Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: INS_DD_HISTORICAL
Source: game
File: common/units/names_ships/INS_ship_names.txt

Code:
INS_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		INS
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = KRI 
	fallback_name = Destroyer %d
	unique = {
		Mandau Rencong Badik Keris Todak Hiu Layang Lemadang Pandrong Sura Clurit Kujang Beladau Alamang Parang Siwar Surik Terapang Sampari Tombak Halasan Badau Selawaku Ajak Andau Singa Tongkak Kakap Kerapu Tongkol Barakuda Boa Welang
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_solidify_the_economic_reforms
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, check_variable, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_solidify_the_economic_reforms
	prerequisite = {
		focus = POR_portugals_path_to_marxism_leninism
	}
	icon = GFX_generic_goal_communist_reforms
	cost = 15
	x = -2
	y = 1
	relative_position_id = POR_portugals_path_to_marxism_leninism
	available = {
		custom_trigger_tooltip = {
			tooltip = POR_our_path_to_economic_development_decisions_taken_6_or_greater_tt
			check_variable = {
				POR_our_path_to_economic_development_decisions_taken = 6
				compare = greater_than_or_equals
			}
		}
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.05
		custom_effect_tooltip = CHL_skip_one_line_tt POR_upgrades_the_effects_of_all_our_path_to_economic_development_decisions_tt CHL_skip_one_line_tt
		if = {
			limit = {
				has_idea = POR_the_question_of_nationalization_idea
			}
			swap_ideas = {
				remove_idea = POR_the_question_of_nationalization_idea
				add_idea = POR_socialist_market_economy
			}
		}
		else_if = {
			limit = {
				has_idea = POR_slow_collectivization
			}
			swap_ideas = {
				remove_idea = POR_slow_collectivization
				add_idea = POR_the_portuguese_new_economic_policy
			}
		} {
			limit = {
				has_idea = POR_heavy_handed_central_planning
			}
			swap_ideas = {
				remove_idea = POR_heavy_handed_central_planning
				add_idea = POR_the_red_industrial_revolution
			}
		} {
			limit = {
				has_idea = POR_looming_economic_disaster
			}
			swap_ideas = {
				remove_idea = POR_looming_economic_disaster
				add_idea = POR_the_red_industrial_revolution
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_transitioning_to_a_mixed_economy
				add_idea = POR_socialist_market_economy
			}
		}
	}
	ai_will_do = {
		base = 99
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: r56_CHI_dont_attack_guaranteed_SIK
Constructs: has_war_with, is_guaranteed_by, declare_war
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
r56_CHI_dont_attack_guaranteed_SIK = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		SIK = {
			is_guaranteed_by = SOV
		}
		NOT = {
			has_war_with = SOV
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = SIK
		value = -1000
	}
}
### Entity: Order of Battle
Component: Gebirgsbrigade 11
Constructs: division_template
Source: game
File: history/units/SWI_1936_BBA.txt

Code:
division = {
	name = Gebirgsbrigade 11
	location = 11604
	division_template = Gebirgsinfanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Unit Template
Component: LUSOPHONE_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/lusophone_operative_codenames.txt

Code:
LUSOPHONE_OPERATIVE_CODENAME_HISTORICAL = {
	name = LUSOPHONE_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		BRA ANG MZB
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Chapéu Catapulta Tornillo Peixe Pomar Lanterna Jacopo Sentinela Portão Pan Raio Trovão Platô Possibilidade
	}
}
### Entity: Idea
Component: SLV_acr
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_acr = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = SLV
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_20/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Kurzemes Pulks
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/LAT_1936.txt

Code:
division = {
	name = Kurzemes Pulks
	location = 3194
	division_template = Aizsargi
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LAT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Effect Reference
Construct: puppet
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## puppet

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

```
Puppets specified country. By default, cancels the puppets existing war relations.
Example 1:
ENG = {
  puppet = ITA
}
Example 2:
ENG = {
  puppet = {
    target = ITA
    end_wars = yes  # Optional, default yes. Will not cancel non-civil wars if set to no.
    end_civil_wars = yes  # Optional, default yes. Will not cancel civil wars if set to no.
  }
}

```
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_530
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_530 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 530
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 530
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_paradesant_brigade
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_paradesant_brigade
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = CZE_R56_new_bomber_prototypes
	} {
		focus = CZE_R56_heavy_fighter_experiments
	}
	x = 2
	y = 1
	relative_position_id = CZE_R56_heavy_fighter_experiments
	cost = 10
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = para_tech transport_plane_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.58
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.58
	title = wuw_GER_realpolitik.58.t
	desc = wuw_GER_realpolitik.58.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.58.a
		puppet = {
			target = FROM
			end_wars = no
		}
	}
}
### Entity: Scripted Effect
Component: r56_bundeslaender_niederoesterreich_outbreak
Constructs: division_template, limit, set_variable, check_variable, create_unit, allow_spawning_on_enemy_provs
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_niederoesterreich_outbreak = {
	set_variable = {
		r56_bundeslaender_current = 2
	} {
		r56_bundeslaender_div_prov = 6552
	} {
		r56_bundeslaender_div_prov = 6690
	} {
		r56_bundeslaender_div_num = 0
	}
	if = {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 1
			}
		}
		4 = {
			create_unit = {
				division = name = "Schnelle Brigade 'Heinrich von Bellegarde'" division_template = "Schnelle Brigade" start_manpower_factor = 0.9 start_equipment_factor = 1
				owner = AUS
				count = 1
				allow_spawning_on_enemy_provs = yes
				prioritize_location = 704
				id = 3623
			}
		}
	}
	else_if = {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_frame = 2
			}
		}
		4 = {
			create_unit = {
				division = name = "Schnelle Brigade 'Heinrich von Bellegarde'" division_template = "Schnelle Brigade" start_manpower_factor = 0.9 start_equipment_factor = 1
				owner = ANZ
				count = 1
				allow_spawning_on_enemy_provs = yes
				prioritize_location = 704
				id = 3623
			}
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_niederoesterreich_fram
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_26
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_26 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 26
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 26
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AFrance_National_Focus_Tree.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 720 pixels. Other resolution: 2,560 × 1,440 pixels.
Original file &#8206;(2,560 × 1,440 pixels, file size: 724 KB, MIME type: image/jpeg)
### Entity: Wiki Documentation
Construct: optional
Source: wiki
File: wiki/Template%3AC-CC-BY-SA_3.0-self.html

Doc:
optional
|

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:C-CC-BY-SA_3.0-self&oldid=2074"
### Entity: Idea
Component: XIC_new_fengtian_zhili_army_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/china_warlord.txt

Code:
XIC_new_fengtian_zhili_army_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_coordinated_balkan_armed_forces
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		army_claim_attack_factor = 0.05
		army_claim_defence_factor = 0.05
	}
}
### Entity: Event
Component: FRA_central_africa_intervention.3
Constructs: is_triggered_only, division_template, limit, has_template
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_central_africa_intervention.3
	title = FRA_central_africa_intervention.3.t
	desc = FRA_central_africa_intervention.3.desc
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_template = Central Africa Intervention Force
				}
				delete_unit_template_and_units = {
					division_template = Central Africa Intervention Force
				}
			} {
				limit = {
					has_template = Central Africa Defense Force
				}
				delete_unit_template_and_units = {
					division_template = Central Africa Defense Force
				}
			} {
				limit = {
					NOT = {
						tag = FRA
					}
				}
				FRA = {
					country_event = FRA_central_africa_intervention.31
				}
			}
		}
	}
	option = {
		name = FRA_central_africa_intervention.3.a
	}
}
### Entity: Decision
Component: KMT_influencing_the_people
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_china_decision_categories.txt

Code:
KMT_influencing_the_people = {
	priority = 50
	icon = GFX_decision_category_generic_propaganda
	visible_when_empty = no
	allowed = {
		original_tag = CHI
	}
	visible = {
		has_completed_focus = KMT_imbue_them_in_the_people
	}
}
### Entity: Event
Component: news.251
Constructs: is_triggered_only, is_in_faction_with, is_in_faction
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.251
	title = news.251.t
	desc = news.251.d
	picture = GFX_news_event_canada_patriation
	major = yes
	is_triggered_only = yes
	option = {
		name = news.251.a
		trigger = {
			is_in_faction_with = ENG
			NOT = {
				tag = ENG
			} {
				original_tag = CAN
			}
		}
	} {
		name = news.251.b
		trigger = {
			is_in_faction = yes
			NOT = {
				is_in_faction_with = ENG
			}
		}
	} {
		name = news.251.c
		trigger = {
			tag = ENG
		}
	} {
		name = news.251.e
		trigger = {
			NOT = {
				tag = ENG CAN
			}
			is_in_faction = no
		}
	} {
		name = news.251.f
		trigger = {
			tag = CAN
		}
	}
}
### Entity: National Focus
Component: ah_large_navy
Constructs: prerequisite, completion_reward, is_coastal, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_large_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = ah_naval_effort
	}
	mutually_exclusive = {
		focus = ah_flexible_navy
	}
	x = 1
	y = 1
	relative_position_id = ah_naval_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_mastery_bonus = {
			name = ah_large_navy
			bonus = 0.1
			days = 240
			grand_doctrine = new_fleet_in_being
		} {
			name = ah_large_navy
			bonus = 0.1
			days = 240
			grand_doctrine = new_base_strike
		}
		add_doctrine_cost_reduction = {
			name = ah_large_navy
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Idea
Component: SPR_socialize_the_means_of_production
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_socialize_the_means_of_production = {
	name = SPR_socialize_the_means_of_production
	picture = eng_spirit_of_the_industrial_revolution
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.05
		line_change_production_efficiency_factor = 0.1
	}
}
### Entity: Event
Component: mtg_netherlands.52
Constructs: is_triggered_only, add_timed_idea, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.52
	title = mtg_netherlands.52.t
	desc = mtg_netherlands.52.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.52.a
		add_timed_idea = {
			idea = HOL_bernhard_good_intelligence
			days = 30
		}
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	}
}
### Entity: Event
Component: lithuania.117
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.117
	title = lithuania.117.t
	desc = lithuania.117.d
	picture = GFX_report_event_german_support
	is_triggered_only = yes
	option = {
		name = lithuania.117.a
		ai_chance = {
			base = 100
		}
		add_political_power = 120
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_domestic_designs
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_domestic_designs
	icon = GFX_focus_SMB_purchase_aircraft
	relative_position_id = SMB_air_academy
	mutually_exclusive = {
		focus = SMB_license_designs SMB_purchase_aircraft
	}
	prerequisite = {
		focus = SMB_air_academy SMB_construct_air_bases
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_airforce_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory_airfoce = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_airforce_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory_airfoce = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_airforce_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory_airfoce = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory_airfoce = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory_airfoce = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_airforce_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory_airfoce = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
	}
}
### Entity: Technology
Component: tech_mountaineers3
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	mountaineers = {
		max_organisation = 5
	}
	research_cost = 2.0
	start_year = 1943
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1943
		}
	}
	categories = {
		infantry_tech mountaineers_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: Country History
Country: HUN
Component: HUN_misc
Constructs: recruit_character, add_equipment_to_stockpile, set_stability, limit, add_ideas, remove_ideas, add_war_support, add_stability
Source: game
File: history/countries/HUN - Hungary.txt

Code:
# Misc for HUN
capital = 43
IF = {
	limit = {
		has_dlc = Gotterdammerung
	}
	set_oob = HUN_wuw_1936
	ELSE_IF = {
		limit = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		set_oob = HUN_1936
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = HUN_1936_air_bba
	set_technology = {
		iw_small_airframe = 1
		engines_1 = 1
		early_bombs = 1
		aa_lmg = 1
	}
	ELSE = {
		set_air_oob = HUN_1936_air_legacy
		set_technology = {
			early_fighter = 1
			CAS1 = 1
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
	ELSE = {
		set_technology = {
			transport = 1
		}
	}
}
{
	limit = {
		has_dlc = Gotterdammerung
	}
	set_party_name = {
		ideology = fascism
		long_name = HUN_national_socialist_party_long
		name = HUN_national_socialist_party
	}
}
{
	limit = {
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	set_stability = 0.7
	set_war_support = 0.6
	ELSE = {
		set_stability = 0.3
		set_war_support = 0.4
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		AND = {
			has_dlc = Death or Dishonor
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
	}
	add_ideas = {
		disarmed_nation
	}
	IF = {
		limit = {
			has_dlc = Arms Against Tyranny
		}
		add_ideas = {
			HUN_treaty_of_triannon_aat
		}
	} {
		limit = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		add_ideas = {
			HUN_treaty_of_triannon
		}
	}
}
{
	limit = {
		AND = {
			has_dlc = Death or Dishonor Gotterdammerung
		}
	}
	add_ideas = {
		disarmed_nation HUN_gombos_trade_treaty HUN_hungarian_national_defense_association HUN_levente_associations
	}
	add_opinion_modifier = {
		target = GER
		modifier = HUN_GER_trade_modifier
	} {
		target = POL
		modifier = HUN_POL_friendship_modifier
	}
	GER = {
		add_opinion_modifier = {
			target = HUN
			modifier = HUN_GER_trade_modifier
		}
	}
	POL = {
		add_opinion_modifier = {
			target = HUN
			modifier = HUN_POL_friendship_modifier
		}
	}
	IF = {
		limit = {
			has_dlc = Arms Against Tyranny
		}
		add_ideas = {
			HUN_treaty_of_triannon_aat_wuw
		}
		add_relation_rule_override = {
			target = GER
			usage_desc = HUN_gombos_trade_treaty_tt
			can_access_market = yes
		}
		give_market_access = GER
	} {
		limit = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		add_i
# ... (truncated)
### Entity: Idea
Component: ROM_leonidas_works
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/romania.txt

Code:
ROM_leonidas_works = {
	picture = generic_tank_manufacturer_3
	cost = 50
	available = {
		has_completed_focus = ROM_mobile_tank_destroyers
	}
	allowed = {
		original_tag = ROM
		has_dlc = Death or Dishonor
	}
	research_bonus = {
		armor = 0.05
	}
	traits = {
		tank_manufacturer
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			reliability = 0.2
			hard_attack = 0.05
			ap_attack = 0.05
		}
		medium_tank_destroyer_chassis = {
			reliability = 0.2
			hard_attack = 0.05
			ap_attack = 0.05
		}
		heavy_tank_destroyer_chassis = {
			reliability = 0.2
			hard_attack = 0.05
			ap_attack = 0.05
		}
	}
	modifier = {
		equipment_conversion_speed = 0.1
	}
}
### Entity: Event
Component: ss_recruitment_event.20
Constructs: is_triggered_only, ai_chance, add_political_power, add_to_variable, has_political_power
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.20
	title = ss_recruitment_event.20.t
	desc = ss_recruitment_event.20.desc
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.20.a
		ai_chance = {
			base = 25
		}
		add_to_variable = {
			var = SS_anger
			value = 5
		}
	} {
		name = ss_recruitment_event.20.b
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_political_power = < 0
			}
		}
		add_political_power = -50
		subtract_from_variable = {
			var = SS_anger
			value = 5
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Justify.html

Doc:
This article is considered accurate for the current version of the game.

Italy selecting a wargoal against Switzerland.
A wargoal is needed to declare war. A wargoal is usually a conquest of a desired state.

Justifying a wargoal costs political power, increases world tension and usually takes between 6-12 months to complete. When a country has a wargoal, it can start a war against the target country. Countries succeeding in their wargoals get an advantage in peace conferences. There are plenty of national focuses that will give countries historical wargoals. However, ahistorical war goals are also possible, such as Sweden restoring its historical borders.

Contents

1 Unqiue rules

1.1 Ideology

1.1.1 Democracy

1.2 Faction

1.2.1 Axis

1.2.2 Comintern