Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Misc Config
Component: technology_sharing_group
Source: game
File: common/technology_sharing/16_taog_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = cominwealth_allied_research
	name = cominwealth_allied_research_name
	desc = cominwealth_allied_research_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.1
	available = {
		always = yes
	}
}
### Entity: Idea
Component: POL_right_paramilitarism_idea
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_right_paramilitarism_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_2
	modifier = {
		conscription = 0.02
		training_time_army_factor = -0.1
		fascism_drift = 0.02
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_raider_lineage
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_raider_lineage
	icon = GFX_goal_generic_navy_submarine
	overlay = GFX_focus_overlay_cze_navy_focus
	prerequisite = {
		focus = CZE_wolfs_of_bohemia
	}
	x = 0
	y = 1
	relative_position_id = CZE_wolfs_of_bohemia
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_naval_focus_focus = yes
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_ceskoslovenske_alecne_lodstvo_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_alecne_lodstvo_navy_submarine_defence_factor = 0.1
			tooltip = navy_submarine_defence_factor_tt
		}
		add_tech_bonus = {
			name = CZE_raider_lineage
			bonus = 1.0
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: INS_peace_out
Constructs: limit, has_war_with, white_peace, every_subject_country, has_variable
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
INS_peace_out = {
	for_each_scope_loop = {
		array = INS.limited_war_target_allies
		if = {
			limit = {
				has_war_with = INS
			}
			white_peace = {
				tag = INS
			}
			every_subject_country = {
				limit = {
					has_war_with = INS
				}
				white_peace = {
					tag = INS
				}
			}
		}
	}
	if = {
		limit = {
			has_variable = INS.limited_war_target
		}
		white_peace = {
			tag = var:INS.limited_war_target
		}
	}
}
### Entity: Scripted Effect
Component: AST_add_or_modify_war_is_coming_spirit
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_add_or_modify_war_is_coming_spirit = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = AST_war_is_coming_spirit
				}
			}
		}
		add_dynamic_modifier = {
			modifier = AST_war_is_coming_spirit
		}
	}
	ELSE = {
		custom_effect_tooltip = AST_war_is_coming_spirit_tt
	}
}
### Entity: Idea
Component: EAI_DD_19/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.19
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_royal_indian_artillery
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_royal_indian_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = RAJ_the_bangalore_torpedo RAJ_vickers_berthier_gun
	}
	x = 0
	y = 1
	relative_position_id = RAJ_the_bangalore_torpedo
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 10
		add_tech_bonus = {
			name = RAJ_royal_indian_artillery
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: Wiki Documentation
Construct: Content_by_Paradox
Source: wiki
File: wiki/Hearts_of_Iron_4_Wiki%3ACopyrights.html

Doc:
Content by Paradox
Use is made of content from video games published by Paradox Interactive, including their game files. The copyright to such content is held by Paradox Interactive AB or its subsidiary Paradox Development Studio. The following notice applies to such material.

Copyright &#169; 2014 Paradox Interactive AB. www.paradoxplaza.com
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3ALinks.html

Doc:
Example

```
{{Links}}
```

Will display this:

|
Some of the internal links on this page may not be written correctly. You can help. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Links&oldid=649"
### Entity: Modding Documentation
Construct: convoy_threat
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### convoy_threat
* description: A trigger to check convoy threat for a country. Controlled by NAVAL_CONVOY_DANGER defines. Returns a value between 0 and 1. Example convoy_threat > 0.5 
* (Auto generated using the trigger with same name)
### Entity: Character
Component: odinist
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
odinist = {
	sprite = 13
	random = no
	war_support_factor = 0.1
	fascism_acceptance = 50
}
### Entity: Order of Battle
Component: Heeresgruppe Weichsel
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_1.txt

Code:
division = {
	name = Heeresgruppe Weichsel
	location = 425
	division_template = Ersatzheer
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Modding Documentation
Construct: every_collection
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## every_collection
Iterates over a named collection, applying statements to the accumulator for each element.
### Entity: Event
Component: BBA_italy_interaction_events_news.1
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
news_event = {
	id = BBA_italy_interaction_events_news.1
	title = BBA_italy_interaction_events_news.1.t
	desc = BBA_italy_interaction_events_news.1.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events_news.1.a
		trigger = {
			tag = ROOT
		}
	} {
		name = BBA_italy_interaction_events_news.1.b
		trigger = {
			NOT = {
				tag = ROOT
			}
		}
	}
}
### Entity: Event
Component: france.18
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.18
	title = france.18.t
	desc = france.18.d
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = france.18.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: Character
Component: ARG_socialist_feminist
Constructs: political_power_gain, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_socialist_feminist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	political_power_gain = 0.05
	stability_weekly = 0.005
}
### Entity: Decision
Component: political_actions
Constructs: owns_state, add_stability, fire_only_once, add_political_power, has_cosmetic_tag, complete_effect
Source: game
File: common/decisions/r56_POR_decisions.txt

Code:
political_actions = {
	POR_become_portugal = {
		icon = generic_nationalism
		fire_only_once = yes
		allowed = {
			original_tag = POR
		}
		visible = {
			has_cosmetic_tag = POR_AZORES
		}
		available = {
			OR = {
				owns_state = 179 795 112 181 180
			}
		}
		complete_effect = {
			drop_cosmetic_tag = yes
			add_political_power = 25
			add_stability = 0.03
		}
		ai_will_do = {
			base = 50
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_benelux_economic_cooperation
Constructs: prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_benelux_economic_cooperation
	icon = GFX_goal_trade_pact
	prerequisite = {
		focus = BEL_democratic_influence
	}
	available = {
		is_subject = no
		HOL = {
			is_subject = no
		}
		LUX = {
			is_subject = no
		}
	}
	relative_position_id = BEL_democratic_influence
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		base = 3
	}
	completion_reward = {
		HOL = {
			country_event = {
				id = belgium.12
			}
		}
		BEL = {
			country_event = {
				id = belgium.20
			}
		}
		LUX = {
			country_event = {
				id = belgium.21
			}
		}
	}
}
### Entity: Country History
Country: ELS
Component: ELS_characters
Constructs: recruit_character
Source: game
File: history/countries/ELS - El Salvador.txt

Code:
# Leaders & Characters for ELS
recruit_character = ELS_maximiliano_hernández_martínez ELS_victoriano_ubico ELS_benito_ubico ELS_bartolomé_vasconcelos ELS_hector_escobar_serrano ELS_milton_andrade_cabrera ELS_humbert_aberle ELS_horacio_carnejo_ibanez ELS_osmin_aguirre_y_salinas ELS_reinaldo_galindo_pohl ELS_mauro_espinola_castro ELS_jose_angel_castillo ELS_manuel_de_jesus_cordova ELS_augustin_farabundo_marti ELS_manuel_jose_maria_lemus_lopez ELS_raul_rodolfi_sanchez ELS_ricardo_abrego_abrego ELS_humberto_costa ELS_oscar_a_bolanos ELS_salvador_castaneda_castro ELS_jose_maria_cuellar
### Entity: Idea
Component: MAN_low_legitimacy_42
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_low_legitimacy_42 = {
	name = MAN_low_legitimacy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_low_legitimacy2
	modifier = {
		army_morale_factor = -0.2
		army_org_factor = -0.2
		political_power_cost = 0.2
		stability_factor = -0.4
		war_support_factor = -0.4
	}
}
### Entity: Trigger Reference
Construct: is_justifying_wargoal_against
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_justifying_wargoal_against

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if country is justifying a wargoal against the target. 
Example: ENG = { is_justifying_wargoal_against = GER }
```
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_maastunnel
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_maastunnel
	available = {
		has_full_control_of_state = 7 35
	}
	bypass = {
		NOT = {
			controls_state = 7
		} {
			controls_state = 35
		} {
			controls_state = 36
		}
	}
	prerequisite = {
		focus = HOL_continue_the_public_works
	}
	icon = GFX_goal_generic_construct_infrastructure
	x = 1
	y = 1
	relative_position_id = HOL_continue_the_public_works
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		7 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		35 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		HOL_de_crisisjaren_level_down = yes
	}
}
### Entity: Character
Component: SLV_miha_krek
Source: game
File: common/characters/SLV.txt

Code:
SLV_miha_krek = {
	name = Miha Krek
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_2.dds
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: State History
Component: 625
Constructs: add_core_of
Source: game
File: history/states/625-Samar.txt

Code:
state = {
	id = 625
	name = STATE_625
	manpower = 1213592
	state_category = town
	history = {
		owner = PHI
		buildings = {
			infrastructure = 2
		}
		add_core_of = PHI
	}
	provinces = {
		1224 1311 1340 4269 4373
	}
	local_supplies = 0.0
}
### Entity: Character
Component: vfb_trait_prestes_1
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_prestes_1 = {
	random = no
	subversive_activites_upkeep = -0.25
	foreign_subversive_activites = 0.25
	stability_factor = -0.02
}
### Entity: Wiki Documentation
Construct: Diplomacy
Source: wiki
File: wiki/American.html

Doc:
Diplomacy[edit]
The USA's states don't fit 1-to-1 on a game-mechanic concept, so some lesser states have been merged.
The United States controls several islands in the Pacific, and the Philippines is a puppet. Every country in North America and South America is guaranteed by USA as well.

Alliances[edit]
Brief overview of nation's alliances.

Decisions[edit]
Brief overview of nation's decisions.

Events[edit]
Brief overview of nation's events.
### Entity: Unit Leader
Component: YUN_dubious_loyalty
Source: game
File: common/unit_leader/00_traits.txt

Code:
YUN_dubious_loyalty = {
	type = {
		land
	}
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
	modifier = {

	}
}
### Entity: Decision
Component: BRA_oust_the_empires_decision_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_oust_the_empires_decision_cat = {
	priority = 60
	icon = GFX_decision_category_saf_anti_colonialist_crusade
	allowed = {
		original_tag = BRA
		has_dlc = Trial of Allegiance
	}
	visible = {
		has_completed_focus = BRA_anti_imperialism
	}
	visible_when_empty = no
}
### Entity: Idea
Component: PRC_secret_police
Constructs: stability_factor, has_government, removal_cost, is_subject, is_puppet, fascism_drift, communism_drift, democratic_drift
Source: game
File: common/ideas/prc.txt

Code:
PRC_secret_police = {
	removal_cost = -1
	picture = generic_spy_political
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		stability_factor = -0.1
		drift_defence_factor = 0.75
		foreign_subversive_activites = -0.5
		fascism_drift = 0.05
		communism_drift = -0.01
		democratic_drift = -0.01
		neutrality_drift = -0.01
	}
}
### Entity: AI Strategy
Component: EAI_GER_balkans_PREPARE_YUG
Constructs: is_historical_focus_on, has_global_flag, declare_war
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_balkans_PREPARE_YUG = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_global_flag = {
			flag = EAI_GER_blitz_yugoslavia_365d
			days = < 90
		}
		YUG = {
			EAI_PREV_imminent_war_against_THIS = yes
		}
		date = > 1940.6.1 < 1942.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = YUG
		value = 500
	} {
		type = antagonize
		id = YUG
		value = 5000
	} {
		type = ignore_claim
		id = YUG
		value = -500
	}
}
### Entity: Effect Reference
Construct: add_mio_task_capacity
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mio_task_capacity

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Add to the maximum task capacity in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce capacity, but final capacity cannot be negative (capped at 0, no error raised)
If the capacity is reduced and the MIO becomes over-assigned, the current tasks will be allowed.
It's only later that the player will feel the new restrictions.
ex:
mio:my_mio = {
  add_mio_task_capacity = 1
  add_mio_task_capacity = -1
  add_mio_task_capacity = var:my_number_var
}
```
### Entity: National Focus
Tree: pal_focus
Component: PAL_victory_through_faith
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_country_leader, has_game_rule, has_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_victory_through_faith
	icon = GFX_goal_PAL_islam
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_west_bank
	}
	bypass = {
		hidden_trigger = {
			has_country_leader = {
				name = Ahmed Hilmi Pasha
			}
		}
	}
	cost = 5
	relative_position_id = PAL_west_bank
	offset = {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_abdulqadir
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = PAL_incompetent_high_command
			}
			swap_ideas = {
				remove_idea = PAL_incompetent_high_command
				add_idea = PAL_mujahid_mentality
			}
		} {
			limit = {
				NOT = {
					has_idea = PAL_incompetent_high_command
				}
			}
			add_ideas = PAL_mujahid_mentality
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AUnsigned.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:Unsigned/doc. (edit | history)

This template should always be substituted, i.e. use {{subst:Unsigned}}.
|

This template can be used to label unsigned comments on talk pages.
### Entity: National Focus
Tree: est_focus
Component: EST_unite_the_sami
Constructs: prerequisite, has_government, completion_reward, is_subject, is_subject_of, is_fully_controlled_by, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_unite_the_sami
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = EST_proclaim_finno_ugra
	}
	x = -1
	y = 1
	relative_position_id = EST_proclaim_finno_ugra
	will_lead_to_war_with = NOR SWE
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
		is_subject = no
	}
	bypass = {
		OR = {
			AND = {
				SWE = {
					is_subject_of = ROOT
				}
				NOR = {
					is_subject_of = ROOT
				}
			} {
				148 = {
					is_fully_controlled_by = ROOT
				}
				722 = {
					is_fully_controlled_by = ROOT
				}
				213 = {
					is_fully_controlled_by = ROOT
				}
				925 = {
					is_fully_controlled_by = ROOT
				}
				924 = {
					is_fully_controlled_by = ROOT
				}
				144 = {
					is_fully_controlled_by = ROOT
				}
				923 = {
					is_fully_controlled_by = ROOT
				}
				143 = {
					is_fully_controlled_by = ROOT
				}
				666 = {
					is_fully_controlled_by = ROOT
				}
				918 = {
					is_fully_controlled_by = ROOT
				}
				917 = {
					is_fully_controlled_by = ROOT
				}
			}
			SMI = {
				is_subject_of = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			generator = {
				143 144 923 924 925
			}
			target = NOR
		} {
			type = take_state_focus
			generator = {
				666 917 918
			}
			target = SWE
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_yokosuka_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, equipment_bonus, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_yokosuka_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_yokosuka
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	add_trait = {
		token = JAP_mio_trait_type_91_aerial_torpedo_integration
		name = JAP_mio_trait_type_91_aerial_torpedo_integration
		icon = GFX_generic_mio_trait_icon_air_ground_attack
		special_trait_background = yes
		relative_position_id = generic_mio_trait_navigation_equipment
		all_parents = {
			generic_mio_trait_navigation_equipment
		}
		position = {
			x = 2
			y = 1
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_improve_the_type_91_aerial_torpedo
			}
		}
		on_complete = {

		}
		equipment_bonus = {
			naval_strike_attack = 0.1
			naval_strike_targetting = 0.05
		}
		ai_will_do = {
			base = 5
		}
	} {
		token = JAP_mio_trait_naval_arsenal_trait
		name = JAP_mio_trait_naval_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = generic_mio_trait_navigation_equipment
		position = {
			x = 4
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_naval_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_unified_research_and_development
		name = JAP_mio_trait_unified_research_and_development
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_navigation_equipment
		position = {
			x = 5
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_sea_unify_the_air_forces
				NOT = {
					has_country_flag = JAP_mio_trait_unified_research_and_development_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = JAP_mio_trait_unified_research_and_development_taken_flag
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Idea
Component: ARG_state_atheism_idea
Constructs: research_speed_factor, stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_state_atheism_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_state_atheism
	modifier = {
		stability_factor = -0.1
		research_speed_factor = 0.05
		war_support_factor = 0.1
	}
}
### Entity: Idea
Component: CHI_corruption_in_the_administration_fake_ns
Constructs: political_power_gain
Source: game
File: common/ideas/china.txt

Code:
CHI_corruption_in_the_administration_fake_ns = {
	picture = ARG_political_corruption_modifier
	allowed = {
		always = no
	}
	modifier = {
		political_power_gain = 0.25
		consumer_goods_factor = 0.15
		cic_construction_boost_factor = 0.1
		industry_free_repair_factor = -0.15
		economy_cost_factor = 0.45
	}
}
### Entity: Idea
Component: EGY_awt
Source: game
File: common/ideas/egypt.txt

Code:
EGY_awt = {
	ledger = air
	picture = generic_air_arab_2
	allowed = {
		original_tag = EGY
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Event
Component: PER_imperial_events.153
Constructs: is_triggered_only, ai_chance, white_peace
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.153
	title = PER_imperial_events.153.t
	desc = PER_imperial_events.153.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.153.a
		ai_chance = {
			base = 90
		}
		ROOT = {
			white_peace = {
				tag = PER
			}
		}
	}
}