Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: INS_soetardjo_kartohadikusomo
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_soetardjo_kartohadikusomo = {
	name = INS_soetardjo_kartohadikusomo
	portraits = {
		army = {
			small = GFX_portrait_INS_soetardjo_kartohadikusumo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = INS_soetardjo_kartohadikusomo
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_is_volksaad_active_VISIBLE = yes
			NOT = {
				has_completed_focus = INSHOL_sideline_the_volksraad
			}
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INSHOL_begin_negotiations_soetardjo
			}
		}
		traits = {
			TAOG_collaborationist
		}
		ai_will_do = {
			base = 10
		}
	}
}
### Entity: Joint Focus
Component: HABSBURG_call_the_imperial_diet
Constructs: prerequisite, joint_focus, has_government, add_political_power, is_in_faction_with, is_subject_of, is_subject
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_call_the_imperial_diet
	dynamic = yes
	icon = GFX_focus_ETH_re-convene_the_parliament
	prerequisite = {
		focus = HABSBURG_for_the_glory_of_the_empire HABSBURG_discounted_licenses HABSBURG_improved_production_methods
	}
	relative_position_id = HABSBURG_discounted_licenses
	x = -1
	y = 1
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_originator_country
			tag = global.AH_originator_country
		}
		any_other_country = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward_joint_originator = {
		add_political_power = 100
	}
	completion_reward_joint_member = {
		add_political_power = 50
	}
}
### Entity: Event
Component: AAT_norway_rikstanken.11
Constructs: is_triggered_only, ai_chance, add_political_power, add_tech_bonus
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_rikstanken.11
	title = AAT_norway_rikstanken.11.t
	desc = AAT_norway_rikstanken.11.desc
	picture = GFX_report_event_NOR_rikstanken
	trigger = {

	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_rikstanken.11.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_political_power = -150
		add_tech_bonus = {
			name = AAT_rikstanken_program_tech_bonus
			bonus = 0.5
			uses = 4
		}
	} {
		name = AAT_norway_rikstanken.11.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: Event
Component: AUS_political_events.17
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.17
	title = AUS_political_events.17.t
	desc = AUS_political_events.17.desc
	picture = GFX_report_event_fascist_speech
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AUS_political_events.17.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = AUS_meddling_with_our_politics
		}
	}
}
### Entity: Modifier Reference
Component: AFG_mild_pashtun_resistance
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/AFG.txt

Code:
AFG_mild_pashtun_resistance = {
	icon = GFX_looting_resistance_icon
	remove_trigger = {
		NOT = {
			FROM = {
				is_controlled_by = PAK
			}
		}
	}
	local_manpower = -0.55
	resistance_growth = 0.25
	state_production_speed_buildings_factor = -0.25
	local_factories = -0.35
}
### Entity: Character
Component: the_bloody_professor_regency_council
Constructs: war_support_factor, mobilization_speed, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
the_bloody_professor_regency_council = {
	random = no
	master_ideology_drift = 0.1
	war_support_factor = 0.05
	mobilization_speed = 0.1
	fascism_drift = 0.1
	foreign_subversive_activites = -0.5
	stability_weekly = -0.002
	justify_war_goal_time = -0.35
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_improve_light_industry
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_core_of, is_fully_controlled_by, cancel_if_invalid, random_owned_controlled_state
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_improve_light_industry
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = YUG_integrated_rail_network YUG_improve_serbian_rail_network
	}
	x = 1
	y = 3
	relative_position_id = YUG_develop_civilian_industry
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 1.2
			OR = {
				has_completed_focus = YUG_join_comintern YUG_yugoslavian_path_to_communism
			}
		}
	}
	available = {
		any_controlled_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				104
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				106
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_dominance_fleet_1
Source: game
File: common/ai_navy/fleet/USA_fleet_templates.txt

Code:
USA_dominance_fleet_1 = {
	required_taskforces = {
		USA_StrikeForce_1 = 2
		USA_PatrolReconForce_1 = 10
		USA_NavalInvasionSupport_1 = 2
	}
	optional_taskforces = {
		USA_PatrolDominanceForce_1 = 1
		USA_PatrolReconForce_1 = 2
	}
}
### Entity: Idea
Component: MNT_communist_guy
Constructs: has_government
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = MNT
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: air_wing_140
Source: game
File: history/units/SWE_1939_air_legacy.txt

Code:
air_wings = {
	140 = {
		nav_bomber_equipment_1 = {
			owner = SWE
			amount = 12
		}
	}
}
### Entity: Achievement
Component: im_just_passing_by
Constructs: has_war, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_on_continent, is_owned_by
Source: game
File: common/achievements.txt

Code:
im_just_passing_by = {
	id = 244
	possible = {
		tag = RAJ
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = im_just_passing_by_tt
			RAJ = {
				has_war = no
			}
			any_state = {
				is_on_continent = europe
				is_owned_by = RAJ
			} {
				is_on_continent = asia
				is_owned_by = RAJ
			} {
				is_on_continent = africa
				is_owned_by = RAJ
			} {
				is_on_continent = middle_east
				is_owned_by = RAJ
			} {
				is_on_continent = north_america
				is_owned_by = RAJ
			} {
				is_on_continent = south_america
				is_owned_by = RAJ
			} {
				is_on_continent = australia
				is_owned_by = RAJ
			}
		}
	}
}
### Entity: Event
Component: AST_election_events.2
Constructs: is_triggered_only, ai_chance, limit, is_historical_focus_on, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, set_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_election_events.2
	title = AST_election_events.2.t
	desc = AST_election_events.2.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_election_events.2.a
		ai_chance = {
			base = 1
		}
		activate_mission = AST_final_reforms_mission
		custom_effect_tooltip = AST_final_reforms_effect_tt
		reduce_focus_completion_cost = {
			focus = {
				AST_the_pacific_pact AST_advance_pacific_initiatives AST_domestic_industry AST_a_collapsing_league_of_nations AST_department_of_munitions AST_a_democratic_bulwark AST_call_for_a_referendum AST_rural_concessions
			}
			cost = 7
		}
	} {
		name = AST_election_events.2.b
		ai_chance = {
			base = 1
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		activate_mission = AST_labor_campaign_tour_mission
		custom_effect_tooltip = AST_labor_campaign_tour_effect_tt
		effect_tooltip = {
			random_owned_controlled_state = {
				limit = {
					impassable = no
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					285
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		set_country_flag = AST_labor_campaign_tour_flag
		add_to_variable = {
			var = AST_alp_votes_daily_var
			value = 0.05
		}
		AST_votes_change_effect = yes
	}
}
### Entity: Character
Component: SOV_pyotr_smirnov
Constructs: has_country_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_pyotr_smirnov = {
	name = SOV_pyotr_smirnov
	portraits = {
		army = {
			small = GFX_idea_pyotr_smirnov
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = pyotr_smirnov
		allowed = {
			original_tag = SOV
		}
		available = {
			NOT = {
				has_country_flag = purge_1_group_a
			}
		}
		traits = {
			navy_chief_naval_aviation_1
		}
		cost = 50
		ai_will_do = {
			base = 0.2
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_seize_royal_assets
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_seize_royal_assets
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 0
	y = 2
	ai_will_do = {
		factor = 1
	}
	cost = 10
	available = {
		has_government = fascism
	}
	prerequisite = {
		focus = AFG_mirzali_as_emir
	}
	relative_position_id = AFG_mirzali_as_emir
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				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 = {
				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
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = AFG_royal_assets_seized
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: indonesia.33
Constructs: is_triggered_only, ai_chance, limit
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.33
	title = indonesia.33.t
	desc = indonesia.33.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = indonesia.33.a
		ai_chance = {
			base = 40
		}
		effect_tooltip = {
			if = {
				limit = {
					controls_state = 523
				}
				FROM = {
					transfer_state = 523
				}
			} {
				limit = {
					controls_state = 737
				}
				FROM = {
					transfer_state = 737
				}
			} {
				limit = {
					controls_state = 1138
				}
				FROM = {
					transfer_state = 1138
				}
			}
		}
		hidden_effect = {
			INS = {
				country_event = {
					id = indonesia.34
				}
			}
		}
	} {
		name = indonesia.33.b
		ai_chance = {
			base = 60
		}
		hidden_effect = {
			INS = {
				country_event = {
					id = indonesia.35
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.72
Constructs: is_triggered_only, ai_chance, has_government, has_war_with_major, add_to_faction, release_puppet, random_hours
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.72
	title = SEA_PRC_faction_events.72.t
	desc = SEA_PRC_faction_events.72.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.72.a
		ai_chance = {
			base = 90
			modifier = {
				has_war_with_major = yes
				factor = 0.1
			} {
				NOT = {
					has_government = democratic
				}
				factor = 0
			}
		}
		PRC = {
			country_event = {
				id = SEA_PRC_faction_events.73
				days = 1
			}
		}
		effect_tooltip = {
			PRC = {
				add_to_faction = ROOT
			}
		}
		FROM = {
			release_puppet = ROOT
		}
	} {
		name = SEA_PRC_faction_events.72.b
		ai_chance = {
			base = 25
		}
		PRC = {
			country_event = {
				id = SEA_PRC_faction_events.74
				hours = 17
				random_hours = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_faction_events.74
				hours = 17
				random_hours = 2
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_peace_preservation
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_subject, is_on_continent, is_in_faction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_peace_preservation
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = ITA_european_democracies
	}
	x = -1
	y = 1
	relative_position_id = ITA_european_democracies
	cost = 10
	available = {
		is_subject = no
		OR = {
			any_other_country = {
				capital_scope = {
					is_on_continent = europe
				}
				OR = {
					is_in_faction = no
					is_in_faction_with = ROOT
				}
				has_government = democratic
				is_subject = no
			} {
				is_in_faction_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		hidden_effect = {
			set_variable = {
				ITA_num_of_countries_guaranteed = 0
			} {
				ITA_peace_keepers_consumer_goods_factor = 0.02
			} {
				ITA_peace_keepers_war_support_factor = 0.01
			} {
				ITA_peace_keepers_weekly_manpower = 100
			}
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
					OR = {
						is_in_faction = no
						is_in_faction_with = ROOT
					}
					has_government = democratic
					is_subject = no
				}
				ROOT = {
					give_guarantee = PREV
					add_to_variable = {
						ITA_num_of_countries_guaranteed = 1
					}
				}
			}
			clamp_variable = {
				var = ITA_num_of_countries_guaranteed
				min = 0
				max = 10
			}
			multiply_variable = {
				ITA_peace_keepers_consumer_goods_factor = ITA_num_of_countries_guaranteed
			} {
				ITA_peace_keepers_consumer_goods_factor = -1
			} {
				ITA_peace_keepers_war_support_factor = ITA_num_of_countries_guaranteed
			} {
				ITA_peace_keepers_weekly_manpower = ITA_num_of_countries_guaranteed
			}
		} {
			add_dynamic_modifier = {
				modifier = ITA_peace_keepers_of_europe
			}
		}
		custom_effect_tooltip = ITA_peace_preservation_guarantees_tt ITA_peace_preservation_ns_tt
		every_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				OR = {
					is_in_faction = no
					is_in_faction_with = ROOT
				}
				has_government = democratic
				is_subject = no
			}
		}
	}
}
### Entity: Scope Reference
Construct: Scopes
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Relation to Event Scopes
When a localization string is localized from a scoped context (for example effects or triggers), then the root [Scope](loc_objects_documentation.md#scope) is created
from the event scope of that context. For example, an effect that creates a trade route between two countries `FROM` and `THIS`
could be localized with: `LOC_KEY: "Creates a trade route between [FROM.GetName] and [THIS.GetName]"`. For more information on
how the scope accessors `FROM`, `THIS`, `PREV` and `ROOT` works on `Scope` see TODO: Add link.
### Entity: Name List
Component: ADO
Source: game
File: common/names/tymodern_names.txt

Code:
ADO = {
	male = {
		names = {
			Jaume Juan Carles Josep Maria Guillem Ricard Julian Antoni Marc Albert Julià Jordi Joan Juli Lluís Alex Marc Juli Hocine Ildefons Antoni Óscar Josep
		}
	}
	female = {
		names = {
			Roser Lídia Bernadeta Maria Esther Ana Marta Melissandre Stéphanie Laure
		}
	}
	surnames = {
		Areny Armengol i Vila Bartumeu Benlloch i Vivó Vidal Naudi Bringueret d'Areny-Plandolit de Haro Jiménez Vila Coma Font Martí Molné Pintat Ribó Rossell Santuré Minoves Grau Arce Claret Roure Antor Bernaus Fernández Fuentes Haciane Jiménez Lima Sivera Sonejee Soulie Laínez
	}
	callsigns = {

	}
}
### Entity: Country History
Country: BOS
Component: BOS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BOS - Bosnia.txt

Code:
# Politics & Parties for BOS
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 33
	neutrality = 33
	communism = 34
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_czechoslovak_legion
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_czechoslovak_legion
	icon = GFX_focus_CZE_czechoslovak_legion_export
	prerequisite = {
		focus = CZE_strategy_decisions
	}
	x = 5
	y = 1
	relative_position_id = CZE_strategy_decisions
	cost = 5
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = CZE_state_sponsored_recruitment_idea_2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_create_a_secret_police_branch
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, has_done_agency_upgrade, has_character
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_create_a_secret_police_branch
	icon = GFX_focus_generic_whispers
	prerequisite = {
		focus = CZE_realign_the_church CZE_change_the_narrative
	}
	cost = 10
	relative_position_id = CZE_realign_the_church
	x = 1
	y = 1
	available = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			has_intelligence_agency = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_passive_defense
					}
				}
				upgrade_intelligence_agency = upgrade_passive_defense
				custom_effect_tooltip = generic_skip_one_line_tt
			} {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_interrogation_techniques
					}
				}
				upgrade_intelligence_agency = upgrade_interrogation_techniques
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			add_ideas = CZE_secret_police_lar
		} {
			limit = {
				has_character = CZE_karel_domin
			}
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = remove_character_as_tt
				CHARACTER = CZE_karel_domin
				ROLE = political_advisor
			}
			hidden_effect = {
				retire_character = CZE_karel_domin
			}
		}
		else = {
			add_ideas = CZE_secret_police
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_prussians_of_the_orient
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_prussians_of_the_orient
	icon = GFX_focus_GER_prussian_legacy
	prerequisite = {
		focus = AFG_expand_standing_army
	} {
		focus = AFG_increase_air_purchases
	} {
		focus = AFG_expand_equipment_purchases
	}
	x = 0
	y = 1
	relative_position_id = AFG_expand_standing_army
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = AFG_nufus_intro_tt
		add_to_variable = {
			AFG_army_org_factor = 0.1
			tooltip = army_org_factor_tt
		} {
			AFG_army_defence_factor = 0.1
			tooltip = army_defence_factor_tt
		} {
			AFG_army_attack_factor = 0.1
			tooltip = army_attack_factor_tt
		}
	}
}
### Entity: Character
Component: FRA_emile_rimailho
Source: game
File: common/characters/FRA.txt

Code:
FRA_emile_rimailho = {
	name = FRA_emile_rimailho
	portraits = {
		army = {
			large = GFX_portrait_FRA_emile_rimailho
		}
	}
	scientist = {
		traits = {
			scientist_trait_artillery_specialist scientist_trait_fast_learner
		}
		skills = {
			specialization_land = 2
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PP_give_pp_amount
Constructs: limit, has_country_flag, add_political_power, set_temp_variable, add_pp, check_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_pp_management_effects.txt

Code:
EAI_PP_give_pp_amount = {
	set_temp_variable = {
		add_pp = _pp_amount
	}
	subtract_from_temp_variable = {
		add_pp = political_power
	}
	if = {
		limit = {
			check_variable = {
				add_pp = > 0
			}
			set_temp_variable = {
				total_pp = political_power
			}
			add_to_temp_variable = {
				total_pp = EAI_PP_stored_pp
			}
			NOT = {
				check_variable = {
					total_pp = < _pp_amount
				}
			}
		}
		subtract_from_variable = {
			EAI_PP_stored_pp = add_pp
		}
		add_political_power = add_pp
		if = {
			limit = {
				has_country_flag = EAI_pp_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | PP: giving AI [?add_pp]/[?_pp_amount], EAI_PP_stored_pp = [?EAI_PP_stored_pp]
		}
	} {
		limit = {
			check_variable = {
				add_pp = > 0
			}
			NOT = {
				check_variable = {
					add_pp = > EAI_PP_stored_pp
				}
			}
		}
		subtract_from_variable = {
			EAI_PP_stored_pp = add_pp
		}
		add_political_power = add_pp
		if = {
			limit = {
				has_country_flag = EAI_pp_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | PP: giving AI [?add_pp]/[?_pp_amount], EAI_PP_stored_pp = [?EAI_PP_stored_pp]
		}
	}
	else = {
		if = {
			limit = {
				has_country_flag = EAI_pp_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | PP: attempting to give AI [?add_pp]/[?_pp_amount], EAI_PP_stored_pp = [?EAI_PP_stored_pp]
		}
	}
}
### Entity: Country History
Country: YUC
Component: YUC_technology
Constructs: set_technology
Source: game
File: history/countries/YUC - Yucatan.txt

Code:
# Starting Technologies for YUC
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Idea
Component: HUN_socialist_economy_idea
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/hungary.txt

Code:
HUN_socialist_economy_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = communism
	}
	picture = new_economic_policy
	modifier = {
		industrial_capacity_factory = 0.05
	}
}