Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_temple_entry_movements
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_temple_entry_movements
	icon = GFX_focus_RAJ_temple_entry_movements
	prerequisite = {
		focus = RAJ_indo_centric_curriculum
	}
	x = 1
	y = 1
	relative_position_id = RAJ_indo_centric_curriculum
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	} {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_uplift_the_rosenberg_office
Constructs: prerequisite, has_government, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_uplift_the_rosenberg_office
	icon = GFX_focus_ger_reichskommisariats
	alternate_icon = GFX_focus_ger_reichskommisariats_historical
	prerequisite = {
		focus = GER_heed_von_neuraths_concerns GER_reorganize_the_wehrmacht
	}
	x = 17
	y = 1
	relative_position_id = GER_heed_von_neuraths_concerns
	cost = 5
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = GER_alfred_rosenberg_modifier
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_reichskommissariats_tt
	}
}
### Entity: Scripted Trigger
Component: is_latin_american_country
Constructs: is_latin_american_country
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_latin_american_country = {
	OR = {
		original_tag = CUB ARG BRA URG PAR CHL BOL PRU ECU COL VEN PAN COS NIC HON ELS GUA MEX HAI DOM
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_extra_research_slot
Constructs: prerequisite, limit, completion_reward, add_research_slot
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_extra_research_slot
	icon = GFX_focus_research
	available = {
		if = {
			limit = {
				amount_research_slots = > 3
			}
			num_of_factories = > 75
		}
		amount_research_slots = < 5
	}
	prerequisite = {
		focus = FRA_industrial_expansion
	}
	x = 0
	y = 1
	relative_position_id = FRA_industrial_expansion
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_malvinas_argentinas
Constructs: prerequisite, owns_state, has_war_with, add_stability, add_opinion_modifier, completion_reward, is_subject, has_army_manpower
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_malvinas_argentinas
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = ARG_militarism
	}
	x = 43
	y = 5
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 450000
		}
		ENG = {
			owns_state = 299
		}
	}
	bypass = {
		OR = {
			ENG = {
				is_subject_of = ARG
			}
			ARG = {
				owns_state = 299
			}
			has_war_with = ENG
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_named_threat = {
			threat = 1
			name = ARG_malvinas_claim_threat
		}
		ENG = {
			add_opinion_modifier = {
				target = ARG
				modifier = demanded_falkland_islands
			}
			country_event = argentina.2
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_a_cheap_navy
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, create_equipment_variant, create_ship
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_a_cheap_navy
	icon = GFX_focus_generic_refit_civilian_ships
	available = {

	}
	prerequisite = {
		focus = INS_just_a_fisherman
	}
	mutually_exclusive = {
		focus = INS_divert_army_funds_to_navy
	}
	x = -2
	y = 1
	relative_position_id = INS_just_a_fisherman
	cost = 10
	ai_will_do = {
		base = 3
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = basic_ship_hull_light
				}
			}
			hidden_effect = {
				set_technology = {
					basic_ship_hull_light = 1
					popup = no
				}
			}
		} {
			limit = {
				NOT = {
					has_tech = improved_ship_torpedo_launcher
				}
			}
			set_technology = {
				improved_ship_torpedo_launcher = 1
				popup = no
			}
		}
		create_equipment_variant = {
			name = Pati Unus Class
			type = ship_hull_light_2
			upgrades = {
				ship_torpedo_upgrade = 0
				destroyer_engine_upgrade = 0
				ship_anti_air_upgrade = 0
				ship_ASW_upgrade = 0
			}
			modules = {
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_engine_slot = light_ship_engine_2
				mid_1_custom_slot = ship_torpedo_2
				rear_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = ship_light_battery_1
				fixed_ship_torpedo_slot = ship_torpedo_2
			}
		}
		create_ship = {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Pati Unus
		} {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Hang Tuah
		} {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Hang Jebat
		} {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Gajah Mada
		} {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Nala
		} {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Sultan Agung
		} {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Trunojoyo
		} {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Sultan Hasanuddin
		} {
			type = ship_hull_light_2
			equipment_variant = Pati Unus Class
			creator = INS
			name = KRI Diponegoro
		}
	}
}
### Entity: AI Strategy
Component: barbarossa_center
Constructs: has_war_with
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
barbarossa_center = {
	name = theater_barbarossa_center
	regions = {
		8 38 39 131 133 40 138 22 14
	}
	preferred_countries = {
		GER SLO
	}
	cancel = {
		NOT = {
			has_war_with = SOV
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			original_tag = GER
			has_war_with = SOV
		}
	}
}
### Entity: State History
Component: 123
Constructs: add_core_of
Source: game
File: history/states/123-Cornwall.txt

Code:
state = {
	id = 123
	name = STATE_123
	manpower = 1221013
	state_category = town
	history = {
		owner = ENG
		victory_points = {
			540 10
		} {
			6526 1
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
			anti_air_building = 1
			radar_station = 1
			air_base = 6
			540 = {
				naval_base = 8
			}
		}
		add_core_of = ENG
	}
	provinces = {
		540 3422 3463 6526 9562 11406
	}
	local_supplies = 0.0
}
### Entity: Effect Reference
Construct: remove_targeted_decision
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_targeted_decision

* Supported Scopes: STATE, COUNTRY
* Supported Targets: none

```
Removes targeted decisions or mission. 
Example: remove_targeted_decision = { target = TAG decision = decision_id_here
```
### Entity: AI Strategy
Component: CHL_SCW_COL_helps_fascists
Constructs: has_government, has_civil_war, is_ai, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_CHL.txt

Code:
CHL_SCW_COL_helps_fascists = {
	allowed = {
		original_tag = COL
	}
	enable = {
		has_government = fascism
		country_exists = NAC
		date = < 1940.1.1
		NAC = {
			has_civil_war = yes
			has_government = fascism
		}
		CHL = {
			is_ai = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = NAC
		value = 100
	} {
		type = support
		id = NAC
		value = 125
	} {
		type = send_volunteers_desire
		id = NAC
		value = 125
	}
}
### Entity: Idea
Component: WURACR
Source: game
File: common/ideas/wurtemberg.txt

Code:
WURACR = {
	picture = generic_air_europe_1
	allowed = {
		original_tag = WUR
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: spawnactor
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## spawnactor
* Arguments: <Actorname>, <Province ID>, <Animation> OPTIONAL

Spawns an actor with an optional animation
### Entity: Character
Component: self_thaught_intellectual
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
self_thaught_intellectual = {
	random = no
	sprite = 13
	research_speed_factor = 0.02
}
### Entity: Character
Component: MAL_onn_jaafar
Source: game
File: common/characters/MAL.txt

Code:
MAL_onn_jaafar = {
	name = MAL_onn_jaafar
	portraits = {
		civilian = {
			large = GFX_portrait_Onn_Jaafar
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1953.3.1.1
		id = -1
	}
}
### Entity: State History
Component: 480
Constructs: add_core_of
Source: game
File: history/states/480-Coahuila.txt

Code:
state = {
	id = 480
	name = STATE_480
	manpower = 827826
	state_category = large_town
	resources = {
		oil = 8
		coal = 3
	}
	history = {
		owner = MEX
		add_core_of = MEX RIG
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
		}
		victory_points = {
			12835 10
		} {
			10769 5
		} {
			12811 1
		}
	}
	provinces = {
		2060 2104 7973 10738 10746 10769 10800 12811 12835
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_INVASION_THIS_is_coordinated_invasion_target_of_ROOT
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_naval_invasion_triggers.txt

Code:
EAI_INVASION_THIS_is_coordinated_invasion_target_of_ROOT = {
	var:EAI_coordinated_naval_invasion_iniatiator = {
		var:EAI_coordinated_naval_invasion_target = {
			check_variable = {
				THIS.id = PREV.PREV.EAI_naval_invasion_target
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_refugee_relief_agency
Constructs: prerequisite, add_war_support, completion_reward, has_idea, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_refugee_relief_agency
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = CHI_sea_welfare
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_welfare
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_hyper_inflation_level_up = yes
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.10
Constructs: is_triggered_only, limit, is_in_faction, add_to_faction
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.10
	title = BBA_italy_anti_colonialism_events.10.t
	desc = BBA_italy_anti_colonialism_events.10.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.06.a
		puppet = FROM
		if = {
			limit = {
				is_in_faction = yes
			}
			faction_leader = {
				add_to_faction = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_support_the_proletarian_uprising
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_support_the_proletarian_uprising
	icon = GFX_focus_GER_support_the_proletarian_uprising
	prerequisite = {
		focus = GER_spark_the_flame_of_revolution
	}
	x = 0
	y = 1
	relative_position_id = GER_spark_the_flame_of_revolution
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = GER_support_the_proletarian_uprising_tt
	}
}
### Entity: AI Strategy
Component: USA_start_buffering_in_australia
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_start_buffering_in_australia = {
	allowed = {
		tag = USA
	}
	enable = {
		date = > 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			870 522
		}
		ratio = 0.15
		area = pacific home_islands
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = yes
	} {
		type = invasion_unit_request
		area = pacific home_islands
		value = 6
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_power_to_the_kaiser
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, add_popularity, set_country_leader_ideology, add_country_leader_trait
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_power_to_the_kaiser
	icon = GFX_goal_AUS_otto_von_habsburg
	relative_position_id = AUS_ban_paramilitary_organizations
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_centralize_imperial_army AUS_stir_monarchist_sentiment
	}
	available = {
		power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = < -0.75
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = AUS_become_absolute_monarchy generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_government = neutrality
			}
			set_country_leader_ideology = absolute_monarchism
		}
		add_country_leader_trait = AUS_constrained_no_longer
		remove_power_balance = {
			id = AUS_heimwehr_power_balance
		}
	}
}
### Entity: AI Strategy
Component: BRA_monarchist_plan
Constructs: has_government, has_country_flag, has_dlc, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/BRA_R56_alternate_strategy_plan.txt

Code:
BRA_monarchist_plan = {
	name = BRA: Brazilian Monarchist AI Plan
	desc = Monarchist behavior for Brazil.
	allowed = {
		original_tag = BRA
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_MONARCHIST
			has_game_rule = {
				rule = BRA_ai_behavior
				option = MONARCHIST
			} {
				rule = BRA_ai_behavior
				option = BRA_MONARCHIST_ALCANTARA
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = neutrality
		}
	}
	ai_national_focuses = {
		BRA_R56_the_voice_of_brazil BRA_R56_institute_the_polaca BRA_R56_restore_the_empire
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_military_youth
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_military_youth
	icon = GFX_goal_generic_recruitment
	prerequisite = {
		focus = CRO_militarism
	}
	relative_position_id = CRO_militarism
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = military_youth_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_collectivism
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, has_civil_war, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_collectivism
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = NOR_support_radical_socialism
	}
	x = 4
	y = 1
	relative_position_id = NOR_support_radical_socialism
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		has_civil_war = no
	}
	completion_reward = {
		add_political_power = 200
		if = {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_1
			}
			remove_ideas = NOR_aftermath_of_the_depression_1
		} {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_2
			}
			swap_ideas = {
				remove_idea = NOR_aftermath_of_the_depression_2
				add_idea = NOR_aftermath_of_the_depression_1
			}
		} {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_3
			}
			swap_ideas = {
				remove_idea = NOR_aftermath_of_the_depression_3
				add_idea = NOR_aftermath_of_the_depression_2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_liberty_for_the_philippines
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, set_autonomy, is_faction_leader, add_to_faction
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_liberty_for_the_philippines
	icon = GFX_goal_generic_alliance
	x = 0
	y = 2
	prerequisite = {
		focus = USA_democratic_socialism
	} {
		focus = USA_full_desegregation
	}
	relative_position_id = USA_desegregate_the_armed_forces
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		country_exists = PHI
	}
	bypass = {
		PHI
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				PHI
			}
			set_autonomy = {
				target = PHI
				autonomy_state = autonomy_free
			}
		} {
			limit = {
				is_faction_leader = yes
			}
			add_to_faction = PHI
		}
	}
}
### Entity: Character
Component: POL_polish_british_shipbuilding
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_polish_british_shipbuilding = {
	random = no
	equipment_bonus = {
		ship_hull_light = {
			naval_range = 0.2
		}
		ship_hull_cruiser = {
			naval_range = 0.15
		}
	}
	ai_will_do = {
		factor = 1.2
	}
}
### Entity: Scripted Trigger
Component: check_for_excavation_1
Constructs: check_for_excavation_1, has_tech
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_excavation_1 = {
	OR = {
		AND = {
			has_tech = excavation1
			NOT = {
				has_tech = excavation2 excavation3 excavation4 excavation5
			}
		} {
			has_tech = excavation2
			NOT = {
				has_tech = excavation1 excavation3 excavation4 excavation5
			}
		} {
			has_tech = excavation3
			NOT = {
				has_tech = excavation1 excavation2 excavation4 excavation5
			}
		} {
			has_tech = excavation4
			NOT = {
				has_tech = excavation1 excavation2 excavation3 excavation5
			}
		} {
			has_tech = excavation5
			NOT = {
				has_tech = excavation1 excavation2 excavation3 excavation4
			}
		}
	}
}
### Entity: Idea
Component: PHI_volunteers_to_republicans
Constructs: send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/philippines.txt

Code:
PHI_volunteers_to_republicans = {
	picture = SPA_maquis
	cancel = {
		NOT = {
			country_exists = SPD
		}
	}
	modifier = {
		send_volunteer_divisions_required = -1
		send_volunteers_tension = -0.4
	}
}
### Entity: Unit Template
Component: SPR_INF_03
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_INF_03 = {
	name = Carlist Requetés
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d° Requeté
	ordered = {

	}
}
### Entity: Character
Component: OCC_coi
Source: game
File: common/characters/OCC.txt

Code:
OCC_coi = {
	advisor = {
		slot = political_advisor
		idea_token = OCC_coi
		allowed = {
			original_tag = OCC
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_expand_bombardier_factories
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_expand_bombardier_factories
	icon = GFX_goal_generic_war_factory
	prerequisite = {
		focus = QUE_bombardier_vehicles
	} {
		focus = QUE_locomotive_industry
	}
	relative_position_id = QUE_locomotive_industry
	x = 0
	y = 2
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: KMT_sichuan_famine_aid
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_sichuan_famine_aid = {
	removal_cost = -1
	picture = generic_goods_red_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = 0.1
		political_power_gain = 0.05
	}
}
### Entity: Idea
Component: american_influence_drift_democratic
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/usa.txt

Code:
american_influence_drift_democratic = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.05
	}
}
### Entity: Character
Component: HUN_arpads_successor_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_arpads_successor_trait = {
	random = no
	sprite = 13
	army_attack_against_major_factor = 0.05
	army_defence_against_major_factor = 0.1
}
### Entity: Character
Component: PAL_socialist_mehdi
Source: game
File: common/country_leader/r56_traits.txt

Code:
PAL_socialist_mehdi = {
	random = no
	army_core_attack_factor = 0.15
	army_core_defence_factor = 0.15
	army_morale_factor = 0.1
	army_org_regain = 0.15
}
### Entity: Event
Component: WW_hungary.113
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, add_core_of, clr_country_flag
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.113
	title = WW_hungary.113.t
	desc = WW_hungary.113.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = WW_hungary.113.a
		add_political_power = 75
		664 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_rejected_our_proposal
			}
		}
		hidden_effect = {
			FROM = {
				clr_country_flag = HUN_sent_banatian_demands
			}
		}
	}
}