Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_move_industry_to_urals
Constructs: add_equipment_to_stockpile, prerequisite, has_war, limit, has_war_with, is_major, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_move_industry_to_urals
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = SOV_motherland_defense
	} {
		focus = SOV_peoples_commissariat
	}
	relative_position_id = SOV_motherland_defense
	x = 2
	y = 2
	cost = 3
	ai_will_do = {
		factor = 50
		modifier = {
			factor = 0
			NOT = {
				OR = {
					has_war_with = GER
					AND = {
						has_war_with = POL
						POL = {
							is_major = yes
						}
					} {
						has_war_with = ROM
						ROM = {
							is_major = yes
						}
					}
				}
			}
		}
	}
	available = {
		has_war = yes
		has_civil_war = no
		573 = {
			is_owned_and_controlled_by = SOV
		}
		582 = {
			is_owned_and_controlled_by = SOV
		}
	}
	bypass = {
		NOT = {
			219 = {
				is_owned_and_controlled_by = ROOT
			}
		} {
			195 = {
				is_owned_and_controlled_by = ROOT
			}
		} {
			242 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	select_effect = {
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = SOV_industrial_relocation_trains_focus_negative
			producer = SOV
		}
		219 = {
			remove_building = {
				type = arms_factory
				level = 1
			} {
				type = industrial_complex
				level = 1
			}
		}
		if = {
			limit = {
				has_full_control_of_state = 195
			}
			195 = {
				remove_building = {
					type = arms_factory
					level = 1
				} {
					type = industrial_complex
					level = 1
				}
			}
		} {
			limit = {
				has_full_control_of_state = 202
			}
			202 = {
				remove_building = {
					type = arms_factory
					level = 1
				} {
					type = industrial_complex
					level = 1
				}
			}
		}
	}
	completion_reward = {
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = train_equipment
				amount = SOV_industrial_relocation_trains_focus
				producer = SOV
			}
		}
		custom_effect_tooltip = SOV_focus_select_effect_tt SOV_move_industry_to_the_urals_trains_tt SOV_focus_complete_effect_tt SOV_relocate_industry_repair_tt
		effect_tooltip = {
			219 = {
				remove_building = {
					type = arms_factory
					level = 1
				} {
					type = industrial_complex
					level = 1
				}
			}
			if = {
				limit = {
					has_full_control_of_state = 195
				}
				195 = {
					remove_building = {
						type = arms_factory
						level = 1
					} {
						type = industrial_complex
						level = 1
					}
				}
			} {
				limit = {
					has_full_control_of_state = 202
				}
				202 = {
					re
# ... (truncated)
### Entity: Character
Component: UZB_huseyin_ikram_han
Source: game
File: common/characters/UZB.txt

Code:
UZB_huseyin_ikram_han = {
	name = UZB_huseyin_ikram_han
	portraits = {
		army = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_4.dds
			small = GFX_idea_generic_air_south_america_1
		}
	}
	advisor = {
		slot = army_chief
		idea_token = UZB_huseyin_ikram_han
		allowed = {
			original_tag = UZB
		}
		traits = {
			army_chief_morale_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_safeguard_the_eastern_front
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, add_autonomy_score, add_timed_idea, declare_war_on, annex_everything
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_safeguard_the_eastern_front
	icon = GFX_focus_generic_invade_finland
	prerequisite = {
		focus = DEN_claim_sweden
	}
	relative_position_id = DEN_contribute_to_the_war
	x = 1
	y = 2
	cost = 10
	bypass = {

	}
	available = {
		FIN = {
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = FIN
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_safeguard_the_eastern_front
		}
		if = {
			limit = {
				FIN = {
					exists = yes
				}
			}
			add_timed_idea = {
				idea = DEN_securing_finland_ns
				days = 365
			}
			declare_war_on = {
				target = FIN
				type = annex_everything
			}
		}
		else = {
			every_other_country = {
				limit = {
					NOT = {
						is_in_faction_with = ROOT
					}
					any_controlled_state = {
						is_core_of = FIN
					}
				}
				display_individual_scopes = yes
				every_controlled_state = {
					limit = {
						is_core_of = FIN
					}
					add_to_array = {
						array = PREV.DEN_finnish_target_states_array
						value = THIS
					}
				}
				ROOT = {
					declare_war_on = {
						type = take_state_focus
						target = PREV
						generator = PREV.DEN_finnish_target_states_array
					}
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AMain.html

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

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Main:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Government (transclusion) ‎ (← links | edit)

Units (transclusion) ‎ (← links | edit)

Land units (transclusion) ‎ (← links | edit)

Experience (transclusion) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Main"
### Entity: Order of Battle
Component: Lu zhan Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = Lu zhan Shi
	location = 7014
	division_template = Juntuán
	start_equipment_factor = 0.8
	start_experience_factor = 0.1
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_setup_elections
Constructs: limit, has_country_flag, set_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_setup_elections = {
	set_variable = {
		LUX.PD_support = 49.6
	} {
		LUX.PRL_support = 19.2
	} {
		LUX.stab_impact = LUX.turnout
	} {
		LUX.demo_impact = LUX.confidence
	} {
		LUX.PD_support_loc = LUX.PD_support
	} {
		LUX.PRL_support_loc = LUX.PRL_support
	} {
		LUX.LSAP_support_loc = LUX.LSAP_support
	} {
		LUX.KPL_support_loc = LUX.KPL_support
	} {
		LUX.stab_impact_loc = LUX.stab_impact
	} {
		LUX.demo_impact_loc = LUX.demo_impact
	}
	if = {
		limit = {
			has_country_flag = LUX_maulkuerfgesetz_passed
		}
		set_variable = {
			LUX.LSAP_support = 31.2
		}
	} {
		limit = {
			has_country_flag = LUX_maulkuerfgesetz_passed
		}
		set_variable = {
			LUX.KPL_support = 0
		}
	} {
		limit = {
			has_country_flag = strike_demands_accepted
		}
		set_variable = {
			LUX.turnout = 50.0
		} {
			LUX.confidence = 50.0
		}
	}
	else = {
		set_variable = {
			LUX.LSAP_support = 25.7
		}
	} {
		set_variable = {
			LUX.KPL_support = 5.5
		}
	} {
		set_variable = {
			LUX.turnout = 30.0
		} {
			LUX.confidence = 30.0
		}
	}
	subtract_from_variable = {
		LUX.stab_impact = 50
	} {
		LUX.demo_impact = 50
	}
	divide_variable = {
		LUX.stab_impact = 2
	} {
		LUX.demo_impact = 2
	}
}
### Entity: AI Strategy
Component: CHI_inflation_handling
Constructs: is_literally_china, is_chinese_warlord, has_focus_tree, has_idea
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_inflation_handling = {
	name = Nationalist China Secret Plan to Fight Inflation
	desc = Teaches the AI to handle the inflation mechanic for China
	allowed = {
		is_literally_china = yes
	}
	enable = {
		OR = {
			original_tag = CHI
			AND = {
				is_chinese_warlord = yes
				has_focus_tree = china_nationalist_focus
			}
		} {
			has_idea = CHI_hyper_inflation_3 CHI_hyper_inflation_4 CHI_hyper_inflation_5
		}
	}
	abort = {
		OR = {
			has_idea = CHI_hyper_inflation_2 CHI_hyper_inflation_1
		}
	}
	focus_factors = {
		CHI_financial_policy = 50
		CHI_price_controls = 50
		CHI_reform_the_national_bank = 50
		CHI_forced_loans = 50
		CHI_land_tax_reform = 50
		CHI_develop_the_hanyan_arsenal = 0.0
		CHI_unemployment_assistance = 0.0
		CHI_taiyuan_arsenal = 0.0
		CHI_mining_commission = 0.0
		CHI_welfare = 0.0
		CHI_refugee_relief_agency = 0.0
		CHI_free_hospitals = 0.0
		CHI_rural_schooling = 0.0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.29
Constructs: is_triggered_only, ai_chance, is_ai, is_historical_focus_on
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.29
	title = INS_loyalist_events.29.t
	desc = INS_loyalist_events.29.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.29.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 100
				INS = {
					is_ai = no
				}
			}
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.31
				hours = 12
			}
			effect_tooltip = {
				indonesia_phillipines_unite_effect = yes
			}
			custom_effect_tooltip = the_game_will_end_for_us
		}
	} {
		name = INS_loyalist_events.29.b
		ai_chance = {
			base = 0
			modifier = {
				add = 5
				is_historical_focus_on = no
			}
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.30
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: r56_spying_event.10
Constructs: is_triggered_only, ai_chance, add_war_support, add_opinion_modifier, fire_only_once
Source: game
File: events/r56_spying_event.txt

Code:
country_event = {
	id = r56_spying_event.10
	title = r56_spying_event.10.t
	desc = r56_spying_event.10.desc
	picture = GFX_report_event_ENG_false_german_south_america_map
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_spying_event.10.a
		add_war_support = 0.03
		add_opinion_modifier = {
			target = GER
			modifier = medium_decrease
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Character
Component: UGA_coi
Source: game
File: common/characters/UGA.txt

Code:
UGA_coi = {
	advisor = {
		slot = political_advisor
		idea_token = UGA_coi
		allowed = {
			original_tag = UGA
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Character
Component: OMA_fayur_kassis
Source: game
File: common/characters/OMA.txt

Code:
OMA_fayur_kassis = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = OMA_fayur_kassis
		ledger = air
		allowed = {
			original_tag = OMA
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Fayur Kassis
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.27
Constructs: is_triggered_only, ai_chance, limit, random_hours, every_state, is_core_of, is_owned_and_controlled_by
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.27
	title = AAT_Sweden_nationalists.27.t
	desc = AAT_Sweden_nationalists.27.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.27.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_nationalists.28
				hours = 4
				random_hours = 8
			}
		}
		effect_tooltip = {
			SWE = {
				every_state = {
					limit = {
						is_core_of = FIN
						is_owned_and_controlled_by = GER
					}
					PREV = {
						transfer_state = PREV
					}
				}
			}
		}
	} {
		name = AAT_Sweden_nationalists.20.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_nationalists.29
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Event
Component: r56.soviet.1
Constructs: is_triggered_only, ai_chance, remove_ideas, fire_only_once, add_political_power, set_country_flag, add_timed_idea
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.1
	title = r56.soviet.1.t
	desc = r56.soviet.1.d
	picture = GFX_CZKE_explosia_report
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.1.a
		ai_chance = {
			base = 9
		}
		set_country_flag = SOV_industry_event
		hidden_effect = {
			remove_ideas = SOV_revolutionized_industry_ghost
		}
		add_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 440
		}
	} {
		name = r56.soviet.1.b
		ai_chance = {
			base = 1
		}
		set_country_flag = SOV_industry_event
		hidden_effect = {
			remove_ideas = SOV_revolutionized_industry_ghost
		}
		add_political_power = -75
		add_timed_idea = {
			idea = SOV_revolutionized_industry_2
			days = 465
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_kemalism_and_the_modern_movement
Constructs: prerequisite, limit, has_government, add_war_support, is_major, add_opinion_modifier, completion_reward, add_popularity
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_kemalism_and_the_modern_movement
	icon = GFX_focus_generic_diplomatic_treaty
	mutually_exclusive = {
		focus = TUR_kemalist_socialist_theory
	}
	prerequisite = {
		focus = TUR_rehabilitate_the_kadro_movement
	}
	x = -4
	y = 1
	relative_position_id = TUR_rehabilitate_the_kadro_movement
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.07
		}
		custom_effect_tooltip = TUR_kemalism_and_the_modern_movement_tt
		hidden_effect = {
			for_each_scope_loop = {
				array = global.majors
				if = {
					limit = {
						is_major = yes
						has_government = fascism
						any_owned_state = {
							is_on_continent = europe
						}
					}
					add_opinion_modifier = {
						target = TUR
						modifier = TUR_likeminded_ultranationalists
					}
				}
			}
		}
	}
}
### Entity: Event
Component: news.330
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.330
	title = news.330.t
	desc = news.330.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = news.330.a
		trigger = {
			TAG = YUG
		}
	} {
		name = news.330.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.330.c
		trigger = {
			OR = {
				TAG = BUL ALB
			}
		}
	} {
		name = news.330.e
		trigger = {
			NOT = {
				TAG = YUG SOV BUL ALB
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_unit_buffer_for_asian_threat
Constructs: has_war
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_unit_buffer_for_asian_threat = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_war = no
			AND = {
				has_war = yes
				surrender_progress = < 0.35
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.1
		states = {
			563 561 657 408 409
		}
		area = asia
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	}
}
### Entity: Character
Component: NKR_kim_won_bong
Source: game
File: common/characters/NKR.txt

Code:
NKR_kim_won_bong = {
	name = Kim Won-bong
	portraits = {
		civilian = {
			large = gfx/leaders/NKR/r56_portrait_NKR_Kim_Won_Bong.dds
		}
		army = {
			large = gfx/leaders/NKR/r56_portrait_NKR_Kim_Won_Bong.dds
			small = gfx/interface/ideas/nkr/r56_idea_NKR_advisor_kim_won_bong.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			polyglot army_connections
		}
		expire = 1994.7.8
		 = .1
	}
	advisor = {
		slot = high_command
		idea_token = kim_won_bong
		allowed = {
			original_tag = NKR
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = army_chief
		idea_token = kim_won_bong_chief
		allowed = {
			original_tag = NKR
		}
		traits = {
			army_chief_morale_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		traits = {
			inspirational_leader
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
	}
}
### Entity: Event
Component: EAI.6
Constructs: is_triggered_only
Source: game
File: events/EAI_misc.txt

Code:
country_event = {
	id = EAI.6
	hidden = yes
	is_triggered_only = yes
	immediate = {
		EAI_test_effect = yes
	}
	option = {
		name = OK
	}
}
### Entity: Idea
Component: EAI_DD_14/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SIK_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SIK
		}
		requested_factories = 1
		progress = 0.52
		efficiency = 100
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_develop_all_talent
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_develop_all_talent
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_a_one_party_state
	}
	icon = GFX_focus_research
	x = -3
	y = 1
	relative_position_id = SPA_a_one_party_state
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: idea_PAR_industrialization_effort
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_PAR_industrialization_effort = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = gre_agricultural_communes
	research_bonus = {
		industry = 0.8
	}
}
### Entity: Character
Component: TAN_v_i_kulikovskij
Source: game
File: common/characters/TAN.txt

Code:
TAN_v_i_kulikovskij = {
	advisor = {
		slot = navy_chief
		idea_token = TAN_v_i_kulikovskij
		allowed = {
			original_tag = TAN
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = V.I. Kulikovskij
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Idea
Component: SOV_positive_heroism_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_positive_heroism_idea = {
	name = SOV_positive_heroism
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = generic_manpower_bonus
	modifier = {
		army_leader_cost_factor = -0.25
		air_ace_generation_chance_factor = 0.25
		high_command_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		air_chief_cost_factor = -0.25
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_kajaki_dam
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_owned_and_controlled_by, add_building_construction, is_owned_by
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_kajaki_dam
	icon = {
		GFX_focus_AFG_helmand_river_authority = {
			OR = {
				has_government = democratic communism
			}
		}
		GFX_focus_generic_electrification = yes
	}
	prerequisite = {
		focus = AFG_qargha_dam
	}
	x = 0
	y = 1
	relative_position_id = AFG_qargha_dam
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 9
		1009 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		1009 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 2078
				}
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =     
		} generic_skip_one_line_tt AFG_kajaki_dam_tt
		add_ideas = AFG_hellmand_altered_no_treaty
		IF = {
			limit = {
				NOT = {
					414 = {
						is_owned_by = ROOT
					}
				}
			}
			414 = {
				OWNER = {
					country_event = {
						id = AFG_industrial_events.30
						hours = 1
					}
					effect_tooltip = {
						add_ideas = PER_hellmand_altered_no_treaty
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_avoid_both_navy
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_avoid_both_navy = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		AND = {
			has_war_with = ENG FRA
		}
	}
	abort = {
		OR = {
			FRA = {
				has_capitulated = yes
			}
			ENG = {
				has_capitulated = yes
			}
		}
	}
	ai_strategy = {
		type = naval_avoid_region
		id = 68
		value = 800
	} {
		type = naval_avoid_region
		id = 69
		value = 800
	} {
		type = naval_avoid_region
		id = 202
		value = 800
	}
}
### Entity: Decision
Component: SOV_diplomacy_middle_east_decision_category
Constructs: has_completed_focus, is_subject
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_diplomacy_middle_east_decision_category = {
	priority = 23
	icon = generic_foreign_policy
	allowed = {
		original_tag = SOV
	}
	visible = {
		OR = {
			has_completed_focus = SOV_support_afghan_ideology SOV_the_khakimov_proposal
		} {
			country_exists = IRQ PER AFG SAU
		}
		is_subject = no
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_pl_fem_06a_fasc
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_pl_fem_06a_fasc = {
	OR = {
		tag = CHI LEB MEL
		original_tag = CHI LEB MEL
	}
}
### Entity: Idea
Component: CHI_bulwark_japan
Constructs: removal_cost, is_subject_of, is_subject, is_ally_with
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_bulwark_japan = {
	picture = chi_chinese_support
	removal_cost = -1
	cancel = {
		NOT = {
			OR = {
				is_subject_of = CUG
				AND = {
					is_subject = no
					NOT = {
						OR = {
							is_ally_with = JAP
						}
					}
				}
			}
		}
	}
	modifier = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = JAP
		defense_bonus_against = 0.07
		attack_bonus_against = 0.07
	} {
		tag = MEN
		defense_bonus_against = 0.05
		attack_bonus_against = 0.05
	} {
		tag = MAN
		defense_bonus_against = 0.05
		attack_bonus_against = 0.05
	}
}
### Entity: Scripted Effect
Component: prince_independence_no_pp_effect
Constructs: set_demilitarized_zone, remove_dynamic_modifier, add_dynamic_modifier, set_state_flag
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
prince_independence_no_pp_effect = {
	set_demilitarized_zone = yes
	remove_dynamic_modifier = {
		modifier = princely_state_mod
	}
	add_dynamic_modifier = {
		modifier = princely_state_independence_mod
	}
	set_state_flag = princely_state_independence
}