Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AST_R56_australian_new_deal_idea_3
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australian_new_deal_idea_3 = {
	name = AST_R56_australian_new_deal_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_factory_max_efficiency_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
		stability_factor = 0.1
	}
}
### Entity: Unit Template
Component: AST_BC_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = HMAS 
	fallback_name = Battlecruiser %s
	unique = {
		New South Wales Queensland South Australia Tasmania Victoria Western Australia
	}
}
### Entity: Event
Component: DOD_hungary.80
Constructs: is_triggered_only, ai_chance, limit, owns_state, is_puppet, is_in_faction, random_other_country, is_in_faction_with
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.80
	title = DOD_hungary.80.t
	desc = DOD_hungary.80.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			news_event = {
				id = news.303
			}
		}
	}
	option = {
		name = DOD_hungary.80.a
		ai_chance = {
			base = 75
		}
		HUN = {
			country_event = {
				id = DOD_hungary.81
				hours = 6
			}
		}
		hidden_effect = {
			news_event = {
				id = news.304
				days = 1
			}
		}
	} {
		name = DOD_hungary.80.b
		ai_chance = {
			base = 25
		}
		trigger = {
			tag = CZE
			owns_state = 69 972 74
			is_puppet = no
			is_in_faction = yes
		}
		random_other_country = {
			limit = {
				is_in_faction_with = CZE
				is_faction_leader = yes
			}
			country_event = {
				id = DOD_hungary.82
				hours = 6
			}
		}
	} {
		name = DOD_hungary.80.c
		ai_chance = {
			base = 25
		}
		trigger = {
			tag = SLO
			is_puppet_of = GER
		}
		GER = {
			country_event = DOD_hungary.83
		}
	} {
		name = DOD_hungary.80.d
		HUN = {
			country_event = DOD_hungary.84
		}
	}
}
### Entity: Unit Leader
Component: INS_secret_commander
Source: game
File: common/unit_leader/00_traits.txt

Code:
INS_secret_commander = {
	type = {
		land
	}
	trait_type = status_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Character
Component: DAH_ncm
Source: game
File: common/characters/DAH.txt

Code:
DAH_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = DAH_ncm
		allowed = {
			original_tag = DAH
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Character
Component: PRC_minister_of_finance
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_minister_of_finance = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	economy_cost_factor = -0.1
}
### Entity: Character
Component: GER_konstantin_von_neurath
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/GER.txt

Code:
GER_konstantin_von_neurath = {
	name = GER_konstantin_von_neurath
	portraits = {
		army = {
			large = GFX_portrait_GER_konstantin_von_neurath
			small = GFX_portrait_GER_konstantin_von_neurath_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = konstantin_von_neurath
		allowed = {
			original_tag = GER
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = GER_reorganize_the_wehrmacht GER_oppose_hitler_ww
				}
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
			has_completed_focus = GER_heed_von_neuraths_concerns
		}
		cost = 50
		traits = {
			GER_reich_minister_foreign_affairs_neurath
		}
	}
}
### Entity: Event
Component: r56_afghanistan.30
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, add_popularity, set_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.30
	picture = GFX_report_event_AFG_jamaat_islami_approached
	title = r56_afghanistan.30.t
	desc = r56_afghanistan.30.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.30.a
		add_war_support = 0.05
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = AFG_jamaat_islami_strong_tt
		set_country_flag = AFG_jamaat_islami_strong
		ai_chance = {
			base = 1
		}
	} {
		name = r56_afghanistan.30.b
		add_political_power = 35
		custom_effect_tooltip = AFG_jamaat_islami_weak_tt
		set_country_flag = AFG_jamaat_islami_weak
		ai_chance = {
			base = 4
		}
	}
}
### Entity: Event
Component: naw_norway.150
Constructs: is_triggered_only, ai_chance, set_rule, create_faction_from_template
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.150
	title = naw_norway.150.t
	desc = naw_norway.150.d
	picture = GFX_report_event_haakon_in_minerva_car
	is_triggered_only = yes
	option = {
		name = naw_norway.150.a
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 20
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_regional
			name = NOR_royal_league
			icon = GFX_faction_logo_generic_3
		}
	} {
		name = naw_norway.150.b
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 20
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_industrial_focus
			name = NOR_monarchist_union
			icon = GFX_faction_logo_generic_4
		}
	} {
		name = naw_norway.150.c
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 20
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_anti_communist
			name = NOR_union_of_kings
			icon = GFX_faction_logo_generic_5
		}
	} {
		name = naw_norway.150.p
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 40
		}
		ROOT = {
			country_event = {
				hours = 0
				id = naw_norway.151
			}
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_a_new_flagship
Constructs: prerequisite, completion_reward, allow_branch, has_dlc, has_tech, is_coastal, cancel_if_invalid, create_equipment_variant
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_a_new_flagship
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = HUN_capital_ships
	}
	x = 0
	y = 1
	relative_position_id = HUN_capital_ships
	cost = 5
	ai_will_do = {
		factor = 0
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	available = {
		has_tech = basic_ship_hull_heavy
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		create_equipment_variant = {
			name = Viribus Unitis Class
			type = ship_hull_heavy_2
			parent_version = 0
			allow_without_tech = yes
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = dp_ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_anti_air_2
				mid_2_custom_slot = dp_ship_secondaries_1
				rear_1_custom_slot = ship_heavy_battery_1
			}
			upgrades = {
				ship_reliability_upgrade = 2
				ship_engine_upgrade = 2
				ship_armor_upgrade = 3
				ship_gun_upgrade = 3
			}
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_heavy_2
				creator = HUN
				version_name = Viribus Unitis Class
			}
			name = Viribus Unitis
			requested_factories = 2
			progress = 0.75
			amount = 1
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_stay_neutral
Constructs: prerequisite, has_war, limit, add_ideas, completion_reward, add_political_power, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_stay_neutral
	icon = GFX_goal_generic_neutrality_focus
	relative_position_id = BEL_form_coalition_government
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {
		has_war = no
		is_subject = no
		is_in_faction = no
	}
	mutually_exclusive = {
		focus = BEL_democratic_influence
	}
	prerequisite = {
		focus = BEL_form_coalition_government
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = neutrality_idea
				}
			}
			add_ideas = neutrality_idea
		}
		add_political_power = 150
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_reintegrate_lit_minor
Constructs: prerequisite, completion_reward, add_state_core
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_reintegrate_lit_minor
	icon = GFX_focus_eng_move_to_secure_the_dominions
	relative_position_id = LIT_spread_the_revolution
	x = 0
	y = 1
	cost = 7.2
	prerequisite = {
		focus = LIT_spread_the_revolution
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 763
	}
	completion_reward = {
		add_state_core = 763
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: EAI_GER_barbarossa_OFFENSIVE_sector_SOUTH_DEBUG
Constructs: has_variable, check_variable
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_OFFENSIVE_sector_SOUTH_DEBUG = {
	allowed = {
		tag = GER
	}
	enable = {
		has_variable = EAI_MILITARY_SECTOR_id
		check_variable = {
			EAI_MILITARY_SECTOR_id = 2
		}
	}
	abort_when_not_enabled = yes
}
### Entity: Character
Component: GER_freikorps_commander
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_freikorps_commander = {
	random = no
	sprite = 5
	conscription_factor = 0.03
	modifier_army_sub_unit_militia_defence_factor = 0.05
	modifier_army_sub_unit_militia_attack_factor = 0.05
	modifier_army_sub_unit_militia_max_org_factor = 0.05
	drift_defence_factor = 0.15
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_shadow_seize
Constructs: prerequisite, has_war, has_government, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_shadow_seize
	icon = GFX_goal_generic_state_economy
	cost = 10
	ai_will_do = {
		factor = 13
	}
	prerequisite = {
		focus = SWI_shadow
	}
	available = {
		OR = {
			has_war = yes
			has_government = fascism communism
			threat = > 0.33
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			3 = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
			151 = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	x = 41
	y = 4
	completion_reward = {
		3 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		151 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_pacify_ethiopia_failure_effect
Constructs: limit, add_political_power, every_controlled_state, is_owned_by, is_core_of, add_compliance
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_pacify_ethiopia_failure_effect = {
	add_political_power = -25
	every_controlled_state = {
		limit = {
			NOT = {
				is_owned_by = ROOT
			}
			is_core_of = ETH
		}
		add_compliance = -5
	}
}
### Entity: Character
Component: DEN_asger_grandjean
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_asger_grandjean = {
	name = DEN_asger_grandjean
	portraits = {
		navy = {
			small = GFX_portrait_DEN_asger_grandjean_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = DEN_asger_grandjean
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			air_chief_all_weather_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Intervene
Constructs: shared_focus, prerequisite, has_war, limit, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Intervene
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = militarism GEN_Collectivist_Propaganda
	}
	mutually_exclusive = {
		focus = GEN_Conquer GEN_Isolated
	}
	x = 0
	y = 2
	relative_position_id = GEN_Organise_Youth
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = no
			factor = 3
		}
	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = GEN_Intervene_I
		if = {
			limit = {
				is_historical_focus_on = no
			}
			if = {
				limit = {
					ROOT = {
						has_government = fascism
						has_war = no
					}
					GER = {
						has_government = fascism
						has_war = yes
						has_capitulated = no
					}
				}
				ROOT = {

				}
			} {
				limit = {
					ROOT = {
						has_government = fascism
						has_war = no
					}
					ITA = {
						has_government = fascism
						has_war = yes
						has_capitulated = no
					}
				}
				ROOT = {

				}
			} {
				limit = {
					ROOT = {
						has_government = communism
						has_war = no
					}
					SOV = {
						has_government = communism
						has_war = yes
						has_capitulated = no
					}
				}
				ROOT = {

				}
			} {
				limit = {
					ROOT = {
						has_government = communism
						has_war = no
					}
					PRC = {
						has_government = communism
						has_war = yes
						has_capitulated = no
					}
				}
				ROOT = {

				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: EAI_DD_13/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: 17th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 17th Division
	location = 10257
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_sun_weiru
	}
}
### Entity: Idea
Component: arg_inmigrant_wave
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_inmigrant_wave = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_volunteer_expedition_bonus
	modifier = {
		MONTHLY_POPULATION = 1.25
		consumer_goods_factor = 0.06
	}
}
### Entity: Event
Component: JUNO_brazil_events.121
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_to_tech_sharing_group
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.121
	title = JUNO_brazil_events.121.t
	desc = JUNO_brazil_events.121.desc
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.121.a
		ai_chance = {
			base = 1
		}
		IF = {
			limit = {
				FROM = {
					has_completed_focus = BRA_us_brazil_technology_exchange
				}
			}
			add_to_tech_sharing_group = BRA_USA_tech_sharing_group
			FROM = {
				add_to_tech_sharing_group = BRA_USA_tech_sharing_group
			}
		} {
			limit = {
				FROM = {
					has_completed_focus = BRA_south_american_research_cooperation
				}
			}
			add_to_tech_sharing_group = BRA_south_american_tech_sharing_group
			FROM = {
				add_to_tech_sharing_group = BRA_south_american_tech_sharing_group
			}
		} {
			limit = {
				FROM = {
					tag = SOU
				}
				has_completed_focus = AFG_soviet_research_cooperation
			}
			add_to_tech_sharing_group = AFG_SOV_tech_sharing_group
			FROM = {
				add_to_tech_sharing_group = AFG_SOV_tech_sharing_group
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_royal_university_of_higher_education
Constructs: prerequisite, limit, has_government, completion_reward, add_popularity, add_research_slot
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_royal_university_of_higher_education
	icon = GFX_focus_SWE_institute_of_technology
	x = -2
	y = 1
	prerequisite = {
		focus = COG_assemble_a_regency_council
	}
	relative_position_id = COG_assemble_a_regency_council
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		base = 15
	}
	bypass = {

	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	completion_reward = {
		IF = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
		ELSE = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_research_slot = 1
	}
}
### Entity: AI Strategy
Component: CHI_warlord_historical_plan_nationalist
Constructs: is_chinese_warlord, is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_warlord_historical_strategy_plan.txt

Code:
CHI_warlord_historical_plan_nationalist = {
	name = Chinese Warlord historical plan supporting Nationalists
	desc = Historical behavior for Chinese Warlord
	allowed = {
		NOT = {
			original_tag = SHX SIK
		}
		is_chinese_warlord = yes
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		NOT = {
			has_focus_tree = china_warlord_focus
		}
	}
	ai_national_focuses = {
		CHI_secure_internal_politics CHI_cooperation_with_the_nationalists CHI_industrial_investment CHI_public_education_reform CHI_local_arms_production CHI_long_term_economic_planning CHI_technological_cooperation CHI_new_model_province CHI_root_out_corruption CHI_land_reform CHI_reform_the_administration CHI_strenghten_warlord_authority CHI_local_arms_development CHI_heavy_weapons_development
	}
	focus_factors = {
		CHI_join_the_republican_government = 0
		CHI_power_struggle = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 1003
Constructs: add_core_of
Source: game
File: history/states/1003 - Kaiser Wilhelms Land.txt

Code:
state = {
	id = 1003
	name = STATE_979
	manpower = 359000
	state_category = rural
	history = {
		add_core_of = PNG
		owner = PNG
		buildings = {
			infrastructure = 1
			air_base = 1
			12240 = {
				naval_base = 1
			}
			12154 = {
				naval_base = 1
			}
			12237 = {
				naval_base = 2
			}
		}
		victory_points = {
			12240 1
		} {
			12154 2
		} {
			12237 3
		}
	}
	provinces = {
		4418 12237 10251 7365 12193 5135 12154 12428 11018 7614 4393 1389 12240 12400 10423
	}
	buildings_max_level_factor = 1
	local_supplies = 0.0
}
### Entity: Character
Component: SOV_vyacheslav_molotov
Constructs: has_completed_focus, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_vyacheslav_molotov = {
	name = SOV_vyacheslav_molotov
	portraits = {
		army = {
			small = GFX_idea_SOV_vyacheslav_molotov
		}
	}
	allowed_civil_war = {
		has_government = communism
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_vyacheslav_molotov
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			has_completed_focus = SOV_policy_of_individual_security
		}
		traits = {
			pc_for_foreign_affairs_molotov
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: Scripted Effect
Component: CHI_warlord_integration_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_warlord_integration_down = {
	if = {
		limit = {
			has_idea = CHI_warlord_integration_5
		}
		swap_ideas = {
			remove_idea = CHI_warlord_integration_5
			add_idea = CHI_warlord_integration_4
		}
	}
	else_if = {
		limit = {
			has_idea = CHI_warlord_integration_4
		}
		swap_ideas = {
			remove_idea = CHI_warlord_integration_4
			add_idea = CHI_warlord_integration_3
		}
	} {
		limit = {
			has_idea = CHI_warlord_integration_3
		}
		swap_ideas = {
			remove_idea = CHI_warlord_integration_3
			add_idea = CHI_warlord_integration_2
		}
	} {
		limit = {
			has_idea = CHI_warlord_integration_2
		}
		swap_ideas = {
			remove_idea = CHI_warlord_integration_2
			add_idea = CHI_warlord_integration_1
		}
	}
	else = {
		remove_ideas = CHI_warlord_integration_1
	}
}
### Entity: Country History
Country: RKN
Component: RKN_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RKN - Reichskommisariat Niederlande.txt

Code:
# Politics & Parties for RKN
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: Idea
Component: PRC_the_internal_enemy_KUM_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_KUM_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = KUM
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Decision
Component: united_arab_republic_cat
Source: game
File: common/decisions/categories/IRQ_decision_categories.txt

Code:
united_arab_republic_cat = {
	icon = GFX_decision_category_generic_political_actions
	priority = 20
	visible_when_empty = no
	allowed = {
		original_tag = IRQ
	}
	visible = {

	}
}
### Entity: Event
Component: venezuela.18
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.18
	picture = GFX_report_event_generic_sign_treaty3
	title = venezuela.18.t
	desc = venezuela.18.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.18.a
		diplomatic_relation = {
			country = COL
			relation = non_aggression_pact
			active = yes
		}
	}
}
### Entity: Event
Component: SCA_iceland.9
Constructs: is_triggered_only, add_doctrine_cost_reduction
Source: game
File: events/ICE_events.txt

Code:
country_event = {
	id = SCA_iceland.9
	title = SCA_iceland.9.t
	desc = SCA_iceland.9.desc
	picture = GFX_report_event_usa_british_sailors_destroyers
	is_triggered_only = yes
	option = {
		name = SCA_iceland.9.a
		add_doctrine_cost_reduction = {
			name = ICE_combined_arms
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		} {
			name = ICE_combined_arms
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
	} {
		name = SCA_iceland.9.a
		add_doctrine_cost_reduction = {
			name = ICE_naval_supremacy
			cost_reduction = 0.25
			uses = 4
			category = naval_doctrine
		}
	}
}
### Entity: AI Strategy
Component: SOV_build_2_5M_army
Constructs: has_army_manpower, force_build_armies
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_build_2_5M_army = {
	allowed = {
		tag = SOV
	}
	enable = {
		exists = yes
		AND = {
			has_army_manpower = {
				size = < 2000000
			}
		}
	}
	abort = {
		has_army_manpower = {
			size = > 2000000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 225
	}
}