Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: LIT_adolfas_ramanauskas
Source: game
File: common/characters/LIT.txt

Code:
LIT_adolfas_ramanauskas = {
	name = LIT_adolfas_ramanauskas
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = LIT_adolfas_ramanauskas
		ledger = army
		allowed = {
			original_tag = LIT
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_establish_milorg
Constructs: prerequisite, has_government, completion_reward, allow_branch, has_capitulated, unlock_decision_tooltip
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_establish_milorg
	icon = GFX_focus_NOR_establish_milorg
	prerequisite = {
		focus = NOR_the_kings_no
	}
	x = -3
	y = 1
	relative_position_id = NOR_the_kings_no
	cost = 5
	available_if_capitulated = yes
	allow_branch = {
		NOR_kings_no_allow_trigger = yes
	}
	available = {
		has_capitulated = yes
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = NOR_weapons_for_the_resistance
			show_effect_tooltip = no
		} NOR_joint_training_exercise
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Nationalist_Spain.html

Doc:
This article is considered accurate for the current version of the game.

Nationalist Spain

Capital provinceMadrid

Government typeDictatorship

FactionNeutral/Axis

|
Please help improve this article or section by expanding it. |

Nationalist Spain is a minor power in South Western Europe. The country came to be in the Spanish Civil War, emerging victorious in a devestating conflict on the eve of the Second World War. Although never directly part of the War or the Axis, Nationalist Spain under dictator Francisco Franco historically sent among other things volunteers to Germany to fight in the German invasion of the Soviet Union.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Idea
Component: DEN_social_democratic_policies_1
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_social_democratic_policies_1 = {
	removal_cost = -1
	picture = BEL_union_agreements
	modifier = {
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.05
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_continue_the_ways_of_old
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_continue_the_ways_of_old
	icon = GFX_goal_MON_tachanka
	prerequisite = {
		focus = MEN_an_independent_army
	}
	relative_position_id = MEN_an_independent_army
	mutually_exclusive = {
		focus = MEN_embrace_horses_of_steel
	}
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_ideas = MEN_continue_the_ways_of_old
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = infantry_weapons support_tech artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_appeal_west
Constructs: prerequisite, limit, has_government, completion_reward, has_opinion, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_appeal_west
	icon = GFX_allies
	relative_position_id = ISR_mapai_cemented
	x = 3
	y = 1
	prerequisite = {
		focus = ISR_mapai_cemented ISR_centre_victorious ISR_revisionist_revolution
	}
	cost = 10
	completion_reward = {
		custom_effect_tooltip = ISR_appeal_west_tt
		hidden_effect = {
			if = {
				limit = {
					country_exists = FRA
					FRA = {
						has_opinion = {
							target = ISR
							value = > 80
						}
					} {
						has_government = democratic
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_core_of = ISR
						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
					}
				}
			} {
				limit = {
					country_exists = USA
					USA = {
						has_opinion = {
							target = ISR
							value = > 80
						}
					} {
						has_government = democratic
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_core_of = ISR
						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
					}
				}
			} {
				limit = {
					country_exists = ENG
					ENG = {
						has_opinion = {
							target = ISR
							value = > 80
						}
					} {
						has_government = democratic
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_core_of = ISR
						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
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: Krupp_Denmark
Constructs: has_completed_focus, has_war_with, is_subject_of, research_bonus
Source: game
File: common/ideas/r56_denmark.txt

Code:
Krupp_Denmark = {
	picture = krupp
	allowed = {
		original_tag = DEN
	}
	available = {
		OR = {
			is_subject_of = GER WGR
			has_completed_focus = DEN_Invite_the_Wehrwirtschaftsfuhrer
		}
		NOT = {
			has_war_with = GER WGR
		}
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_steel_mill_factor = 0.2
		production_lack_of_resource_penalty_factor = -0.1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_stay_neutral
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_stay_neutral
	icon = GFX_goal_generic_neutrality_focus
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = SWI_saty_neutral
	}
	mutually_exclusive = {
		focus = SWI_democratic_diplo SWI_fascist_diplo SWI_recognize_ussr
	}
	available = {
		has_idea = SWI_swiss_neutral
	}
	x = 26
	y = 3
	completion_reward = {
		swap_ideas = {
			remove_idea = SWI_swiss_neutral
			add_idea = SWI_swiss_neutral_2
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SIC_liu_wenhui
Constructs: has_dlc
Source: game
File: common/characters/SIC.txt

Code:
SIC_liu_wenhui = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = SIC_liu_wenhui
		portraits = {
			army = {
				large = GFX_portrait_SIC_liu_wenhui
				small = GFX_portrait_SIC_liu_wenhui_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SIC_liu_wenhui
			allowed = {
				original_tag = SIC
			}
			traits = {
				prince_of_terror
			}
		} {
			slot = high_command
			idea_token = SIC_liu_wenhui2
			allowed = {
				original_tag = SIC
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		} {
			cost = 100
			slot = theorist
			idea_token = SIC_liu_wenhui3
			ledger = army
			allowed = {
				original_tag = SIC
			}
			traits = {
				military_theorist
			}
		}
		corps_commander = {
			traits = {
				harsh_leader SIC_dubious_loyalty
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = SIC_liu_wenhui
		portraits = {
			army = {
				large = GFX_kr_portrait_asia_generic_land_7
				small = GFX_kr_portrait_asia_generic_land_7_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SIC_liu_wenhui
			allowed = {
				original_tag = SIC
			}
			traits = {
				prince_of_terror
			}
		} {
			slot = high_command
			idea_token = SIC_liu_wenhui2
			allowed = {
				original_tag = SIC
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		} {
			cost = 100
			slot = theorist
			idea_token = SIC_liu_wenhui3
			ledger = army
			allowed = {
				original_tag = SIC
			}
			traits = {
				military_theorist
			}
		}
		corps_commander = {
			traits = {
				harsh_leader SIC_dubious_loyalty
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
		}
	}
}
### Entity: Scorer
Component: EAI_SCORER_operation_infiltrate_armed_forces_navy
Constructs: has_government, has_war_with, has_country_flag, is_major, check_variable, is_running_operation_infiltrate_armed_forces_navy_, has_token_navy_, set_temp_variable
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_infiltrate_armed_forces_navy = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 1
			}
		}
		score = {
			base = 100
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					has_country_flag = is_running_operation_infiltrate_armed_forces_navy_@PREV
				}
			} {
				factor = 0
				FROM = {
					has_country_flag = has_token_navy_@PREV
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				set_temp_variable = {
					research_factor = amount_research_slots
				}
				divide_temp_variable = {
					research_factor = 5
				}
				factor = research_factor
			} {
				factor = 0
				NOT = {
					any_owned_state = {
						is_coastal = yes
					}
				}
			} {
				factor = 1.25
				is_major = yes
			} {
				FROM = {
					set_temp_variable = {
						ship_factor = num_ships
					}
					divide_temp_variable = {
						ship_factor = 500
					}
				}
				set_temp_variable = {
					target_ship_factor = num_ships
				}
				divide_temp_variable = {
					target_ship_factor = 500
				} {
					ship_factor = 2
				}
				add_to_temp_variable = {
					ship_factor = target_ship_factor
				}
				factor = ship_factor
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 25
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 50
					}
				}
			} {
				factor = 0.1
				has_war_together_with = FROM
			} {
				set_temp_variable = {
					temp = EAI_espionage_operation_risk_@FROM
				} {
					risk_factor = 1
				}
				divide_temp_variable = {
					temp = 4
				}
				clamp_temp_variable = {
					var = temp
					min = 0
					max = 1
				}
				subtract_from_temp_variable = {
					risk_factor = temp
				}
				factor = risk_factor
			} {
				factor = 0
				OR = {
					exists = no
					has_capitulated = yes
					is_ally_with = FROM
				}
			} {
				factor = 0.25
				has_government = FROM
				NOT = {
					has_war_with = FROM
				}
			}
		}
	}
}
### Entity: Idea
Component: PER_assemble_the_tudeh_party
Constructs: removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_assemble_the_tudeh_party = {
	picture = socialist_science_focus
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		army_morale_factor = 0.05
	}
}
### Entity: Character
Component: LEB_abdallah_beyhum
Source: game
File: common/characters/LEB.txt

Code:
LEB_abdallah_beyhum = {
	name = LEB_abdallah_beyhum
	portraits = {
		civilian = {
			large = GFX_portrait_LEB_abdallah_beyhum
			small = GFX_portrait_LEB_abdallah_beyhum_small
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			prime_minister_okyar
		}
		expire = 1962.1.1.1
		id = -1
	}
}
### Entity: Event
Component: CHL_political_events.95
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.95
	title = CHL_political_events.95.t
	desc = CHL_political_events.95.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.95.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		activate_mission = CHL_nacistas_gathering_support_mission
	}
}
### Entity: Name List
Component: SWE
Source: game
File: common/names/00_names.txt

Code:
SWE = {
	male = {
		names = {
			Adam Alexander Andreas Anton Björn Dan Daniel David Dennis Emil Erik Felix Fredrik Gustav Jacob Joakim Johan John Jonas Magnus Martin Mikael Niklas Nils Olof Per Peter Rikard Robin Rufus Samuel Tobias Thomas
		}
	}
	female = {
		names = {
			Anna Linda Sara Caroline Eira Katya Greta Pernilla Malin Linnéa Ebba Tove Astrid Camilla Lotta Eva
		}
	}
	surnames = {
		Andersson Anward Björk Blomberg Bodlund Borg Brolin Carlberg Cederholm Cornelius Dahlberg Ekre Elgerot Hargelid Hasselström Hemmingsson Hultdin Ivarsson Jenelius Johanneson Johansson Karlsson Kiby Knubb Lagerqvist Lerström Lind Lindgren Lundström Mattsson Nisshagen Norrevik Norrevik Oltner Palmqvist Persson Renström Rickne Sandin Sidvall Sjöberg Sjöman Sparrhult Ström Tisander Tronde Viklund Wendel Wester Westinger Wickerström Zetterman Åslund
	}
}
### Entity: Event
Component: SEA_china.10
Constructs: is_triggered_only, ai_chance, has_war, has_government, is_major, add_opinion_modifier, fire_only_once, has_non_aggression_pact_with
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.10
	title = SEA_china.10.t
	desc = SEA_china.10.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china.10.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_non_aggression_pact_with = FROM
			} {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 60
				}
			}
		}
		add_to_faction = FROM
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
		FROM = {
			country_event = {
				id = SEA_china.11
				hours = 6
			}
		}
	} {
		name = SEA_china.10.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				has_war = yes
				FROM = {
					has_war = no
				}
			} {
				factor = 0.1
				FROM = {
					is_major = yes
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		} {
			country_event = {
				id = SEA_china.12
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_the_new_chairman
Constructs: prerequisite, remove_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_the_new_chairman
	icon = GFX_focus_prc_maoism
	prerequisite = {
		focus = MON_shelter_the_banished
	}
	x = 0
	y = 1
	relative_position_id = MON_shelter_the_banished
	cost = 7.16
	ai_will_do = {
		factor = 30
	}
	available = {
		communism = > 0.4
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		country_event = {
			id = mongol_anti_soviet.4
			hours = 16
		}
		remove_ideas = MON_questioned_popular_support
		custom_effect_tooltip = MON_tree_is_in_development_tt
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_cement_control_over_the_party
Constructs: prerequisite, completion_reward, add_political_power, has_country_leader, has_idea, set_politics
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_cement_control_over_the_party
	icon = GFX_goal_generic_socialism_fist
	prerequisite = {
		focus = TUR_further_the_reforms
	} {
		focus = TUR_reconciliation_with_liberal_kemalists
	}
	x = -1
	y = 1
	relative_position_id = TUR_further_the_reforms
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		communism = > 0.5
		custom_trigger_tooltip = {
			tooltip = TUR_ataturk_has_died_tt
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
				has_idea = TUR_mustafa_kemal_ataturk_figurehead
			}
		}
	}
	completion_reward = {
		add_political_power = 100
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Event
Component: christian_denmark.3
Constructs: is_triggered_only, unlock_national_focus
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = christian_denmark.3
	title = christian_denmark.3.t
	desc = christian_denmark.3.d
	picture = GFX_report_event_militiant_haakon
	is_triggered_only = yes
	option = {
		name = christian_denmark.3.a
	} {
		name = christian_denmark.3.b
		unlock_national_focus = DEN_Consolidate_Iceland
	}
}
### Entity: State History
Component: 952
Constructs: add_core_of
Source: game
File: history/states/952 - Atacama.txt

Code:
state = {
	id = 952
	name = STATE_952
	manpower = 283605
	state_category = town
	history = {
		owner = CHL
		add_core_of = CHL
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			5228 = {
				naval_base = 2
			}
		}
		victory_points = {
			5228 2
		}
	}
	provinces = {
		5192 5228 11000 12914
	}
	local_supplies = 0.0
}
### Entity: Event
Component: naw_norway.7
Constructs: is_triggered_only, ai_chance, limit, add_political_power, is_in_tech_sharing_group, add_to_tech_sharing_group, every_other_country, is_subject_of
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.7
	title = naw_norway.7.t
	desc = naw_norway.7.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.7.b
		ai_chance = {
			base = 90
		}
		add_political_power = -10
		if = {
			limit = {
				FROM = {
					NOT = {
						is_in_tech_sharing_group = NOR_nordic_research
					}
				}
			}
			FROM = {
				add_to_tech_sharing_group = NOR_nordic_research
			}
			every_other_country = {
				limit = {
					is_subject_of = FROM
					NOT = {
						is_in_tech_sharing_group = NOR_nordic_research
					}
				}
				add_to_tech_sharing_group = NOR_nordic_research
			}
		} {
			limit = {
				OR = {
					is_subject_of = FROM
					is_in_faction_with = FROM
				}
			}
			add_to_tech_sharing_group = NOR_nordic_research
		}
		FROM = {
			country_event = {
				days = 1
				id = naw_norway.8
			}
		}
	} {
		name = naw_norway.7.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = FROM
					value = > 90
				}
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = naw_norway.9
			}
		}
	}
}
### Entity: Achievement
Component: hardly_anything_sevres
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_cosmetic_tag
Source: game
File: common/achievements.txt

Code:
hardly_anything_sevres = {
	id = 131
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = TUR
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = hardly_anything_sevres_tt
			OR = {
				has_cosmetic_tag = OTT_SULTANATE_communism OTT_SULTANATE_democratic OTT_SULTANATE_fascism OTT_SULTANATE_neutrality OTT_UNIFIED_communism OTT_UNIFIED_democratic OTT_UNIFIED_fascism OTT_UNIFIED_neutrality
			}
			controls_state = 16 126 2 282
		}
	}
}
### Entity: Shared Focus
Component: ARCTIC_army_modernization
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_army_modernization
	icon = GFX_goal_generic_army_doctrines
	text = ABC_army_modernization
	prerequisite = {
		focus = ARCTIC_organize_army_structure
	}
	x = 3
	y = 2
	relative_position_id = ARCTIC_establish_a_general_staff
	cost = 5
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Anti_Invasion
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Anti_Invasion
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = TAN_neutrality_focus
	}
	mutually_exclusive = {
		focus = TAN_Military_Build
	}
	x = -1
	y = 1
	relative_position_id = TAN_neutrality_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Anti_Invasion_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: r56_LUX_collectivized_economy
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_collectivized_economy = {
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = -0.075
		production_speed_buildings_factor = -0.1
	}
}