Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: NAV_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/navarra.txt

Code:
NAV_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = NAV
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: JUNO_the_miners_representative
Constructs: production_speed_buildings_factor, communism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_the_miners_representative = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.06
	production_factory_max_efficiency_factor = 0.05
	communism_drift = 0.03
	ai_will_do = {
		factor = 0
	}
}
### Entity: Misc Config
Component: idea_categories
Constructs: removal_cost
Source: game
File: common/idea_tags/00_idea.txt

Code:
idea_categories = {
	hidden_ideas = {
		hidden = yes
		cost = 0
		removal_cost = -1
		ledger = hidden
	}
	country = {
		type = national_spirit
		cost = 0
		removal_cost = -1
		ledger = hidden
	}
	government = {
		slot = mobilization_laws trade_laws economy
		character_slot = political_advisor political_advisor political_advisor
		ledger = civilian
		cost = 150
		removal_cost = 0
	}
	research_production = {
		slot = tank_manufacturer naval_manufacturer aircraft_manufacturer materiel_manufacturer industrial_concern
		character_slot = theorist
		ledger = civilian
		cost = 150
		removal_cost = 0
	}
	military_staff = {
		character_slot = army_chief navy_chief air_chief high_command high_command high_command
		ledger = invalid
		cost = 150
		removal_cost = 0
	}
	academy_spirit = {
		type = army_spirit
		cost = 20
		removal_cost = -1
		politics_tab = no
		ledger = hidden
		slot = academy_spirit
	}
	army_spirit = {
		type = army_spirit
		cost = 35
		removal_cost = -1
		politics_tab = no
		ledger = hidden
		slot = army_spirit
	}
	division_command_spirit = {
		type = army_spirit
		cost = 50
		removal_cost = -1
		politics_tab = no
		ledger = hidden
		slot = division_command_spirit
	}
	naval_academy_spirit = {
		type = navy_spirit
		cost = 20
		removal_cost = -1
		politics_tab = no
		ledger = hidden
		slot = naval_academy_spirit
	}
	navy_spirit = {
		type = navy_spirit
		cost = 35
		removal_cost = -1
		politics_tab = no
		ledger = hidden
		slot = navy_spirit
	}
	naval_command_spirit = {
		type = navy_spirit
		cost = 50
		removal_cost = -1
		politics_tab = no
		ledger = hidden
		slot = naval_command_spirit
	}
	air_force_academy_spirit = {
		type = air_spirit
		cost = 50
		removal_cost = -1
		politics_tab = no
		ledger = hidden
		slot = air_force_academy_spirit
	}
	air_force_spirit = {
		type = air_spirit
		cost = 50
		removal_cost = -1
		politics_tab = no
		ledger = hidden
		slot = air_force_spirit
	}
	air_force_command_spirit = {
		type = air_spirit
		politics_tab = no
		cost = 50
		removal_cost = -1
		ledger = hidden
		slot = air_force_command_spirit
	}
}
### Entity: Character
Component: ICE_isleifur_hognason
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_isleifur_hognason = {
	name = ICE_isleifur_hognason
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_isleifur_hognason_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_isleifur_hognason
		allowed = {

		}
		available = {
			OR = {
				has_government = communism
				has_completed_focus = ICE_political_unity
			}
		}
		visible = {

		}
		traits = {
			ICE_trade_unionist
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: LIT_fascist_propaganda
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_fascist_propaganda = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.15
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_struggle_for_communal_liberation
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_struggle_for_communal_liberation
	icon = GFX_focus_SOV_builder_of_the_red_army
	x = 0
	y = 1
	relative_position_id = MON_one_union_government
	cost = 5
	prerequisite = {
		focus = MON_one_union_government
	}
	available = {
		has_government = communism
		is_subject = no
		SOV = {
			exists = no
		}
		has_war = yes
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_timed_idea = {
			idea = MON_struggle_for_communal_liberation_idea
			days = 720
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_found_company_for_cement
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_found_company_for_cement
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = IRQ_strengthen_the_iraqi_dinar
	}
	x = -2
	y = 1
	relative_position_id = IRQ_strengthen_the_iraqi_dinar
	cost = 10
	ai_will_do = {
		base = 1
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = IRQ_state_company_for_cement_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				291
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Motorized_Design_B_PRESET
Constructs: limit, check_variable
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Motorized_Design_B_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
			} {
				EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
			}
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
			} {
				EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_226
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_226 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_226
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 226
		states = {
			226
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Decision
Component: SOV_kill_trotsky_dec_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, owns_state, has_country_flag, fire_only_once, has_equipment, has_global_flag, complete_effect
Source: game
File: common/decisions/SOV.txt

Code:
SOV_kill_trotsky_dec_cat = {
	SOV_raid_trotskys_villa = {
		priority = 2
		icon = generic_prepare_civil_war
		ai_will_do = {
			base = 0
			modifier = {
				add = 50
				date = > 1940.2.1
				NOT = {
					has_country_flag = SOV_raided_trotskys_villa_flag
				}
			}
		}
		target_trigger = {
			FROM = {
				owns_state = 277
			}
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			has_equipment = {
				infantry_equipment = > 49
			} {
				support_equipment = > 49
			}
			NOT = {
				has_country_flag = SOV_attempting_to_kill_trotsky_flag
			}
		}
		visible = {
			has_completed_focus = SOV_behead_the_snake
			OR = {
				has_global_flag = trotsky_exile_mexico flag_mexico_invited_trotsky_to_government
			}
			NOT = {
				has_global_flag = flag_trotsky_dead
			} {
				has_global_flag = flag_trotsky_has_returned_to_ussr_from_mexico
			}
		}
		cost = 75
		days_remove = 60
		modifier = {
			political_power_factor = -0.1
		}
		complete_effect = {
			set_country_flag = SOV_attempting_to_kill_trotsky_flag
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -50
				producer = SOV
			} {
				type = support_equipment
				amount = -50
				producer = SOV
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = SOV_attempting_to_kill_trotsky_flag
				set_country_flag = SOV_raided_trotskys_villa_flag
				random_list = {
					50 = {
						modifier = {
							factor = 2
							FROM = {
								communism = > 0.5
							}
						} {
							factor = 5
							FROM = {
								is_in_faction_with = ROOT
							}
						}
						ROOT = {
							news_event = {
								id = nsb_news.100
							}
						}
					} {
						modifier = {
							factor = 0
							FROM = {
								is_subject_of = ROOT
							}
						}
						ROOT = {
							news_event = {
								id = nsb_news.101
							}
						}
					}
				}
			}
			custom_effect_tooltip = SOV_raid_trotskys_villa_tt
		}
	}
	SOV_carefully_planned_assassination = {
		priority = 1
		icon = GFX_decision_generic_assassination
		ai_will_do = {
			base = 0
			modifier = {
				add = 200
				date = > 1940.6.1
				has_country_flag = SOV_raided_trotskys_villa_flag
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					owns_state = 277 110
				}
			}
		}
		target_root_trigger = {
			original_tag = SOV
			has_completed_focus = SOV_behead_the_snake
		}
		allowed = {
			original_tag = SOV
		}
		available = {
		
# ... (truncated)
### Entity: Event
Component: denmark_expansion_event.201
Constructs: is_triggered_only, limit, add_political_power, every_state, is_controlled_by, is_core_of
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.201
	title = denmark_expansion_event.201.t
	desc = denmark_expansion_event.201.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.201.a
		add_political_power = 25
		every_state = {
			limit = {
				is_controlled_by = FROM
				is_core_of = ICE
			}
			transfer_state_to = ROOT
		}
	}
}
### Entity: Character
Component: CZE_leader_of_the_sdp
Constructs: conscription_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_leader_of_the_sdp = {
	sprite = 13
	random = no
	fascism_acceptance = 25
	conscription_factor = 0.05
	political_power_factor = 0.1
	fascism_drift = 0.05
}
### Entity: Effect Reference
Construct: remove_contested_owner
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_contested_owner

* Supported Scopes: STATE, COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Removes a contested owner to a state.
The effect can be used either from a country or a state scope and accepts the other as parameter.
The effect is localized with a localization environment containing `Country` and `State`.
### Entity: Unit Template
Component: YEM_MTN_01
Source: game
File: common/units/names_divisions/YEM_names_divisions.txt

Code:
YEM_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		YEM
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		YEM_INF_01
	}
	fallback_name = Yemeni al-Mushati al-%dr
	ordered = {
		20 = {
			Yemeni al-Mushati al-%dr
		}
		21 = {
			Yemeni al-Mushati al-%dr
		}
		22 = {
			Yemeni al-Mushati al-%dr
		}
		23 = {
			Yemeni al-Mushati al-%dr
		}
		24 = {
			Yemeni al-Mushati al-%dr
		}
		25 = {
			Yemeni al-Mushati al-%dr
		}
		26 = {
			Yemeni al-Mushati al-%dr
		}
		27 = {
			Yemeni al-Mushati al-%dr
		}
		28 = {
			Yemeni al-Mushati al-%dr
		}
		29 = {
			Yemeni al-Mushati al-%dr
		}
		30 = {
			Yemeni al-Mushati al-%dr
		}
	}
}
### Entity: Modifier Reference
Component: SOV_the_red_fleet_surface_1_dynamic_modifier_alt
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_the_red_fleet_surface_1_dynamic_modifier_alt = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility
	refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost
	repair_speed_factor = SOV_red_fleet_repair_speed_factor
	custom_modifier_tooltip = SOV_the_red_fleet_surface_1_tt
	naval_coordination = SOV_red_fleet_naval_coordination
	navy_visibility = SOV_red_fleet_navy_visibility
	positioning = SOV_red_fleet_positioning
	screening_efficiency = SOV_red_fleet_screening_efficiency
	naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity
	invasion_preparation = SOV_red_fleet_invasion_preparation
	special_forces_cap = SOV_red_fleet_special_forces_cap
}
### Entity: Misc Config
Component: load_goe
Constructs: load_goe
Source: game
File: common/frontend/backgrounds/base_backgrounds.txt

Code:
load_goe = {
	dlc_allowed = Graveyard of Empires
}
### Entity: Event
Component: palestine.68
Constructs: is_triggered_only
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.68
	picture = GFX_report_event_generic_battle
	title = palestine.68.t
	desc = palestine.68.d
	is_triggered_only = yes
	option = {
		name = palestine.68.a
		transfer_state = 455 1022 1021
	}
}
### Entity: Event
Component: BBA_switzerland_fascist.5
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, owns_state, has_country_flag, check_variable, set_state_controller_to
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_fascist.5
	title = BBA_switzerland_fascist.5.t
	desc = BBA_switzerland_fascist.5.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_fascist.5.a
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				check_variable = {
					SWI_requested_territory = AUS
				} {
					SWI_requested_territory = ITA
				} {
					SWI_requested_territory = FRA
				} {
					SWI_requested_territory = VIC
				}
				AND = {
					check_variable = {
						SWI_requested_territory = GER
					}
					OR = {
						NOT = {
							owns_state = 848
						} {
							has_country_flag = denied_vorarlberg
						}
					}
				}
			}
		}
		if = {
			limit = {
				FROM = {
					owns_state = 848
				}
			}
			ROOT = {
				transfer_state = 848
			}
		} {
			limit = {
				FROM = {
					controls_state = 848
				}
			}
			848 = {
				set_state_controller_to = ROOT
			}
		}
		clear_variable = SWI_requested_territory
	} {
		name = BBA_switzerland_fascist.5.b
		ai_chance = {
			base = 10
		}
		trigger = {
			OR = {
				check_variable = {
					SWI_requested_territory = AUS
				} {
					SWI_requested_territory = ITA
				} {
					SWI_requested_territory = VIC
				} {
					SWI_requested_territory = FRA
				} {
					SWI_requested_territory = GER
				}
			}
		}
		if = {
			limit = {
				check_variable = {
					var:SWI:SWI_requested_territory = VIC
				}
			}
			VIC = {
				every_owned_state = {
					limit = {
						is_core_of = PREV
						is_alpine_state = yes
						is_owned_and_controlled_by = PREV
					}
					transfer_state_to = SWI
				}
			}
		}
		else = {
			FROM = {
				every_owned_state = {
					limit = {
						is_core_of = var:SWI.SWI_requested_territory
						is_alpine_state = yes
					}
					transfer_state_to = SWI
				}
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_encourage_asian_trade
Constructs: prerequisite, limit, add_ideas, completion_reward, random_hours
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_encourage_asian_trade
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = PHI_encourage_foreign_investment
	}
	relative_position_id = PHI_encourage_foreign_investment
	x = 0
	y = 1
	cost = 10
	available = {
		OR = {
			SIA = {
				exists = yes
			}
			INS = {
				exists = yes
			}
			MAL = {
				exists = yes
			}
		}
	}
	bypass = {
		AND = {
			SIA = {
				exists = no
			}
			INS = {
				exists = no
			}
			MAL = {
				exists = no
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				SIA = {
					exists = yes
				}
			}
			SIA = {
				country_event = {
					id = SEA_PHI_political_events.3
					hours = 3
					random_hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt
			effect_tooltip = {
				add_ideas = PHI_asian_trade_connections_siam
			}
		} {
			limit = {
				INS = {
					exists = yes
				}
			}
			INS = {
				country_event = {
					id = SEA_PHI_political_events.3
					hours = 3
					random_hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt
			effect_tooltip = {
				add_ideas = PHI_asian_trade_connections_dutch_east_india
			}
		} {
			limit = {
				MAL = {
					exists = yes
				}
			}
			MAL = {
				country_event = {
					id = SEA_PHI_political_events.3
					hours = 3
					random_hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_ideas = PHI_asian_trade_connections_malaya
			}
		}
		hidden_effect = {
			PHI_central_focuses_done_T1 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Modding Documentation
Construct: Example:
Source: vanilla_docs
File: common/special_projects/special_projects_documentation.md

Doc:
# Example:
special_project_specialization_naval_engineering = {

	# MANDATORY - Default blueprint image - (overriden if sub-specialization or the individual project has one defined)
	blueprint_image = GFX_special_project_specialization_naval_engineering_blueprint

	# MANDATORY - Default facility render image - (overriden if sub-specialization or the individual project has one defined)
	facility_model = special_project_specialization_naval_engineering_entity # maybe "_render" instead of "_entity"

	...

	sub_specializations = {

		naval_engineering_submarine = {

			# OPTIONAL - Overriding blueprint image - (overriden if the individual project has one defined)
			blueprint_image = GFX_special_project_specialization_naval_engineering_submarine_blueprint

			# MANDATORY - Default facility render image - (overriden if the individual project has one defined)
			facility_model = special_project_specialization_naval_engineering_submarine_entity # maybe "_render" instead of "_entity"

			...
		}

		naval_engineering_surface_ship = {
			...
		}
	}
}
### Entity: Technology
Component: etax_doctrine
Constructs: research_speed_factor, is_major, allow_branch, has_global_flag, disable_r56_techs, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	allow_branch = {
		NOT = {
			has_global_flag = disable_r56_techs
		}
	}
	path = {
		leads_to_tech = etax_the_means
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_the_ends
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_army_focus
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_navy_focus
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_air_focus
		research_cost_coeff = 1
	}
	consumer_goods_factor = 0.01
	research_speed_factor = 0.02
	doctrine = no
	research_cost = 3.0
	start_year = 1918
	folder = {
		name = etax_folder
		position = {
			x = 0
			y = 0
		}
	}
	categories = {
		r56_special_research_division industry
	}
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 20
			is_major = yes
		}
	}
	on_research_complete = {
		custom_effect_tooltip = r56_tooltip_SRD_unlock
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.23
Constructs: is_triggered_only, ai_chance, has_government, has_opinion
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.23
	title = ww_BEL_event_diplomatic.23.t
	desc = ww_BEL_event_diplomatic.23.desc
	picture = GFX_report_event_generic_research_lab
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.23.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_government = ROOT
			} {
				factor = 2
				has_opinion = {
					target = ROOT
					value = > 24
				}
			}
		}
		event_option_tooltip = ww_BEL_event_diplomatic.24.a
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.24
				hours = 6
			}
		}
	} {
		name = ww_BEL_event_diplomatic.23.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				has_opinion = {
					target = ROOT
					value = < -24
				}
			}
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.25
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_eic_dividends_investment
Constructs: production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_eic_dividends_investment = {
	enable = {
		always = yes
	}
	icon = GFX_idea_RAJ_issue_bonds_on_the_stock_market
	production_factory_max_efficiency_factor = RAJ_eic_dividends_investment_efficiency_max
	production_speed_buildings_factor = RAJ_eic_dividends_investment_building_speed
}
### Entity: Event
Component: INS_volksraad_events.90
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_political_power, has_autonomy_state, is_ai, is_historical_focus_on
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.90
	title = INS_volksraad_events.90.t
	desc = INS_volksraad_events.90.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.10.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.2
				INS = {
					has_completed_focus = INS_realign_supply_chains
				}
			} {
				factor = 1.2
				INS = {
					has_completed_focus = INS_prioritize_dutch_companies
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 5
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 10
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 15
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 20
				}
			} {
				factor = 2
				INS = {
					OR = {
						has_autonomy_state = autonomy_integrated_puppet autonomy_puppet
					}
				}
			} {
				factor = 0.8
				INS = {
					OR = {
						has_autonomy_state = autonomy_colony
					}
				}
			} {
				factor = 0.5
				INS = {
					OR = {
						has_autonomy_state = autonomy_dominion
					}
				}
			} {
				factor = 2
				INS = {
					is_ai = no
				}
			}
		}
		INS = {
			country_event = {
				id = INS_volksraad_events.91
				hours = 6
			}
			effect_tooltip = {
				indonesia_volksraad_democratic_volksraad_effect = yes
			}
		}
	} {
		name = INS_volksraad_events.10.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 1.5
				INS = {
					has_completed_focus = INS_first_come_first_serve
				}
			} {
				factor = 1.5
				INS = {
					has_completed_focus = INS_increased_trade_with_japan
				}
			} {
				factor = 1.5
				has_completed_focus = INSHOL_urge_gov_veto
			} {
				factor = 10
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
				}
			} {
				factor = 2
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
					has_autonomy_state = autonomy_colony
				}
			} {
				factor = 3
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
					has_autonomy_state = autonomy_dominion
				}
			}
		}
		INS = {
			country_event = {
				id = INS_volksraad_events.3
				hours = 6
			}
		}
		effect_tooltip = {
			indonesia_volksraad_reject_50_effect = yes
		}
		hidden_effect = {
			HOL = {
				add_political_power = -50
			}
		}
	}
}
### Entity: Order of Battle
Component: 17th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 17th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}