Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_slaedepatruljen_sirius
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_technology, is_fully_controlled_by, is_subject, add_command_power
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_slaedepatruljen_sirius
	icon = GFX_focus_DEN_sirius_patrol
	prerequisite = {
		focus = DEN_new_artillery_tactics DEN_convert_automobile_production
	}
	relative_position_id = DEN_haeren_reorganization
	x = -2
	y = 3
	cost = 5
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_command_power = 50
		army_experience = 25
		custom_effect_tooltip = FIN_winter_warfare_battalion_tt
		hidden_effect = {
			set_technology = {
				winter_logistics_support_tech = 1
				popup = no
			}
		}
		add_doctrine_cost_reduction = {
			name = DEN_slaedepatruljen_sirius
			cost_reduction = 0.25
			uses = 1
			category = special_forces_doctrine
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_oust_prestes
Constructs: prerequisite, completion_reward, has_civil_war, add_country_leader_role, remove_dynamic_modifier
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_oust_prestes
	icon = GFX_focus_ICE_embrace_the_workers_revolution
	x = 0
	y = 1
	relative_position_id = BRA_launch_the_revolution
	prerequisite = {
		focus = BRA_launch_the_revolution
	} {
		focus = BRA_revive_the_anl
	}
	mutually_exclusive = {
		focus = BRA_align_with_moscow BRA_cangaco_coup
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_country_leader_role = {
			character = BRA_alianca_nacional_libertadora_council
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1.1
				id = -1
				traits = {
					JUNO_alianca_nacional_libertadora_council
				}
			}
		}
		remove_dynamic_modifier = {
			modifier = BRA_weak_government
		}
	}
}
### Entity: Order of Battle
Component: 2ya LVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 2ya LVO Tankovaya Gruppa
	location = 104
	division_template = Legko-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Country History
Country: ATJ
Component: ATJ_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/ATJ - Atjeh.txt

Code:
# Misc for ATJ
capital = 1050
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
### Entity: Idea
Component: SIA_limited_worker_protections_r56
Constructs: industrial_capacity_factory, removal_cost, neutrality_drift, democratic_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_limited_worker_protections_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = ARG_economic_reactivation
	modifier = {
		neutrality_drift = 0.01
		democratic_drift = 0.01
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Unit Template
Component: RAJ_MEC_01
Source: game
File: common/units/names_divisions/RAJ_names_divisions.txt

Code:
RAJ_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		RAJ
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		RAJ_INF_01
	}
	fallback_name = %d Indian Mechanized Div.
	ordered = {
		10 = {
			%dth Indian Mechanized Div.
		}
		6 = {
			%dth Indian Mechanized Div.
		}
		4 = {
			%dth Indian 'Red Eagle' Division
		}
		5 = {
			%dth Indian 'Ball of Fire' Div.
		}
		8 = {
			%dth Indian 'Clover' Division
		}
		14 = {
			%dth Indian 'Quetta' Division
		}
		23 = {
			%drd Indian Mechanized Div.
		}
		25 = {
			%dth Indian Mechanized Div.
		}
		9 = {
			%dth Indian Mechanized Div.
		}
		11 = {
			%dth Indian Mechanized Div.
		}
		7 = {
			%dth Indian 'Golden Arrow' Div.
		}
		17 = {
			%dth Indian 'Black Cat' Division
		}
		19 = {
			%dth Indian 'Dagger' Division
		}
		34 = {
			%dth Indian Mechanized Div.
		}
		20 = {
			%dth Indian Mechanized Div.
		}
		26 = {
			%dth Indian 'Tiger Head' Division
		}
		2 = {
			%dnd Indian Mechanized Div.
		}
		36 = {
			%dth Indian Division
		}
		12 = {
			%dth Indian Mechanized Div.
		}
		39 = {
			%dth Indian Mechanized Div.
		}
		3 = {
			%drd Indian 'Chindits' Division
		}
		21 = {
			%dst Indian Mechanized Div.
		}
		1 = {
			%dst Indian Mechanized Div.
		}
		13 = {
			%dth Indian Mechanized Div.
		}
		15 = {
			%dth Indian Mechanized Div.
		}
		16 = {
			%dth Indian Mechanized Div.
		}
		18 = {
			%dth Indian Mechanized Div.
		}
		22 = {
			%dnd Indian Mechanized Div.
		}
		24 = {
			%dth Indian Mechanized Div.
		}
		27 = {
			%dth Indian Mechanized Div.
		}
		28 = {
			%dth Indian Mechanized Div.
		}
		29 = {
			%dth Indian Mechanized Div.
		}
		30 = {
			%dth Indian Mechanized Div.
		}
		33 = {
			%drd Indian Mechanized Div.
		}
		35 = {
			%dth Indian Mechanized Div.
		}
		37 = {
			%dth Indian Mechanized Div.
		}
		38 = {
			%dth Indian Mechanized Div.
		}
		40 = {
			%dth Indian Mechanized Div.
		}
		41 = {
			%dst Indian Mechanized Div.
		}
		42 = {
			%dnd Indian Mechanized Div.
		}
		45 = {
			%dth Indian Mechanized Div.
		}
		46 = {
			%dth Indian Mechanized Div.
		}
		47 = {
			%dth Indian Mechanized Div.
		}
		48 = {
			%dth Indian Mechanized Div.
		}
		49 = {
			%dth Indian Mechanized Div.
		}
		50 = {
			%dth Indian Mechanized Div.
		}
		51 = {
			%dst Indian Mechanized Div.
		}
		52 = {
			%dnd Indian Mechanized Div.
		}
		53 = {
			%drd Indian Mechanized 
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_assyrian_revanchism
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_assyrian_revanchism
	icon = GFX_focus_generic_spread_fascism
	prerequisite = {
		focus = IRQ_cult_of_personaility
	}
	relative_position_id = IRQ_officers_coup
	x = 3
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_war_support = 0.1
		add_ideas = IRQ_assyrian_revanchism
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: State History
Component: 1090
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1090-Uttarakhand.txt

Code:
state = {
	id = 1090
	name = STATE_1090
	provinces = {
		1898 3989 5002 5157 10021
	}
	history = {
		owner = RAJ
		add_core_of = RAJ
		add_to_array = {
			state_victory_points = 5157
		}
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			5157 1
		}
	}
	manpower = 2461019
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: usa_focus
Component: USA_escort_fighters
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_escort_fighters
	icon = GFX_focus_usa_escort_fighters
	x = 0
	y = 2
	prerequisite = {
		focus = USA_air_support USA_strategic_bombing
	}
	relative_position_id = USA_air_war_plans_division
	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_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = USA_escort_fighters
			bonus = 3.0
			uses = 1
			category = cat_heavy_fighter
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_an_expansionist_state
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, every_state, is_claimed_by
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_an_expansionist_state
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = COG_reclaim_kigali
	}
	x = 1
	y = 1
	relative_position_id = COG_reclaim_kigali
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_claimed_by = ROOT
						is_core_of = ROOT
						is_owned_by = ROOT
					}
				}
				OR = {
					state = 768 769 548 546 904 547 905 903
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = COG_expansionism
	}
}
### Entity: Trigger Reference
Construct: career_profile_set_temp_playthrough_variable
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## career_profile_set_temp_playthrough_variable

* Supported Scopes: any
* Supported Targets: none

```
Sets a temporary variable to a value or another variable
Example: career_profile_set_temp_playthrough_variable = {
var = num_dogs
	value = num_dogs_in_career_profile
}
```
### Entity: Idea
Component: SPR_seized_spanish_gold_reserves_spain
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_seized_spanish_gold_reserves_spain = {
	name = SPR_seized_spanish_gold_reserves
	picture = SPR_seize_the_gold_reserves
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = 0.2
	}
}
### Entity: Character
Component: BRN_abu_bakar
Source: game
File: common/characters/BRN.txt

Code:
BRN_abu_bakar = {
	name = Abu Bakar Jambol
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = BRN_abu_bakar
		allowed = {
			original_tag = BRN
		}
		available = {

		}
		visible = {

		}
		traits = {
			religious_figure
		}
		ai_will_do = {
			base = 3.0
		}
	}
}
### Entity: Character
Component: CZE_antonin_husnik
Source: game
File: common/characters/CZE.txt

Code:
CZE_antonin_husnik = {
	name = CZE_antonin_husnik
	portraits = {
		army = {
			large = GFX_portrait_CZE_antonin_husnik
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Modifier Reference
Component: INS_republican_government_modifier
Constructs: research_speed_factor, stability_factor, war_support_factor, has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_republican_government_modifier = {
	icon = GFX_idea_INS_guided_democracy
	enable = {
		has_dlc = Thunder at Our Gates
		tag = INS
	}
	stability_factor = INS_republican_government_modifier_stability_factor
	war_support_factor = INS_republican_government_modifier_war_support_factor
	consumer_goods_factor = INS_republican_government_modifier_consumer_goods_factor
	conscription = INS_republican_government_modifier_conscription
	research_speed_factor = INS_republican_government_modifier_research_speed_factor
	production_speed_industrial_complex_factor = INS_republican_government_modifier_production_speed_industrial_complex_factor
	production_speed_infrastructure_factor = INS_republican_government_modifier_production_speed_infrastructure_factor
	production_speed_arms_factory_factor = INS_republican_government_modifier_production_speed_arms_factory_factor
}
### Entity: Scripted Effect
Component: EAI_MILITARY_garrison_state_strategies
Constructs: has_war, limit, is_ai, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_garrison_state_strategies = {
	if = {
		limit = {
			OR = {
				AND = {
					has_war = yes
					alliance_naval_strength_ratio = < 3
				} {
					tag = JAP
					OR = {
						date = > 1941.1.1
						alliance_naval_strength_ratio = < 3
					}
				} {
					tag = USA
					JAP = {
						is_ai = no
					}
					OR = {
						date = > 1941.1.1
						alliance_naval_strength_ratio = < 3
					}
				}
			}
		}
		set_country_flag = EAI_MILITARY_garrison_state_strategies
	}
	else = {
		clr_country_flag = EAI_MILITARY_garrison_state_strategies
	}
}
### Entity: Country Definition
Component: UBF_united_balkan_federation_neutrality
Source: game
File: common/countries/cosmetic.txt

Code:
UBF_united_balkan_federation_neutrality = {
	color = {
		rgb = {
			11 11 11
		}
	}
	color_ui = {
		rgb = {
			11 11 11
		}
	}
}
### Entity: Order of Battle
Component: 4th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 4th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: man_focus
Component: MAN_vassalize_mengukuo
Constructs: prerequisite, has_war_with, completion_reward, is_subject_of, cancel_if_invalid, annex_country
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_vassalize_mengukuo
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = MAN_chinese_leadership
	}
	x = -1
	y = 1
	relative_position_id = MAN_chinese_leadership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject_of = JAP
		NOT = {
			has_war_with = JAP
		} {
			has_war_with = MEN
		}
		MEN = {
			exists = yes
			is_subject_of = JAP
		}
	}
	bypass = {
		MEN = {
			OR = {
				exists = no
				NOT = {
					is_subject_of = JAP
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		annex_country = {
			target = MEN
			transfer_troops = yes
		}
	}
}
### Entity: Modifier Reference
Component: CHI_protracted_warfare_idea
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_protracted_warfare_idea = {
	icon = GFX_idea_CHI_protracted_warfare
	max_dig_in = CHI_protracted_warfare_max_dig_in
	dig_in_speed_factor = CHI_protracted_warfare_dig_in_speed_factor
	equipment_capture_factor = CHI_protracted_warfare_equipment_capture_factor
	cas_damage_reduction = CHI_protracted_warfare_cas_damage_reduction
	cat_mass_mobilization_cost_factor = CHI_decisive_battle_cat_mass_mobilization_cost_factor
	army_defence_factor = CHI_protracted_warfare_army_defence_factor
}
### Entity: Unit Template
Component: GRE_BC_HISTORICAL
Source: game
File: common/units/names_ships/GRE_ship_names.txt

Code:
GRE_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		GRE
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = RHS 
	fallback_name = Thoriktou %s
	unique = {
		Athinai Thessalia Ipiros Peloponnisos Kilkis
	}
}
### Entity: Idea
Component: NCY_aa2
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_aa2 = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = NCY
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_the_jikyoku_iinkai
Constructs: prerequisite, limit, has_war_with, add_war_support, add_opinion_modifier, completion_reward, add_political_power, is_ally_with
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_the_jikyoku_iinkai
	icon = GFX_focus_generic_fascist_propaganda
	x = 1
	y = 1
	relative_position_id = JAP_reinforce_the_beijing_garrison
	prerequisite = {
		focus = JAP_reinforce_the_beijing_garrison
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		USA = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CHI_reach_out_for_help_tt
		USA = {
			country_event = {
				id = SEA_japan_foreign_policy.35
				hours = 12
				random_hours = 24
			}
		}
		effect_tooltip = {
			USA = {
				IF = {
					limit = {
						NOT = {
							has_war_with = JAP
						}
					}
					add_war_support = -0.05
				}
				ELSE = {
					add_timed_idea = {
						idea = JAP_pro_japanese_sentiments_for_usa_idea
						days = 180
					}
				}
			}
		}
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			JAP_create_john_farnsworth_operative = yes
		} {
			limit = {
				USA = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = USA
				modifier = japanese_committee_on_trade_and_information_pom
			}
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = japanese_committee_on_trade_and_information_pom
				}
			}
		}
		hidden_effect = {
			set_global_flag = {
				flag = JAP_has_recently_tried_to_block_usa_support_for_china_flag
				value = 1
				days = 121
			}
		}
	}
}
### Entity: Event
Component: poland.199
Constructs: is_triggered_only, ai_chance, has_idea_with_trait, add_to_faction, add_ai_strategy, has_idea
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.199
	title = poland.199.t
	desc = poland.199.d
	picture = GFX_report_event_polish_honor
	is_triggered_only = yes
	option = {
		name = poland.199.a
		ai_chance = {
			base = 95
			modifier = {
				factor = 1.35
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			}
		}
		POL = {
			country_event = poland.200
			add_to_faction = ROOT
		}
		add_ai_strategy = {
			type = alliance
			id = POL
			value = 200
		}
	} {
		name = poland.199.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 30
				ROOT = {
					has_idea = neutrality_idea
				}
			}
		}
		POL = {
			country_event = poland.201
		}
	}
}
### Entity: Character
Component: vfb_trait_tenentista
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_tenentista = {
	random = no
	political_power_gain = 0.01
	stability_factor = -0.05
}
### Entity: Idea
Component: den_operational_command
Constructs: removal_cost, screening_efficiency
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_operational_command = {
	removal_cost = -1
	picture = generic_coastal_navy
	modifier = {
		experience_gain_navy_factor = 0.15
		naval_accidents_chance = -0.3
		screening_efficiency = 0.2
	}
}
### Entity: Character
Component: german_training
Constructs: planning_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
german_training = {
	sprite = 14
	random = no
	training_time_army_factor = -0.1
	experience_gain_army_factor = 0.1
	planning_speed = 0.05
}
### Entity: Decision
Component: AST_nationalizing_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_nationalizing_cat = {
	priority = 101
	icon = GFX_decision_category_generic_communism
	visible_when_empty = no
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = AST_abolition_of_private_property
	}
}
### Entity: Idea
Component: EAI_DD_19/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Construct: naval_invasion_prep_days
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_invasion_prep_days

* Number with 0 decimal places
* **Categories**: country
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BUL_1939_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.48
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.69
		efficiency = 100
	} {
		equipment = {
			type = motorized_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	}
}
### Entity: Idea
Component: r56_CAN_national_housing_act_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_national_housing_act_idea = {
	name = r56_CAN_national_housing_act_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_production_bonus
	removal_cost = -1
	modifier = {
		global_building_slots_factor = 0.1
		MONTHLY_POPULATION = 0.05
	}
}
### Entity: AI Strategy
Component: CHI_dont_upgrade_to_weapons_2_too_early
Constructs: is_historical_focus_on, has_equipment
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_dont_upgrade_to_weapons_2_too_early = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		is_historical_focus_on = yes
		has_equipment = {
			infantry_equipment = < 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = infantry_equipment_2
		value = -100
	}
}
### Entity: Event
Component: SEA_japan_popup_events.46
Constructs: is_triggered_only, fire_only_once, add_core_of
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.46
	title = SEA_japan_popup_events.46.t
	desc = SEA_japan_popup_events.46.desc
	picture = GFX_report_event_JAP_kodoha_coup_attempt_preparation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.46.a
		effect_tooltip = {
			609 = {
				transfer_state_to = FROM
				add_core_of = FROM
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Event
Component: greece.76
Constructs: is_triggered_only, ai_chance, add_state_core, add_to_faction
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.76
	title = greece.76.t
	desc = greece.76.d
	picture = GFX_report_event_gre_allied_diplomacy_military
	is_triggered_only = yes
	option = {
		name = greece.76.a
		ai_chance = {
			base = 60
		}
		GRE = {
			transfer_state = 183
			add_state_core = 183
			country_event = {
				id = greece.77
			}
		}
		ENG = {
			add_to_faction = GRE
		}
	} {
		name = greece.76.b
		ai_chance = {
			base = 40
		}
		country_event = {
			id = greece.78
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_extra_tech_slot
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_extra_tech_slot
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = COG_establish_radio_stations
	}
	relative_position_id = COG_establish_radio_stations
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}