Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: AST_cabinet_trust_swap_idea
Constructs: limit, add_ideas, remove_ideas, has_country_flag, has_idea, check_variable
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_cabinet_trust_swap_idea = {
	IF = {
		IF = {
			limit = {
				has_idea = AST_cabinet_trust_state_1_idea
				OR = {
					NOT = {
						check_variable = {
							var = AST_cabinet_trust_state
							value = 1
							compare = equals
						}
					} {
						has_country_flag = AST_canberra_air_disaster_flag
					}
				}
			}
			remove_ideas = AST_cabinet_trust_state_1_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = AST_cabinet_trust_state_2_idea
				OR = {
					NOT = {
						check_variable = {
							var = AST_cabinet_trust_state
							value = 2
							compare = equals
						}
					} {
						has_country_flag = AST_canberra_air_disaster_flag
					}
				}
			}
			remove_ideas = AST_cabinet_trust_state_2_idea
		} {
			limit = {
				has_idea = AST_cabinet_trust_state_3_idea
				OR = {
					NOT = {
						check_variable = {
							var = AST_cabinet_trust_state
							value = 3
							compare = equals
						}
					} {
						has_country_flag = AST_canberra_air_disaster_flag
					}
				}
			}
			remove_ideas = AST_cabinet_trust_state_3_idea
		} {
			limit = {
				has_idea = AST_cabinet_trust_state_4_idea
				OR = {
					NOT = {
						check_variable = {
							var = AST_cabinet_trust_state
							value = 4
							compare = equals
						}
					} {
						has_country_flag = AST_canberra_air_disaster_flag
					}
				}
			}
			remove_ideas = AST_cabinet_trust_state_4_idea
		} {
			limit = {
				has_idea = AST_cabinet_trust_state_5_idea
				OR = {
					NOT = {
						check_variable = {
							var = AST_cabinet_trust_state
							value = 5
							compare = equals
						}
					} {
						has_country_flag = AST_canberra_air_disaster_flag
					}
				}
			}
			remove_ideas = AST_cabinet_trust_state_5_idea
		}
	} {
		limit = {
			NOT = {
				OR = {
					has_country_flag = AST_cabinet_trust_complete_1_flag AST_cabinet_trust_complete_2_flag AST_cabinet_trust_complete_3_flag
				}
			}
		}
		IF = {
			limit = {
				check_variable = {
					var = AST_cabinet_trust_state
					value = 1
					compare = equals
				}
			}
			add_ideas = AST_cabinet_trust_state_1_idea
		}
		ELSE_IF = {
			limit = {
				check_variable = {
					var = AST_cabinet_trust_state
					value = 2
					compare = equals
				}
			}
			add_ideas = AST_cabinet_trust_state_2_idea
		} {
			limit = {
				check_variable = {
					var = AST_cabinet_trust_state
					value = 3
					compare = equals
				}
			}
			add_ideas = AST_
# ... (truncated)
### Entity: Character
Component: JAP_diplomatic_prime_minister
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_diplomatic_prime_minister = {
	random = no
	sprite = 13
	stability_factor = 0.05
	war_support_factor = -0.05
	political_power_factor = 0.05
	democratic_acceptance = 15
}
### Entity: Idea
Component: LBA_ncm
Source: game
File: common/ideas/libya.txt

Code:
LBA_ncm = {
	picture = generic_navy_arab_3
	allowed = {
		original_tag = LBA
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_marine_corps
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_mastery_bonus, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_marine_corps
	icon = GFX_focus_PHI_marine_corps
	prerequisite = {
		focus = PHI_offshore_patrol
	}
	relative_position_id = PHI_offshore_patrol
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = PHI_marine_corps
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
			custom_effect_tooltip = marine_subdoctrines_default_add_mastery_bonus_effect_tooltip
			hidden_effect = {
				add_mastery_bonus = {
					name = PHI_marine_corps
					bonus = 0.1
					days = 240
					sub_doctrine = marines_1
				} {
					name = PHI_marine_corps
					bonus = 0.1
					days = 240
					sub_doctrine = marines_2
				}
			}
		}
		add_tech_bonus = {
			name = PHI_marine_corps
			bonus = 1
			uses = 1
			category = marine_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_island_nation_dynamic_modifier_tt
		add_to_variable = {
			PHI_island_nation_special_forces_cap = 0.05
			tooltip = special_forces_cap_tt
		} {
			PHI_island_nation_amphibious_invasion = 0.1
			tooltip = amphibious_invasion_tt
		} {
			PHI_island_nation_naval_invasion_capacity = 10
			tooltip = naval_invasion_capacity_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 388
Constructs: add_core_of
Source: game
File: history/states/388-Montana.txt

Code:
state = {
	id = 388
	name = STATE_388
	manpower = 537605
	state_category = rural
	resources = {
		tungsten = 11
		coal = 7
	}
	history = {
		owner = USA
		add_core_of = USA
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			4860 1
		}
	}
	provinces = {
		1736 1767 1851 1854 1857 4741 4838 4857 4860 4863 6742 7760 7779 7880 7883 10587 10593 10624 10706 11712 12572 12585 12676
	}
	local_supplies = 0.0
}
### Entity: Character
Component: NZL_hydro_electricity_professor
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NZL_hydro_electricity_professor = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.05
	research_speed_factor = 0.08
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MON_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 5
	}
	location = 4873
	division_template = Morit Diviziin
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: CAM_son_ngoc_thanh
Source: game
File: common/characters/CAM.txt

Code:
CAM_son_ngoc_thanh = {
	name = CAM_son_ngoc_thanh
	portraits = {
		civilian = {
			large = GFX_portrait_Sisowath_Youtevong
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			the_republican_rebel
		}
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: State History
Component: 4
Constructs: add_core_of, has_dlc
Source: game
File: history/states/4-Austria.txt

Code:
state = {
	id = 4
	name = STATE_4
	manpower = 2297983
	resources = {
		oil = 2
	}
	state_category = large_city
	history = {
		owner = AUS
		add_core_of = AUS
		victory_points = {
			11666 30
		} {
			732 10
		}
		buildings = {
			infrastructure = 4
			arms_factory = 3
			industrial_complex = 4
			air_base = 6
			11666 = {
				landmark_hofburg_palace = {
					level = 1
					allowed = {
						has_dlc = Gotterdammerung
					}
				}
			}
		}
		1938.3.12 = {
			owner = GER
			controller = GER
			add_core_of = GER
		}
		1939.1.1 = {
			buildings = {
				anti_air_building = 5
			}
		}
	}
	provinces = {
		704 732 3718 6552 6690 6723 6739 9527 11651 11666
	}
	local_supplies = 0.0
}
### Entity: Event
Component: denmark_overlord_events.6
Constructs: is_triggered_only, add_political_power
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.6
	title = denmark_overlord_events.6.t
	desc = denmark_overlord_events.6.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.6.a
		add_political_power = 50
		DEN_bop_occupation_very_low_increase_effect = yes
	}
}
### Entity: Character
Component: UZB_gulam_alim
Source: game
File: common/characters/UZB.txt

Code:
UZB_gulam_alim = {
	name = UZB_gulam_alim
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
	advisor = {
		slot = army_chief
		idea_token = UZB_gulam_alim
		allowed = {
			original_tag = UZB
		}
		traits = {
			army_commando_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_centralise_the_regions
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_centralise_the_regions
	icon = GFX_goal_generic_political_pressure
	cost = 10
	prerequisite = {
		focus = VIN_the_new_emperor
	}
	completion_reward = {
		add_ideas = VIN_centralise_the_regions
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	x = 37
	y = 1
}
### Entity: Effect Reference
Construct: subtract_from_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## subtract_from_variable

* Supported Scopes: any
* Supported Targets: none

Subtracts a value, a variable, or a [math expression](script_math_expression.md) from a variable.
### Entity: Character
Component: PER_mohammed_nakhjavani
Source: game
File: common/characters/PER.txt

Code:
PER_mohammed_nakhjavani = {
	advisor = {
		slot = air_chief
		idea_token = PER_mohammed_nakhjavani
		allowed = {
			original_tag = PER
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PER_mohammed_nakhjavani
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: Scripted Trigger
Component: is_major_not_original_tag_root
Constructs: is_major, is_major_not_original_tag_root
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_major_not_original_tag_root = {
	is_major = yes
	hidden_trigger = {
		NOT = {
			original_tag = ROOT
		}
	}
}
### Entity: National Focus
Component: Iceland_focus
Constructs: shared_focus, has_completed_focus, division_template, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus_tree = {
	id = Iceland_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = ICE
		}
	}
	continuous_focus_position = {
		x = 2700
		y = 700
	}
	default = no
	shared_focus = SCA_scandinavian_unification
	focus = {
		id = ICE_roads_program
		icon = GFX_focus_generic_road_investment
		cost = 8
		ai_will_do = {
			factor = 5
		}
		available = {
			100 = {
				CONTROLLER = {
					tag = ICE
				}
			}
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				100 = {
					free_building_slots = {
						building = infrastructure
						size = < 1
					}
				}
			}
		}
		x = 2
		y = 0
		completion_reward = {
			100 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			1043 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = ICE_look_den
		icon = GFX_goal_generic_befriend_denmark
		cost = 10
		ai_will_do = {
			factor = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		mutually_exclusive = {
			focus = ICE_look_away
		}
		available = {
			is_subject_of = DEN
		}
		x = 8
		y = 0
		completion_reward = {
			add_political_power = 75
			DEN = {
				custom_effect_tooltip = ICE_look_den_tt
				hidden_effect = {
					add_opinion_modifier = {
						target = ROOT
						modifier = ICE_loyal_subject
					} {
						target = ROOT
						modifier = ICE_loyal_subject2
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = ICE_look_away
		icon = GFX_goal_NOR_iceland
		cost = 10
		ai_will_do = {
			factor = 20
		}
		mutually_exclusive = {
			focus = ICE_look_den
		}
		bypass = {
			is_subject = no
		}
		x = 12
		y = 0
		completion_reward = {
			add_political_power = 100
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = ICE_disloyal
		}
		search_filters = {
			FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
		}
	} {
		id = ICE_national_def_force
		icon = GFX_focus_ICE_iceland_defense_force
		cost = 10
		ai_will_do = {
			factor = 3
		}
		x = 29
		y = 0
		completion_reward = {
			army_experience = 10
			custom_effect_tooltip = generic_skip_one_line_tt
			add_war_support = 0.05
		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT
		}
	} {
		id = ICE_coastguard
		icon = GFX_f
# ... (truncated)
### Entity: State History
Component: 632
Constructs: add_core_of
Source: game
File: history/states/632-Wake Island.txt

Code:
state = {
	id = 632
	name = STATE_632
	manpower = 150
	state_category = tiny_island
	history = {
		owner = USA
		add_core_of = GUM
		buildings = {
			infrastructure = 2
			13047 = {
				naval_base = 1
			}
		}
		victory_points = {
			13047 1
		}
	}
	provinces = {
		13047
	}
	local_supplies = 0.0
}
### Entity: Event
Component: r56_italy.6
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.6
	title = r56_italy.6.t
	desc = r56_italy.6.d
	picture = GFX_report_event_il_popolo_d_italia
	is_triggered_only = yes
	option = {
		name = r56_italy.6.a
	}
}
### Entity: Name List
Component: GHA
Source: game
File: common/names/r56_names.txt

Code:
GHA = {
	male = {
		names = {
			Abdul Ablade Akwasi Albert Alex Aliu Anthony Ataa Austin Ave Awal Ben Bernard Cephas Clement Daniel Ebenezer Eddie Edward El Elom Emmanuel Ephraim Eric Francis Frank Fred George Gloria Godfried Gyearbuor Hilla Ignatius Isaac Jackie James Jerry Joachim Joe John Joseph Joshua Kobina Koby Kofi Kow Kudjoe Kwadwo Kwaku Kwame Kwamena Kwaw Kwesi Majid Mamood Mark Maxwell Michael Mikki Mohammed Nana Nat Nii Obed Obo Oli Patrick Peter Philip Prince Richie Rikki Rudolf Sammi Samuel Shamo Simon Tetteh Van Victor Yaw Amanquatia Agyeman Onsei Kwaku Kofi Atakora Kwabena Mensa Owusu Akyampon Kwame Opoku
		}
	}
	female = {
		names = {

		}
	}
	surnames = {
		Abongo Adablah Addy Adjei Adu Affutu Agbee Aggudey Aidoo Akuetteh Akufo-Addo Alhassan Amadu Amankwah Amenga-Etego Amissah Amoah Amu Anatsui Anin Annan Ansah Apea Arkaah Aryee Asante Ayensu Baah Berko Blay Buari Busia Chireh Djansi Dossey Frimpong-Manso Gbeho de Graft-Johnson Ibrahim Kalilu Konadu Kuffour Kumah Labi Limann Mahama McBrown Mensah Michel Mumuni Nikoi Nyarko Oko Ollennu Preko Quartey Quaynor Rahman Sintim-Misa Wemega-Kwawu Yaw Prempeh Bonsu Dua Karikari Dwomo Panyin Sekyere Fofie Asiba
	}
	callsigns = {
		Goose Iceman Maverick Apollo Animal Boom-Boom Badger Brick Cajun Challenger Chip Eagle Ghost Hawk Jaws Moses Mad Dog
	}
}
### Entity: Event
Component: prc.108
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, add_political_power, clr_global_flag, create_corps_commander, set_global_flag
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.108
	title = prc.108.t
	desc = prc.108.d
	picture = GFX_report_event_airplane_crash
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = prc.108.a
		clr_global_flag = zxl_arrested
		add_political_power = -15
		create_corps_commander = {
			name = Zhang Xueliang
			portrait_path = gfx/leaders/CHI/r56_portrait_CHI_Zhang_Xueliang.dds
			id = 1492
			traits = {
				politically_connected trait_cautious infantry_leader
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
		}
		set_global_flag = zxl_rescued
		CHI = {
			add_opinion_modifier = {
				target = PRC
				modifier = hostile_status
			}
		}
	} {
		name = prc.108.b
		set_global_flag = no_rescue_zhang
	}
}
### Entity: Idea
Component: r56_CAN_secure_the_economy_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_secure_the_economy_idea = {
	name = r56_CAN_secure_the_economy_idea
	allowed = {
		always = no
	}
	picture = generic_political_support
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.15
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_german_junker_purchase
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_german_junker_purchase
	icon = GFX_goal_AFG_german_junker_purchase
	x = 2
	y = 1
	offset = {
		x = -13
		y = 0
		trigger = {
			has_completed_focus = AFG_power_to_the_king
		}
	}
	available = {
		GER = {
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
			has_capitulated = no
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	relative_position_id = AFG_german_equipment
	prerequisite = {
		focus = AFG_german_equipment AFG_invite_abwehr_agents
	}
	cost = 8
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 3600
				equipment_type = small_plane_cas_airframe
				seller_trigger = r56_AFG_purchase_german_equipment_subsidy
			}
			create_production_license = {
				target = AFG
				equipment = {
					type = fighter_equipment_1
					version = 1
				}
				cost_factor = 0.15
			}
			custom_effect_tooltip = available_military_high_command
			show_ideas_tooltip = AFG_carl_august_von_gablenz
		}
		else = {
			GER = {
				create_production_license = {
					target = AFG
					equipment = {
						type = fighter_equipment_1
						version = 1
					}
					cost_factor = 0.15
				}
			} {
				add_timed_idea = {
					idea = AFG_purchasing_german_guns_GER
					days = 90
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_1
				amount = 80
				producer = GER
				variant_name = Ju 87
			}
			custom_effect_tooltip = available_military_high_command
			show_ideas_tooltip = AFG_carl_august_von_gablenz
			add_timed_idea = {
				idea = AFG_purchasing_german_guns
				days = 90
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AHatnote.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
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Template talk
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Help talk
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Category talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Hatnote"
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_20w_amphibious_role
Constructs: limit, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_20w_amphibious_role = {
	set_country_flag = {
		flag = EAI_MARINE_ROLE
		value = 1
	}
	if = {
		limit = {
			EAI_LARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 141
		}
	}
	else_if = {
		limit = {
			EAI_MARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 142
		}
	} {
		limit = {
			EAI_HARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 143
		}
	}
}
### Entity: Scripted Effect
Component: get_current_ideology_popularities
Constructs: set_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
get_current_ideology_popularities = {
	set_variable = {
		ROOT.communist_support_before_change = ROOT.party_popularity_100@communism
	} {
		ROOT.democratic_support_before_change = ROOT.party_popularity_100@democratic
	} {
		ROOT.fascist_support_before_change = ROOT.party_popularity_100@fascism
	} {
		ROOT.neutrality_support_before_change = ROOT.party_popularity_100@neutrality
	}
}
### Entity: Event
Component: DOD_romania.163
Constructs: is_triggered_only, add_stability, fire_only_once, add_popularity, set_party_name
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.163
	title = DOD_romania.163.t
	desc = DOD_romania.163.desc
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = DOD_romania.163.a
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		kill_ideology_leader = fascism
		promote_character = ROM_octavian_goga
		set_party_name = {
			ideology = fascism
			long_name = ROM_fascism_party2_long
			name = ROM_fascism_party2
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_kings_gambit
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, limit, has_country_flag, completion_reward, set_technology
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_kings_gambit
	icon = GFX_focus_SIA_the_kings_gambit
	x = 1
	y = 1
	relative_position_id = SIA_prajadhipok_audience_with_churchill
	prerequisite = {
		focus = SIA_prajadhipok_audience_with_churchill SIA_facilitate_prajadhipoks_move_to_japan
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		neutrality = > 0.5
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		check_cheating_before_civil_war = yes
		set_variable = {
			monarchist_size_cw = 1
		}
		subtract_from_variable = {
			monarchist_size_cw = additional_support_monarchist_cw
		}
		start_civil_war = {
			ideology = fascism
			ruling_party = neutrality
			size = var:additional_support_monarchist_cw
			states = {
				1078 1077 1076 869 868
			}
			keep_all_characters = yes
			capital = 1076
		}
		SIA_phraya_songsuradet = {
			set_nationality = SIA
		}
		SIA_rangsit_prayurasakdi = {
			set_nationality = SIA
		}
		SIA_bowardej = {
			set_nationality = SIA
		}
		clear_variable = monarchist_size_cw additional_support_monarchist_cw
		retire_country_leader = yes
		add_country_leader_role = {
			character = SIA_prajadhipok
			promote_leader = yes
			country_leader = {
				ideology = despotism
				traits = {
					SIA_ailing
				}
			}
		}
		if = {
			limit = {
				has_completed_focus = SIA_prajadhipok_audience_with_churchill
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = 1500
				producer = ENG
			} {
				type = artillery_equipment
				amount = 250
				producer = ENG
			}
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				add_equipment_to_stockpile = {
					type = small_plane_airframe_1
					amount = 100
					producer = ENG
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = fighter_equipment_1
					amount = 100
					producer = ENG
				}
			}
		}
		else_if = {
			limit = {
				has_completed_focus = SIA_facilitate_prajadhipoks_move_to_japan
			}
			set_technology = {
				rangers_tech = 1
				popup = no
			}
			division_template = {
				name = Japanese Operatives
				regiments = {
					ranger_battalion = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
			random_controlled_state = {
				create_unit = {
					division = name 
# ... (truncated)
### Entity: Idea
Component: AUS_antifascist_bulwark
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_antifascist_bulwark = {
	picture = SPR_anti_fascist_crusade
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = -0.05
		fascism_acceptance = -100
		custom_modifier_tooltip = AUS_antifascist_bulwark_ns_target_tt
	}
}
### Entity: Character
Component: KMT_veangeful
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_veangeful = {
	random = no
	sprite = 13
	stability_weekly = -0.001
	drift_defence_factor = 0.1
	fascism_drift = 0.01
	political_power_factor = -0.1
	stability_factor = -0.1
}