Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_flying_geese
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_ally_with, cancel_if_invalid, add_to_variable, add_to_tech_sharing_group
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_flying_geese
	icon = GFX_focus_JAP_the_flying_geese
	x = 2
	y = 1
	relative_position_id = JAP_sea_greater_east_asian_co_properity_sphere
	prerequisite = {
		focus = JAP_sea_greater_east_asian_co_properity_sphere
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
		any_country = {
			is_ally_with = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		JAP_add_or_modify_east_asia_co_prosperity_sphere = yes
		add_to_variable = {
			JAP_east_asia_co_prosperity_sphere_research_speed_factor = 0.02
			tooltip = research_speed_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_to_tech_sharing_group = jap_geacps_research
		every_other_country = {
			limit = {
				is_ally_with = ROOT
			}
			add_to_tech_sharing_group = jap_geacps_research
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_ENG
Source: game
File: common/ai_focuses/ENG.txt

Code:
ai_focus_military_equipment_ENG = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Event
Component: GOE_RAJ_navy.9
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.9
	picture = GFX_report_event_generic_read_write
	title = GOE_RAJ_navy.9.t
	desc = GOE_RAJ_navy.9.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.9.a
	}
}
### Entity: Decision
Component: BALTIC_forest_brother_resistance_cat
Constructs: has_completed_focus, has_government, has_dlc, has_civil_war
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
BALTIC_forest_brother_resistance_cat = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		OR = {
			original_tag = LIT LAT EST
		}
		has_dlc = No Step Back
	}
	visible = {
		has_government = communism
		NOT = {
			has_completed_focus = BALTIC_crush_forest_brothers
		}
		has_completed_focus = BALTIC_overthrow_the_government
		has_civil_war = no
	}
}
### Entity: Faction
Component: faction_goal_disarm_aggression_central_powers
Constructs: limit, has_government, add_political_power, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_disarm_aggression_central_powers = {
	name = disarm_aggression_central_powers_goal_name
	description = disarm_aggression_central_powers_goal_desc
	category = long_term
	group = FOCUS_FILTER_POLITICAL_CHARACTER
	visible = {
		FROM = {
			OR = {
				original_tag = FRA CZE
			}
			has_government = democratic
		}
		OR = {
			any_country_with_original_tag = {
				original_tag_to_check = GER
				NOT = {
					has_government = democratic
				}
			} {
				original_tag_to_check = HUN
				NOT = {
					has_government = democratic
				}
			} {
				original_tag_to_check = AUS
				NOT = {
					has_government = democratic
				}
			} {
				original_tag_to_check = BUL
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	completed = {
		OR = {
			any_country_with_original_tag = {
				original_tag_to_check = GER
				OR = {
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
			GER = {
				exists = no
			}
		} {
			any_country_with_original_tag = {
				original_tag_to_check = HUN
				OR = {
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
			HUN = {
				exists = no
			}
		} {
			any_country_with_original_tag = {
				original_tag_to_check = AUS
				OR = {
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
			AUS = {
				exists = no
			}
		} {
			any_country_with_original_tag = {
				original_tag_to_check = BUL
				OR = {
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
			BUL = {
				exists = no
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 1000
		custom_effect_tooltip = generic_skip_one_line_tt INFLUENCE_ABOVE_30_PERCENT
		every_faction_member = {
			limit = {
				faction_influence_ratio = > 0.3
			}
			add_faction_initiative = 1
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_disarm_aggression_central_powers
					}
				}
				add_political_power = 200
			}
		}
	}
	ai_will_do = {
		base = 0
	}
}
### Entity: Idea
Component: NOR_heimevernet
Constructs: removal_cost, mobilization_speed, planning_speed
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_heimevernet = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		mobilization_speed = 0.1
		conscription = 0.03
		surrender_limit = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		planning_speed = 0.1
		winter_attrition_factor = -0.5
		acclimatization_cold_climate_gain_factor = 0.3
	}
}
### Entity: Event
Component: new_ger.97
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, declare_war_on, take_state_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.97
	title = new_ger.97.t
	desc = new_ger.97.d
	picture = GFX_report_event_german_troops_paris
	is_triggered_only = yes
	option = {
		name = new_ger.97.a
		declare_war_on = {
			target = FROM
			type = take_state_focus
		}
		add_war_support = 0.05
	} {
		name = new_ger.97.b
		ai_chance = {
			base = 0
		}
		add_political_power = -50
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_national_tank_program
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_national_tank_program
	icon = GFX_goal_generic_army_tanks
	relative_position_id = LAT_military_motorization_program
	prerequisite = {
		focus = LAT_bicycle_infantry LAT_military_motorization_program
	}
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1.0
			uses = 2
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_hit_ecuador
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, clr_country_flag, create_wargoal, take_state_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_hit_ecuador
	prerequisite = {
		focus = PRU_hit_argentina
	} {
		focus = PRU_hit_chile
	}
	icon = GFX_goal_attack_ecuador
	x = 3
	y = 1
	relative_position_id = PRU_hit_argentina
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 100000
		}
		ECU = {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		ECU = {
			r56_script_standard_bypass = yes
		}
	}
	will_lead_to_war_with = ECU
	completion_reward = {
		ECU = {
			clr_country_flag = monroe_doctrine
		}
		create_wargoal = {
			type = take_state_focus
			target = ECU
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: bftb_turkey.110
Constructs: is_triggered_only, limit, add_political_power, add_compliance, add_resistance, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.110
	title = bftb_turkey.110.t
	desc = bftb_turkey.110.desc
	picture = GFX_report_event_tur_kurdish_guerillas
	is_triggered_only = yes
	option = {
		name = bftb_turkey.110.a
		add_political_power = 50
		event_target:TUR_kurdish_state_event_target = {
			add_compliance = 10
			add_resistance = -15
		}
		hidden_effect = {
			event_target:TUR_kurdish_state_event_target = {
				if = {
					limit = {
						THIS = {
							has_dynamic_modifier = {
								modifier = kurdish_rebellion
							}
							compliance = > 20
						}
					}
					remove_dynamic_modifier = {
						modifier = kurdish_rebellion
					}
					add_dynamic_modifier = {
						modifier = kurdish_separatism
					}
					add_resistance = -20
				}
				else_if = {
					limit = {
						THIS = {
							has_dynamic_modifier = {
								modifier = kurdish_separatism
							}
							compliance = > 40
						}
					}
					remove_dynamic_modifier = {
						modifier = kurdish_separatism
					}
					add_dynamic_modifier = {
						modifier = kurdish_agitation
					}
					add_resistance = -15
				} {
					limit = {
						THIS = {
							has_dynamic_modifier = {
								modifier = kurdish_agitation
							}
						}
					}
					add_compliance = 10
				}
			}
			clr_country_flag = TUR_acted_against_kurd_rebels_recently_flag
			clear_global_event_target = TUR_kurdish_state_event_target
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_medium_armor_2
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_medium_armor_2 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
		EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 140
				EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_amphibious_chassis
		value = 10
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_mobilization_of_the_masses
Constructs: prerequisite, add_ideas, has_government, add_war_support, has_country_flag, completion_reward
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_mobilization_of_the_masses
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = BHU_land_redistribution
	}
	relative_position_id = BHU_land_redistribution
	x = 0
	y = 1
	cost = 10
	available = {
		OR = {
			has_country_flag = denounced_punakha_treaty
			ENG = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_war_support = 0.15
		add_ideas = militarism_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Name List
Component: PAL
Source: game
File: common/names/tymodern_names.txt

Code:
PAL = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
	}
	female = {
		names = {

		}
	}
	surnames = {
		ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: EAI_PROD_EQUIP_MIN_motorized_equipment
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_equipment_strategy_effects.txt

Code:
EAI_PROD_EQUIP_MIN_motorized_equipment = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_0
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_0_START_MIC
				check_variable = {
					num_equipment@motorized_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_0
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_1
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_1_START_MIC
				check_variable = {
					num_equipment@motorized_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_1
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_2
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_2_START_MIC
				check_variable = {
					num_equipment@motorized_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_2
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_3
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_3_START_MIC
				check_variable = {
					num_equipment@motorized_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_3
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_4
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_4_START_MIC
				check_variable = {
					num_equipment@motorized_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_4
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_5
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_5_START_MIC
				check_variable = {
					num_equipment@motorized_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_5
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_6
			}
	
# ... (truncated)
### Entity: Event
Component: KMT_event.90
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.90
	title = KMT_event.90.t
	desc = KMT_event.90.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = KMT_event.90.a
		custom_effect_tooltip = KMT_event_90_tt
	}
}
### Entity: Character
Component: AUS_older_prince_of_liechtenstein
Constructs: research_speed_factor, stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_older_prince_of_liechtenstein = {
	random = no
	sprite = 13
	neutrality_drift = 0.03
	research_speed_factor = 0.05
	stability_factor = 0.03
	consumer_goods_factor = 0.15
}
### Entity: Name List
Component: BLC
Source: game
File: common/names/00_names.txt

Code:
BLC = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: State History
Component: 427
Constructs: add_core_of, add_to_array
Source: game
File: history/states/427-Hydrabad.txt

Code:
state = {
	id = 427
	name = STATE_427
	manpower = 13374676
	state_category = town
	resources = {
		chromium = 11
		steel = 13
	}
	history = {
		owner = RAJ
		add_core_of = HYD
		add_to_array = {
			state_victory_points = 8087
		} {
			state_victory_points = 12114
		} {
			state_victory_points = 10311
		}
		victory_points = {
			8087 15
		} {
			12114 1
		} {
			10311 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			air_base = 3
		}
	}
	provinces = {
		1275 1317 1359 1405 4280 4472 5019 5063 5104 7060 7411 8087 10259 10311 10324 10511 10799 11950 12114 12226
	}
	local_supplies = 7.0
}
### Entity: Scripted Effect
Component: JAP_one_more_member_increase_peasants_education_strength
Constructs: limit, add_to_variable, check_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_one_more_member_increase_peasants_education_strength = {
	add_to_variable = {
		JAP_educating_the_peasants_modifier_allies_count = 1
	}
	IF = {
		limit = {
			check_variable = {
				var = JAP_educating_the_peasants_modifier_allies_count
				value = 11
				compare = less_than
			}
		}
		add_to_variable = {
			JAP_educating_the_peasants_modifier_research_speed_factor = 0.01
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/set_focuses
Constructs: limit, has_country_flag, set_focuses, set_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/set_focuses = {
	if = {
		limit = {
			has_country_flag = EAI_military_focus_logging
		}
		log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: starting focus config
	} {
		limit = {
			has_country_flag = EAI_military_focus_logging
		}
		log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: finished focus config
	}
	EAI_FOCUS_CONFIG/LAND/set_focuses = yes
	EAI_FOCUS_CONFIG/AIR/set_focuses = yes
	EAI_FOCUS_CONFIG/NAVY/set_focuses = yes
	EAI_clear_all_OVERRIDE_focuses = yes
	set_country_flag = EAI_military_focus_config_finished
}
### Entity: Idea
Component: GLC_ncs
Source: game
File: common/ideas/galicia.txt

Code:
GLC_ncs = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = GLC
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: RAJ_GOE_tea_exports_cat
Constructs: has_completed_focus, is_raj_or_raj_inheritor, has_dlc
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_GOE_tea_exports_cat = {
	icon = GFX_decision_category_gre_investment_decisions
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		has_completed_focus = RAJ_tea_exports
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_Reinforce_the_hierarchy
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_Reinforce_the_hierarchy
	icon = GFX_focus_GRE_kke
	prerequisite = {
		focus = GRE_purge_remaining_fascist_remnants
	}
	relative_position_id = GRE_fate_of_the_royal_family
	x = 3
	y = 3
	cost = 8.7
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor available_political_advisor
		show_ideas_tooltip = GRE_Andreas_Tzimas GRE_Charilaos_Florakis GRE_Alexandros_Svolos GRE_nikos_belogiannis
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_infiltrate_chinese_ports
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, every_other_country, is_literally_china
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_infiltrate_chinese_ports
	icon = GFX_focus_PHI_infiltrate_chinese_ports
	prerequisite = {
		focus = PHI_smugglers
	}
	relative_position_id = PHI_smugglers
	x = 2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PHI_dockworker_infiltration
		custom_effect_tooltip = generic_skip_one_line_tt PHI_every_non_communist_coastal_warlord
		every_other_country = {
			visible_when_empty = yes
			limit = {
				is_literally_china = yes
				any_controlled_state = {
					is_coastal = yes
				}
				NOT = {
					has_government = communism
					is_ally_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = PHI_dockworker_infiltration_mod
			}
		}
	}
}
### Entity: Idea
Component: ARG_buying_the_islands_idea
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_buying_the_islands_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_buying_the_islands
	modifier = {
		consumer_goods_factor = 0.3
	}
}
### Entity: Character
Component: party_appeaser
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
party_appeaser = {
	sprite = 13
	random = no
	stability_factor = 0.1
	party_popularity_stability_factor = 0.1
}
### Entity: Country History
Country: HOL
Component: HOL_technology
Constructs: set_technology
Source: game
File: history/countries/HOL - Holland.txt

Code:
# Starting Technologies for HOL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	marines = 1
	basic_train = 1
}
### Entity: State History
Component: 996
Constructs: add_core_of
Source: game
File: history/states/996-Federated Shan States.txt

Code:
state = {
	id = 996
	name = STATE_999
	state_category = rural
	manpower = 1567516
	history = {
		owner = BRM
		add_core_of = BRM
	}
	provinces = {
		1170 1566 1607 2061 4210 4654 7603 7647 10920 12317 12363
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: SIA_heavy_handed_industrialization_1_improved_r56
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_heavy_handed_industrialization_1_improved_r56 = {
	name = SIA_heavy_handed_industrialization_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.1
		stability_weekly = -0.002
		stability_factor = -0.04
		production_speed_buildings_factor = 0.16
		production_factory_max_efficiency_factor = -0.08
		local_resources_factor = 0.1
	}
}