Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: set_faction_research_unlocked
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_faction_research_unlocked

* Supported Scopes: any
* Supported Targets: none

Sets wheter the current countries faction can make changes to the faction research section
### Entity: Event
Component: news.2
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.2
	title = news.1.t
	desc = news.2.d
	picture = GFX_news_event_018
	major = yes
	is_triggered_only = yes
	option = {
		name = news.2.a
		trigger = {
			NOT = {
				TAG = JAP CHI
			}
		}
	} {
		name = news.2.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.2.c
		trigger = {
			TAG = CHI
		}
	}
}
### Entity: Event
Component: belgium.111
Constructs: is_triggered_only, ai_chance, has_war, limit, has_tech, create_production_license, cost_factor, is_in_faction_with
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.111
	title = belgium.111.t
	desc = belgium.111.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = belgium.111.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0.5
			}
		}
		BEL = {
			country_event = belgium.112
		}
		if = {
			limit = {
				has_tech = tactical_bomber1
				NOT = {
					has_tech = tactical_bomber2
				}
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = tac_bomber_equipment_1
				}
				cost_factor = 0
			}
		} {
			limit = {
				has_tech = tactical_bomber2
				NOT = {
					has_tech = tactical_bomber3
				}
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = tac_bomber_equipment_2
				}
				cost_factor = 0
			}
		} {
			limit = {
				has_tech = tactical_bomber3
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = tac_bomber_equipment_3
				}
				cost_factor = 0
			}
		}
	} {
		name = belgium.111.b
		ai_chance = {
			factor = 10
			modifier = {
				is_in_faction_with = BEL
				factor = 0
			}
		}
		if = {
			limit = {
				tag = GER
			}
			BEL = {
				set_country_flag = GER_tactical_bomber_refused
			}
		} {
			limit = {
				tag = ITA
			}
			BEL = {
				set_country_flag = ITA_tactical_bomber_refused
			}
		} {
			limit = {
				tag = FRA
			}
			BEL = {
				set_country_flag = FRA_tactical_bomber_refused
			}
		} {
			limit = {
				tag = ENG
			}
			BEL = {
				set_country_flag = ENG_tactical_bomber_refused
			}
		} {
			limit = {
				tag = USA
			}
			BEL = {
				set_country_flag = USA_tactical_bomber_refused
			}
		}
		BEL = {
			country_event = belgium.109
		}
		reverse_add_opinion_modifier = {
			target = BEL
			modifier = refused_help
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AMerge.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Merge:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Merge (transclusion) ‎ (← links | edit)

Template:Merge/doc (transclusion) ‎ (← links | edit)

Category:To be merged ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Merge"
### Entity: Character
Component: CHL_carlos_puga_monsalve
Source: game
File: common/characters/CHL.txt

Code:
CHL_carlos_puga_monsalve = {
	advisor = {
		slot = high_command
		idea_token = CHL_carlos_puga_monsalve
		ledger = navy
		allowed = {
			original_tag = CHL
		}
		traits = {
			air_naval_strike_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = CHL_carlos_puga_monsalve
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_76
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_76 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 76
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 76
	}
}
### Entity: Idea
Component: JAP_kantai_kessen_2
Constructs: removal_cost, clear_variable
Source: game
File: common/ideas/japan.txt

Code:
JAP_kantai_kessen_2 = {
	picture = generic_navy_cruiser_warfare
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		clear_variable = JAP_kantai_kessen_target_2
	}
	targeted_modifier = {
		tag = JAP.JAP_kantai_kessen_target_2
		spotting_chance_against = 0.1
		navy_capital_ship_attack_factor_against = 0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prepare_a_defense_of_the_nation_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, complete_national_focus, set_country_flag
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_prepare_a_defense_of_the_nation_r56
	prerequisite = {
		focus = SIA_deal_with_the_armed_forces_r56
	} {
		focus = SIA_siamese_national_banking_bureau_r56
	}
	icon = GFX_goal_generic_barrack_industry
	cost = 8
	ai_will_do = {
		base = 6
	}
	x = 1
	y = 1
	relative_position_id = SIA_deal_with_the_armed_forces_r56
	bypass = {
		has_completed_focus = SIA_issue_economic_mobilization_r56
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			complete_national_focus = SIA_issue_economic_mobilization_r56
		}
		set_country_flag = {
			flag = SIA_issue_economic_mobilization_r56_timer_flag
			value = 1
			days = 364
		}
		effect_tooltip = {
			custom_effect_tooltip = SIA_issue_economic_mobilization_r56_tt generic_skip_one_line_tt
			add_war_support = 0.04
			if = {
				limit = {
					has_idea = civilian_economy
				}
				custom_effect_tooltip = due_to_civilian_economy_being_active_we_will_receive_the_following_effects_tt generic_skip_one_line_tt
				add_ideas = partial_economic_mobilisation
			}
			else_if = {
				limit = {
					has_idea = low_economic_mobilisation
				}
				custom_effect_tooltip = due_to_early_mobilization_being_active_we_will_receive_the_following_effects_tt generic_skip_one_line_tt generic_skip_one_line_tt
				add_ideas = partial_economic_mobilisation
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					prioritize = {
						1134
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					prioritize = {
						1134
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_has_4_convoys
Constructs: has_equipment
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_has_4_convoys = {
	has_equipment = {
		convoy = > 3
	}
}
### Entity: Modding Documentation
Construct: pow
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## pow
Raises the accumulator to the given power.

Integer exponents are computed exactly by repeated multiplication. Fractional exponents (e.g. `pow = 0.5`) use a numerical approximation and may produce small rounding errors; follow with `round = yes` if you need an exact integer result.
### Entity: Character
Component: BUK_mohammed_alim_khan
Source: game
File: common/characters/BUK.txt

Code:
BUK_mohammed_alim_khan = {
	name = BUK_mohammed_alim_khan
	portraits = {
		civilian = {
			large = GFX_portrait_TAJ_alim_khan
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1944.1.1.1
		id = -1
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_develop_indigenous_models
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_develop_indigenous_models
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = PLY_develop_our_dockyards
	}
	relative_position_id = PLY_develop_our_dockyards
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Event
Component: axis_minors_bulgaria.70
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_idea, release_puppet
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.70
	title = axis_minors_bulgaria.70.t
	desc = axis_minors_bulgaria.70.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.70.a
		ai_chance = {
			base = 35
		}
		if = {
			limit = {
				has_idea = YUG_idea_macedonian_opposition
			}
			remove_ideas = YUG_idea_macedonian_opposition
		}
		release_puppet = MAC
		effect_tooltip = {
			diplomatic_relation = {
				country = BUL
				relation = non_aggression_pact
				active = yes
			}
			BUL = {
				country_event = axis_minors_bulgaria.71
			}
		}
	} {
		name = axis_minors_bulgaria.64.b
		ai_chance = {
			base = 65
		}
		BUL = {
			country_event = axis_minors_bulgaria.69
		}
	}
}
### Entity: Modifier Reference
Construct: air_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_defence_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: Character
Component: POR_alfredo_da_silva
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_alfredo_da_silva = {
	advisor = {
		slot = political_advisor
		idea_token = POR_alfredo_da_silva
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_alfredo_da_silva
	portraits = {
		army = {
			small = GFX_idea_POR_alfredo_da_silva
		}
	}
}
### Entity: Character
Component: RAJ_GOE_g_d_birla
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_g_d_birla = {
	name = RAJ_GOE_g_d_birla
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_g_d_birla_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_g_d_birla
		allowed = {
			original_tag = RAJ
			has_dlc = Graveyard of Empires
		}
		visible = {
			has_country_flag = RAJ_industrialists_joined_eic
		}
		traits = {
			motor_tycoon
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_maintain_neutrality
Constructs: prerequisite, add_ideas, add_stability, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_maintain_neutrality
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = AFG_secure_dynasty
	}
	x = 0
	y = 1
	relative_position_id = AFG_secure_dynasty
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = neutrality_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		add_stability = 0.2
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L08
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L08 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^8 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L08
		value = 5000
	} {
		type = support
		id = L08
		value = 5000
	} {
		type = diplo_action_desire
		id = L08
		target = lend_lease
		value = 2000
	}
}
### Entity: Character
Component: minister_of_posts_and_telegraphs
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
minister_of_posts_and_telegraphs = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	democratic_drift = 0.05
	land_reinforce_rate = 0.02
}
### Entity: Event
Component: wtt_japan.102
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.102
	title = wtt_japan.101.t
	desc = wtt_japan.102.desc
	picture = GFX_report_event_japanese_soldiers_03
	is_triggered_only = yes
	option = {
		name = excellent
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: Technology
Component: naval_bomber2
Constructs: has_war_with, enable_equipments, research_cost, has_deployed_air_force_size
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		nav_bomber_equipment_2
	}
	path = {
		leads_to_tech = naval_bomber3
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = air_techs_folder
		position = {
			x = 4
			y = 6
		}
	}
	sub_technologies = {
		cv_naval_bomber2
	}
	categories = {
		naval_air air_equipment naval_bomber mio_cat_all_naval_bomber_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			OR = {
				has_war_with = ENG USA JAP
			}
			factor = 3
		} {
			has_deployed_air_force_size = {
				size = > 500
				type = naval_bomber
			}
			factor = 1.5
		} {
			factor = 5
			tag = USA
		} {
			factor = 5
			tag = JAP
		}
	}
}
### Entity: Character
Component: PER_reza_mizani
Source: game
File: common/characters/PER.txt

Code:
PER_reza_mizani = {
	advisor = {
		slot = navy_chief
		idea_token = PER_reza_mizani
		allowed = {
			original_tag = PER
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PER_reza_mizani
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_A_Federal_Pakistan
Constructs: prerequisite, limit, owns_state, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_A_Federal_Pakistan
	icon = GFX_goal_communist_visible_hand
	cost = 2.0
	bypass = {
		NOT = {
			owns_state = 430
		}
	}
	prerequisite = {
		focus = PAK_Unite_the_Proletariat
	}
	x = 6
	y = 4
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		if = {
			limit = {
				owns_state = 430
			}
			custom_effect_tooltip = Permanently Disables Bangladeshi Liberty Desire
		}
	}
}
### Entity: Event
Component: india.421
Constructs: is_triggered_only, ai_chance, limit, add_political_power, add_ai_strategy
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.421
	title = india.421.t
	desc = india.421.desc
	picture = GFX_report_event_picture_RAJ_Hyderabad_Palace
	is_triggered_only = yes
	option = {
		name = india.421.a
		ai_chance = {
			base = 50
		}
		ENG = {
			diplomatic_relation = {
				country = RAJ
				relation = guarantee
				active = no
			} {
				country = PAK
				relation = guarantee
				active = no
			}
			add_ai_strategy = {
				type = ignore
				id = RAJ
				value = 100
			} {
				type = ignore
				id = PAK
				value = 100
			}
			if = {
				limit = {
					country_exists = BRM
				}
				diplomatic_relation = {
					country = BRM
					relation = guarantee
					active = no
				}
				add_ai_strategy = {
					type = ignore
					id = BRM
					value = 100
				}
			}
		}
	} {
		name = india.421.b
		add_political_power = -10
	}
}
### Entity: Character
Component: NAV_andres_garcia_de_la_calle
Source: game
File: common/characters/NAV.txt

Code:
NAV_andres_garcia_de_la_calle = {
	name = Andrés García de la Calle
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = NAV_andres_garcia_de_la_calle
		allowed = {
			original_tag = NAV
		}
		available = {

		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: KMT_training_carsun
Constructs: stability_factor, removal_cost, has_country_leader
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_training_carsun = {
	removal_cost = -1
	picture = CHL_the_Hacienda_inquilinaje_system
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_carsun_chang
			}
		}
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = -0.25
		stability_factor = -0.025
		consumer_goods_factor = 0.05
	}
}
### Entity: Character
Component: IRQ_british_lackey
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_british_lackey = {
	random = no
	sprite = 13
	political_power_factor = -0.1
	democratic_acceptance = 50
	improve_relations_maintain_cost_factor = -1
	enemy_justify_war_goal_time = 0.5
}
### Entity: AI Strategy
Component: USA_naval_mine_layer
Constructs: has_war, any_of
Source: game
File: common/ai_equipment/USA_naval.txt

Code:
USA_naval_mine_layer = {
	category = naval
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		naval_mine_layer
	}
	priority = {
		factor = 3
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	mine_layer_light = {
		priority = {
			factor = 2
			modifier = {
				factor = 10
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_battery_slot = dp_light_battery_2
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		requirements = {
			module = ship_mine_layer_1
		}
		allowed_modules = {
			ship_mine_layer_1 ship_anti_air ship_light_battery ship_fire_control_system light_ship_engine ship_torpedo ship_radar ship_sonar ship_depth_charge
		}
	}
	submarine_mine_layer = {
		priority = {
			factor = 20
			modifier = {
				factor = 10
				has_war = yes
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_submarine_2
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				rear_1_custom_slot = ship_mine_layer_sub
			}
		}
		requirements = {
			module = ship_mine_layer_sub
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	mine_layer_cruiser = {
		priority = {
			factor = 2
			modifier = {
				factor = 10
				num_of_naval_factories = > 19
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_cruiser
			modules = {
				rear_1_custom_slot = ship_mine_layer_1
				mid_2_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = < cruiser_ship_engine_3
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = < ship_anti_air_3
			}
		}
		requirements = {
			module = ship_mine_layer_1
		}
		allowed_modules = {
			ship_mine_layer_1 ship_anti_air ship_light_battery ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar
		}
	}
}
### Entity: State History
Component: 1042
Constructs: add_core_of
Source: game
File: history/states/1042-Ahtopol.txt

Code:
state = {
	id = 1042
	name = STATE_1042
	manpower = 33712
	state_category = enclave
	provinces = {
		13390
	}
	history = {
		victory_points = {
			13390 1
		}
		owner = BUL
		add_core_of = TUR BUL
		buildings = {
			infrastructure = 2
		}
	}
}
### Entity: Effect Reference
Construct: modify_global_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## modify_global_flag

* Supported Scopes: any
* Supported Targets: none

```
modify global flag. Only modifies if flag already exists.
Example: modify_global_flag = { flag = <name> value = <number> }
```
### Entity: Idea
Component: bra_bandeirantes_sp_1
Constructs: removal_cost, recon_factor, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_bandeirantes_sp_1 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = BRA_bandeirantes_pic
	removal_cost = -1
	modifier = {
		heat_attrition_factor = -0.5
		supply_consumption_factor = -0.1
		recon_factor = 0.05
		special_forces_cap = 0.05
		special_forces_defence_factor = 0.05
		winter_attrition_factor = 1
		max_planning = -0.25
		experience_gain_army_factor = -0.2
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: socialist_science_focus
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
socialist_science_focus = {
	name = socialist_science_focus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	picture = jap_the_unthinkable_option
	modifier = {
		industrial_capacity_factory = 0.06
		conscription = 0.006
	}
}
### Entity: Event
Component: toykan.8
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power, set_capital, set_politics, add_popularity, set_party_name
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.8
	title = toykan.8.t
	desc = toykan.8.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.8.a
		ai_chance = {
			base = 100
		}
		PRE = {
			set_capital = {
				state = 946
			}
			add_political_power = 25
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	} {
		name = toykan.8.b
		ai_chance = {
			base = 100
		}
		PRE = {
			set_capital = {
				state = 946
			}
			add_political_power = 25
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	} {
		name = toykan.8.c
		ai_chance = {
			base = 100
		}
		PRE = {
			set_capital = {
				state = 946
			}
			add_political_power = 25
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	} {
		name = toykan.8.e
		ai_chance = {
			base = 100
		}
		PRE = {
			set_capital = {
				state = 946
			}
			add_political_power = 75
		}
		add_ideas = extensive_conscription
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		set_party_name = {
			ideology = neutrality
			long_name = PRE_army_party
			name = PRE_army_party_long
		}
		PRE_von_lettow_vorbeck = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = despotism
					traits = {
						great_war_hero
					}
				}
				promote_leader = yes
			}
		}
	}
}