Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: FRA_agricultural_collectivization
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/france.txt

Code:
FRA_agricultural_collectivization = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.15
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_establish_a_general_staff
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, complete_tooltip, set_country_flag
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_establish_a_general_staff
	icon = GFX_focus_por_luso_tropicalism
	prerequisite = {
		focus = AOI_warm_climate_equipment
	}
	relative_position_id = AOI_warm_climate_equipment
	x = 0
	y = 1
	text = ABC_establish_a_general_staff
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	complete_tooltip = {
		army_experience = 5
		if = {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_a
			}
			add_ideas = ABC_establish_a_general_staff_idea_1
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_a
			}
			add_ideas = ABC_establish_a_general_staff_idea_2
		}
	}
	select_effect = {
		country_event = {
			id = abc.1
			hours = 1
		}
	}
	completion_reward = {
		army_experience = 5
		if = {
			limit = {
				not = {
					has_country_flag = ABC_establish_a_general_staff_a ABC_establish_a_general_staff_b
				}
			}
			add_ideas = ABC_establish_a_general_staff_idea
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_a
			}
			add_ideas = ABC_establish_a_general_staff_idea_1
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_b
			}
			add_ideas = ABC_establish_a_general_staff_idea_2
		}
		hidden_effect = {
			set_country_flag = ABC_i_am_generic_army
		}
	}
}
### Entity: Decision
Component: HUN_balkan_union_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/HUN_decision_categories.txt

Code:
HUN_balkan_union_category = {
	icon = generic_formable_nations
	priority = 30
	visible_when_empty = no
	allowed = {
		original_tag = HUN
	}
	visible = {
		has_dlc = Gotterdammerung
		has_completed_focus = HUN_balkan_ambitions
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_side_with_industry
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_subject, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_side_with_industry
	icon = GFX_focus_generic_industrialists
	prerequisite = {
		focus = DEN_welcome_foreign_scientists
	}
	mutually_exclusive = {
		focus = DEN_side_with_unions
	}
	relative_position_id = DEN_social_stability
	x = 1
	y = 4
	cost = 5
	bypass = {

	}
	available = {
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 50
		add_stability = -0.05
		add_to_variable = {
			DEN_industrial_improvement_tracker_var = 1
		} {
			DEN_industrial_capabilities_consumer_goods = 0.1
			tooltip = consumer_goods_factor_tt
		} {
			DEN_industrial_capabilities_global_building_slots = 0.1
			tooltip = global_building_slots_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_neutral_no_more
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_historical_focus_on, has_added_tension_amount, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_neutral_no_more
	icon = GFX_goal_SWE_neutral_no_more
	prerequisite = {
		focus = SWE_the_saltsjobaden_agreement SWE_discussions_with_denmark
	}
	mutually_exclusive = {
		focus = SWE_the_northern_lights SWE_state_of_selective_neutrality
	}
	relative_position_id = SWE_the_saltsjobaden_agreement
	x = 3
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		base = 1
		modifier = {
			is_historical_focus_on = yes
			add = -10
		} {
			AND = {
				date = > 1938.6.1
				OR = {
					GER = {
						has_added_tension_amount = > 25
					}
					SOV = {
						has_added_tension_amount = > 25
					}
					ITA = {
						has_added_tension_amount = > 25
					}
					ENG = {
						has_added_tension_amount = > 25
					}
					FRA = {
						has_added_tension_amount = > 25
					}
				}
			}
			add = 10
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			has_government = democratic neutrality
		}
	}
	completion_reward = {
		custom_effect_tooltip = SWE_join_demo_from_factionname_tt
		add_political_power = 120
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Effect Reference
Construct: set_mio_policy_cost
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_mio_policy_cost

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Set the base cost (in PP) for attaching a policy in the MIO policy, found in country in scope with input policy
token. This changes the base value. Modifiers will still apply over it. 
Input value cannot be negative.
ex: 
SOV = { 
  set_mio_policy_cost = { 
	policy = my_policy_token
	value = 3
  }
  set_mio_policy_cost = {
	policy = my_policy_token
	value = var:my_number_var
  }
}
```
### Entity: Event
Component: wuw_GER_diplomacy.26
Constructs: is_triggered_only, ai_chance, limit, has_government, every_country, fire_only_once, has_opinion, add_to_tech_sharing_group
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.26
	title = wuw_GER_diplomacy.26.t
	desc = wuw_GER_diplomacy.26.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.26.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 25
				}
			}
		}
		every_country = {
			limit = {
				OR = {
					AND = {
						original_tag = GER
						has_government = fascism
					} {
						original_tag = JAP
						has_government = fascism
					}
				}
			}
			add_to_tech_sharing_group = GER_JAP_naval_tech_sharing
		}
		add_named_threat = {
			threat = 2
			name = GER_japanese_naval_cooperation
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.27
				hours = 6
			}
		}
	} {
		name = wuw_GER_diplomacy.26.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = < -25
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.28
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.127
Constructs: is_triggered_only, add_political_power, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.127
	title = bftb_turkey.127.t
	desc = bftb_turkey.127.desc
	picture = GFX_report_event_tur_the_montreux_convention
	is_triggered_only = yes
	option = {
		name = bftb_turkey.127.a
		add_political_power = -25
		effect_tooltip = {
			FROM = {
				set_country_flag = ROOT_rejecting_turkish_overtures
			}
		}
	}
}
### Entity: Character
Component: NGR_acd2
Source: game
File: common/characters/NGR.txt

Code:
NGR_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = NGR_acd2
		allowed = {
			original_tag = NGR
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Character
Component: PHI_pedro_abad_santos
Constructs: has_dlc, is_country_leader, is_subject_of, has_character_flag
Source: game
File: common/characters/PHI.txt

Code:
PHI_pedro_abad_santos = {
	advisor = {
		slot = political_advisor
		idea_token = PHI_pedro_abad_santos
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PHI_socialist_lawyer
		}
		available = {
			is_country_leader = no
			OR = {
				NOT = {
					is_subject_of = USA
				} {
					has_character_flag = PHI_sent_away
				}
			}
		}
	}
	name = PHI_pedro_abad_santos
	portraits = {
		civilian = {
			large = GFX_portrait_PHI_pedro_abad_santos
			small = GFX_portrait_PHI_pedro_abad_santos_small
		}
	}
}
### Entity: Decision
Component: POR_maintaining_the_fire
Constructs: has_government
Source: game
File: common/decisions/categories/r56_POR_decision_categories.txt

Code:
POR_maintaining_the_fire = {
	icon = GFX_decision_category_SOV_propaganda
	priority = 1999
	allowed = {
		original_tag = POR
	}
	visible = {
		OR = {
			has_government = communism democratic
		}
	}
}
### Entity: Character
Component: INS_sjafruddin_prawiranegara
Constructs: has_completed_focus, limit, has_country_flag, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_sjafruddin_prawiranegara = {
	name = INS_sjafruddin_prawiranegara
	portraits = {
		army = {
			small = GFX_portrait_INS_sjafruddin_prawiranegara_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 200
		idea_token = INS_sjafruddin_prawiranegara
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
				has_country_flag = INS_islamist_loyalty
			}
		}
		traits = {
			TAOG_president_of_bank
		}
	}
}
### Entity: Unit Template
Component: PER
Source: game
File: common/units/names/00_names.txt

Code:
PER = {
	submarine = {
		prefix = IIS
		generic = {
			Submarine
		}
		unique = {
			Tareq Nooh Yunes Besat Fateh Nahang Ghadir Yugo
		}
	}
	destroyer = {
		prefix = IIS
		generic = {
			Destroyer
		}
		unique = {
			Artemiz Damavand Palang Babr Sahand Saam Zaal Rostam Alvand Alborz Sabalan Jamaran
		}
	}
	light_cruiser = {
		prefix = IIS
		generic = {
			Light Cruiser
		}
		unique = {
			Palang Babr Shir Paykan Ababil Simorgh
		}
	}
	heavy_cruiser = {
		prefix = IIS
		generic = {
			Heavy Cruiser
		}
		unique = {
			Palang Babr Shir Paykan Ababil Simorgh
		}
	}
	battle_cruiser = {
		prefix = IIS
		generic = {
			Battlecruiser
		}
		unique = {
			Palang Babr Shir Paykan
		}
	}
	battleship = {
		prefix = IIS
		generic = {
			Battleship
		}
		unique = {
			Palang Babr Shir Paykan
		}
	}
	carrier = {
		prefix = IIS
		generic = {
			Aircraft Carrier
		}
		unique = {
			Palang Babr Shir Paykan Saam Zaal Rostam Faramarz
		}
	}
	air_wing_names_template = AIR_WING_NAME_BRA_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Dastebandi Sahrbani Daste Barangixtan
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Dastebandi Sahrbani Daste Barangixtan
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Dastebandi Sahrbani Daste Barangixtan
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	small_plane_cas_airframe = {
		prefix = 
		generic = {
			Daste Sirje Raftan Bombon
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Dastebandi Sahrbani Daste Barangixtan
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	cv_small_plane_cas_airframe = {
		prefix = 
		generic = {
			Daste Sirje Raftan Bombon
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	cv_small_plane_naval_bomber_airframe = {
		prefix = 
		generic = {
			Daste Azdar Bombon
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	medium_plane_airframe = {
		prefix = 
		generic = {
			Daste Bombon Kardani
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	jet_tac_bomber_equipment = {
		prefix = 
		generic = {
			Daste Bombon Kardani
		}
		generic_pattern = AIR_WING_NAME_
# ... (truncated)
### Entity: Character
Component: nationalist_catholic_cardinal
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
nationalist_catholic_cardinal = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	weekly_manpower = 200
	fascism_drift = 0.05
}
### Entity: State History
Component: 1054
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1054-Styria.txt

Code:
state = {
	id = 1054
	name = STATE_1054
	manpower = 1425332
	state_category = developed_rural
	resources = {
		coal = 1
	}
	history = {
		owner = AUS
		add_core_of = AUS
		add_to_array = {
			state_victory_points = 3673
		} {
			state_victory_points = 9648
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
		}
		victory_points = {
			3673 3
		} {
			9648 10
		}
	}
	provinces = {
		653 668 3673 3674 6673 6687 6691 9646 9648 9650 9679 11612
	}
	local_supplies = 0.0
}
### Entity: Character
Component: MEN_hesehn_tiemei
Source: game
File: common/characters/MEN.txt

Code:
MEN_hesehn_tiemei = {
	advisor = {
		slot = high_command
		idea_token = MEN_hesehn_tiemei
		ledger = army
		allowed = {
			original_tag = MEN
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MEN_hesehn_tiemei
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_sikh_religious_guarantees
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea, unlock_general_tt
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_sikh_religious_guarantees
	icon = GFX_focus_RAJ_sikh_religious_guarantees
	prerequisite = {
		focus = RAJ_temple_entry_movements RAJ_enrollment_of_dali_children
	} {
		focus = RAJ_indo_centric_curriculum
	}
	x = -1
	y = 1
	relative_position_id = RAJ_temple_entry_movements
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_sikh_inclusivity_policies
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = RAJ_GOE_tara_singh
		RAJ_GOE_ishar_singh = {
			custom_effect_tooltip = unlock_general_tt
		}
		RAJ_GOE_parkash_singh = {
			custom_effect_tooltip = unlock_general_tt
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_train_marines
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_train_marines
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = CHI_sea_order_destroyers
	}
	x = 0
	y = 3
	relative_position_id = CHI_sea_investment_into_shipbuilding
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			USA_will_support = yes
			JAP_will_support = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CHI_train_marines
		add_tech_bonus = {
			name = CHI_train_marines
			bonus = 1.0
			uses = 1
			category = marine_tech
		}
	}
}
### Entity: Idea
Component: BEL_support_pcf_politics
Constructs: has_government, is_subject, is_puppet, removal_cost, communism_drift
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_support_pcf_politics = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_mannheim_project
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction_with, has_tech, add_tech_bonus, is_special_project_completed
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_mannheim_project
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = GER_shared_rd_programs
	} {
		focus = GER_scandinavian_membership
	}
	available = {
		is_subject = no
		is_in_faction_with = NOR
	}
	x = -1
	y = 1
	relative_position_id = GER_shared_rd_programs
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = GER_the_mannheim_project_tt
		if = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = GER_the_mannheim_project
				bonus = 1.0
				ahead_reduction = 2
				technology = atomic_research
			}
		}
		else_if = {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_nuclear_reactor
				}
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		} {
			limit = {
				has_tech = nuclear_reactor
			}
			random_owned_controlled_state = {
				limit = {
					nuclear_reactor = < 1
				}
				prioritize = {
					55
				}
				add_building_construction = {
					type = nuclear_reactor
					level = 1
					instant_build = yes
				}
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					nuclear_reactor_heavy_water = < 1
				}
				prioritize = {
					55
				}
				add_building_construction = {
					type = nuclear_reactor_heavy_water
					level = 1
					instant_build = yes
				}
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
	}
}
### Entity: Scripted Trigger
Component: is_initial_ethiopian_state
Constructs: is_initial_ethiopian_state
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_initial_ethiopian_state = {
	OR = {
		state = 271 835 836 837 838 839 840 841 842 843
	}
}
### Entity: Event
Component: denmark_resistance_event.24
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.24
	title = denmark_resistance_event.24.t
	desc = denmark_resistance_event.24.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.2.a
	}
}
### Entity: Order of Battle
Component: Indian Royal Navy
Source: game
File: history/units/RAJ_1936_naval_mtg.txt

Code:
fleet = {
	name = Indian Royal Navy
	naval_base = 9975
	task_force = {
		name = First Indian Royal Navy Squadron
		location = 9975
		ship = {
			name = HMS Leamington
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = RAJ
					version_name = R Class
				}
			}
		} {
			name = HMS Redoubt
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = RAJ
					version_name = R Class
				}
			}
		} {
			name = HMS Rotherham
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = RAJ
					version_name = R Class
				}
			}
		}
	} {
		name = Second Indian Royal Navy Squadron
		location = 4245
		ship = {
			name = HMS Raider
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = RAJ
					version_name = R Class
				}
			}
		} {
			name = HMS Nadder
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = RAJ
					version_name = River Class
				}
			}
		}
	}
}
### Entity: Idea
Component: ICE_icelandic_neutrality
Constructs: has_war, has_government, is_in_faction, send_volunteers_tension
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_icelandic_neutrality = {
	picture = neutrality_idea
	available = {
		has_war = no
		OR = {
			has_government = neutrality democratic
		}
		is_in_faction = no
	}
	cancel = {
		has_war = yes
		is_in_faction = yes
	}
	modifier = {
		join_faction_tension = 1.0
		send_volunteers_tension = 0.5
		guarantee_tension = 1.0
		justify_war_goal_time = 0.75
		ai_badass_factor = 0.01
		ai_get_ally_desire_factor = -500
		ai_join_ally_desire_factor = -1000
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_monarchy_compromise_ww
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_named_threat, add_popularity, set_cosmetic_tag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_monarchy_compromise_ww
	icon = GFX_focus_GER_monarchy_compromise
	prerequisite = {
		focus = GER_monarchist_sentiment
	}
	mutually_exclusive = {
		focus = GER_revive_the_kaiserreich_ww
	}
	x = -1
	y = 1
	relative_position_id = GER_monarchist_sentiment
	cost = 5
	available = {
		OR = {
			has_government = democratic
			democratic = > 0.4
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_named_threat = {
			threat = 2
			name = GER_the_monarchy_compromise
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = GER_wilhelm_iii
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		hidden_effect = {
			set_cosmetic_tag = GER_german_monarchy
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_armor_tech_focus = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
		}
	}
	EAI_Armor_Research_Focus_PRESET = yes
}
### Entity: AI Strategy
Component: EAI_ENG_invasion_of_iran_PREPARE
Constructs: has_completed_focus, has_country_flag, is_in_faction_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_invasion_of_iran_PREPARE = {
	enable = {
		is_in_faction_with = ENG
		any_neighbor_country = {
			tag = PER
		}
		PER = {
			EAI_THIS_is_threat_to_PREV = yes
		}
		OR = {
			has_country_flag = EAI_ENG_invasion_of_iran
			AND = {
				focus_progress = {
					focus = uk_iran_focus
					progress = > 0
				}
				NOT = {
					has_completed_focus = uk_iran_focus
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = PER
		value = 100
	}
}
### Entity: Character
Component: JAP_yasuhiko_asaka
Source: game
File: common/characters/JAP.txt

Code:
JAP_yasuhiko_asaka = {
	name = JAP_yasuhiko_asaka
	portraits = {
		army = {
			large = GFX_portrait_JAP_yasuhiko_asaka
			small = GFX_portrait_JAP_yasuhiko_asaka_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected JAP_samurai_lineage infantry_officer infantry_leader JAP_royal_lineage
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Idea
Component: EAI_DD_8/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.19
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.19
	title = BBA_ethiopia_exile_events.19.t
	desc = BBA_ethiopia_exile_events.19.desc
	is_triggered_only = yes
	picture = GFX_report_event_usa_heavy_cruiser
	option = {
		name = BBA_ethiopia_exile_events.19.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Effect Reference
Construct: unlock_tactic
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unlock_tactic

* Supported Scopes: COUNTRY
* Supported Targets: none

Unlocks the specified combat tactic for the country.

	### Examples
	```
	GER = {
		unlock_tactic = tactic_masterful_blitz
	}
	```