Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Doctrine
Component: superior_firepower
Constructs: limit, is_major, xp_cost, enable_tactic, has_variable, set_variable, add_to_variable
Source: game
File: common/doctrines/grand_doctrines/land_grand_doctrines.txt

Code:
superior_firepower = {
	folder = land
	name = GRAND_DOCTRINE_SUPERIOR_FIREPOWER
	description = GRAND_DOCTRINE_SUPERIOR_FIREPOWER_DESC
	icon = GFX_doctrine_superior_firepower_medium
	available = {
		always = yes
	}
	xp_cost = 100
	xp_type = army
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_major = no
		}
	}
	tracks = {
		infantry combat_support armor operations
	}
	enable_tactic = tactic_overwhelming_fire
	category_line_artillery = {
		soft_attack = 0.1
	}
	category_support_artillery = {
		soft_attack = 0.05
	}
	milestones = {
		{
			enable_tactic = tactic_elastic_defense
			supply_consumption_factor = -0.1
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = infantry_milestone_var
						}
					}
					set_variable = {
						infantry_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						infantry_milestone_var = 1
					}
				}
			}
		} {
			additional_brigade_column_size = 1
			category_support_battalions = {
				max_organisation = 10
			}
			planning_decay_rate_factor = -0.1
			enable_tactic = tactic_barrage
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = support_milestone_var
						}
					}
					set_variable = {
						support_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						support_milestone_var = 1
					}
				}
			}
		} {
			enable_tactic = tactic_delay
			category_army = {
				default_morale = 0.1
			}
			category_regimental_support_battalions = {
				soft_attack = 0.05
				hard_attack = 0.05
			}
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = armor_milestone_var
						}
					}
					set_variable = {
						armor_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						armor_milestone_var = 1
					}
				}
			}
		} {
			enable_tactic = tactic_tactical_withdrawal
			category_army = {
				default_morale = 0.2
			}
			planning_decay_rate_factor = -0.1
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = operations_milestone_var
						}
					}
					set_variable = {
						operations_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						operations_milestone_var = 1
					}
				}
			}
		}
	}
}
### Entity: Event
Component: AAT_finland_political.02
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, has_country_leader, is_historical_focus_on
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_political.02
	title = AAT_finland_political.02.t
	desc = AAT_finland_political.02.desc
	picture = GFX_report_event_FIN_svinhufvud_speech
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		has_country_leader = {
			ruling_only = yes
			character = FIN_pehr_evind_svinhufvud
		}
	}
	option = {
		name = AAT_finland_political.02.a
		ai_chance = {
			base = 1
			modifier = {
				add = 4
				is_historical_focus_on = no
			} {
				factor = 0
				FIN_is_historical_ai = yes
			}
		}
		add_political_power = -30
	} {
		name = AAT_finland_political.02.b
		ai_chance = {
			base = 10
		}
		FIN_kallio_becomes_country_leader = yes
	}
}
### Entity: Character
Component: CYP_richmond_palmer
Source: game
File: common/characters/CYP.txt

Code:
CYP_richmond_palmer = {
	name = CYP_richmond_palmer
	portraits = {
		civilian = {
			large = gfx/leaders/CYP/r56_portrait_CYP_richmond_palmer.dds
		}
	}
	country_leader = {
		ideology = colonial_government
		traits = {
			autocratic_governor
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_assist_the_pemuda
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_to_variable, add_mastery_bonus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_assist_the_pemuda
	icon = GFX_focus_INS_mobilize_the_pemuda
	available = {
		OR = {
			has_full_control_of_state = 1058 335 1051
		}
	}
	prerequisite = {
		focus = INS_laskar_rakjat
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = INS_laskar_rakjat
	cost = 10
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		custom_effect_tooltip = INS_tkr_tt
		add_to_variable = {
			var = INS_peoples_security_army_modifier_army_sub_unit_militia_attack_factor
			value = 0.1
			tooltip = modifier_army_sub_unit_militia_attack_factor_tt
		} {
			var = INS_peoples_security_army_modifier_army_sub_unit_militia_defence_factor
			value = 0.1
			tooltip = modifier_army_sub_unit_militia_defence_factor_tt
		}
		add_mastery_bonus = {
			bonus = 0.15
			days = 180
			name = INS_assist_the_pemuda
			track = infantry
		}
	}
}
### Entity: AI Strategy
Component: PHI_communist_strategy_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/PHI_R56_alternate_strategy_plan.txt

Code:
PHI_communist_strategy_plan = {
	name = PHI: Communist
	desc = Communist behavior for the Philippines.
	allowed = {
		original_tag = PHI
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = PHI_ai_behavior
				option = COMMUNIST
			}
			has_country_flag = COMMUNIST
		}
	}
	ai_national_focuses = {
		PHI_post_indenpence_stabilization PHI_a_new_regime PHI_huk_revolutionaries PHI_soviet_trade_mission PHI_the_industrialized_islands_plan PHI_teachings_of_the_usaffe PHI_urbanize_the_islands PHI_ideological_fanaticism PHI_sway_the_military PHI_hukbalap_rebellion PHI_crush_the_bourgeoisie PHI_supress_the_radicals PHI_fund_armscor PHI_seize_illegal_weapons_manufacturer PHI_improve_workers_rights PHI_aid_the_nationalist_cause PHI_industrialize_the_south PHI_join_the_comintern PHI_invite_foreign_scientists PHI_american_imports PHI_defense_of_manila PHI_expanded_chromium_mining PHI_island_hopping_strategy PHI_american_doctrines PHI_national_defence_fund PHI_import_new_howitzers PHI_amphibious_operations PHI_spread_the_revolution PHI_liberate_the_indonesians PHI_develop_mindano PHI_additional_research_slot1 PHI_steal_the_pearl_of_the_east PHI_towards_a_free_southeast_asia
	}
	traits = {
		silent_workhorse = 5
		communist_revolutionary = 50
	}
	focus_factors = {
		PHI_huk_revolutionaries = 100
		PHI_hukbalap_rebellion = 100
		PHI_support_the_ganap_party = 0
		PHI_follow_the_american_way = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.22
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.22
	title = AAT_finland_diplomacy.22.t
	desc = AAT_finland_diplomacy.22.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.22.a
		ai_chance = {
			base = 1
		}
		uncomplete_national_focus = {
			focus = FIN_approach_the_soviets
		} {
			focus = FIN_finno_soviet_pact
		}
		set_country_flag = FIN_soviet_refused_finno_soviet_pact_flag
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_horror_and_fear
Constructs: prerequisite, has_country_flag, completion_reward, is_subject, declare_war_on, take_state_focus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_horror_and_fear
	icon = GFX_focus_generic_strike_at_democracy2
	available = {
		is_subject = no
		NOT = {
			has_country_flag = GRE_megali_idea_approved
		}
	}
	prerequisite = {
		focus = GRE_resurrecting_the_megali_idea
	}
	mutually_exclusive = {
		focus = GRE_the_gordian_knot
	}
	x = -1
	y = 1
	relative_position_id = GRE_resurrecting_the_megali_idea
	will_lead_to_war_with = TUR
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			AND = {
				NOT = {
					has_country_flag = GRE_megali_idea_approved
				}
				strength_ratio = {
					tag = TUR
					ratio = > 0.4
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		declare_war_on = {
			target = TUR
			type = take_state_focus
			generator = {
				797 341 347 340 339
			}
		}
		hidden_effect = {
			country_event = {
				id = bftb_greece.207
				days = 60
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_tank_recon_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_light_armor_tank_recon_tech_focus = {
	always = no
	OR = {
		EAI_LARM_equipment_production = yes
		EAI_MARM_equipment_production = yes
		EAI_HARM_equipment_production = yes
		EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
		EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
		EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
	}
}
### Entity: Idea
Component: CZE_emergency_measures_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_emergency_measures_idea = {
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		civilian_intel_to_others = -10
		repair_speed_arms_factory_factor = 0.1
		war_stability_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_COG
Source: game
File: common/ai_focuses/COG.txt

Code:
ai_focus_naval_COG = {
	research = {
		naval_equipment = 5.0
		naval_doctrine = 20.0
		marine_tech = 10.0
		dd_tech = 3.0
		cl_tech = 3.0
		ca_tech = 3.0
		bc_tech = 3.0
		bb_tech = 3.0
		shbb_tech = 3.0
		tp_tech = 3.0
		cv_tech = 3.0
		ss_tech = 3.0
	}
}
### Entity: Character
Component: INS_iskandar_sjah
Constructs: has_cosmetic_tag, is_country_leader
Source: game
File: common/characters/INS.txt

Code:
INS_iskandar_sjah = {
	name = INS_iskandar_sjah
	portraits = {
		civilian = {
			large = GFX_portrait_INS_iskandar_sjah
			small = GFX_portrait_INS_iskandar_sjah_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			INS_kolano_of_the_spice_sea
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_iskandar_sjah
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			is_country_leader = no
		}
		available = {

		}
		traits = {
			INS_the_four_mountains_of_ternate
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_finnish_membership
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_finnish_membership
	icon = GFX_focus_invite_finland
	prerequisite = {
		focus = GER_scandinavian_membership
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		NOT = {
			has_war_with = FIN
		}
		SOV = {
			NOT = {
				has_war_with = FIN
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = FIN
			NOT = {
				country_exists = FIN
			}
			is_subject = yes
			SOV = {
				OR = {
					is_in_faction_with = FIN
					has_war_with = FIN
				}
			}
		}
	}
	cancel_if_invalid = yes
	x = 2
	y = 2
	relative_position_id = GER_scandinavian_membership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_finnish_membership
		}
		custom_effect_tooltip = invite_non_fascist_communist_only_TT
		if = {
			limit = {
				FIN = {
					NOT = {
						has_government = communism fascism
					}
					is_subject = no
				}
			}
			FIN = {
				country_event = {
					id = generic.5
				}
				add_ai_strategy = {
					type = alliance
					id = GER
					value = 200
				}
			}
		}
		SOV = {
			country_event = {
				id = wtt_germany.23
			}
		}
		EST = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = -500
			}
		}
		LAT = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = -500
			}
		}
		LIT = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = -500
			}
		}
		POL = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = -500
			}
		}
	}
}
### Entity: State History
Component: 16
Constructs: add_core_of, has_dlc
Source: game
File: history/states/16-Ile de France.txt

Code:
state = {
	id = 16
	name = STATE_16
	manpower = 7038500
	state_category = metropolis
	history = {
		owner = FRA
		add_core_of = FRA
		victory_points = {
			11506 50
		}
		buildings = {
			infrastructure = 4
			arms_factory = 4
			industrial_complex = 4
			anti_air_building = 3
			air_base = 5
			9523 = {
				landmark_eiffel_tower = {
					level = 1
					allowed = {
						has_dlc = Gotterdammerung
					}
				}
			}
			9534 = {
				land_facility = 1
			}
		}
		1939.1.1 = {
			buildings = {
				arms_factory = 4
				industrial_complex = 6
			}
		}
	}
	provinces = {
		6547 6949 9507 9523 9534 9725 11491 11506 11518
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_iron_mines
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, add_resource
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_iron_mines
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = AFG_kajaki_dam
	}
	x = -1
	y = 1
	relative_position_id = AFG_kajaki_dam
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		1006 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		1006 = {
			add_resource = {
				type = steel
				amount = 16
			}
		}
	}
}
### Entity: Character
Component: tenacious_defender
Source: game
File: common/country_leader/00_traits.txt

Code:
tenacious_defender = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SIA_leader_of_the_1932_revolution
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_leader_of_the_1932_revolution = {
	sprite = 13
	random = no
	political_power_factor = 0.08
	trade_laws_cost_factor = -0.15
	economy_cost_factor = -0.15
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_swpa_menace
Constructs: prerequisite, has_country_flag, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_the_swpa_menace
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = AST_protect_the_homeland
	}
	x = -1
	y = 1
	relative_position_id = AST_protect_the_homeland
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		JAP = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_the_swpa_menace
			}
		}
		USA = {
			add_opinion_modifier = {
				target = JAP
				modifier = AST_the_swpa_menace_boycot_JAP
			} {
				target = JAP
				modifier = AST_the_swpa_menace
			}
		}
		add_opinion_modifier = {
			target = JAP
			modifier = AST_the_swpa_menace_boycot_JAP
		} {
			target = JAP
			modifier = AST_the_swpa_menace
		}
	}
}
### Entity: Idea
Component: KMT_asymetric_warfare
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_asymetric_warfare = {
	picture = workers_brigades
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		resistance_growth_on_our_occupied_states = 0.1
		resistance_decay_on_our_occupied_states = -0.15
		resistance_damage_to_garrison_on_our_occupied_states = 0.15
		resistance_target_on_our_occupied_states = 0.1
	}
}
### Entity: Idea
Component: LBA_pot
Source: game
File: common/ideas/libya.txt

Code:
LBA_pot = {
	picture = generic_political_advisor_arab_2
	allowed = {
		original_tag = LBA
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Idea
Component: WUR_aco
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_aco = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = WUR
	}
	traits = {
		army_chief_offensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.05
Constructs: is_triggered_only, ai_chance, limit, has_opinion, is_guaranteed_by, has_non_aggression_pact_with, is_in_faction_with, is_subject_of
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.05
	title = AAT_finland_diplomacy.05.t
	desc = AAT_finland_diplomacy.05.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.05.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 3
				has_opinion = {
					target = FROM
					value = > 89
				}
			} {
				factor = 1.5
				is_guaranteed_by = FROM
			} {
				factor = 1.2
				has_non_aggression_pact_with = FROM
			} {
				factor = 10
				is_in_faction_with = FROM
			} {
				factor = 100
				is_subject_of = FROM
			} {
				factor = 100
				FROM = {
					is_ai = no
				}
				OR = {
					is_in_faction_with = FROM
					is_subject_of = FROM
				}
			}
		}
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					is_core_of = SMI
				}
				add_core_of = FROM
				FROM = {
					transfer_state = PREV
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.06
					hours = 1
				}
			}
		}
	} {
		name = AAT_finland_diplomacy.05.b
		ai_chance = {
			base = 200
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
		custom_effect_tooltip = generic_could_lead_to_tt
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					is_core_of = SMI
					NOT = {
						is_claimed_by = FROM
					}
				}
				add_claim_by = FROM
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.07
					hours = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_dominate_the_bulgarians
Constructs: prerequisite, has_war, completion_reward, is_puppet_of, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_dominate_the_bulgarians
	icon = GFX_focus_generic_attack_bulgaria
	prerequisite = {
		focus = GRE_prepare_for_the_great_anti_fascist_war
	}
	available = {
		NOT = {
			BUL = {
				exists = no
				is_puppet_of = GRE
			}
		}
		is_subject = no
	}
	x = 0
	y = 1
	relative_position_id = GRE_prepare_for_the_great_anti_fascist_war
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			AND = {
				has_war = no
				strength_ratio = {
					tag = BUL
					ratio = > 0.4
				}
			}
		}
	}
	bypass = {
		BUL = {
			OR = {
				exists = no
				is_puppet_of = GRE
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BUL
			expire = 0
		}
	}
}
### Entity: Idea
Component: ADU_pot
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_pot = {
	picture = generic_political_advisor_arab_2
	allowed = {
		original_tag = ADU
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Country History
Country: GDC
Component: GDC_misc
Constructs: recruit_character, limit, add_ideas, set_technology, set_variable, has_dlc, set_air_oob
Source: game
File: history/countries/GDC - Guangdong.txt

Code:
# Misc for GDC
capital = 592
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = GDC_1936_air_bba
	set_technology = {
		iw_small_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = GDC_1936_air_legacy
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		has_dlc = Waking the Tiger
	}
	add_ideas = {
		PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
	}
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	recruit_character = GXC_chen_jitang GND_yu_hanmou
	add_ideas = {
		GXC_uneasy_minds_idea CHI_warlord_looting_idea
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_misr_for_trade_and_oil
Constructs: prerequisite, completion_reward, add_tech_bonus, add_resource
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_misr_for_trade_and_oil
	icon = GFX_goal_generic_oil_refinery
	relative_position_id = EGY_ministry_of_resources
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_ministry_of_resources
	}
	search_filters = {
		FOCUS_FILTER_OIL FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_misr_for_trade_and_oil
			bonus = 1
			uses = 1
			category = refining_tech
		}
		add_resource = {
			type = oil
			amount = 10
			state = 457
		} {
			type = oil
			amount = 6
			state = 447
		}
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = EGY_misr_for_trade_and_oil
	}
}
### Entity: Decision
Component: ETH_improve_country_category
Constructs: has_completed_focus, has_dlc, has_state_flag, has_active_mission, is_on_continent, is_controlled_by, check_variable
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_improve_country_category = {
	icon = GFX_decision_category_generic_economy
	allowed = {
		original_tag = ETH
	}
	priority = {
		base = 5
	}
	visible = {
		has_dlc = By Blood Alone
		OR = {
			any_owned_state = {
				OR = {
					has_state_flag = ETH_can_electrify_state_flag ETH_can_improve_communication_state_flag
				}
			}
			has_active_mission = ETH_local_development_improved_production_mission ETH_local_development_state_grows_mission ETH_local_development_industry_grows_mission ETH_local_development_arms_industry_grows_mission
			AND = {
				has_completed_focus = ETH_the_lion_and_the_sun
				any_owned_state = {
					is_on_continent = africa
					is_controlled_by = ROOT
				}
				check_variable = {
					ETH_japanese_invesment_states = < 3
				}
			}
		}
	}
	visible_when_empty = yes
}
### Entity: Character
Component: ECU_jorge_escobedo_duarte
Source: game
File: common/characters/ECU.txt

Code:
ECU_jorge_escobedo_duarte = {
	advisor = {
		slot = high_command
		idea_token = ECU_jorge_escobedo_duarte
		ledger = navy
		allowed = {
			original_tag = ECU
		}
		traits = {
			navy_capital_ship_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Jorge Escobedo Duarte
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Event
Component: mandate_palestine.60
Constructs: is_triggered_only, add_to_faction, save_event_target_as
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.60
	title = mandate_palestine.60.t
	desc = mandate_palestine.60.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = mandate_palestine.60.a
		add_to_faction = MPL
		save_event_target_as = event_target_MPL
	} {
		name = mandate_palestine.60.b
		save_event_target_as = event_target_MPL
	}
}