Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: PAN
Source: game
File: common/units/names/00_names.txt

Code:
PAN = {
	submarine = {
		prefix = ARP
		generic = {
			Submarino
		}
		unique = {
			Chiriqui Panama Panquiaco Tres De Noviembre 10 de Noviembre 28 de Noviembre Escudo de Veraguas Flamenco Naos Negrita Nombre de Dios Taboga
		}
	}
	destroyer = {
		prefix = ARP
		generic = {
			Destructor
		}
		unique = {
			Chiriqui Panama Panquiaco Tres De Noviembre 10 de Noviembre 28 de Noviembre Escudo de Veraguas Flamenco Naos Negrita Nombre de Dios Taboga
		}
	}
	light_cruiser = {
		prefix = ARP
		generic = {
			Crucero Ligero
		}
		unique = {
			Colon La Chorrera David Penonome Punta Mata
		}
	}
	heavy_cruiser = {
		prefix = ARP
		generic = {
			Crucero Pesado
		}
		unique = {
			Colon La Chorrera David Penonome Punta Mata
		}
	}
	battle_cruiser = {
		prefix = ARP
		generic = {
			Crucero de Batalla
		}
		unique = {
			Ciudad de PanamA La Revolución de 1889
		}
	}
	battleship = {
		prefix = ARP
		generic = {
			Acorazado
		}
		unique = {
			Ciudad de PanamA La Revolución de 1889
		}
	}
	carrier = {
		prefix = ARP
		generic = {
			Portaaviones
		}
		unique = {
			Republica de PanamA El Destructor
		}
	}
}
### Entity: Shared Focus
Component: BALTIC_secure_military_support
Constructs: shared_focus, has_completed_focus, prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_secure_military_support
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = BALTIC_communist_opposition
	}
	x = 2
	y = 1
	relative_position_id = BALTIC_communist_opposition
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = BALTIC_overthrow_the_government
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = BALTIC_military_support_tt
	}
}
### Entity: Event
Component: INS_revolution_events.33
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, is_in_faction_with, is_ai, is_historical_focus_on
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.33
	title = INS_revolution_events.33.t
	desc = INS_revolution_events.33.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 15
			modifier = {
				AND = {
					INS = {
						OR = {
							has_government = fascism communism
						}
					}
					USA = {
						has_government = democratic
					}
				}
				factor = 0.5
			} {
				date = > 1942.1.1
				add = 3
			} {
				date = > 1943.1.1
				add = 3
			} {
				date = > 1944.1.1
				add = 3
			} {
				date = > 1945.1.1
				add = 3
			} {
				HOL = {
					is_in_faction_with = USA
				}
				factor = 0.9
			} {
				HOL = {
					OR = {
						has_government = fascism communism
					}
				}
				add = 5
			} {
				INS = {
					has_completed_focus = INS_realign_supply_chains
				}
				add = 5
			} {
				INS = {
					has_completed_focus = INS_invite_foreign_companies
				}
				add = 3
			}
		}
		name = INS_revolution_events.33.a
		FROM = {
			country_event = {
				id = INS_revolution_events.34
				hours = 4
			}
		}
		HOL = {
			country_event = {
				id = INS_revolution_events.35
				hours = 4
			}
		}
		custom_effect_tooltip = INS_renville_explain_USA_tt
		effect_tooltip = {
			indonesia_renville_war_effect = yes
		}
	} {
		name = INS_revolution_events.33.b
		FROM = {
			country_event = {
				id = INS_revolution_events.36
				hours = 4
			}
		}
		ai_chance = {
			base = 3
			modifier = {
				INS = {
					is_ai = yes
				}
				factor = 15
			} {
				is_historical_focus_on = yes
				date = > 1945.1.1
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: TAOG_collaborationist
Constructs: war_support_factor, autonomy_gain, democratic_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_collaborationist = {
	sprite = 13
	random = no
	autonomy_gain = 1.0
	war_support_factor = -0.05
	democratic_drift = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: Character
Component: INS_surachman_tjokoadisurjo
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_surachman_tjokoadisurjo = {
	name = INS_surachman_tjokoadisurjo
	portraits = {
		army = {
			small = GFX_portrait_INS_surachman_tjokroadisurjo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = INS_surachman_tjokoadisurjo
		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
				has_completed_focus = INSHOL_nationalist_coallition
			}
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					has_completed_focus = INS_the_declaration_of_independence INSHOL_nationalist_coallition
				}
			}
		}
		traits = {
			TAOG_minister_of_welfare
		}
		ai_will_do = {
			base = 0
			modifier = {
				OR = {
					INS_check_plan_revolution_unaligned = yes
				}
				add = 5
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_all_india_forward_bloc
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_all_india_forward_bloc
	icon = GFX_focus_RAJ_all_india_forward_bloc
	prerequisite = {
		focus = RAJ_swaraj
	}
	x = -4
	y = 1
	relative_position_id = RAJ_swaraj
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		add_ideas = RAJ_all_india_forward_bloc
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = RAJ_karam_singh_mann RAJ_subhas_chanda_bose
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_soviet_turkish_trade_agreement
Constructs: prerequisite, limit, add_ideas, every_country, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_soviet_turkish_trade_agreement
	icon = GFX_focus_generic_public_works_A
	cost = 10
	prerequisite = {
		focus = TUR_renew_the_soviet_non_aggression_pact
	}
	relative_position_id = TUR_renew_the_soviet_non_aggression_pact
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		not = {
			has_war_with = SOV
		}
		custom_trigger_tooltip = {
			tooltip = TUR_renew_the_soviet_non_aggression_pact_focus_days_tt
			has_country_flag = {
				flag = TUR_renew_the_soviet_non_aggression_pact_flag
				days = > 105
			}
		} {
			tooltip = TUR_renew_the_soviet_non_aggression_pact_current_days_tt
			has_country_flag = {
				flag = TUR_renew_the_soviet_non_aggression_pact_flag
				days = > 105
			}
		}
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = turkey.120
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			every_country = {
				limit = {
					OR = {
						original_tag = TUR SOV
					}
				}
				add_ideas = TUR_black_sea_trade_agreement
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ATTACHE_strategy_GER
Constructs: limit, has_civil_war
Source: game
File: common/scripted_effects/EAI_COUNTRY_attache_effects.txt

Code:
EAI_ATTACHE_strategy_GER = {
	if = {
		limit = {
			country_exists = SPA
			SPA = {
				has_civil_war = yes
			}
		}
		SPA = {
			EAI_ATTACHE_send_attache = yes
		}
	}
}
### Entity: Event
Component: news.8
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.8
	title = news.7.t
	desc = news.8.d
	picture = GFX_news_event_004
	major = yes
	is_triggered_only = yes
	option = {
		name = news.7.a
		trigger = {
			NOT = {
				TAG = JAP SOV
			}
		}
	} {
		name = news.8.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.8.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Decision
Component: LIT_battle_for_lithunia
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/LIT_decision_categories.txt

Code:
LIT_battle_for_lithunia = {
	icon = border_war
	allowed = {
		original_tag = LIT
	}
	visible = {
		has_completed_focus = LIT_battle_for_lithuania
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_revolt_against_the_opressors
Constructs: has_completed_focus, limit, has_government, has_country_flag, add_stability, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_revolt_against_the_opressors
	icon = GFX_goal_EGY_revolt_against_the_opressors
	x = 12
	y = 0
	cost = 5
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = EGY_sever_the_ties EGY_solidify_british_ties
			}
		}
	}
	available = {
		has_country_flag = EGY_fuad_bit_the_dust
		if = {
			limit = {
				is_subject_of = ENG
			}
			has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_britains_favor
		}
	}
	mutually_exclusive = {
		focus = EGY_solidify_british_ties EGY_sever_the_ties
	}
	bypass = {
		OR = {
			has_country_flag = EGY_fascist_civil_war_start
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_stability = -0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = EGY_egyptian_non_alligment
			add_idea = EGY_egyptian_staunch_nationalism
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = EGY_sayyid_qutb
		unlock_decision_category_tooltip = EGY_organise_nationalist_factions
		hidden_effect = {
			every_army_leader = {
				limit = {
					OR = {
						has_id = 6985 6992
					}
				}
				add_unit_leader_trait = EGY_brotherhood_sympathiser
			}
		}
	}
}
### Entity: Character
Component: WLS_awt
Source: game
File: common/characters/WLS.txt

Code:
WLS_awt = {
	advisor = {
		slot = theorist
		idea_token = WLS_awt
		ledger = air
		allowed = {
			original_tag = WLS
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: Idea
Component: SAX_wi
Source: game
File: common/ideas/saxony.txt

Code:
SAX_wi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = SAX
	}
	traits = {
		war_industrialist
	}
}
### Entity: Military Industrial Organization
Component: IRQ_aircraft_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/IRQ_organization.txt

Code:
IRQ_aircraft_organization = {
	include = generic_general_aircraft_organization
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = IRQ
	}
	visible = {

	}
	available = {
		FROM = {
			has_completed_focus = IRQ_expand_habbaniya_airbase
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_case_north
Constructs: prerequisite, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_case_north
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = SWI_fortify_austrian_border
	}
	x = 0
	y = 1
	relative_position_id = SWI_fortify_austrian_border
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			GER = {
				SWI_country_about_to_be_angry = yes
			}
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = > SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = {
			decision = SWI_case_north_decision
			show_effect_tooltip = yes
		}
		var:SWI_biggest_fascist = {
			add_opinion_modifier = {
				modifier = SWI_is_planning_against_us
				target = ROOT
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L37
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L37 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^37 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L37
		value = 5000
	} {
		type = support
		id = L37
		value = 5000
	} {
		type = diplo_action_desire
		id = L37
		target = lend_lease
		value = 2000
	}
}
### Entity: Technology
Component: land_fort_tech_1
Constructs: enable_equipment_modules, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	enable_equipment_modules = {
		lc_bunker_emplacement
	}
	path = {
		leads_to_tech = land_fort_tech_2
		research_cost_coeff = 1
	}
	bunker_max_level_terrain_limit = 1
	research_cost = 1.5
	start_year = 1938
	folder = {
		name = electronics_folder
		position = {
			x = 0
			y = 6
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		cat_fortification
	}
}
### Entity: Idea
Component: autarkic_economy
Constructs: has_completed_focus, research_speed_factor, production_speed_buildings_factor, has_dlc, removal_cost, cancel_if_invalid, has_idea, has_large_ally_not_pick_closed_economy
Source: game
File: common/ideas/_economic.txt

Code:
autarkic_economy = {
	visible = {
		OR = {
			AND = {
				original_tag = GER
				has_completed_focus = GER_autarky_efforts
				NOT = {
					has_completed_focus = GER_autarky_achieved
				}
			} {
				has_dlc = Thunder at Our Gates
				original_tag = AST
				has_completed_focus = AST_autarky
			}
		}
	}
	available = {

	}
	cost = 150
	removal_cost = -1
	modifier = {
		min_export = 0.15
		production_speed_buildings_factor = 0.05
		research_speed_factor = 0.05
		lend_lease_tension = 0.2
		faction_trade_opinion_factor = 0.25
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 100
		modifier = {
			add = 500
			has_idea = limited_exports
		} {
			add = 1500
			has_idea = closed_economy
			has_large_ally_not_pick_closed_economy = yes
		}
	}
}
### Entity: Idea
Component: MNT_aa2
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_aa2 = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = MNT
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: r56_TUR_turkish_revanchism
Constructs: has_completed_focus, every_owned_state, limit, add_ideas, political_power_gain, has_government, add_war_support, has_country_flag
Source: game
File: common/decisions/r56_TUR_decisions.txt

Code:
r56_TUR_turkish_revanchism = {
	r56_TUR_claim_mosul = {
		icon = generic_form_nation
		fire_only_once = yes
		cost = 60
		visible = {
			NOT = {
				676 = {
					is_core_of = TUR
				}
			}
		}
		available = {
			OR = {
				has_government = fascism
				has_completed_focus = TUR_restore_the_imperial_borders
				AND = {
					controls_state = 676 1049
				}
			}
		}
		complete_effect = {
			add_state_claim = 676 1049
			custom_effect_tooltip = TUR_unlocks_integration_decisions_tt
		}
	}
	r56_TUR_connect_mosul = {
		icon = generic_construction
		fire_only_once = yes
		cost = 55
		visible = {
			676 = {
				is_fully_controlled_by = TUR
				is_claimed_by = TUR
			}
			1049 = {
				is_fully_controlled_by = TUR
				NOT = {
					676 = {
						is_core_of = TUR
					}
				}
			}
		}
		available = {
			has_completed_focus = TUR_expand_the_eastern_railway_networks
		}
		highlight_states = {
			highlight_state_targets = {
				state = 1049
			}
		}
		cancel_trigger = {
			NOT = {
				controls_state = 1049
			} {
				controls_state = 676
			}
		}
		days_remove = 120
		modifier = {
			civilian_factory_use = 2
		}
		remove_effect = {
			build_railway = {
				path = {
					7530 10811 10106 3916
				}
			}
			1049 = {
				add_compliance = 5
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			676 = {
				add_compliance = 5
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	r56_TUR_mosul_turkish_language_schooling = {
		icon = generic_nationalism
		fire_only_once = yes
		cost = 55
		visible = {
			676 = {
				is_fully_controlled_by = TUR
				is_claimed_by = TUR
			}
			1049 = {
				is_fully_controlled_by = TUR
				NOT = {
					676 = {
						is_core_of = TUR
					}
				}
			}
		}
		available = {
			has_completed_focus = TUR_village_institutes_program
		}
		highlight_states = {
			highlight_state_targets = {
				state = 1049
			}
		}
		cancel_trigger = {
			NOT = {
				controls_state = 1049
			} {
				controls_state = 676
			}
		}
		days_remove = 180
		complete_effect = {
			every_owned_state = {
				limit = {
					OR = {
						state = 676 1049
					}
				}
				add_dynamic_modifier = {
					modifier = r56_kurdish_agitation
					days = 180
				}
			}
		}
		remove_effect = {
			set_country_flag = TUR_mosul_integratable
			custom_effect_tooltip = TUR_mosu
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_107
Source: game
File: history/units/YUG_1939_air_bba.txt

Code:
air_wings = {
	107 = {
		small_plane_airframe_1 = {
			owner = YUG
			amount = 48
			version_name = Ikarus IK-2
		}
		small_plane_cas_airframe_0 = {
			owner = YUG
			amount = 60
			creator = GER
			version_name = Do 17
		}
	}
}
### Entity: Scripted Trigger
Component: JAP_naval_faction_is_not_subdued
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_naval_faction_is_not_subdued = {
	custom_trigger_tooltip = {
		tooltip = JAP_naval_faction_is_not_subdued_tt
		NOT = {
			has_idea = JAP_naval_faction_tier_1_equal_army JAP_naval_faction_tier_1_lesser_1 JAP_naval_faction_tier_1_lesser_2 JAP_naval_faction_tier_1_lesser_3 JAP_naval_faction_tier_1
		}
	}
}
### Entity: Idea
Component: idea_GUAY_stewards_of_the_south
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_stewards_of_the_south = {
	picture = generic_shield_against_communism
	removal_cost = -1
	modifier = {
		resistance_target = -0.05
		resistance_activity = -0.15
		resistance_growth = -0.2
		non_core_manpower = 0.02
	}
}
### Entity: Idea
Component: SLV_acd2
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_acd2 = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = SLV
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: GNA
Component: GNA_technology
Constructs: set_technology
Source: game
File: history/countries/GNA - Guinea.txt

Code:
# Starting Technologies for GNA
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_zhao_shangzhis_coup
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, cancel_if_invalid, is_subject_of, every_army_leader
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_zhao_shangzhis_coup
	icon = GFX_focus_generic_spur_communist_revolutions
	prerequisite = {
		focus = MAN_tsr_depose_puyi
	}
	x = 2
	y = 1
	mutually_exclusive = {
		focus = MAN_tsr_the_new_beiyang_government
	}
	relative_position_id = MAN_tsr_depose_puyi
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				MEN = {
					is_subject_of = ROOT
				}
			}
			MEN = {
				every_army_leader = {
					set_nationality = ROOT
				}
			}
			annex_country = {
				target = MEN
				transfer_troops = yes
			}
		}
		set_politics = {
			ruling_party = communism
		}
		add_popularity = {
			ideology = communism
			popularity = 0.2
		}
		set_party_name = {
			ideology = communism
			long_name = MAN_cpc_long
			name = MAN_cpc
		}
		add_ideas = MAN_the_communist_party_triumphant
	}
}
### Entity: Character
Component: PAN_arturo_osborne_irraga
Source: game
File: common/characters/PAN.txt

Code:
PAN_arturo_osborne_irraga = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PAN_arturo_osborne_irraga
		ledger = navy
		allowed = {
			original_tag = pan
		}
		traits = {
			naval_theorist
		}
	}
	name = Arturo Osborne Irragá
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: Country History
Country: RKV
Component: RKV_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RKV - Reichskommisariat Klein Venedig.txt

Code:
# Politics & Parties for RKV
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: Technology
Component: mechanised_infantry
Constructs: is_major, enable_subunits, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_subunits = {
		mechanized
	}
	enable_equipments = {
		mechanized_equipment_1
	}
	enable_equipment_modules = {
		tank_half_track_suspension
	}
	mot_fire_support = {
		breakthrough = 0.1
		soft_attack = 0.05
	}
	motorized = {
		hardness = 1.0
	}
	mot_artillery_brigade = {
		hardness = 1.0
	}
	mot_anti_tank_brigade = {
		hardness = 1.0
	}
	mot_anti_air_brigade = {
		hardness = 1.0
	}
	mot_rocket_artillery_brigade = {
		hardness = 1.0
	}
	path = {
		leads_to_tech = mechanised_infantry2
		research_cost_coeff = 1
	} {
		leads_to_tech = amphibious_mechanized_infantry
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1940
		}
	}
	categories = {
		motorized_equipment mio_cat_tech_all_motorized_mechanized infantry_tech cat_mechanized_equipment
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 3
			tag = USA
		} {
			factor = 1.5
			date = > 1941.1.1
		} {
			factor = 1.5
			date = > 1942.1.1
		} {
			factor = 1.5
			date = > 1943.1.1
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_war_of_anti_imperialism
Constructs: prerequisite, add_ideas, has_war_with, has_country_flag, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_war_of_anti_imperialism
	icon = GFX_focus_CHI_clear_out_sycophants
	prerequisite = {
		focus = CHI_sea_war_of_national_liberation
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_war_of_national_liberation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_war_with = JAP MAN
		}
		has_country_flag = CHI_lessons_of_war_completed
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_war_of_anti_imperialism
	}
}
### Entity: Idea
Component: fin_greaterfinland
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_greaterfinland = {
	allowed = {
		original_tag = FIN
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_intel_bonus
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}