Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ven_focus
Component: VEN_communist_reforms
Constructs: prerequisite, completion_reward, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_communist_reforms
	icon = GFX_generic_goal_communist_reforms
	relative_position_id = VEN_enpower_the_pcv
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_enpower_the_pcv
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		swap_ideas = {
			remove_idea = VEN_corruption_11
			add_idea = VEN_corruption_7
		}
	}
}
### Entity: Idea
Component: UZB_communist_guy
Constructs: has_government
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_communist_guy = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = UZB
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: SPA_crusade_against_democracy_7
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_crusade_against_democracy_7 = {
	name = SPA_crusade_against_democracy
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		army_org_factor = 0.1
		training_time_factor = -0.2
		conscription = 0.05
		army_morale_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: State History
Component: 768
Constructs: limit, has_dlc, add_dynamic_modifier, add_core_of
Source: game
File: history/states/768-Rwanda.txt

Code:
state = {
	id = 768
	name = STATE_768
	state_category = pastoral
	manpower = 1716564
	resources = {
		tungsten = 3
	}
	history = {
		owner = BEL
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			transfer_state_to = COG
			add_dynamic_modifier = {
				modifier = COG_rwandan_separatism_modifier
			}
		}
		add_core_of = RWA
		victory_points = {
			9962 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		9962 13364
	}
	buildings_max_level_factor = 1.0
	local_supplies = 1.0
}
### Entity: Idea
Component: EAI_DD_4/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Event
Component: KMT_event.36
Constructs: is_triggered_only, limit, remove_ideas, set_country_flag, set_nationality, has_idea
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.36
	title = prc.116.t
	desc = prc.116.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = KMT_zhu_de_joined
		}
	}
	option = {
		name = prc.116.a
		PRC = {
			PRC_lin_biao = {
				set_nationality = CHI
			}
			PRC_zhu_de = {
				set_nationality = CHI
			}
			PRC_chen_yi = {
				set_nationality = CHI
			}
			PRC_peng_dehuai = {
				set_nationality = CHI
			}
		}
		if = {
			limit = {
				has_idea = KMT_weak_army
			}
			remove_ideas = KMT_weak_army
		} {
			limit = {
				has_idea = KMT_weak_army_lesser
			}
			remove_ideas = KMT_weak_army_lesser
		} {
			limit = {
				has_idea = KMT_weak_army_lesserer
			}
			remove_ideas = KMT_weak_army_lesserer
		}
	}
}
### Entity: Event
Component: cityfall.11
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.11
	title = cityfall.11.t
	desc = cityfall.11.d
	picture = GFX_news_event_german_soldiers
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_ger
	}
	option = {
		name = cityfall.11.a
		trigger = {
			NOT = {
				TAG = GER SWE
			}
		}
	} {
		name = cityfall.11.b
		trigger = {
			TAG = GER
		}
	} {
		name = cityfall.11.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: Event
Component: bftb_greece.227
Constructs: is_triggered_only, add_war_support, add_state_claim
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.227
	title = bftb_greece.227.t
	desc = bftb_greece.227.desc
	picture = GFX_report_event_gre_city_siege
	is_triggered_only = yes
	option = {
		name = bftb_greece.227.a
		add_war_support = 0.05
		effect_tooltip = {
			add_state_claim = 797
		}
		custom_effect_tooltip = TUR_border_conflicts_in_trabzon_tt
	}
}
### Entity: Idea
Component: ETH_english_electric
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_english_electric = {
	picture = english_electric
	allowed = {
		original_TAG = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_english_electric
				}
			}
			ENG = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = ENG
			}
		}
	}
	research_bonus = {
		electronics = 0.2
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: ITA_dont_call_allies
Constructs: is_in_faction_with, is_government_in_exile
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_dont_call_allies = {
	allowed = {
		always = yes
	}
	enable = {
		is_in_faction_with = ITA
		ITA = {
			all_enemy_country = {
				is_government_in_exile = yes
			}
		}
	}
	abort_when_not_enabled = yes
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ITA
		value = -1000
		target = call_allies
	}
}
### Entity: Scripted Effect
Component: EAI_add_FORT_BORDER
Constructs: limit, has_country_flag, add_building_construction, add_to_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_add_FORT_BORDER = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_add_FORT_BORDER in [?This.id] [This.GetName]
	}
	add_building_construction = {
		type = bunker
		province = {
			all_provinces = yes
			limit_to_border = yes
		}
		level = 1
		instant_build = no
	}
	add_to_variable = {
		EAI_forts_constructed_on_border_@ROOT = 1
	}
}
### Entity: AI Strategy
Component: SWE_r56_scandinavian_socialism_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_subject
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_scandinavian_socialism_plan = {
	name = Alternative Communism - Go!
	desc = How about we do Communism the Swedish way?
	allowed = {
		original_tag = SWE
	}
	enable = {
		original_tag = SWE
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		has_government = communism
		has_completed_focus = SWE_forced_abdication
		OR = {
			SOV = {
				has_government = communism
				OR = {
					has_completed_focus = SOV_beaten_but_not_defeated SOV_the_right_opposition SOV_counter_coup_old SOV_form_a_fifth_column
				}
			}
			GER = {
				OR = {
					has_completed_focus = GER_the_revolution_secured GER_world_revolution
				}
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism neutrality
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_scandinavian_socialism SWE_appropriate_capitalist_industries SWE_collectivization_phase_one SWE_rallying_the_workers SWE_a_gun_for_every_man SWE_workers_war_economy
	}
	ai_strategy = {
		type = befriend
		id = NOR
		value = 100
	} {
		type = befriend
		id = FIN
		value = 100
	} {
		type = befriend
		id = NOR
		value = 100
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_ban_slovene_nationalist_parties
Constructs: prerequisite, remove_ideas, add_opinion_modifier, completion_reward, cancel_if_invalid, complete_tooltip, add_timed_idea
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_ban_slovene_nationalist_parties
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = YUG_crush_the_ustasa YUG_establish_the_banovina_of_croatia
	}
	mutually_exclusive = {
		focus = YUG_slovenia_for_support
	}
	x = 0
	y = 1
	relative_position_id = YUG_establish_the_banovina_of_croatia
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		remove_ideas = YUG_idea_slovene_nationalism
		add_timed_idea = {
			idea = YUG_idea_slovene_nationalism_2
			days = 1060
		}
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_marm_army_focus
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_marm_army_focus = {
	NOT = {
		check_variable = {
			EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
		} {
			EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_LARM_ATTACHMENT
		} {
			EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
		} {
			EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_MARM_ATTACHMENT
		} {
			EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
		} {
			EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_HARM_ATTACHMENT
		}
	}
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_MARM_FOCUS
		}
		AND = {
			OR = {
				EAI_Medium_Armor_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/armor_focus EAI_FOCUS/LAND/armor_focus_OVERRIDE
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_marine_spec_ops
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_marine_spec_ops = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
		} {
			EAI_FOCUS/LAND/spec_ops_OVERRIDE = global.EAI_MAR_SPEC_OPS
		}
		AND = {
			OR = {
				EAI_Marine_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/spec_ops EAI_FOCUS/LAND/spec_ops_OVERRIDE
			}
		}
	}
}
### Entity: Special Project
Component: sp_air_fido
Constructs: set_technology, has_tech, breakthrough_cost, resource_cost
Source: game
File: common/special_projects/projects/r56_air_projects.txt

Code:
sp_air_fido = {
	specialization = specialization_air
	icon = GFX_sp_air_fido
	project_tags = {
		sp_tag_aircraft
	}
	available = {
		FROM = {
			has_tech = r56_combat_service
		}
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.small
	breakthrough_cost = {
		specialization_air = 1
	}
	resource_cost = {
		resources = {
			steel = 1
			aluminium = 1
		}
	}
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = r56_fido_tech
			}
			custom_override_tooltip = {
				tooltip = tech_effect|r56_fido_tech
				set_technology = {
					r56_fido_tech = 1
					popup = no
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2
	}
	unique_prototype_rewards = {

	}
}
### Entity: Unit Template
Component: LAT_CA_HISTORICAL
Source: game
File: common/units/names_ships/LAT_ship_names.txt

Code:
LAT_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		LAT
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = Smagais Kruizeri %d
	unique = {
		Riga Mazsalaca Dundaga Bauska Jurmala Kuldiga Madona Rezekne Valmiera
	}
}
### Entity: Idea
Component: BRA_radicalized_proletariat
Constructs: stability_factor, communism_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_radicalized_proletariat = {
	picture = citizen_militia_2
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.1
		communism_drift = 0.03
	}
}
### Entity: Idea
Component: EAI_DD_10/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Event
Component: NSB_soviet_policies_of_collective_security.12
Constructs: is_triggered_only, random_hours
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_policies_of_collective_security.12
	title = NSB_soviet_policies_of_collective_security.12.t
	desc = NSB_soviet_policies_of_collective_security.12.desc
	picture = GFX_report_event_SOV_litvinov_beck
	is_triggered_only = yes
	option = {
		name = NSB_soviet_policies_of_collective_security.12.a
		SOV = {
			country_event = {
				id = NSB_soviet_policies_of_collective_security.13
				hours = 10
				random_hours = 4
			}
		}
		custom_effect_tooltip = NSB_soviet_policies_of_collective_security_poland_included_effects_from_tt
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_fund_the_hellenic_air_force_academy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_fund_the_hellenic_air_force_academy
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = GRE_escorts_for_our_bombers GRE_defending_our_seas
	}
	x = 2
	y = 1
	relative_position_id = GRE_escorts_for_our_bombers
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		air_experience = 10
		add_ideas = GRE_hellenic_air_force_academy
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_spread_the_revolution
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_spread_the_revolution
	icon = GFX_focus_ger_great_red_menace
	prerequisite = {
		focus = CZE_ally_with_moderate_socialists CZE_cooperation_with_the_ussr
	}
	cost = 10
	relative_position_id = CZE_cooperation_with_the_ussr
	x = 2
	y = 1
	completion_reward = {
		unlock_decision_category_tooltip = CZE_spread_the_revolution_category
		custom_effect_tooltip = generic_skip_one_line_tt CZE_demand_regime_change_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.202
Constructs: is_triggered_only, ai_chance, division_template, add_equipment_to_stockpile, limit, has_country_flag, is_locked, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
state_event = {
	id = mtg_usa_civil_war_fascists.202
	title = mtg_usa_civil_war_fascists.202.t
	desc = mtg_usa_civil_war_fascists.202.desc
	picture = GFX_report_event_spain_civil_war_volunteers_02
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.201.a
		ai_chance = {
			factor = 75
		}
		if = {
			limit = {
				USA = {
					not = {
						has_country_flag = USA_civil_war_volunteers
					}
				}
			}
			USA = {
				division_template = {
					name = Local Volunteers
					priority = 0
					is_locked = yes
					division_names_group = USA_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
					}
				}
				set_country_flag = USA_civil_war_volunteers
			}
		}
		event_target:USA_liberated_state = {
			create_unit = {
				division = name = "1. Local Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
				owner = USA
			} {
				division = name = "2. Local Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
				owner = USA
			}
		}
	} {
		name = mtg_usa_civil_war_fascists.201.b
		ai_chance = {
			factor = 25
			modifier = {
				USA = {
					has_manpower = < 100000
				}
				factor = 3
			}
		}
		USA = {
			add_manpower = 10000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 5000
			}
		}
	}
}
### Entity: Order of Battle
Component: 8 Qibing Tuan
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 8 Qibing Tuan
	location = 13150
	division_template = Ch'i Ping Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.25
}
### Entity: AI Strategy
Component: GRE_historical_plan
Constructs: has_government, has_war_with, has_country_flag, is_historical_focus_on, has_game_rule, is_in_faction_with
Source: game
File: common/ai_strategy_plans/GRE_historical_strategy_plan.txt

Code:
GRE_historical_plan = {
	name = Greece Historical Plan
	desc = Greece will pursue neutrality while developing the ideas of Metaxism
	allowed = {
		original_tag = GRE
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = GRE_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = GRE_AI_NEUTRALITY_HISTORICAL
			has_game_rule = {
				rule = GRE_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			has_war_with = ENG
			is_in_faction_with = ITA GER
			has_government = communism democratic fascism
		}
	}
	ai_national_focuses = {
		GRE_reevaluating_the_drachma GRE_the_kings_government GRE_force_the_farmers_into_factories GRE_metaxism_focus GRE_four_year_plan GRE_hellenic_armed_forces GRE_the_hellenic_navy GRE_greek_autarky GRE_paying_back_our_debts_in_bulk GRE_open_up_the_country GRE_the_hellenic_spirit GRE_a_modern_navy GRE_the_national_youth_organisation GRE_crack_down_on_the_republicans GRE_use_the_military GRE_fiscal_responsibility GRE_expand_our_tobacco_industry GRE_prepare_against_the_mediterranean_threat GRE_the_hellenic_army GRE_the_backbone_of_our_army GRE_an_orthodox_state GRE_third_hellenic_civilization GRE_defending_our_kingdom GRE_reviving_the_spartan_warrior_spirit GRE_mobilise_our_economy GRE_a_legacy_of_war GRE_clear_the_slums GRE_bedrock_of_balkan_financial_stability GRE_crack_down_on_foreign_monopolies GRE_british_docking_rights GRE_our_traditional_allies_in_the_aegean GRE_academy_of_athens GRE_disrupting_the_great_powers GRE_a_long_and_proud_tradition GRE_lignite_liquefaction GRE_new_weapons_old_tricks GRE_extracting_more_from_our_soil GRE_the_hellenic_air_force GRE_protecting_our_skies
	}
	research = {

	}
	ideas = {
		GRE_alexandros_papagos = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_our_own_path
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_our_own_path
	icon = GFX_focus_ARG_our_own_path
	prerequisite = {
		focus = ARG_maintain_neutrality ARG_argentina_first
	}
	x = 1
	y = 1
	relative_position_id = ARG_maintain_neutrality
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 100
		add_ideas = ARG_our_own_path_idea
	}
}
### Entity: Decision
Component: FIN_finno_soviet_kinship_war
Constructs: add_equipment_to_stockpile, limit, fire_only_once, add_political_power, has_dynamic_modifier, is_controlled_by, has_political_power, has_equipment
Source: game
File: common/decisions/FIN.txt

Code:
FIN_finno_soviet_kinship_war = {
	FIN_crush_the_karelian_insurrection = {
		priority = 50
		icon = GFX_decision_generic_civil_support
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = SOV
		}
		visible = {
			KAR = {
				any_core_state = {
					has_dynamic_modifier = {
						modifier = FIN_anti_soviet_sentiment
					}
					is_controlled_by = ROOT
				}
			}
		}
		available = {
			KAR = {
				any_core_state = {
					has_dynamic_modifier = {
						modifier = FIN_anti_soviet_sentiment
					}
					is_controlled_by = ROOT
				}
			}
		}
		fire_only_once = yes
		custom_cost_trigger = {
			command_power = > 29
			has_political_power = > 69
			has_equipment = {
				infantry_equipment = > 1499
			}
		}
		custom_cost_text = FIN_crush_the_karelian_insurrection_decision_cost_ie_cp_pp
		complete_effect = {
			hidden_effect = {
				add_command_power = -30
				add_political_power = -70
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -1500
				}
			}
			KAR = {
				every_core_state = {
					limit = {
						has_dynamic_modifier = {
							modifier = FIN_anti_soviet_sentiment
						}
						is_controlled_by = ROOT
					}
					remove_dynamic_modifier = {
						modifier = FIN_anti_soviet_sentiment
					}
					hidden_effect = {
						ROOT = {
							country_event = AAT_finland_kinship_war.05
						}
						if = {
							limit = {
								country_exists = FIN
							}
							FIN = {
								country_event = {
									id = AAT_finland_kinship_war.04
									hours = 1
								}
							}
						}
					}
				}
			}
			custom_effect_tooltip = FIN_crush_the_karelian_insurrection_tt
		}
	}
}
### Entity: Idea
Component: democratic_influence
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
democratic_influence = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.1
		democratic_acceptance = 85
	}
}
### Entity: Character
Component: SOM_deria_hassan
Source: game
File: common/characters/SOM.txt

Code:
SOM_deria_hassan = {
	name = SOM_deria_hassan
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_5
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1943.1.1
		id = -1
		traits = {
			popular_figurehead2
		}
	}
}
### Entity: Idea
Component: MEN_the_honour_of_death_idea
Constructs: army_defence_factor, has_government, army_attack_factor, removal_cost, supply_factor
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_the_honour_of_death_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = SPR_anti_fascist_crusade
	modifier = {
		supply_factor = 0.1
		war_support_weekly = 0.002
		conscription = 0.02
		resistance_growth_on_our_occupied_states = 0.15
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		surrender_limit = 0.1
	}
}