Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: TUR_kemalist_turn_hostile_effect
Constructs: every_owned_state, limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_kemalist_turn_hostile_effect = {
	custom_effect_tooltip = TUR_kemalist_turn_hostile_effect_tt
	hidden_effect = {
		every_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = kemalist_loyalties
				}
			}
			remove_dynamic_modifier = {
				modifier = kemalist_loyalties
			}
			add_dynamic_modifier = {
				modifier = kemalist_schemers
			}
		}
		set_variable = {
			var = TUR_kemalist_officers_loyalty
			value = 1
		}
		TUR_kemalist_loyalty_and_power_update_effect = yes
	}
}
### Entity: Modding Documentation
Construct: Content
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
## Table of Content

* [Bindable Localization](#bindable-localization)
* [Collections](#collections)
* [Contextual Localization](#contextual-localization)
* [Formatted Localization](#formatted-localization)
* [Math Expressions](#math-expressions)
* [Script Constants](#script-constants)
### Entity: National Focus
Tree: lit_focus
Component: LIT_mercedes_benz_engine_plant
Constructs: prerequisite, limit, completion_reward, has_dlc, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_mercedes_benz_engine_plant
	icon = GFX_goal_generic_air_production
	relative_position_id = LIT_integrate_lithuanian_rail_network
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_integrate_lithuanian_rail_network
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = lit_german_engines_factory_organization
		}
		ELSE = {
			custom_effect_tooltip = LIT_new_idea_available_tank
			show_ideas_tooltip = lit_german_engines_factory
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: MRT
Component: MRT_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MRT - Mauritania.txt

Code:
# Politics & Parties for MRT
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: National Focus
Tree: pol_focus
Component: POL_empower_falangist_militants
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_empower_falangist_militants
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = POL_integrate_the_falanga
	}
	relative_position_id = POL_integrate_the_falanga
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		fascism = > 0.2
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_right_paramilitarism_idea
		}
	}
}
### Entity: Idea
Component: ICE_disloyal_communism2
Constructs: is_subject, autonomy_gain, communism_drift
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_disloyal_communism2 = {
	picture = can_patriation
	cancel = {
		is_subject = no
	}
	modifier = {
		autonomy_gain = 0.6
		communism_drift = 0.2
	}
}
### Entity: Character
Component: GUA_jose_ezuira_abel
Source: game
File: common/characters/GUA.txt

Code:
GUA_jose_ezuira_abel = {
	advisor = {
		slot = high_command
		idea_token = GUA_jose_ezuira_abel
		ledger = navy
		allowed = {
			original_tag = GUA
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = José Ezuira Abel
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Scripted Effect
Component: bba_get_tac_ITA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_tac_ITA_effect = {
	if = {
		limit = {
			ITA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_1
			producer = ITA
			amount = tac_buy_amount
			variant_name = SM.79
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_improved_export_tac_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = SM.82
					type = medium_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
						fixed_auxiliary_weapon_slot_2 = empty
						engine_type_slot = engine_2_3x
						special_type_slot_1 = hmg_defense_turret
						special_type_slot_2 = lmg_defense_turret_2x
					}
					icon = GFX_ITA_strategic_bomber2_medium
				}
				set_country_flag = ITA_improved_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = ITA
			amount = tac_buy_amount
			variant_name = SM.82
		}
	} {
		limit = {
			ITA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_advanced_export_tac_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = SM.84
					type = medium_plane_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = torpedo_mounting
						fixed_auxiliary_weapon_slot_2 = torpedo_mounting
						fixed_auxiliary_weapon_slot_3 = empty
						fixed_auxiliary_weapon_slot_4 = empty
						engine_type_slot = engine_3_3x
						special_type_slot_1 = hmg_defense_turret_2x
						special_type_slot_2 = empty
					}
					icon = GFX_ITA_naval_bomber1_medium
				}
				set_country_flag = ITA_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = ITA
			amount = tac_buy_amount
			variant_name = SM.84
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_the_air_fleet
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_the_air_fleet
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = PLY_build_airport
	}
	relative_position_id = PLY_build_airport
	x = 0
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		air_experience = 20
		add_tech_bonus = {
			name = MNC_the_monegasque_air_fleet
			bonus = 0.5
			uses = 1
			category = light_air
		} {
			name = MNC_the_monegasque_air_fleet
			bonus = 0.5
			uses = 1
			category = medium_air
		} {
			name = MNC_the_monegasque_air_fleet
			bonus = 0.5
			uses = 1
			category = heavy_air
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_ally_with_bermondt_avalov
Constructs: prerequisite, limit, random_country, has_government, completion_reward, is_subject, is_in_faction, has_country_leader
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_ally_with_bermondt_avalov
	icon = GFX_goal_generic_befriend_poland
	prerequisite = {
		focus = UKR_cossack_heritage
	}
	mutually_exclusive = {
		focus = UKR_defy_the_polish_cossack
	}
	x = 1
	y = 1
	relative_position_id = UKR_cossack_heritage
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			has_government = fascism neutrality
		}
		POL = {
			has_country_leader = {
				character = POL_pavel_bermondt_avalov
				ruling_only = yes
			}
			OR = {
				has_government = fascism neutrality
			}
			is_in_faction = yes
			has_capitulated = no
			if = {
				limit = {
					is_faction_leader = no
				}
				faction_leader = {
					OR = {
						has_government = fascism neutrality
					}
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				POL = {
					is_faction_leader = yes
				}
			}
			POL = {
				country_event = generic.2
			}
		} {
			limit = {
				POL = {
					is_in_faction = yes
					is_faction_leader = no
				}
			}
			random_country = {
				limit = {
					OR = {
						has_government = neutrality fascism
					}
					is_in_faction_with = POL
					is_faction_leader = yes
					NOT = {
						is_subject = yes
					}
				}
				country_event = {
					id = generic.2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: SIA_amend_the_military_service_act_r56_idea
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_amend_the_military_service_act_r56_idea = {
	name = SIA_professional_army_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = chi_army_corruption2
	modifier = {
		army_org_factor = 0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_soviet_influence
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, cancel_if_invalid, set_party_name, add_to_variable, has_dlc
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_soviet_influence
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = RAJ_five_year_plan
	} {
		focus = RAJ_central_comittee_authority
	}
	x = 3
	y = 1
	relative_position_id = RAJ_five_year_plan
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_dynamic_modifier = {
			modifier = idea_RAJ_five_year_plan
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_party_name = {
			ideology = communism
			long_name = RAJ_communism_party_long
			name = RAJ_communism_party
		}
		custom_effect_tooltip = RAJ_five_year_plan_modify_tt
		add_to_variable = {
			RAJ_fyp_production_speed_industrial_complex_factor = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			RAJ_fyp_consumer_goods_factor = 0.1
			tooltip = consumer_goods_factor_tt
		}
		if = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
			}
			create_intelligence_agency = yes
		}
	}
}
### Entity: Character
Component: elected_regency_council
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
elected_regency_council = {
	random = no
	political_power_factor = 0.05
	stability_factor = 0.1
	political_advisor_cost_factor = -0.1
}
### Entity: Idea
Component: SPR_issue_political_amnesties
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_issue_political_amnesties = {
	name = SPR_issue_political_amnesties
	picture = generic_pp_unity_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.15
		conscription = 0.015
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_end_the_humiliation
Constructs: prerequisite, limit, completion_reward, is_faction_leader, has_country_leader_with_trait, swap_ruler_traits, swap_country_leader_traits
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_end_the_humiliation
	icon = GFX_focus_usa_focus_on_europe
	prerequisite = {
		focus = CHI_punish_the_signatories
	} {
		focus = CHI_bring_the_revolution_further
	}
	x = 1
	y = 1
	relative_position_id = CHI_punish_the_signatories
	cost = 10
	available = {
		is_faction_leader = yes
		faction_manifest_fulfillment = > 0.8
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader_with_trait = CHI_civilian_unifier
			}
			swap_ruler_traits = {
				remove = CHI_civilian_unifier
				add = CHI_asian_unifier_and_liberator
			}
		}
		else_if = {
			limit = {
				has_country_leader_with_trait = CHI_civilian_unifier_upgraded
			}
			swap_ruler_traits = {
				remove = CHI_civilian_unifier_upgraded
				add = CHI_asian_unifier_and_liberator
			}
		}
		else = {
			effect_tooltip = {
				CHI_wang_jingwei = {
					swap_country_leader_traits = {
						remove = CHI_civilian_unifier
						add = CHI_asian_unifier_and_liberator
					}
				}
			}
		}
	}
}
### Entity: Event
Component: KMT_event.43
Constructs: is_triggered_only, add_stability, set_demilitarized_zone
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.43
	title = KMT_event.43.t
	desc = KMT_event.43.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = KMT_event.43.a
		add_stability = -0.1
		608 = {
			set_demilitarized_zone = yes
		}
		hidden_effect = {
			country_event = {
				id = KMT_event.44
				days = 15
			}
		}
	}
}
### Entity: Idea
Component: integre_advisor
Constructs: removal_cost, research_bonus, compliance_gain
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
integre_advisor = {
	cost = 50
	removal_cost = 0
	picture = generic_political_advisor_female_south_america
	research_bonus = {

	}
	modifier = {
		compliance_gain = 0.1
		resistance_target = -0.05
	}
}
### Entity: Achievement
Component: american_prometheus
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_character_flag
Source: game
File: common/achievements.txt

Code:
american_prometheus = {
	id = 226
	possible = {
		tag = USA
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		USA = {
			USA_robert_oppenheimer = {
				has_character_flag = USA_oppenheimer_made_the_nuke_flag
			}
		}
	}
}
### Entity: Idea
Component: CHL_the_true_enemy_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_true_enemy_idea = {
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.15
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.25
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, is_major, has_civil_war, set_country_flag, is_in_faction_with
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.25
	title = BBA_ethiopia_communist_events.25.t
	desc = BBA_ethiopia_communist_events.25.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_conference
	option = {
		name = BBA_ethiopia_communist_events.25.a
		ai_chance = {
			base = 0
		}
		news_event = {
			id = bba_news.1
			hours = 1
		}
		ITA = {
			country_event = {
				id = BBA_ethiopia_communist_events.07
				hours = 2
			}
		}
	} {
		name = BBA_ethiopia_communist_events.25.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = communism
					} {
						ETH = {
							has_war_with = ITA
						}
					}
					has_civil_war = yes
				}
			}
		}
		news_event = {
			id = bba_news.1
			hours = 1
		}
		ITA = {
			country_event = {
				id = BBA_ethiopia_communist_events.07
				hours = 2
			}
		}
		ETH = {
			set_country_flag = ETH_SOV_wants_to_puppet_flag
		}
	} {
		name = BBA_ethiopia_communist_events.25.c
		ai_chance = {
			base = 0
			modifier = {
				factor = 10
				OR = {
					NOT = {
						has_government = communism
					} {
						ETH = {
							has_war_with = ITA
						}
					}
					has_civil_war = yes
				}
			} {
				add = 100
				any_other_country = {
					is_major = yes
					NOT = {
						tag = SOV
					}
					is_in_faction_with = ITA
					strength_ratio = {
						tag = SOV
						ratio = > 0.75
					}
				}
			}
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_communist_events.26
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: NORDIC_hidden_airforces_originator_dmod
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_hidden_airforces_originator_dmod = {
	name = NORDIC_airforces_member_dmod
	removal_cost = -1
	allowed = {
		NORDIC_is_nordic = yes
	}
	allowed_civil_war = {
		NORDIC_basic_joint_trigger = yes
	}
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		medium_plane_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		medium_plane_fighter_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		medium_plane_scout_plane_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		large_plane_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		large_plane_maritime_patrol_plane_airframe = {
			instant = yes
			build_cost_ic = -0.075
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.075
		}
	}
}
### Entity: Event
Component: mutiny_event.7
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = mutiny_event.7
	title = mutiny_event.7.t
	desc = mutiny_event.7.desc
	picture = GFX_report_event_nra_march
	is_triggered_only = yes
	option = {
		name = mutiny_event.7.a
		remove_ideas = {
			mutiny_1 mutiny_2 mutiny_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = mutiny_resolved
			days = 90
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_salvaged_and_retooled
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, every_military_industrial_organization, is_military_industrial_organization, add_mio_design_team_assign_cost
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_salvaged_and_retooled
	icon = GFX_focus_FIN_salvaged_and_retooled
	prerequisite = {
		focus = FIN_extra_refresher_exercises
	}
	x = 2
	y = 1
	relative_position_id = FIN_extra_refresher_exercises
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro
		add_to_variable = {
			FIN_finnish_army_equipment_capture_factor = 0.3
			tooltip = equipment_capture_factor_tt
		} {
			FIN_finnish_army_equipment_conversion_speed = 0.3
			tooltip = equipment_conversion_speed_tt
		} {
			FIN_finnish_army_production_lack_of_resource_penalty_factor = -0.15
			tooltip = production_lack_of_resource_penalty_factor_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				limit = {
					OR = {
						is_military_industrial_organization = FIN_valtion_panssaritehdas_organization FIN_valtion_kivaaritehdas_organization FIN_valtion_tykkitehdas_organization FIN_sisu_auto_organization
					}
				}
				add_mio_design_team_assign_cost = -0.5
				complete_mio_trait = FIN_mio_trait_salvaged_and_retooled
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = FIN_salvaged_and_retooled
				bonus = 0.5
				uses = 2
				category = cat_light_armor
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				create_equipment_variant = {
					name = BT-42
					type = light_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_close_support_gun
						turret_type_slot = tank_light_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_gasoline_engine
					}
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 2
					}
					icon = GFX_FIN_improved_light_art_medium
					design_team = mio:FIN_valtion_panssaritehdas_organization
				}
			}
			else = {
				create_equipment_variant = {
					name = BT-42
					type = light_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_close_support_gun
						turret_type_slot = tank_light_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank
# ... (truncated)
### Entity: Character
Component: MAN_hung_zhehuang
Source: game
File: common/characters/MAN.txt

Code:
MAN_hung_zhehuang = {
	name = MAN_hung_zhehuang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = MAN_hung_zhehuang
		ledger = army
		allowed = {
			original_tag = MAN
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Character
Component: SWI_trade_unionist
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_trade_unionist = {
	random = no
	sprite = 10
	communism_drift = 0.05
	production_factory_max_efficiency_factor = 0.05
	production_lack_of_resource_penalty_factor = -0.3
}
### Entity: Idea
Component: AUS_preserve_dolfuss_legacy
Constructs: war_support_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_preserve_dolfuss_legacy = {
	picture = AUS_dolfuss_good
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		war_support_factor = 0.1
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_the_five_year_plan
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, is_in_faction_with, add_timed_idea, has_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_the_five_year_plan
	available = {
		is_in_faction_with = SOV
		SOV = {
			has_government = communism
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_transplant_soviet_industry
	}
	icon = GFX_goal_generic_production2
	x = 0
	y = 1
	relative_position_id = SPR_transplant_soviet_industry
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = SPR_the_five_year_plan
			days = 1825
		}
		if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_3
			}
			remove_ideas = SPA_recovering_from_civil_war_3
		}
		else_if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_2
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war_2
				add_idea = SPA_recovering_from_civil_war_3
			}
		} {
			limit = {
				has_idea = SPA_recovering_from_civil_war
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war
				add_idea = SPA_recovering_from_civil_war_2
			}
		} {
			limit = {
				NOT = {
					has_global_flag = scw_over
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_recovering_from_civil_war
					add_idea = SPA_recovering_from_civil_war_2
				}
			}
		}
	}
}