Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: SOV_comecon_dec_cat
Constructs: has_completed_focus, has_war, limit, has_country_flag, is_major, is_subject_of, is_puppet_of, cancel_trigger
Source: game
File: common/decisions/SOV.txt

Code:
SOV_comecon_dec_cat = {
	SOV_comecon_industrialization_program = {
		priority = 2
		icon = GFX_decision_generic_construction
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 4
				has_war = no
			}
		}
		target_array = subjects
		target_trigger = {
			FROM = {
				is_subject_of = ROOT
			}
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			num_of_civilian_factories_available_for_projects = > 0
			FROM = {
				communism = > 0.5
			}
			NOT = {
				has_country_flag = SOV_comecon_joint_military_program_ongoing_flag
			} {
				has_country_flag = SOV_comecon_industrialization_program_ongoing_flag
			}
		}
		visible = {
			has_completed_focus = SOV_found_the_comecon
			FROM = {
				is_puppet_of = ROOT
			}
		}
		cost = 100
		days_remove = 180
		cancel_trigger = {
			NOT = {
				FROM = {
					is_puppet_of = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = SOV_comecon_industrialization_program_ongoing_flag
				swap_ideas = {
					remove_idea = SOV_comecon_sov_industrialization
					add_idea = SOV_comecon_sov_default
				}
				FROM = {
					swap_ideas = {
						remove_idea = SOV_comecon_puppet_industrialization
						add_idea = SOV_comecon_puppet_default
					}
				}
			}
		}
		modifier = {
			civilian_factory_use = 1
			custom_modifier_tooltip = SOV_comecon_industrialization_program_modifier_tt
		}
		complete_effect = {
			hidden_effect = {
				FROM = {
					country_event = {
						id = NSB_soviet_comecon.1
						hours = 1
					}
				} {
					swap_ideas = {
						remove_idea = SOV_comecon_puppet_default
						add_idea = SOV_comecon_puppet_industrialization
					}
				}
				set_country_flag = SOV_comecon_industrialization_program_ongoing_flag
				swap_ideas = {
					remove_idea = SOV_comecon_sov_default
					add_idea = SOV_comecon_sov_industrialization
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = SOV_comecon_industrialization_program_ongoing_flag
				swap_ideas = {
					remove_idea = SOV_comecon_sov_industrialization
					add_idea = SOV_comecon_sov_default
				}
				FROM = {
					swap_ideas = {
						remove_idea = SOV_comecon_puppet_industrialization
						add_idea = SOV_comecon_puppet_default
					}
				}
			}
		}
	}
	SOV_comecon_joint_military_program = {
		priority = 1
		icon = GFX_decision_generic_construction
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 4
	
# ... (truncated)
### Entity: Idea
Component: ITA_bandits_war_no_lar
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_bandits_war_no_lar = {
	name = ITA_bandits_war
	removal_cost = -1
	picture = ITA_bandits_war
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		mechanized_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_regular_purge_airforce_anti_saboteur_campaign_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_regular_purge_airforce_anti_saboteur_campaign_effect = {
	country_event = NSB_soviet_paranoia_system_events.42
	set_variable = {
		SOV_last_regular_purge_area = 4
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: Character
Component: SLO_jindrich_honzl
Source: game
File: common/characters/SLO.txt

Code:
SLO_jindrich_honzl = {
	name = Jindrich Honzl
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SLO_jindrich_honzl
		allowed = {
			original_tag = SLO
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Component: tuva_focus
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/tuva.txt

Code:
focus_tree = {
	id = tuva_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = TAN
		}
	}
	reset_on_civilwar = no
	shared_focus = GEN_Aviation_Effort GEN_Naval_Effort GEN_industrial_boom SIB_siberian_unification TRK_turkestan_unification
	continuous_focus_position = {
		x = 0
		y = 1100
	}
	focus = {
		id = TAN_call_for_army_readiness
		icon = GFX_goal_TAN_military
		x = 4
		y = 0
		cost = 5
		ai_will_do = {
			factor = 15
		}
		available = {
			num_divisions = > 0
		}
		select_effect = {
			country_event = {
				id = abc.1
				hours = 1
			}
		}
		completion_reward = {
			army_experience = 5
			swap_ideas = {
				remove_idea = TAN_disorganized_military
				add_idea = TAN_disorganized_military_2
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = ABC_establish_a_general_staff_a ABC_establish_a_general_staff_b
					}
				}
				add_ideas = ABC_establish_a_general_staff_idea
			} {
				limit = {
					has_country_flag = ABC_establish_a_general_staff_a
				}
				add_ideas = ABC_establish_a_general_staff_idea_1
			} {
				limit = {
					has_country_flag = ABC_establish_a_general_staff_b
				}
				add_ideas = ABC_establish_a_general_staff_idea_2
			}
			hidden_effect = {
				set_country_flag = ABC_i_am_generic_army
			}
		}
	} {
		id = TAN_winter_training
		text = ARCTIC_winter_training
		icon = GFX_focus_generic_winter_warfare
		prerequisite = {
			focus = TAN_call_for_army_readiness
		}
		relative_position_id = TAN_call_for_army_readiness
		x = -2
		y = 1
		cost = 10
		ai_will_do = {
			factor = 15
		}
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 3
				uses = 1
				category = r56_jaeger_infantry_tech r56_mountain_infantry_tech
			} {
				name = land_doc_bonus
				bonus = 1
				uses = 1
				category = winter_clothing_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = TAN_cavalry_tradition
		icon = GFX_focus_generic_horse_studs
		prerequisite = {
			focus = TAN_call_for_army_readiness
		}
		x = 2
		y = 1
		relative_position_id = TAN_call_for_army_readiness
		cost = 5
		ai_will_do = {
			factor = 20
		}
		completion_reward = {
			add_ideas = ETH_national_studs_idea
			army_experience = 20
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = TAN_army_reform
		text = ABC_army_reform
		icon = GFX_focus_chi_army_reform
		prere
# ... (truncated)
### Entity: National Focus
Tree: tib_focus
Component: TIB_join_the_chinese
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction, has_capitulated, set_rule
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_join_the_chinese
	icon = GFX_focus_prc_proclaim_the_peoples_republic
	prerequisite = {
		focus = TIB_cult_of_personality TIB_the_tibetan_cultural_revolution
	}
	relative_position_id = TIB_cult_of_personality
	mutually_exclusive = {
		focus = TIB_join_the_comintern
	}
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		is_in_faction = no
		PRC = {
			is_subject = no
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass_if_unavailable = yes
	completion_reward = {
		if = {
			limit = {
				PRC = {
					is_in_faction = no
				}
			}
			set_rule = {
				can_create_factions = yes
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				create_faction_from_template = {
					template = faction_template_world_revolution
					name = maoist_workers_front
				}
				add_faction_initiative = 1
			}
			ELSE = {
				create_faction = maoist_workers_front
			}
			PRC = {
				country_event = {
					id = generic.5
					hours = 12
				}
			}
		}
		else_if = {
			limit = {
				PRC = {
					is_in_faction = yes
				}
				OR = {
					CHI = {
						is_faction_leader = yes
						is_in_faction_with = PRC
					}
					SOV = {
						is_faction_leader = yes
						is_in_faction_with = PRC
					}
				}
			}
			PRC = {
				faction_leader = {
					country_event = {
						id = generic.2
						hours = 12
					}
				}
			}
		}
	}
	SEARCH_FILTERS = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_civilian_works
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_civilian_works
	icon = GFX_goal_generic_construct_civ_factory
	ai_will_do = {
		factor = 5
	}
	x = -2
	y = 2
	relative_position_id = INS_industrial_centralisation
	prerequisite = {
		focus = INS_continue_the_modernisation
	}
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				672
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				974
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_privatized_healthcare
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, add_breakthrough_points, has_dlc, add_manpower
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_privatized_healthcare
	icon = GFX_focus_generic_population_growth
	prerequisite = {
		focus = RAJ_take_over_administrative_rights
	}
	x = 2
	y = 0
	relative_position_id = RAJ_privatized_tutelage
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_privatized_healthcare
			bonus = 0.5
			uses = 2
			category = hospital_tech
		}
		add_breakthrough_points = {
			specialization = specialization_air
			value = 1
		}
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			add_tech_bonus = {
				name = RAJ_privatized_healthcare
				bonus = 0.35
				uses = 1
				category = helicopter_tech
			}
		}
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
		add_manpower = 35000
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_free_elections
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_civil_war, allow_branch, set_cosmetic_tag
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_free_elections
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = PER_force_abdication PER_strengthen_iranian_parliament
	}
	x = -1
	y = 1
	relative_position_id = PER_force_abdication
	cost = 5
	available = {
		has_government = democratic
		has_civil_war = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = PER_free_elections_tt CHL_skip_one_line_tt
		PER = {
			country_event = {
				id = PER_imperial_events.220
				hours = 0
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_completed_focus = PER_strengthen_iranian_parliament
				}
				set_cosmetic_tag = PER_constitutional_iran
			} {
				limit = {
					has_completed_focus = PER_force_abdication
				}
				set_cosmetic_tag = PER_iranian_republic
			}
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.81
Constructs: is_triggered_only, add_opinion_modifier, every_country_with_original_tag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.81
	title = AST_diplomatic_events.81.t
	desc = AST_diplomatic_events.81.desc
	picture = GFX_report_event_AST_winston_platypus_1
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.81.a
		every_country_with_original_tag = {
			originaL_tag_to_check = ENG
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_platypus_modifier
			}
		}
		hidden_effect = {
			country_event = {
				id = AST_diplomatic_events.82
				days = 45
			}
		}
	} {
		name = AST_diplomatic_events.81.b
	}
}
### Entity: AI Strategy
Component: ITA_dont_invade_NOR_until_FRA_falls
Constructs: is_historical_focus_on, has_war_together_with
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_dont_invade_NOR_until_FRA_falls = {
	allowed = {
		original_tag = ITA
		is_historical_focus_on = yes
	}
	enable = {
		has_war_together_with = GER
		date = < 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invasion_unit_request
		tag = NOR
		value = -100
	} {
		type = invade
		id = NOR
		value = -5000
	} {
		type = front_unit_request
		value = -200
		tag = NOR
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Character
Component: MPL_scientific_genius
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_scientific_genius = {
	random = no
	sprite = 13
	research_speed_factor = 0.1
}
### Entity: Event
Component: bftb_turkey.12
Constructs: is_triggered_only, add_stability, add_political_power, set_demilitarized_zone
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.12
	title = bftb_turkey.12.t
	desc = bftb_turkey.12.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_turkey.12.a
		add_political_power = 120
		add_stability = 0.15
		341 = {
			set_demilitarized_zone = no
		}
		797 = {
			set_demilitarized_zone = no
		}
		340 = {
			set_demilitarized_zone = no
		}
		hidden_effect = {
			news_event = {
				id = bftb_news.201
				hours = 6
			}
		}
	}
}
### Entity: Achievement
Component: poland_can_into_space
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_special_project_completed
Source: game
File: common/achievements.txt

Code:
poland_can_into_space = {
	id = 11
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = POL
	}
	happened = {
		is_special_project_completed = sp:sp_rocket_interceptor
	}
}
### Entity: Scripted Effect
Component: ITA_bop_medium_increase_grandi_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_medium_increase_grandi_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.15
		tooltip_side = ITA_grandi_side
	}
}
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: has_government, has_war_with, take_states, is_subject_of, is_historical_focus_on, is_core_of, force_government, has_country_leader
Source: game
File: common/peace_conference/ai_peace/SOV.txt

Code:
peace_ai_desires = {
	SOV_wants_konigsberg = {
		peace_action_type = {
			take_states
		}
		enable = {
			tag = SOV
			FROM = {
				tag = ROOT
			}
			FROM.FROM.FROM = {
				state = 763
			}
		}
		ai_desire = 75
	}
	SOV_wants_memel = {
		peace_action_type = {
			take_states
		}
		enable = {
			tag = SOV
			NOT = {
				LIT = {
					is_subject_of = ROOT
				}
			}
			FROM = {
				tag = ROOT
			}
			FROM.FROM.FROM = {
				state = 188
			}
		}
		ai_desire = 75
	} {
		peace_action_type = {
			take_states
		}
		enable = {
			tag = SOV
			LIT = {
				pc_is_puppeted_by = ROOT
			}
			FROM = {
				tag = LIT
			}
			FROM.FROM.FROM = {
				state = 188
			}
		}
		ai_desire = 75
	}
	SOV_czech_puppet_histo = {
		peace_action_type = {
			puppet
		}
		enable = {
			is_historical_focus_on = yes
			ROOT.FROM = {
				tag = CZE
			}
			ROOT.FROM.FROM.FROM = {
				is_core_of = CZE
			}
			tag = SOV
		}
		ai_desire = 150
	}
	SOV_claims_histo = {
		peace_action_type = {
			take_states
		}
		enable = {
			is_historical_focus_on = yes
			ROOT.FROM.FROM.FROM = {
				OR = {
					state = 73 763 5
				}
			}
			ROOT.FROM = {
				tag = SOV
			}
		}
		ai_desire = 400
	}
	SOV_leave_austria_alone = {
		peace_action_type = {
			take_states puppet liberate force_government
		}
		enable = {
			is_historical_focus_on = yes
			ROOT = {
				tag = SOV
			}
			ROOT.FROM.FROM.FROM = {
				is_core_of = AUS
			}
		}
		ai_desire = -50
	}
	SOV_puppet_n_korea = {
		peace_action_type = {
			puppet
		}
		enable = {
			FROM.FROM.FROM = {
				state = 527 1028
			}
			FROM = {
				original_tag = KOR
			}
			ROOT = {
				original_tag = SOV
				has_government = communism
			}
		}
		ai_desire = 100
	}
	SOV_not_puppet_s_korea = {
		peace_action_type = {
			puppet take_states liberate force_government
		}
		enable = {
			OR = {
				is_historical_focus_on = yes
				ROOT = {
					has_country_leader = {
						ruling_only = yes
						character = SOV_iosif_stalin
					}
				}
			}
			FROM.FROM.FROM = {
				state = 525 1029 1031 1030
			}
			FROM = {
				original_tag = KOR
			}
			ROOT = {
				original_tag = SOV
				has_government = communism
			}
			USA = {
				OR = {
					has_war_with = JAP KOR
				}
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		ai_desire = -100
	}
	SOV_take_sakhalin_and_the_kurils = {
		peace_action_type = {
			take_states
		}
		enable = {
			OR = {
				is_historical_focus_on = yes
				ROOT =
# ... (truncated)
### Entity: National Focus
Tree: phi_focus
Component: PHI_struggle_conference
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_struggle_conference
	icon = GFX_focus_generic_conference
	prerequisite = {
		focus = PHI_smugglers
	}
	relative_position_id = PHI_smugglers
	x = -2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = PHI_struggle_conference_idea
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_appoint_soviet_friendly_government
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_appoint_soviet_friendly_government
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = ROM_flexible_foreign_policy
	}
	x = 0
	y = 1
	relative_position_id = ROM_flexible_foreign_policy
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war_with = SOV
		}
	}
	available = {
		is_subject = no
		SOV = {
			is_faction_leader = yes
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = ROM_constitutional_guarantees
			}
			remove_ideas = ROM_constitutional_guarantees
			else = {
				if = {
					limit = {
						has_idea = ROM_securitate
					}
					remove_ideas = ROM_securitate
					else = {
						custom_effect_tooltip = ROM_appoint_soviet_friendly_government_tooltip
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_idea = ROM_flexible_foreign_policy_2
				}
			}
			swap_ideas = {
				remove_idea = ROM_flexible_foreign_policy
				add_idea = ROM_flexible_foreign_policy_2
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = TUR
					TUR = {
						is_faction_leader = yes
					}
				}
			}
			every_other_country = {
				limit = {
					has_opinion_modifier = BFTB_balkan_pact_ally
				}
				remove_opinion_modifier = {
					target = ROM
					modifier = BFTB_balkan_pact_ally
				}
				if = {
					limit = {
						NOT = {
							is_in_faction_with = TUR
						}
						TUR = {
							is_faction_leader = no
						}
					}
					hidden_effect = {
						ROOT = {
							remove_opinion_modifier = {
								target = PREV
								modifier = BFTB_balkan_pact_ally
							}
						}
					}
				}
			}
		}
		add_popularity = {
			popularity = 0.35
			ideology = communism
		}
		add_stability = -0.05
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_opinion_modifier = {
			modifier = ROM_appoint_soviet_friendly_government
			target = SOV
		}
		SOV = {
			add_opinion_modifier = {
				modifier = ROM_appoint_soviet_friendly_government
				target = ROOT
			}
		}
		hidden_effect = {
			set_country_flag = can_change_sides_com
			if = {
				limit = {
					NOT = {
						is_in_faction_with = TUR
						TUR = {
							is_faction_leader = yes
						}
					}
				}
				remove_opinion_modifier = {
					target = BUL
					modifie
# ... (truncated)
### Entity: Idea
Component: EAI_HARD/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: SPR_establish_traditional_cortes
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_establish_traditional_cortes = {
	name = SPR_establish_traditional_cortes
	picture = generic_pp_unity_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.06
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
	}
}
### Entity: Event
Component: mandate_palestine.403
Constructs: is_triggered_only, limit, unlock_decision_tooltip
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.403
	title = mandate_palestine.403.t
	desc = mandate_palestine.403.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.403.a
		if = {
			limit = {
				FROM = {
					original_tag = GER
				}
			}
			unlock_decision_tooltip = MPL_buy_guns_GER MPL_buy_support_GER MPL_buy_tanks_GER MPL_buy_planes_GER
		}
		else_if = {
			limit = {
				FROM = {
					original_tag = ITA
				}
			}
			unlock_decision_tooltip = MPL_buy_guns_ITA MPL_buy_support_ITA MPL_buy_tanks_ITA MPL_buy_planes_ITA
		} {
			limit = {
				FROM = {
					original_tag = SOV
				}
			}
			unlock_decision_tooltip = MPL_buy_guns_SOV MPL_buy_support_SOV MPL_buy_tanks_SOV MPL_buy_planes_SOV
		} {
			limit = {
				FROM = {
					original_tag = FRA
				}
			}
			unlock_decision_tooltip = MPL_buy_guns_FRA MPL_buy_support_FRA MPL_buy_tanks_FRA MPL_buy_planes_FRA
		} {
			limit = {
				FROM = {
					original_tag = ENG
				}
			}
			unlock_decision_tooltip = MPL_buy_guns_ENG MPL_buy_support_ENG MPL_buy_tanks_ENG MPL_buy_planes_ENG
		} {
			limit = {
				FROM = {
					original_tag = USA
				}
			}
			unlock_decision_tooltip = MPL_buy_guns_USA MPL_buy_support_USA MPL_buy_tanks_USA MPL_buy_planes_USA
		}
	}
}
### Entity: Character
Component: autocratic_journalist
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
autocratic_journalist = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	war_support_factor = 0.05
	party_popularity_stability_factor = 0.05
}