_efficiency_gain_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: SIA_nationalist_education_policies_songsuradet_r56
Constructs: removal_cost, conscription_factor, neutrality_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_nationalist_education_policies_songsuradet_r56 = {
	name = SIA_nationalist_education_policies_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_army_war_college
	modifier = {
		political_power_factor = 0.1
		conscription_factor = 0.04
		neutrality_drift = 0.01
	}
}
### Entity: Event
Component: poland.55
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.55
	title = poland.55.t
	desc = poland.55.d
	picture = GFX_report_event_destroyers
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.55.a
		ai_chance = {
			base = 100
		}
		POL = {
			country_event = poland.56
		}
		GER = {
			country_event = poland.57
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = poland.55.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Event
Component: prc.121
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.121
	title = prc.121.t
	desc = prc.121.t
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = prc.121.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_develop_alaska
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_develop_alaska
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = LIE_for_what_was_taken_from_us
	}
	x = 0
	y = 1
	relative_position_id = LIE_for_what_was_taken_from_us
	cost = 10
	available = {
		463 = {
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		463 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
			producer = LIE
		}
	}
}
### Entity: Idea
Component: PHI_volunteers_to_nationalists
Constructs: send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/philippines.txt

Code:
PHI_volunteers_to_nationalists = {
	picture = SPR_nationalist_remnants
	cancel = {
		NOT = {
			country_exists = SPA
		}
	}
	modifier = {
		send_volunteer_divisions_required = -1
		send_volunteers_tension = -0.4
	}
}
### Entity: Character
Component: HAI_demosthenes_calixte
Source: game
File: common/characters/HAI.txt

Code:
HAI_demosthenes_calixte = {
	advisor = {
		slot = political_advisor
		idea_token = HAI_demosthenes_calixte
		allowed = {
			original_tag = HAI
		}
		traits = {
			popular_figurehead
		}
	}
	name = Demosthenes Calixte
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_create_a_central_committee
Constructs: prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_create_a_central_committee
	icon = GFX_generic_goal_communist_reforms
	cost = 10
	prerequisite = {
		focus = CUB_overthrow_the_menocal_government
	}
	relative_position_id = CUB_overthrow_the_menocal_government
	x = 3
	y = 1
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = CUB_carlos_rafael_rodriguez
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: AI Strategy
Component: EAI_ENG_invasion_of_iran_WARDEC
Constructs: has_country_flag, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_invasion_of_iran_WARDEC = {
	allowed = {
		tag = ENG
	}
	enable = {
		PER = {
			EAI_THIS_is_threat_to_PREV = yes
		}
		has_country_flag = EAI_ENG_invasion_of_iran
		has_wargoal_against = PER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = PER
		value = 100
	}
}
### Entity: Event
Component: AAT_Sweden.8
Constructs: is_triggered_only, add_manpower, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.8
	title = AAT_Sweden.8.t
	desc = AAT_Sweden.8.desc
	picture = GFX_report_event_german_troops_paris
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.7.a
		add_manpower = 11
		hidden_effect = {
			country_event = {
				id = AAT_Sweden.9
				months = 26
				random_days = 70
			}
		}
	}
}
### Entity: Unit Template
Component: ICE_ARM_01
Source: game
File: common/units/names_divisions/ICE_names_divisions.txt

Code:
ICE_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		ICE
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Panser Divisjon
	ordered = {
		1 = {
			%d. Panser Divisjon
		}
		2 = {
			%d. Panser Divisjon
		}
		3 = {
			%d. Panser Divisjon
		}
		4 = {
			%d. Panser Divisjon
		}
		5 = {
			%d. Panser Divisjon
		}
		6 = {
			%d. Panser Divisjon
		}
		7 = {
			%d. Panser Divisjon
		}
		8 = {
			%d. Panser Divisjon
		}
		9 = {
			%d. Panser Divisjon
		}
		10 = {
			%d. Panser Divisjon
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_expand_the_merchant_fleet
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_expand_the_merchant_fleet
	prerequisite = {
		focus = POR_continue_the_naval_expansion
	}
	icon = GFX_focus_generic_merchant_fleet
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_continue_the_naval_expansion
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = screens
			}
			add_daily_mastery = {
				name = POR_expand_the_merchant_fleet
				amount = 0.2
				days = 180
				track = screens
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = POR_expand_the_merchant_fleet
				cost_reduction = 0.25
				uses = 1
				category = naval_doctrine
			}
		}
		add_tech_bonus = {
			name = POR_expand_the_merchant_fleet
			bonus = 1
			uses = 1
			category = dd_tech cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_military_promotions
Constructs: prerequisite, limit, completion_reward, has_dlc, swap_ideas, remove_idea, add_idea, every_country_division
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_military_promotions
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = FIN_take_over_the_suojeluskunta
	}
	x = 0
	y = 1
	relative_position_id = FIN_take_over_the_suojeluskunta
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		show_unit_leaders_tooltip = FIN_paavo_susitaival FIN_lauri_torni
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			swap_ideas = {
				remove_idea = FIN_suojeluskunta_ns_1
				add_idea = FIN_suojeluskunta_ns_2
			}
			every_country_division = {
				random_select_amount = 6
				add_divisional_commander_xp = 1200
				add_history_entry = {
					key = FIN_military_promotions
					subject = Military Promotions
					allow = yes
				}
			}
		}
		else = {
			swap_ideas = {
				remove_idea = FIN_suojeluskunta_ns_1
				add_idea = FIN_suojeluskunta_ns_2_no_bba
			}
		}
	}
}
### Entity: Idea
Component: POL_four_year_plan_complete_bad
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_four_year_plan_complete_bad = {
	name = POL_four_year_plan_idea
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = POL_disjointed_industry
	modifier = {
		production_speed_buildings_factor = -0.15
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.15
	}
}
### Entity: Scripted Effect
Component: CZE_bop_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_low_decrease_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = -0.1
	}
}
### Entity: Game Data
Component: its_1527_all_over_again
Constructs: has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements/rt56-achievements.txt

Code:
its_1527_all_over_again = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = AUS HUN POL
		}
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = its_1527_all_over_again_tt
			OR = {
				has_country_leader = {
					character = AUS_otto_von_habsburg
					ruling_only = yes
				} {
					character = HUN_otto_von_habsburg
					ruling_only = yes
				} {
					character = POL_karl_albrecht
					ruling_only = yes
				}
			}
		}
		controls_state = 2
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AIcon.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:Icon/doc. (edit | history)
Contents

1 Overview

2 Parameters

3 Usage Examples

4 Index

4.1 Resources

4.2 Units

4.3 Industry

4.4 Ideology
### Entity: Idea
Component: POR_estado_novo_2
Constructs: removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_estado_novo_2 = {
	picture = por_estado_novo
	name = POR_estado_novo
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
		production_speed_industrial_complex_factor = 0.1
		drift_defence_factor = 0.15
	}
}
### Entity: State History
Component: 369
Constructs: add_core_of
Source: game
File: history/states/369-Kentucky.txt

Code:
state = {
	id = 369
	name = STATE_369
	manpower = 2614588
	resources = {
		coal = 56
	}
	state_category = city
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 3
			air_base = 4
		}
		add_core_of = USA
		victory_points = {
			6696 1
		}
	}
	provinces = {
		1445 1582 4402 4452 4988 6696 6974 7547 9727 10586 10727 12568 12637 12709
	}
	local_supplies = 0.0
}