Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_roads_bridges_and_dams
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_roads_bridges_and_dams
	available = {
		OR = {
			has_full_control_of_state = 181 795 179 180 112
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_instituto_superior_tecnico
	}
	icon = GFX_goal_generic_construct_infrastructure
	x = 2
	y = 0
	relative_position_id = POR_infrastructure_in_angola
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 181
			}
			181 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 795
			}
			795 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 179
			}
			179 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 180
			}
			180 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					province = 9817
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: kmt.192
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.192
	title = kmt.192.t
	desc = kmt.192.d
	picture = GFX_report_event_japanese_siam_politicians
	is_triggered_only = yes
	option = {
		name = kmt.192.a
		add_opinion_modifier = {
			target = FROM
			modifier = hanjian
		}
	}
}
### Entity: Idea
Component: FIN_academic_karelian_society_ns_3
Constructs: research_speed_factor, political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_academic_karelian_society_ns_3 = {
	name = FIN_academic_karelian_society_ns_1
	picture = FIN_academic_karelian_society
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.3
		research_speed_factor = 0.1
		production_factory_efficiency_gain_factor = 0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: AI Strategy
Component: USA_build_infrastructure
Constructs: is_core_of
Source: game
File: common/ai_strategy/r56_USA.txt

Code:
USA_build_infrastructure = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = > 1943.01.01
		any_controlled_state = {
			is_core_of = ROOT
			infrastructure = < 4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = infrastructure
		value = 4
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_import_tanks_designs
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_import_tanks_designs
	icon = GFX_goal_generic_army_tanks
	cost = 10
	prerequisite = {
		focus = PER_motorize_the_cavalry
	}
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_import_tanks_designs
			bonus = 1
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_motorize_the_cavalry
	x = 1
	y = 1
}
### Entity: Character
Component: CHI_jiang_dingwen_admiral
Constructs: has_completed_focus
Source: game
File: common/characters/CHI.txt

Code:
CHI_jiang_dingwen_admiral = {
	name = CHI_jiang_dingwen_admiral
	portraits = {
		army = {
			large = GFX_portrait_CHI_jiang_dingwen
			small = GFX_portrait_CHI_jiang_dingwen_small
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 2
		visible = {
			has_completed_focus = CHI_promote_admiral
		}
	}
}
### Entity: Country History
Country: FAR
Component: FAR_characters
Constructs: recruit_character
Source: game
File: history/countries/FAR - Faroes.txt

Code:
# Leaders & Characters for FAR
recruit_character = FAR_andrass_samuelsen FAR_joannes_patursson FAR_edward_mitens FAR_simun_zachariasen FAR_louis_zachariasen FAR_helena_patursson FAR_kakup_dahl FAR_kristian_djurhuus FAR_valdemar_lutzen FAR_hans_djurhuus FAR_thomas_strom FAR_thorstein_petersen FAR_leif_waagstein
### Entity: Military Industrial Organization
Component: AST_ruskin_motor_bodies_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/AST_r56_organization.txt

Code:
AST_ruskin_motor_bodies_organization = {
	name = AST_ruskin_motor_bodies_organization
	include = generic_armored_car_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		tag = AST
		has_dlc = La Resistance
	}
	initial_trait = {
		name = generic_armored_car_organization
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANaval_base.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Naval_base.png &#8206;(46 × 46 pixels, file size: 7 KB, MIME type: image/png)
### Entity: Order of Battle
Component: United States Army Forces in the Far East
Source: game
File: history/units/PHI_1939_naval_mtg.txt

Code:
fleet = {
	name = United States Army Forces in the Far East
	naval_base = 10265
	task_force = {
		name = Offshore Patrol
		location = 10265
		ship = {
			name = Q-111 Luzon
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PHI
					version_name = Patrol Boat
				}
			}
		} {
			name = Q-112 Abra
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PHI
					version_name = Patrol Boat
				}
			}
		} {
			name = Q-113 Agusan
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PHI
					version_name = Patrol Boat
				}
			}
		} {
			name = Q-114 Danday
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PHI
					version_name = Patrol Boat
				}
			}
		} {
			name = Q-115 Baler
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PHI
					version_name = Patrol Boat
				}
			}
		} {
			name = Q-116 Mindanao
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PHI
					version_name = Patrol Boat
				}
			}
		} {
			name = Q-117 Bataan
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PHI
					version_name = Patrol Boat
				}
			}
		}
	}
}
### Entity: Character
Component: INS_oto_iskandar_di_nata
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_oto_iskandar_di_nata = {
	name = INS_oto_iskandar_di_nata
	portraits = {
		army = {
			small = GFX_portrait_INS_oto_nata_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_oto_iskandar_di_nata
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					INS_is_volksaad_active_AVAILABLE = yes
					has_completed_focus = INS_volksraad_rumors
				}
			}
		}
		traits = {
			TAOG_representative_of_welfare
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_stability_event_trigger
Constructs: has_completed_focus, has_war, is_major, has_civil_war, is_government_in_exile, has_stability, has_war_support, has_idea
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_stability_event_trigger = {
	has_war = yes
	has_civil_war = no
	is_government_in_exile = no
	OR = {
		has_stability = < 0.5
		has_war_support = < 0.5
	}
	NOT = {
		AND = {
			is_major = yes
			all_enemy_country = {
				is_major = no
			}
		}
	} {
		OR = {
			has_idea = disarmed_nation volunteer_only
		} {
			has_idea = undisturbed_isolation isolation civilian_economy
		}
	} {
		has_completed_focus = SPR_all_must_bear_the_torch
	} {
		original_tag = SWE
		has_idea = SWE_hungershield
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_trial_fifty_three
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_trial_fifty_three
	icon = GFX_focus_GER_end_european_communism
	prerequisite = {
		focus = PER_stand_with_giants
	}
	x = -3
	y = 1
	relative_position_id = PER_stand_with_giants
	cost = 10
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_trial_fifty_three_tt CHL_skip_one_line_tt
		add_ideas = PER_trial_fifty_three_idea
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_found_the_lithuanian_maritime_academy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_found_the_lithuanian_maritime_academy
	icon = GFX_goal_generic_navy_cruiser
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_revisit_naval_doctrine
	}
	x = 0
	y = 5
	relative_position_id = LIT_baltic_navy
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = LIT_lithuanian_maritime_academy
	}
}
### Entity: AI Strategy
Component: SIA_prep_uk_for_limited_war
Constructs: has_dlc
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_prep_uk_for_limited_war = {
	allowed = {
		has_dlc = Thunder at Our Gates
		OR = {
			original_tag = MAL ENG BRM
		}
	}
	enable = {
		SIA = {
			focus_progress = {
				focus = SIA_retake_lost_british_states
				progress = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = SIA
		value = 200
	}
}
### Entity: Character
Component: PAK_voice_of_the_muslims
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
PAK_voice_of_the_muslims = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	war_support_factor = 0.05
	neutrality_drift = 0.03
}
### Entity: Character
Component: aloof_authority_alt
Constructs: autonomy_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
aloof_authority_alt = {
	autonomy_gain_ll_to_overlord = -0.1
	autonomy_gain = -0.1
	cic_to_overlord_factor = 0.05
	master_ideology_drift = 0.2
}
### Entity: Idea
Component: FIN_hidden_fighter_production_ns_improved
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_fighter_production_ns_improved = {
	name = FIN_finnish_airforce
	removal_cost = -1
	picture = FIN_finnish_airforce
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_central_security_bureau
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_central_security_bureau
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = PRC_sea_military_intelligence_department
	}
	x = 0
	y = 1
	relative_position_id = PRC_sea_military_intelligence_department
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, set_variable, clr_country_flag, check_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.1
	title = SEA_imperial_influence_events.1.t
	desc = SEA_imperial_influence_events.1.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.1.a
		trigger = {
			JAP_army_faction_is_tier_3 = yes
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_completed_focus = JAP_kantokuen
				NOT = {
					has_completed_focus = JAP_a_green_persimmon JAP_the_persimmon_has_ripened
				}
			}
		}
		set_variable = {
			JAP_army_faction_influence_level = JAP_tier_2_to_tier_3_small_gate
		}
		JAP_army_faction_goes_down_from_tier_3_to_tier_2 = yes
		hidden_effect = {
			clr_country_flag = JAP_pending_imperial_influence_decision
		}
		if = {
			limit = {
				check_variable = {
					JAP_num_of_influential_imperial_factions = > 2
				}
			}
			hidden_effect = {
				set_country_flag = JAP_pending_imperial_influence_decision
			}
			country_event = {
				id = SEA_imperial_influence_events.1
				hours = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
	} {
		name = SEA_imperial_influence_events.1.b
		trigger = {
			JAP_naval_faction_is_tier_3 = yes
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_completed_focus = JAP_nanshin_ron
				NOT = {
					has_completed_focus = JAP_strike_the_southern_road
				}
			}
		}
		set_variable = {
			JAP_naval_faction_influence_level = JAP_tier_2_to_tier_3_small_gate
		}
		JAP_naval_faction_goes_down_from_tier_3_to_tier_2 = yes
		hidden_effect = {
			clr_country_flag = JAP_pending_imperial_influence_decision
		}
		if = {
			limit = {
				check_variable = {
					JAP_num_of_influential_imperial_factions = > 2
				}
			}
			hidden_effect = {
				set_country_flag = JAP_pending_imperial_influence_decision
			}
			country_event = {
				id = SEA_imperial_influence_events.1
				hours = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
	} {
		name = SEA_imperial_influence_events.1.c
		trigger = {
			has_idea = JAP_zaibatsu_faction_tier_3
		}
		ai_chance = {
			base = 1
		}
		set_variable = {
			JAP_zaibatsu_faction_influence_level = JAP_tier_2_to_tier_3_small_gate
		}
		JAP_zaibatsu_faction_goes_down_from_tier_3_to_tier_2 = yes
		hidden_effect = {
			clr_country_flag = JAP_pending_imperial_influence_decision
		}
		if = {
			limit = {
				check_variable = {
					JAP
# ... (truncated)
### Entity: Idea
Component: r56_usa_three_dimensional_assault_force
Constructs: has_unit_leader, removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_usa_three_dimensional_assault_force = {
	picture = HUN_secret_rearmament
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		has_unit_leader = 6299
	}
	removal_cost = -1
	modifier = {
		air_cas_efficiency = 0.1
		naval_invasion_penalty = -0.1
		shore_bombardment_bonus = 0.1
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_names_finest
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_names_finest
	icon = GFX_focus_ETH_sway_the_warlords
	prerequisite = {
		focus = SUD_legacy_of_the_mahdist_war
	}
	x = -1
	y = 1
	relative_position_id = SUD_legacy_of_the_mahdist_war
	cost = 10
	completion_reward = {
		add_ideas = HOA_our_finest_idea
	}
}
### Entity: Idea
Component: HOA_our_strength_production_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/aussa.txt

Code:
HOA_our_strength_production_idea = {
	name = HOA_our_strength_idea
	allowed = {
		OR = {
			original_tag = AFA ORO QEM TIG BEG HAR SID GBA
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.15
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_mission_to_germany
Constructs: shared_focus, prerequisite, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, has_global_flag
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_mission_to_germany
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = CHI_invite_foreign_investors
	}
	x = -10
	y = 1
	relative_position_id = CHI_invite_foreign_investors
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		} {
			factor = 10
			has_country_flag = GER_befriended_by_germany_flag
		}
	}
	available = {
		OR = {
			has_government = neutrality
			GER = {
				has_government = ROOT
			}
			GER_will_support = yes
		}
		NOT = {
			has_war_with = GER
		} {
			has_global_flag = falkenhausen_recalled
		}
		GER = {
			has_capitulated = no
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_mission_to_germany
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 100
			} {
				type = protect
				id = ROOT
				value = 100
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			} {
				type = support
				id = ROOT
				value = 100
			}
		}
	}
}
### Entity: Idea
Component: KMT_three_principles4
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_three_principles4 = {
	removal_cost = -1
	picture = chi_warlord_integration5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	cancel = {
		has_government = CUG
	}
	modifier = {
		political_power_factor = 0.075
		consumer_goods_factor = -0.1
		stability_weekly = 0.002
		stability_factor = 0.05
		democratic_drift = 0.05
		army_core_defence_factor = 0.025
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reclaim_dockyards
Constructs: prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_reclaim_dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = AUS_rebuild_the_armada AUS_defending_the_coast
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_rebuild_the_armada
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				any_controlled_state = {
					NOT = {
						is_coastal = yes
					}
				}
			}
			custom_effect_tooltip = AUS_build_dockyards_if_coastal
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: AUS_arms_industry_effort_idea
Constructs: removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_arms_industry_effort_idea = {
	allowed = {
		always = no
		tag = AUS
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		production_speed_arms_factory_factor = 0.2
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_acquire_german_radios
Constructs: add_equipment_to_stockpile, prerequisite, has_government, has_war_with, completion_reward, has_civil_war, has_capitulated, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_acquire_german_radios
	icon = GFX_focus_generic_radio_communication
	x = 3
	y = 1
	cost = 5
	available = {
		has_government = fascism
		GER = {
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
			has_capitulated = no
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	bypass = {
		GER = {
			OR = {
				has_civil_war = yes
				has_war_with = ROOT
				has_capitulated = yes
				NOT = {
					has_government = fascism neutrality
				}
			}
		}
	}
	prerequisite = {
		focus = AFG_join_the_axis AFG_neutrality_reaffirmed
	}
	relative_position_id = AFG_join_the_axis
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = support_equipment
			amount = 50
			producer = GER
		}
		add_tech_bonus = {
			name = AUS_radio_improvements
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = radar_tech
			technology = radio improved_radio advanced_radio
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/South_Africa.html

Doc:
This article is considered accurate for the current version of the game.

South Africa

Capital provincePretoria

Government typeConstitutional Monarchy

FactionAllies

|
Please help improve this article or section by expanding it. |

The Union of South Africa is a Minor Power, located in Africa. They are a part of the Commonwealth, and subject to The United Kingdom. They entered the War alongside the other Commonwealth states (apart from Ireland) in 1939.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Idea
Component: MEX_focus_the_empresss_grand_armada
Constructs: has_government, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_focus_the_empresss_grand_armada = {
	picture = generic_navy_bonus
	allowed = {
		original_tag = MEX
	}
	allowed_civil_war = {
		original_tag = MEX
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.15
	}
	equipment_bonus = {
		ship_hull_heavy = {
			build_cost_ic = -0.15
			instant = yes
		}
		ship_hull_carrier = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Character
Component: FRA_georges_valois
Constructs: has_government
Source: game
File: common/characters/FRA.txt

Code:
FRA_georges_valois = {
	name = FRA_georges_valois
	portraits = {
		army = {
			small = GFX_portrait_FRA_georges_valois_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRA_georges_valois
		allowed = {
			original_tag = FRA
		}
		available = {
			OR = {
				has_government = fascism neutrality
			}
		}
		cost = 150
		traits = {
			FRA_national_syndicalist
		}
		do_effect = {

		}
		ai_will_do = {
			base = 1.0
		}
	}
}