Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_know_the_enemy
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, is_fully_controlled_by, is_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_know_the_enemy
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = PRC_put_an_end_to_the_sufan
	}
	x = -24
	y = 1
	relative_position_id = PRC_put_an_end_to_the_sufan
	offset = {
		x = 8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_burn_the_paper_tigers
		}
	} {
		x = 6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_the_unwilling_diarchy_focus
		}
	} {
		x = 4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_reclaim_the_grasp_of_power
		}
	} {
		x = 4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_leadership_of_mao
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			615 = {
				is_fully_controlled_by = SHX
			}
			1045 = {
				is_controlled_by = NXM
			}
		}
	}
	bypass = {
		1045 = {
			OR = {
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				NOT = {
					is_controlled_by = NXM
				}
			}
		}
		615 = {
			OR = {
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				NOT = {
					is_controlled_by = SHX
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_unlock_border_defense_raids_tt generic_skip_one_line_tt
		if = {
			limit = {
				615 = {
					is_fully_controlled_by = SHX
				}
			}
			add_timed_idea = {
				idea = PRC_western_expedition_idea
				days = 365
			}
		} {
			limit = {
				1045 = {
					is_controlled_by = NXM
				}
			}
			add_timed_idea = {
				idea = PRC_eastern_expedition_idea
				days = 365
			}
		}
	}
}
### Entity: Event
Component: r56.ger.35
Constructs: is_triggered_only, limit, has_government, set_autonomy
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.35
	title = r56.ger.35.t
	desc = r56.ger.35.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = r56.ger.35.a
		if = {
			limit = {
				has_government = fascism
			}
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_satellite
				end_wars = no
				end_civil_wars = no
			}
		}
		else = {
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_dominion
				end_wars = no
				end_civil_wars = no
			}
		}
	}
}
### Entity: Idea
Component: SWE_mechanized_battalions_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_mechanized_battalions_idea = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		mechanized_attack_factor = 0.1
		mechanized_defence_factor = 0.1
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: AST_electrical_engineer_hidden_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_electrical_engineer_hidden_idea = {
	allowed = {
		always = no
	}
	picture = AFG_electrification
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	research_bonus = {
		electronics = 0.15
	}
}
### Entity: Event
Component: austria.81
Constructs: has_completed_focus, limit, add_ideas, has_government, has_country_flag, fire_only_once, has_global_flag, is_subject_of
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.81
	title = austria.81.t
	desc = austria.81.d
	picture = GFX_report_event_danzig_joins_nazis
	trigger = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		} {
			has_completed_focus = AUS_accept_inevitable
		}
		original_tag = AUS
		has_government = fascism
		OR = {
			is_subject_of = GER
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	fire_only_once = yes
	option = {
		name = austria.81.a
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						character = AUS_arthur_seyss_inquart
						ruling_only = yes
					} {
						character = AUS_josef_leopold
						ruling_only = yes
					}
				}
			}
			if = {
				limit = {
					has_country_flag = AUS_leopold_removed
				}
				promote_character = AUS_arthur_seyss_inquart
			}
			else = {
				promote_character = AUS_josef_leopold
			}
		} {
			limit = {
				is_subject_of = GER
			}
			set_cosmetic_tag = AUS_OSTMARK
		} {
			limit = {
				NOT = {
					has_completed_focus = AUS_accept_inevitable
				}
			}
			unlock_national_focus = AUS_accept_inevitable AUS_appoint_inquart AUS_support_southern_heimwehr AUS_infiltrate_vienna AUS_cast_the_die
		}
		add_ideas = AUS_austria_is_german
		else = {
			set_cosmetic_tag = AUS_NAZI
		}
		uncomplete_national_focus = {
			focus = AUS_go_it_alone
			uncomplete_children = yes
		} {
			focus = AUS_ally_italy
			uncomplete_children = yes
		} {
			focus = AUS_look_west
			uncomplete_children = yes
		}
		unlock_national_focus = AUS_clock_ticks_down AUS_austria_awaken
	}
}
### Entity: AI Strategy
Component: ITA_communist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ITA_alternate_strategy_plan.txt

Code:
ITA_communist_plan = {
	name = Italian Communism
	desc = Italian anti-fascists will join forces to overthrow the fascist regime by force, forming a communist government, abolishing the colonies and seeking to join the Comintern.
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			has_country_flag = ITA_AI_RANDOM_COMMUNIST_PLAN
			has_game_rule = {
				rule = ITA_ai_behavior
				option = ITA_COMMUNIST_PLAN
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ITA_ethiopian_war_logistics_bba ITA_triumph_in_africa_bba ITA_unite_the_opposition ITA_the_southern_farmlands ITA_liberate_gramsci ITA_servizio_informazione_militare ITA_italian_highways_bba ITA_railway_innovations ITA_defy_the_duce ITA_seize_old_equipment ITA_appeal_to_the_bourgeoisie ITA_the_italian_republic ITA_the_popular_front ITA_the_garibaldi_legion ITA_a_new_era_for_the_red_shirts ITA_gruppi_di_difesa_della_donna ITA_army_primacy_bba ITA_a_bandits_war ITA_industrial_socialization ITA_the_ethiopian_question ITA_a_leader_steps_forward ITA_ministry_of_italian_africa ITA_institute_the_five_year_plan ITA_abolish_the_colonies ITA_negotiations_with_albania ITA_develop_libya ITA_develop_eritrea ITA_develop_ethiopia ITA_develop_somaliland ITA_regional_development ITA_litoranea_balbo ITA_new_ricostruzione_industriale ITA_enlist_the_bashkimi_kombetar ITA_fiocchi_munizioni ITA_cooperatives_for_intensive_exploitation ITA_the_path_to_progress ITA_union_in_the_party ITA_follow_the_soviet_union ITA_increase_artillery_production ITA_milan_comms_industry ITA_vallo_alpino_del_littorio ITA_military_cooperation ITA_investments_in_edison ITA_expand_national_universities ITA_political_commissars ITA_strengthen_ascari_corps ITA_special_brigades ITA_combined_research_effort ITA_il_sol_dell_avvenire ITA_italian_tankettes ITA_superesercito ITA_self_propelled_guns ITA_end_fiat_ansaldo_duopoly ITA_ferrea_mole_ferreo_cuore ITA_air_innovations_bba ITA_citta_dell_aria ITA_superaereo ITA_brescia_small_arms_industry
	}
	focus_factors = {
		ITA_culto_del_duce = 0
		ITA_monarchia_d_italia = 0
		ITA_italian_socialism = 0
		ITA_new_colonial_policies = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_nation_5
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_popularity
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_nation_5
	icon = GFX_goal_generic_major_alliance
	ai_will_do = {
		factor = 2
	}
	x = 9
	y = 5
	mutually_exclusive = {
		focus = MAL_the_nation_4
	}
	prerequisite = {
		focus = MAL_the_nation_3
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_political_idea_democracy
			add_idea = MAL_political_idea_democracy_communism
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = 0.15
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_tenancy_reforms
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_tenancy_reforms
	icon = GFX_focus_generic_low_cost_housing
	prerequisite = {
		focus = RAJ_uplifting_the_people_of_india
	}
	x = -2
	y = 1
	relative_position_id = RAJ_uplifting_the_people_of_india
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_RAJ_tenancy_reforms
	}
}
### Entity: Event
Component: mtg_britain.7
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_country_flag, add_stability, add_popularity, random_days
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.7
	title = mtg_britain.7.t
	desc = mtg_britain.7.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_country_flag = ENG_abdication_crisis_changed_mind
		} {
			has_country_flag = edward_viii_married_wallis_simpson
		}
	}
	option = {
		name = mtg_britain.7.a
		add_popularity = {
			ideology = neutrality
			popularity = 0.02
		}
		add_stability = 0.05
		hidden_effect = {
			country_event = {
				id = mtg_britain.6
				days = 20
				random_days = 10
			}
		}
		clr_country_flag = ENG_newspapers_against ENG_prime_minister_tight_leash ENG_parliament_opposition ENG_upper_classes_oppose_marriage ENG_working_classes_support_marriage
		set_country_flag = ENG_newspapers_in_favor
	} {
		name = mtg_britain.2.b
		trigger = {
			NOT = {
				has_country_flag = ENG_abdication_crisis_government_fell
			}
		}
		ai_chance = {
			factor = 0
		}
		country_event = {
			id = mtg_britain.14
			days = 40
			random_days = 10
		}
		set_country_flag = ENG_abdication_crisis_changed_mind
		if = {
			limit = {
				has_idea = ENG_support_for_the_king_idea
			}
			remove_ideas = ENG_support_for_the_king_idea
		}
	}
}
### Entity: Event
Component: ETH_events.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_stability, white_peace, complete_national_focus, add_popularity
Source: game
File: events/Ethiopia.txt

Code:
country_event = {
	id = ETH_events.1
	title = ETH_events.1.t
	desc = ETH_events.1.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = ETH_events.1.a
		ai_chance = {
			base = 10
		}
		FROM = {
			transfer_state = 550 559 844
			white_peace = ITA
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = ITA_solid_progress
				} {
					has_completed_focus = ITA_struggle_in_ethiopia
				}
			}
			complete_national_focus = ITA_struggle_in_ethiopia
		}
		ITA_manage_italian_defeat_in_ethiopia_effect = yes
		add_popularity = {
			ideology = fascism
			popularity = -0.25
		}
		add_stability = -0.1
		hidden_effect = {
			news_event = {
				id = news.337
				days = 1
			}
		}
	} {
		name = ETH_events.1.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = ETH_events.101
				days = 1
			}
		}
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed, allow_in_army_hq, allow_in_non_army_hq, deployment_cost, enable_ability, recon_factor, suppression_factor, reliability_factor
Source: game
File: common/units/hq_support.txt

Code:
sub_units = {
	hq_support_company = {
		abbreviation = HQ
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = yes
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army
		}
		deployed_leader_modifiers = {
			skill_bonus_factor = 0.2
		}
		regimental = no
		combat_width = 0
		allow_in_army_hq = yes
		allow_in_non_army_hq = no
		required_dlc = {
			Thunder at Our Gates
		}
		max_strength = 1
		max_organisation = 30
		default_morale = 0.05
		manpower = 200
		deployment_cost = 1
		training_time = 120
		weight = 0.1
		can_be_parachuted = yes
		need = {
			infantry_equipment = 20
		}
		division_3d_model_priority = 99999
	}
	hq_engineer = {
		abbreviation = HQE
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_army
		}
		deployed_leader_modifiers = {
			fortification_damage = 0.2
			amphibious_invasion_defence = 0.05
		}
		enable_ability = {
			deeper_dig_in
		}
		regimental = no
		combat_width = 0
		allow_in_army_hq = yes
		allow_in_non_army_hq = no
		required_dlc = {
			Thunder at Our Gates
		}
		max_strength = 1
		max_organisation = 30
		default_morale = 0.05
		manpower = 200
		deployment_cost = 1
		training_time = 120
		weight = 0.1
		can_be_parachuted = yes
		entrenchment = 2
		defense = 0.1
		breakthrough = 0.5
		soft_attack = -0.5
		need = {
			infantry_equipment = 20
			support_equipment = 10
		}
	}
	hq_recon = {
		abbreviation = HQR
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_army category_recon
		}
		deployed_leader_modifiers = {
			terrain_trait_xp_gain_factor = 0.2
			recon_factor = 0.1
		}
		enable_ability = {
			defense_in_depth
		}
		regimental = no
		combat_width = 0
		allow_in_army_hq = yes
		allow_in_non_army_hq = no
		required_dlc = {
			Thunder at Our Gates
		}
		max_strength = 1
		max_organisation = 30
		default
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_AIR_CAS_aircraft_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_CAS_aircraft_production_strategy = {
	enable = {
		has_country_flag = EAI_CAS_aircraft_production_strategy
		NOT = {
			has_country_flag = EAI_block_aircraft_production_strategy
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = cas
		value = 50
	}
}
### Entity: Scripted Trigger
Component: is_diplomatic_action_valid_boost_party_popularity
Constructs: is_diplomatic_action_valid_boost_party_popularity, has_dlc
Source: game
File: common/scripted_triggers/00_diplo_action_valid_triggers.txt

Code:
is_diplomatic_action_valid_boost_party_popularity = {
	NOT = {
		has_dlc = La Resistance
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_new_page_in_technological_research
Constructs: has_completed_focus, prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_new_page_in_technological_research
	icon = GFX_focus_research
	prerequisite = {
		focus = BUL_the_prosperity_plan
	}
	relative_position_id = BUL_the_prosperity_plan
	x = 0
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 55
	}
	available = {
		num_of_factories = > 54
		has_completed_focus = BUL_technological_advancement
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ATemplate_doc_page_viewed_directly.html

Doc:
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User talk
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Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
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Help talk
Category
Category talk
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### Entity: Event
Component: CHI_warlords.16
Constructs: is_triggered_only, add_ideas, remove_ideas, add_political_power
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.16
	title = CHI_warlords.16.t
	desc = CHI_warlords.16.desc
	picture = GFX_report_event_generic_china
	is_triggered_only = yes
	option = {
		name = A splendid way to spread National Socialism in Asia
		FROM = {
			add_ideas = german_advisors
		}
		CHI = {
			remove_ideas = german_advisors
		}
	} {
		name = We are on good terms with the Chinese, of course not.
		add_political_power = 10
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ENG
		}
		requested_factories = 3
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_rsaf_enfield_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = ENG
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_royal_arsenal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 50
		industrial_manufacturer = mio:ENG_vauxhall_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 80
		industrial_manufacturer = mio:ENG_vauxhall_automotive_organization
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_oust_schuschnigg
Constructs: prerequisite, limit, has_government, completion_reward, add_ruling_to_dem, add_popularity, set_politics, retire_character
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_oust_schuschnigg
	icon = GFX_goal_AUS_remove_schuschnigg
	relative_position_id = AUS_miklas_support
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_miklas_support
	}
	available = {
		power_balance_value = {
			id = AUS_reform_power_balance
			value = < -0.75
		}
	}
	cost = 5
	completion_reward = {
		country_event = austria.69
		custom_effect_tooltip = report_reward
		effect_tooltip = {
			if = {
				limit = {
					has_government = neutrality
				}
				add_ruling_to_dem = yes
				add_popularity = {
					ideology = fascism
					popularity = 0.15
				}
			}
			promote_character = AUS_leopold_figl
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
				long_name = Österreichische Volkspartei
				name = ÖVP
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			retire_character = AUS_kurt_schuschnigg
			hidden_effect = {
				set_party_name = {
					ideology = neutrality
					long_name = Haus Habsburg
					name = Habsburg
				}
				if = {
					limit = {
						has_cosmetic_tag = AUS_REPUBLIC
					}
					drop_cosmetic_tag = yes
				}
			}
			remove_power_balance = {
				id = AUS_reform_power_balance
			}
		}
	}
}
### Entity: Modifier Reference
Component: ITA_established_mafia_no_lar
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_established_mafia_no_lar = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			NOT = {
				is_controlled_by = ITA
			}
		}
	}
	icon = GFX_modifiers_ITA_established_mafia
	state_resources_factor = 0.15
	local_supplies_for_controller = 0.15
	state_production_speed_buildings_factor = -0.1
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_28
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_28 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 28
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 28
	}
}
### Entity: Idea
Component: PAL_sharia_idea_2
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/palestine.txt

Code:
PAL_sharia_idea_2 = {
	picture = PAL_sharia
	name = PAL_sharia_idea
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_damage_to_garrison = -0.15
		stability_weekly_factor = 0.001
		political_power_factor = 0.2
		neutrality_drift = 0.05
	}
}
### Entity: Idea
Component: kmt_defend_the_treasures
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
kmt_defend_the_treasures = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		army_morale_factor = 0.3
		stability_factor = 0.1
	}
}