Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: dod_news.3
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/DOD_NewsEvents.txt

Code:
news_event = {
	id = dod_news.3
	title = dod_news.3.t
	desc = dod_news.3.d
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = dod_news.2.a
		trigger = {
			TAG = CZE
		}
	} {
		name = dod_news.2.b
		trigger = {
			is_in_faction_with = CZE
			NOT = {
				TAG = CZE
			}
		}
	} {
		name = dod_news.2.c
		trigger = {
			NOT = {
				TAG = CZE
				is_in_faction_with = CZE
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SIA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7408
	division_template = Royal Thai Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_italian_reconciliation_nazi
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_italian_reconciliation_nazi
	icon = GFX_focus_befriend_italy
	relative_position_id = AUS_demand_slovenia_nazi
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_demand_slovenia_nazi AUS_integrate_vf_remnants
	}
	mutually_exclusive = {
		focus = AUS_liberate_sudtirol
	}
	cost = 5
	available = {
		is_subject = no
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		}
		ITA = {
			is_in_faction = no
			is_subject = no
		}
		NOT = {
			has_war_with = YUG
			ITA = {
				is_ally_with = GER
			} {
				has_government = communism
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				is_faction_leader = yes
			}
			ITA = {
				country_event = {
					id = generic.5
					days = 1
					random_hours = 12
				}
			}
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				create_faction_from_template = {
					template = faction_template_european_dominance
					name = vienna_pact
				}
				add_faction_initiative = 1
			}
			ELSE = {
				create_faction = vienna_pact
			}
			ITA = {
				country_event = {
					id = generic.5
					days = 1
					random_hours = 12
				}
			}
		}
	}
}
### Entity: Decision
Component: AUS_eisenstadt_conference_category_HUN
Constructs: has_active_mission
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_eisenstadt_conference_category_HUN = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = HUN
	}
	visible_when_empty = yes
	visible = {
		has_active_mission = AUS_conference_ongoing_HUN
	}
	priority = 300
}
### Entity: Character
Component: AST_the_matriarch_leader
Constructs: stability_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_the_matriarch_leader = {
	random = no
	stability_factor = 0.1
}
### Entity: Idea
Component: XSM_tsr_diarchy
Constructs: stability_factor, political_power_gain, war_support_factor, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
XSM_tsr_diarchy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = chi_wargaming_division
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		war_support_factor = 0.05
		supply_combat_penalties_on_core_factor = -0.05
		political_power_gain = 0.01
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_hanjin_heavy_industries
Constructs: limit, has_government, has_country_flag, completion_reward, is_coastal, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_hanjin_heavy_industries
	icon = GFX_goal_generic_expand_the_naval_industry
	x = 70
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	available_if_capitulated = yes
	mutually_exclusive = {
		focus = KOR_peoples_fleet
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = 525
				}
			}
			525 = {
				add_building_construction = {
					type = naval_base
					level = 1
					province = 7221
					instant_build = yes
				}
			}
		}
	}
	search_filte
# ... (truncated)
### Entity: Event
Component: chile.29
Constructs: is_triggered_only, ai_chance, set_capital, add_popularity, set_politics
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.29
	title = Peronist Putsch
	desc = The Peronists have attempted a putsch! Their first assault on the government has been repelled and they now threaten war across the whole country! Apparently, Chilean agents have helped orchestrate the attempt
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = Support the Peronists
		ai_chance = {
			base = 50
		}
		hidden_effect = {
			set_capital = {
				state = 508
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = neutrality
				size = 0.5
				capital = 278
				states = {
					278 512
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 1
			}
		}
	} {
		name = Oppose the Peronists
		ai_chance = {
			base = 50
		}
		hidden_effect = {
			start_civil_war = {
				ideology = fascism
				size = 0.5
				capital = 508
				states = {
					508 511 509 510
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.8
			} {
				ideology = fascism
				popularity = -1
			}
		}
	} {
		name = We cannot fight a civil war. We shall capitulate immediately.
		ai_chance = {
			base = 0
		}
		set_politics = {
			ruling_party = fascism
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.5
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_launch_operation_overlord
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_allied_invasions.txt

Code:
EAI_MILITARY_INVASION_launch_operation_overlord = {
	set_temp_variable = {
		_strategy_id = 1
	} {
		_strategy_prio = 200
	} {
		_leader_id = THIS.id
	} {
		_num_operations = 4
	} {
		_started_special_operation_ = 2
	}
	EAI_MILITARY_allied_invasions_INVASION_get_data = yes
	EAI_MILITARY_INVASION_assign = yes
}
### Entity: Event
Component: r56.lootbox.event.22
Constructs: is_triggered_only, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.22
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.22.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.epic
		random_owned_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = aluminum_mill
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: ZAM_ncm
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = ZAM_ncm
		allowed = {
			original_tag = ZAM
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Trigger Reference
Construct: is_leading_volunteer_group
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_leading_volunteer_group

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

```
is_leading_volunteer_group = FRA
```
### Entity: Event
Component: tfv_new_zealand.6
Constructs: is_triggered_only
Source: game
File: events/TFV_New_Zealand.txt

Code:
country_event = {
	id = tfv_new_zealand.6
	title = tfv_new_zealand.6.t
	desc = tfv_new_zealand.6.desc
	picture = GFX_report_event_ast_transfer_singapore
	is_triggered_only = yes
	option = {
		name = tfv_new_zealand.6.a
	}
}
### Entity: Character
Component: ETH_anarchist_council
Source: game
File: common/characters/ETH.txt

Code:
ETH_anarchist_council = {
	name = ETH_anarchist_council
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_anarchist_council
		}
	}
	country_leader = {
		ideology = anarchist_communism
		expire = 1965.1.1.1
		traits = {
			anarcho_communist_council
		}
		id = -1
	}
}
### Entity: National Focus
Component: GERK_train_panzergrenadiers
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_train_panzergrenadiers
	text = GER_panzergrenadier
	icon = GFX_focus_generic_mechanized
	relative_position_id = GERK_shocktroops
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = GERK_shocktroops
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = GER_train_panzergrenadiers
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Name List
Component: GAM
Source: game
File: common/names/00_names.txt

Code:
GAM = {
	male = {
		names = {
			Abdou Abdoulie Alhaji Alieu Assan Baboucarr-Blaise Bakary Bala Crispin Daniel Dawda Dembo Deydra Ebou Ebrima Edward Famara Farimang Fodeh Foday Halifa Hamat Hassan Hassoum Isaac Jali Jaysuma Joseph Juldeh Kausu Kenneth Kukoi Laba Lamin Lang Lenrie Maba Madi Malando Michael Modou Momodou Musa Njoga Omar Ousainou Ousman Pa Pap Patrick Phillis Pierre Sheriff Sidi Sidia Sulayman Suwaibou Tijan William Yahya
		}
	}
	female = {
		names = {
			Adama Angela Belinda Fatou Hannah Isatou Janet Julia Nyimasata Patience Sally Saruba Sona
		}
	}
	surnames = {
		Badjan-Young Bah Bajo Baldeh Banatu-Gomez Bensouda Best Bidwell Camara Cham Ceesay Colley Conton Darboe Dibba Gassama Gaye Grey-Johnson Hydara Jagne Jahumpa Jallow Jammeh Janneh Jatta Jawara Jeng Jobarteh Jobe Joiner Jones Joof Kolley Konte Koroma Kuyateh Manneh Mansally M'Boob Mendy Ndure Njie Njie-Saidy N'Jie Nyang Peters Saine Sallah Sanneh Sanneh-Bojang Sanyang Secka Sey Singateh Small Sonko-Godwin Sosseh Sowe Suso Susso Tamba Tiyana Touray Wheatley
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: GER_modify_airforce_modifier
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_modify_airforce_modifier = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_airforce_modifier
			}
		}
		custom_effect_tooltip = GER_modify_airforce_modifier_tt
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_airforce_communist_modifier
			}
		}
		custom_effect_tooltip = GER_modify_airforce_communist_modifier_tt
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_industrial_development
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_industrial_development
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = UKR_industrial_technologies
	}
	cost = 10
	relative_position_id = UKR_industrial_technologies
	x = -2
	y = 1
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					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: AI Strategy
Component: CHI_buffer_in_interior_china
Constructs: has_dlc, is_literally_china_not_prc, is_in_faction_with
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_buffer_in_interior_china = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		is_literally_china_not_prc = yes
	}
	enable = {
		date = < 1941.1.1
		OR = {
			original_tag = CHI
			is_in_faction_with = CHI
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			1035
		}
		ratio = 0.1
		area = asia
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_secure_the_bosporus
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, add_state_claim, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_secure_the_bosporus
	icon = GFX_goal_generic_attack_turkey
	relative_position_id = EGY_anti_imperialist_uniformity
	x = -3
	y = 2
	cost = 10
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_demand_libyan_control EGY_invite_iraq EGY_invite_iran
	}
	mutually_exclusive = {
		focus = EGY_reconcile_with_turkey
	}
	will_lead_to_war_with = TUR
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			has_army_manpower = {
				size = > 199999
			}
			any_neighbor_country = {
				original_tag = TUR
			}
		}
	}
	completion_reward = {
		add_state_claim = 797
		create_wargoal = {
			target = TUR
			expire = 0
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Idea
Component: CZE_resistance_from_within
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_resistance_from_within = {
	removal_cost = -1
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.15
		stability_weekly = -0.001
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_war_plan_ruby
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_war_plan_ruby
	icon = GFX_focus_attack_india
	x = 4
	y = 3
	prerequisite = {
		focus = USA_war_plan_red
	}
	relative_position_id = USA_intervention_in_europe
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = {
			decision = USA_execute_war_plan_ruby
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Character
Component: ENG_harold_alexander
Constructs: has_completed_focus
Source: game
File: common/characters/ENG.txt

Code:
ENG_harold_alexander = {
	name = ENG_harold_alexander
	portraits = {
		army = {
			small = GFX_idea_harold_alexander
		} {
			large = GFX_portrait_ENG_harold_alexander
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = harold_alexander
		ledger = army
		allowed = {
			original_tag = ENG
		}
		available = {
			NOT = {
				has_completed_focus = ENG_eliminate_the_upper_class
			}
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			base = 2
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 5
		attack_skill = 4
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 5
		legacy_id = 995
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_grand_battleplan
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_grand_battleplan = {
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine = global.EAI_GB_DOCTRINE
	}
}
### Entity: Event
Component: kmt.349
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, is_puppet_of
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.349
	title = kmt.349.t
	desc = kmt.349.d
	picture = GFX_report_event_japanese_transport_soldiers
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 95
		}
		set_country_flag = bridge_choose_die
		JAP = {
			country_event = {
				id = kmt.350
			}
			puppet = ROOT
		}
		name = kmt.349.a
	} {
		name = kmt.349.b
		ai_chance = {
			base = 5
		}
		set_country_flag = bridge_choose_def
		if = {
			limit = {
				is_puppet_of = CHI
			}
			CHI = {
				end_puppet = ROOT
			}
		}
		JAP = {
			country_event = {
				id = kmt.350
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_our_own_path
Constructs: prerequisite, completion_reward, is_subject_of, set_autonomy
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_our_own_path
	prerequisite = {
		focus = ETH_soviet-ethiopian_trade_agreement ETH_seek_new_trading_partners
	}
	icon = GFX_goal_anti_comintern_pact
	available = {
		is_subject_of = SOV
	}
	cost = 10
	relative_position_id = ETH_seek_new_trading_partners
	x = 1
	y = 1
	search_filters = {

	}
	completion_reward = {
		SOV = {
			set_autonomy = {
				target = ETH
				autonomy_state = autonomy_free
			}
			country_event = {
				id = BBA_ethiopia_communist_events.52
				hours = 1
			}
		}
		leave_faction = yes
		custom_effect_tooltip = ETH_our_own_path_tt
	}
}
### Entity: Decision
Component: AUS_subjugating_the_lands_of_old_category
Constructs: has_completed_focus, limit, has_government, has_war_with, has_country_flag, fire_only_once, add_political_power, has_non_aggression_pact_with
Source: game
File: common/decisions/AUS.txt

Code:
AUS_subjugating_the_lands_of_old_category = {
	AUS_subjugating_the_lands_of_old_decision = {
		icon = GFX_decision_hol_draw_up_staff_plans
		priority = 80
		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				FROM = {
					OWNER = {
						OR = {
							has_non_aggression_pact_with = ROOT
							has_country_flag = AUS_militarist_expansion_attempt_flag
						}
					}
				}
			} {
				factor = 2
				FROM = {
					OWNER = {
						strength_ratio = {
							tag = ROOT
							ratio = > 1
						}
					}
				}
			} {
				factor = 5
				FROM = {
					OWNER = {
						count_triggers = {
							amount = > 1
							has_country_flag = AUS_held_military_exercises_on_border_flag AUS_armed_guards_on_border_flag AUS_sent_industrial_suuport_flag AUS_held_joint_military_exercises_flag
						}
					}
				}
			}
		}
		fire_only_once = yes
		state_target = yes
		target_array = AUS.expansion_targets
		on_map_mode = map_only
		target_trigger = {
			FROM = {
				NOT = {
					has_state_flag = AUS_no_longer_expansion_target
				}
				OR = {
					OWNER = {
						is_subject = no
						NOT = {
							has_war_with = ROOT
						} {
							is_in_faction_with = ROOT
						} {
							has_country_flag = AUS_subjugation_demand_sent_flag
						} {
							original_tag = ROOT
						}
					} {
						is_subject = yes
						OVERLORD = {
							NOT = {
								has_war_with = ROOT
							} {
								is_in_faction_with = ROOT
							} {
								has_country_flag = AUS_subjugation_demand_sent_flag
							} {
								original_tag = ROOT
							}
						}
					}
				}
			}
		}
		allowed = {
			original_tag = AUS
		}
		visible = {
			has_completed_focus = AUS_demand_hungarian_submission
			FROM = {
				NOT = {
					has_state_flag = AUS_no_longer_expansion_target
				}
			}
		}
		available = {
			is_subject = no
			NOT = {
				has_country_flag = AUS_currently_undertaking_subjugating_lands_of_old_flag
			}
		}
		days_remove = 30
		custom_cost_trigger = {
			command_power = > 25
			has_political_power = > 50
		}
		custom_cost_text = decision_cost_CP_25_pp_50
		cancel_trigger = {
			FROM = {
				OR = {
					OWNER = {
						exists = no
						has_capitulated = yes
						has_war_with = ROOT
						is_subject = yes
						is_in_faction_with = ROOT
					}
				}
			}
		}
		cancel_effect = {
			clr_country_flag = AUS_currently_undertaking_subjugating_lands_of_old_flag
			FROM = {
				clr_state_flag = AUS_currently
# ... (truncated)
### Entity: Idea
Component: EAI_DD_15/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Character
Component: PRC_su_yu
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_su_yu = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_su_yu
		portraits = {
			army = {
				large = GFX_portrait_PRC_su_yu
				small = GFX_portrait_PRC_su_yu_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = PRC_su_yu
			allowed = {
				original_tag = PRC
			}
			traits = {
				army_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer militias_officer organizer
			}
			skill = 4
			attack_skill = 4
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_su_yu
		portraits = {
			army = {
				small = GFX_idea_PRC_su_yu
			}
		}
		advisor = {
			slot = army_chief
			idea_token = PRC_su_yu
			allowed = {
				original_tag = PRC
			}
			traits = {
				army_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Scripted Effect
Component: generic_SS_template
Constructs: create_equipment_variant, set_country_flag
Source: game
File: common/scripted_effects/EAW_generic_ships.txt

Code:
generic_SS_template = {
	create_equipment_variant = {
		name = Early Submarine
		type = ship_hull_submarine_1
		parent_version = 0
		modules = {
			fixed_ship_torpedo_slot = ship_torpedo_sub_1
			fixed_ship_engine_slot = sub_ship_engine_1
			rear_1_custom_slot = empty
		}
	}
	set_country_flag = has_generic_SS_template
}
### Entity: Idea
Component: SIA_stability_and_economic_growth_r56
Constructs: industrial_capacity_factory, removal_cost, fascism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_stability_and_economic_growth_r56 = {
	removal_cost = -1
	picture = ARG_civilian_economy_boost
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		industrial_capacity_factory = 0.08
		industrial_capacity_dockyard = 0.08
		local_resources_factor = 0.08
		fascism_drift = -0.01
	}
}