Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: POL_monarchy_romania_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_alternate_strategy_plan.txt

Code:
POL_monarchy_romania_plan = {
	name = POL romania plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_ROMANIA
			has_game_rule = {
				rule = POL_ai_behavior
				option = ROMANIA
			}
		}
		has_DLC = No Step Back
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_assemble_the_regency_council POL_fulfil_fifth_of_november POL_the_four_year_plan POL_central_region_strategy POL_expansion_of_new_towns POL_fill_the_railways_gaps POL_agrarian_reform POL_hohenzollern POL_restoration_of_the_royal_sejm POL_internal_romanian_support POL_institute_royal_guards POL_arm_monarchist_militants POL_king_michaels_coup POL_develop_polish_ship_building POL_attract_poles_to_gdynia POL_study_foreign_built_ships POL_expand_gdynia_seaport POL_additional_research_slot1 POL_merge_internal_governments POL_pro_allied_government POL_ROM_join_allies POL_invest_in_the_old_polish_region POL_modernize_congressional_factories POL_warsaw_main_railway_station
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Trigger Reference
Construct: Equipment
Constructs: Equipment, limit, is_archetype, is_buildable, is_frame
Source: vanilla_docs
File: common/units/equipment/_documentation.md

Doc:
# Equipment

Syntax:
```
equipments = {
	<equipment type name> = {
		year = <4-digit year>

		is_archetype = <yes|no>
		is_buildable = <yes|no>
		priority = <value>
		archetype = <equipment archetype name>
		parent = <equipment type name>
		is_frame = <yes|no>  # Default yes for modular equipment, not applicable for non-modular equipment. Frame refers to tank chassis, ship hulls, and airplane frames.

		# Land types
		type = <armor|infantry|motorized|mechanized|anti_air|artillery|anti_tank|rocket|support>
		# or Naval types
		type = <capital_ship|submarine|screen_ship|carrier|convoy|naval_transport>
		# or Air types
		type = <air_transport|figher|cas|interceptor|tactical_bomber|strategic_bomber|naval_bomber|missile|suicide>
		
		# Limit the amount of military factories or dockyards assignable to the type
		# Military factories types (excluding railway guns)
		max_military_factories = <amount>
		# Dockyards
		max_dockyard_factories = <amount>
		

		# The AI by default uses 'type' to connect archetypes to strategies e.g. unit_ratio. This can be overriden by
		# ai_type, and allows you to set different unit_ratios for e.g. fighter, carrier fighter and heavy fighter even
		# though they all have the type 'fighter'.
		ai_type = <cv_fighter|cv_interceptor|cv_cas|cv_naval_bomber|cv_suicide|heavy_fighter>

		upgrades = {
			# List of upgrade names
		}

		can_be_produced = {
			# a trigger to check if a country can produce this equipment type/archetype
		}
		
		can_be_lend_leased = {
			# a trigger to check if a country can lend lease to another country. scope is country, from is the country we will lend lease to
		}
		
		module_slots = {
			# List of module slots and their details
			
			# Fixed slots will be grouped together in the equipment designer window, and always start with "fixed_"
			# They represent slots that are used for a single purpose or related purposes,
			# and thus usually have a restrictive list of allowed module categories, and are usually required.
			fixed_<slot name> = {
				required = <yes|no>
				allowed_module_categories = {
					# List of module category names
				}
			}
			
			# Custom slots will be grouped together in the equipment designer window, and cannot start with "fixed_"
			# They represent slots that can be used for a lot of different purposes,
			# and thus usually have a flexible list of allowed module categories, and are usu
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_khakimov_proposal
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, has_civil_war, is_subject, random_hours
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_khakimov_proposal
	icon = GFX_focus_generic_befriend_saudi_arabia
	prerequisite = {
		focus = SOV_seek_a_defense_pact_with_the_allies
	}
	x = -1
	y = 1
	relative_position_id = SOV_seek_a_defense_pact_with_the_allies
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		is_subject = no
		country_exists = SAU
		NOT = {
			has_war_with = SAU
		}
	}
	search_filters = {

	}
	completion_reward = {
		SAU = {
			add_ideas = SOV_ambassador_karim_khakimov
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_cordial_relations_developed_by_soviet_diplomat
			}
			hidden_effect = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.211
					hours = 8
					random_hours = 4
				}
			}
		}
		activate_targeted_decision = {
			target = SAU
			decision = SOV_pressure_country_government_middle_east
		} {
			target = SAU
			decision = SOV_promote_ideology_rallies_middle_east
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_reorganization_of_the_communist_party
Constructs: prerequisite, limit, remove_ideas, has_government, add_stability, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_reorganization_of_the_communist_party
	available = {
		communism = > 0.4
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_nationalize_industry
	} {
		focus = POR_unify_leftist_youth_wings
	}
	icon = GFX_focus_generic_soviet_politics
	x = -1
	y = 1
	relative_position_id = POR_nationalize_industry
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		SOV = {
			if = {
				limit = {
					has_government = communism
				}
				add_opinion_modifier = {
					target = POR
					modifier = POR_neutrality_opinion_communism
				}
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = POR_bento_de_jesus_caraca
		remove_ideas = POR_unstable_republic
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			set_politics = {
				ruling_party = communism
			}
			if = {
				limit = {
					has_stability = < 0.4
				}
				set_temp_variable = {
					POR_communist_cw_opposition = party_popularity@neutrality
				}
				multiply_temp_variable = {
					POR_communist_cw_opposition = 0.8
				}
				add_to_temp_variable = {
					POR_communist_cw_opposition = party_popularity@democratic
				} {
					POR_communist_cw_opposition = party_popularity@fascism
				}
				start_civil_war = {
					ideology = neutrality
					size = POR_communist_cw_opposition
					capital = 180
					states = {
						181
					}
				}
			}
			else = {
				add_stability = -0.1
			}
			custom_effect_tooltip = POR_potential_civil_war_low_requirement_tt
		}
		else = {
			add_political_power = 120
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_kingdom_of_norway
Constructs: division_template, prerequisite, limit, completion_reward, set_temp_variable, check_variable, set_politics, add_dynamic_modifier
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_kingdom_of_norway
	icon = GFX_focus_NOR_the_kingdom_of_norway
	prerequisite = {
		focus = NOR_the_crowns_executive_powers
	} {
		focus = NOR_a_warden_king
	}
	x = 1
	y = 1
	relative_position_id = NOR_the_crowns_executive_powers
	cost = 10
	available = {
		set_temp_variable = {
			var = temp_preparedness
			value = 12
		}
		custom_trigger_tooltip = {
			tooltip = NOR_needed_support_TT
			check_variable = {
				var = NOR_country_preparedness
				value = temp_preparedness
				compare = greater_than_or_equals
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			name = NOR_Wedel-Jarlsberg_regency_name
			long_name = NOR_Wedel-Jarlsberg_regency_long_name
		}
		NOR_set_kingdom_of_norway_variables = yes
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		country_event = {
			id = AAT_norway_monarchist.5
			hours = 0
		}
		add_dynamic_modifier = {
			modifier = NOR_kingdom_of_norway_dmod
		}
		set_division_template_lock = {
			division_template = Kongens Menn
			is_locked = no
		}
		retire_character = NOR_kristian_laake
		if = {
			limit = {
				has_idea = NOR_birger_ljungberg
			}
			deactivate_advisor = NOR_birger_ljungberg
		}
		effect_tooltip = {
			add_naval_commander_role = {
				Character = NOR_king_haakon_vii
				traits = {
					navy_media_personality gentlemanly naval_lineage fleet_protector
				}
				skill = 5
				attack_skill = 2
				defense_skill = 6
				maneuvering_skill = 4
				coordination_skill = 4
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_return_of_the_emir
Constructs: has_completed_focus, division_template, prerequisite, limit, random_country, remove_ideas, has_government, has_country_flag
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_return_of_the_emir
	icon = GFX_focus_AFG_return_of_the_king
	prerequisite = {
		focus = AFG_secure_army_support
	}
	x = 0
	y = 1
	relative_position_id = AFG_secure_army_support
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		has_civil_war = no
		fascism = > 0.2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_variable = {
			var = AFG_total_anti_emir_size
			value = party_popularity@democratic
		}
		add_to_variable = {
			var = AFG_total_anti_emir_size
			value = party_popularity@communism
		} {
			var = AFG_total_anti_emir_size
			value = party_popularity@neutrality
		}
		IF = {
			limit = {
				has_completed_focus = AFG_secure_army_support
			}
			add_to_variable = {
				var = AFG_total_anti_emir_size
				value = -0.3
			}
		} {
			limit = {
				has_country_flag = AFG_germany_will_aid_amanullah
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			country_event = {
				id = AFG_political_events.54
				days = 1
			}
		} {
			limit = {
				has_completed_focus = AFG_contact_rural_loyalists
			}
			AFG_faqir_of_ipi = {
				set_character_flag = AFG_rural_cw_started
			}
			AFG_mazrak_zadran = {
				set_character_flag = AFG_rural_cw_started
			}
			random_owned_controlled_state = {
				create_unit = {
					division = division_template ="Pashtun Militia" start_experience_factor = 0.2 start_equipment_factor	= 1.0
					owner = ROOT
					count = 5
				}
			}
		}
		start_civil_war = {
			ruling_party = fascism
			ideology = neutrality
			size = AFG.AFG_total_anti_emir_size
			states = {
				267 1007 415 1009
			}
			keep_all_characters = yes
			hidden_effect = {
				PREV = {
					AFG_mohammad_hashim_khan = {
						set_nationality = PREV.PREV
					}
					AFG_mohammed_zahir_shah = {
						set_nationality = PREV.PREV
					}
				}
				IF = {
					limit = {
						PREV.PREV = {
							NOT = {
								has_country_leader = {
									ruling_only = yes
									character = AFG_mohammad_hashim_khan
								}
							}
							has_civil_war = yes
						}
					}
					PREV.PREV = {
						promote_character = {
							character = AFG_mohammad_hashim_khan
							ideology = oligarchism
						}
					}
				}
			}
			IF = {
				limit = {
					PREV = {
						has_completed_focus = AFG_hold_a_loya_jirga
					}
				}
				PREV.PREV = {
					add_timed_idea = {
						idea = AFG_low_legitimacy_debuff
						day
# ... (truncated)
### Entity: Country History
Country: SSU
Component: SSU_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SSU - South Sudan.txt

Code:
# Politics & Parties for SSU
set_war_support = 0.2
set_stability = 0.5
set_politics = {
	ruling_party = democratic
	last_election = 1932.02.16
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	neutrality = 30
	fascism = 20
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_trench_warfare
Constructs: prerequisite, completion_reward, has_tech, add_to_variable, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_trench_warfare
	icon = GFX_focus_generic_collective_defense
	cost = 5
	x = 2
	y = 1
	relative_position_id = CYP_island_defense
	prerequisite = {
		focus = CYP_island_defense
	}
	available = {
		has_tech = tech_engineers
	}
	completion_reward = {
		add_to_variable = {
			CYP_national_guard_division_speed = -0.05
		} {
			CYP_national_guard_recovery_rate = 0.04
		} {
			CYP_national_guard_max_entrenchment = 0.1
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CYP_national_guard_tt_1
				add_idea = CYP_national_guard_tt_3
			}
		}
		add_tech_bonus = {
			name = CYP_trench_warfare
			category = engineers_tech
			bonus = 0.5
			uses = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: new_ger.167
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.167
	title = new_ger.167.t
	desc = new_ger.167.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.167.a
		ai_chance = {
			base = 2
		}
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = GER_buying_cheap_resources_from_me_r56
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = new_ger.167.b
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: Idea
Component: LIE_neutrality_idea
Constructs: has_war, is_in_faction, is_subject, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_neutrality_idea = {
	name = neutrality_idea
	picture = LIE_neutrality
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_war = yes
			is_in_faction = yes
			is_subject = yes
		}
	}
	removal_cost = -1
	modifier = {
		enemy_justify_war_goal_time = 0.5
		join_faction_tension = 1.0
		send_volunteers_tension = 0.2
		embargo_threshold_factor = 2.5
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_focus_peaceful_factor = 0.5
		ai_get_ally_desire_factor = -100
		ai_focus_defense_factor = 0.2
	}
}
### Entity: Idea
Component: QUE_from_shadows
Source: game
File: common/ideas/quebec.txt

Code:
QUE_from_shadows = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_purge
	modifier = {
		justify_war_goal_time = -0.1
		non_core_manpower = 0.005
		supply_consumption_factor = -0.1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_pan_slavic_revanchism
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_pan_slavic_revanchism
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = POL_polish_revanchism
	}
	x = -1
	y = 1
	relative_position_id = POL_polish_revanchism
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = POL_polish_revanchism_focus
			add_idea = POL_slavic_revanchism
		}
	}
}
### Entity: Scripted Effect
Component: EAI_get_antiair_slot_score
Constructs: limit, set_variable, set_temp_variable, add_to_temp_variable, is_core_of
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_antiair_slot_score = {
	set_variable = {
		EAI_antiair_slot_score = 5
	}
	subtract_from_variable = {
		EAI_antiair_slot_score = building_level@anti_air_building
	}
	set_temp_variable = {
		t1 = building_level@synthetic_refinery
	} {
		t1 = building_level@industrial_complex
	} {
		t1 = building_level@arms_factory
	}
	divide_temp_variable = {
		t1 = 1.5
	} {
		t1 = 10
	} {
		t1 = 10
	}
	add_to_temp_variable = {
		t1 = 1
	} {
		t1 = 1
	} {
		t1 = 1
	}
	multiply_variable = {
		EAI_antiair_slot_score = t1
	} {
		EAI_antiair_slot_score = t1
	} {
		EAI_antiair_slot_score = t1
	}
	if = {
		limit = {
			EAI_no_border = yes
		}
		multiply_variable = {
			EAI_antiair_slot_score = 1.1
		}
	} {
		limit = {
			EAI_no_enemy_border = yes
		}
		multiply_variable = {
			EAI_antiair_slot_score = 2
		}
	} {
		limit = {
			is_core_of = ROOT
		}
		multiply_variable = {
			EAI_antiair_slot_score = 4
		}
	}
}
### Entity: Character
Component: fighter_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
fighter_producer_mass_1 = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.1
		}
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_travail
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_travail
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = EFR_marechal_nous_voila
	}
	relative_position_id = EFR_marechal_nous_voila
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Character
Component: HON_carlos_molina_dejonje
Source: game
File: common/characters/HON.txt

Code:
HON_carlos_molina_dejonje = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = HON_carlos_molina_dejonje
		ledger = air
		allowed = {
			original_tag = HON
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Carlos Molina Dejonje
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_join_the_comintern
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_join_the_comintern
	icon = GFX_focus_chi_mission_to_the_soviet_union
	cost = 10.0
	ai_will_do = {
		factor = 50
	}
	available = {
		is_subject = no
		OR = {
			has_government = communism
			communism = > 0.4
		} {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	prerequisite = {
		focus = SPR_establish_the_oraa SPR_establish_soviet_democracy
	}
	mutually_exclusive = {
		focus = SPR_align_with_the_new_france
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	relative_position_id = SPR_republican_victory
	x = 4
	y = 4
}
### Entity: Character
Component: ITA_giuseppe_pieche
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_giuseppe_pieche = {
	name = ITA_giuseppe_pieche
	portraits = {
		army = {
			small = GFX_portrait_ITA_giuseppe_pieche_small
			large = GFX_portrait_ITA_giuseppe_pieche
		}
	}
	field_marshal = {
		traits = {
			infantry_officer expert_delegator
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			OR = {
				has_completed_focus = ITA_the_carabinieri ITA_empower_the_carabinieri ITA_expand_the_royal_guard
			}
		}
	}
}
### Entity: State History
Component: 829
Constructs: add_core_of
Source: game
File: history/states/829 - Volga Germany.txt

Code:
state = {
	id = 829
	name = STATE_829
	manpower = 618530
	state_category = rural
	resources = {
		steel = 14
		tungsten = 6
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV VGE
		victory_points = {
			11523 2
		} {
			9432 1
		}
	}
	provinces = {
		3517 3518 6479 6506 6539 6575 6601 9432 9475 11395 11460 11523
	}
	local_supplies = 9.0
}
### Entity: Scripted Effect
Component: TUR_remove_state_modifier_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, set_state_flag
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_remove_state_modifier_effect = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = kurdish_agitation
			}
		}
		remove_dynamic_modifier = {
			modifier = kurdish_agitation
		}
		set_state_flag = TUR_kurdish_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = islamist_opposition
			}
		}
		remove_dynamic_modifier = {
			modifier = islamist_opposition
		}
		set_state_flag = TUR_traditionalist_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = kemalist_loyalties
			}
		}
		remove_dynamic_modifier = {
			modifier = kemalist_loyalties
		}
		set_state_flag = TUR_loyal_kemalist_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = turanist_assimilation
			}
		}
		remove_dynamic_modifier = {
			modifier = turanist_assimilation
		}
		set_state_flag = TUR_turanist_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = kemalist_schemers
			}
		}
		remove_dynamic_modifier = {
			modifier = kemalist_schemers
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = conscription_exemptions_granted
			}
		}
		remove_dynamic_modifier = {
			modifier = conscription_exemptions_granted
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = kurdish_separatism
			}
		}
		remove_dynamic_modifier = {
			modifier = kurdish_separatism
		}
		set_state_flag = TUR_kurdish_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = kurdish_rebellion
			}
		}
		remove_dynamic_modifier = {
			modifier = kurdish_rebellion
		}
		set_state_flag = TUR_kurdish_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = separatist_fatigue
			}
		}
		remove_dynamic_modifier = {
			modifier = separatist_fatigue
		}
		set_state_flag = TUR_kurdish_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = islamist_sedition
			}
		}
		remove_dynamic_modifier = {
			modifier = islamist_sedition
		}
		set_state_flag = TUR_traditionalist_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = islamist_insurgency
			}
		}
		remove_dynamic_modifier = {
			modifier = islamist_insurgency
		}
		set_state_flag = TUR_traditionalist_state_conquered
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = islamists_placated
			}
		}
		remove_dynamic_modifier = {
			modifier = islamists_placated
		}
		set_sta
# ... (truncated)
### Entity: Idea
Component: fin_insinoori
Constructs: removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_insinoori = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
	}
}