Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_expand_trinidad_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_trinidad_bases = {
	name = expand_trinidad_bases_goal_name
	description = control_trinidad_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		691 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		691 = {
			air_base = > 1
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 2
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 691
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_reduce_parlementarism
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_reduce_parlementarism
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = BEL_purge_radical_opposition
	}
	available = {
		has_country_flag = BEL_king_martial_law
	}
	ai_will_do = {
		base = 5
	}
	relative_position_id = BEL_purge_radical_opposition
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_political_power = 50
		add_ideas = BEL_extended_royal_powers
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_control_scandinavia_old
Constructs: prerequisite, limit, completion_reward, has_civil_war, is_subject, every_other_country, is_in_faction_with, add_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_control_scandinavia_old
	text = SOV_control_scandinavia
	icon = GFX_focus_generic_scandinavia_flags
	prerequisite = {
		focus = SOV_secure_leningrad_old
	}
	x = -2
	y = 1
	relative_position_id = SOV_secure_leningrad_old
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		every_other_country = {
			limit = {
				exists = yes
				NOT = {
					is_in_faction_with = ROOT
				}
				capital_scope = {
					OR = {
						region = 13 12 191 192 11 10 9 206
						AND = {
							region = 6
							NOT = {
								state = 57 56 59 58
							}
						}
					}
				}
			}
			add_timed_idea = {
				idea = communist_pressure
				days = 365
			}
			hidden_effect = {
				country_event = {
					id = generic.1
				}
			}
		}
		custom_effect_tooltip = SOV_control_scandinavia_decisions_tt
		hidden_effect = {
			activate_targeted_decision = {
				target = FIN
				decision = SOV_promote_ideology_rallies_nordic
			} {
				target = SWE
				decision = SOV_promote_ideology_rallies_nordic
			} {
				target = NOR
				decision = SOV_promote_ideology_rallies_nordic
			} {
				target = DEN
				decision = SOV_promote_ideology_rallies_nordic
			} {
				target = FIN
				decision = SOV_pressure_country_government_nordic
			} {
				target = SWE
				decision = SOV_pressure_country_government_nordic
			} {
				target = NOR
				decision = SOV_pressure_country_government_nordic
			} {
				target = DEN
				decision = SOV_pressure_country_government_nordic
			}
		}
	}
}
### Entity: Event
Component: pavel_events.1
Constructs: is_triggered_only, ai_chance, limit, has_war_with, fire_only_once, add_core_of, load_oob, set_politics
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = pavel_events.1
	title = pavel_events.1.t
	desc = pavel_events.1.desc
	picture = GFX_report_event_generic_military_parade
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			218 = {
				add_core_of = DON
			}
			245 = {
				add_core_of = DON
			}
			238 = {
				add_core_of = DON
			}
			217 = {
				add_core_of = DON
			}
			265 = {
				add_core_of = DON
			}
			237 = {
				add_core_of = DON
			}
			236 = {
				add_core_of = DON
			}
		}
	}
	option = {
		name = pavel_events.1.a
		ai_chance = {
			base = 10
		}
		DON = {
			transfer_state = 218 245 238 217 265
			if = {
				limit = {
					PREV = {
						controls_state = 236
					}
				}
				transfer_state = 236
			} {
				limit = {
					PREV = {
						controls_state = 237
					}
				}
				transfer_state = 237
			}
			custom_effect_tooltip = spawn_cossacks_tt
			hidden_effect = {
				load_oob = DON_cossack_host
				set_politics = {
					ruling_party = fascism
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.5
				}
			}
		}
		add_to_faction = DON
		if = {
			limit = {
				has_war_with = SOV
			}
			DON = {
				add_to_war = {
					targeted_alliance = PREV
					enemy = SOV
					hostility_reason = asked_to_join
				}
			}
		}
	} {
		name = pavel_events.1.b
		ai_chance = {
			base = 10
		}
		DON = {
			transfer_state = 218 245 238 217 265
			if = {
				limit = {
					PREV = {
						controls_state = 236
					}
				}
				transfer_state = 236
			} {
				limit = {
					PREV = {
						controls_state = 237
					}
				}
				transfer_state = 237
			}
			custom_effect_tooltip = spawn_cossacks_tt
			hidden_effect = {
				load_oob = DON_cossack_host
			}
		}
		add_to_faction = DON
		puppet = DON
		if = {
			limit = {
				has_war_with = SOV
			}
			DON = {
				add_to_war = {
					targeted_alliance = PREV
					enemy = SOV
					hostility_reason = asked_to_join
				}
			}
		}
	}
}
### Entity: Decision
Component: AFG_foreign_intervention_category
Constructs: has_government, has_country_flag, fire_only_once, complete_effect, remove_effect
Source: game
File: common/decisions/AFG.txt

Code:
AFG_foreign_intervention_category = {
	AFG_demand_end_to_communist_influence = {
		icon = GFX_decision_SOV_secure_the_administration
		allowed = {
			OR = {
				original_tag = ENG GER SOV
			}
		}
		available = {
			AFG = {
				NOT = {
					has_government = ROOT
				}
				communism = > 0.4
			}
		}
		visible = {
			OR = {
				has_government = democratic fascism
			}
			any_other_country = {
				has_country_flag = AFG_requested_our_aid
			}
		}
		cost = 30
		fire_only_once = no
		days_remove = 7
		complete_effect = {

		}
		remove_effect = {
			AFG = {
				country_event = {
					id = AFG_political_events.40
					days = 1
				}
			}
		}
	}
	AFG_demand_end_to_fascist_influence = {
		icon = GFX_decision_ger_reichskommissariats
		allowed = {
			OR = {
				original_tag = ENG GER SOV
			}
		}
		available = {
			AFG = {
				NOT = {
					has_government = ROOT
				}
				fascism = > 0.4
			}
		}
		visible = {
			OR = {
				has_government = democratic communism
			}
			any_other_country = {
				has_country_flag = AFG_requested_our_aid
			}
		}
		cost = 30
		fire_only_once = no
		days_remove = 7
		complete_effect = {

		}
		remove_effect = {
			AFG = {
				country_event = {
					id = AFG_political_events.40
					days = 1
				}
			}
		}
	}
	AFG_demand_end_to_democratic_influence = {
		icon = GFX_decision_generic_form_nation
		allowed = {
			OR = {
				original_tag = ENG GER SOV
			}
		}
		available = {
			AFG = {
				democratic = > 0.4
			}
		}
		visible = {
			AFG = {
				NOT = {
					has_government = ROOT
				}
			}
			OR = {
				has_government = communism fascism
			}
			any_other_country = {
				has_country_flag = AFG_requested_our_aid
			}
		}
		cost = 30
		fire_only_once = no
		days_remove = 7
		complete_effect = {

		}
		remove_effect = {
			AFG = {
				country_event = {
					id = AFG_political_events.40
					days = 1
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ARG_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = ARG
		}
		requested_factories = 1
		progress = 0.44
		efficiency = 100
	}
}
### Entity: Character
Component: NOR_alfred_roscher_lund
Constructs: has_aat
Source: game
File: common/characters/NOR.txt

Code:
NOR_alfred_roscher_lund = {
	instance = {
		allowed = {
			has_aat = yes
		}
		name = NOR_alfred_roscher_lund
		allowed_civil_war = {
			NOR_char_cw_labor_only = yes
		}
		advisor = {
			slot = high_command
			idea_token = NOR_alfred_roscher_lund
			ledger = army
			allowed = {
				original_tag = NOR
			}
			traits = {
				army_radio_intelligence_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_portrait_NOR_alfred_roscher_lund_small
			}
		}
	} {
		allowed = {
			has_aat = no
		}
		name = NOR_alfred_roscher_lund Alfred Roscher-Lund
		advisor = {
			slot = high_command
			idea_token = NOR_alfred_roscher_lund
			ledger = army
			allowed = {
				original_tag = NOR
			}
			traits = {
				army_concealment_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_2
			}
		}
	}
}
### Entity: Idea
Component: AUS_avionics_effort
Source: game
File: common/ideas/austria.txt

Code:
AUS_avionics_effort = {
	picture = generic_air_research
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		production_speed_air_facility_factor = 0.1
		sp_tag_aircraft_speed_factor = 0.1
	}
}
### Entity: Decision
Component: RAJ_GOE_partition_cat
Constructs: is_raj_or_raj_inheritor, has_dlc, has_global_flag
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_GOE_partition_cat = {
	icon = GFX_decision_category_army_reform
	priority = 50
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		has_global_flag = RAJ_GOE_partition_has_happened
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_operation_hejazi
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction_with, is_subject_of, has_subject, add_command_power
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_operation_hejazi
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = PAL_join_axis
	}
	x = 1
	y = 1
	relative_position_id = PAL_join_axis
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		PAL = {
			NOT = {
				has_war_with = ENG
				is_in_faction_with = ENG
				is_subject_of = ENG
				has_subject = ENG
			}
		}
		ENG = {
			exists = yes
		}
	}
	completion_reward = {
		add_command_power = 50
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.23
Constructs: is_triggered_only, ai_chance, limit, has_government, owns_state, has_war_with, every_state, is_owned_by
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.23
	title = wuw_GER_reichskommissariats.23.t
	desc = wuw_GER_reichskommissariats.23.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.23.a
		ai_chance = {
			base = 15
		}
		trigger = {
			JAP = {
				exists = yes
				has_government = ROOT
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					owns_state = 645 629 650 631
				}
			}
		}
		custom_effect_tooltip = GER_west_coast_america_jap_effect_tt
		hidden_effect = {
			every_state = {
				limit = {
					GER_is_west_coast_north_america_state = yes
					OR = {
						is_owned_by = ROOT
						any_country = {
							is_subject_of = ROOT
							owns_state = PREV
						} {
							is_subject_of = ROOT
							controls_state = PREV
						}
						is_controlled_by = ROOT JAP
					}
				}
				transfer_state_to = JAP
			}
		}
	} {
		name = wuw_GER_reichskommissariats.23.b
		trigger = {
			RUS = {
				exists = yes
			}
		}
		ai_chance = {
			base = 50
		}
		custom_effect_tooltip = GER_west_coast_america_rus_effect_tt
		hidden_effect = {
			every_state = {
				limit = {
					GER_is_west_coast_north_america_state = yes
					OR = {
						is_owned_by = ROOT
						any_country = {
							is_subject_of = ROOT
							owns_state = PREV
						}
					}
				}
				transfer_state_to = RUS
			} {
				limit = {
					GER_is_west_coast_north_america_state = yes
					NOT = {
						OR = {
							is_owned_by = ROOT
							any_country = {
								is_subject_of = ROOT
								owns_state = PREV
							}
						}
					}
					OR = {
						is_controlled_by = ROOT
						any_country = {
							is_subject_of = ROOT
							controls_state = PREV
						}
					}
				}
				add_contested_owner = RUS
				set_state_controller_to = RUS
				add_claim_by = RUS
			}
		}
	} {
		name = wuw_GER_reichskommissariats.23.c
		trigger = {
			RCO = {
				exists = yes
			}
		}
		ai_chance = {
			base = 50
		}
		custom_effect_tooltip = GER_west_coast_america_rco_effect_tt
		hidden_effect = {
			every_state = {
				limit = {
					GER_is_west_coast_north_america_state = yes
					OR = {
						is_owned_by = ROOT
						any_country = {
							is_subject_of = ROOT
							owns_state = PREV
						}
					}
				}
				transfer_state_to = RCO
			} {
				limit = {
					GER_is_west_coast_north_america_state = yes
					NOT = {
						OR = {
							is_owned_by = ROOT
# ... (truncated)
### Entity: National Focus
Tree: pol_focus
Component: POL_develop_polish_ship_building
Constructs: limit, completion_reward, is_controlled_by, is_coastal, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_develop_polish_ship_building
	icon = GFX_focus_POL_develop_polish_shipbuilding
	mutually_exclusive = {
		focus = POL_clamp_down_on_danzig
	}
	x = 14
	y = 0
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		any_owned_state = {
			NOT = {
				state = 85
			}
			is_controlled_by = ROOT
			is_coastal = yes
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = POL_develop_polish_ship_building_1
			}
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				807
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 3
					include_locked = yes
				}
				NOT = {
					state = 85
				}
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			}
			set_state_flag = POL_develop_polish_ship_building_1
		}
	}
}
### Entity: Character
Component: anarcho_communist_council
Constructs: stability_factor, mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
anarcho_communist_council = {
	random = no
	surrender_limit = 0.2
	army_core_defence_factor = 0.15
	stability_factor = -0.05
	mobilization_speed = 0.05
}
### Entity: Event
Component: SEA_PRC_misc_events.12
Constructs: is_triggered_only, add_war_support, add_stability, fire_only_once, add_political_power
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.12
	title = SEA_PRC_misc_events.12.t
	desc = SEA_PRC_misc_events.12.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_misc_events.12.a
		add_political_power = -20
		add_stability = -0.025
		add_war_support = -0.025
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_strategic_doctrine_development
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_strategic_doctrine_development
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = BEL_junior_officer_training
	}
	relative_position_id = BEL_junior_officer_training
	x = 0
	y = 2
	cost = 5
	available = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BEL_strategic_doctrine_development
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: CHL_fascist_assault_and_provinces_department
Constructs: has_government, army_attack_factor, removal_cost, conscription_factor, compliance_gain
Source: game
File: common/ideas/chile.txt

Code:
CHL_fascist_assault_and_provinces_department = {
	picture = SPA_fet_y_de_las_jons
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		army_attack_factor = 0.05
		conscription_factor = 0.1
		resistance_target = -0.05
		resistance_damage_to_garrison = -0.1
		compliance_gain = 0.02
	}
}
### Entity: Idea
Component: LUX_minister_economics_PRL
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_economics_PRL = {
	modifier = {
		industrial_concern_cost_factor = -0.33
		line_change_production_efficiency_factor = -0.03
	}
}
### Entity: Idea
Component: BEL_license_POL_air_idea
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_license_POL_air_idea = {
	removal_cost = -1
	picture = generic_air_bonus
	allowed = {
		OR = {
			original_tag = BEL COG
		}
	}
	equipment_bonus = {

	}
	targeted_modifier = {
		tag = POL
		license_air_purchase_cost = -0.5
		license_production_speed = 0.2
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Production_Research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Production_Research
	icon = GFX_goal_generic_production
	cost = 10
	prerequisite = {
		focus = PAK_Expand_Heavy_Industries
	} {
		focus = PAK_Education_Reform
	}
	x = 27
	y = 3
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Production_Research
			bonus = 1
			uses = 1
			technology = basic_machine_tools improved_machine_tools advanced_machine_tools assembly_line_production flexible_line
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_united_military_command
Constructs: prerequisite, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_united_military_command
	icon = GFX_focus_generic_full_social_mobilization
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_the_confederation_proposal
	}
	relative_position_id = AFG_the_confederation_proposal
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: AUS_vinzenz_schumy
Source: game
File: common/characters/AUS.txt

Code:
AUS_vinzenz_schumy = {
	name = AUS_vinzenz_schumy
	portraits = {
		civilian = {
			large = GFX_portrait_AUS_vinzenz_schumy
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
		traits = {
			AUS_right_wing_democrat
		}
	}
}
### Entity: Shared Focus
Component: CONGO_weapon_repair_workshops
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, is_owned_by
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_weapon_repair_workshops
	dynamic = yes
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = CONGO_belgian_congo
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	relative_position_id = CONGO_belgian_congo
	x = 3
	y = 1
	cost = 10
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					295 889
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BEL
				COG = {
					is_subject_of = BEL
				}
			}
			effect_tooltip = {
				COG = {
					random_owned_controlled_state = {
						limit = {
							is_core_of = COG
							is_fully_controlled_by = COG
							is_owned_by = COG
							free_building_slots = {
								building = arms_factory
								size = > 1
								include_locked = yes
							}
						}
						prioritize = {
							295 889
						}
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = arms_factory
							level = 2
							instant_build = yes
						}
					}
				}
			}
		}
		hidden_effect = {
			BEL = {
				unlock_national_focus = CONGO_weapon_repair_workshops
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.53
Constructs: is_triggered_only, add_stability, fire_only_once, add_popularity, add_manpower
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.53
	title = SEA_japan_foreign_policy.53.t
	desc = SEA_japan_foreign_policy.53.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.53.a
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.05
		}
		add_manpower = -300
	}
}
### Entity: Idea
Component: isr_womans_in_military
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/tykn_generic.txt

Code:
isr_womans_in_military = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_women_in_the_army
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
		production_speed_buildings_factor = -0.1
		conscription = 0.015
		conscription_factor = 0.25
	}
}
### Entity: Idea
Component: GER_expatriate_the_communists
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_expatriate_the_communists = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = anti_soviet_pact
	modifier = {
		communism_drift = -0.1
	}
}