Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: JAP_alternate_plan_strike_north
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/JAP_alternate_strategy_plan.txt

Code:
JAP_alternate_plan_strike_north = {
	name = Neutrality Japan Plan
	desc = Japan pushes north
	allowed = {
		original_tag = JAP
	}
	enable = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
		OR = {
			has_country_flag = JAP_AI_RANDOM_NEUTRALITY
			has_game_rule = {
				rule = JAP_ai_behavior
				option = NEUTRALITY
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		JAP_support_the_kodoha_faction JAP_challenge_the_zaibatsus JAP_national_mobilization_law JAP_national_research_policy JAP_imperial_arsenals JAP_modern_shogunate JAP_prepare_for_war_with_the_soviet_union JAP_join_the_london_naval_treaty JAP_non_aggression_pact_with_china JAP_build_up_the_manchurian_army JAP_create_a_manchurian_imperial_air_force JAP_technological_exchange JAP_preemptive_war JAP_national_defense_state JAP_spiritual_mobilization JAP_warrior_spirit JAP_establish_the_northern_resource_area JAP_german_rocketry
	}
	ideas = {
		bold_attack_spirit = 5
		tenacious_defense_spirit = 0
		meticulous_preparation_spirit = 0
		best_of_the_best_spirit = 0
		academy_scholarships_spirit = 0
		political_loyalty_spirit = 0.1
		inventive_leadership_spirit = 1
		professional_officer_corps_spirit = 1
		elevated_engineering_corps_spirit = 0
		proper_heritage_spirit = 0
		quick_improvisation_spirit = 0
		state_serves_the_military_spirit = 1
		static_warfare_spirit = 0
		flexible_organization_spirit = 1
		aggressive_reconnaisance_spirit = 0
		reserve_officers_spirit = 0
		victory_or_death_spirit = 1
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Construct: commando_trait_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## commando_trait_chance_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: AI Strategy
Component: EAI_USA_pacific_war_DEPLOY
Constructs: has_war_with, force_concentration_factor
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_pacific_war_DEPLOY = {
	allowed = {
		tag = USA
	}
	enable = {
		has_war_with = JAP
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 25
	}
}
### Entity: Scripted Effect
Component: NORDIC_remove_all_mods
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_remove_all_mods = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_democratic_alliance_leader_dmod
			}
		}
		remove_dynamic_modifier = {
			modifier = NORDIC_democratic_alliance_leader_dmod
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_democratic_alliance_member_dmod
			}
		}
		remove_dynamic_modifier = {
			modifier = NORDIC_democratic_alliance_member_dmod
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_communist_alliance_leader_dmod
			}
		}
		remove_dynamic_modifier = {
			modifier = NORDIC_communist_alliance_leader_dmod
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_communist_alliance_member_dmod
			}
		}
		remove_dynamic_modifier = {
			modifier = NORDIC_communist_alliance_member_dmod
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_monarchist_alliance_leader_dmod
			}
		}
		remove_dynamic_modifier = {
			modifier = NORDIC_monarchist_alliance_leader_dmod
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_monarchist_alliance_member_dmod
			}
		}
		remove_dynamic_modifier = {
			modifier = NORDIC_monarchist_alliance_member_dmod
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_extra_tech_slot
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_extra_tech_slot
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = VNZ_construction_effort_3
	}
	relative_position_id = VNZ_construction_effort_3
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: COG
Component: COG_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/COG - Congo.txt

Code:
# Politics & Parties for COG
set_war_support = 0.4
set_stability = 0.35
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 80
	democratic = 20
}
### Entity: Scripted Trigger
Component: EAI_CV_navy_production
Constructs: is_major, has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CV_navy_production = {
	EAI_CV_tech_focus = yes
	OR = {
		has_tech = basic_carrier basic_ship_hull_carrier
	} {
		is_major = yes
		EAI_major_country = yes
	}
}
### Entity: Idea
Component: CHL_german_assistance
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_german_assistance = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		army_armor_speed_factor = 0.05
		army_armor_attack_factor = 0.05
		land_doctrine_cost_factor = -0.1
	}
	picture = german_advisors
}
### Entity: Idea
Component: JAP_superior_will
Constructs: research_speed_factor, army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_superior_will = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_supremacy_of_will
	modifier = {
		research_speed_factor = -0.05
		army_defence_factor = 0.1
		army_attack_factor = 0.1
		army_morale_factor = 0.1
	}
}
### Entity: Unit Leader
Component: BALTIC_anti_bolshevik
Constructs: gain_xp
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
BALTIC_anti_bolshevik = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			tag = LIT
		}
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: generic.19
Constructs: is_triggered_only, add_offsite_building
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.19
	title = generic.19.t
	desc = generic.19.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = excellent
		effect_tooltip = {
			add_offsite_building = {
				type = arms_factory
				level = 2
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_a_cold_war_old
Constructs: prerequisite, has_war, add_ideas, completion_reward, add_threat
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_a_cold_war_old
	text = SOV_a_cold_war
	icon = GFX_goal_generic_cold_war
	prerequisite = {
		focus = SOV_comecon
	}
	mutually_exclusive = {
		focus = SOV_extend_the_curtain_outwards_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_comecon
	cost = 6
	ai_will_do = {
		factor = 0.1
	}
	available = {
		has_war = no
	}
	completion_reward = {
		add_threat = -80
		add_ideas = SOV_cold_war_idea
		USA = {
			add_ideas = SOV_cold_war_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Component: ROM_military_modernization
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
ROM_military_modernization = {
	valid_relation_trigger = {
		FROM = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	license_purchase_cost = 0
	ai_license_acceptance = 60
	license_production_speed = 0.25
	license_tech_difference_speed = 0.25
}
### Entity: State History
Component: 830
Constructs: add_core_of
Source: game
File: history/states/830 - Bukhara.txt

Code:
state = {
	id = 830
	name = STATE_830
	history = {
		owner = SOV
		victory_points = {
			1573 2
		} {
			10671 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 1
		}
		add_core_of = SOV UZB BUK
	}
	provinces = {
		1573 1623 7639 7775 10205 10470 10671 12161 12239 12722
	}
	manpower = 2189596
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 2.0
}
### Entity: Idea
Component: PRC_uncertainty_of_new_theory
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_uncertainty_of_new_theory = {
	removal_cost = -1
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_morale_factor = -0.05
		land_doctrine_cost_factor = 0.1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_internal_affairs
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_internal_affairs
	icon = GFX_goal_generic_propaganda
	text = GRE_internal_affairs
	prerequisite = {
		focus = GRE_democratic_approach
	}
	x = -1
	y = 1
	relative_position_id = GRE_democratic_approach
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 200
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: israel.90
Constructs: is_triggered_only, ai_chance
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.90
	title = israel.90.t
	desc = israel.90.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = israel.90.a
		ISR = {
			country_event = israel.91
		}
		ai_chance = {
			base = 25
		}
	} {
		name = israel.90.b
		ISR = {
			country_event = israel.87
		}
		ai_chance = {
			base = 75
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_the_french_horse_and_the_red_rider
Constructs: prerequisite, has_war, limit, add_war_support, add_opinion_modifier, completion_reward, has_dlc, send_embargo
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_the_french_horse_and_the_red_rider
	icon = GFX_focus_BEL_the_french_horse_and_the_red_rider
	prerequisite = {
		focus = BEL_support_the_rexists BEL_support_the_vnv
	}
	relative_position_id = BEL_abandon_neutrality
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	x = 2
	y = 0
	cost = 10
	available = {
		fascism = > 0.4
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			send_embargo = FRA
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				LUX = {
					exists = yes
					has_war = no
					OR = {
						is_subject_of = ROOT
						is_subject = no
					}
				}
			}
			LUX = {
				country_event = {
					id = ww_BEL_event_diplomatic.2
					hours = 1
				}
			}
			effect_tooltip = {
				custom_effect_tooltip = if_they_accept_tt
				annex_country = {
					target = LUX
				}
				add_named_threat = {
					threat = 2
					name = BEL_luxembourg_war_goal
				}
			}
		}
		else = {
			add_opinion_modifier = {
				target = FRA
				modifier = BEL_embargoed_us
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else_if = {
			limit = {
				LUX = {
					exists = yes
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = LUX
				generator = {
					8
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_war_support = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = communism
			popularity = -0.1
		}
	}
}
### Entity: Idea
Component: BLR_maksim_antonyuk
Source: game
File: common/ideas/belarus.txt

Code:
BLR_maksim_antonyuk = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = BLR
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: GER_push_back_our_coasts_until_overlord
Constructs: is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_push_back_our_coasts_until_overlord = {
	allowed = {
		original_tag = GER
	}
	enable = {
		always = no
		date = < 1943.6.6
		is_historical_focus_on = yes
		FRA = {
			has_capitulated = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = HOL
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = balanced
		execute_order = yes
	} {
		type = front_control
		tag = BEL
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = balanced
		execute_order = yes
	} {
		type = front_control
		tag = FRA
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = balanced
		execute_order = yes
	} {
		type = front_unit_request
		tag = BEL
		value = 25
	} {
		type = front_unit_request
		tag = HOL
		value = 25
	} {
		type = front_unit_request
		tag = FRA
		value = 25
	}
}
### Entity: Decision
Component: JAP_kodoha_insurgency_decisions
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_kodoha_insurgency_decisions = {
	icon = GFX_decision_category_JAP_imperial_glory_red
	priority = 85
	picture = GFX_decision_cat_picture_JAP_trial
	visible_when_empty = no
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
}
### Entity: Character
Component: GAB_aa2
Source: game
File: common/characters/GAB.txt

Code:
GAB_aa2 = {
	advisor = {
		slot = high_command
		idea_token = GAB_aa2
		ledger = army
		allowed = {
			original_tag = GAB
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Idea
Component: savoia_marchetti
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
savoia_marchetti = {
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		controls_State = 159
		ITA_is_northern_designer = yes
	}
	modifier = {
		air_equipment_upgrade_xp_cost = -0.1
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		multi_role_aircraft_manufacturer
	}
}
### Entity: Idea
Component: EAI_DD_3/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_aircraft_england
Constructs: shared_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_capitulated, is_ai
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_aircraft_england
	icon = GFX_goal_fighters_uk
	prerequisite = {
		focus = GEN_Foreign_Design
	}
	mutually_exclusive = {
		focus = GEN_aircraft_american GEN_aircraft_soviet GEN_aircraft_japanese GEN_aircraft_italian GEN_aircraft_german
	}
	x = -5
	y = 1
	relative_position_id = GEN_Foreign_Design
	cost = 10
	available_if_capitulated = yes
	available = {
		ENG = {
			exists = yes
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = democratic neutrality
			ENG = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = ENG
		}
	}
	completion_reward = {
		ENG = {
			if = {
				limit = {
					ROOT = {
						original_tag = SWI
						has_dlc = By Blood Alone
						NOT = {
							has_global_flag = SWI_R56_focus_tree
						}
					}
				}
				custom_effect_tooltip = SWI_purchase_foreign_planes_unlock_TT
				set_country_flag = SWI_can_buy_planes_from_them_flag
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = GEN_aircraft_england
				bonus = 1.0
				uses = 1
				category = light_air
			} {
				name = GEN_aircraft_england
				bonus = 1
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = Gloster Gladiator
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ENG_early_fighter_medium
			} {
				name = Fairey Gordon
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ENG_CAS1_medium
			}
			add_opinion_modifier = {
				target = ENG
				modifier = GEN_aircraft_england
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = early_fighter fighter1 fighter2
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = cv_early_fighter cv_fighter1
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = naval_bomber1 naval_bomber2
			}
			add_opinion_modifier = {
				target = ENG
				modifier 
# ... (truncated)
### Entity: Order of Battle
Component: 14. Landwehr-Division
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = 14. Landwehr-Division
	location = 11640
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: EGY_stc
Source: game
File: common/ideas/egypt.txt

Code:
EGY_stc = {
	picture = generic_political_advisor_arab_3
	allowed = {
		original_tag = EGY
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Idea
Component: KMT_national_character
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_national_character = {
	removal_cost = -1
	picture = can_send_in_the_zombies
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = 0.05
		democratic_drift = 0.03
		production_factory_max_efficiency_factor = 0.025
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_71
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_71 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 71
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 71
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government, has_country_leader_ideology
Source: game
File: common/scripted_localisation/BBA_italy_scripted_loc.txt

Code:
defined_text = {
	name = GetAppropriateRussianGovernmentIdeologyDesc
	text = {
		trigger = {
			SOV = {
				has_government = communism
				has_country_leader_ideology = stalinism
			}
		}
		localization_key = ITA_russian_government_ideology_desc_alt
	} {
		trigger = {
			SOV = {
				has_government = communism
				NOT = {
					has_country_leader_ideology = stalinism
				}
			}
		}
		localization_key = ITA_russian_government_ideology_desc_alt2
	} {
		trigger = {
			SOV = {
				NOT = {
					has_government = communism
				}
			}
		}
		localization_key = ITA_russian_government_ideology_desc_default
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_SF_army_production_strategies
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_SF_army_production_strategies = {
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_SF_DOCTRINE
			}
		}
		if = {
			limit = {
				num_of_military_factories = > 20
				OR = {
					EAI_light_armor_production = yes
					EAI_medium_armor_production = yes
					EAI_heavy_armor_production = yes
					EAI_modern_armor_production = yes
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_SF_armor_army_production_strategy
					}
				}
				set_country_flag = EAI_SF_armor_army_production_strategy
			}
		} {
			limit = {
				num_of_military_factories = > 20
				EAI_motorized_production = yes
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_SF_motorized_army_production_strategy
					}
				}
				set_country_flag = EAI_SF_motorized_army_production_strategy
			}
		}
		else_if = {
			limit = {
				has_country_flag = EAI_SF_armor_army_production_strategy
			}
			clr_country_flag = EAI_SF_armor_army_production_strategy
		} {
			limit = {
				has_country_flag = EAI_SF_motorized_army_production_strategy
			}
			clr_country_flag = EAI_SF_motorized_army_production_strategy
		}
	}
	else_if = {
		limit = {
			OR = {
				has_country_flag = EAI_SF_armor_army_production_strategy EAI_SF_motorized_army_production_strategy
			}
		}
		clr_country_flag = EAI_SF_armor_army_production_strategy EAI_SF_motorized_army_production_strategy
	}
}
### Entity: Idea
Component: JAP_army_faction_tier_3
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_3 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = 0.075
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = -0.075
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Character
Component: socialist_firebrand
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
socialist_firebrand = {
	random = no
	sprite = 13
	communism_drift = 0.03
	non_core_manpower = 0.03
	resistance_activity = -0.05
	resistance_growth = -0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_11/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}
### Entity: Idea
Component: standard_oil_california
Constructs: research_bonus
Source: game
File: common/ideas/usa.txt

Code:
standard_oil_california = {
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	modifier = {

	}
}
### Entity: Idea
Component: CZE_beacon_of_freedom_1_idea
Constructs: research_speed_factor, has_government, is_subject, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_beacon_of_freedom_1_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_democratic_drift_bonus
	cancel = {
		is_subject = yes
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.05
		research_speed_factor = 0.05
	}
}
### Entity: Idea
Component: ITA_italian_confederation_member_improved
Constructs: research_speed_factor, stability_factor, production_speed_buildings_factor, removal_cost, has_dlc, is_subject_of
Source: game
File: common/ideas/italy.txt

Code:
ITA_italian_confederation_member_improved = {
	name = ITA_italian_confederation_member
	picture = generic_flexible_foreign_policy2
	removal_cost = -1
	allowed = {
		has_dlc = By Blood Alone
	}
	cancel = {
		NOT = {
			is_subject_of = ITA
		}
	}
	modifier = {
		global_building_slots_factor = 0.4
		stability_factor = 0.05
		political_power_factor = 0.1
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
		cic_to_overlord_factor = 0.3
		mic_to_overlord_factor = 0.3
		extra_trade_to_overlord_factor = 0.3
		research_speed_factor = 0.05
	}
}