Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: USA_GAR_01
Source: game
File: common/units/names_divisions/USA_names_divisions.txt

Code:
USA_GAR_01 = {
	name = Garrison Division
	for_countries = {
		USA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		USA_INF_01
	}
	fallback_name = %d National Guard Division
	ordered = {
		77 = {
			%dth 'Liberty' Division
		}
		90 = {
			%dth 'Tough Ombres' Division
		}
		85 = {
			%dth 'Custer' Division
		}
		93 = {
			%drd 'Blue Helmets' Division
		}
		23 = {
			'Americal' Division
		}
		76 = {
			%dth 'Onaway' Division
		}
		79 = {
			%dth Infantry Division
		}
		81 = {
			%dst 'Wildcat' Division
		}
		80 = {
			%dth 'Blue Ridge' Division
		}
		88 = {
			%dth 'Blue Devils' Division
		}
		89 = {
			%dth 'Rolling W' Division
		}
		95 = {
			%dth 'Victory' Division
		}
		78 = {
			%dth 'Lightning' Division
		}
		83 = {
			%drd 'Thunderbolts' Division
		}
		91 = {
			%dst 'Pine Tree' Division
		}
		96 = {
			%dth 'Deadeye' Division
		}
		94 = {
			%dth 'Neuf Quatres' Division
		}
		98 = {
			%dth 'Iroquois' Division
		}
		102 = {
			%dnd 'Ozarks' Division
		}
		104 = {
			%dth 'Timberwolves' Division
		}
		84 = {
			%dth 'Railsplitters' Division
		}
		92 = {
			%dnd 'Buffalo Soldiers' Division
		}
		99 = {
			%dth 'Checkerboard' Division
		}
		100 = {
			%dth 'Century' Division
		}
		103 = {
			%drd 'Cactus' Division
		}
		86 = {
			%dth 'Blackhawk' Division
		}
		87 = {
			%dth 'Golden Acorns' Division
		}
		97 = {
			%dth 'Trident' Division
		}
		106 = {
			%dth 'Golden Lions' Division
		}
		66 = {
			%dth 'Black Panthers' Division
		}
		75 = {
			%dth Infantry Division
		}
		69 = {
			%dth 'Fighting 69th' Division
		}
		63 = {
			%drd 'Blood Fire' Division
		}
		70 = {
			%dth 'Trailblazers' Division
		}
		42 = {
			%dnd 'Rainbow' Division
		}
		71 = {
			%dst 'Red Circle' Division
		}
		65 = {
			%dth 'Battle Axe' Division
		}
		61 = {
			%dst Infantry Division
		}
		62 = {
			%dnd Infantry Division
		}
		67 = {
			%dth Infantry Division
		}
		68 = {
			%dth Infantry Division
		}
		72 = {
			%dnd Infantry Division
		}
		73 = {
			%drd Infantry Division
		}
		74 = {
			%dth Infantry Division
		}
		105 = {
			%dth Infantry Division
		}
		107 = {
			%dth Infantry Division
		}
		108 = {
			%dth 'Golden Griffons' Division
		}
		39 = {
			%dth 'Delta' Division
		}
		47 = {
			%dth 'Viking' Division
		}
		46 = {
			%dth 'Ironfist' Division
		}
		48 = {
			%dth 'Hurricane' Division
		}
		51 = {
			%dst 'Rattlesnake' D
# ... (truncated)
### Entity: AI Strategy
Component: SIA_ger_dont_invite_siam_hisorical
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_ger_dont_invite_siam_hisorical = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1944.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = SIA
		value = -60
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_northern_thrust
Constructs: prerequisite, limit, completion_reward, has_global_flag, every_state, add_dynamic_modifier
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_northern_thrust
	icon = GFX_focus_ETH_northern_thrust
	prerequisite = {
		focus = ETH_renewed_offensive
	}
	mutually_exclusive = {
		focus = ETH_victory_in_the_desert
	}
	x = -1
	y = 1
	relative_position_id = ETH_renewed_offensive
	cost = 5
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	search_filters = {

	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 841 842 843 550
				}
			}
			add_dynamic_modifier = {
				modifier = ETH_state_local_offensive_dynamic_modifier
				scope = ETH
				days = 90
			}
		}
	}
}
### Entity: Unit Template
Component: BYZ_CAV_01
Constructs: has_any_byz_cosmetic_tag
Source: game
File: common/units/names_divisions/BYZ_names_divisions.txt

Code:
BYZ_CAV_01 = {
	name = Byz. Cavalry Divisions
	for_countries = {
		GRE
	}
	can_use = {
		has_any_byz_cosmetic_tag = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %s Tagma Ippikoú
	ordered = {
		1 = {
			%s Tagma Ippikoú
		}
		2 = {
			%s Tagma Ippikoú
		}
		3 = {
			%s Tagma Ippikoú
		}
		4 = {
			%s Tagma Ippikoú
		}
		5 = {
			%s Tagma Ippikoú
		}
		6 = {
			%s Tagma Ippikoú
		}
		7 = {
			%s Tagma Ippikoú
		}
		9 = {
			%s Tagma Ippikoú
		}
		8 = {
			%s Tagma Ippikoú
		}
		10 = {
			%s Tagma Ippikoú
		}
	}
}
### Entity: Character
Component: socialite_connections
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
socialite_connections = {
	random = no
	trade_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	industrial_capacity_factory = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: LAT_rudolfs_kandis
Source: game
File: common/characters/LAT.txt

Code:
LAT_rudolfs_kandis = {
	name = LAT_rudolfs_kandis
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = LAT_rudolfs_kandis
		allowed = {
			original_tag = LAT
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: BAYACR
Source: game
File: common/ideas/bavaria.txt

Code:
BAYACR = {
	picture = generic_air_europe_1
	allowed = {
		original_tag = BAY
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_army_expansion
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_army_expansion
	icon = GFX_goal_cuba_presidential_guard
	prerequisite = {
		focus = CUB_caribbean_dominance
	}
	x = -4
	y = 1
	relative_position_id = CUB_caribbean_dominance
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		NOT = {
			has_completed_focus = CUB_military_pensions
		}
	}
	bypass = {
		has_completed_focus = CUB_military_pensions
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CUB_military_expansions
		if = {
			limit = {
				NOT = {
					has_completed_focus = CUB_spanish_civil_war_involvement
				}
			}
			set_rule = {
				can_send_volunteers = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Idea
Component: KOR_third
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_third = {
	picture = generic_air_manufacturer_2
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 527
	}
	research_bonus = {
		rocketry = 0.1
	}
	traits = {
		jet_aircraft_manufacturer
	}
}
### Entity: Idea
Component: CHL_empowered_preparations_department
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_empowered_preparations_department = {
	picture = saf_ossewabrandwag_fascism
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.005
		fascism_drift = 0.12
		weekly_manpower = 50
	}
}
### Entity: Event
Component: CHI_warlords.3
Constructs: is_triggered_only, has_completed_focus, has_country_flag, complete_national_focus
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.3
	title = CHI_warlords.3.t
	desc = CHI_warlords.3.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = The Federalists win
		complete_national_focus = CHI_federalist_victory
	} {
		trigger = {
			NOT = {
				has_country_flag = no_presidential_system
			}
		}
		name = The Warlord himself has been reelected!
		complete_national_focus = CHI_the_warlord_stays
	} {
		trigger = {
			has_country_flag = no_presidential_system
			NOT = {
				has_completed_focus = CHI_open_domestic_politics
			}
		}
		name = The Left-Kuomintang has brought about a Revolution at the booth!
		complete_national_focus = CHI_lkmt_victory
	} {
		name = The Western Reconstruction Movement has won!
		complete_national_focus = CHI_western_victory
	} {
		trigger = {
			NOT = {
				has_completed_focus = CHI_a_constitutional_monarchy
			}
		}
		name = The National Regeneration League has made a coalition with the Warlord's party wins. May the gods save us...
		complete_national_focus = CHI_national_regeneration_league_victory
	}
}
### Entity: Unit Template
Component: AUSHUN_ARM_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
AUSHUN_ARM_01 = {
	name = Aus-Hun. Armored Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d.Panzertruppendivision
	ordered = {
		1 = {
			%d.Panzertruppendivision
		}
		2 = {
			%d.Panzertruppendivision
		}
		3 = {
			%d.Panzertruppendivision
		}
		4 = {
			%d.Panzertruppendivision
		}
		5 = {
			%d.Panzertruppendivision
		}
		6 = {
			%d.Panzertruppendivision
		}
		7 = {
			%d.Panzertruppendivision
		}
		8 = {
			%d.Panzertruppendivision
		}
		9 = {
			%d.Panzertruppendivision
		}
		10 = {
			%d.Panzertruppendivision
		}
	}
}
### Entity: Idea
Component: ETH_japanese_navy
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_japanese_navy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = imperial_glory_idea
	equipment_bonus = {
		carrier = {
			instant = yes
			build_cost_ic = -0.05
		}
		capital_ship = {
			instant = yes
			build_cost_ic = -0.05
		}
		screen_ship = {
			instant = yes
			build_cost_ic = -0.05
		}
		submarine = {
			instant = yes
			build_cost_ic = -0.05
		}
		convoy = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_masc_vow_02a_fasc
Constructs: has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_masc_vow_02a_fasc = {
	OR = {
		tag = FIN INS NAV
		original_tag = FIN INS NAV
		AND = {
			OR = {
				tag = GRE
				original_tag = GRE
			}
			NOT = {
				has_country_leader = {
					character = GRE_ioannis_metaxas
					ruling_only = yes
				}
			} {
				has_country_leader = {
					character = GRE_georgios_kosmidis
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_ally_hungary
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_ai, is_subject, is_faction_leader
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_ally_hungary
	icon = GFX_focus_generic_befriend_hungary
	cost = 5
	relative_position_id = CZE_improve_balkan_trade_relations
	x = 2
	y = 1
	prerequisite = {
		focus = CZE_strengthen_the_little_entente
	} {
		focus = CZE_improve_balkan_trade_relations
	}
	mutually_exclusive = {
		focus = CZE_neutralize_the_hungarian_threat
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			HUN = {
				is_ai = no
			}
		}
	}
	available = {
		is_subject = no
		OR = {
			is_faction_leader = yes
			AND = {
				OR = {
					has_government = democratic communism
				}
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
		}
		HUN = {
			exists = yes
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		HUN = {
			OR = {
				exists = no
				is_subject = yes
				is_ally_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
			HUN = {
				save_global_event_target_as = CZE_invited_country
			}
			FRA = {
				country_event = MUN_czech.1008
			}
		}
		else = {
			HUN = {
				country_event = MUN_czech.1009
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: nicaragua.3
Constructs: is_triggered_only
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.3
	title = nicaragua.3.t
	desc = nicaragua.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = nicaragua.3.a
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_war_heroes
Constructs: prerequisite, limit, add_ideas, completion_reward, has_character_flag, is_corps_commander, random_army_leader, is_character
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_war_heroes
	icon = GFX_SOV_war_heroes_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_revive_the_stakhanovite_movement
	}
	x = 0
	y = 1
	relative_position_id = SOV_revive_the_stakhanovite_movement
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = SOV_war_heroes_ns
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				SOV_georgy_zhukov = {
					NOT = {
						has_character_flag = SOV_character_purged_flag
					}
					is_corps_commander = yes
				}
			}
			SOV_georgy_zhukov = {
				promote_leader = yes
			}
		} {
			limit = {
				SOV_konstantin_rokossovsky = {
					NOT = {
						has_character_flag = SOV_character_purged_flag
					}
					is_corps_commander = yes
				}
			}
			SOV_konstantin_rokossovsky = {
				promote_leader = yes
			}
		} {
			limit = {
				SOV_ivan_konev = {
					NOT = {
						has_character_flag = SOV_character_purged_flag
					}
					is_corps_commander = yes
				}
			}
			SOV_ivan_konev = {
				promote_leader = yes
			}
		}
		else = {
			random_army_leader = {
				limit = {
					NOT = {
						has_character_flag = SOV_potential_target_flag
					} {
						is_character = SOV_konstantin_rokossovsky
					} {
						is_character = SOV_ivan_konev
					}
					is_corps_commander = yes
				}
				promote_leader = yes
			}
		} {
			random_army_leader = {
				limit = {
					NOT = {
						has_character_flag = SOV_potential_target_flag
					} {
						is_character = SOV_georgy_zhukov
					} {
						is_character = SOV_ivan_konev
					}
					is_corps_commander = yes
				}
				promote_leader = yes
			}
		} {
			random_army_leader = {
				limit = {
					NOT = {
						has_character_flag = SOV_potential_target_flag
					} {
						is_character = SOV_georgy_zhukov
					} {
						is_character = SOV_konstantin_rokossovsky
					}
					is_corps_commander = yes
				}
				promote_leader = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_infantry_variant_focus_EARLY
Constructs: has_war, has_war_with, is_major, set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_variant_focus_EARLY = {
	set_temp_variable = {
		tmp = 0
	}
	all_enemy_country = {
		add_to_temp_variable = {
			tmp = num_deployed_planes
		}
	}
	check_variable = {
		tmp = < 500
	}
	OR = {
		AND = {
			is_major = yes
			OR = {
				num_of_military_factories = < 25
				date = < 1938.1.1
			}
		} {
			is_major = no
			num_of_military_factories = < 10
		} {
			tag = JAP
			has_war_with = CHI
			date = < 1939.1.1
		} {
			num_of_military_factories = < 10
			NOT = {
				check_variable = {
					EAI_FOCUS/LAND/infantry_width = global.EAI_10W_INF_WIDTH
				}
			}
		} {
			tag = GER
			has_war = no
			date = < 1938.1.1
		}
	}
}
### Entity: Idea
Component: BUL_nationalized_industry
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_nationalized_industry = {
	picture = bul_nationalized_industry
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.05
	}
}
### Entity: Modifier Reference
Construct: naval_defense_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_defense_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader
### Entity: National Focus
Tree: swe_focus
Component: SWE_resource_utilization
Constructs: prerequisite, add_ideas, completion_reward, add_resource
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_resource_utilization
	icon = GFX_goal_italy_establish_the_sme
	prerequisite = {
		focus = SWE_kiruna_mine SWE_sako
	}
	relative_position_id = SWE_kiruna_mine
	x = -1
	y = 1
	cost = 10
	available = {
		666 = {
			controls_or_subject_of = yes
		}
		968 = {
			controls_or_subject_of = yes
		}
	}
	completion_reward = {
		add_ideas = SWE_resource_utilization_idea
		666 = {
			add_resource = {
				type = tungsten
				amount = 5
			} {
				type = steel
				amount = 6
			}
		}
		968 = {
			add_resource = {
				type = steel
				amount = 7
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALUMINIUM FOCUS_FILTER_STEEL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_womens_right_to_vote
Constructs: prerequisite, add_stability, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_womens_right_to_vote
	prerequisite = {
		focus = PRU_great_national_construction_program
	} {
		focus = PRU_oil_deal_with_the_united_states
	}
	icon = GFX_goal_FRA_reynaud_economic_reforms
	x = -1
	y = 3
	relative_position_id = PRU_ochenio_de_Odria
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 25
		add_stability = 0.05
		swap_ideas = {
			remove_idea = PRU_new_peru_2
			add_idea = PRU_new_peru_3
		}
	}
}
### Entity: Idea
Component: idea_RAJ_armed_communist_militants
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_armed_communist_militants = {
	picture = generic_communism_drift_bonus generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.2
		stability_weekly = -0.005
	}
}
### Entity: Scorer
Component: democratic_sleeping_giant_scorer
Constructs: has_government, is_major, has_added_tension_amount, is_faction_leader
Source: game
File: common/scorers/country/generic_platonic_scorers.txt

Code:
democratic_sleeping_giant_scorer = {
	targets = {
		targets_dynamic = no
		target_non_existing = no
		target_array = global.countries
		score = {
			base = 1
			modifier = {
				always = yes
				add = num_of_factories
			} {
				always = yes
				add = -num_armies
			} {
				always = yes
				add = -has_added_tension_amount
			} {
				tag = USA
				factor = 1.5
			} {
				OR = {
					tag = FRA ENG
				}
				factor = 1.2
			} {
				is_major = yes
				add = 30
			} {
				is_faction_leader = yes
				factor = 0.5
			} {
				NOT = {
					has_government = democratic
				}
				factor = 0
			}
		}
	}
}
### Entity: Modifier Reference
Construct: _drift_fr
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_drift_from_guarantees"></span><Ideology>_drift_from_guarantees

* **Description**: Ideology drift guarantees
* Number with 2 decimal places
* **Categories**: politics

* **Modified types**: communism, democratic, fascism, neutrality
### Entity: Character
Component: PRC_ye_ting
Source: game
File: common/characters/PRC.txt

Code:
PRC_ye_ting = {
	name = PRC_ye_ting
	portraits = {
		army = {
			large = GFX_portrait_PRC_ye_ting
			small = GFX_portrait_PRC_ye_ting_small
		}
	}
	corps_commander = {
		traits = {
			trait_cautious
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Modifier Reference
Construct: naval_invasion_plan_cap
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_invasion_plan_cap

* Number with 0 decimal places
* **Categories**: country
### Entity: Shared Focus
Component: BALTIC_technology_sharing
Constructs: shared_focus, prerequisite, limit, completion_reward, is_in_faction, is_subject, cancel_if_invalid, is_in_tech_sharing_group
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_technology_sharing
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = BALTIC_unchain_education
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_unchain_education
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = yes
		is_subject = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					any_other_country = {
						is_in_tech_sharing_group = baltic_allied_research
					}
				}
			}
			custom_effect_tooltip = BALTIC_tech_sharing_tt
			hidden_effect = {
				add_to_tech_sharing_group = baltic_allied_research
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
					}
					add_to_tech_sharing_group = baltic_allied_research
				}
			}
		}
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_soviet_japanese_neutrality_pact
Constructs: prerequisite, has_war_with, completion_reward, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_soviet_japanese_neutrality_pact
	icon = GFX_focus_chi_mission_to_the_soviet_union
	x = 3
	y = 1
	relative_position_id = JAP_nanshin_ron
	dynamic = yes
	prerequisite = {
		focus = JAP_nanshin_ron
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV = {
			exists = yes
		}
		NOT = {
			has_war_with = SOV
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = wtt_japan.11
				days = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_soviet_japanese_neutrality_pact_tt
		hidden_effect = {
			set_country_flag = JAP_soviet_japanese_neutrality_pact_flag
		}
	}
}
### Entity: State History
Component: 1004
Constructs: add_core_of
Source: game
File: history/states/1004-Al Basrah.txt

Code:
state = {
	id = 1004
	name = Gorno-Badakhshan
	state_category = pastoral
	manpower = 237258
	history = {
		owner = TAJ
		add_core_of = TAJ
		victory_points = {
			10417 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		12218 7224 8027 10417 12805
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BEL_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_1
			creator = BEL
		}
		requested_factories = 1
		progress = 0.27
		efficiency = 100
	}
}
### Entity: Wiki Documentation
Construct: Politics
Source: wiki
File: wiki/France.html

Doc:
Politics[edit]
Here you can put some stuff that relates to the political situation in-game in 1936 and following years.

National Spirits[edit]
France has three national spirits from the start.

Victors of WW1, which is a penalty to the speed of land doctrine research by 75%.

Disjointed Government, which costs 1 political power each day and reduce the national unity until it is removed.

Protected by the Maginot Line, which slows down planning speed by 25% but increasing their maximum planning bonus by 25%.

National Focus[edit]
The French focus tree has lots of different options.
As one of the seven major powers, France has a unique national focus tree with lots of different options.

The Metropolitan France and Algerie France starting points gives an industrial buildup, and allows an additional research slot.

Defensive OR Aggressive Focus shapes France’s military focus, and the end focus removes the Victors of WW1 penalty.

Government Reform is a very flexible political tree that can gives France four different options, while eventually removing the Disjointed Government. Start their own faction with Czechoslovakia, join the Allies, join the Comintern or Join the Axis.

Navy Focus gives research and development bonuses for the navy.

Air Focus gives research and development bonuses for the air.

Laws[edit]
Ministers[edit]