Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: JAP_army_expansion_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_army_expansion_idea = {
	removal_cost = -1
	name = JAP_army_expansion_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = eng_imperial_conscription
	modifier = {
		high_command_cost_factor = -0.25
		army_chief_cost_factor = -0.5
	}
}
### Entity: Event
Component: AAT_Sweden.46
Constructs: is_triggered_only, ai_chance, has_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.46
	title = AAT_Sweden.46.t
	desc = AAT_Sweden.46.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 1.5
		}
		name = AAT_Sweden.46.a
		trigger = {
			has_country_flag = SWE_FIN_demilitarized_zone SWE_FIN_surrendered_aland
		}
		effect_tooltip = {
			puppet = FIN
		}
		FIN = {
			country_event = {
				id = AAT_Sweden.47
				hours = 4
			}
		}
	} {
		ai_chance = {
			factor = 1
		}
		name = AAT_Sweden.46.b
		trigger = {
			OR = {
				NOT = {
					has_country_flag = SWE_FIN_demilitarized_zone
				} {
					has_country_flag = SWE_FIN_surrendered_aland
				}
			}
		}
		FIN = {
			country_event = {
				id = AAT_Sweden.48
				hours = 4
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_expand_the_defence_department
Constructs: completion_reward, add_to_variable
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_expand_the_defence_department
	icon = GFX_goal_generic_defence
	relative_position_id = EGY_banha_industrial_sectors
	x = 6
	y = 0
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_to_variable = {
			EGY_the_egyptian_army_max_dig_in = 5
		} {
			EGY_the_egyptian_army_production_speed_bunker_factor = 0.1
		}
		custom_effect_tooltip = EGY_expand_the_defence_department_tt
	}
}
### Entity: AI Strategy
Component: r56_SOV_ignore_AFG_on_historical
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_ignore_AFG_on_historical = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			has_war_with = AFG
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		tag = AFG
		value = -100
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_scientist_xp_3
Constructs: limit, fire_only_once, has_project_flag, has_scientist_level, add_scientist_xp, set_project_flag, add_breakthrough_progress
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_scientist_xp_3 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_scientist_xp_flag
		} {
			factor = 0
			var:scientist = {
				has_scientist_level = {
					level = > 4
					specialization = specialization_land
				}
			}
		}
	}
	option = {
		token = sp_land_generic_reward_option_scientist_xp
		iteration_output = {
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_land
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.high
						specialization = specialization_land
					}
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_scientist_xp_flag
				}
			}
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.64
Constructs: is_triggered_only, limit, has_government, add_timed_idea
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.64
	title = mtg_britain.64.t
	desc = mtg_britain.64.d
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = mtg_britain.64.a
		effect_tooltip = {
			if = {
				limit = {
					ENG = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = ENG_dominion_fascist_propaganda
					days = 90
				}
			} {
				limit = {
					ENG = {
						has_government = communism
					}
				}
				add_timed_idea = {
					idea = ENG_dominion_communist_propaganda
					days = 90
				}
			}
		}
		if = {
			limit = {
				ENG = {
					has_government = communism
				}
				NOT = {
					USA = {
						has_government = communism
					}
				}
				tag = CAN
			}
			USA = {
				country_event = {
					id = mtg_britain.68
					days = 1
				}
			}
		}
	}
}
### Entity: State History
Component: 644
Constructs: add_core_of
Source: game
File: history/states/644-state 3.txt

Code:
state = {
	id = 644
	name = STATE_644
	history = {
		owner = SOV
		victory_points = {
			1819 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV YAK
	}
	provinces = {
		1819 4006 4229 4455 12592 13061
	}
	manpower = 13090
	buildings_max_level_factor = 1
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: Event
Component: germany.117
Constructs: is_triggered_only
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.117
	title = germany.117.t
	desc = germany.117.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = germany.117.a
	}
}
### Entity: Character
Component: POL_Public_Welfare
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Public_Welfare = {
	sprite = 13
	consumer_goods_factor = 0.06
	stability_weekly = 0.001
}
### Entity: Idea
Component: CAN_booming_economy
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/canada.txt

Code:
CAN_booming_economy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		production_speed_buildings_factor = 0.2
	}
}
### Entity: Operation
Component: lar_communist_uprising_organise_cells
Source: game
File: common/operation_phases/lar_fra_phases.txt

Code:
lar_communist_uprising_organise_cells = {
	name = lar_communist_uprising_organise_cells
	desc = lar_communist_uprising_organise_cells_desc
	outcome = organise_cells_outcome
	picture = GFX_phase_lar_communist_uprising_organise_cells
	icon = GFX_phase_lar_communist_uprising_organise_cells_small
	requirements = {

	}
	equipment = {

	}
}
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_CAPITAL_PEACE_BASE_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_CAPITAL_PEACE_BASE_WEIGHT = {
0.0 , 0.0 , 0.0
}
### Entity: Character
Component: SHX_min_lan_tung_tin
Source: game
File: common/characters/SHX.txt

Code:
SHX_min_lan_tung_tin = {
	name = SHX_min_lan_tung_tin
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_asia_generic_land_10.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = SHX_min_lan_tung_tin
		ledger = army
		allowed = {
			original_tag = SHX
		}
		traits = {
			army_artillery_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ARussian_mud.jpeg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Russian mud.jpeg:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Weather (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Russian_mud.jpeg"
### Entity: Idea
Component: SPA_crusade_against_democracy_2
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_crusade_against_democracy_2 = {
	name = SPA_crusade_against_democracy
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		army_org_factor = 0.1
		conscription = 0.03
	}
}
### Entity: Decision
Component: NOR_fascist_deploy_prep_decisions_category
Constructs: has_completed_focus, has_war, has_country_flag, check_variable, has_state_flag, is_capital, is_in_faction_with, is_core_of
Source: game
File: common/decisions/NOR.txt

Code:
NOR_fascist_deploy_prep_decisions_category = {
	NOR_deploy_state_preparation_fascist = {
		icon = {
			key = GFX_decision_NOR_deploy_prep_fasc_1
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 1
					}
				}
			}
		} {
			key = GFX_decision_NOR_deploy_prep_fasc_2
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 2
					}
				}
			}
		} {
			key = GFX_decision_NOR_deploy_prep_fasc_3
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 3
					}
				}
			}
		}
		visible = {
			has_war = yes
			OR = {
				ROOT = {
					has_completed_focus = NOR_lurk_in_the_shadows
					has_country_flag = NOR_going_fascist
					NOT = {
						has_country_flag = NOR_state_prep_deployment_in_progress
					}
				}
				AND = {
					ROOT = {
						has_country_flag = NOR_state_prep_deployment_in_progress
					}
					FROM = {
						has_state_flag = NOR_deploying_prep_in_state
					}
				}
			}
		}
		available = {
			FROM = {
				is_capital = no
				NOT = {
					any_state_division = {
						OWNER = {
							tag = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
		state_target = yes
		targets = {
			state = 921 922 142 920 143 923 144 924 925
		}
		target_root_trigger = {
			has_war = yes
			OR = {
				ROOT = {
					has_completed_focus = NOR_lurk_in_the_shadows
					has_country_flag = NOR_going_fascist
					NOT = {
						has_country_flag = NOR_state_prep_deployment_in_progress
					}
				}
				AND = {
					ROOT = {
						has_country_flag = NOR_state_prep_deployment_in_progress
					}
					FROM = {
						has_state_flag = NOR_deploying_prep_in_state
					}
				}
			}
		}
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				NOT = {
					state = 914
				}
				OR = {
					has_variable = NOR_state_preparation
					has_state_flag = NOR_deploying_prep_in_state
				}
			}
		}
		custom_cost_text = decision_cost_fasc_deploy_convoy_cp
		custom_cost_trigger = {
			has_equipment = {
				convoy = > NOR_prep_fasc_cost_convoys
			}
			command_power = > NOR_deploy_fasc_cost_cp
		}
		days_remove = 7
		complete_effect = {
			FROM = {
				start_deploying_prep = yes
			}
		}
		remove_effect = {
			FROM = {
				NOR_deploy_prep_fasc = yes
			}
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_establish_the_oraa
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_establish_the_oraa
	icon = GFX_goal_HON_nkvd_assistance
	cost = 10.0
	ai_will_do = {
		factor = 40
	}
	prerequisite = {
		focus = SPR_purge_the_liberals
	} {
		focus = SPR_begin_collectivization
	}
	completion_reward = {
		add_ideas = SPR_establish_the_oraa
	}
	relative_position_id = SPR_republican_victory
	x = 5
	y = 3
}
### Entity: Character
Component: AUS_arthur_seyss-inquart
Constructs: has_war_with, has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_arthur_seyss-inquart = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = AUS_arthur_seyss-inquart
		portraits = {
			civilian = {
				large = GFX_portrait_AUS_arthur_seyss_inquart
				small = GFX_portrait_AUS_arthur_seyss_inquart_small
			}
		}
		country_leader = {
			ideology = nazism
			expire = 1965.1.1.1
			id = -1
			traits = {
				nazi_sympathizer
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AUS_arthur_seyss-inquart
			allowed = {
				original_tag = AUS
			}
			traits = {
				prince_of_terror
			}
			available = {
				NOT = {
					has_war_with = GER
				}
			}
			ai_will_do = {
				base = 0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = AUS_arthur_seyss-inquart
		portraits = {
			civilian = {
				large = GFX_portrait_AUS_arthur_seyss-inquart
				small = GFX_portrait_AUS_arthur_seyss-inquart_small
			}
		}
		country_leader = {
			ideology = nazism
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = AUS_arthur_seyss-inquart
			allowed = {
				original_tag = AUS
			}
			traits = {
				prince_of_terror
			}
			ai_will_do = {
				base = 0
			}
		}
	}
}
### Entity: Idea
Component: naval_reform_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
naval_reform_spirit = {
	ledger = navy
	available = {
		has_doctrine = new_base_strike
	}
	modifier = {
		naval_mastery_gain_factor = 0.1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = submarine_fleet_operations massed_carrier_fleet hunter_killers
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_policy_of_collective_security_old
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, has_civil_war
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_policy_of_collective_security_old
	text = SOV_policy_of_collective_security
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = SOV_socialism_in_one_country_old SOV_permanent_revolution
	}
	mutually_exclusive = {
		focus = SOV_policy_of_individual_security_old
	}
	x = 4
	y = 1
	relative_position_id = SOV_socialism_in_one_country_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 35
		if = {
			limit = {
				NOT = {
					has_completed_focus = SOV_the_bloc_of_rights_and_trotskyites
				}
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = SOV_maksim_litvinov
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_expand_steel_extraction
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_resource, has_idea, add_timed_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_expand_steel_extraction
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = ARG_invest_in_the_roads ARG_invest_in_the_railways
	}
	x = 0
	y = 1
	relative_position_id = ARG_invest_in_the_roads
	cost = 10
	available = {
		958 = {
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		958 = {
			add_resource = {
				type = steel
				amount = 8
			}
		}
		IF = {
			limit = {
				NOT = {
					has_idea = ARG_resource_extration_focus
				}
			}
			add_timed_idea = {
				idea = ARG_resource_extration_focus
				days = 365
			}
		}
	}
}
### Entity: Event
Component: LaR_france_vichy_notification_events.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = LaR_france_vichy_notification_events.1
	title = LaR_france_vichy_notification_events.1.t
	desc = LaR_france_vichy_notification_events.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = LaR_france_vichy_notification_events.1.a
		ai_chance = {
			factor = 100
		}
		effect_tooltip = {
			FRA = {
				FRA_transfer_syria_effect = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_restore_eastern_imperial_possessions
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, is_subject, has_army_manpower, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_restore_eastern_imperial_possessions
	icon = GFX_focus_GER_restore_eastern_imperial_possessions
	prerequisite = {
		focus = GER_restore_the_brest_litovsk_borders
	}
	x = 1
	y = 1
	relative_position_id = GER_restore_the_brest_litovsk_borders
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 849999
		}
		NOT = {
			is_in_faction_with = POL
			has_war_with = POL
		}
		POL = {
			is_subject = no
			exists = yes
			OR = {
				owns_state = 85 807 86 762
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = POL
			is_in_faction_with = POL
			POL = {
				is_subject = yes
			}
		}
	}
	will_lead_to_war_with = POL
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		85 = {
			add_claim_by = GER
		}
		807 = {
			add_claim_by = GER
		}
		86 = {
			add_claim_by = GER
		}
		762 = {
			add_claim_by = GER
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_named_threat = {
			threat = 5
			name = GER_restore_eastern_imperial_possessions
		}
		if = {
			limit = {
				any_state = {
					OR = {
						state = 85 807 86 762
					}
					is_fully_controlled_by = POL
				}
			}
			POL = {
				country_event = {
					id = wuw_GER_realpolitik.17
					hours = 12
					random_hours = 24
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				GER_poland_modify_mefo_bills_or_economy_of_conquest = yes
				custom_effect_tooltip = generic_skip_one_line_tt
				POL = {
					every_controlled_state = {
						limit = {
							OR = {
								state = 85 807 86 762
							}
						}
						display_individual_scopes = yes
						ROOT = {
							transfer_state = PREV
							add_state_core = PREV
						}
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: HUN_medium_tanks
Constructs: has_war, is_major, has_tech, any_of
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_medium_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_medium_tank
	}
	priority = {
		factor = 2000
	}
	basic_medium_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_medium_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_high_velocity_cannon tank_small_cannon
					}
				}
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_high_velocity_cannon tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	improved_medium_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_medium_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_cannon_2 tank_medium_cannon tank_close_support_gun tank_small_cannon_2 tank_high_velocity_cannon
					}
				}
				turret_type_slot = {
					any_of = {
						tank_medium_three_man_tank_turret tank_medium_two_man_tank_turret
					}
				}
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = {
					any_of = {
						tank_cast_armor tank_riveted_armor
					}
				}
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country =
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_protect_the_revolution
Constructs: prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_protect_the_revolution
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = GER_civil_liberties
	} {
		focus = GER_embrace_democratic_institutions
	} {
		focus = GER_spark_the_flame_of_revolution
	}
	x = 1
	y = 2
	relative_position_id = GER_civil_liberties
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = GER_protect_the_revolution_tt
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_refine_the_revolutionary_policies_r56
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_refine_the_revolutionary_policies_r56
	prerequisite = {
		focus = SIA_secure_the_armed_forces_r56
	}
	mutually_exclusive = {
		focus = SIA_redressment_for_the_june_coup_r56
	}
	icon = GFX_goal_generic_risky_deal
	cost = 4
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_secure_the_armed_forces_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_push_for_national_order_which_grants_tt generic_skip_one_line_tt unlocks_decision_expand_tolerance_for_political_pluralism_which_grants_tt
			add_stability = 0.02 0.02
			add_war_support = 0.02
			add_popularity = {
				ideology = ROOT
				popularity = 0.06
			}
			add_political_power = 35
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_20
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_20 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 20
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 20
	}
}
### Entity: AI Strategy
Component: EAI_ADVISOR_marxist_fundementalist
Constructs: check_variable
Source: game
File: common/ai_strategy_plans/EAI_national_laws.txt

Code:
EAI_ADVISOR_marxist_fundementalist = {
	name = EAI_ADVISOR_marxist_fundementalist
	enable = {
		check_variable = {
			EAI_get_advisor = global.EAI_marxist_fundementalist_TYPE
		}
	}
	abort_when_not_enabled = yes
	traits = {
		marxist_fundementalist = 50000
	}
}
### Entity: Modifier Reference
Construct: reassignment_duration_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## reassignment_duration_factor

* Number with 1 decimal places
* **Categories**: unit_leader