Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: RKA
Component: RKA_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RKA - Reichskommisariat Mittelafrika.txt

Code:
# Misc for RKA
capital = 546
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Order of Battle
Component: Shizouka Kakumei Ha
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
division = {
	name = Shizouka Kakumei Ha
	location = 7087
	division_template = Kakumei-Gun
	start_experience_factor = 0.1
}
### Entity: Unit Leader
Component: urban_assault_specialist
Constructs: gain_xp, is_fighting_in_terrain
Source: game
File: common/unit_leader/00_traits.txt

Code:
urban_assault_specialist = {
	type = corps_commander
	gain_xp = {
		is_fighting_in_terrain = urban
	}
	cost = 500
	modifier = {
		urban = {
			movement = 0.05
			attack = 0.1
			defence = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = basic_terrain_trait
	gui_row = 4
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Scandinavian_Plan
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Scandinavian_Plan
	icon = GFX_focus_fin_push_towards_scandinavia
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_country = {
			exists = yes
			NOT = {
				has_government = communism
				has_war_with = DEN
				is_in_faction_with = DEN
			}
			if = {
				limit = {
					DEN = {
						NOT = {
							has_completed_focus = DEN_Defy_Russia
						}
					}
				}
				NOT = {
					has_war_with = SOV
					is_in_faction_with = SOV
				}
			}
			is_nordic_country = yes
		}
	}
	prerequisite = {
		focus = DEN_Soviet_Military_Aid DEN_Pan_Scandinavianism
	}
	x = -4
	y = 4
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		every_other_country = {
			limit = {
				exists = yes
				NOT = {
					has_government = communism
					has_war_with = DEN
					is_in_faction_with = DEN
				}
				if = {
					limit = {
						NOT = {
							has_completed_focus = DEN_Defy_Russia
						}
					}
					NOT = {
						is_in_faction_with = SOV
						has_war_with = SOV
					}
				}
				OR = {
					tag = NOR SWE FIN KAR AHV SMI
				}
			}
			set_country_flag = den_scandinavia_plan_target
			effect_tooltip = {
				DEN = {
					declare_war_on = {
						target = PREV
						type = annex_everything
					}
				}
			}
		}
		if = {
			limit = {
				NOR = {
					has_country_flag = den_scandinavia_plan_target
					is_in_faction = no
					is_ai = yes
				}
				SWE = {
					has_country_flag = den_scandinavia_plan_target
					is_in_faction = no
					is_ai = yes
				}
				FIN = {
					has_country_flag = den_scandinavia_plan_target
					is_in_faction = no
					is_ai = yes
				}
			}
			SWE = {
				IF = {
					limit = {
						has_dlc = No Compromise, No Surrender
					}
					set_rule = {
						can_create_factions = yes
					}
					create_faction_from_template = {
						template = faction_template_DEN_nordic_cooperation_alliance
						name = northern_lights
					}
					add_faction_initiative = 1
				}
				ELSE = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction = northern_lights
				}
				add_to_faction = NOR FIN
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = DEN_Defy_Russia
				}
			}
			every_other_country = {
				limit = {
					has_country_flag = den_scandinavia_plan_target
				}
				effect_tooltip = {
					ever
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_INVASION_set_target
Constructs: limit, has_country_flag, check_variable, set_country_flag, set_variable, is_coastal, add_to_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_naval_invasion_effects.txt

Code:
EAI_INVASION_set_target = {
	if = {
		limit = {
			NOT = {
				check_variable = {
					EAI_naval_invasion_target = PREV.id
				}
			}
		}
		set_country_flag = {
			flag = EAI_naval_invasion_min_duration
			value = 1
			days = 150
		} {
			flag = EAI_naval_invasion_max_duration
			value = 1
			days = 270
		}
		set_variable = {
			EAI_naval_invasion_target = PREV.id
		}
		for_each_scope_loop = {
			array = PREV.controlled_states
			if = {
				limit = {
					is_coastal = yes
				}
				add_to_array = {
					array = PREV.EAI_naval_invasion_target_states
					value = THIS.id
				}
			}
		}
		PREV = {
			set_country_flag = {
				flag = EAI_naval_invasion_from_@PREV
				value = 1
				days = 180
			}
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_naval_invasion_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | INVASION: set preferred target = [?EAI_naval_invasion_target.GetName]
		}
		set_temp_variable = {
			log_started_invasion = 1
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_secure_democratic_principles
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_secure_democratic_principles
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_fortify_the_central_government
	}
	icon = GFX_goal_support_democracy
	x = -1
	y = 1
	relative_position_id = SPR_fortify_the_central_government
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: Character
Component: dictator
Source: game
File: common/country_leader/r56_traits.txt

Code:
dictator = {
	random = no
	political_power_factor = 0.25
	hidden_modifier = {
		ai_get_ally_desire_factor = -15
	}
}
### Entity: Trigger Reference
Construct: is_leading_army_in_province
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_leading_army_in_province

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_leading_army_in_province = province_id # checks if the current unit leader is leading an army that has any division in a specific province. Block form { province = X include_field_marshal = yes } also counts a field marshal whose subordinate generals have a division in the province
```
### Entity: National Focus
Tree: ven_focus
Component: VEN_modernize_our_weaponry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_modernize_our_weaponry
	icon = GFX_goal_generic_small_arms
	relative_position_id = VEN_venezuelan_military_academy
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_venezuelan_military_academy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_modernize_our_weaponry
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_internationalism_focus
Constructs: shared_focus, prerequisite, limit, has_government, is_major, completion_reward, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_internationalism_focus
	text = internationalism
	icon = GFX_goal_generic_communist_pride
	prerequisite = {
		focus = TRK_popular_will
	}
	mutually_exclusive = {
		focus = TRK_Strenghten_Democracy
	}
	available = {
		NOT = {
			original_tag = SOV
		}
		if = {
			limit = {
				original_tag = CHI
			}
			has_government = communism
		}
		else = {
			OR = {
				has_government = communism neutrality
			}
		}
	}
	x = 2
	y = 1
	relative_position_id = TRK_popular_will
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = communism
			}
		} {
			factor = 10
			OVERLORD = {
				has_government = communism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = internationalism
			days = 1095
		}
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_daunt_admirals_minor_effect
Constructs: limit, set_temp_variable, check_variable, has_character_flag, has_trait, random_navy_leader, add_unit_leader_trait, add_to_temp_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_daunt_admirals_minor_effect = {
	set_temp_variable = {
		temp_targets_index = 0
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				temp_targets_index = 2
				compare = less_than
			}
			any_navy_leader = {
				NOT = {
					has_character_flag = SOV_targeted_for_purge_flag
				} {
					has_trait = trait_SOV_cowed_by_stalin_navy
				}
			}
		}
		random_navy_leader = {
			limit = {
				NOT = {
					has_character_flag = SOV_targeted_for_purge_flag
				} {
					has_trait = trait_SOV_cowed_by_stalin_navy
				}
			}
			add_unit_leader_trait = trait_SOV_cowed_by_stalin_navy
		}
		add_to_temp_variable = {
			temp_targets_index = 1
		}
	}
	custom_effect_tooltip = SOV_daunt_admirals_minor_tt
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_first_loya_jirga
Constructs: has_completed_focus, add_ideas, completion_reward, has_game_rule, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_first_loya_jirga
	icon = GFX_goal_AFG_first_loya_jirga
	x = 59
	y = 0
	offset = {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AFG_power_to_the_king
		}
	} {
		x = -14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AFG_handle_the_king
		}
	}
	cost = 8
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		hidden_effect = {
			country_event = {
				id = AFG_loya_jirga.1
				hours = 12
			} {
				id = AFG_loya_jirga.10
				days = 7
				hours = 12
			} {
				id = AFG_loya_jirga.2
				days = 21
				hours = 12
			} {
				id = AFG_loya_jirga.3
				days = 35
				hours = 12
			} {
				id = AFG_loya_jirga.4
				days = 49
				hours = 12
			} {
				id = AFG_loya_jirga.5
				days = 63
				hours = 12
			}
		}
		custom_effect_tooltip = AFG_loya_jirga_start r56_newline AFG_remove_loya_jirga_idea
		add_power_balance_value = {
			id = AFG_power_balance
			value = -0.05
			tooltip_side = AFG_government_side
		}
		add_ideas = AFG_loya_jirga_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Unit Template
Component: SWE
Source: game
File: common/units/names/00_names.txt

Code:
SWE = {
	submarine = {
		prefix = HMS
		generic = {
			Ubåt
		}
		unique = {
			Hajen Sälen Valrossen Bävern Illern Uttern Valen Draken Gripen Ulven Delfinen Nordkaparen Springaren Sjölejonet Sjöbjörnen Sjöhunden Svärdfisken Tumlaren Dykaren Sjöhästen Sjöormen Sjöborren Neptun Najad Näcken U1 U2 U3 U4 U5 U6 U7 U8 U9 Vargen Forellen Aborren Siken Gäddan Laxen Makrillen
		}
	}
	destroyer = {
		prefix = HMS
		generic = {
			Jagare
		}
		unique = {
			Örnen Jacob Bagge Klas Horn Klas Uggla Ehrensköld Nordenskjöld Göteborg Plisander Puke Romulus Remus Halland Småland Östergötland Södermanland Gästrikland Hälsingland Öland Uppland Visby Sundsvall Hälsingborg Kalmar Stockholm Malmö Karlskrona Gävle Wrangel Wachtmeister Mode Magne Mjölner Munin Ragnar Sigurd Vidar Hugin Wale
		}
	}
	light_cruiser = {
		prefix = HMS
		generic = {
			Lätt KRyśsare
		}
		unique = {
			Gotland Fylgia Klas Horn Klas Uggla Psilander Göta Lejon Tre Kronor Klas Fleming Kalmar Västervik Gävle Malmö Halmstad Karlskrona Sundsvall Luleå Umeå Härnösand Hudiksvall Uddevalla Helsingborg Varberg Norrköping Söderköping Visby Älvsnabben
		}
	}
	heavy_cruiser = {
		prefix = HMS
		generic = {
			Tung KRyśsare
		}
		unique = {
			Dristigheten Sverige Drottning Victoria Gustav V Äran Tapperheten Wasa Manligheten Oscar II Klas Fleming Hans Wachtmeister Tre Kronor Älvsnabben Starkodder Styrbiörn Gotland Svealand Götaland Norrland Oden Thor Niord Svea Göta Thule
		}
	}
	battle_cruiser = {
		prefix = HMS
		generic = {
			Stridsskepp
		}
		unique = {
			Gustav II Adolf Karl XII Karl XI Gustav III Gustav Vasa
		}
	}
	battleship = {
		prefix = HMS
		generic = {
			Slagskepp
		}
		unique = {
			Stockholm Karl XIV Johann Gustav II Adolf Karl XII Karl XI Gustav III
		}
	}
	carrier = {
		prefix = HMS
		generic = {
			Hangarfartyg
		}
		unique = {
			Kronan Riksäpplet Spiran Dristigheten Jacob Bagge Gotland
		}
	}
	air_wing_names_template = AIR_WING_NAME_SWE_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Jaktflyggruppen
		}
		generic_pattern = AIR_WING_NAME_SWE_GENERIC
		unique = {

		}
	}
	medium_plane_scout_plane_airframe = {
		prefix = 
		generic = {
			Spaningsgruppen
		}
		generic_pattern = AIR_WING_NAME_SWE_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Jaktflyggruppen
		}
		generic_pattern = AIR_WING_NAME_SWE_GENERIC
		unique = {

		}
	}
	medium_plane_fig
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AUndelete/File%3AOut_links.png.html

Doc:
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The reason for deletion is shown in the summary below, along with details of the users who had edited this page before deletion.
The actual text of these deleted revisions is only available to administrators.

Deletion log

19:02, 16 December 2014 Meneth (Talk | contribs) deleted page File:Out links.png (Now pulls from Central Wiki) (view)

Page history
(diff) 12:34, 20 September 2014 . . Lillebror (Talk | contribs) m (33 bytes) (re-categorisation per AWB, replaced: Category:Category → Category)

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File history
21:17, 23 January 2014 . . Meneth (Talk | contribs) 50 × 50 (3,778 bytes) (Category:Category:Public domain images)

Retrieved from "http://www.hoi4wiki.com/Special:Undelete/File:Out_links.png"
### Entity: Event
Component: nsb_news.406
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.406
	title = nsb_news.406.t
	desc = nsb_news.406.desc
	picture = GFX_news_event_generic_sign_treaty2
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.406.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.406.b
		trigger = {
			OR = {
				tag = POL BUL YUG CZE
			}
		}
	} {
		name = nsb_news.406.c
		trigger = {
			NOT = {
				tag = FROM POL BUL YUG CZE
			}
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Organise_Youth
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Organise_Youth
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = nationalism_focus internationalism_focus
	}
	x = 1
	y = 1
	relative_position_id = nationalism_focus
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				has_completed_focus = nationalism_focus
			}
			ROOT = {
				add_ideas = GEN_Organise_Youth_Fas_I
			}
		}
		else_if = {
			limit = {
				has_completed_focus = internationalism_focus
			}
			ROOT = {
				add_ideas = GEN_Organise_Youth_Com_I
			}
		}
		else = {
			effect_tooltip = {
				add_ideas = GEN_Organise_Youth_Fas_I
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Trigger
Component: EAI_bomb_sights_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_bomb_sights_MODULE_FOCUS = {
	OR = {
		EAI_TAC_military_focus = yes
		EAI_STR_military_focus = yes
	}
}
### Entity: Idea
Component: VIN_expand_automobile_production
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_expand_automobile_production = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = FRA_motorized_focus
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: PER_ahmad_ahmadi
Constructs: is_subject
Source: game
File: common/characters/PER.txt

Code:
PER_ahmad_ahmadi = {
	name = PER_ahmad_ahmadi
	portraits = {
		civilian = {
			small = GFX_portrait_PER_ahmad_ahmadi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_ahmad_ahmadi
		allowed = {
			original_tag = PER
		}
		visible = {
			is_subject = no
		}
		available = {

		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_soviet_tank_factories
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_soviet_tank_factories
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	relative_position_id = EGY_adopt_collectivization_policies
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_adopt_collectivization_policies EGY_invite_NKVD_officers
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modding Documentation
Construct: ai_attitude_wants_protect
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_attitude_wants_protect
* description: returns 1 if ai wants protect
### Entity: National Focus
Tree: jap_focus
Component: JAP_build_an_anti_army_coalition
Constructs: has_completed_focus, prerequisite, add_war_support, completion_reward, add_political_power, cancel_if_invalid, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_build_an_anti_army_coalition
	icon = GFX_focus_generic_conspiracy
	x = 4
	y = 1
	relative_position_id = JAP_okadas_military_purge_speech
	prerequisite = {
		focus = JAP_okadas_military_purge_speech
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_political_power = 75
		add_war_support = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = JAP_hold_speech_in_the_imperial_diet_decision
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.48
Constructs: is_triggered_only, ai_chance, is_in_faction, has_war_with_major, is_core_of, is_owned_by, release_puppet_on_controlled, white_peace
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.48
	title = BBA_ethiopia_communist_events.48.t
	desc = BBA_ethiopia_communist_events.48.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_communist_events.48.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				AND = {
					is_in_faction = yes
					has_war_with_major = yes
					ETH = {
						is_in_faction = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_communist_events.60
				hours = 12
			}
		}
	} {
		name = BBA_ethiopia_communist_events.48.b
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				any_owned_state = {
					is_core_of = ERI
					is_owned_by = ETH
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = ETH
				}
			}
		}
		ETH = {
			release_puppet_on_controlled = ERI
		}
		white_peace = ETH
	}
}
### Entity: Idea
Component: wilkies_new_deal
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
wilkies_new_deal = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.1
		stability_factor = 0.05
		drift_defence_factor = 0.2
	}
}
### Entity: Idea
Component: r56_USA_mobilize_the_railways_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_mobilize_the_railways_idea = {
	picture = generic_build_infrastructure
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	modifier = {
		production_speed_rail_way_factor = 0.1
		production_speed_supply_node_factor = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_48
Source: game
File: history/units/BUL_1939_air_legacy.txt

Code:
air_wings = {
	48 = {
		tac_bomber_equipment_1 = {
			owner = BUL
			creator = SOV
			amount = 36
		}
		tac_bomber_equipment_0 = {
			owner = BUL
			creator = FRA
			amount = 12
		}
		CAS_equipment_1 = {
			owner = BUL
			creator = POL
			version_name = PZL P.43
			amount = 36
		}
		fighter_equipment_0 = {
			owner = BUL
			creator = POL
			version_name = PZL P.24
			amount = 36
		}
		fighter_equipment_1 = {
			owner = BUL
			amount = 72
		}
	}
}