Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: CZE_first_sudetenland_fortification_program
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_first_sudetenland_fortification_program = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	state_bunker_max_level_terrain_limit = 1
}
### Entity: Event
Component: AAT_norway_allied.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_allied.3
	title = AAT_norway_allied.3.t
	desc = AAT_norway_allied.3.desc
	picture = GFX_report_event_SWI_parliament_members
	trigger = {

	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_allied.3.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_turnout_5
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_turnout_5 = {
	if = {
		limit = {
			check_variable = {
				LUX.turnout = > 95
			}
		}
		set_variable = {
			LUX.turnout = 100
		}
	}
	else = {
		add_to_variable = {
			LUX.turnout = 5
		}
	}
	set_variable = {
		LUX.stab_impact = LUX.turnout
	} {
		LUX.stab_impact_loc = LUX.stab_impact
	}
	subtract_from_variable = {
		LUX.stab_impact = 50
	}
	divide_variable = {
		LUX.stab_impact = 2
	}
}
### Entity: Character
Component: psii_leader
Constructs: stability_factor, autonomy_gain, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
psii_leader = {
	sprite = 13
	random = no
	autonomy_gain = 0.4
	democratic_drift = 0.04
	neutrality_drift = 0.01
	political_power_cost = 0.05
	stability_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.05
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_artillery_regiments
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_artillery_regiments
	icon = GFX_focus_SWE_let_fly_all_guns
	prerequisite = {
		focus = YUG_supremacy_of_offense YUG_supremacy_of_defense
	}
	x = 0
	y = 2
	relative_position_id = YUG_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = YUG_artillery_regiments
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_socialist_science_pool
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, add_to_tech_sharing_group, every_other_country
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_socialist_science_pool
	prerequisite = {
		focus = ENG_follow_moscow
	}
	available = {
		is_in_faction_with = SOV
	}
	icon = GFX_focus_generic_socialist_science
	x = 3
	y = 1
	relative_position_id = ENG_follow_moscow
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_to_tech_sharing_group = socialist_science_pool
		every_other_country = {
			limit = {
				is_in_faction_with = ENG
			}
			add_to_tech_sharing_group = socialist_science_pool
		}
	}
}
### Entity: State History
Component: 536
Constructs: add_core_of
Source: game
File: history/states/536-Hokkaido.txt

Code:
state = {
	id = 536
	name = STATE_536
	manpower = 3012000
	resources = {
		steel = 18
		coal = 10
	}
	state_category = rural
	history = {
		owner = JAP
		add_core_of = JAP EZO ANU
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			10444 15
		} {
			12421 5
		} {
			3962 2
		}
	}
	provinces = {
		1512 1642 3962 4576 4646 7532 7595 10444 10512 12352 12421 12493
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: GER_propagandists_swaying_public_opinion_dem
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_propagandists_swaying_public_opinion_dem = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.1
		political_power_factor = 0.05
	}
}
### Entity: Trigger Reference
Construct: has_any_captured_general
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_any_captured_general

* Supported Scopes: COUNTRY
* Supported Targets: none

Checks if any of the generals of the scoped country is captured by another country
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_government, autonomy_gain, has_dlc, is_subject, has_autonomy_state
Source: game
File: common/autonomous_states/supervised_state.txt

Code:
autonomy_state = {
	id = autonomy_supervised_state
	use_overlord_color = yes
	min_freedom_level = 0.75
	peace_conference_initial_freedom = 0.001
	manpower_influence = 0.2
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = yes
		can_be_spymaster = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.0
		extra_trade_to_overlord_factor = 0.25
		overlord_trade_cost_factor = -0.25
		autonomy_gain = 2
		master_ideology_drift = 0.3
		peace_score_ratio_transferred_to_overlord = 0.15
		lend_lease_tension_with_overlord = -0.2
		faction_influence_contribution_factor = -0.25
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = no
	}
	allowed = {
		has_dlc = Man the Guns
		OR = {
			is_subject = no
			has_autonomy_state = autonomy_supervised_state
		}
	}
	allowed_levels_filter = {
		autonomy_supervised_state
	}
	use_for_peace_conference_weight = {
		base = 0
		modifier = {
			add = 5
			has_dlc = Man the Guns
			FROM = {
				has_government = democratic
			}
		}
	}
	can_take_level = {
		always = yes
	}
	can_lose_level = {
		always = no
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_ballistic_missile
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_ballistic_missile
* description: Total produced equipment of typeballistic_missile
### Entity: Event
Component: mtg_news.6
Constructs: is_triggered_only, has_government
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.6
	title = mtg_news.6.t
	desc = mtg_news.6.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.6.a
		trigger = {
			OR = {
				original_tag = USA CSA USB
				has_government = neutrality
			}
		}
	} {
		name = mtg_news.6.b
		trigger = {
			NOT = {
				original_tag = CSA
			}
			has_government = fascism
		}
	} {
		name = mtg_news.6.c
		trigger = {
			NOT = {
				original_tag = USA
			}
			has_government = communism
		}
	} {
		name = mtg_news.6.d
		trigger = {
			NOT = {
				original_tag = USA
			}
			has_government = democratic
		}
	}
}
### Entity: Character
Component: champion_of_peace_1
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
champion_of_peace_1 = {
	random = no
	war_support_factor = -0.3
	generate_wargoal_tension = 1
}
### Entity: Achievement
Component: anzac
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag, is_in_state
Source: game
File: common/achievements.txt

Code:
anzac = {
	id = 290
	possible = {
		OR = {
			tag = AST NZL
		}
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		date = > 1945.01.01
		NOT = {
			has_global_flag = achievement_anzac_failed
		}
		any_army_leader = {
			OR = {
				is_in_state = 47 164 182 184 185 186 187 731
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_soviet_leadership
Constructs: prerequisite, remove_ideas, has_government, has_war_with, completion_reward, is_subject, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_soviet_leadership
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = PRC_marxist_orthodoxy
	}
	x = 0
	y = 1
	relative_position_id = PRC_marxist_orthodoxy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			has_government = ROOT
		}
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = PRC_power_struggles
	}
}
### Entity: Event
Component: AST_diplomatic_events.43
Constructs: is_triggered_only, ai_chance, is_subject_of
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.43
	title = AST_diplomatic_events.43.t
	desc = AST_diplomatic_events.43.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.43.a
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = if_we_accept_newline_tt generic_skip_one_line_tt
		effect_tooltip = {
			AST_hand_in_glove_effect = yes
		}
		ROOT = {
			country_event = {
				id = AST_diplomatic_events.44
				days = 1
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.44
					days = 1
				}
			}
		}
	} {
		name = AST_diplomatic_events.43.b
		ai_chance = {
			base = 0
			modifier = {
				AST = {
					NOT = {
						is_subject_of = ENG
					}
				}
				add = 3
			}
		}
		AST_hand_in_glove_deny_effect = yes
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.45
					days = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_research_grants
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_research_grants
	icon = GFX_goal_supremacy_of_will
	prerequisite = {
		focus = CRO_economic_optimization CRO_industrial_support
	}
	mutually_exclusive = {
		focus = CRO_deterrence
	}
	relative_position_id = CRO_economic_optimization
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = CRO_idea_research_grants
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: political_actions
Constructs: add_ideas, fire_only_once, has_stability, has_war_support, complete_effect, set_cosmetic_tag, remove_effect
Source: game
File: common/decisions/SAU.txt

Code:
political_actions = {
	SAU_refining_our_national_identity_decision = {
		priority = 100
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 200
			modifier = {
				factor = 0
				date = < 1938.1.1
			} {
				factor = 0.5
				date = < 1939.1.1
			}
		}
		allowed = {
			original_tag = SAU
		}
		available = {
			has_stability = > 0.6
			has_war_support = > 0.6
		}
		visible = {

		}
		fire_only_once = yes
		cost = 75
		complete_effect = {
			add_ideas = SAU_refining_the_national_identity_idea
			hidden_effect = {
				set_cosmetic_tag = SAU_modern_tag
			}
		}
		remove_effect = {

		}
	}
}
### Entity: Scripted Effect
Component: ITA_create_carmelo_borg_pisani_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_carmelo_borg_pisani_operative = {
	create_operative_leader = {
		name = Carmelo Borg Pisani
		GFX = GFX_portrait_ITA_carmelo_borg_pisani
		traits = {
			operative_natural_orator operative_well_groomed
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA ENG
		}
	}
}
### Entity: Country History
Country: LAT
Component: LAT_characters
Constructs: recruit_character
Source: game
File: history/countries/LAT - Latvia.txt

Code:
# Leaders & Characters for LAT
recruit_character = LAT_gustavs_celminsh LAT_augusts_kirhensteins LAT_martinsh_penikis LAT_hermanis_buks LAT_janis_berzins LAT_ludvigs_bolsteins LAT_teodors_zvejnieks LAT_kornelijs_veidnieks LAT_rudolfs_kandis LAT_konstantins_cakste LAT_arturs_silgailis LAT_fricis_celmins LAT_otto_hellmich LAT_rudolfs_kocins LAT_arturs_sprogis LAT_tomas_spade LAT_vilis_lacis LAT_vilhelms_munters LAT_janis_kaminskis LAT_fricis_menders LAT_alberts_kvesis LAT_karlis_ulmanis
### Entity: Country History
Country: JAP
Component: JAP_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/JAP - Japan.txt

Code:
# Politics & Parties for JAP
set_stability = 0.2
set_war_support = 0.6
add_ideas = {
	limited_exports limited_conscription partial_economic_mobilisation JAP_militarism JAP_army_faction_tier_2_equal_navy JAP_naval_faction_tier_2_equal_army JAP_zaibatsu_faction_tier_2 JAP_government_faction_tier_2 JAP_separate_air_services JAP_japanese_armor_doctrine
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	fascism = 35
	neutrality = 40
	democratic = 23
	communism = 2
}
### Entity: Event
Component: ww_congo.59
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.59
	title = ww_congo.59.t
	desc = ww_congo.59.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ww_congo.59.a
		ai_chance = {
			factor = 100
		}
		FROM = {
			country_event = {
				id = ww_congo.60
				days = 2
				random_days = 3
			}
		}
	} {
		name = ww_congo.59.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = ww_congo.61
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Character
Component: MOL_stc
Source: game
File: common/characters/MOL.txt

Code:
MOL_stc = {
	advisor = {
		slot = political_advisor
		idea_token = MOL_stc
		allowed = {
			original_tag = MOL
		}
		traits = {
			smooth_talking_charmer
		}
	}
	name = MOL_stc
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Character
Component: SOV_vladimir_kosmin
Constructs: has_completed_focus, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_vladimir_kosmin = {
	name = SOV_vladimir_kosmin
	portraits = {
		army = {
			large = GFX_portrait_SOV_vladimir_kosmin
			small = GFX_idea_SOV_vladimir_kosmin
		}
	}
	field_marshal = {
		traits = {
			winter_expert trait_mountaineer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
			ROOT = {
				has_completed_focus = SOV_beaten_but_not_defeated
			}
		}
	}
}
### Entity: Idea
Component: CHL_aid_SPR
Constructs: send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/chile.txt

Code:
CHL_aid_SPR = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		always = yes
	}
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		send_volunteer_size = 4
		send_volunteer_divisions_required = -3
		lend_lease_tension = -0.5
		send_volunteers_tension = -1
	}
}
### Entity: Idea
Component: SCA_united
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
SCA_united = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_disjointed_gov
	modifier = {
		stability_factor = -0.1
		political_power_cost = 0.15
		join_faction_tension = 0.5
		ai_get_ally_desire_factor = -90
		ai_call_ally_desire_factor = -40
		ai_join_ally_desire_factor = -30
	}
}
### Entity: Event
Component: JUNO_brazil_events.80
Constructs: is_triggered_only, ai_chance, has_war
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.80
	title = JUNO_brazil_events.80.t
	desc = JUNO_brazil_events.80.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.80.a
		ai_chance = {
			base = 2
		}
		diplomatic_relation = {
			country = FROM
			relation = guarantee
			active = yes
		}
		FROM = {
			diplomatic_relation = {
				country = PREV
				relation = guarantee
				active = yes
			}
			country_event = {
				id = JUNO_brazil_events.81
				hours = 1
			}
		}
	} {
		name = JUNO_brazil_events.80.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war = yes
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.82
				hours = 1
			}
		}
	}
}
### Entity: Unit Template
Component: BUL_DD_HISTORICAL
Source: game
File: common/units/names_ships/BUL_ship_names.txt

Code:
BUL_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		BUL
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = Razrushitel %d
	unique = {
		Drazki Smeli Khrabri Strogi Letyashchi Shumni Bodri Zheleznyakov Georgi Dimitrov Vasil Levski Khristo Botev Nadezhda
	}
}
### Entity: Idea
Component: ROM_a_deal_with_the_devil
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/romania.txt

Code:
ROM_a_deal_with_the_devil = {
	picture = generic_deal_with_the_devil
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		communism_drift = 0.01
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_devaluate_the_koruna
Constructs: prerequisite, add_stability, completion_reward, check_variable, is_controlled_by, cancel_if_invalid, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_devaluate_the_koruna
	icon = GFX_focus_ITA_devaluate_the_lire
	overlay = GFX_focus_overlay_cze_level_four
	prerequisite = {
		focus = CZE_raise_more_industrial_funds
	}
	relative_position_id = CZE_raise_more_industrial_funds
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_three_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 3
				compare = greater_than
			}
		}
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt generic_skip_one_line_tt PHI_clock_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_efficiency_gain_factor = 0.025
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = 0.025
			tooltip = industrial_capacity_factory_tt
		}
		add_stability = -0.03
		add_timed_idea = {
			idea = CZE_devaluate_the_koruna_idea
			days = 365
		}
		show_ideas_tooltip = CZE_josef_kalfus
		reduce_focus_completion_cost = {
			focus = {
				CZE_build_additional_rail_stations CZE_increase_bauxite_imports CZE_bailout_moser CZE_expand_central_bohemian_mines
			}
			cost = 35
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_depth_charges
Constructs: limit, set_temp_variable, prio_factor, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_depth_charges = {
	if = {
		limit = {
			OR = {
				EAI_ASW_DD_tech_focus = yes
				EAI_ASW_CL_tech_focus = yes
			}
		}
		set_temp_variable = {
			prio_cat = @PR_depth_charges
		} {
			prio_factor = EAI_RESEARCH_naval_research_factor
		}
		add_to_temp_variable = {
			prio_factor = 0.5
		}
		multiply_temp_variable = {
			prio_cat = prio_factor
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_depth_charges
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_depth_charges
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_depth_charges
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:modern_depth_charges
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: State History
Component: 91
Constructs: add_core_of
Source: game
File: history/states/91-Tarnopol.txt

Code:
state = {
	id = 91
	name = STATE_91
	manpower = 3227800
	state_category = city
	history = {
		owner = POL
		victory_points = {
			11479 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 3
			air_base = 5
		}
		add_core_of = POL UKR
	}
	provinces = {
		438 491 536 3483 3562 9454 9468 9558 11427 11479
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_soviet_phosphate
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, has_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_soviet_phosphate
	icon = GFX_focus_chi_mission_to_the_soviet_union
	relative_position_id = NRU_reap_the_benefits
	available = {
		SOV = {
			exists = yes
		}
		is_in_faction_with = SOV
		has_government = SOV
		has_idea = NRU_reap_the_benefits_idea
	}
	mutually_exclusive = {
		focus = NRU_britian_phosphate NRU_japanese_phosphate
	}
	prerequisite = {
		focus = NRU_reap_the_benefits
	}
	x = -2
	y = 1
	cost = 8
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_tooltip = NRU_trade_with_soviet_union
	}
}
### Entity: Idea
Component: ROOT_diplomatic_effort
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
ROOT_diplomatic_effort = {
	picture = BUL_shared_manufacturing_experience
	removal_cost = -1
	modifier = {
		political_power_gain = -0.25
		improve_relations_maintain_cost_factor = -0.5
	}
}
### Entity: Character
Component: NAV_joaquin_de_eguia
Source: game
File: common/characters/NAV.txt

Code:
NAV_joaquin_de_eguia = {
	name = Joaquín de Eguía
	portraits = {
		army = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_navy_europe_1.dds
			small = gfx/interface/ideas/generic/advisors/r56_generic_admiral_europe_1.dds
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = NAV_joaquin_de_eguia2
		ledger = army
		allowed = {
			original_tag = NAV
		}
		traits = {
			naval_theorist
		}
	} {
		slot = navy_chief
		idea_token = NAV_joaquin_de_eguia
		allowed = {
			original_tag = NAV
		}
		available = {

		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
	}
}