Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fri_focus
Component: FRI_tonkin_cement_factories
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_tonkin_cement_factories
	icon = GFX_goal_generic_construct_civ_factory
	cost = 10
	prerequisite = {
		focus = FRI_expand_the_michelin_plantations
	}
	available = {
		controls_state = 671
	}
	relative_position_id = FRI_continue_the_politique_politique_du_paysannat
	x = 0
	y = 2
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				671
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: frloc_collabgov_noart_sg_fem_cons_07
Constructs: has_autonomy_state
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_collabgov_noart_sg_fem_cons_07 = {
	AND = {
		has_autonomy_state = autonomy_collaboration_government
		OR = {
			tag = DNZ
			original_tag = DNZ
		}
	}
}
### Entity: Idea
Component: MAN_underground_gun_shops
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_underground_gun_shops = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = generic_central_management
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.25
			reliability = -0.4
			instant = yes
		}
	}
}
### Entity: Character
Component: CHI_symeon_du
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_symeon_du = {
	name = CHI_symeon_du
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_symeon_du_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_symeon_du
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = CHI_utilize_the_albazinian_contact
		}
		traits = {
			CHI_chinese_orthodox_chruch_bishop_trait
		}
	}
}
### Entity: Idea
Component: MAD_coi
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = MAD
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Event
Component: wtt_japan.11
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_owned_and_controlled_by, add_resource, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.11
	title = wtt_japan.11.t
	desc = wtt_japan.11.desc
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = wtt_japan.11.a
		ai_chance = {
			base = 10
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		IF = {
			limit = {
				original_tag = CHI
			}
			add_opinion_modifier = {
				target = FROM
				modifier = trautmann_agreement_opm
			}
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = trautmann_agreement_opm
				}
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = SOV
				655 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			655 = {
				add_resource = {
					type = oil
					amount = 8
				} {
					type = coal
					amount = 2
				}
				IF = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				} {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = wtt_japan.12
				days = 1
			}
			if = {
				limit = {
					original_tag = SOV
				}
				hidden_effect = {
					PRC = {
						country_event = {
							id = SEA_PRC_misc_events.12
							days = 2
						}
					}
				}
			}
		}
	} {
		name = wtt_japan.11.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = wtt_japan.13
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_support_a_tech_industry_boom_r56
Constructs: prerequisite, has_war, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_support_a_tech_industry_boom_r56
	icon = GFX_focus_PRC_bolshevik_urbanization_completed
	cost = 10
	x = 1
	y = 1
	relative_position_id = SIA_fulfill_domestic_consumption_r56
	prerequisite = {
		focus = SIA_fulfill_domestic_consumption_r56
	} {
		focus = SIA_irrigate_the_countryside_r56
	}
	ai_will_do = {
		base = 9
	}
	available = {
		has_war = no
		has_tech = construction5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1134
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		SIA_upgrade_economic_intervention_r56 = yes
	}
}
### Entity: Character
Component: fast_tank_manufacturer_2
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
fast_tank_manufacturer_2 = {
	random = no
	equipment_bonus = {
		armor = {
			maximum_speed = 0.1
			soft_attack = 0.05
			reliability = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: KOR_MOT_01
Constructs: has_government
Source: game
File: common/units/names_divisions/KOR_names_divisions.txt

Code:
KOR_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		KOR
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		KOR_INF_01
	}
	fallback_name = %dth ROK Infantry Division
	ordered = {
		1 = {
			%dst ROK Infantry Division 'Forward'
		}
		2 = {
			%dnd ROK Infantry Division 'Angry Wave'
		}
		3 = {
			%drd ROK Infantry Division 'White Skull'
		}
		4 = {
			%dth ROK Infantry Division
		}
		5 = {
			%dth ROK Infantry Division 'The Key'
		}
		6 = {
			%dth ROK Infantry Division 'Blue Star'
		}
		7 = {
			%dth ROK Infantry Division 'Seven Stars'
		}
		8 = {
			%dth ROK Infantry Division 'Tumbler'
		}
		9 = {
			%dth ROK Infantry Division 'White Horse'
		}
		10 = {
			%dth ROK Infantry Division
		}
		11 = {
			%dth ROK Infantry Division 'Hwa-rang'
		}
		12 = {
			%dth ROK Infantry Division 'Eulji'
		}
		13 = {
			%dth ROK Infantry Division
		}
		14 = {
			%dth ROK Infantry Division
		}
		15 = {
			%dth ROK Infantry Division 'Victory'
		}
		16 = {
			%dth ROK Infantry Division
		}
		17 = {
			%dth ROK Infantry Division 'Lightning'
		}
		18 = {
			%dth ROK Infantry Division
		}
		19 = {
			%dth ROK Infantry Division
		}
		20 = {
			%dth ROK Infantry Division 'Decisive Battle'
		}
		21 = {
			%dst ROK Infantry Division 'Mt. Baekdu'
		}
		22 = {
			%dnd ROK Infantry Division 'Yulgok' 
		}
		23 = {
			%drd ROK Infantry Division 'Iron Wall'
		}
		24 = {
			%dth ROK Infantry Division
		}
		25 = {
			%dth ROK Infantry Division 'Flying Dragon'
		}
		26 = {
			%dth ROK Infantry Division 'Fires'
		}
		27 = {
			%dth ROK Infantry Division 'Let's Win'
		}
		28 = {
			%dth ROK Infantry Division 'Invincible Typhoon'
		}
		29 = {
			%dth ROK Infantry Division
		}
		30 = {
			%dth ROK Infantry Division 'Certain Victory'
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_royal_college_funding
Constructs: prerequisite, completion_reward, allow_branch, add_research_slot
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_royal_college_funding
	icon = GFX_focus_research
	prerequisite = {
		focus = PER_islamic_restoration PER_continue_westernization
	}
	x = 1
	y = 2
	relative_position_id = PER_free_elections
	cost = 10
	available = {
		controls_state = 266
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = PER_kazem_hasibi
		}
	}
}
### Entity: Idea
Component: r56_CAN_wartime_prices_and_trade_board_idea_01
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_wartime_prices_and_trade_board_idea_01 = {
	name = r56_CAN_wartime_prices_and_trade_board_idea_01
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		min_export = -0.1
		global_building_slots_factor = 0.1
		war_support_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: add_fascist_influence
Constructs: limit, add_fascist_influence, has_idea, add_timed_idea
Source: game
File: common/scripted_effects/URG_scripted_effects.txt

Code:
add_fascist_influence = {
	if = {
		limit = {
			NOT = {
				has_idea = strong_fascist_influence
			}
		}
		add_timed_idea = {
			idea = strong_fascist_influence
			days = 45
		}
	}
}
### Entity: State History
Component: 933
Constructs: add_core_of
Source: game
File: history/states/933-Shetland.txt

Code:
state = {
	id = 933
	name = STATE_933
	manpower = 18000
	state_category = tiny_island
	resources = {

	}
	history = {
		owner = ENG
		add_core_of = ENG SCO
		buildings = {
			infrastructure = 1
			6196 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		6196
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: greater_than_or_equals
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## greater_than_or_equals
Returns 1 if the accumulator is greater than or equal to the value, otherwise 0.
### Entity: Character
Component: socialist_justice
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
socialist_justice = {
	random = no
	sprite = 13
	communism_drift = 0.05
	resistance_target = -0.05
}
### Entity: AI Strategy
Component: ROM_we_need_a_lot_of_convoys
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_we_need_a_lot_of_convoys = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 5
	}
}
### Entity: Event
Component: NSB_polish_fascist_events.301
Constructs: is_triggered_only, ai_chance, fire_only_once, set_autonomy
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.301
	title = NSB_polish_fascist_events.301.t
	desc = NSB_polish_fascist_events.301.desc
	picture = GFX_report_event_generic_communist_congress
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_polish_fascist_events.301.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			GER = {
				set_autonomy = {
					target = POL
					autonomy_state = autonomy_satellite
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_usa_airport
Constructs: prerequisite, has_war_with, completion_reward, has_idea, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_usa_airport
	icon = GFX_goal_generic_air_production
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_close_usa ICE_strong_neutral ICE_guarantees
	}
	available = {
		NOT = {
			has_war_with = USA
		}
		OR = {
			custom_trigger_tooltip = {
				tooltip = ICE_no_neutral_tt
				NOT = {
					has_idea = ICE_icelandic_neutrality
				} {
					has_idea = ICE_icelandic_neutrality2
				}
			}
			gives_military_access_to = USA
		}
	}
	x = 12
	y = 5
	completion_reward = {
		100 = {
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Joint Focus
Component: CONGO_compagnie_belge_maritime_du_congo
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, has_subject, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_compagnie_belge_maritime_du_congo
	dynamic = yes
	icon = GFX_focus_generic_africa_naval
	prerequisite = {
		focus = CONGO_develop_infrastructure
	} {
		focus = CONGO_new_vegetable_produce_markets
	}
	relative_position_id = CONGO_chefs_coutumiers
	x = 4
	y = 2
	cost = 10
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt available_industrial_concern
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_industrial_capacity_dockyard = 0.1
				tooltip = industrial_capacity_dockyard_tt
			}
			show_ideas_tooltip = COG_colonial_maritime_company
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt generic_skip_one_line_tt available_industrial_concern
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_industrial_capacity_dockyard = 0.1
				tooltip = industrial_capacity_dockyard_tt
			}
			show_ideas_tooltip = COG_colonial_maritime_company
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt available_industrial_concern
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_industrial_capacity_dockyard = 0.1
				tooltip = industrial_capacity_dockyard_tt
			}
			show_ideas_tooltip = COG_colonial_maritime_company
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt generic_skip_one_line_tt available_industrial_concern
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_industrial_capacity_dockyard = 0.1
				tooltip = industrial_capacity_dockyard_tt
			}
			show_ideas_tooltip = COG_colonial_maritime_company
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_revolution_in_the_gulf
Constructs: prerequisite, completion_reward, is_subject, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_revolution_in_the_gulf
	icon = GFX_focus_focus_fra_revolution_utmost
	prerequisite = {
		focus = PER_communist_destabilize_iraq PER_communist_afghanistan_intervention
	}
	x = -1
	y = 1
	relative_position_id = PER_communist_destabilize_iraq
	cost = 5
	available = {
		is_subject = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_revolution_in_the_gulf_tt
	}
}
### Entity: Idea
Component: EAI_DD_7/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: Event
Component: MUN_czech.1024
Constructs: is_triggered_only, ai_chance, limit, owns_state, set_state_flag, white_peace, set_global_flag, set_variable
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1024
	title = MUN_czech.1024.t
	desc = MUN_czech.1024.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = MUN_czech.1024.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 3
				enemies_strength_ratio = > 1
			} {
				factor = 1.1
				surrender_progress = > 0.25
			} {
				factor = 3
				surrender_progress = > 0.3
			} {
				factor = 10
				surrender_progress = > 0.5
			} {
				factor = 0
				OR = {
					enemies_strength_ratio = < 0.6
					FROM = {
						surrender_progress = > 0.2
					}
				}
			}
		}
		if = {
			limit = {
				762 = {
					owner = {
						owns_state = 66
					}
				}
			}
			762 = {
				transfer_state_to = CZE
				set_state_flag = CZE_transferred_to_us
			}
		} {
			limit = {
				67 = {
					owner = {
						owns_state = 66
					}
				}
			}
			67 = {
				transfer_state_to = CZE
				set_state_flag = CZE_transferred_to_us
			}
		}
		66 = {
			transfer_state_to = CZE
			set_state_flag = CZE_transferred_to_us
		}
		white_peace = FROM
		set_global_flag = CZE_block_silesia_war_negotations
		set_variable = {
			global.CZE_origin_event = 1024
		}
		FROM = {
			country_event = MUN_czech.1048
		}
	} {
		name = MUN_czech.1024.b
		ai_chance = {
			base = 1
			modifier = {
				surrender_progress = < 0.05
				add = 1
			} {
				surrender_progress = > 0.5
				factor = 0.1
			}
		}
		set_variable = {
			global.CZE_origin_event = 1024
		}
		FROM = {
			country_event = MUN_czech.1026
		}
	} {
		name = MUN_czech.1024.c
		trigger = {
			is_ai = no
		}
		set_global_flag = CZE_block_silesia_war_negotations
		set_variable = {
			global.CZE_origin_event = 1024
		}
		FROM = {
			country_event = MUN_czech.1026
		}
	}
}
### Entity: Character
Component: COS_jorge_peralta
Source: game
File: common/characters/COS.txt

Code:
COS_jorge_peralta = {
	name = Jorge Peralta
	portraits = {
		civilian = {
			large = GFX_portrait_Jorge_Peralta
		}
	}
	country_leader = {
		ideology = moderatism
		traits = {
			compassionate_gentleman
		}
		expire = 1948.1.1.12
		id = -1
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_government, fire_only_once, add_political_power, has_political_power, has_country_leader, has_dlc, has_game_rule, remove_effect
Source: game
File: common/decisions/GRE_r56.txt

Code:
political_actions = {
	GRE_recall_napoleon_zervas = {
		icon = attache
		fire_only_once = yes
		days_remove = 10
		custom_cost_text = napoleon_zervas_decision_cost
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		allowed = {
			tag = GRE
		}
		ai_will_do = {
			factor = 60
		}
		available = {
			command_power = > 24
			has_political_power = > 24
			NOT = {
				OR = {
					has_government = communism
					has_country_leader = {
						character = GRE_konstantinos_demertzis
						ruling_only = yes
					}
				}
			}
		}
		visible = {
			OR = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				has_game_rule = {
					rule = GRE_focus_tree_selection
					option = R56_TREE
				}
			}
		}
		remove_effect = {
			set_country_flag = GRE_zervas_recalled
			create_corps_commander = {
				name = Napoleon Zervas
				portrait_path = gfx/leaders/GRE/r56_portrait_GRE_Napoleon_Zervas.dds
				traits = {
					expert_improviser skirmisher
				}
				skill = 2
				id = 75009
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 2
			}
		}
		complete_effect = {
			add_command_power = -25
			add_political_power = -25
		}
	}
	GRE_recall_konstantinos_ventiris = {
		icon = attache
		fire_only_once = yes
		days_remove = 10
		custom_cost_text = konstantinos_ventiris_decision_cost
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		allowed = {
			tag = GRE
		}
		visible = {
			OR = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				has_game_rule = {
					rule = GRE_focus_tree_selection
					option = R56_TREE
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
		available = {
			command_power = > 24
			has_political_power = > 24
			NOT = {
				OR = {
					has_government = communism
					has_country_leader = {
						character = GRE_konstantinos_demertzis_r56
						ruling_only = yes
					}
				}
			}
		}
		remove_effect = {
			set_country_flag = GRE_ventiris_recalled
			show_unit_leaders_tooltip = GRE_konstantinos_ventiris
		}
		complete_effect = {
			add_command_power = -25
			add_political_power = -25
		}
	}
	GRE_seize_armories = {
		icon = GFX_decision_generic_prepare_civil_war
		available = {
			has_civil_war = yes
			has_government = communism
		}
		visible = {
			has_civil_war = yes
			has_government = communism
		}
		ai_will_do = {
			factor = 50
		}
		allowed =
# ... (truncated)
### Entity: Idea
Component: CZE_federalization_agreement_3
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_federalization_agreement_3 = {
	picture = chi_wargaming_division
	name = CZE_federalization_agreement_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		war_support_factor = 0.05
		faction_trade_opinion_factor = 0.15
		conscription_factor = 0.25
	}
}
### Entity: Idea
Component: PRC_guizhou_air
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_guizhou_air = {
	picture = generic_naval_manufacturer_2
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_invest_in_new_companies
	}
	cost = 150
	removal_cost = 10
	traits = {
		naval_aircraft_manufacturer
	}
}
### Entity: Idea
Component: AST_holden_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_holden_organization_idea = {
	name = AST_holden_organization
	picture = AST_holden
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: PRC_shorter_market_plan_completed
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_shorter_market_plan_completed = {
	picture = POL_succesful_four_year_plan
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		production_factory_max_efficiency_factor = 0.05
		cic_construction_boost = 0.025
	}
}
### Entity: Idea
Component: WUR_abi
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_abi = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = WUR
	}
	traits = {
		air_bomber_interception_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: mauser
Constructs: research_bonus
Source: game
File: common/ideas/GER.txt

Code:
mauser = {
	allowed = {
		original_tag = GER
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 2
	}
}
### Entity: Unit Template
Component: MAC_INF_01
Source: game
File: common/units/names_divisions/MAC_names_divisions.txt

Code:
MAC_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		MAC
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Makedonska Pešadiska Div.
	ordered = {
		1 = {
			%d. Makedonska Pešadiska Div.
		}
		2 = {
			%d. Makedonska Pešadiska Div.
		}
	}
}