Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: MOR_haddou_lakhal
Source: game
File: common/characters/MOR.txt

Code:
MOR_haddou_lakhal = {
	advisor = {
		slot = air_chief
		idea_token = MOR_haddou_lakhal
		allowed = {
			original_tag = MOR
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	} {
		cost = 100
		slot = theorist
		idea_token = MOR_haddou_lakhal2
		ledger = air
		allowed = {
			original_tag = MOR
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Haddou Lakhal
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
}
### Entity: Idea
Component: idea_SIA_short_war_temp_debuff
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_short_war_temp_debuff = {
	picture = generic_disjointed_gov
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.15
		army_defence_factor = -0.2
		army_speed_factor = -0.2
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_moderate_politics
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_moderate_politics
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = FIN_reach_out_to_scandinavia
	}
	x = 0
	y = 1
	relative_position_id = FIN_reach_out_to_scandinavia
	cost = 5
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 50
		FIN_bop_very_low_increase_effect = yes
	}
}
### Entity: Character
Component: PER_abdollah_zelli
Source: game
File: common/characters/PER.txt

Code:
PER_abdollah_zelli = {
	navy_leader = {
		traits = {
			cuts_corners
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 1
		legacy_id = -1
	}
	advisor = {
		cost = 100
		slot = navy_chief
		idea_token = PER_abdollah_zelli
		ledger = navy
		allowed = {
			original_tag = PER
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
	}
	name = PER_abdollah_zelli
	portraits = {
		army = {
			large = GFX_portrait_PER_abdollah_zelli
			small = GFX_portrait_PER_abdollah_zelli_small
		}
	}
}
### Entity: Character
Component: PNG_acas
Source: game
File: common/characters/PNG.txt

Code:
PNG_acas = {
	advisor = {
		slot = high_command
		idea_token = PNG_acas
		ledger = air
		allowed = {
			original_tag = PNG
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Idea
Component: AUS_creditanstalt_bankverein
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_creditanstalt_bankverein = {
	picture = AUS_creditanstalt_bankverein
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	available = {
		has_country_flag = AUS_kept_creditanstalt_bankverein_flag
	}
	visible = {
		NOT = {
			OR = {
				has_country_flag = AUS_saved_creditanstalt_flag AUS_saved_bankverein_flag
			}
		}
	}
	ai_will_do = {
		base = 5
	}
	research_bonus = {

	}
	traits = {
		central_bank
	}
	modifier = {
		consumer_goods_factor = -0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.65
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.65
	title = SEA_japan_foreign_policy.65.t
	desc = SEA_japan_foreign_policy.65.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.65.a
	}
}
### Entity: Character
Component: PAN_harmodio_arias_madrid
Source: game
File: common/characters/PAN.txt

Code:
PAN_harmodio_arias_madrid = {
	name = Harmodio Arias Madrid
	portraits = {
		civilian = {
			large = GFX_portrait_panama_harmodio_arias_madrid
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: DJI_mt
Source: game
File: common/characters/DJI.txt

Code:
DJI_mt = {
	advisor = {
		slot = theorist
		idea_token = DJI_mt
		ledger = army
		allowed = {
			original_tag = DJI
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Idea
Component: PHI_volunteers_in_the_war_nationalist
Constructs: has_global_flag, removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/philipines.txt

Code:
PHI_volunteers_in_the_war_nationalist = {
	picture = por_volunteers_in_the_war
	name = POR_volunteers_in_the_war
	allowed = {
		original_tag = PHI
	}
	allowed_civil_war = {
		tag = PHI
	}
	cancel = {
		has_global_flag = scw_over
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 3
		send_volunteers_tension = -1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_clamp_down_on_corruption
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_clamp_down_on_corruption
	icon = GFX_focus_RAJ_clamp_down_on_corruption
	prerequisite = {
		focus = RAJ_integrate_princely_railways
	}
	x = 0
	y = 1
	relative_position_id = RAJ_integrate_princely_railways
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			compare_autonomy_state = > autonomy_colony
		} {
			limit = {
				has_government = fascism
			}
			compare_autonomy_state = > autonomy_reichsprotectorate
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = RAJ_risk_of_famine
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.13
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_government, set_nationality, add_country_leader_role
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.13
	title = wuw_GER_reichskommissariats.13.t
	desc = wuw_GER_reichskommissariats.13.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					CZE = {
						NOT = {
							AND = {
								has_government = fascism
								exists = yes
							}
						}
					}
				}
				CZE = {
					set_nationality = {
						target_country = RKH
						character = CZE_jaroslav_krejchi
					}
				}
			} {
				limit = {
					has_completed_focus = GER_reorganize_the_wehrmacht
				}
				GER = {
					set_nationality = {
						target_country = RKH
						character = GER_konstantin_von_neurath
					}
				}
			}
			ELSE_IF = {
				limit = {
					has_completed_focus = GER_heed_von_neuraths_concerns
				}
				GER = {
					set_nationality = {
						target_country = RKH
						character = GER_johannes_blaskowitz
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.13.a
		ai_chance = {
			base = 100
		}
		RKH = {
			add_ideas = GER_reichsprotectorate_idea
			IF = {
				limit = {
					ROOT = {
						has_completed_focus = GER_reorganize_the_wehrmacht
					}
				}
				GER_konstantin_von_neurath = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = nazism
							expire = 1960.1.1
							traits = {
								GER_reichsprotektor_trait
							}
						}
					}
				}
			}
			ELSE_IF = {
				limit = {
					ROOT = {
						has_completed_focus = GER_heed_von_neuraths_concerns
					}
				}
				GER_johannes_blaskowitz = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = nazism
							expire = 1960.1.1
							traits = {
								GER_reichsprotektor_trait
							}
						}
					}
				}
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					CZE = {
						NOT = {
							AND = {
								has_government = fascism
								exists = yes
							}
						}
					}
				}
				RKH = {
					set_nationality = {
						target_country = CZE
						character = CZE_jaroslav_krejchi
					}
				}
			}
		} {
			RKH = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.13.b
		trigger = {
			CZE = {
				NOT = {
					AND = {
						has_government = fascism
						exists = yes
					}
				}
			}
		}
		ai_chance = {
			
# ... (truncated)
### Entity: Character
Component: DEN_knud_kristensen
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_knud_kristensen = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_knud_kristensen
		portraits = {
			civilian = {
				large = GFX_portrait_DEN_knud_kristensen
				small = GFX_portrait_DEN_knud_kristensen_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = DEN_knud_kristensen
			allowed = {
				original_tag = DEN
			}
			traits = {
				captain_of_industry
			}
			ai_will_do = {
				base = 5
			}
			on_add = {
				owner = {
					DEN_advisor_low_BOP_decrease_effect = yes
				}
			}
			on_remove = {
				owner = {
					DEN_advisor_low_BOP_increase_effect = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_knud_kristensen
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_3
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = DEN_knud_kristensen
			allowed = {
				original_tag = DEN
			}
			traits = {
				backroom_backstabber
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_welcome_british_exiles
Constructs: prerequisite, completion_reward, is_subject_of, has_capitulated, add_doctrine_cost_reduction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_welcome_british_exiles
	text = ENG_welcome_british_exiles
	icon = GFX_focus_eng_global_defense
	cost = 10
	relative_position_id = EGY_egypt_serving_the_empire
	x = -1
	y = 1
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject_of = ENG
		ENG = {
			has_capitulated = yes
		}
	}
	prerequisite = {
		focus = EGY_egypt_serving_the_empire EGY_invite_the_colonial_cabinet
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ENG_welcome_british_exiles
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		} {
			name = ENG_welcome_british_exiles
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		} {
			name = ENG_welcome_british_exiles
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_SP_build_air_facility
Constructs: build_building
Source: game
File: common/ai_strategy/EAI_RESEARCH_special_project_strategies.txt

Code:
EAI_SP_build_air_facility = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = air_facility
		value = -1
	}
}
### Entity: Idea
Component: DEN_securing_norway_ns
Constructs: removal_cost
Source: game
File: common/ideas/denmark.txt

Code:
DEN_securing_norway_ns = {
	name = DEN_securing_norway_ns
	removal_cost = -1
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		NOR = {
			exists = yes
		}
	}
	targeted_modifier = {
		tag = NOR
		attack_bonus_against = 0.1
		defense_bonus_against = 0.05
	}
}
### Entity: Idea
Component: SIA_heavy_handed_interventionism_1_r56
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_heavy_handed_interventionism_1_r56 = {
	name = SIA_heavy_handed_interventionism_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		stability_weekly = -0.001
		production_factory_max_efficiency_factor = -0.04
		production_speed_buildings_factor = 0.16
		local_resources_factor = 0.1
	}
}
### Entity: Idea
Component: GER_pool_technical_know_how
Constructs: has_government, removal_cost, is_in_faction_with, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_pool_technical_know_how = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = generic_production_bonus
	cancel = {
		NOT = {
			OR = {
				is_in_faction_with = GER
				original_tag = GER
			}
		}
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		artillery_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ASoviet_Union_National_Focus_Tree.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
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The following pages link to File:Soviet Union National Focus Tree.jpeg:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Soviet_Union_National_Focus_Tree.jpeg"
### Entity: Idea
Component: ITA_bloated_military_bureaucracy
Constructs: army_defence_factor, political_power_gain, army_attack_factor, removal_cost, mobilization_speed, initiative_factor
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_bloated_military_bureaucracy = {
	name = ITA_bloated_military_bureaucracy
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ita_bloated_military_bureaucracy
	modifier = {
		political_power_gain = 0.2
		army_chief_cost_factor = -0.25
		high_command_cost_factor = -0.25
		army_org_factor = -0.05
		mobilization_speed = -0.15
		max_planning = -0.25
		army_attack_factor = -0.1
		army_defence_factor = -0.1
		land_doctrine_cost_factor = 0.5
		experience_gain_army_factor = -0.25
		initiative_factor = -0.01
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_approach_the_empire_of_japan_r56
Constructs: has_completed_focus, prerequisite, add_opinion_modifier, completion_reward, has_focus_autohide_rule_trigger_r56, is_subject, unlock_decision_tooltip, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_approach_the_empire_of_japan_r56
	prerequisite = {
		focus = SIA_towards_a_new_asian_order_r56
	}
	icon = GFX_goal_generic_befriend_japan_alt
	x = -1
	y = 1
	relative_position_id = SIA_towards_a_new_asian_order_r56
	offset = {
		y = 1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_peace_with_the_western_order_r56 SIA_the_non_aligned_movement_r56
			}
		}
	}
	cost = 6
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_opinion_modifier = {
			target = JAP
			modifier = BUL_strengthened_relations_with_us
		}
		reverse_add_opinion_modifier = {
			target = JAP
			modifier = BUL_strengthened_relations_with_us
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = SIA_ally_the_empire_of_japan_r56 SIA_seek_japanese_support_for_territorial_revision_r56
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_invite_japanese_military_advisors_which_grants_tt generic_skip_one_line_tt generic_skip_one_line_tt for_84_days_army_experience_gain_02_naval_experience_gain_02_air_experience_gain_02_daily_command_power_gain_multiplier_20_land_doctrine_mastery_gain_20_naval_doctrine_mastery_gain_20_air_doctrine_mastery_gain_20_tt
			add_doctrine_cost_reduction = {
				name = SIA_invite_japanese_military_advisors_r56
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine naval_doctrine air_doctrine
			}
		}
	}
}
### Entity: Order of Battle
Component: Scouting Force
Source: game
File: history/units/USA_1939_naval_mtg.txt

Code:
fleet = {
	name = Scouting Force
	naval_base = 9814
	task_force = {
		name = Scouting Force
		location = 9814
		ship = {
			name = USS Memphis
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Omaha Class
				}
			}
		} {
			name = USS Pensacola
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Salt Lake City
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Northampton
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Houston
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Chester
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Louisville
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Chicago
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Portland
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = USA
					version_name = Portland Class
				}
			}
		} {
			name = USS New Orleans
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = USA
					version_name = New Orleans Class
				}
			}
		} {
			name = USS Astoria
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_dispersed_industry_tech_focus
Source: game
File: common/scripted_triggers/EAI_focuses_industry_triggers.txt

Code:
EAI_dispersed_industry_tech_focus = {
	NOT = {
		EAI_concentrated_industry_tech_focus = yes
	}
}
### Entity: Character
Component: GER_stakhonovite_collectivist2
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_stakhonovite_collectivist2 = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.05
	local_resources_factor = 0.05
	production_lack_of_resource_penalty_factor = -0.05
	production_speed_infrastructure_factor = 0.2
	production_speed_industrial_complex_factor = 0.15
}
### Entity: Idea
Component: ROM_king_carol_emptied_accounts
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_king_carol_emptied_accounts = {
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		consumer_goods_factor = 0.3
		political_power_gain = -0.25
	}
}
### Entity: Character
Component: KYR_fascist_guy
Constructs: has_government
Source: game
File: common/characters/KYR.txt

Code:
KYR_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = KYR_fascist_guy
		allowed = {
			original_tag = KYR
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Character
Component: CZE_jan_golian
Constructs: limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_jan_golian = {
	name = CZE_jan_golian
	portraits = {
		army = {
			small = GFX_idea_CZE_jan_golian
		}
	}
	advisor = {
		slot = high_command
		idea_token = CZE_jan_golian
		ledger = army
		allowed = {
			original_tag = CZE
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_tugas_eagle_eye
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_tugas_eagle_eye = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_tugas_eagle_eye
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 223
Constructs: add_core_of
Source: game
File: history/states/223-tula.txt

Code:
state = {
	id = 223
	name = STATE_223
	manpower = 1635549
	state_category = town
	history = {
		owner = SOV
		victory_points = {
			6262 3
		}
		buildings = {
			infrastructure = 3
			arms_factory = 2
			air_base = 1
			synthetic_refinery = 1
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				arms_factory = 3
			}
		}
	}
	provinces = {
		212 261 300 3236 3250 3292 3376 6262 6315 6333 6396 9366 11242 11347
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: MON_mongol_bank_funds_increase
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_mongol_bank_funds_increase = {
	custom_effect_tooltip = MON_increases_funds_of_the_mongolbank_tt
	if = {
		limit = {
			has_idea = Mongolbank_bankrupt
		}
		swap_ideas = {
			remove_idea = Mongolbank_bankrupt
			add_idea = Mongolbank_low_funds
		}
	}
	else_if = {
		limit = {
			has_idea = Mongolbank_low_funds
		}
		swap_ideas = {
			remove_idea = Mongolbank_low_funds
			add_idea = Mongolbank_moderate_funds
		}
	} {
		limit = {
			has_idea = Mongolbank_moderate_funds
		}
		swap_ideas = {
			remove_idea = Mongolbank_moderate_funds
			add_idea = Mongolbank_high_funds
		}
	} {
		limit = {
			has_idea = Mongolbank_high_funds
		}
		swap_ideas = {
			remove_idea = Mongolbank_high_funds
			add_idea = Mongolbank_very_high_funds
		}
	}
}