Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_HARD/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.37
Constructs: is_triggered_only, has_completed_focus, limit, annex_country, every_core_state, add_core_of, add_to_variable, set_nationality
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.37
	title = wuw_GER_realpolitik.37.t
	desc = wuw_GER_realpolitik.37.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.37.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
		GER_anschluss_modify_mefo_bills_or_economy_of_conquest = yes
		GER_seize_gold_reserves_in_europe_peacefully = yes
		add_to_variable = {
			var = GER_mefo_bill_counter
			value = -10
		}
		IF = {
			limit = {
				AUS = {
					has_completed_focus = AUS_bring_generals_out_of_retirement
				}
			}
			AUS = {
				AUS_wilhelm_gebauer = {
					set_nationality = ROOT
				}
			}
		}
		AUS = {
			AUS_ludwig_von_eimannsberger = {
				set_nationality = ROOT
			}
			AUS_anton_kienbauer = {
				set_nationality = ROOT
			}
		}
		set_country_flag = GER_got_austrian_generals
	}
}
### Entity: State History
Component: 904
Constructs: add_core_of
Source: game
File: history/states/904 - Chukotka.txt

Code:
state = {
	id = 904
	name = STATE_822
	history = {
		owner = SOV
		victory_points = {
			13063 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV CKK FER
	}
	provinces = {
		4744 5264 13062 13063
	}
	manpower = 34182
	buildings_max_level_factor = 1
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_serbian_steel
Constructs: prerequisite, completion_reward, has_full_control_of_state, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_serbian_steel
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = YUG_improve_serbian_rail_network
	}
	x = 1
	y = 3
	relative_position_id = YUG_develop_military_industry
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		has_full_control_of_state = 108
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		108 = {
			add_resource = {
				type = steel
				amount = 16
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_revolution_through_belief
Constructs: prerequisite, has_war, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_revolution_through_belief
	icon = GFX_focus_SOV_the_path_of_marxism_leninism
	x = -2
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = no
		has_government = communism
	}
	mutually_exclusive = {
		focus = AFG_revolution_through_force
	}
	cost = 8
	prerequisite = {
		focus = AFG_persian_socialism
	}
	relative_position_id = AFG_persian_socialism
	bypass = {

	}
	completion_reward = {
		add_ideas = AFG_peaceful_revolution
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: COG_rawji_group
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/congo.txt

Code:
COG_rawji_group = {
	picture = COG_rawji_group
	allowed = {
		original_tag = COG
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = CONGO_rawji_group
	}
	visible = {

	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		construction_company
	}
	modifier = {

	}
}
### Entity: Decision
Component: FIN_finnish_resistance_category
Constructs: is_controlled_by
Source: game
File: common/decisions/categories/FIN_decision_categories.txt

Code:
FIN_finnish_resistance_category = {
	icon = GFX_decision_category_spr_the_seeds_of_revolution
	picture = GFX_decision_cat_picture_FIN_national_defense
	allowed = {
		NOT = {
			original_tag = FIN
		}
	}
	priority = 88
	visible = {

	}
	on_map_area = {
		target_array = FIN.core_states
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
			}
		}
		name = FIN_finnish_resistance_category
		zoom = 300
		state = 930
	}
}
### Entity: Shared Focus
Component: ARAB_army_modernization
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_army_modernization
	icon = GFX_goal_generic_army_doctrines
	text = ABC_army_modernization
	prerequisite = {
		focus = ARAB_organize_army_structure
	}
	x = 3
	y = 2
	relative_position_id = ARAB_establish_a_general_staff
	cost = 5
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: PER_industrial_events.1
Constructs: is_triggered_only, ai_chance, has_government, is_major, has_opinion, give_guarantee, give_resource_rights, add_offsite_building
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_industrial_events.1
	title = PER_industrial_events.1.t
	desc = PER_industrial_events.1.desc
	picture = GFX_report_event_generic_stock_traders
	is_triggered_only = yes
	option = {
		name = PER_industrial_events.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				FROM = {
					is_major = yes
				}
			}
		}
		effect_tooltip = {
			ROOT = {
				give_guarantee = FROM
			}
			FROM = {
				give_resource_rights = {
					receiver = ROOT
					state = 413
				}
				add_offsite_building = {
					type = industrial_complex
					level = 3
				}
			}
		}
		custom_effect_tooltip = PER_resource_rights_on_war_tt
		hidden_effect = {
			FROM = {
				country_event = {
					id = PER_industrial_events.2
					hours = 2
				}
			}
		}
	} {
		name = PER_industrial_events.1.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			}
		}
		set_country_flag = PER_refused_oil_flag
		FROM = {
			country_event = {
				id = PER_industrial_events.3
				hours = 2
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_fortify_pakistan
Constructs: prerequisite, limit, completion_reward, is_controlled_by, every_controlled_state, is_fully_controlled_by, is_core_of, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_fortify_pakistan
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = AFG_renounce_the_durand_line
	}
	x = 0
	y = 1
	relative_position_id = AFG_renounce_the_durand_line
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			988 = {
				is_controlled_by = ROOT
			}
			445 = {
				is_controlled_by = ROOT
			}
			987 = {
				is_controlled_by = ROOT
			}
			442 = {
				is_controlled_by = ROOT
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					OR = {
						988 = {
							is_controlled_by = ROOT
						}
						445 = {
							is_controlled_by = ROOT
						}
						987 = {
							is_controlled_by = ROOT
						}
						442 = {
							is_controlled_by = ROOT
						}
					}
				}
			}
			custom_effect_tooltip = AFG_fortify_pakistan_tt
		}
		every_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = PAK
				OR = {
					state = 988 445 987 442
				}
			}
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Polícia Militar do Rio de Janeiro
Constructs: division_template
Source: game
File: history/units/BRA_atacado.txt

Code:
division = {
	name = Polícia Militar do Rio de Janeiro
	location = 10513
	division_template = Divisão de Infantaria 2
	start_experience_factor = 0.5
	start_equipment_factor = 0.5
}
### Entity: Event
Component: axis_minors_bulgaria.38
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.38
	title = axis_minors_bulgaria.38.t
	desc = axis_minors_bulgaria.38.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.38.a
	}
}
### Entity: Character
Component: apostolic_vicar_of_leopoldville
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
apostolic_vicar_of_leopoldville = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.1
	research_speed_factor = -0.02
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modifier Reference
Component: MAN_corruption
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
MAN_corruption = {
	enable = {
		always = yes
	}
	remove_trigger = {

	}
	icon = GFX_idea_ETH_customs_barrier_ITA
	political_power_factor = MAN_corruption_pp
	consumer_goods_factor = MAN_corruption_cons
}
### Entity: Modifier Reference
Component: CZE_central_bohemia_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_central_bohemia_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_CZE_economic_investment_in_state
	local_building_slots_factor = 0.2
	local_factory_energy_consumption = -0.05
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					OR = {
						original_tag = CZE SLO
					}
				}
			}
		}
	}
}
### Entity: Character
Component: FRI_jean_de_beaumont
Source: game
File: common/characters/FRI.txt

Code:
FRI_jean_de_beaumont = {
	name = FRI_jean_de_beaumont
	portraits = {
		army = {
			small = gfx/interface/ideas/FRI/idea_minister_indochina_jean_de_beaumont.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRI_jean_de_beaumont
		allowed = {
			original_tag = FRI
		}
		ai_will_do = {
			factor = 4
		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: Country History
Country: SAB
Component: SAB_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SAB - Sabah.txt

Code:
# Misc for SAB
capital = 1024
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CAN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 3605
	division_template = District Militia
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Character
Component: BOL_gualberto_villarroel_lopez
Constructs: has_dlc
Source: game
File: common/characters/BOL.txt

Code:
BOL_gualberto_villarroel_lopez = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = army_chief
			idea_token = BOL_gualberto_villarroel_lopez
			allowed = {
				original_tag = BOL
			}
			traits = {
				army_chief_reform_2
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				ranger brilliant_strategist
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
		}
		portraits = {
			army = {
				large = GFX_portrait_BOL_gualberto_villarroel
				small = GFX_portrait_BOL_gualberto_villarroel_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = army_chief
			idea_token = BOL_gualberto_villarroel_lopez
			allowed = {
				original_tag = BOL
			}
			traits = {
				army_chief_old_guard
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_south_america_3
			}
		}
	}
}
### Entity: Idea
Component: prc_tsr_warlord_army
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
prc_tsr_warlord_army = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PRC_pla_ground_force
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
	}
}
### Entity: Decision
Component: GER_rebuilding_the_prussian_bastion
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_rebuilding_the_prussian_bastion = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = GER
	}
	visible_when_empty = yes
	priority = 11
	visible = {
		has_completed_focus = GER_spd_in_coalition GER_rebuild_the_prussian_bastion
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_fan_the_prussian_militarism
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_fan_the_prussian_militarism
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = GER_rebuild_the_nation
	}
	available = {

	}
	x = -1
	y = 1
	relative_position_id = GER_rebuild_the_nation
	cost = 5
	ai_will_do = {
		factor = 8
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = GER_national_revitalization GER_national_revitalization3
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = GER_national_revitalization
					add_idea = GER_national_revitalization2
				}
			}
		} {
			limit = {
				has_idea = GER_national_revitalization
			}
			swap_ideas = {
				remove_idea = GER_national_revitalization
				add_idea = GER_national_revitalization2
			}
		} {
			limit = {
				has_idea = GER_national_revitalization3
			}
			swap_ideas = {
				remove_idea = GER_national_revitalization3
				add_idea = GER_national_revitalization4
			}
		}
	}
}
### Entity: Character
Component: strongman
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
strongman = {
	random = no
	political_power_factor = -0.1
	stability_factor = -0.05
	political_advisor_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	high_command_cost_factor = -0.25
	air_chief_cost_factor = -0.25
	army_chief_cost_factor = -0.25
	navy_chief_cost_factor = -0.25
}
### Entity: Event
Component: wtt_xian_incident.7
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_war_with, has_country_flag, add_opinion_modifier
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_xian_incident.7
	title = wtt_xian_incident.7.t
	desc = {
		text = wtt_xian_incident.7.desc_a
		trigger = {
			NOT = {
				has_country_flag = SOV_xian_refuse
			}
		}
	} {
		text = wtt_xian_incident.7.desc_b
		trigger = {
			has_country_flag = SOV_xian_refuse
		}
	}
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		trigger = {
			NOT = {
				has_war_with = SOV
			} {
				has_country_flag = SOV_xian_refuse
			}
			SOV = {
				has_government = communism
			}
		}
		name = wtt_xian_incident.7.a
		ai_chance = {
			base = 70
		}
		SOV = {
			country_event = {
				id = wtt_xian_incident.9
				days = 1
			}
		}
	} {
		name = wtt_xian_incident.7.b
		ai_chance = {
			base = 30
			modifier = {
				CHI_is_on_historical_plan_trigger = yes
				factor = 0
			} {
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = CHI_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = CHI_AI_RANDOM_HISTORICAL_SEA
					has_game_rule = {
						rule = CHI_ai_behavior
						option = HISTORICAL_SEA
					}
				}
				factor = 0
			}
		}
		CHI = {
			CHI_kill_chiang_for_new_leader = yes
			create_wargoal = {
				target = PREV
				type = annex_everything
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.30
				days = 1
			}
		}
		event_target:CHI_xian_instigator = {
			clr_country_flag = CHI_xian_instigator_flag
		}
		custom_effect_tooltip = reject_second_united_front_tt
		PRC = {
			set_country_flag = PRC_said_no_to_cuf
		}
		if = {
			limit = {
				PRC = {
					has_country_flag = SOV_xian_refuse
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = protest_action
			}
		}
	} {
		trigger = {
			NOT = {
				OR = {
					AND = {
						has_dlc = No Compromise, No Surrender
						OR = {
							has_country_flag = PRC_AI_RANDOM_ALTERNATE_2
							has_game_rule = {
								rule = PRC_ai_behavior
								option = ALTERNATE_2
							}
						}
					}
				} {
					PRC = {
						has_completed_focus = PRC_the_unwilling_diarchy_focus
						focus_progress = {
							focus = PRC_the_unwilling_diarchy_focus
							progress = > 0
						}
					}
				}
			}
		}
		name = wtt_xian_incident.7.c
		ai_chance = {
			base = 30
		}
		CHI = {
			country_event = wtt_xian_incident.10
		}
	} {
		name = wtt_xian_incident.7.d
		ai_chance = {
			base = 0
		}
		cust
# ... (truncated)
### Entity: National Focus
Tree: fra_focus
Component: FRA_freedom_front
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, set_temp_variable, add_popularity
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_freedom_front
	icon = GFX_goal_generic_national_unity
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_protect_the_rights_of_man
	}
	relative_position_id = FRA_protect_the_rights_of_man
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				not = {
					has_completed_focus = FRA_utilize_the_leagues
				}
			}
			set_temp_variable = {
				FRA_fascism = party_popularity@fascism
			}
			add_popularity = {
				ideology = democratic
				popularity = FRA_fascism
			} {
				ideology = fascism
				popularity = FRA_fascism
			}
			multiply_temp_variable = {
				FRA_fascism = -1
			}
		}
		else = {
			set_temp_variable = {
				FRA_democracy = party_popularity@democratic
			}
			multiply_temp_variable = {
				FRA_democracy = 0.3
			} {
				FRA_democracy = -1
			}
			add_popularity = {
				ideology = fascism
				popularity = FRA_democracy
			} {
				ideology = democratic
				popularity = FRA_democracy
			}
		}
		FRA_communism_riot_effect = yes
	}
}
### Entity: State History
Component: 852
Constructs: add_core_of
Source: game
File: history/states/852-Istria.txt

Code:
state = {
	id = 852
	name = STATE_852
	manpower = 125850
	state_category = town
	resources = {
		coal = 2
	}
	history = {
		owner = ITA
		victory_points = {
			11564 1
		}
		buildings = {
			infrastructure = 3
			dockyard = 1
			11564 = {
				naval_base = 2
			}
		}
		add_core_of = ITA YUG CRO LBV
	}
	provinces = {
		11564 11735
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: CHI_setting_upp_colony
Constructs: limit, set_variable, release_autonomy, release_non_owned_controlled, create_dynamic_country, set_temp_variable, every_controlled_state, set_autonomy
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_setting_upp_colony = {
	custom_effect_tooltip = CHI_set_up_puppet_tt
	hidden_effect = {
		if = {
			limit = {
				var:country_to_initiate = {
					exists = no
				}
			}
			var:country_to_initiate = {
				set_variable = {
					collaboration_formed_by = PREV
				}
			}
			release_autonomy = {
				target = country_to_initiate
				autonomy_state = autonomy_colony
				freedom_level = 0.5
				release_non_owned_controlled = yes
			}
		}
		else = {
			create_dynamic_country = {
				original_tag = country_to_initiate
				set_variable = {
					collaboration_formed_by = PREV
				}
				set_temp_variable = {
					new_country = this
				}
				PREV = {
					every_controlled_state = {
						limit = {
							occupied_country_tag = country_to_initiate
						}
						var:new_country = {
							transfer_state = PREV
						}
					}
					puppet = new_country
					set_autonomy = {
						target = new_country
						autonomy_state = autonomy_colony
						freedom_level = 0.5
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: MAN_civil_service
Constructs: stability_factor, political_power_gain, has_government, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_civil_service = {
	allowed = {
		always = yes
	}
	cancel = {
		OR = {
			has_government = fascism communism
		}
	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy
	modifier = {
		political_power_gain = 0.025
		stability_factor = 0.025
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_armored_support_vehicle_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_armored_support_vehicle_4 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_4
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = armored_support_vehicle
		value = 1
	}
}
### Entity: Event
Component: MUN_czech.1013
Constructs: is_triggered_only, limit, add_to_faction, add_ai_strategy
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1013
	title = MUN_czech.1013.t
	desc = MUN_czech.1013.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = MUN_czech.1013.a
		if = {
			limit = {
				FROM = {
					original_tag = POL
				}
			}
			72 = {
				transfer_state_to = FROM
			}
		}
		else_if = {
			limit = {
				FROM = {
					original_tag = HUN
				}
			}
			664 = {
				transfer_state_to = FROM
			}
		}
		add_to_faction = FROM
		FROM = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 100
			}
		}
	} {
		name = MUN_czech.1013.b
	}
}
### Entity: Scripted Trigger
Component: EAI_no_spec_ops
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_no_spec_ops = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/spec_ops = global.EAI_NO_SPEC_OPS
		} {
			EAI_FOCUS/LAND/spec_ops_OVERRIDE = global.EAI_NO_SPEC_OPS
		}
		AND = {
			OR = {
				EAI_No_Spec_Ops_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/spec_ops EAI_FOCUS/LAND/spec_ops_OVERRIDE
			}
		}
	}
}