Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swe_focus
Component: SWE_acquire_ww2_tanks_and_wrecks
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_acquire_ww2_tanks_and_wrecks
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = SWE_scandinavian_defense_union
	}
	x = -1
	y = 1
	relative_position_id = SWE_scandinavian_defense_union
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = heavy_tank_chassis_3
			amount = 50
			producer = GER
		} {
			type = medium_tank_chassis_2
			amount = 100
			producer = GER
		} {
			type = medium_tank_chassis_3
			amount = 100
			producer = GER
		}
		add_tech_bonus = {
			name = SWE_acquire_ww2_tanks_and_wrecks
			bonus = 0.75
			uses = 2
			category = cat_medium_armor
		} {
			name = SWE_acquire_ww2_tanks_and_wrecks
			bonus = 1
			uses = 1
			category = cat_heavy_armor
		}
	}
}
### Entity: Idea
Component: CYP_communist_guy
Constructs: has_government
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = CYP
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: cruiser_producer_defense_2
Constructs: equipment_bonus, naval_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
cruiser_producer_defense_2 = {
	random = no
	equipment_bonus = {
		ship_hull_cruiser = {
			armor_value = 0.15
			anti_air_attack = 0.15
			surface_visibility = -0.1
			naval_speed = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_prince_olavs_inspiration
Constructs: prerequisite, has_government, add_war_support, add_stability, completion_reward, add_political_power, allow_branch, has_capitulated
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_prince_olavs_inspiration
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = NOR_the_kings_no
	}
	x = -5
	y = 1
	relative_position_id = NOR_the_kings_no
	cost = 5
	available_if_capitulated = yes
	allow_branch = {
		NOR_kings_no_allow_trigger = yes
	}
	available = {
		has_capitulated = yes
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_legitimacy = 20
		add_political_power = 50
		NOR_add_25_convoys = yes
		add_stability = 0.1
		add_war_support = 0.25
		add_naval_commander_role = {
			character = NOR_prince_olav
			traits = {
				navy_media_personality bold blockade_runner
			}
			skill = 5
			attack_skill = 6
			defense_skill = 3
			maneuvering_skill = 3
			coordination_skill = 5
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_communist_influence
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_communist_influence
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = SLO_purge_fascists
	}
	relative_position_id = SLO_purge_fascists
	available = {
		OR = {
			has_government = communism
			AND = {
				is_subject = no
				has_government = democratic
				any_other_country = {
					is_in_faction_with = SLO
					is_major = yes
					has_government = communism
				}
			}
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = communism
			}
		}
	}
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = communist_influence
				}
			}
			add_ideas = communist_influence
		} {
			limit = {
				has_idea = SLO_pluralism
			}
			remove_ideas = SLO_pluralism
		} {
			limit = {
				has_idea = SLO_efficient_economy
			}
			remove_ideas = SLO_efficient_economy
		} {
			limit = {
				has_idea = CRO_catholic_dominance
			}
			remove_ideas = CRO_catholic_dominance
		} {
			limit = {
				has_idea = deterrence
			}
			remove_ideas = deterrence
		} {
			limit = {
				has_idea = why_we_fight_focus
			}
			remove_ideas = why_we_fight_focus
		} {
			limit = {
				has_idea = LAT_invite_foreign_investors
			}
			remove_ideas = LAT_invite_foreign_investors
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: EAI_Battlefield_Support_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Battlefield_Support_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = GER
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = ITA
			NOT = {
				EAI_major_country = yes
			}
		}
	}
}
### Entity: Idea
Component: idea_INS_standard_oil_california_borrowed_concern
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_standard_oil_california_borrowed_concern = {
	picture = standard_oil_california
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = INS_invite_foreign_companies
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	modifier = {

	}
	targeted_modifier = {
		tag = USA
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Scripted Trigger
Component: NOR_tank_seller_for_subsidy
Constructs: has_government, has_war_with
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_tank_seller_for_subsidy = {
	NOT = {
		has_war_with = ROOT
	}
	has_government = ROOT
}
### Entity: Scripted Effect
Component: NOR_set_quisling_1
Constructs: limit, has_trait, remove_country_leader_trait, add_country_leader_trait, set_portraits
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_set_quisling_1 = {
	NOR_vidkun_quisling = {
		if = {
			limit = {
				has_trait = NOR_fascist_dilettante
			}
			remove_country_leader_trait = NOR_fascist_dilettante
		} {
			limit = {
				has_trait = NOR_fascist_landssviker
			}
			remove_country_leader_trait = NOR_fascist_landssviker
		}
		add_country_leader_trait = NOR_fascist_lackey
		set_portraits = {
			army = {
				large = GFX_portrait_NOR_vidkun_quisling_1
			}
			civilian = {
				large = GFX_portrait_NOR_vidkun_quisling_1
			}
		}
	}
}
### Entity: Effect Reference
Construct: set_temp_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_temp_variable

* Supported Scopes: any
* Supported Targets: none

Sets a temp variable to a value, another variable, or a [math expression](script_math_expression.md).
`tooltip` can be used to override tooltip title with LEFT and RIGHT tokens.
### Entity: National Focus
Tree: cyp_focus
Component: CYP_general_staff_attack
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_general_staff_attack
	icon = GFX_goal_generic_army_high_command
	cost = 8
	x = -2
	y = 1
	relative_position_id = CYP_across_sea
	prerequisite = {
		focus = CYP_across_sea
	}
	completion_reward = {
		add_ideas = CYP_general_staff_attack_i
		custom_effect_tooltip = r56_newline
		army_experience = 20
		add_tech_bonus = {
			name = CYP_general_staff_attack
			category = land_doctrine
			bonus = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Character
Component: SIA_phra_silpasakrakorn
Source: game
File: common/characters/SIA.txt

Code:
SIA_phra_silpasakrakorn = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SIA_phra_silpasakrakorn
		ledger = air
		allowed = {
			original_tag = SIA
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Phra Silpasakrakorn
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Event
Component: SPR_spain.100
Constructs: is_triggered_only, limit, fire_only_once, has_dlc, set_cosmetic_tag, has_game_rule
Source: game
File: events/SPR_spain.txt

Code:
country_event = {
	id = SPR_spain.100
	title = SPR_spain.100.t
	desc = SPR_spain.100.desc
	picture = GFX_report_event_spain_civil_war_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			drop_cosmetic_tag = yes
			if = {
				limit = {
					has_dlc = La Resistance
				}
				set_cosmetic_tag = SPR_nationalist_spain
			} {
				limit = {
					OR = {
						NOT = {
							has_dlc = La Resistance
						}
						has_game_rule = {
							rule = SPR_focus_tree_selection
							option = R56_TREE
						}
					}
				}
				set_cosmetic_tag = SPR_nationalist_spain_cosmetic
			}
		}
	}
	option = {
		name = SPR_spain.100.a
	}
}
### Entity: Military Industrial Organization
Component: AUS_osterreichische_fleugzeugfabrik_organization
Constructs: has_completed_focus, limit, has_dlc, add_trait, production_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/AUS_organization.txt

Code:
AUS_osterreichische_fleugzeugfabrik_organization = {
	name = AUS_osterreichische_fleugzeugfabrik_organization
	include = generic_cas_aircraft_organization
	icon = GFX_idea_AUS_osterreichische_fleugzeugfabrik_ag
	allowed = {
		OR = {
			AND = {
				original_TAG = AUS
				has_dlc = Arms Against Tyranny Gotterdammerung
			} {
				tag = HUN
				has_dlc = Gotterdammerung
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = HUN
				}
			}
			FROM = {
				has_completed_focus = wuw_HUN_integrate_bohemian_and_austrian_industries
			}
		}
	}
	add_trait = {
		token = AUS_mio_trait_speed_up_production
		name = AUS_mio_trait_production_speed
		icon = GFX_generic_mio_department_icon_plane_cas_line_efficiency
		special_trait_background = yes
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_selectional_construction
		all_parents = {
			generic_mio_trait_selectional_construction
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.1
		}
	} {
		token = AUS_mio_trait_cutting_corners
		name = AUS_mio_trait_cutting_corners
		icon = GFX_generic_mio_trait_icon_build_cost_ic
		special_trait_background = yes
		position = {
			x = 0
			y = 2
		}
		relative_position_id = AUS_mio_trait_speed_up_production
		all_parents = {
			AUS_mio_trait_speed_up_production
		}
		mutually_exclusive = {
			AUS_mio_trait_solid_construction
		}
		equipment_bonus = {
			build_cost_ic = -0.1
			reliability = -0.07
		}
	} {
		token = AUS_mio_trait_solid_construction
		name = AUS_mio_trait_thorough_construction
		icon = GFX_generic_mio_department_icon_plane_cas_quality
		special_trait_background = yes
		position = {
			x = 2
			y = 2
		}
		relative_position_id = AUS_mio_trait_speed_up_production
		all_parents = {
			AUS_mio_trait_speed_up_production
		}
		mutually_exclusive = {
			AUS_mio_trait_cutting_corners
		}
		equipment_bonus = {
			reliability = 0.15
			build_cost_ic = 0.05
		}
	}
}
### Entity: Idea
Component: GRE_basileiades
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_basileiades = {
	picture = gre_basileiades
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		mediterranean_naval_manufacturer
	}
}
### Entity: Idea
Component: EFR_STO2_idea
Constructs: is_subject_of, removal_cost
Source: game
File: common/ideas/etat_francais.txt

Code:
EFR_STO2_idea = {
	picture = EFR_STO_idea
	allowed = {
		is_subject_of = GER
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		conscription = -0.01
	}
}
### Entity: Character
Component: DJI_communist_guy
Constructs: has_government
Source: game
File: common/characters/DJI.txt

Code:
DJI_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = DJI_communist_guy
		allowed = {
			original_tag = DJI
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.303
Constructs: is_triggered_only, limit, add_ideas, has_government, fire_only_once
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.303
	title = BBA_italo_ethiopian_war_events.303.t
	desc = BBA_italo_ethiopian_war_events.303.desc
	picture = GFX_report_event_gathering_protest
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.303.a
		custom_effect_tooltip = ETH_for_the_duration_of_the_war_tt
		IF = {
			limit = {
				has_government = fascism
			}
			add_ideas = ITA_public_questions_war_effort_idea_fascism
		} {
			limit = {
				has_government = communism
			}
			add_ideas = ITA_public_questions_war_effort_idea_communism
		} {
			limit = {
				has_government = neutrality
			}
			add_ideas = ITA_public_questions_war_effort_idea_neutrality
		}
		ELSE_IF = {
			limit = {
				has_government = democratic
			}
			add_ideas = ITA_public_questions_war_effort_idea_democratic
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_sorensen
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_sorensen = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_sorensen
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_crush_the_hurriyah_opposition
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity, set_variable
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_crush_the_hurriyah_opposition
	icon = GFX_goal_generic_censorship
	prerequisite = {
		focus = PAL_depoliticize_army
	}
	x = -2
	y = 1
	relative_position_id = PAL_depoliticize_army
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.1
		add_political_power = 75
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
		set_variable = {
			PAL_add_religion = -25
		}
		PAL_religion_add = yes
		custom_effect_tooltip = PAL_conservative_up_significant
	}
}
### Entity: Idea
Component: KMT_rear
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_rear = {
	removal_cost = -1
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	available = {
		has_war = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industry_air_damage_factor = -0.1
		conversion_cost_civ_to_mil_factor = -0.1
	}
}
### Entity: Order of Battle
Component: Yushu Jingbei
Constructs: division_template
Source: game
File: history/units/XSM_1936_sea.txt

Code:
division = {
	name = Yushu Jingbei
	location = 8018
	division_template = Juntuán
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}
### Entity: Character
Component: licensed_medium_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
licensed_medium_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			air_attack = 0.05
		}
		medium_plane_airframe = {
			air_bombing = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: EAI_clear_construction_scores
Constructs: set_temp_variable, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_clear_construction_scores = {
	set_temp_variable = {
		EAI_has_shared_slot_scores = 0
	} {
		EAI_has_infrastructure_slot_scores = 0
	} {
		EAI_has_resource_slot_scores = 0
	} {
		EAI_has_radar_slot_scores = 0
	} {
		EAI_has_airbase_slot_scores = 0
	} {
		EAI_has_antiair_slot_scores = 0
	} {
		EAI_has_mil_to_civ_conversion_slot_scores = 0
	}
	clear_temp_array = EAI_shared_slot_scores EAI_infrastructure_slot_scores EAI_resource_slot_scores EAI_radar_slot_scores EAI_PC_AIRBASE_slot_scores EAI_antiair_slot_scores EAI_mil_to_civ_conversion_slot_scores
}
### Entity: Modifier Reference
Component: DEN_industrial_capability_dynamic_modifier_light_regulation
Constructs: industrial_capacity_factory, refit_speed
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_industrial_capability_dynamic_modifier_light_regulation = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_second_five_year_plan
	custom_modifier_tooltip = DEN_industrial_research_bonus_tt
	local_resources_factor = DEN_industrial_capability_local_resources
	consumer_goods_factor = DEN_industrial_capabilities_consumer_goods
	global_building_slots_factor = DEN_industrial_capabilities_global_building_slots
	line_change_production_efficiency_factor = DEN_industrial_capabilities_retention_efficiency
	industrial_capacity_factory = DEN_industrial_capabilities_factory_output
	industrial_capacity_dockyard = DEN_industrial_capabilities_dockyard_output
	industry_repair_factor = DEN_industrial_capabilities_industry_repair
	equipment_conversion_speed = DEN_industrial_capabilities_equipment_conversion
	license_production_speed = DEN_industrial_capabilities_license_production
	refit_speed = DEN_industrial_capabilities_refit_speed
	repair_speed_factor = DEN_industrial_capabilities_ship_repair
	min_export = DEN_industrial_capability_resources_to_market
}
### Entity: Trigger Reference
Construct: faction_power_projection
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## faction_power_projection

* Supported Scopes: COUNTRY
* Supported Targets: any

Checks power value of current country's faction projection
### Entity: AI Strategy
Component: USA_home_guard_atlantic
Constructs: has_war
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_home_guard_atlantic = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war = yes
		OR = {
			USA_atlantic_foothold_threatened = yes
			USA_strategic_shield_cracked = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = 150
	} {
		type = put_unit_buffers
		ratio = 0.15
		states = {
			357 358 359 361 362 363 364 365 366 367 370 371 375
		}
		area = north_america
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = no
	}
}
### Entity: Decision
Component: LIE_foreign_recruitment_category
Constructs: has_completed_focus, has_government, has_war_with, fire_only_once, is_neighbor_of, complete_effect, add_timed_idea
Source: game
File: common/decisions/LIE.txt

Code:
LIE_foreign_recruitment_category = {
	LIE_foreign_recruitment_in_place = {
		icon = GFX_decision_eng_propaganda_campaigns
		allowed = {
			original_tag = LIE
		}
		visible = {
			has_government = fascism
			has_completed_focus = LIE_foreign_recruitment
		}
		days_remove = 90
		days_re_enable = 180
		fire_only_once = no
		target_trigger = {
			FROM = {
				is_neighbor_of = ROOT
				NOT = {
					has_war_with = ROOT
				} {
					has_government = fascism
				} {

				}
			}
		}
		modifier = {
			weekly_manpower = 500
		}
		cost = 50
		complete_effect = {
			FROM = {
				add_timed_idea = {
					idea = LIE_foreign_recruitment_idea
					days = 90
				}
			}
			custom_effect_tooltip = LIE_foreign_recruitment_tt
		}
		ai_will_do = {
			base = 100
			modifier = {
				add = 50
				FROM = {
					original_tag = ENG
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: special_forces_cap_flat
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_forces_cap_flat

* Number with 0 decimal places
* **Categories**: army
### Entity: Idea
Component: EAI_DD_10/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Event
Component: KMT_event.72
Constructs: is_triggered_only, swap_ideas, remove_idea, add_idea, add_to_faction, clr_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.72
	title = KMT_event.72.t
	desc = KMT_event.72.desc
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = KMT_event.72.a
		army_experience = -150
		CHI = {
			swap_ideas = {
				remove_idea = KMT_SOV_cooperation
				add_idea = KMT_SOV_cooperation2
			}
		} {
			country_event = CHI_warlords.20
		}
		add_to_faction = CHI
	} {
		name = KMT_event.72.b
		clr_country_flag = KMT_moscow_nanjing
		CHI = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: State History
Component: 818
Constructs: set_demilitarized_zone, add_claim_by, add_core_of
Source: game
File: history/states/818-Karabakh.txt

Code:
state = {
	id = 818
	name = STATE_818
	history = {
		set_demilitarized_zone = no
		owner = AZR
		victory_points = {
			1610 1
		} {
			4473 1
		} {
			11674 3
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		add_claim_by = ARM
		add_core_of = AZR
	}
	provinces = {
		1467 1539 1610 4473 7193 9715 11674 11704 12434
	}
	manpower = 1080000
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Idea
Component: idea_RAJ_union_busting
Constructs: stability_factor, removal_cost, communism_drift, democratic_drift, neutrality_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_union_busting = {
	allowed = {
		original_tag = RAJ
	}
	picture = FRA_scw_intervention_republicans_focus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.05
		democratic_drift = -0.05
		neutrality_drift = 0.1
		stability_factor = -0.05
	}
}
### Entity: Event
Component: DOD_romania.65
Constructs: is_triggered_only
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.65
	title = DOD_romania.65.t
	desc = DOD_romania.65.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = DOD_romania.65.a
	}
}
### Entity: Idea
Component: CHL_conservative_party_in_power
Constructs: stability_factor, has_government, removal_cost, democratic_drift, neutrality_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_conservative_party_in_power = {
	picture = CHL_conservative_party_in_power
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.02
		neutrality_drift = 0.05
		political_power_factor = 0.05
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_electrification
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_electrification
	icon = GFX_focus_ARG_develop_the_electricity_sector
	prerequisite = {
		focus = AFG_infrastructure_construction
	}
	x = 1
	y = 1
	relative_position_id = AFG_infrastructure_construction
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 4
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		267 = {
			add_dynamic_modifier = {
				modifier = AFG_electrification_modifier
			}
		}
		custom_effect_tooltip = AFG_electrification_tt available_industrial_concern
		show_ideas_tooltip = AFG_electrical_company_idea
	}
}