Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: JUNO_brazil_events.88
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.88
	title = JUNO_brazil_events.88.t
	desc = JUNO_brazil_events.88.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.88.a
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = JUNO_brazil_events.88.tt
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_raise_the_black_madonna
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, has_civil_war
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_raise_the_black_madonna
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = POL_woo_morges_staff
	}
	relative_position_id = POL_woo_morges_staff
	x = -3
	y = 1
	cost = 5
	available = {
		NOT = {
			has_completed_focus = POL_KPP_focus
		}
	}
	bypass = {
		OR = {
			has_government = democratic communism
		}
		has_civil_war = no
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.05
		add_war_support = 0.15
		if = {
			limit = {
				OR = {
					has_government = democratic communism
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		}
		else = {
			custom_effect_tooltip = add_dem_civil_war_tt
			hidden_effect = {
				add_to_variable = {
					var = pol_peasant_democracy
					value = 5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_propagandize_the_nihon_shoki
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_propagandize_the_nihon_shoki
	icon = GFX_focus_JAP_propaganda
	x = -1
	y = 1
	relative_position_id = JAP_the_spirit_of_the_imperial_nation
	prerequisite = {
		focus = JAP_the_spirit_of_the_imperial_nation
	} {
		focus = JAP_politicize_the_education_system
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = 0.1
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = doumei_tsushin
	}
}
### Entity: State History
Component: 1109
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1109-North Mindanao.txt

Code:
state = {
	id = 1109
	name = STATE_1109
	manpower = 751793
	state_category = rural
	history = {
		owner = PHI
		add_core_of = PHI
		add_to_array = {
			state_victory_points = 10243
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10243 1
		}
	}
	provinces = {
		1293 1379 4427 10214 10243 10300 12160 12188 12217 12245 12273
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_establish_the_air_force_research_committee
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_establish_the_air_force_research_committee
	icon = GFX_goal_generic_air_doctrine
	cost = 10
	prerequisite = {
		focus = VIN_form_the_national_air_force_of_vietnam
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ARG_air_innovations
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 72
	y = 1
}
### Entity: Country History
Country: OMA
Component: OMA_technology
Constructs: set_technology
Source: game
File: history/countries/OMA - Oman.txt

Code:
# Starting Technologies for OMA
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_strengthen_business_ties_r56
Constructs: prerequisite, limit, completion_reward, add_political_power, has_active_mission, add_days_mission_timeout, add_popularity, random_owned_controlled_state
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_strengthen_business_ties_r56
	prerequisite = {
		focus = SIA_address_rama_viis_abdication_r56
	}
	mutually_exclusive = {
		focus = SIA_limited_worker_protections_r56
	}
	icon = GFX_goal_MAN_tianjin_conference
	cost = 8
	ai_will_do = {
		base = 3
	}
	x = -1
	y = 2
	relative_position_id = SIA_address_rama_viis_abdication_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				has_active_mission = SIA_phahon_phonphayuhasena_steps_down_r56
			}
			add_days_mission_timeout = {
				mission = SIA_phahon_phonphayuhasena_steps_down_r56
				days = 56
			}
		}
		else = {
			add_popularity = {
				ideology = ROOT
				popularity = -0.04
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		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 = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		SIA_decrease_economic_intervention_r56 = yes
	}
}
### Entity: Game Data
Component: alerts
Source: game
File: common/alerts.txt

Code:
alerts = {
	alert_hostile_troops = {
		category = MEDIUM
	}
	alert_enemy_air_superiority = {
		category = HIGH
	}
	alert_low_supply = {
		category = MEDIUM
	}
	alert_very_low_supply = {
		category = HIGH
	}
	alert_losing_trains = {
		category = HIGH
	}
	alert_naval_invasion = {
		category = HIGH
	}
	alert_dangerous_naval_invasion = {
		category = HIGH
	}
	alert_base_low_supply = {
		category = MEDIUM
	}
	alert_base_very_low_supply = {
		category = HIGH
	}
	alert_naval_combat = {
		category = HIGH
	}
	alert_is_spotting = {
		category = HIGH
	}
	alert_enemy_generate_wargoal = {
		category = HIGH
	}
	alert_faction_generate_wargoal = {
		category = HIGH
	}
	alert_few_manpower = {
		category = HIGH
	}
	alert_expensive_ships_low_str = {
		category = HIGH
	}
	alert_timed_activity_low_equipment = {
		category = HIGH
	}
	alert_external_influences = {
		category = HIGH
	}
	alert_lack_of_resources = {
		category = HIGH
	}
	alert_resistance = {
		category = HIGH
	}
	alert_exiled_units = {
		category = HIGH
	}
	alert_deployment_ready = {
		category = LOW
	}
	alert_free_civilian_factories = {
		category = LOW
	}
	alert_free_military_factories = {
		category = LOW
	}
	alert_free_naval_dockyards = {
		category = LOW
	}
	alert_pick_new_idea = {
		category = LOW
	}
	alert_select_focus = {
		category = LOW
	}
	alert_no_equipment_production = {
		category = LOW
	}
	alert_trade_import_unfullfilled = {
		category = LOW
	}
	alert_expeditionary_force = {
		category = LOW
	}
	alert_available_wargoal = {
		category = LOW
	}
	alert_battleplans_with_no_divs = {
		category = LOW
	}
	alert_volunteer_transfer = {
		category = LOW
	}
	alert_faction_possible_invite = {
		category = LOW
	}
	alert_faction_assume_leadership_possible = {
		category = LOW
	}
	alert_faction_member_near_assuming_leadership = {
		category = LOW
	}
	alert_air_reserve_unused = {
		category = LOW
	}
	alert_air_wings_unassigned = {
		category = LOW
	}
	alert_blocked_national_focus = {
		category = LOW
	}
	alert_naval_battle_results = {
		category = LOW
	}
	alert_not_training_divisions = {
		category = LOW
	}
	alert_production_no_template = {
		category = LOW
	}
	alert_naval_convoy_raiding_results = {
		category = LOW
	}
	alert_paused_diplomatic_actions = {
		category = LOW
	}
	alert_self_gain_autonomy = {
		category = HIGH
	}
	alert_self_lose_autonomy = {
		category = HIGH
	}
	alert_subject_lose_autonomy = {
		category
# ... (truncated)
### Entity: Modifier Reference
Construct: land_night_attack
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## land_night_attack

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Modifier Reference
Component: ITA_regia_marina_3_dynamic_modifier
Constructs: screening_efficiency, decryption_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_marina_3_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_marina_3
	naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack
	screening_efficiency = ITA_rm_screening_efficiency
	naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor
	naval_coordination = ITA_rm_naval_coordination
	naval_detection = ITA_rm_naval_detection
	spotting_chance = ITA_rm_spotting_chance
	convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor
	naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor
	navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor
	navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor
	naval_morale_factor = ITA_rm_naval_morale_factor
	strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss
	special_forces_cap = ITA_rm_special_forces_cap
	amphibious_invasion = ITA_rm_amphibious_invasion
	naval_invasion_division_cap = ITA_rm_naval_invasion_capacity
	invasion_preparation = ITA_rm_invasion_preparation
	naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor
	naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor
	sub_retreat_speed = ITA_rm_sub_retreat_speed
	navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor
	decryption_factor = ITA_rm_decryption_factor
	navy_intel_factor = ITA_rm_navy_intel_factor
	naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed
	sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/HUN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 701
	division_template = Gyalogdandár
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Character
Component: CAN_james_d_prentice
Source: game
File: common/characters/CAN.txt

Code:
CAN_james_d_prentice = {
	name = CAN_james_d_prentice
	portraits = {
		army = {
			large = GFX_CAN_james_prentice
			small = GFX_portrait_CAN_james_d_prentice_small
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_levantine_commune
Constructs: prerequisite, limit, completion_reward, set_cosmetic_tag, add_state_core, every_controlled_state, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_levantine_commune
	icon = GFX_goal_MPL_levant_unified
	relative_position_id = ISR_centralization
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_arab_recruitment
	} {
		focus = ISR_merge_unions
	}
	cost = 5
	completion_reward = {
		set_cosmetic_tag = MPL_free
		add_state_core = 966 949
		every_controlled_state = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = r56_ISR_palestinian_resistance
						scope = ISR
					} {
						modifier = r56_ISR_palestinian_resistance_low
						scope = ISR
					} {
						modifier = r56_ISR_palestinian_resistance_lower
						scope = ISR
					}
				}
			}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = r56_ISR_palestinian_resistance
						scope = ISR
					}
				}
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = r56_ISR_palestinian_resistance_low
						scope = ISR
					}
				}
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = r56_ISR_palestinian_resistance_lower
						scope = ISR
					}
				}
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_lower
				}
			}
		}
	}
}
### Entity: Event
Component: rt56.balkan_pact.2
Constructs: is_triggered_only, add_ai_strategy
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.balkan_pact.2
	title = rt56.balkan_pact.2.t
	desc = rt56.balkan_pact.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.balkan_pact.2.a
		ROOT = {
			diplomatic_relation = {
				country = ROM
				relation = non_aggression_pact
				active = yes
			}
			add_ai_strategy = {
				type = befriend
				id = ROM
				value = 100
			} {
				type = alliance
				id = ROM
				value = 200
			}
		}
		hidden_effect = {
			ROM = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 100
				} {
					type = alliance
					id = ROOT
					value = 200
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: NORDIC_add_to_nordic_alliance
Constructs: has_completed_focus, limit, complete_national_focus, has_global_flag, set_variable, add_dynamic_modifier
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_add_to_nordic_alliance = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = NORDIC_form_joint_alliance
			}
		}
		complete_national_focus = NORDIC_form_joint_alliance
	} {
		limit = {
			has_global_flag = NORDIC_democratic_alliance_formed
		}
		set_variable = {
			NORDIC_democratic_alliance_leader_dmod_research = 0
		} {
			NORDIC_democratic_alliance_leader_dmod_training_time = 0
		} {
			NORDIC_democratic_alliance_leader_dmod_prod_eff_start = 0
		} {
			NORDIC_democratic_alliance_leader_dmod_war_support = 0
		} {
			NORDIC_democratic_alliance_member_dmod_research = 0
		} {
			NORDIC_democratic_alliance_member_dmod_training_time = 0
		} {
			NORDIC_democratic_alliance_member_dmod_prod_eff_start = 0
		} {
			NORDIC_democratic_alliance_member_dmod_war_support = 0
		}
		add_dynamic_modifier = {
			modifier = NORDIC_democratic_alliance_member_dmod
		}
	}
	else_if = {
		limit = {
			has_global_flag = NORDIC_communist_alliance_formed
		}
		set_variable = {
			NORDIC_communist_alliance_leader_dmod_max_eff = 0
		} {
			NORDIC_communist_alliance_leader_dmod_max_planning = 0
		} {
			NORDIC_communist_alliance_leader_dmod_research = 0
		} {
			NORDIC_communist_alliance_leader_dmod_resource_penalty = 0
		} {
			NORDIC_democratic_alliance_member_dmod_max_eff = 0
		} {
			NORDIC_communist_alliance_member_dmod_max_planning = 0
		} {
			NORDIC_communist_alliance_member_dmod_research = 0
		} {
			NORDIC_communist_alliance_member_dmod_resource_penalty = 0
		}
		add_dynamic_modifier = {
			modifier = NORDIC_communist_alliance_member_dmod
		}
	} {
		limit = {
			has_global_flag = NORDIC_monarchist_alliance_formed
		}
		set_variable = {
			NORDIC_monarchist_alliance_leader_dmod_prod_eff_gain = 0
		} {
			NORDIC_monarchist_alliance_leader_dmod_construction = 0
		} {
			NORDIC_monarchist_alliance_leader_dmod_max_org = 0
		} {
			NORDIC_monarchist_alliance_leader_dmod_drift_defense = 0
		} {
			NORDIC_monarchist_alliance_member_dmod_prod_eff_gain = 0
		} {
			NORDIC_monarchist_alliance_member_dmod_construction = 0
		} {
			NORDIC_monarchist_alliance_member_dmod_max_org = 0
		} {
			NORDIC_monarchist_alliance_member_dmod_drift_defense = 0
		}
		add_dynamic_modifier = {
			modifier = NORDIC_monarchist_alliance_member_dmod
		}
	}
}
### Entity: Idea
Component: JAP_temporary_dockyard_output_bonus_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_temporary_dockyard_output_bonus_idea = {
	picture = AUS_naval_efficiency_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {

	}
	modifier = {
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.283
Constructs: is_triggered_only, add_opinion_modifier, add_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.283
	title = NSB_soviet_foreign_politics_events.283.t
	desc = NSB_soviet_foreign_politics_events.283.desc
	picture = GFX_report_event_stalin_propaganda
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.283.a
		effect_tooltip = {
			puppet = FROM
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_complied_with_our_demands
			}
			FROM = {
				add_political_power = 75
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_partition_syria
Constructs: prerequisite, limit, completion_reward, is_ally_with, random_hours, add_state_claim, declare_war_on, take_claimed_state
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_partition_syria
	icon = GFX_focus_generic_attack_syria
	relative_position_id = ISR_only_thus
	x = 1
	y = 3
	prerequisite = {
		focus = ISR_turkish_alliance
	}
	bypass = {
		controls_state = 554
	}
	available = {
		is_ally_with = TUR
	}
	mutually_exclusive = {
		focus = ISR_support_maronite_lebanese
	}
	will_lead_to_war_with = SYR FRA
	cost = 10
	completion_reward = {
		if = {
			limit = {
				OR = {
					TUR = {
						controls_state = 677 680
					}
					554 = {
						controller = {
							OR = {
								controls_state = 677 680
							}
						}
					}
				}
			}
			TUR = {
				country_event = {
					id = israel.74
					days = 1
					random_hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept
			effect_tooltip = {
				add_state_claim = 554 553
				declare_war_on = {
					target = 554
					 = .controller
					type = take_claimed_state
				}
				TUR = {
					add_state_claim = 677 680
					declare_war_on = {
						target = 554
						 = .controller
						type = take_claimed_state
					}
				}
			}
		}
		else = {
			create_wargoal = {
				target = SYR
				type = take_state
				generator = {
					554
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: srgb
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## srgb
* Not available in release build

Toggles sRGB
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_expand_the_navy
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, has_dlc, create_ship
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_expand_the_navy
	icon = GFX_focus_MAN_manchurian_navy
	prerequisite = {
		focus = MAN_tsr_obedience
	}
	x = 2
	y = 1
	relative_position_id = MAN_tsr_obedience
	cost = 5
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		navy_experience = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		716 = {
			IF = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			create_ship = {
				type = ship_hull_light_1
				equipment_variant = Momo Class
				creator = JAP
				name = Hai Wei
			}
		}
		ELSE = {
			create_ship = {
				type = destroyer_1
				creator = JAP
				name = Hai Wei
			}
		}
	}
}
### Entity: Shared Focus
Component: MICRO_weaponry_modernization
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_weaponry_modernization
	text = MNC_weaponry_modernization
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = MICRO_militarize_the_police_force
	}
	relative_position_id = MICRO_militarize_the_police_force
	cost = 10
	x = 0
	y = 1
	completion_reward = {
		add_tech_bonus = {
			name = MNC_weaponry_modernization
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_combat_separatism
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, has_idea, has_civil_war
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_combat_separatism
	icon = GFX_goal_generic_national_unity
	x = -2
	y = 2
	relative_position_id = BRA_address_labor_disputes
	prerequisite = {
		focus = BRA_address_labor_disputes
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		has_idea = BRA_separatism_idea
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = BRA_separatism_idea
		add_political_power = 100
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_women_in_industry
Constructs: prerequisite, add_ideas, completion_reward, has_idea, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_women_in_industry
	icon = GFX_focus_JAP_women_in_industry
	x = 0
	y = 1
	relative_position_id = JAP_kikues_new_model
	prerequisite = {
		focus = JAP_kikues_new_model
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_idea = JAP_yamakawa_kikue
			has_country_leader = {
				ruling_only = yes
				character = JAP_yamakawa_kikue
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = JAP_women_in_industry_idea
	}
}
### Entity: Character
Component: pro_allied_governor_general
Constructs: war_support_factor, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
pro_allied_governor_general = {
	random = no
	sprite = 13
	democratic_acceptance = 30
	political_power_factor = 0.05
	war_support_factor = 0.05
	compliance_gain = -0.02
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: SIA_administrative_reforms_r56
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_administrative_reforms_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_agrarian_reform
	modifier = {
		production_speed_buildings_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Idea
Component: SWE_marauder_bombers_idea
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_marauder_bombers_idea = {
	picture = SWE_marauder_bombers
	removal_cost = -1
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		air_bombing_targetting = 0.15
		air_night_penalty = -0.15
	}
}
### Entity: Idea
Component: LIT_seimas_idea_royal
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_seimas_idea_royal = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		drift_defence_factor = 0.1
		neutrality_drift = 0.05
		stability_factor = 0.05
		political_power_factor = 0.15
	}
}
### Entity: Modifier Reference
Component: steel_mines_damaged_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
steel_mines_damaged_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_steel_factor = -0.5
}