Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_expand_bangkok_arsenal_r56
Constructs: prerequisite, limit, completion_reward, has_tech, has_dlc, add_mio_size, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_expand_bangkok_arsenal_r56
	icon = GFX_focus_generic_reorient_production
	prerequisite = {
		focus = SIA_acquire_modern_equipment_r56
	}
	cost = 8
	x = 1
	y = 1
	relative_position_id = SIA_acquire_modern_equipment_r56
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		has_tech = improved_infantry_weapons
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:SIA_bangkok_arsenal_oragiztion = {
				add_mio_size = 2
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					1134
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					1134
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Decision
Component: PER_integrate_anatolia_decisions_category
Source: game
File: common/decisions/categories/PER_decision_categories.txt

Code:
PER_integrate_anatolia_decisions_category = {
	icon = GFX_decision_category_generic_political_actions
	priority = 35
	picture = GFX_decision_cat_picture_integrate_anatolia
	visible_when_empty = no
	allowed = {
		original_tag = PER
	}
	visible = {

	}
}
### Entity: AI Strategy
Component: infantry_SOV
Source: game
File: common/ai_templates/templates_SOV.txt

Code:
infantry_SOV = {
	available_for = {
		SOV
	}
	role = infantry
	upgrade_prio = {
		base = 8
	}
	infantry_early_SOV = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 2
				date = < 1939.6.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
			}
			regimental_support = {
				field_guns = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 1
			}
		}
	}
	infantry_mid_SOV = {
		upgrade_prio = {
			base = 4
			modifier = {
				factor = 0
				date = < 1940.6.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
			}
			regimental_support = {
				field_guns = 1
			}
			regiments = {
				infantry = 10
				artillery_brigade = 1
			}
		}
	}
	infantry_late_SOV = {
		upgrade_prio = {
			base = 6
			modifier = {
				factor = 0
				date = < 1942.1.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
				recon = 1
				field_hospital = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				anti_air_battery = 1
				fire_support = 1
			}
			regiments = {
				infantry = 12
				artillery_brigade = 2
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expanded_credit_on_our_debts
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, has_idea, add_research_slot
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_expanded_credit_on_our_debts
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = TUR_controlling_the_skies_of_europe
	} {
		focus = TUR_expanding_our_navy
	}
	x = 0
	y = 2
	relative_position_id = TUR_join_the_allies
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_debt_council
			}
			remove_ideas = TUR_debt_council
		}
		else_if = {
			limit = {
				has_idea = TUR_tpda
			}
			remove_ideas = TUR_tpda
		}
		else = {
			add_political_power = 120
		}
		add_research_slot = 1
	}
}
### Entity: Idea
Component: BEL_supplementary_payments
Constructs: removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_supplementary_payments = {
	picture = HOL_reliance_on_the_gold_standard
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_support
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_support
* description: ai strategy value support against country. Example: GER.ai_strategy_support@ENG
### Entity: Event
Component: new_ger.111
Constructs: is_triggered_only, division_template, set_division_template_lock, is_locked
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.111
	title = new_ger.111.t
	desc = new_ger.111.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = new_ger.111.a
		set_division_template_lock = {
			division_template = Freikorps Division
			is_locked = no
		}
	}
}
### Entity: Idea
Component: r56_CAN_the_big_cut_01
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_the_big_cut_01 = {
	name = r56_CAN_the_big_cut_01
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = r56_can_the_big_cut
	modifier = {
		training_time_factor = 0.2
		army_morale_factor = -0.2
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_a_new_trading_partner
Constructs: has_completed_focus, prerequisite, limit, random_country, add_ideas, completion_reward, is_in_faction, has_civil_war
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_a_new_trading_partner
	icon = GFX_focus_ARG_a_new_trading_partner
	prerequisite = {
		focus = ARG_capitalize_the_beef_industry ARG_military_production_lines
	}
	x = 2
	y = 1
	relative_position_id = ARG_military_production_lines
	cost = 10
	available = {
		is_in_faction = yes
		OR = {
			has_completed_focus = ARG_cut_ties_with_britain ARG_viva_la_revolucion
		}
		has_civil_war = no
	}
	ai_will_do = {
		factor = 15
	}
	mutually_exclusive = {
		focus = ARG_revisit_the_roca_runciman_treaty
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ARG_roca_runciman_treaty_idea
			add_idea = ARG_roca_runciman_new_partner_idea
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		random_country = {
			limit = {
				is_faction_leader = yes
				is_in_faction_with = ROOT
			}
			add_ideas = ARG_argentine_beef_trade_idea
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_flying_barrel
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_flying_barrel
	icon = GFX_goal_SWE_the_flying_barrel
	prerequisite = {
		focus = SWE_the_future_of_aviation
	}
	relative_position_id = SWE_the_future_of_aviation
	mutually_exclusive = {
		focus = SWE_rocket_propulsion
	}
	x = -1
	y = 1
	cost = 10
	available = {
		num_of_factories = > 65
	}
	completion_reward = {
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = SWE_the_flying_barrel
			bonus = 1
			uses = 1
			ahead_reduction = 1
			technology = jet_engines
		}
		SWE_add_saab_tunnan_templates = yes
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_jet_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: PHI_sea_of_cobalt_idea
Source: game
File: common/ideas/philippines.txt

Code:
PHI_sea_of_cobalt_idea = {
	picture = PRC_china_national_nuclear_corporation
	name = PHI_sea_of_cobalt
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		sp_tag_nuclear_warfare_speed_factor = 0.1
		production_speed_nuclear_reactor_factor = 0.25
		nuclear_production_factor = 0.1
	}
}
### Entity: Event
Component: lithuania.102
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power, add_timed_idea
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.102
	title = lithuania.102.t
	desc = lithuania.102.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.102.a
		ai_chance = {
			base = 99
		}
		add_political_power = 120
		add_timed_idea = {
			idea = LIT_hyperinflated_currency
			days = 1250
		}
	} {
		name = lithuania.102.b
		ai_chance = {
			base = 1
		}
		add_ideas = LIT_independant_central_bank
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = LIT_vladas_jurgutis
	}
}
### Entity: Effect Reference
Construct: injure_scientist_for_days
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## injure_scientist_for_days

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Injure a scientist for x amount of days to a scientist character in scope.
	ex: my_character = {
	  injure_scientist_for_days = 12
	}
```
### Entity: Name List
Component: GXC
Source: game
File: common/names/00_names.txt

Code:
GXC = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Event
Component: andorra.2
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Andorra.txt

Code:
country_event = {
	id = andorra.2
	picture = GFX_report_event_generic_sign_treaty1
	title = andorra.2.t
	desc = andorra.2.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = andorra.2.a
	}
}
### Entity: Event
Component: war_justification.204
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.204
	title = war_justification.204.t
	desc = war_justification.204.d
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = war_justification.204.a
	}
}
### Entity: Idea
Component: idea_SIA_get_off_our_shores
Constructs: has_dlc, removal_cost, breakthrough_factor
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_get_off_our_shores = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_coastal_defense_ships
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.15
		breakthrough_factor = 0.15
		supply_combat_penalties_on_core_factor = -0.15
		weekly_manpower = 7000
		training_time_army_factor = -0.35
	}
}
### Entity: Country History
Country: FRI
Component: FRI_technology
Constructs: set_technology
Source: game
File: history/countries/FRI - French Indochina.txt

Code:
# Starting Technologies for FRI
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	gw_artillery = 1
}
### Entity: Decision
Component: r56_TUR_modernizing_the_economy
Constructs: has_completed_focus, fire_only_once, has_full_control_of_state, cancel_trigger, remove_effect, add_compliance, add_building_construction, build_railway
Source: game
File: common/decisions/r56_TUR_decisions.txt

Code:
r56_TUR_modernizing_the_economy = {
	r56_TUR_connect_van = {
		icon = generic_construction
		fire_only_once = yes
		cost = 25
		visible = {
			has_completed_focus = TUR_expand_the_eastern_railway_networks
		}
		available = {
			has_full_control_of_state = 800
		}
		cancel_trigger = {
			NOT = {
				controls_state = 800
			}
		}
		on_map_mode = map_only
		highlight_states = {
			highlight_state_targets = {
				state = 800
			}
		}
		days_remove = 120
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			800 = {
				add_compliance = 5
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			build_railway = {
				path = {
					10399 9858 11880 12318 864 6935
				}
			}
		}
	}
	r56_TUR_drill_diyakbir = {
		icon = oil
		fire_only_once = yes
		cost = 40
		visible = {
			has_completed_focus = TUR_expand_the_eastern_railway_networks
		}
		available = {
			has_full_control_of_state = 350
		}
		cancel_trigger = {
			NOT = {
				controls_state = 350
			}
		}
		on_map_mode = map_only
		highlight_states = {
			highlight_state_targets = {
				state = 350
			}
		}
		days_remove = 90
		modifier = {
			civilian_factory_use = 2
		}
		remove_effect = {
			add_resource = {
				type = oil
				amount = 3
				state = 350
			}
		}
	}
	r56_TUR_drill_hakkari = {
		icon = oil
		fire_only_once = yes
		cost = 50
		visible = {
			has_completed_focus = TUR_expand_the_eastern_railway_networks
		}
		available = {
			has_full_control_of_state = 352
		}
		cancel_trigger = {
			NOT = {
				controls_state = 352
			}
		}
		on_map_mode = map_only
		highlight_states = {
			highlight_state_targets = {
				state = 352
			}
		}
		days_remove = 110
		modifier = {
			civilian_factory_use = 2
		}
		remove_effect = {
			add_resource = {
				type = oil
				amount = 5
				state = 352
			}
		}
	}
}
### Entity: Scripted Trigger
Component: DEN_designer_can_be_improved
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_designer_can_be_improved = {
	custom_trigger_tooltip = {
		tooltip = DEN_designer_can_be_improved_tt
		hidden_trigger = {
			always = yes
		}
	}
}
### Entity: Event
Component: bftb_greece.65
Constructs: is_triggered_only, ai_chance, limit, has_government, is_in_faction, create_faction_from_template, add_to_faction, is_faction_leader
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.65
	title = bftb_greece.65.t
	desc = bftb_greece.65.desc
	picture = GFX_report_event_gre_greece_and_turkey_relations
	is_triggered_only = yes
	option = {
		name = bftb_greece.65.a
		ai_chance = {
			factor = 20
			modifier = {
				OR = {
					TUR = {
						has_government = fascism
					}
					GRE = {
						has_government = fascism
					}
				}
				add = 80
			}
		}
		if = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_ITA_italian_league
				name = spazio_vitale
			}
			add_to_faction = GRE TUR
		}
		else_if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			remove_from_faction = ROOT
			create_faction_from_template = {
				template = faction_template_ITA_italian_league
				name = spazio_vitale
			}
			add_to_faction = GRE TUR
		}
		else = {
			add_to_faction = GRE TUR
		}
	} {
		name = bftb_greece.65.b
		ai_chance = {
			factor = 1
			modifier = {
				OR = {
					TUR = {
						has_government = communism
					}
					GRE = {
						has_government = communism
					}
				}
				add = 100
			}
		}
		TUR = {
			country_event = {
				id = bftb_greece.69
				days = 1
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.69
				days = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_remove_research_slots_from_minors_setting
Constructs: limit, has_country_flag, has_global_flag, add_research_slot, set_country_flag
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_remove_research_slots_from_minors_setting = {
	if = {
		limit = {
			has_global_flag = EAI_limit_research
			NOT = {
				EAI_major_country = yes
			}
			OR = {
				AND = {
					original_research_slots = > 3
					NOT = {
						has_country_flag = EAI_slots_reduced_3
					}
				} {
					original_research_slots = > 2 < 4
					NOT = {
						has_country_flag = EAI_slots_reduced_2
					}
				} {
					original_research_slots = > 1 < 3
					NOT = {
						has_country_flag = EAI_slots_reduced_1
					}
				}
			}
		}
		if = {
			limit = {
				original_research_slots = > 3
			}
			add_research_slot = -3
			set_country_flag = EAI_slots_reduced_3
		} {
			limit = {
				original_research_slots = > 2 < 4
			}
			add_research_slot = -2
			set_country_flag = EAI_slots_reduced_2
		} {
			limit = {
				original_research_slots = > 1 < 3
			}
			add_research_slot = -1
			set_country_flag = EAI_slots_reduced_1
		} {
			limit = {
				has_country_flag = EAI_difficulty_logging
			}
			log = [GetYear] [GetMonth] | GAME | [Root.GetName] | reducing research slots
		}
	}
}
### Entity: Trigger Reference
Construct: has_cosmetic_tag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_cosmetic_tag

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country has specific cosmetic tag set.
Example: INS = { has_cosmetic_tag = INS1 }
```
### Entity: National Focus
Tree: cze_focus
Component: CZE_neutralize_the_hungarian_threat
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_ai
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_neutralize_the_hungarian_threat
	icon = {
		GFX_focus_generic_communist_attack_hungary = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_generic_attack_hungary = yes
	}
	cost = 5
	relative_position_id = CZE_ally_hungary
	x = 2
	y = 0
	prerequisite = {
		focus = CZE_strengthen_the_little_entente
	}
	mutually_exclusive = {
		focus = CZE_ally_hungary
	}
	will_lead_to_war_with = HUN
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			HUN = {
				is_ai = no
			}
		}
	}
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			is_subject = no
		}
		NOT = {
			has_country_flag = CZE_cancel_anti_hungary_focus
		}
		OR = {
			is_faction_leader = yes
			is_in_faction = no
			AND = {
				is_in_faction = yes
				if = {
					limit = {
						has_government = democratic
					}
					faction_leader = {
						has_government = ROOT
					}
				}
				else = {
					faction_leader = {
						NOT = {
							has_government = democratic
						}
					}
				}
			}
		}
		HUN = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		has_war_with = HUN
	}
	select_effect = {
		GER = {
			if = {
				limit = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
					OR = {
						has_government = neutrality fascism
					}
					HUN = {
						is_in_faction = no
						is_subject = no
						OR = {
							AND = {
								has_government = neutrality
								OR = {
									NOT = {
										has_completed_focus = wuw_HUN_end_the_regency HUN_elect_a_democratic_king HUN_invite_the_habsburg_prince
									}
									has_completed_focus = wuw_HUN_elect_a_fascist_king HUN_elect_a_fascist_king
								}
							}
							has_government = fascism
						}
					}
				}
				country_event = {
					id = MUN_czech.1004
					days = 7
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
					OR = {
						has_government = neutrality fascism
					}
					HUN = {
						is_in_faction = no
						is_subject = no
						OR = {
							AND = {
								has_government = neutrality
								OR = {
									NOT = {
										has_completed_focus = wuw_HUN_end_the_regency HUN_elect_a_democratic_king HUN_invite_the_habsburg_prince
									}
									has_completed_focus = wuw_HUN_elect_a_fascist_king HUN_elect_a_fascist_king
								}
							}
# ... (truncated)
### Entity: Idea
Component: MEN_stretched_administration_idea_3
Constructs: removal_cost
Source: game
File: common/ideas/mengkukuo.txt

Code:
MEN_stretched_administration_idea_3 = {
	picture = MEN_stretched_administration
	removal_cost = -1
	allowed = {
		original_tag = MEN
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.05
	}
}
### Entity: Idea
Component: CHL_communist_ban
Constructs: political_power_gain, has_government, is_subject, is_puppet, removal_cost, communism_drift
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_communist_ban = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	available = {
		NOT = {
			OR = {
				is_subject = yes
				is_puppet = yes
			}
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.03
		political_power_gain = -0.03
	}
	picture = anti_soviet_pact
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_end_european_fascism
Constructs: prerequisite, limit, has_government, completion_reward, every_other_country, is_on_continent, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_end_european_fascism
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = AUS_deal_with_the_german_threat
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_deal_with_the_german_threat
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_government = democratic
			}
			custom_effect_tooltip = AUS_end_european_fascism_d_tt
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			custom_effect_tooltip = AUS_end_european_fascism_tt
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
					has_government = fascism
					NOT = {
						original_tag = GER
					}
				}
				ROOT = {
					IF = {
						limit = {
							has_government = democratic
						}
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
					ELSE_IF = {
						limit = {
							NOT = {
								has_government = democratic
							}
						}
						create_wargoal = {
							type = puppet_wargoal_focus
							target = PREV
							expire = 0
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_ceska_zbrojovka_uhersky_brod
Constructs: has_completed_focus, limit, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_ceska_zbrojovka_uhersky_brod = {
	name = CZE_ceska_zbrojovka_uhersky_brod_organization
	picture = GFX_idea_CZE_ceska_zbrojovka_uhersky_brod
	allowed = {
		OR = {
			original_tag = CZE GER POL
			tag = RKH
		}
		has_dlc = Peace For Our Time
	}
	available = {
		if = {
			limit = {
				original_tag = CZE
			}
			has_completed_focus = CZE_establish_a_armament_factory_in_uhersky_brod
		} {
			limit = {
				original_tag = GER
			}
			has_completed_focus = GER_integrate_czech_manufacturers
		} {
			limit = {
				original_tag = POL
			}
			has_completed_focus = POL_join_CZE_military
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = GER
			}
			NOT = {
				has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
			}
		} {
			limit = {
				original_tag = POL
			}
			has_completed_focus = POL_join_CZE_military
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
		air_equipment = 0.01
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			breakthrough = 0.03
			instant = yes
		}
		small_plane_airframe = {
			build_cost_ic = -0.01
			air_attack = 0.01
			instant = yes
		}
	}
	traits = {
		automatic_weapons_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 77
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/77-Dobrogea.txt

Code:
state = {
	id = 77
	name = STATE_77
	manpower = 378000
	state_category = rural
	history = {
		victory_points = {
			11597 1
		}
		owner = ROM
		buildings = {
			infrastructure = 3
			industrial_complex = 2
		}
		add_core_of = ROM
		add_claim_by = BUL
	}
	provinces = {
		9614 11597
	}
	local_supplies = 1.0
}