Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: FIN_valtion_lentokonetehdas_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/FIN_organization.txt

Code:
FIN_valtion_lentokonetehdas_organization = {
	include = generic_general_aircraft_organization
	icon = GFX_idea_FIN_valtion_lentokonetehdas
	allowed = {
		original_tag = FIN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_fighter_aircraft
		x = 1
	} {
		text = mio_header_bomber_aircraft
		x = 4
	} {
		text = mio_header_naval_aircraft
		x = 7
	} {
		text = mio_header_production
		x = 9
	}
	add_trait = {
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_department_icon_plane_general_production
		special_trait_background = yes
		position = {
			x = 5
			y = 0
		}
		relative_position_id = generic_mio_trait_conservative_designs
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	} {
		token = FIN_mio_trait_wartsila_engine_production
		name = FIN_mio_trait_wartsila_engine_production
		icon = GFX_generic_mio_department_icon_plane_general_line_efficiency
		special_trait_background = yes
		position = {
			x = 5
			y = 1
		}
		relative_position_id = generic_mio_trait_conservative_designs
		any_parent = {
			generic_mio_trait_conservative_designs
		}
		available = {
			owner = {
				has_completed_focus = FIN_wartsila_engine_production
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	}
}
### Entity: Idea
Component: praga
Constructs: research_bonus
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
praga = {
	allowed = {
		original_tag = CZE
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Event
Component: lar_news.281
Constructs: is_triggered_only
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.281
	title = lar_news.281.t
	desc = lar_news.281.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.281.a
		trigger = {
			tag = FROM
		}
	} {
		name = lar_news.281.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_anti_tank_defenses
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_anti_tank_defenses
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = RUT_support_bonus RUT_offensive_weapons_focus
	}
	x = -6
	y = 3
	relative_position_id = RUT_carpathian_sich
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_anti_tank_defenses
			bonus = 3
			uses = 1
			category = cat_anti_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: 2. Charlotte Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 2. Charlotte Rifles
	location = 7138
	division_template = Volunteer Brigade
}
### Entity: Event
Component: sweden_mill_access.11
Constructs: is_triggered_only, limit, has_war_with, is_major, give_military_access, add_ai_strategy, every_other_country
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_mill_access.11
	title = sweden_mill_access.11.t
	desc = sweden_mill_access.11.d
	picture = GFX_report_event_german_occupation2
	is_triggered_only = yes
	option = {
		name = sweden_mill_access.11.a
		give_military_access = FROM
		FROM = {
			add_ai_strategy = {
				type = protect
				id = SWE
				value = 50
			}
		}
		every_other_country = {
			limit = {
				is_major = yes
				has_war_with = FROM
			}
			add_ai_strategy = {
				type = antagonize
				id = SWE
				value = 50
			}
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_uplift_the_indian_marine_corps_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_uplift_the_indian_marine_corps_r56
	icon = GFX_focus_generic_naval_invasion
	cost = 5
	ai_will_do = {
		base = 2
	}
	x = 0
	y = 2
	relative_position_id = RAJ_Reform_the_Royal_Indian_Navy
	prerequisite = {
		focus = RAJ_Reform_the_Royal_Indian_Navy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = RAJ_uplift_the_indian_marine_corps_r56
				cost_reduction = 0.5
				uses = 2
				category = cat_marines_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = RAJ_uplift_the_indian_marine_corps_r56
				bonus = 1
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		add_tech_bonus = {
			name = RAJ_uplift_the_indian_marine_corps_r56
			bonus = 0.75
			uses = 1
			category = marine_tech
		} {
			name = RAJ_uplift_the_indian_marine_corps_r56
			bonus = 0.75
			uses = 1
			category = tp_tech
		}
	}
}
### Entity: Idea
Component: VIC_maxime_weygand
Constructs: has_government, has_dlc
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_maxime_weygand = {
	picture = generic_army_europe_3
	allowed = {
		NOT = {
			has_dlc = La Resistance
		}
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		army_chief_defensive_3
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: indonesia_industrial_rubber_effect
Constructs: add_resource
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_industrial_rubber_effect = {
	add_resource = {
		type = rubber
		amount = -16
	}
}
### Entity: Character
Component: NOR_kirsten_hansteen
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_kirsten_hansteen = {
	name = NOR_kirsten_hansteen
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_kirsten_hansteen_small
		}
	}
	allowed_civil_war = {
		OR = {
			NOR_char_cw_labor_only = yes
			NOR_char_cw_stalinist = yes
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_kirsten_hansteen
		allowed = {
			NOR_AAT = yes
		}
		available = {
			OR = {
				has_government = democratic communism
			} {
				has_completed_focus = NOR_compromise_with_the_nkp NOR_social_incrementalism
			}
		}
		traits = {
			NOR_the_womens_front
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_field_hospitals
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_field_hospitals
	icon = GFX_goal_medicine
	prerequisite = {
		focus = KOR_motorization_effort
	}
	x = -1
	y = 1
	relative_position_id = KOR_motorization_effort
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	completion_reward = {
		add_tech_bonus = {
			name = hospital_company_tech_bonus_name
			bonus = 3
			uses = 1
			category = hospital_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: cuba.16
Constructs: is_triggered_only, annex_country
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.16
	title = cuba.16.t
	desc = cuba.16.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = cuba.16.a
		CUB = {
			annex_country = {
				target = DOM
				transfer_troops = yes
			}
		}
	} {
		name = cuba.16.b
	}
}
### Entity: AI Strategy
Component: generic_naval_dominance
Source: game
File: common/ai_navy/goals/goals_generic.txt

Code:
generic_naval_dominance = {
	objective_type = naval_dominance
	blocked_for = {
		ENG FRA GER ITA JAP SOV USA
	}
	min_priority = 1
	max_priority = 13
}
### Entity: Character
Component: GER_philipp_holzmann_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_philipp_holzmann_trait = {
	random = no
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_industrial_complex_factor = 0.05
	production_speed_bunker_factor = 0.05
	production_speed_coastal_bunker_factor = 0.1
}
### Entity: Character
Component: TAOG_liberal_colonial_leader_2
Constructs: research_speed_factor, stability_factor, democratic_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_liberal_colonial_leader_2 = {
	sprite = 13
	random = no
	stability_factor = 0.1
	research_speed_factor = 0.05
	democratic_drift = 0.02
}
### Entity: AI Strategy
Component: ENG_cas
Constructs: any_of
Source: game
File: common/ai_equipment/ENG_planes.txt

Code:
ENG_cas = {
	category = air
	available_for = {
		ENG
	}
	roles = {
		air_cas
	}
	priority = {
		factor = 100
	}
	cas_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_cas_airframe_1
			modules = {
				fixed_main_weapon_slot = small_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_1x
				special_type_slot_1 = empty
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_2_1x armor_plate_small fuel_tanks_small
		}
	}
	cas_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = small_plane_cas_airframe_2
			modules = {
				fixed_main_weapon_slot = small_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_2x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = fuel_tanks_small
				special_type_slot_3 = self_sealing_fuel_tanks_small
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_2_2x armor_plate_small fuel_tanks_small self_sealing_fuel_tanks_small
		}
	}
	cas_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = small_plane_cas_airframe_3
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = {
					any_of = {
						rocket_rails bomb_locks
					}
				}
				engine_type_slot = {
					any_of = {
						engine_3_1x engine_2_1x
					}
				}
				special_type_slot_1 = drop_tanks
				special_type_slot_2 = armor_plate_small
				special_type_slot_3 = self_sealing_fuel_tanks_small
			}
		}
		allowed_modules = {
			rocket_rails bomb_locks engine_3_1x engine_2_1x drop_tanks armor_plate_small self_sealing_fuel_tanks_small
		}
	}
}
### Entity: Character
Component: special_envoy
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
special_envoy = {
	random = no
	sprite = 15
	operative_slot = 1
	agency_upgrade_time = -0.2
	civilian_intel_factor = 0.2
	stability_factor = 0.05
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_westward_bound
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction, add_extra_state_shared_building_slots, build_railway
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_westward_bound
	icon = GFX_SOV_westward_bound_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_romanov_reconstruction SOV_dismantle_the_zemsky_sobor
	}
	x = 1
	y = 1
	relative_position_id = SOV_romanov_reconstruction
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		has_full_control_of_state = 213 214 208
	}
	completion_reward = {
		213 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					air_base = < 8
				}
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
			else_if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					air_base = < 9
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					air_base = < 10
				}
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
			add_building_construction = {
				type = naval_base
				level = 1
				province = 3134
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		215 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		216 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		214 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					free_building_slots = {
						bu
# ... (truncated)
### Entity: Character
Component: SLO_jozef_hora
Source: game
File: common/characters/SLO.txt

Code:
SLO_jozef_hora = {
	advisor = {
		slot = theorist
		idea_token = SLO_jozef_hora
		ledger = navy
		allowed = {
			original_tag = SLO
		}
		traits = {
			naval_theorist
		}
	}
	name = Jozef Hora
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Character
Component: USB_gaston_eyskens
Source: game
File: common/characters/USB.txt

Code:
USB_gaston_eyskens = {
	advisor = {
		slot = political_advisor
		idea_token = USB_gaston_eyskens
		allowed = {
			original_tag = USB
		}
		traits = {
			armaments_organizer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_exports_for_economic_recovery
Constructs: prerequisite, add_ideas, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_exports_for_economic_recovery
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = AST_public_works
	}
	mutually_exclusive = {
		focus = AST_lang_plan
	}
	relative_position_id = AST_public_works
	x = 5
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = free_trade
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AST_expand_iron_mining_tt
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_local_resources_factor = 0.1
			tooltip = local_resources_factor_tt
		} {
			AST_forging_australias_future_spirit_local_resource_gain_efficiency_per_infrastructure = 0.05
			tooltip = local_resource_gain_efficiency_per_infrastructure_tt
		} {
			AST_forging_australias_future_spirit_trade_opinion_factor = 0.1
			tooltip = trade_opinion_factor_tt
		} {
			AST_forging_australias_future_spirit_trade_laws_cost_factor = 1.0
			tooltip = trade_laws_cost_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Event
Component: NSB_soviet_atomic_bomb_project.3
Constructs: is_triggered_only, limit, add_opinion_modifier, add_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_atomic_bomb_project.3
	title = NSB_soviet_atomic_bomb_project.3.t
	desc = NSB_soviet_atomic_bomb_project.3.desc
	picture = GFX_report_event_SOV_atomic_program_caught
	is_triggered_only = yes
	option = {
		name = NSB_soviet_atomic_bomb_project.3.a
		add_political_power = 50
		if = {
			limit = {
				original_tag = USA
			}
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_attempted_to_infiltrate_manhattan_project
			}
		}
		else = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_attempted_to_infiltrate_our_atomic_program
			}
		}
		effect_tooltip = {
			FROM = {
				add_political_power = -50
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_trade_focus
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, is_major, completion_reward, is_ally_with
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_trade_focus
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = MEN_prioritize_industrialization
	}
	x = -1
	y = 1
	bypass = {

	}
	available = {
		any_other_country = {
			is_major = yes
			num_of_factories = > 35
			OR = {
				is_ally_with = ROOT
				has_opinion = {
					target = ROOT
					value = > 59
				}
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	relative_position_id = MEN_prioritize_industrialization
	cost = 10
	ai_will_do = {
		factor = 100
	}
	select_effect = {
		if = {
			limit = {
				OR = {
					NOT = {
						has_completed_focus = MEN_prioritize_industrialization
					}
					has_idea = MEN_rapid_industrialization
				}
			}
			custom_effect_tooltip = MEN_rapid_industrialization_refresh_190_days_tt
			hidden_effect = {
				remove_ideas = MEN_rapid_industrialization
				add_timed_idea = {
					idea = MEN_rapid_industrialization
					days = 190
				}
				clr_country_flag = MEN_rapid_industrialization_timer
				set_country_flag = {
					flag = MEN_rapid_industrialization_timer
					days = 190
					value = 1
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
			effect_tooltip = {
				if = {
					limit = {
						OR = {
							has_idea = MEN_rapid_industrialization
							NOT = {
								has_completed_focus = MEN_prioritize_industrialization
							}
						}
					}
					custom_effect_tooltip = MEN_rapid_industrialization_refresh_190_days_tt
				}
			}
		} {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
			}
		} {
			limit = {
				has_idea = export_focus
			}
			add_ideas = free_trade
		} {
			limit = {
				has_idea = limited_exports
			}
			add_ideas = export_focus
		} {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = generic_skip_one_line_tt MEN_prioritize_industrialization_bonus_effect_tt r56_MEN_industry_modify_tt generic_skip_one_line_tt
			add_to_variable = {
				r56_MEN_industry_ns_production_speed_buildings_factor = 0.025
				tooltip = production_speed_buildings_factor_tt
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				611
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked
# ... (truncated)
### Entity: Event
Component: wuw_GER_diplomacy.27
Constructs: is_triggered_only, limit, has_government, every_country, fire_only_once, add_to_tech_sharing_group
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.27
	title = wuw_GER_diplomacy.27.t
	desc = wuw_GER_diplomacy.27.desc
	picture = GFX_report_event_generic_naval_treaty
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.27.a
		effect_tooltip = {
			every_country = {
				limit = {
					OR = {
						AND = {
							original_tag = GER
							has_government = fascism
						} {
							original_tag = JAP
							has_government = fascism
						}
					}
				}
				add_to_tech_sharing_group = GER_JAP_naval_tech_sharing
			}
		}
	}
}
### Entity: Character
Component: AST_reliable
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_reliable = {
	random = no
	stability_factor = 0.08
	war_support_factor = 0.08
}
### Entity: Character
Component: GHA_awt
Source: game
File: common/characters/GHA.txt

Code:
GHA_awt = {
	advisor = {
		slot = theorist
		idea_token = GHA_awt
		ledger = air
		allowed = {
			original_tag = GHA
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Unit Template
Component: CSA_CL_CONFEDERATE
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
CSA_CL_CONFEDERATE = {
	name = NAME_THEME_CONFEDERATE_CL
	for_countries = {
		CSA USA
	}
	can_use = {
		OR = {
			tag = CSA
			has_completed_focus = USA_honor_the_confederacy
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = CSS 
	fallback_name = Light Cruiser CL-%d
	unique = {
		First Manassas Fort Sumter First Winchester Gaine's Mill Second Manassas Fredericksburg Chancellorsville Chikamuaga The Wilderness Spotsylvania Cold Harbor Second Petersburg The Crater Mansfield Wilson's Creek Glorieta Pass Ball's Bluff Harper's Ferry Cedar Mountain Fort Wagner Kennesaw Mountain Port Republic Galveston Brice's Crossroads Second Winchester Chambersburg Raid Stuart's Ride Chusenahlah Valverde Yorktown Williamsburg Cross Keys Secessionville Glendale Manassas Station Richmond Mundordville Chickasaw Bayou Salem Church Brandy Station Ringgold Gap Olustee Okolona Fort Pillow Seven Pines Proctor's Creek New Market Totopotomoy Creek Trevilian Staion  Lynchburg Monocacy Junstion Second Kernstown Ream's Station Johnsonville Big Bethel Front Royal First Murfreesboro Rappahannock Station Hartsville Parker's Cross Roads Thompson's Station Corydon Lebanon Second Memphis Kabletown Carthage Blackburn's Ford Lexington McDowell Princeton Court House Thoroughfare Gap Sherperdstown Newtonia Fort McAllister Charleston Harbor Grand Gulf Kock's Plantation Dandridge Dalton Paducah Plymouth Poison Spring Ware Bottom Church New Hope Church Pickett's Mill Cool Spring
	}
}
### Entity: Idea
Component: ITA_battaglia_per_la_terra
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_battaglia_per_la_terra = {
	removal_cost = -1
	picture = hol_shell_shocked_spectator
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.05
		political_power_factor = 0.1
	}
}