Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: rom_focus
Component: ROM_the_royal_foundation
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_the_royal_foundation
	icon = GFX_focus_research
	prerequisite = {
		focus = ROM_revise_the_constitution
	}
	x = 2
	y = 1
	relative_position_id = ROM_revise_the_constitution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: navy_chief_maneuver_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_maneuver_1 = {
	sprite = 3
	naval_speed_factor = 0.05
	experience_gain_navy = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: SIA_towards_a_great_thai_empire_r56
Constructs: has_country_leader, removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_towards_a_great_thai_empire_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		NOT = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	picture = generic_fascist_workers
	modifier = {
		fascism_drift = 0.04
		conscription_factor = 0.12
		non_core_manpower = 0.01
		weekly_casualties_war_support = 0.001
	}
}
### Entity: Idea
Component: ARG_disrupt_bolivar_lar
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_disrupt_bolivar_lar = {
	allowed = {
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_disrupt_bolivar
	modifier = {
		operative_slot = 2
	}
}
### Entity: Character
Component: ELS_reinaldo_galindo_pohl
Source: game
File: common/characters/ELS.txt

Code:
ELS_reinaldo_galindo_pohl = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ELS_reinaldo_galindo_pohl
		ledger = navy
		allowed = {
			original_tag = ELS
		}
		traits = {
			naval_theorist
		}
	}
	name = Reinaldo Galindo Pohl
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: AI Strategy
Component: GER_gotta_have_enough_medium_tanks
Constructs: has_tech
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_gotta_have_enough_medium_tanks = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = > 1938.8.1
		has_tech = basic_medium_tank_chassis
		stockpile_ratio = {
			archetype = medium_tank_chassis
			ratio = < 1.3
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 1
	} {
		type = equipment_production_min_factories_archetype
		id = medium_tank_chassis
		value = 3
	}
}
### Entity: Order of Battle
Component: 9. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 9. Kuva-yi Milliye Tugayi
	location = 11881
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Character
Component: LIE_theodor_schadler
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/LIE.txt

Code:
LIE_theodor_schadler = {
	name = Theodor Schädler
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_theodor_schadler
		allowed = {
			original_tag = LIE
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = LIE_in_times_of_crisis LIE_establish_a_regency_council
				}
			}
		}
		available = {
			has_government = fascism
			has_completed_focus = LIE_the_liechtenstein_ss
		}
		traits = {
			paramilitarist
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: KMT_the_grand_government_civ
Constructs: stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost, planning_speed, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_grand_government_civ = {
	removal_cost = -1
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			overlord = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	on_remove = {

	}
	modifier = {
		experience_gain_army = 0.05
		planning_speed = 0.05
		max_planning = 0.05
		army_attack_factor = 0.025
		command_power_gain = 0.5
		army_infantry_attack_factor = 0.05
		conscription_factor = 0.05
		war_support_factor = 0.15
		stability_factor = 0.025
	}
}
### Entity: Idea
Component: EAI_DD_9/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_league_of_french_bolshevist_volunteers
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_league_of_french_bolshevist_volunteers
	icon = GFX_focus_YUG_pan_slavic_congress
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_loyalty_to_moscow
	}
	relative_position_id = FRA_loyalty_to_moscow
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			FRA_league_of_french_bolshevist_volunteers
		}
	}
}
### Entity: Idea
Component: rt56_rushed_r_n_d
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_rushed_r_n_d = {
	picture = jap_duplicate_research
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
		training_time_factor = 0.05
		naval_torpedo_hit_chance_factor = -0.05
		air_accidents_factor = 0.05
		army_armor_attack_factor = -0.05
		line_change_production_efficiency_factor = -0.05
		civilian_intel_to_others = 5
		special_project_facility_supply_consumption_factor = 0.5
	}
}
### Entity: Idea
Component: danish_neutrality
Constructs: removal_cost, is_in_faction, has_offensive_war, send_volunteers_tension
Source: game
File: common/ideas/r56_denmark.txt

Code:
danish_neutrality = {
	removal_cost = -1
	picture = neutrality_idea
	available = {
		is_in_faction = no
		has_offensive_war = no
	}
	modifier = {
		generate_wargoal_tension = 1.0
		join_faction_tension = 1.0
		send_volunteers_tension = 0.2
		guarantee_tension = 1.0
		ai_get_ally_desire_factor = -100
		defensive_war_stability_factor = 0.1
		max_dig_in_factor = 0.15
	}
}
### Entity: Event
Component: tfv_south_africa.72
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.72
	title = tfv_south_africa.72.t
	desc = tfv_south_africa.72.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		EGY = {
			if = {
				limit = {
					SAF = {
						controls_state = 552 456 457 447 452 446 907 453
					}
				}
				transfer_state = 552 456 457 447 452 446 907 453
			}
		}
		SAF = {
			puppet = EGY
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		EGY = {
			if = {
				limit = {
					SAF = {
						controls_state = 552 456 457 447 452 446 907 453
					}
				}
				transfer_state = 552 456 457 447 452 446 907 453
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = EGY
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.01
Constructs: is_triggered_only, has_completed_focus, fire_only_once, unlock_decision_category_tooltip, add_country_leader_trait
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.01
	title = NSB_soviet_paranoia_system_events.01.t
	desc = NSB_soviet_paranoia_system_events.01.desc
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			SOV_initiate_paranoia_effect = yes
		}
	}
	trigger = {
		NOT = {
			has_completed_focus = SOV_the_bloc_of_rights_and_trotskyites
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.01.a
		custom_effect_tooltip = SOV_paranoia_system_intro_tt SOV_paranoia_system_nkvd_trait_tt
		unlock_decision_category_tooltip = SOV_paranoia_system
		effect_tooltip = {
			add_country_leader_trait = stalin_political_paranoia
		}
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_china_at_the_mercy_of_our_overlord
Constructs: shared_focus, prerequisite, completion_reward, is_subject_of, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_china_at_the_mercy_of_our_overlord
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = KMT_strengthen_resource_extraction
	}
	mutually_exclusive = {
		focus = KMT_improve_the_negotiating_position
	}
	available = {
		is_subject_of = COV
	}
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = KMT_strengthen_resource_extraction
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_dues_to_our_overlord2
			add_idea = KMT_dues_to_our_overlord5
		}
	}
}
### Entity: Order of Battle
Component: 4. Fedrelandsregiment 'Vestlandsvakten'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_neutrality.txt

Code:
division = {
	name = 4. Fedrelandsregiment 'Vestlandsvakten'
	location = 9127
	division_template = Fedrelandsregiment
}
### Entity: Name List
Component: SUR
Source: game
File: common/names/00_names.txt

Code:
SUR = {
	male = {
		names = {
			Anthony Bram Clarence Desire Edgar Fred Harry Henck Jagernath Jan Johan Jules Lou Otto Paul Pretaapnarian Ram Ronald Ronnie Tyrone
		}
	}
	female = {
		names = {
			Alice Angleic Charisse Conchita Denise Fareisa Farida Jennifer Marie Niermala Ruth Yldiz Zoureena
		}
	}
	surnames = {
		Ajodhia Amafo Arron Badrising Behr Bouterse Brunswijk Castilho Davids Derby Ferrier Huiswoud Jacott Jannath Joemmanbaks Kisoensingh Leeflang Levens Lichtveld Matzeliger Moll Nesty Pengel Pollack-Beighle Radhakishun Rijger Sardjoe Seedorf Simons Somohardjo Spong van den Stoom Venetiaan Wijdenbosch
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indian_marine_corps
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_indian_marine_corps
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = RAJ_royal_indian_navy_dlc
	}
	x = 2
	y = 1
	relative_position_id = RAJ_royal_indian_navy_dlc
	cost = 5
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 0.3
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			bonus = 0.3
			uses = 1
			category = marine_tech
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_focus_foreign_air
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_focus_foreign_air
	icon = GFX_goal_flying_tiger_neutral
	cost = 5.0
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = SWI_foreign_air
	}
	x = 50
	y = 3
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_foreign_air_prod
			}
			swap_ideas = {
				remove_idea = SWI_foreign_air_prod
				add_idea = SWI_foreign_air_focus
			}
			else = {
				swap_ideas = {
					remove_idea = SWI_home_foreign_air_prod
					add_idea = SWI_home_foreign_air_license
				}
			}
		}
	}
}
### Entity: Idea
Component: BUL_nationalist_propaganda_weak_fascism
Constructs: war_support_factor, has_government, removal_cost, add_manpower, fascism_drift
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_nationalist_propaganda_weak_fascism = {
	name = BUL_nationalist_propaganda
	picture = generic_morale_bonus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	on_add = {
		add_manpower = 10000
	}
	modifier = {
		war_support_factor = 0.05
		fascism_drift = 0.1
	}
}
### Entity: Character
Component: CAN_james_ilsley
Constructs: has_dlc
Source: game
File: common/characters/CAN.txt

Code:
CAN_james_ilsley = {
	name = CAN_james_ilsley
	portraits = {
		army = {
			small = GFX_idea_CAN_james_ilsley
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_james_ilsley
		allowed = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		traits = {
			war_industrialist
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_turn_the_baltic_red
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, every_other_country, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_turn_the_baltic_red
	icon = GFX_focus_SOV_reinforce_western_naval_bases
	prerequisite = {
		focus = SWE_establish_red_army
	}
	relative_position_id = SWE_establish_red_army
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = communism
		r56_script_i_am_sane = yes
		is_subject = no
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = SWE_is_in_the_baltic_states_tt
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				} {
					has_government = ROOT
				}
				any_controlled_state = {
					region = 37
					NOT = {
						state = 188
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: BUL_is_balkan_nation
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_balkan_nation = {
	custom_trigger_tooltip = {
		tooltip = BUL_is_balkan_nation_tt
		OR = {
			original_tag = BUL GRE YUG ALB ROM TUR SLV BOS HRZ MAC SER CRO KOS MNT TRA
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_look_to_modern_heavy_ships_r56
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_command_power, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_look_to_modern_heavy_ships_r56
	icon = GFX_focus_ETH_an_ethiopian_navy_in_exile
	cost = 5
	x = -2
	y = 1
	relative_position_id = SIA_prepare_a_naval_expansion_r56
	prerequisite = {
		focus = SIA_prepare_a_naval_expansion_r56
	}
	available_if_capitulated = yes
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = carriers
			}
			add_daily_mastery = {
				name = SIA_look_to_modern_heavy_ships_r56
				amount = 0.2
				days = 180
				track = carriers
			}
		} {
			limit = {
				has_subdoctrine_in_track = capital_ships
			}
			add_daily_mastery = {
				name = SIA_look_to_modern_heavy_ships_r56
				amount = 0.2
				days = 180
				track = capital_ships
			}
		}
		else = {
			navy_experience = 45
			add_command_power = 15
		} {
			add_doctrine_cost_reduction = {
				name = SIA_look_to_modern_heavy_ships_r56
				cost_reduction = 0.25
				uses = 1
				category = naval_doctrine
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = SIA_acquire_cheap_raiding_ships_r56
			bonus = 0.5
			uses = 3
			category = cv_tech bb_tech bc_tech
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_sway_the_railway_workers
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_sway_the_railway_workers
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = SOV_the_left_opposition SOV_the_right_opposition
	}
	x = 3
	y = 1
	relative_position_id = SOV_the_left_opposition
	cost = 5
	available = {
		SOV_has_selected_hq = yes
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		SOV_paranoia_very_low_increase_effect = yes
		custom_effect_tooltip = SOV_sway_the_railway_workers_tt
		set_country_flag = SOV_supply_hub_flag
	}
}
### Entity: Order of Battle
Component: air_wing_591
Source: game
File: history/units/JAP_1939_air_bba.txt

Code:
air_wings = {
	591 = {
		cv_small_plane_airframe_1 = {
			owner = JAP
			amount = 78
			version_name = A5M
		} {
			owner = JAP
			amount = 78
			version_name = A5M
		}
		cv_small_plane_naval_bomber_airframe_1 = {
			owner = JAP
			amount = 72
			version_name = B5N
		}
		medium_plane_airframe_1 = {
			owner = JAP
			amount = 72
			version_name = G3M2
		} {
			owner = JAP
			amount = 72
			version_name = G3M2
		}
	}
}
### Entity: Idea
Component: GRE_friendly_fascists
Constructs: stability_factor, check_variable, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_friendly_fascists = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			check_variable = {
				GRE_fascist_loyalty = 1
				compare = equals
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		conscription_factor = 0.15
	}
}
### Entity: Order of Battle
Component: air_wing_131
Source: game
File: history/units/ENG_1936_air_bba.txt

Code:
air_wings = {
	131 = {
		small_plane_airframe_0 = {
			owner = ENG
			amount = 72
			version_name = Hawker Fury
		}
	}
}
### Entity: Event
Component: tfv_raj.31
Constructs: is_triggered_only, ai_chance, fire_only_once, set_autonomy, add_to_faction, set_global_flag
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.31
	title = tfv_raj.31.t
	desc = tfv_raj.31.desc
	picture = GFX_report_event_aid_pact
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = tfv_raj.31.a
		ai_chance = {
			base = 0
		}
		effect_tooltip = {
			set_autonomy = {
				target = RAJ
				autonomy_state = autonomy_free
			}
			SOV = {
				add_to_faction = RAJ
			}
		}
		RAJ = {
			country_event = {
				id = tfv_raj.34
				hours = 6
			}
		}
		hidden_effect = {
			news_event = {
				id = news.281
				hours = 12
			}
		}
	} {
		name = tfv_raj.31.b
		ai_chance = {
			base = 1
		}
		set_global_flag = RAJ_seek_help_from_soviet_ENG_reject
		RAJ = {
			country_event = {
				id = tfv_raj.32
			}
		}
	}
}
### Entity: Idea
Component: CHI_abs_monarchism
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_abs_monarchism = {
	picture = generic_monarchist_uprising
	cancel = {
		has_government = communism
		NOT = {
			original_tag = SIK
		}
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.01
		stability_factor = 0.05
		political_power_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_abolish_the_railways_board
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_abolish_the_railways_board
	icon = GFX_focus_POL_warsaw_main_station
	prerequisite = {
		focus = NZL_ministry_of_public_works
	}
	x = 0
	y = 1
	relative_position_id = NZL_ministry_of_public_works
	cost = 5
	ai_will_do = {

	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = NZL_railways_board
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
		add_political_power = 100
		show_ideas_tooltip = NZL_nz_railways_ic
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_4_greater_2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_4_greater_2 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = -0.075
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = -0.075
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: FRA_alternate_plan_fascist_lar
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/FRA_alternate_strategy_plan.txt

Code:
FRA_alternate_plan_fascist_lar = {
	name = France alternate plan: France is going fascist
	desc = 
	allowed = {
		original_tag = FRA
		has_dlc = La Resistance
	}
	enable = {
		OR = {
			has_country_flag = FRA_AI_FASCIST
			has_game_rule = {
				rule = FRA_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {
		OR = {
			GER = {
				has_completed_focus = GER_oppose_hitler
			} {
				has_completed_focus = GER_oppose_hitler_ww
			}
			AND = {
				ENG = {
					has_completed_focus = ENG_a_change_in_course
				}
				NOT = {
					GER = {
						has_completed_focus = GER_oppose_hitler
					} {
						has_completed_focus = GER_oppose_hitler_ww
					}
				}
			}
		}
	}
	ai_national_focuses = {
		FRA_devalue_the_franc FRA_invest_in_the_metropole FRA_revive_the_national_bloc FRA_agricultural_protectionism FRA_utilize_the_leagues FRA_economic_devolution FRA_begin_rearmament FRA_metropolitan_france FRA_algerie_france FRA_industrial_expansion FRA_military_factories FRA_extra_research_slot FRA_national_regeneration FRA_diplomatic_freedom FRA_towards_a_new_europe FRA_aggressive_focus FRA_extra_research_slot_2 FRA_political_unity FRA_establish_spheres_of_influence FRA_align_belgium FRA_grow_the_empire FRA_integralism FRA_work FRA_battle_of_maneuver FRA_motorized_focus FRA_mechanized_focus FRA_light_medium_armor FRA_army_reform FRA_expand_to_the_suez FRA_extra_research_slot_2 FRA_dominate_the_middle_east FRA_naval_rearmament FRA_capital_ship_focus FRA_fighter_focus FRA_cas_focus
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}