Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_support_arats
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, every_controlled_state
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_support_arats
	icon = GFX_goal_generic_farm_tractor
	x = 0
	y = 1
	cost = 7.2
	relative_position_id = MON_pastures_into_farms
	prerequisite = {
		focus = MON_pastures_into_farms
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		swap_ideas = {
			remove_idea = MON_animal_husbandry_prioritised_idea
			add_idea = MON_animal_husbandry_prioritised_idea_2
		}
		every_controlled_state = {
			limit = {
				OR = {
					has_state_category = wasteland pastoral
				}
			}
			r56_state_category_level_up = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_form_the_turkestan_legion
Constructs: shared_focus, has_completed_focus, division_template, prerequisite, limit, add_ideas, has_government, add_war_support
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_form_the_turkestan_legion
	icon = GFX_goal_AFG_turkestan_legion
	prerequisite = {
		focus = TRK_nationalism_focus
	}
	x = 0
	y = 2
	relative_position_id = TRK_nationalism_focus
	cost = 10
	available = {
		has_government = fascism
		NOT = {
			any_other_country = {
				has_completed_focus = TRK_form_the_turkestan_legion
				hidden_trigger = {
					has_completed_focus = AFG_form_the_turkestan_legion_r56
				}
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = AFG_turkestan_legion_idea_r56
		division_template = {
			name = Turkestan Legion
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
			support = {
				artillery = {
					x = 0
					y = 0
				}
			}
			priority = 2
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			custom_effect_tooltip = AFG_create_2_turkestan_unit
			hidden_effect = {
				create_unit = {
					division = name = "Turkestan Brigade" division_template = "Turkestan Legion" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 0.8
					owner = ROOT
					count = 2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: AAT_USA_events.03
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_USA_events.03
	title = AAT_USA_events.03.t
	desc = AAT_USA_events.03.desc
	picture = GFX_report_event_canada_treaty
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_USA_events.03.a
		ai_chance = {
			base = 10
		}
		FROM = {
			transfer_state = 337
		} {
			country_event = {
				id = AAT_USA_events.07
				days = 1
			}
		}
		add_political_power = 50
		add_stability = 0.05
	} {
		name = AAT_USA_events.03.b
		ai_chance = {
			base = 0
		}
		add_political_power = -25
		add_stability = -0.05
		FROM = {
			country_event = {
				id = AAT_USA_events.04
				days = 2
			}
		}
	}
}
### Entity: Character
Component: ELS_raul_rodolfi_sanchez
Source: game
File: common/characters/ELS.txt

Code:
ELS_raul_rodolfi_sanchez = {
	advisor = {
		slot = navy_chief
		idea_token = ELS_raul_rodolfi_sanchez
		allowed = {
			original_tag = ELS
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Raul Rodolfí Sanchez
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_heavy_armor_2
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_heavy_armor_2 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
		EAI_HARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 140
				EAI_HARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_chassis
		value = 4
	}
}
### Entity: Event
Component: prc.6
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.6
	title = prc.6.t
	desc = prc.6.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.6.a
	}
}
### Entity: Character
Component: AUS_valentin_feuerstein
Source: game
File: common/characters/AUS.txt

Code:
AUS_valentin_feuerstein = {
	name = AUS_valentin_feuerstein
	portraits = {
		army = {
			large = GFX_portrait_AUS_valentin_feuerstein
			small = GFX_portrait_AUS_valentin_feuerstein_small
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_australian_army_3_idea
Constructs: removal_cost, coordination_bonus, recon_factor, initiative_factor
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australian_army_3_idea = {
	picture = AST_army
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_planning_factor = 0.1
		coordination_bonus = 0.05
		special_forces_cap = 0.1
		recon_factor = 0.05
		army_org_factor = 0.05
		initiative_factor = 0.05
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_womens_fascist_movement
Constructs: prerequisite, add_ideas, completion_reward, has_global_flag, add_popularity, set_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_womens_fascist_movement
	icon = GFX_focus_SOV_womens_fascist_movement
	prerequisite = {
		focus = SOV_unification_of_the_exiles
	}
	x = -2
	y = 1
	relative_position_id = SOV_unification_of_the_exiles
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = SOV_fascist_womens_movement_tt
		effect_tooltip = {
			add_ideas = SOV_fascist_womens_movement_idea
		}
		set_country_flag = SOV_fascist_womens_movement_flag
	}
}
### Entity: Modding Documentation
Construct: setowner
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## setowner
* Arguments: country tag, state id

Sets state owner
### Entity: Event
Component: bftb_greece.230
Constructs: is_triggered_only, declare_war_on, take_claimed_state
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.230
	title = bftb_greece.230.t
	desc = bftb_greece.230.desc
	picture = GFX_report_event_gre_allied_diplomacy_military
	is_triggered_only = yes
	option = {
		name = bftb_greece.230.a
		effect_tooltip = {
			FROM = {
				declare_war_on = {
					target = TUR
					type = take_claimed_state
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_all_that_glitters
Constructs: prerequisite, add_stability, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_all_that_glitters
	prerequisite = {
		focus = BUL_national_railway_lines
	}
	icon = GFX_focus_usa_reestablish_the_gold_standard
	relative_position_id = BUL_national_railway_lines
	mutually_exclusive = {
		focus = BUL_light_metal_exploitation
	}
	x = -1
	y = 1
	cost = 5
	available = {
		controls_state = 48
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = 0.05
		48 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: JUNO_hidden_aa_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/chile.txt

Code:
JUNO_hidden_aa_production_ns = {
	removal_cost = -1
	picture = generic_artillery_regiments
	allowed = {
		OR = {
			original_tag = URG PAR BOL BRA ARG CHL
		}
	}
	equipment_bonus = {
		anti_air_equipment = {
			instant = yes
			build_cost_ic = -0.06
		}
	}
}
### Entity: Event
Component: denmark.9
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.9
	title = denmark.9.t
	desc = denmark.9.d
	picture = GFX_report_event_german_occupation
	is_triggered_only = yes
	option = {
		name = denmark.9.a
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_low_countries_membership
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_low_countries_membership
	icon = GFX_focus_generic_influence_benelux
	prerequisite = {
		focus = GER_central_european_alliance
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		NOT = {
			has_war_with = HOL
		} {
			has_war_with = BEL
		} {
			has_war_with = LUX
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = HOL
			}
			HOL = {
				is_subject = yes
			}
			is_in_faction_with = HOL
		} {
			NOT = {
				country_exists = BEL
			}
			BEL = {
				is_subject = yes
			}
			is_in_faction_with = BEL
		} {
			NOT = {
				country_exists = LUX
			}
			LUX = {
				is_subject = yes
			}
			is_in_faction_with = LUX
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = GER_central_european_alliance
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = invite_non_fascist_communist_only_TT
		if = {
			limit = {
				HOL = {
					NOT = {
						has_government = communism fascism
					}
					is_subject = no
				}
			}
			HOL = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				BEL = {
					NOT = {
						has_government = communism fascism
					}
					is_subject = no
				}
			}
			BEL = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				LUX = {
					NOT = {
						has_government = communism fascism
					}
					is_subject = no
				}
			}
			LUX = {
				country_event = {
					id = generic.5
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_air_production_increase
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_air_production_increase = {
	allowed = {
		tag = GER
	}
	enable = {
		num_of_military_factories = > 150
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 45
	}
}
### Entity: Scripted Trigger
Component: EAI_heavy_armor_design_priority
Constructs: has_war, set_temp_variable, has_tech, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_heavy_armor_design_priority = {
	set_temp_variable = {
		_check_xp = 300
	}
	EAI_XP_has_army_check_xp = yes
	OR = {
		AND = {
			NOT = {
				has_tech = improved_heavy_tank_chassis
			}
			has_war = no
			has_design_based_on = heavy_tank_chassis
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Character
Component: SWE_minister_of_defense
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_minister_of_defense = {
	random = no
	sprite = 13
	production_speed_bunker_factor = 0.1
	production_speed_synthetic_refinery_factor = 0.1
	production_speed_coastal_bunker_factor = 0.1
	production_speed_anti_air_building_factor = 0.1
	production_speed_arms_factory_factor = 0.1
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_heavy_armor_1
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_heavy_armor_1 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
		EAI_HARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
				EAI_HARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_chassis
		value = 4
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_airborne_defence
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_airborne_defence
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = AST_specialize_equipment
	} {
		focus = AST_volunteer_air_observers_corps
	}
	x = 2
	y = 4
	relative_position_id = AST_additional_militia_training
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_airborne_defence
			bonus = 1.0
			uses = 1
			category = para_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
	}
}
### Entity: Modding Documentation
Construct: convoy_raiding_target
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `convoy_raiding_target`
Used to set the objective importance for convoy raiding
```
ai_strategy = {
	type = convoy_raiding_target
	id = FRA
	value = 80 # Percentage between 0 and 100
}
```
### Entity: Name List
Component: MPL_free
Source: game
File: common/names/r56_names.txt

Code:
MPL_free = {
	male = {
		names = {
			David Solomon Benjamin Daniel Zachariah Adam Jonas Moshe Mordekhaï Shaul Yitzhak Dan Yigaël Gadi Rafael Aviv Yaakov Ehud Haïm Ashkenazi Dori Abraham Danny Zevulun Eli Nissim Shmuel Isaiah Hoshea Baruch Samuel Yohanan Refa'el
		}
	}
	female = {
		names = {
			Mariam Salome Golda Gloria Deborah Lot An
		}
	}
	surnames = {
		Bernstein Goldman Levi Cohen Dayan Ziznkot Elazar Gantz Haloutz Kokhavi Shomron Rabin Mofaz Maklef Ya'alon Yadin Eitan Bar-Lev Gabi Weizmann Chaim Azriel Chatzman Blumberg Bar-Lev Luz Livnat Liberman Lavon Kara Itzik Hotovely Hausner German Ezra Danon Dinur Mofaz Michaeli Melchior Oron Wortzman Yaacobi Tzur Steinitz Simhon Sharett Sharansky Ze'ev Zeevi Yahalom Yadin Franck
	}
	callsigns = {

	}
}
### Entity: State History
Component: 29
Constructs: add_core_of
Source: game
File: history/states/29-Pas de Calais.txt

Code:
state = {
	id = 29
	name = STATE_29
	manpower = 2976400
	state_category = large_city
	resources = {
		steel = 24
		aluminium = 8
		coal = 30
	}
	history = {
		owner = FRA
		victory_points = {
			575 5
		} {
			11483 10
		} {
			11548 15
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 3
			air_base = 10
			575 = {
				naval_base = 6
			}
		}
		add_core_of = FRA
		1939.1.1 = {
			buildings = {
				industrial_complex = 6
			}
		}
	}
	provinces = {
		575 3476 3536 6504 9500 11483 11548 11606
	}
	local_supplies = 15.0
}
### Entity: Scope Reference
Construct: Content
Source: vanilla_docs
File: documentation/script_collection_input.md

Doc:
## Table of Content

* [collection NAME](#collection-name)
* [constant NAME](#constant-name)
* [game all_countries](#game-all_countries)
* [game all_possible_countries](#game-all_possible_countries)
* [game all_states](#game-all_states)
* [game scope](#game-scope)
### Entity: Character
Component: PAL_hakim_al_thawra
Constructs: communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
PAL_hakim_al_thawra = {
	random = no
	communism_drift = 0.05
	army_core_defence_factor = 0.1
	ai_strategy = {
		type = befriend
		id = SOV
		value = 25
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_110
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_110 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 110
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 110
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_fleet_ops
Constructs: has_country_flag, check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_fleet_ops = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_states^num = > 0
		}
		has_country_flag = EAI_MILITARY_INVASION_hold_fleet_ops
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_dominance_weight
		value = -1000
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = 500000
	} {
		type = naval_mission_threshold
		id = MISSION_NAVAL_INVASION_SUPPORT
		value = 500000
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_seeds_of_the_revolution
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_seeds_of_the_revolution
	icon = GFX_focus_SOV_organization_centralization_discipline
	prerequisite = {
		focus = NOR_compromise_with_the_nkp NOR_prosecute_the_nkp
	}
	x = 3
	y = 1
	relative_position_id = NOR_compromise_with_the_nkp
	cost = 10
	available = {
		communism = > 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = communism
			popularity = 0.08
		}
		custom_effect_tooltip = NOR_prepare_communist_unlock_TT
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ignite_the_korean_peninsula
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, has_civil_war, is_ally_with, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ignite_the_korean_peninsula
	icon = GFX_focus_JAP_ignite_the_korean_peninsula
	x = 0
	y = 1
	relative_position_id = JAP_demand_submission_from_breawakay_states
	prerequisite = {
		focus = JAP_demand_submission_from_breawakay_states
	}
	cost = 5
	dynamic = yes
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		KOR = {
			exists = yes
			is_subject = no
			has_civil_war = no
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
				has_government = communism
			}
		}
	}
	bypass = {
		KOR = {
			OR = {
				exists = no
				has_civil_war = yes
				is_subject = yes
				is_ally_with = ROOT
				has_war_with = ROOT
				has_government = communism
			}
		}
	}
	will_lead_to_war_with = KOR
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		KOR = {
			country_event = {
				id = SEA_japan_foreign_policy.131
				hours = 6
			}
		}
		custom_effect_tooltip = JAP_ignite_the_korean_peninsula_tt
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_workers_front
Constructs: prerequisite, completion_reward, add_manpower, add_popularity, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_workers_front
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = DNZ_industrial_investments
	}
	relative_position_id = DNZ_industrial_investments
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_manpower = 2000
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 3
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: SPR_anarchist_society_12
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_12 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		consumer_goods_factor = -0.1
		industrial_capacity_factory = 0.05
		conscription = 0.03
	}
}
### Entity: Idea
Component: AUS_the_corporate_model
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_the_corporate_model = {
	picture = AUS_corporatism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_speed_arms_factory_factor = 0.05
		industrial_capacity_factory = 0.05
	}
}
### Entity: Idea
Component: rogozarski
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/yugoslavia.txt

Code:
rogozarski = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = YUG
		NOT = {
			has_dlc = Death or Dishonor
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SCO_aco2
Source: game
File: common/characters/SCO.txt

Code:
SCO_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = SCO_aco2
		allowed = {
			original_tag = SCO
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Country History
Country: UGA
Component: UGA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/UGA - Uganda.txt

Code:
# Politics & Parties for UGA
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 55
	fascism = 15
	communism = 5
	neutrality = 25
}
### Entity: Event
Component: tfv_south_africa.65
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.65
	title = tfv_south_africa.65.t
	desc = tfv_south_africa.65.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		MAD = {
			if = {
				limit = {
					SAF = {
						controls_state = 543 706 708
					}
				}
				transfer_state = 543 706 708
			}
		}
		SAF = {
			puppet = MAD
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		MAD = {
			if = {
				limit = {
					SAF = {
						controls_state = 543 706 708
					}
				}
				transfer_state = 543 706 708
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = MAD
		}
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_7
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_7 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		naval_coordination = -0.15
		air_accidents_factor = 0.15
	}
}