Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_manifest_pan_americanism
Constructs: stability_factor, war_support_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_pan_americanism = {
	name = pan_americanism_goal_name
	description = pan_americanism_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_in_americas
		completed_amount_collection = collection:faction_states_in_americas
		scale = {
			stability_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					war_support_factor = 0.05
					army_core_defence_factor = 0.1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_portuguese_legion
Constructs: prerequisite, add_ideas, completion_reward, has_global_flag, add_tech_bonus
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_portuguese_legion
	available = {
		SPR_scw_in_progress = yes
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_support_the_spanish_nationalists
	}
	icon = GFX_focus_por_portuguese_legion
	x = 0
	y = 1
	relative_position_id = POR_support_the_spanish_nationalists
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = por_portuguese_legion
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = POR_portuguese_legion
			bonus = 0.5
			uses = 1
			category = military_police_tech
		}
	}
}
### Entity: Faction
Component: faction_template_BALKAN_ENTENTE_FACTION
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_BALKAN_ENTENTE_FACTION = {
	name = BALKAN_ENTENTE_FACTION
	manifest = faction_manifest_balkan_control
	icon = GFX_faction_logo_generic_15
	goals = {
		faction_goal_industrial_expansion faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_balkans_only change_leader_rule_industry
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/MUN_scripted_localisation.txt

Code:
defined_text = {
	name = CZE_skoda_fast_optimization_tt_dynamic_local
	text = {
		trigger = {
			has_country_flag = CZE_skoda_optimization_raise_fast
		}
		localization_key = CZE_skoda_fast_optimization_tt_on_dynamic
	} {
		localization_key = CZE_skoda_fast_optimization_tt_off_dynamic
	}
}
### Entity: Order of Battle
Component: 23. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 23. Landsturmregiment
	location = 6488
	division_template = Landsturmregiment
}
### Entity: Modifier Reference
Component: GER_poor_iron_quality
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
GER_poor_iron_quality = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_resource_steel = iron_ore_scale
}
### Entity: Scorer
Component: democratic_faction_leader_scorer
Constructs: has_government, is_major, has_added_tension_amount, is_faction_leader
Source: game
File: common/scorers/country/generic_platonic_scorers.txt

Code:
democratic_faction_leader_scorer = {
	targets = {
		targets_dynamic = no
		target_non_existing = no
		target_array = global.countries
		score = {
			base = 1
			modifier = {
				always = yes
				add = has_added_tension_amount
			} {
				always = yes
				add = num_armies
			} {
				always = yes
				add = num_of_factories
			} {
				tag = ENG
				factor = 1.5
			} {
				OR = {
					tag = FRA USA
				}
				factor = 1.2
			} {
				is_major = yes
				add = 100
			} {
				is_faction_leader = no
				factor = 0.1
			} {
				NOT = {
					has_government = democratic
				}
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_rocket_effort
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_rocket_effort
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = RUT_aviation_effort_2
	}
	mutually_exclusive = {
		focus = RUT_form_mechanics
	}
	relative_position_id = RUT_aviation_effort_2
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 0.5
			uses = 2
			category = rocketry jet_technology
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_rocket_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Name List
Component: TZN
Source: game
File: common/names/00_names.txt

Code:
TZN = {
	male = {
		names = {
			Benjamin Chief Daniel Dully Euphrase George Godfrey Hasheem Hukwe Imani Jakaya James Jayantilal Joseph Julius Juma Justinian Mangi Mizengo Mohammed Muhammed Mustafa Paul Reginald Thomas Tumi William Wilson
		}
	}
	female = {
		names = {
			Anna Bi Bibi Flaviana Gertrude Judith Nakaaya Nancy Rose Saida
		}
	}
	surnames = {
		Abdulaziz Abdulla Akukweti Bomani Chande Dandu Hassanali Haule Karoli Kezilahabi Kidude Kikwete Kinyonga Lilanga Marealle Matata Mbibo Mbilinyi Meli Mengi Mhando Misiani Mkapa Mkwawa Mohammed Molekane Mongella Mwakikagile Nyerere Pinda Rweyemamu Sanga Shija Sumari Sykes Thabeet Tibaijuka Zawose
	}
	callsigns = {

	}
}
### Entity: Decision
Component: AUS_monarchist_power_balance_category
Constructs: has_completed_focus, complete_effect, add_power_balance_value
Source: game
File: common/decisions/r56_AUS.txt

Code:
AUS_monarchist_power_balance_category = {
	AUS_hold_kaiser_speech = {
		icon = GFX_decision_generic_political_address
		cost = 30
		days_remove = 60
		days_re_enable = 60
		complete_effect = {
			add_power_balance_value = {
				id = AUS_monarchist_power_balance
				tooltip_side = AUS_habsburg_side
				value = 0.05
			}
		}
		modifier = {
			stability_weekly = 0.002
		}
	}
	AUS_reshuffle_minister = {
		icon = GFX_decision_generic_political_discourse
		cost = 25
		days_remove = 50
		complete_effect = {
			add_power_balance_value = {
				id = AUS_monarchist_power_balance
				tooltip_side = AUS_parliament_side
				value = -0.1
			}
		}
		ai_will_do = {
			base = 30
		}
		available = {
			has_completed_focus = AUS_minister_reshuffling
		}
	}
	AUS_fight_army_corruption = {
		icon = GFX_decision_oppression
		cost = 50
		days_remove = 75
		complete_effect = {
			add_power_balance_value = {
				id = AUS_monarchist_power_balance
				tooltip_side = AUS_parliament_side
				value = -0.1
			}
		}
		ai_will_do = {
			base = 30
		}
		available = {
			has_completed_focus = AUS_reform_the_bundesheer
		}
	}
}
### Entity: Idea
Component: ITA_bolstered_political_cabinet
Constructs: stability_factor, political_power_gain, removal_cost, has_country_leader, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_bolstered_political_cabinet = {
	removal_cost = -1
	picture = generic_pp_unity_bonus
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		political_power_gain = 0.5
		war_stability_factor = -0.1
		fascism_drift = 0.1
		stability_factor = 0.05
	}
}
### Entity: Technology
Component: masters_of_the_steppe
Constructs: research_cost
Source: game
File: common/technologies/r56_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	cavalry = {
		plains = {
			attack = 0.1
			movement = 0.1
		}
		hills = {
			attack = 0.05
			movement = 0.05
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_claim_new_farmlands
Constructs: prerequisite, has_government, completion_reward, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_claim_new_farmlands
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = RUT_claim_no_territories
	}
	relative_position_id = RUT_claim_no_territories
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		996 = {
			add_extra_state_shared_building_slots = 2
		}
		73 = {
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: BRA_alvaro_alberto_da_motta_e_silva
Source: game
File: common/characters/BRA.txt

Code:
BRA_alvaro_alberto_da_motta_e_silva = {
	name = BRA_alvaro_alberto_da_motta_e_silva
	portraits = {
		army = {
			large = GFX_portrait_BRA_alvaro_alberto_da_motta_e_silva
			small = GFX_portrait_BRA_alvaro_alberto_da_motta_e_silva_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: PHI_supress_the_radicals_idea
Constructs: stability_factor, has_government, removal_cost, neutrality_drift, fascism_drift
Source: game
File: common/ideas/philipines.txt

Code:
PHI_supress_the_radicals_idea = {
	picture = SPR_the_popular_front
	allowed = {
		original_tag = PHI
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.1
		neutrality_drift = -0.03
		fascism_drift = -0.05
	}
}
### Entity: Unit Template
Component: GER_Inf_01
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_Inf_01 = {
	name = Infantry Divisions
	for_countries = {
		GER
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanterie-Division
	ordered = {
		1 = {
			%d. Infanterie-Division
		}
		2 = {
			%d. Infanterie-Division
		}
		3 = {
			%d. Infanterie-Division
		}
		4 = {
			%d. Infanterie-Division
		}
		5 = {
			%d. Infanterie-Division
		}
		6 = {
			%d. Infanterie-Division
		}
		7 = {
			%d. Infanterie-Division
		}
		8 = {
			%d. Infanterie-Division
		}
		9 = {
			%d. Infanterie-Division
		}
		10 = {
			%d. Infanterie-Division
		}
		11 = {
			%d. Infanterie-Division
		}
		12 = {
			%d. Infanterie-Division
		}
		13 = {
			%d. Infanterie-Division
		}
		14 = {
			%d. Infanterie-Division
		}
		15 = {
			%d. Infanterie-Division
		}
		16 = {
			%d. Infanterie-Division
		}
		17 = {
			%d. Infanterie-Division
		}
		18 = {
			%d. Infanterie-Division
		}
		19 = {
			%d. Infanterie-Division
		}
		20 = {
			%d. Infanterie-Division
		}
		21 = {
			%d. Infanterie-Division
		}
		22 = {
			%d. Infanterie-Division
		}
		23 = {
			%d. Infanterie-Division
		}
		24 = {
			%d. Infanterie-Division
		}
		25 = {
			%d. Infanterie-Division
		}
		26 = {
			%d. Infanterie-Division
		}
		33 = {
			%d. Infanterie-Division
		}
		34 = {
			%d. Infanterie-Division
		}
		27 = {
			%d. Infanterie-Division
		}
		28 = {
			%d. Infanterie-Division
		}
		29 = {
			%d. Infanterie-Division
		}
		30 = {
			%d. Infanterie-Division
		}
		31 = {
			%d. Infanterie-Division
		}
		32 = {
			%d. Infanterie-Division
		}
		35 = {
			%d. Infanterie-Division
		}
		36 = {
			%d. Infanterie-Division
		}
		44 = {
			%d. Infanterie-Division
		}
		45 = {
			%d. Infanterie-Division
		}
		46 = {
			%d. Infanterie-Division
		}
		61 = {
			%d. Infanterie-Division
		}
		50 = {
			%d. Infanterie-Division
		}
		52 = {
			%d. Infanterie-Division
		}
		56 = {
			%d. Infanterie-Division
		}
		57 = {
			%d. Infanterie-Division
		}
		58 = {
			%d. Infanterie-Division
		}
		62 = {
			%d. Infanterie-Division
		}
		68 = {
			%d. Infanterie-Division
		}
		69 = {
			%d. Infanterie-Division
		}
		71 = {
			%d. Infanterie-Division
		}
		73 = {
			%d. Infanterie-Division
		}
		75 = {
			%d. Infanterie-Division
		}
		76 = {
			%d. Infanterie-Division
		}
		78 = {
			%d. Infanterie-Division
		}
		79 = {
			%d. Infanterie-Division
		}
		86 = {
			%d. Infanterie-Division
		}
		87 = {
			%d. Infa
# ... (truncated)
### Entity: Character
Component: r56w_trait_minister_pinback
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_pinback = {
	random = no
	sprite = 9
	training_time_army_factor = 0.99
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_fate_of_the_balkans
Constructs: prerequisite, has_war, limit, has_government, completion_reward, is_in_faction, is_subject, set_rule
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_fate_of_the_balkans
	prerequisite = {
		focus = BUL_form_a_regency_council BUL_the_return_of_ferdinand_i BUL_military_dictatorship
	}
	icon = GFX_focus_BUL_the_fate_of_the_balkans
	relative_position_id = BUL_form_a_regency_council
	x = 0
	y = 2
	cost = 5
	mutually_exclusive = {
		focus = BUL_join_the_tripartite_pact BUL_join_the_allies BUL_a_balkan_confederation
	}
	available = {
		OR = {
			has_government = fascism neutrality
		} {
			is_in_faction = no
			has_war = no
		}
		is_subject = no
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		}
		set_rule = {
			can_join_factions = no
		}
		create_faction_from_template = {
			template = faction_template_balkan_pact
			name = BUL_greater_bulgarian_federation
			icon = GFX_faction_logo_generic_5
		}
		add_timed_idea = {
			idea = BUL_the_fate_of_the_balkans
			days = 365
		}
		every_other_country = {
			limit = {
				BUL_is_balkan_nation = yes
				NOT = {
					has_non_aggression_pact_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					is_subject_of = ROOT
				}
				is_neighbor_of = ROOT
			}
			add_timed_idea = {
				idea = BUL_the_bulgarian_threat
				days = 365
			}
		}
		unlock_decision_category_tooltip = BUL_the_fate_of_the_balkans_dec_cat
	}
}
### Entity: Character
Component: ETH_random_sud_advisor
Constructs: has_country_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_sud_advisor = {
	advisor = {
		slot = political_advisor
		idea_token = ETH_random_sud_advisor
		allowed = {
			original_tag = ETH
		}
		visible = {
			has_country_flag = ETH_random_sud_advisor_flag
		}
		traits = {
			economic_organizer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_invest_in_urban_centers
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, add_dynamic_modifier
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_invest_in_urban_centers
	icon = GFX_focus_generic_low_cost_housing
	x = -3
	y = 1
	prerequisite = {
		focus = COG_governor_general_pierre_ryckmans
	}
	relative_position_id = COG_governor_general_pierre_ryckmans
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	bypass = {

	}
	available = {
		OR = {
			295 = {
				is_owned_and_controlled_by = ROOT
			}
			889 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				295 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			295 = {
				add_dynamic_modifier = {
					modifier = COG_urban_area_investments_modifier
					scope = COG
				}
			}
		} {
			limit = {
				889 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			889 = {
				add_dynamic_modifier = {
					modifier = COG_urban_area_investments_modifier
					scope = COG
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Idea
Component: EAI_DD_14/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Event
Component: indonesia.50
Constructs: ai_chance, limit, add_ideas, remove_ideas, has_government, fire_only_once, has_idea, has_country_leader
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.50
	title = indonesia.50.t
	picture = GFX_report_event_INS_hbix_coronation
	desc = {
		text = indonesia.50.d_1
		trigger = {
			has_idea = INS_hubertus_van_mook
		}
	} {
		text = indonesia.50.d_2
		trigger = {
			OR = {
				NOT = {
					has_idea = INS_hubertus_van_mook
				} {
					has_country_leader = {
						character = INS_hamengkubuwono_viii
						ruling_only = yes
					}
				}
			}
		}
	} {
		text = indonesia.50.d_3
		trigger = {
			has_country_leader = {
				character = INS_hamengkubuwono_viii
				ruling_only = yes
			}
		}
	}
	fire_only_once = yes
	trigger = {
		original_tag = INS
		date = > 1939.10.22
		NOT = {
			OR = {
				has_government = fascism communism
			}
		}
	}
	mean_time_to_happen = {
		days = 100
	}
	immediate = {
		set_country_flag = INS_hamengkubuwono_viii_passed_flag
		hidden_effect = {
			976 = {
				add_manpower = -1
			}
		}
	}
	option = {
		name = indonesia.50.a
		trigger = {
			has_idea = INS_hubertus_van_mook
		}
		if = {
			limit = {
				has_idea = INS_hamengkubuwono_viii
			}
			set_country_flag = INS_hamengkubuwono_invited_flag
			remove_ideas = INS_hamengkubuwono_viii
			add_ideas = INS_hamengkubuwono_ix
		}
		retire_character = INS_hamengkubuwono_viii
		ai_chance = {
			base = 20
		}
	} {
		name = indonesia.50.b
		trigger = {
			OR = {
				NOT = {
					has_idea = INS_hubertus_van_mook
				} {
					has_country_leader = {
						character = INS_hamengkubuwono_viii
						ruling_only = yes
					}
				}
			}
		}
		if = {
			limit = {
				has_idea = INS_hamengkubuwono_viii
			}
			set_country_flag = INS_hamengkubuwono_invited_flag
			remove_ideas = INS_hamengkubuwono_viii
			add_ideas = INS_hamengkubuwono_ix
		}
		retire_character = INS_hamengkubuwono_viii
		ai_chance = {
			base = 20
		}
	} {
		name = indonesia.50.b
		trigger = {
			has_country_leader = {
				character = INS_hamengkubuwono_viii
				ruling_only = yes
			}
		}
		promote_character = INS_hamengkubuwono_ix
		retire_character = INS_hamengkubuwono_viii
		ai_chance = {
			base = 20
		}
	}
}
### Entity: Achievement
Component: king_of_what
Constructs: has_government, has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
king_of_what = {
	id = 206
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CHL
	}
	happened = {
		has_government = neutrality
		has_completed_focus = CHL_crown_antoine_as_sovereign_king
		controls_state = 16
	}
}
### Entity: Achievement
Component: the_7th_state
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
the_7th_state = {
	id = 277
	possible = {
		tag = AST
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		1081 = {
			is_owned_and_controlled_by = AST
		}
		723 = {
			is_owned_and_controlled_by = AST
		}
		1080 = {
			is_owned_and_controlled_by = AST
		}
		284 = {
			is_owned_and_controlled_by = AST
		}
		1079 = {
			is_owned_and_controlled_by = AST
		}
	}
}
### Entity: Event
Component: GER_inner_circle_goring.01
Constructs: is_triggered_only, has_completed_focus, limit, check_variable, set_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle_goring.01
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = GER_ascension_of_goring
		OR = {
			check_variable = {
				GER_ascended_advisor_1 = 3
			} {
				GER_ascended_advisor_2 = 3
			} {
				GER_ascended_advisor_3 = 3
			}
		}
	}
	immediate = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_prioritize_the_four_year_plan
				}
			}
			activate_shine_on_focus = GER_prioritize_the_four_year_plan
			set_country_flag = {
				flag = GER_prioritize_the_four_year_plan_in_progress_flag
				days = @inner_circle_time_tier_1_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_goring.02
				days = @inner_circle_time_tier_1
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = GER_plenipotentiary_of_the_four_year_plan
				} {
					check_variable = {
						GER_industrialist_prevailed = 1
					}
				} {
					check_variable = {
						GER_industrialist_prevailed = 2
					}
				}
			}
			activate_shine_on_focus = GER_plenipotentiary_of_the_four_year_plan
			set_country_flag = {
				flag = GER_plenipotentiary_of_the_four_year_plan_in_progress_flag
				days = @inner_circle_time_tier_2_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_goring.02
				days = @inner_circle_time_tier_2
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = GER_integration_of_puppet_economies
				} {
					check_variable = {
						GER_industrialist_prevailed = 1
					}
				} {
					check_variable = {
						GER_industrialist_prevailed = 2
					}
				}
			}
			activate_shine_on_focus = GER_integration_of_puppet_economies
			set_country_flag = {
				flag = GER_integration_of_puppet_economies_in_progress_flag
				days = @inner_circle_time_tier_3_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_goring.02
				days = @inner_circle_time_tier_3
			}
		}
		else = {

		}
	}
}
### Entity: Idea
Component: CZE_forced_administration_of_companies_idea
Constructs: production_speed_buildings_factor, is_subject_of, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_forced_administration_of_companies_idea = {
	name = CZE_forced_administration_of_companies
	picture = man_five_year_plan_tank
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		is_subject_of = GER
	}
	removal_cost = -1
	modifier = {
		cic_to_overlord_factor = -0.25
		mic_to_overlord_factor = -0.25
		production_lack_of_resource_penalty_factor = -0.15
		production_speed_buildings_factor = 0.15
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: RAJ_princely_states_election
Constructs: has_government, removal_cost, autonomy_gain
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_princely_states_election = {
	picture = generic_morale_bonus
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = -0.4
	}
}