Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_intervention_in_west_africa
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_intervention_in_west_africa
	icon = GFX_goal_generic_position_armies
	x = -3
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_appeal_to_overseas_territories
	}
	relative_position_id = FRA_appeal_to_overseas_territories
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			FRA_controls_west_africa = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = FRA_prepare_coup_in_west_africa
		} {
			decision = FRA_promise_independence_to_west_africa
		} {
			decision = FRA_invasion_in_west_africa
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_the_basis_of_the_economy
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_the_basis_of_the_economy
	icon = GFX_focus_ARG_capitalize_the_beef_industry
	prerequisite = {
		focus = TAN_restore_our_ways
	}
	x = 0
	y = 1
	relative_position_id = TAN_restore_our_ways
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	completion_reward = {
		add_ideas = MON_animal_husbandry_prioritised_idea_2
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = TAN_Civilian_One_1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_minshu_shugi
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_minshu_shugi
	icon = GFX_focus_JAP_minshu_shugi
	x = -1
	y = 1
	relative_position_id = JAP_experimental_housing_solutions
	prerequisite = {
		focus = JAP_experimental_housing_solutions
	} {
		focus = JAP_promote_meritocracy
	}
	cost = 5
	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_STABILITY
	}
	completion_reward = {
		JAP_add_or_modify_civilian_cabinet = yes
		add_to_variable = {
			JAP_civilian_cabinet_political_power_factor = 0.05
			tooltip = political_power_factor_tt
		} {
			JAP_civilian_cabinet_stability_factor = 0.1
			tooltip = stability_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_rounouha_modifier
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_rounouha_modifier = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_rounouha_modifier
				}
			}
		}
		custom_effect_tooltip = JAP_add_rounouha_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_rounouha_modifier
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = JAP_modify_rounouha_modifier_tt
	}
}
### Entity: Idea
Component: LUX_luxair
Constructs: is_in_faction, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_luxair = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = LUX
	}
	available = {
		is_in_faction = yes
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_create_antamina
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_resource, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_create_antamina
	icon = GFX_goal_generic_mining_iron
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = PRU_our_natural_resources
	}
	relative_position_id = PRU_our_natural_resources
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				494
			}
			add_extra_state_shared_building_slots = 1
			add_resource = {
				type = steel
				amount = 15
			}
		}
		swap_ideas = {
			remove_idea = PRU_good_economy_au
			add_idea = PRU_good_economy_au_1
		}
		add_timed_idea = {
			idea = PRU_angry_indigenous
			days = 182
		}
	}
}
### Entity: AI Strategy
Component: r56_GER_market_management_for_SA_before_1937_VEN
Constructs: has_completed_focus, has_war, has_government, has_country_leader_with_trait
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_market_management_for_SA_before_1937_VEN = {
	allowed = {
		original_tag = GER
	}
	enable = {
		ROOT = {
			has_government = fascism
			has_war = no
			NOT = {
				has_completed_focus = GER_demand_sudetenland
			}
		}
		VEN = {
			has_country_leader_with_trait = nationalistic_tendencies
		}
		date = < 1937.5.5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = VEN
		target = market_access_rights
		value = 50
	} {
		type = equipment_market_trade_desire
		id = VEN
		value = 50
	} {
		type = support
		id = VEN
		value = 10
	}
}
### Entity: Idea
Component: ast_support_for_comrades_idea
Constructs: send_volunteer_size, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/australia.txt

Code:
ast_support_for_comrades_idea = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_size = 2
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -0.75
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_stimulate_the_dynamic_market
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_stimulate_the_dynamic_market
	icon = GFX_goal_generic_construct_civilian
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_freedom_front FRA_promote_entrepeneurship
	}
	relative_position_id = FRA_freedom_front
	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_INDUSTRY
	}
	completion_reward = {
		add_ideas = {
			FRA_market_dynamism
		}
	}
}
### Entity: Idea
Component: AZR_mehmed_emin_resulzade
Constructs: has_government
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_mehmed_emin_resulzade = {
	picture = generic_political_advisor_arab_3
	available = {
		NOT = {
			has_government = communism
		}
	}
	allowed = {
		original_tag = AZR
	}
	traits = {
		popular_figurehead
	}
}
### Entity: Idea
Component: EAI_DD_16/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Character
Component: KYR_aa2
Source: game
File: common/characters/KYR.txt

Code:
KYR_aa2 = {
	advisor = {
		slot = high_command
		idea_token = KYR_aa2
		ledger = army
		allowed = {
			original_tag = KYR
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: Idea
Component: HOL_red_is_the_new_orange
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_red_is_the_new_orange = {
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.40
Constructs: is_triggered_only, ai_chance, fire_only_once, set_country_flag, set_occupation_law_where_available
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.40
	title = SEA_japan_foreign_policy.40.t
	desc = SEA_japan_foreign_policy.40.desc
	picture = GFX_report_event_JAP_greater_east_asia_conference
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.40.a
		ai_chance = {
			base = 95
		}
		set_country_flag = JAP_chose_to_exploit_east_asia_flag
		custom_effect_tooltip = JAP_unlock_east_asia_occupation_law_tt
		show_ideas_tooltip = GEACPS_exploitation_occupation_law_fake_idea
		ROOT = {
			set_occupation_law_where_available = GEACPS_exploitation_occupation_law
		}
	} {
		name = SEA_japan_foreign_policy.40.b
		ai_chance = {
			base = 5
		}
		set_country_flag = JAP_chose_to_support_east_asia_flag
		custom_effect_tooltip = JAP_unlock_east_asia_occupation_law_tt
		show_ideas_tooltip = GEACPS_prosperity_occupation_law_fake_idea
		ROOT = {
			set_occupation_law_where_available = GEACPS_prosperity_occupation_law
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_broken_hill_propietary_company
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_broken_hill_propietary_company
	icon = GFX_focus_AST_broken_hill_proprietary_company
	prerequisite = {
		focus = AST_within_reach
	}
	relative_position_id = AST_within_reach
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = AST_essington_lewis
		if = {
			limit = {
				has_idea = AST_broken_hill_proprietary_company_ic
			}
			custom_effect_tooltip = AST_broken_hill_proprietary_company_ic_tt
			swap_ideas = {
				remove_idea = AST_broken_hill_proprietary_company_ic
				add_idea = AST_broken_hill_proprietary_company_improved_ic
			}
		} {
			limit = {
				has_idea = AST_whyalla_steelworks_ic
			}
			custom_effect_tooltip = AST_whyalla_steelworks_ic_tt
			swap_ideas = {
				remove_idea = AST_whyalla_steelworks_ic
				add_idea = AST_whyalla_steelworks_improved_ic
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = AST_broken_hill_proprietary_company_ic
					add_idea = AST_broken_hill_proprietary_company_improved_ic
				}
			}
		} {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = AST_whyalla_steelworks_ic
					add_idea = AST_whyalla_steelworks_improved_ic
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Order of Battle
Component: Groep Spui & Kil VH
Constructs: division_template
Source: game
File: history/units/HOL_1939.txt

Code:
division = {
	name = Groep Spui & Kil VH
	location = 391
	division_template = Infanterie Divisie
	start_equipment_factor = 0.3
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_marine_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_marine_defence_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: afg_focus
Component: AFG_join_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_join_allies
	icon = GFX_allies
	x = 1
	y = 1
	cost = 5
	available = {
		is_in_faction = no
		is_subject = no
		OR = {
			has_government = democratic neutrality
		}
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			any_other_country = {
				is_faction_leader = yes
				has_capitulated = no
				has_government = democratic
				is_in_faction_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_liberal_constitution
	}
	relative_position_id = AFG_british_exchange_program
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND_3
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND_3
	icon = GFX_focus_prc_infiltration
	ai_will_do = {
		factor = 2
	}
	x = 32
	y = 1
	prerequisite = {
		focus = MAL_RND
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAL_jungle_idea
	}
}
### Entity: Trigger Reference
Construct: is_owner_neighbor_of
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_owner_neighbor_of

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if neighbor ( owned territory ) with specified country
```
### Entity: Modifier Reference
Component: AST_national_defense
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_national_defense = {
	icon = GFX_joining_rule_has_no_offensive_war
	enable = {
		always = yes
	}
	production_speed_arms_factory_factor = AST_national_defense_production_speed_arms_factory_factor
	production_speed_dockyard_factor = AST_national_defense_production_speed_dockyard_factor
	conversion_cost_civ_to_mil_factor = AST_national_defense_conversion_cost_civ_to_mil_factor
	production_factory_max_efficiency_factor = AST_national_defense_production_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = AST_national_defense_production_factory_efficiency_gain_factor
}
### Entity: Idea
Component: KMT_de_facto_member_of_the_union
Constructs: removal_cost, is_subject_of
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_de_facto_member_of_the_union = {
	removal_cost = -1
	picture = SOV_soviet_railways
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			is_subject_of = SOV
		}
	}
	modifier = {
		political_power_factor = 0.1
		production_factory_max_efficiency_factor = 0.05
		consumer_goods_factor = -0.05
	}
	targeted_modifier = {
		tag = SOV
		cic_to_target_factor = 0.05
		mic_to_target_factor = 0.05
	}
}
### Entity: Character
Component: energy_supply_company
Source: game
File: common/country_leader/00_traits.txt

Code:
energy_supply_company = {
	random = no
	consumer_goods_factor = -0.075
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: basic_medium_td
Constructs: enable_equipments, enable_subunits, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_destroyer_equipment_1
	}
	enable_subunits = {
		medium_tank_destroyer_brigade
	}
	research_cost = 0.5
	start_year = 1939
	ai_will_do = {
		base = 0
		modifier = {
			add = 140
			OR = {
				tag = SOV
			}
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 30
					}
				}
			}
		} {
			factor = 0
			OR = {
				has_tech = improved_medium_td
				can_research = improved_medium_td
				is_researching_technology = improved_medium_tank
			}
		} {
			factor = 1.1
			date = > 1940.1.1
		} {
			factor = 1.1
			date = > 1941.1.1
		} {
			factor = 1.1
			date = > 1942.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_ITA
Source: game
File: common/ai_focuses/ITA.txt

Code:
ai_focus_military_equipment_ITA = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Scripted Effect
Component: CZE_remove_trade_agreement_ideas
Constructs: remove_ideas
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_remove_trade_agreement_ideas = {
	hidden_effect = {
		remove_ideas = {
			CZE_trade_agreement_HUN CZE_trade_agreement_AUS CZE_trade_agreement_YUG CZE_trade_agreement_HUN_AUS CZE_trade_agreement_HUN_YUG CZE_trade_agreement_YUG_AUS CZE_trade_agreement_AUS_HUN_YUG CZE_trade_agreement CZE_trade_agreement_to_HUN CZE_trade_agreement_to_AUS CZE_trade_agreement_to_YUG CZE_trade_agreement_to_HUN_AUS CZE_trade_agreement_to_HUN_YUG CZE_trade_agreement_to_AUS_YUG
		}
	}
}
### Entity: Idea
Component: KMT_student_soldiers
Constructs: research_speed_factor, has_war, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_student_soldiers = {
	removal_cost = -1
	allowed = {
		always = no
	}
	cancel = {
		has_war = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = 0.05
		land_reinforce_rate = 0.01
		political_power_cost = 0.1
		research_speed_factor = 0.01
	}
}
### Entity: Idea
Component: SWE_ab_landsverk
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_ab_landsverk = {
	visible = {
		OR = {
			original_tag = SWE NOR FIN DEN KAR ICE GRN
		}
		if = {
			limit = {
				NOT = {
					original_tag = SWE
				}
			}
			has_completed_focus = SCA_unified_armament_industries
		}
	}
	allowed = {
		OR = {
			original_tag = SWE NOR FIN DEN KAR ICE GRN
		}
	}
	available = {
		if = {
			limit = {
				NOT = {
					original_tag = SWE
				}
			}
			has_completed_focus = SCA_unified_armament_industries
		} {
			limit = {
				tag = SWE
			}
			has_completed_focus = SWE_nationalize_landsverk
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Order of Battle
Component: air_wing_97
Source: game
File: history/units/POL_1939_air_legacy.txt

Code:
air_wings = {
	97 = {
		fighter_equipment_0 = {
			owner = POL
			amount = 22
		}
	}
}
### Entity: Unit Template
Component: SNG_BC_HISTORICAL
Source: game
File: common/units/names_ships/SNG_ship_names.txt

Code:
SNG_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		SNG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = RSS 
	fallback_name = Battlecruiser %d
	unique = {
		Victory Valour Vigilance Valiant Vigour Vengeance
	}
}
### Entity: Event
Component: new_ger.18
Constructs: is_triggered_only, every_owned_state, limit, add_war_support, has_country_flag, add_political_power, send_embargo
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.18
	title = new_ger.18.t
	desc = new_ger.18.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.18.a
		trigger = {
			NOT = {
				has_country_flag = GER_russia_refuses_ostland_deal
			}
		}
		effect_tooltip = {
			FROM = {
				every_owned_state = {
					limit = {
						OR = {
							state = 190 811 809 808 810 12 13 812 191 813 209
						}
					}
					transfer_state_to = ROOT
				}
			}
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
		}
		add_political_power = -100
	} {
		name = new_ger.18.b
		trigger = {
			has_country_flag = GER_russia_refuses_ostland_deal
		}
		add_war_support = 0.025
		send_embargo = FROM
	}
}
### Entity: Idea
Component: ISR_fire_and_blood_1
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_fire_and_blood_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	name = ISR_judea_fell
	picture = ISR_defend_israel_2
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.03
		conscription = 0.01
		army_core_defence_factor = 0.1
		army_org_factor = 0.05
	}
}
### Entity: Idea
Component: ICE_landsvirkjun
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/iceland.txt

Code:
ICE_landsvirkjun = {
	picture = generic_electronics_concern_3
	allowed = {
		original_tag = ICE
		has_dlc = Arms Against Tyranny
	}
	available = {
		has_completed_focus = ICE_state_owned_industry
	}
	research_bonus = {
		electronics = 0.1
		industry = 0.05
	}
	traits = {
		electronics_concern
	}
}
### Entity: Character
Component: SIK_ma_wei
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_ma_wei = {
	name = SIK_ma_wei
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SIK_ma_wei
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			base = 25
		}
	}
}
### Entity: Event
Component: INS_industrial_events.12
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.12
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.12.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_oil
			value = -32
			tooltip = country_resource_cost_oil_tt
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_restore_order_in_indies
Constructs: prerequisite, completion_reward, add_political_power, has_country_leader, remove_advisor_role, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_restore_order_in_indies
	icon = GFX_focus_INS_restore_order_in_indies
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_bonifacius_cornelis_de_jonge
		}
	}
	prerequisite = {
		focus = INS_economic_stabilization
	}
	mutually_exclusive = {

	}
	x = -1
	y = 2
	relative_position_id = INS_governor_general_de_jonge
	cost = 10
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_advisor_role = {
			character = INS_mohammad_hunsi_tharmin
			slot = political_advisor
		}
		INS_oerip_soemohardjo = {
			retire = yes
		}
		custom_effect_tooltip = INS_dutch_east_indies_tt
		add_to_variable = {
			var = INS_dutch_east_indies_stability_factor
			value = 0.15
			tooltip = stability_factor_tt
		} {
			var = INS_dutch_east_indies_political_power_gain
			value = 0.2
			tooltip = political_power_gain_tt
		}
		add_political_power = 200
	}
}