Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: EGY_the_egyptian_army_modifier
Constructs: army_attack_factor
Source: game
File: common/dynamic_modifiers/EGY.txt

Code:
EGY_the_egyptian_army_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_por_colonial_army
	military_leader_cost_factor = EGY_the_egyptian_army_military_leader_cost_factor
	land_doctrine_cost_factor = EGY_the_egyptian_land_doctrine_cost_factor
	army_org_factor = EGY_the_egyptian_army_org_factor
	army_attack_factor = EGY_the_egyptian_army_attack_factor
	max_dig_in = EGY_the_egyptian_army_max_dig_in
	command_power_gain_mult = EGY_the_egyptian_army_command_power_gain_mult
	production_speed_bunker_factor = EGY_the_egyptian_army_production_speed_bunker_factor
	mobilization_laws_cost_factor = EGY_the_egyptian_army_mobilization_laws_cost_factor
	non_core_manpower = EGY_the_egyptian_army_non_core_manpower
	conscription = EGY_the_egyptian_army_conscription
	cas_damage_reduction = EGY_the_egyptian_army_cas_damage_reduction
	heat_attrition_factor = EGY_the_egyptian_army_heat_attrition_factor
	army_speed_factor = EGY_the_egyptian_army_army_speed_factor
}
### Entity: Character
Component: GYA_arthur_raymond_chung
Source: game
File: common/characters/GYA.txt

Code:
GYA_arthur_raymond_chung = {
	name = GYA_arthur_raymond_chung
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_asia_2_democracy.dds
		}
	}
	country_leader = {
		expire = 1965.1.1
		id = -1
		ideology = conservatism
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_support_the_conservative_opposition
Constructs: has_completed_focus, limit, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_support_the_conservative_opposition
	icon = GFX_goal_PAL_cooperation_and_development
	mutually_exclusive = {
		focus = TUR_continue_the_moderate_course TUR_revolution_not_reform
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = TUR_revolution_not_reform TUR_continue_the_moderate_course
			}
		}
	}
	x = 53
	y = 0
	offset = {
		x = -35
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_support_the_conservative_opposition
		}
	}
	relative_position_id = TUR_continue_the_push_for_autarky
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 120
		add_stability = -0.07
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Idea
Component: EAI_DD_5/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_submarines_experimentations
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_submarines_experimentations
	icon = GFX_goal_generic_navy_submarine
	cost = 10
	prerequisite = {
		focus = PER_dominate_the_persian_gulf
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_submarines_experimentations
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = torpedo_equipment
		} {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 1
			category = naval_minelaying
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_dominate_the_persian_gulf
	x = -1
	y = 1
}
### Entity: Idea
Component: PHI_submarine_supply
Source: game
File: common/ideas/philippines.txt

Code:
PHI_submarine_supply = {
	picture = generic_navy_submarines
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		army_core_defence_factor = 0.05
		supply_consumption_factor = -0.1
		pocket_penalty = -0.15
	}
}
### Entity: Character
Component: BRA_henrique_teixeira_lott
Source: game
File: common/characters/BRA.txt

Code:
BRA_henrique_teixeira_lott = {
	name = BRA_henrique_teixeira_lott
	portraits = {
		army = {
			large = GFX_portrait_BRA_henrique_teixeira_lott
			small = GFX_portrait_BRA_henrique_teixeira_lott_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: new_ger.61
Constructs: is_triggered_only, ai_chance, limit, has_government, add_war_support, add_political_power, set_country_flag, is_core_of
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.61
	title = new_ger.61.t
	desc = new_ger.61.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = new_ger.61.a
		add_political_power = 25
		hidden_effect = {
			FROM = {
				country_event = new_ger.62
				set_country_flag = GER_eupen_demanded
			}
		} {
			FROM = {
				country_event = {
					id = new_ger.63
					days = 30
				}
			}
		}
		country_event = {
			id = new_ger.63
			days = 30
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				has_government = democratic
			} {
				factor = 0.5
				has_government = fascism
			}
		}
	} {
		name = new_ger.61.b
		ai_chance = {
			base = 1
		}
		IF = {
			limit = {
				965 = {
					is_core_of = ROOT
				}
			}
			965 = {
				remove_core_of = ROOT
				force_enable_resistance = ROOT
				start_resistance = ROOT
				set_resistance = 35
			}
		}
		add_war_support = 0.025
		FROM = {
			country_event = new_ger.64
		}
	}
}
### Entity: Idea
Component: TUR_widespread_illiteracy_idea
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_widespread_illiteracy_idea = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = RAJ_tenancy_reforms
	removal_cost = -1
	modifier = {
		research_speed_factor = -0.05
		stability_factor = -0.05
		political_power_factor = -0.05
	}
}
### Entity: AI Strategy
Component: r56_JAP_help_SIA_not_get_beaten_so_easy
Constructs: has_government, has_war_with, is_in_faction_with, is_fully_controlled_by, has_capitulated, force_defend_ally_borders
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_help_SIA_not_get_beaten_so_easy = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		ROOT = {
			AND = {
				exists = yes
				has_government = fascism
				is_in_faction_with = SIA
				OR = {
					has_war_with = RAJ FRI MAL FRI INS YUN
				}
			}
		}
		609 = {
			is_fully_controlled_by = JAP
		}
		SIA = {
			exists = yes
			has_capitulated = no
			OR = {
				has_war_with = RAJ FRI MAL FRI INS YUN
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = burma_front
		value = 45
	} {
		type = force_defend_ally_borders
		value = 65
		target = burma_front
	} {
		type = area_priority
		id = burma_front
		value = 65
	} {
		type = protect
		id = SIA
		value = 135
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_secure_the_swedish_iron_ore
Constructs: prerequisite, completion_reward, is_subject, is_subject_of, is_in_faction_with, create_wargoal, annex_everything, add_timed_idea
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_secure_the_swedish_iron_ore
	icon = GFX_focus_generic_attack_sweden
	prerequisite = {
		focus = NOR_proactive_defense
	}
	x = -1
	y = 1
	relative_position_id = NOR_proactive_defense
	cost = 10
	available = {
		is_subject = no
		SWE = {
			exists = yes
			NOT = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
	}
	bypass = {
		SWE = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SWE
			generator = {
				666
			}
		}
		add_timed_idea = {
			idea = NOR_attack_sweden_ns
			days = 730
		}
	}
}
### Entity: Character
Component: KUR_ai2
Source: game
File: common/characters/KUR.txt

Code:
KUR_ai2 = {
	advisor = {
		slot = high_command
		idea_token = KUR_ai2
		ledger = army
		allowed = {
			original_tag = KUR
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_3
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_finno_soviet_pact
Constructs: prerequisite, has_government, has_war_with, completion_reward, add_political_power, is_in_faction_with, is_subject, has_civil_war
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_finno_soviet_pact
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = FIN_approach_the_soviets
	}
	x = -1
	y = 1
	relative_position_id = FIN_approach_the_soviets
	cost = 10
	bypass = {
		is_in_faction_with = SOV
	}
	available = {
		is_subject = no
		has_civil_war = no
		OR = {
			has_government = communism democratic
		}
		any_other_country = {
			original_tag = SOV
			is_subject = no
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		SOV = {
			country_event = {
				id = AAT_finland_diplomacy.20
				hours = 6
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		event_option_tooltip = AAT_finland_diplomacy.21.a
	}
}
### Entity: State History
Component: 441
Constructs: add_claim_by, add_core_of
Source: game
File: history/states/441-Kashmir.txt

Code:
state = {
	id = 441
	name = STATE_441
	manpower = 2598027
	state_category = rural
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 1
		}
		add_claim_by = RAJ PAK
		add_core_of = KAS KHL
		victory_points = {
			12754 2
		} {
			8005 1
		}
	}
	provinces = {
		5042 7273 7316 8005 10905 12754 12884
	}
	local_supplies = 0.0
}
### Entity: Modifier Reference
Construct: num_of_naval_factories_in_cores
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_naval_factories_in_cores
* description: calculates the number of civilian factories on core states of current country scope, on those states that are under control of @Tag  <Tag | ROOT | my_var> example num_of_naval_factories_in_cores@my_var
### Entity: Name List
Component: MNC
Source: game
File: common/names/tymodern_names.txt

Code:
MNC = {
	male = {
		names = {
			Nathan Lucas Enzo Louis Hugo Gabriel Ethan Mathis Jules Arthur Tom Noah Maxime Yanis Adam Thomas Léo Paul Evan Nolan Axel Antoine Timeo Mael Raphaël Alexandre Théo Sacha Noa Baptiste Maxence Clément Mohamed Mathéo Gabin Alexis Rayan Quentin Valentin Noe Mathys Victor Samuel Kylian Martin Romain Leo Esteban Simon Aaron Lorenzo Lenny Rapahel Robin Theo Benjamin Adrien Matheo Liam Pierre Titouan Clement Amine Dylan Ilyes Tristan Gaspard Julien Mathieu Eliott Bastien Nicolas Mathias Nael Corentin Mattéo Rafael Oscar Maurius Thibault Kenzo Noam Mehdi Timéo Diego Ilan Antonin Nino Louka Erwan Lilian Tiago William Loan Augustin Jean Loris Amaury Ayoub Florian
		}
	}
	female = {
		names = {
			Emma Manon Lola Jade Camille Sarah Louise Lilou Léa Calra Chloé Eva Lina Inés Louna Romane Maelys Juliette Lucie Zoé Ambre Alice Lou Léna Lisa Jeanne Louane Ines Mathilde Charlotte Marie Lea Chloe Anna Nina Anaïs Pauline Lana Laura Lily Alicia Julie Julia Rose Margaux Noemie Luna Elise Margot Elisa Zoe Elsa Lena Clémence Justine Océane Célia Agathe Inaya Yasmine Emilie Faustine Maelle Anais Maeva Léonie Sara Gabrielle Elena Sofia Capucine Marion Mélina Maya Olivia Eloise Valentine Mélissa Aya Mila Morgane Kenza Emy Lise Amandine Anaelle Victoria Léane Emmy Assia Maëlys Candice Ninon Stella Clemence Lyna Manel Apolline Marine Alix
		}
	}
	surnames = {
		Martin Bernard Dubois Thomas Robert Richard Petit Durand Leroy Moreau Simon Laurent Lefebvre Michel Garcia David Bertrand Roux Vincent Fournier Morel Girard Andre Lefevre Mercier Dupont Lambert Bonnet Francois Martinez Legrand Garnier Faure Rousseau Blanc Guerin Muller Henry Roussel Nicolas Perin Morin Mathieu Clement Gauthier Dumont Lopez Fontaine Chevalier Robin Masson Sanchez Gerard Nguyen Boyer Denis Lemaire Duval Joly Gautier Roger Roche Roy Noel Meyer Lucas Meunier Jean Perez Marchand Dufour Blanchard Marie Barbier Brun Dumas Brunet Schmitt Leroux Colin Fernandez Pierre Renard Arnaud Rolland Caron Aubert Giraud Lecler Vidal Bourgeois Renaud Lemoine Picard Gaillar Philippe Leclercq Lacroix Fabre Dupuis
	}
	callsigns = {
		Draco Fast Tiger Sparrow Ripper Sundance Toad Twitch Farmer Weasel Target Practice Invisible Beach Boy Princess The Mute Carpenter
	}
}
### Entity: Idea
Component: LAT_state_capitalism_idea
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/latvia.txt

Code:
LAT_state_capitalism_idea = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.1
		production_factory_efficiency_gain_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Unit Template
Component: SIA_SS_HISTORICAL
Source: game
File: common/units/names_ships/SIA_ship_names.txt

Code:
SIA_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		SIA
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = HTMS 
	fallback_name = Reux da na %d
	unique = {
		Matchanu Wirun Sinsamut Phlai-chumphon
	}
}
### Entity: Character
Component: ARG_womans_peronist
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_womans_peronist = {
	sprite = 13
	random = no
	conscription_factor = 0.05
	stability_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: r56w.event.36
Constructs: has_war, has_country_flag, has_global_flag, random_neighbor_country, set_country_flag
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.36
	title = r56w.event.36.t
	desc = r56w.event.36.d
	picture = GFX_r56w_generic_event_06
	trigger = {
		AND = {
			tag = WHY
			has_global_flag = r56w_flag_dow_okay
			has_war = no
		}
		NOT = {
			OR = {
				has_country_flag = r56w_flag_dow_turned_off r56w_flag_toggle_toggle
			}
		}
	}
	mean_time_to_happen = {
		days = 28
	}
	option = {
		name = r56w.event.36.a
		random_neighbor_country = {
			set_country_flag = r56w_flag_dow_target
		}
	} {
		name = r56w.event.36.b
	} {
		name = r56w.event.36.c
		set_country_flag = r56w_flag_dow_turned_off
	}
}
### Entity: Idea
Component: NAV_pot
Source: game
File: common/ideas/navarra.txt

Code:
NAV_pot = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = NAV
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_czech_technical_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_czech_technical_university
	icon = GFX_focus_CZE_military_research_institute
	prerequisite = {
		focus = CZE_R56_chemical_industry_development
	}
	x = 0
	y = 1
	relative_position_id = CZE_R56_chemical_industry_development
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: XSM_keng_gui
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_keng_gui = {
	name = XSM_keng_gui
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = XSM_keng_gui
		allowed = {
			original_tag = XSM
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_contain_german_agression
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_contain_german_agression
	icon = GFX_goal_ENG_prevent_a_continental_hegemony
	relative_position_id = LIT_lithuanian_irridentism
	mutually_exclusive = {
		focus = LIT_seek_accommodation_with_germany
	}
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_lithuanian_irridentism
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = LIT_contain_german_agression_idea
	}
}
### Entity: Event
Component: lar_congress_of_paris.5
Constructs: is_triggered_only, ai_chance, limit, is_in_faction_with, random_days, remove_from_faction
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_congress_of_paris.5
	title = lar_congress_of_paris.2.t
	desc = lar_congress_of_paris.5.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = lar_congress_of_paris.5.a
		ai_chance = {
			base = 100
		}
		FRA = {
			country_event = lar_congress_of_paris.3
		}
		transfer_state = 461 462
		if = {
			limit = {
				is_in_faction_with = POR
			}
			POR = {
				country_event = lar_congress_of_paris.6
			}
		}
		else = {
			hidden_effect = {
				news_event = {
					id = lar_news.3
					days = 3
					random_days = 5
				}
			}
		}
	} {
		name = lar_congress_of_paris.5.b
		ai_chance = {
			base = 0
		}
		FRA = {
			country_event = lar_congress_of_paris.4
			effect_tooltip = {
				remove_from_faction = PREV
			}
		}
		if = {
			limit = {
				is_in_faction_with = POR
			}
			POR = {
				country_event = lar_congress_of_paris.6
			}
		}
		else = {
			hidden_effect = {
				news_event = {
					id = lar_news.3
					days = 3
					random_days = 5
				}
			}
		}
	}
}
### Entity: Idea
Component: CHI_warlord_integration_2
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_warlord_integration_2 = {
	name = CHI_warlord_integration
	picture = chi_warlord_integration4
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.5
	}
}
### Entity: Event
Component: prc.48
Constructs: is_triggered_only, add_equipment_to_stockpile, add_tech_bonus
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.48
	title = prc.48.t
	desc = prc.48.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = prc.48.a
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 1500
			producer = SOV
		}
	}
}
### Entity: Country History
Country: TML
Component: TML_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/TML - Timor Leste.txt

Code:
# Politics & Parties for TML
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 70
	fascism = 5
	communism = 10
	neutrality = 15
}
### Entity: National Focus
Tree: ins_focus
Component: INS_invite_foreign_companies
Constructs: prerequisite, limit, completion_reward, has_dlc
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_invite_foreign_companies
	icon = GFX_focus_generic_american_investments
	available = {
		controls_state = 1049
	}
	prerequisite = {
		focus = INS_realign_supply_chains
	}
	mutually_exclusive = {
		focus = INS_all_in_on_rubber
	}
	x = -3
	y = 1
	relative_position_id = INS_realign_supply_chains
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		custom_effect_tooltip = INS_oil_decisions_unlock_tt newline_tt
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_industrial_concern
			show_ideas_tooltip = idea_INS_standard_oil_california_borrowed_concern
		}
	}
}
### Entity: Idea
Component: SPA_national_recovery_1
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_national_recovery_1 = {
	name = SPA_national_recovery
	picture = SPA_national_recovery
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = 0.002
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_east_asia_development_board
Constructs: prerequisite, limit, completion_reward, is_faction_leader, cancel_if_invalid, add_timed_idea, every_other_country, is_ally_with
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_east_asia_development_board
	icon = GFX_goal_generic_construction
	x = 0
	y = 1
	relative_position_id = JAP_sea_greater_east_asian_co_properity_sphere
	prerequisite = {
		focus = JAP_sea_greater_east_asian_co_properity_sphere
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_invesments_into_minor_asian_states_cost
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_east_asia_development_board_tt
		every_other_country = {
			limit = {
				is_ally_with = ROOT
			}
			add_timed_idea = {
				idea = JAP_industrial_development_support
				days = 730
			}
		}
	}
}
### Entity: Idea
Component: VEN_industrial_concern
Constructs: research_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_industrial_concern = {
	picture = generic_industrial_concern_2
	available = {

	}
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: NIR_acas
Source: game
File: common/characters/NIR.txt

Code:
NIR_acas = {
	advisor = {
		slot = high_command
		idea_token = NIR_acas
		ledger = air
		allowed = {
			original_tag = NIR
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_copper_mining
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, has_tech, is_subject_of, add_resource
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_support_copper_mining
	icon = GFX_goal_BEL_copper
	relative_position_id = BEL_urban_projects_capital
	x = -10
	y = 1
	cost = 10
	ai_will_do = {
		base = 1
	}
	prerequisite = {
		focus = BEL_Support_the_congo_railways
	}
	bypass = {
		COG = {
			has_completed_focus = COG_support_copper_mining
		}
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_support_copper_mining
					progress = > 0
				}
			}
		}
		has_tech = excavation1
		OR = {
			controls_state = 295
			any_other_country = {
				is_subject_of = ROOT
				controls_state = 295
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_resource = {
			type = steel
			amount = 4
			state = 295
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				controls_state = 295
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_STEEL
	}
}