Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_revolt_of_the_princes
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, add_manpower, is_controlled_by, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_revolt_of_the_princes
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = RAJ_a_peacock_prince
	}
	x = -6
	y = 0
	relative_position_id = RAJ_sharpen_the_tulwar
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass_effect = {
		add_war_support = 0.05
		add_manpower = 25000
	}
	bypass = {
		all_of_scopes = {
			array = RAJ.owned_states_at_game_start
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_ideas = idea_RAJ_under_the_yoke_of_peacock_throne
		add_war_support = 0.05
		add_manpower = 25000
		custom_effect_tooltip = RAJ_revolt_of_the_princes_tt
		create_wargoal = {
			type = annex_everything
			target = event_target:UK_INDIA
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_restoration_and_development
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, add_timed_idea, unlock_propaganda_campaign_tt
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_restoration_and_development
	icon = GFX_SOV_restoration_and_development_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_industrial_modernization SOV_optimize_production_lines
	}
	x = 2
	y = 1
	relative_position_id = SOV_industrial_modernization
	cost = 5
	cancel_if_invalid = no
	available = {
		SOV_fourth_five_year_plan_available = yes
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_restoration_and_development_idea
			days = 365
		}
		if = {
			limit = {
				has_government = communism
			}
			custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
			unlock_decision_tooltip = SOV_propaganda_rebuild_to_glory SOV_propaganda_peace SOV_propaganda_happy_life
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_pilot_training
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_pilot_training
	icon = GFX_focus_eng_special_air_service
	prerequisite = {
		focus = NOR_haerens_flyvevaaben
	}
	x = 4
	y = 3
	relative_position_id = NOR_haerens_flyvevaaben
	available_if_capitulated = yes
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_country_flag = NOR_luftforsvaret_flag
			}
			custom_effect_tooltip = NOR_modify_royal_air_force_dmod_TT
		}
		else = {
			custom_effect_tooltip = NOR_modify_air_force_dmod_TT
		}
		add_to_variable = {
			var = NOR.NOR_army_air_force_dmod_air_ace_bonuses_factor
			value = 0.15
			tooltip = air_ace_bonuses_factor_tt
		} {
			var = NOR.NOR_army_air_force_dmod_air_ace_generation_chance_factor
			value = 0.25
			tooltip = air_ace_generation_chance_factor_tt
		}
	}
}
### Entity: Character
Component: MEN_sonin_xiangying
Source: game
File: common/characters/MEN.txt

Code:
MEN_sonin_xiangying = {
	name = MEN_sonin_xiangying
	portraits = {
		civilian = {
			large = GFX_portrait_Sonin_Xiangying
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1953.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: CZE_czech_fascism_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_czech_fascism_idea = {
	picture = generic_fascism_drift_bonus
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_Factor = 0.05
		conscription = -0.005
	}
}
### Entity: Event
Component: WW_hungary.68
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, puppet_wargoal_focus, unlock_decision_tooltip
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.68
	title = WW_hungary.68.t
	desc = WW_hungary.68.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.68.a
		ai_chance = {
			factor = 100
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		unlock_decision_tooltip = HUN_place_a_habsburg_on_the_croatian_throne
	}
}
### Entity: Unit Template
Component: SPAN_GAR_01
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_GAR_01 = {
	name = Garrison Division
	for_countries = {
		COS DOM ECU EQG GUA HON MEX NIC PAN PAR PRU URG VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		SPAN_INF_01
	}
	fallback_name = %da División de Infantería
	ordered = {
		1 = {
			%da División de Infantería
		}
		2 = {
			%da División de Infantería
		}
		3 = {
			%da División de Infantería
		}
		4 = {
			%da División de Infantería
		}
		5 = {
			%da División de Infantería
		}
		6 = {
			%da División de Infantería
		}
		7 = {
			%da División de Infantería
		}
		8 = {
			%da División de Infantería
		}
		9 = {
			%da División de Infantería
		}
		10 = {
			%da División de Infantería
		}
		11 = {
			%da División de Infantería
		}
		12 = {
			%da División de Infantería
		}
		13 = {
			%da División de Infantería
		}
		14 = {
			%da División de Infantería
		}
		15 = {
			%da División de Infantería
		}
		16 = {
			%da División de Infantería
		}
		17 = {
			%da División de Infantería
		}
		18 = {
			%da División de Infantería
		}
		19 = {
			%da División de Infantería
		}
		20 = {
			%da División de Infantería
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_found_the_state_company_for_iron_and_steel
Constructs: prerequisite, completion_reward, has_cosmetic_tag, is_owned_and_controlled_by, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_found_the_state_company_for_iron_and_steel
	icon = {
		GFX_focus_IRQ_found_the_state_company_for_iron_and_steel_alt = {
			OR = {
				has_cosmetic_tag = IRQ_kurdistan_tag greater_kurdistan
			}
		}
		GFX_focus_IRQ_found_the_state_company_for_iron_and_steel = yes
	}
	dynamic = yes
	prerequisite = {
		focus = IRQ_found_southern_steel_plants
	}
	x = 0
	y = 1
	relative_position_id = IRQ_found_southern_steel_plants
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		1011 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		1011 = {
			add_resource = {
				type = steel
				amount = 12
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = IRQ_state_company_for_iron_and_steel
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_enforce_state_atheism
Constructs: prerequisite, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_enforce_state_atheism
	icon = GFX_goal_red_monasteries
	prerequisite = {
		focus = TIB_join_the_comintern
	}
	relative_position_id = TIB_join_the_comintern
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = -0.1
		add_timed_idea = {
			idea = AFG_persecuted_believers
			days = 365
		}
	}
}
### Entity: Idea
Component: IRQ_nairn_transport_company
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_nairn_transport_company = {
	picture = generic_supply_line
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		motorized_equipment = 0.05
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		desert_motor_transport_company
	}
	modifier = {

	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.34
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_stability, create_dynamic_country, set_variable, is_core_of
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.34
	title = BBA_ethiopia_communist_events.34.t
	desc = BBA_ethiopia_communist_events.34.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.34.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			IF = {
				limit = {
					SOM = {
						exists = yes
					}
				}
				create_dynamic_country = {
					original_tag = SOM
					set_variable = {
						ETH.new_somalia = THIS
					}
					log = Dynamic tag: [THIS.GetName]
					PREV = {
						log = Prev tag: [THIS.GetName]
						every_owned_state = {
							log = State: [THIS.GetName]
							limit = {
								is_core_of = SOM
								NOT = {
									state = 835
								} {
									state = 836
								}
							}
							var:ETH.new_somalia = {
								log = Prev Prev tag: [THIS.GetName]
								transfer_state = PREV
							}
						}
					}
					set_popularities = {
						democratic = ETH.party_popularity_100@democratic
						neutrality = ETH.party_popularity_100@neutrality
						fascism = ETH.party_popularity_100@fascism
						communism = ETH.party_popularity_100@communism
					}
					set_politics = {
						ruling_party = ROOT
					}
				}
				clear_variable = ETH.new_somalia
			}
			ELSE = {
				release = SOM
				SOM = {
					835 = {
						ETH = {
							transfer_state = PREV
						}
						add_core_of = ETH
						clr_state_flag = eth_core_flag_som
					}
					836 = {
						ETH = {
							transfer_state = PREV
						}
						add_core_of = ETH
						clr_state_flag = eth_core_flag_som
					}
					set_popularities = {
						democratic = ETH.party_popularity_100@democratic
						neutrality = ETH.party_popularity_100@neutrality
						fascism = ETH.party_popularity_100@fascism
						communism = ETH.party_popularity_100@communism
					}
					set_politics = {
						ruling_party = ROOT
					}
				}
			}
		}
	} {
		name = BBA_ethiopia_communist_events.34.b
		ai_chance = {
			base = 10
		}
		add_stability = -0.03
	}
}
### Entity: Order of Battle
Component: Human Slave of Sand
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave of Sand
	location = 10870
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: Event
Component: india.425
Constructs: add_political_power, has_cosmetic_tag, is_subject
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.425
	title = india.425.t
	desc = india.425.d
	picture = GFX_report_event_picture_RAJ_Government_Formation
	mean_time_to_happen = {
		days = 30
	}
	trigger = {
		OR = {
			has_cosmetic_tag = PAK_Dominion RAJ_Dominion_r56 BRM_Dominion SRL_Dominion
		}
		is_subject = no
	}
	option = {
		name = india.425.a
		drop_cosmetic_tag = yes
		add_political_power = -15
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_utilize_the_cattle_industry
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_utilize_the_cattle_industry
	icon = GFX_focus_ARG_capitalize_the_beef_industry
	prerequisite = {
		focus = TIB_drabshi_lekhoung_power_plant TIB_develop_the_drapchi_lekhung
	}
	relative_position_id = TIB_drabshi_lekhoung_power_plant
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				758
			}
			limit = {
				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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_19/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: set_keyed_oob
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_keyed_oob

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Registers an Order of Battle (OOB) file to be loaded for a country at game start, replacing any previously registered OOB (with the given key) on that country.
Only intended to be used within history files.

Example:
set_keyed_oob = {
	key = naval
	name = "ENG_1936_Naval"
}
```
### Entity: National Focus
Tree: cub_focus
Component: CUB_law_of_sugar_coordination
Constructs: prerequisite, limit, remove_ideas, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_law_of_sugar_coordination
	icon = GFX_goal_cuba_law_of_sugar_coordination
	cost = 10
	prerequisite = {
		focus = CUB_minimum_wage_laws
	}
	relative_position_id = CUB_minimum_wage_laws
	x = -1
	y = 1
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 1
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_idea = CUB_recovering_sugar_industry
			}
			swap_ideas = {
				remove_idea = CUB_recovering_sugar_industry
				add_idea = CUB_recovering_sugar_industry_1
			}
		} {
			limit = {
				has_idea = CUB_recovering_sugar_industry_1
			}
			remove_ideas = CUB_recovering_sugar_industry_1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Experience.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Event
Component: prc.19
Constructs: is_triggered_only, limit, fire_only_once, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.19
	title = prc.14.t
	desc = prc.14.d
	picture = GFX_report_event_second_vienna_award_pact
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = prc.20
				days = 30
			}
		}
	}
	option = {
		name = prc.14.a
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 4
					include_locked = yes
				} {
					building = infrastructure
					size = > 3
				}
			}
			add_extra_state_shared_building_slots = 5
			add_building_construction = {
				type = industrial_complex
				level = 5
				instant_build = yes
			} {
				type = infrastructure
				level = 4
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_the_inevitable_counterblow
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_the_inevitable_counterblow
	icon = GFX_goal_defensive_position2
	prerequisite = {
		focus = MON_focus_on_infantry
	}
	x = 0
	y = 1
	relative_position_id = MON_focus_on_infantry
	cost = 7.16
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MON_the_mongolian_infantry
			add_idea = MON_the_mongolian_infantry_better
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: AI Strategy
Component: ENG_historical_plan
Constructs: has_completed_focus, has_country_flag, is_historical_focus_on, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/ENG_historical_strategy_plan.txt

Code:
ENG_historical_plan = {
	name = United Kingdom historical plan
	desc = Historical behavior for United Kingdom
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				OR = {
					not = {
						has_dlc = Man the Guns
					}
					has_game_rule = {
						rule = ENG_ai_behavior
						option = DEFAULT
					}
				}
			}
			has_country_flag = ENG_AI_DEMOCRATIC_HISTORICAL
			has_game_rule = {
				rule = ENG_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			GER = {
				has_completed_focus = GER_oppose_hitler
			} {
				has_completed_focus = GER_oppose_hitler_ww
			}
		}
	}
	ai_national_focuses = {
		limited_rearmament_focus uk_empire_focus uk_service_focus shadow_scheme_focus uk_industrial_focus general_rearmament_focus royal_ordinance_focus ENG_vickers_experimental_facility_focus uk_small_arms_focus uk_extra_tech_slot uk_colonial_focus uk_asia_focus uk_burma_focus air_defense_focus radar_focus air_rearmament_focus#September 20 1938 ENG_steady_as_she_goes ENG_prepare_for_the_inevitable ENG_home_defence ENG_issue_gasmasks#June 30 1939 ENG_military_training_act#September 10 1939 fighter_command_focus bomber_command_focus coastal_command_focus aircraft_production_focus naval_rearmament_focus ENG_motorized_focus crypto_bomb_focus tizard_mission_focus#March 30 1941 ENG_special_air_service#June 10 1941 uk_destroyer_focus#August 20 1941 uk_waves_focus#October 30 1941 uk_convoy_focus#January 10 ENG_chiefs_of_staff_committee maud_focus#May 30 1942 uk_mediterranean_focus#August 10 1942 uk_carrier_focus#October 20 1942 hongkong_focus#December 30 1942 uk_iraq_focus#March 10 1943 uk_rock_focus#May 20 1943 singapore_focus#July 30 1943 ENG_royal_malay_regiment_focus peninsular_focus uk_amphibious_focus uk_protect_suez uk_malta_focus uk_commonwealth_focus uk_canada_focus uk_australia_focus uk_new_zealand_focus uk_south_africa_focus UK_secret_focus uk_jet_focus ENG_tank_focus
	}
	research = {

	}
	ideas = {
		home_defence_spirit = 1
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/AUS_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 9648
	division_template = Infanterie Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Unit Template
Component: ITA_RGR_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_RGR_01 = {
	name = Ranger Divisions
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		ranger_battalion
	}
	fallback_name = %da Divisione Bersaglieri
	ordered = {
		1 = {
			%da Divisione Bersaglieri
		}
		2 = {
			%da Divisione Bersaglieri
		}
		3 = {
			%da Divisione Bersaglieri
		}
		4 = {
			%da Divisione Bersaglieri
		}
		5 = {
			%da Divisione Bersaglieri
		}
		6 = {
			%da Divisione Bersaglieri
		}
		7 = {
			%da Divisione Bersaglieri
		}
		8 = {
			%da Divisione Bersaglieri
		}
		9 = {
			%da Divisione Bersaglieri
		}
		10 = {
			%da Divisione Bersaglieri
		}
		11 = {
			%da Divisione Bersaglieri
		}
		12 = {
			%da Divisione Bersaglieri
		}
		13 = {
			%da Divisione Bersaglieri
		}
		14 = {
			%da Divisione Bersaglieri
		}
		15 = {
			%da Divisione Bersaglieri
		}
		16 = {
			%da Divisione Bersaglieri
		}
		17 = {
			%da Divisione Bersaglieri
		}
		18 = {
			%da Divisione Bersaglieri
		}
		19 = {
			%da Divisione Bersaglieri
		}
		20 = {
			%da Divisione Bersaglieri
		}
	}
}
### Entity: Character
Component: HUN_lajos_veress
Constructs: has_government, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_lajos_veress = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_lajos_veress
		portraits = {
			army = {
				large = GFX_Portrait_hungary_lajos_veress
				small = GFX_idea_HUN_lajos_veress
			}
		}
		corps_commander = {
			traits = {
				armor_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_lajos_veress
		portraits = {
			army = {
				large = GFX_Portrait_hungary_lajos_veress
				small = GFX_idea_HUN_lajos_veress
			}
		}
		corps_commander = {
			traits = {
				armor_officer cavalry_leader
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
			visible = {
				NOT = {
					has_government = fascism
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_hindi_as_a_national_language
Constructs: stability_factor, coordination_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_hindi_as_a_national_language = {
	name = idea_RAJ_hindi_as_a_national_language
	picture = BEL_language_barriers_fas_nl
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.1
		army_leader_start_level = 2
		army_leader_start_attack_level = 3
		coordination_bonus = 0.02
		land_reinforce_rate = 0.02
		army_intel_to_others = -15
	}
}
### Entity: Idea
Component: EAI_DD_3/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Idea
Component: ICE_den_investment
Constructs: is_subject_of
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_den_investment = {
	picture = generic_goods_red_bonus
	available = {
		is_subject_of = DEN
	}
	cancel = {
		NOT = {
			is_subject_of = DEN
		}
	}
	modifier = {
		production_speed_infrastructure_factor = 0.2
		production_speed_industrial_complex_factor = 0.2
		consumer_goods_factor = -0.15
	}
}