Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SAF_CAV_01
Source: game
File: common/units/names_divisions/SAF_names_divisions.txt

Code:
SAF_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		SAF
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d South African Cavalry Div.
	ordered = {
		1 = {
			%dst South African Cavalry Div.
		}
		2 = {
			%dnd South African Cavalry Div.
		}
		3 = {
			%drd South African Cavalry Div.
		}
		4 = {
			%dth South African Cavalry Div.
		}
		5 = {
			%dth South African Cavalry Div.
		}
		6 = {
			%dth South African Cavalry Div.
		}
		7 = {
			%dth South African Cavalry Div.
		}
		8 = {
			%dth South African Cavalry Div.
		}
		9 = {
			%dth South African Cavalry Div.
		}
		10 = {
			%dth South African Cavalry Div.
		}
		11 = {
			%dth South African Cavalry Div.
		}
		12 = {
			%dth South African Cavalry Div.
		}
		13 = {
			%dth South African Cavalry Div.
		}
		14 = {
			%dth South African Cavalry Div.
		}
		15 = {
			%dth South African Cavalry Div.
		}
		16 = {
			%dth South African Cavalry Div.
		}
		17 = {
			%dth South African Cavalry Div.
		}
		18 = {
			%dth South African Cavalry Div.
		}
		19 = {
			%dth South African Cavalry Div.
		}
		20 = {
			%dth South African Cavalry Div.
		}
		21 = {
			%dst South African Cavalry Div.
		}
		22 = {
			%dnd South African Cavalry Div.
		}
		23 = {
			%drd South African Cavalry Div.
		}
		24 = {
			%dth South African Cavalry Div.
		}
		25 = {
			%dth South African Cavalry Div.
		}
		26 = {
			%dth South African Cavalry Div.
		}
		27 = {
			%dth South African Cavalry Div.
		}
		28 = {
			%dth South African Cavalry Div.
		}
		29 = {
			%dth South African Cavalry Div.
		}
		30 = {
			%dth South African Cavalry Div.
		}
		31 = {
			%dst South African Cavalry Div.
		}
		32 = {
			%dnd South African Cavalry Div.
		}
		33 = {
			%drd South African Cavalry Div.
		}
		34 = {
			%dth South African Cavalry Div.
		}
		35 = {
			%dth South African Cavalry Div.
		}
		36 = {
			%dth South African Cavalry Div.
		}
		37 = {
			%dth South African Cavalry Div.
		}
		38 = {
			%dth South African Cavalry Div.
		}
		39 = {
			%dth South African Cavalry Div.
		}
		40 = {
			%dth South African Cavalry Div.
		}
		41 = {
			%dst South African Cavalry Div.
		}
		42 = {
			%dnd South African Cavalry Div.
		}
		43 = {
			%drd South African Cavalry Div.
		}
		44 = {
			%dth South African Cavalry Div.
		}
		45 = {
			%dth South African Cavalry Div.
		}
		46 = {
			%dth South African Cavalry Div.
		}
		47 = {
# ... (truncated)
### Entity: Trigger Reference
Construct: career_profile_set_temp_variable
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## career_profile_set_temp_variable

* Supported Scopes: any
* Supported Targets: none

```
Sets a temporary variable to a value or another variable
Example: career_profile_set_temp_variable = {
var = num_dogs
	value = num_dogs_in_career_profile
}
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_collectivist_propaganda_old
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, unlock_propaganda_campaign_tt, unlock_propaganda_campaign_slot_tt, unlock_decision_tooltip
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_collectivist_propaganda_old
	text = SOV_collectivist_propaganda
	icon = GFX_goal_generic_worker_support
	prerequisite = {
		focus = SOV_expand_the_agitprop_old
	}
	x = -3
	y = 1
	relative_position_id = SOV_expand_the_agitprop_old
	cost = 10
	mutually_exclusive = {
		focus = SOV_positive_heroism_old
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		add_political_power = 25
		add_ideas = SOV_collectivist_propaganda_ns
		custom_effect_tooltip = unlock_propaganda_campaign_tt unlock_propaganda_campaign_slot_tt
		unlock_decision_tooltip = SOV_propaganda_for_the_motherland
		SOV_unlock_propaganda_campaign_slot_effect = yes
	}
}
### Entity: Name List
Component: MEL
Source: game
File: common/names/00_names.txt

Code:
MEL = {
	male = {
		names = {
			Abrasi Akman Akpars Alshaik Arman Aydush Ayplat Chakmak Chever Chotkar Chokajko Dyakrin Echan Elyksan Epim Erpolat Eshpay Evdyuk Fatyykh Genush Ilip Ivanajko Izerge Izi Jancora Jandar Jaruska Joltash Kasmer Kavri Korak Kubuka Kugumari Laidemyr Lapkas Lariy Lekandr Manyl Marda Maska Matvuy Menysh Meran Mikal Mikipi Nurij Opanas Oza Pagul Pajram Parsay Pojan Sapan Tayla Temyan Vada Varash Voloy Yyvag
		}
	}
	female = {
		names = {
			Aga Bedasi Elika Ervina Jansula Liduk
		}
	}
	surnames = {
		Bolodurin Butenin Yezhov Finkovskoy Ivanov Kulikov Kutuzov Shirvani Vrublevski Zhadnov Arkhipov Kushnarev Mariev Navozov Kolokolkin Pavlov Gusev Posibyev Urayev Uralyev Volgesky Mari
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_build_the_petrolero_railway
Constructs: prerequisite, completion_reward, build_railway, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_build_the_petrolero_railway
	icon = GFX_goal_generic_train
	x = -2
	y = 3
	cost = 5
	prerequisite = {
		focus = PRU_railroad_investments PRU_invite_foreign_experts
	}
	relative_position_id = PRU_rely_on_international_trade
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		build_railway = {
			level = 1
			path = {
				12997 12983 5190 8199
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_building_construction = {
				type = supply_node
				level = 1
				instant_build = yes
				province = 8199
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_13/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Name List
Component: ARG
Source: game
File: common/names/00_names.txt

Code:
ARG = {
	male = {
		names = {
			Agustín Antonio Atanasio Baltasar Bartolomé Bernardino Bernardo Cándido Carlos Cecilio Cirilo Claudio Domingo Emiliano Esteban Eugenio Evaristo Facundo Faustino Feliciano Félix Francisco Fructuoso Gabriel Gaspar Guillermo Hipólito Ignacio José Juan José Juan Manuel Juan Ramón Julio Justo Lorenzo Luis Manuel Marcial Máximo Miguel Nicolás Patricio Pedro Ramón Roberto Roque Salvador Santiago Torcuato Venancio
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Aguirre Avellaneda Báez Balcarce Bareiro Berro Brown Caballero Cruz de Alvear de la Plaza de Rosas de Urquiza Derqui Díaz Ellauri Escobar Flores González Jovellanos Juárez Justo Latorre López Machaín Maza Meza Mitre Paz Pedernera Pellegrini Pereira Quintana Rivarola Rivera Roca Rodríguez de Francia Rojas Rondeau Sáenz Santos Sarmineto Solano Tajes Uriburu Viamonte Vidal Williman Wisner Yrigoyen
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_a_long_and_proud_tradition
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_a_long_and_proud_tradition
	icon = GFX_focus_GRE_a_long_and_proud_tradition
	prerequisite = {
		focus = GRE_disrupting_the_great_powers GRE_a_fleet_fit_for_the_aegean
	}
	x = 0
	y = 3
	relative_position_id = GRE_the_hellenic_navy
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_stability = 0.05
		navy_experience = 20
		add_ideas = GRE_ancient_talents
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_local_resistance
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_local_resistance
	icon = GFX_focus_GER_support_the_proletarian_uprising
	prerequisite = {
		focus = PHI_subject_surrender
	}
	relative_position_id = PHI_subject_surrender
	x = 3
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PHI_encourage_chinese_immigration
			}
			custom_effect_tooltip = PHI_philippine_resistance_movement_dynamic_modifier_tt
			add_to_variable = {
				PHI_resistance_resistance_target_on_our_occupied_states = 0.1
				tooltip = resistance_target_on_our_occupied_states_tt
			}
		}
		else = {
			custom_effect_tooltip = PHI_if_chinese_immigration_tt generic_skip_one_line_tt generic_current_effects PHI_philippine_resistance_movement_dynamic_modifier_tt
			effect_tooltip = {
				custom_effect_tooltip = PHI_philippine_resistance_movement_dynamic_modifier_tt
				add_to_variable = {
					PHI_resistance_resistance_target_on_our_occupied_states = 0.1
					tooltip = resistance_target_on_our_occupied_states_tt
				}
			}
			add_to_variable = {
				PHI_resistance_resistance_target_on_our_occupied_states = 0.05
				tooltip = resistance_target_on_our_occupied_states_tt
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = PHI_nieves_fernandez
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/battleship
Constructs: limit, has_country_flag, random_list, set_variable, has_tech, check_variable, is_coastal
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/battleship = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_BB_navy_focus_SHBB = yes
					}
				}
			} {
				factor = 0.25
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_BB_navy_focus_BB = yes
					}
				}
			} {
				factor = 0.5
			} {
				factor = 2
				OR = {
					has_tech = basic_battleship basic_ship_hull_heavy
				}
			} {
				factor = 0.5
				OR = {
					check_variable = {
						EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
					}
				}
			} {
				factor = 0.5
				count_triggers = {
					amount = 1
					check_variable = {
						EAI_FOCUS/NAVY/carrier = > global.EAI_OFF
					} {
						EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battleship = > global.EAI_OFF
					}
				}
			} {
				factor = 0.5
				count_triggers = {
					amount = 2
					check_variable = {
						EAI_FOCUS/NAVY/carrier = > global.EAI_OFF
					} {
						EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battleship = > global.EAI_OFF
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_BB_navy_focus_0 = yes
							NOT = {
								EAI_BB_navy_focus_SHBB = yes
								EAI_BB_navy_focus_BB = yes
								EAI_BB_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 10
				NOT = {
					any_owned_state = {
						is_coastal = yes
					}
				}
			} {
				factor = 3
				num_of_naval_factories = < 10
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOC
# ... (truncated)
### Entity: Decision
Component: FIN_finnish_resistance_category
Constructs: limit, has_country_flag, is_controlled_by, has_dynamic_modifier, is_core_of, cancel_trigger, complete_effect, set_temp_variable
Source: game
File: common/decisions/FIN.txt

Code:
FIN_finnish_resistance_category = {
	FIN_search_for_weapon_caches_in_state = {
		icon = GFX_decision_FIN_weapon_caches
		state_target = yes
		on_map_mode = map_and_decisions_view
		target_array = FIN.core_states
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = FIN_weapon_caches_modifier
				}
			}
		}
		custom_cost_trigger = {
			command_power = > FIN.FIN_search_for_weapon_caches_decision_cost_for_trigger
		}
		custom_cost_text = FIN_search_for_weapon_caches_decision_cost_cp
		days_remove = 90
		target_root_trigger = {
			any_controlled_state = {
				is_core_of = FIN
				has_dynamic_modifier = {
					modifier = FIN_weapon_caches_modifier
				}
			}
		}
		available = {
			FROM = {
				has_dynamic_modifier = {
					modifier = FIN_weapon_caches_modifier
				}
				is_controlled_by = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				set_temp_variable = {
					FIN_remove_cp_cost = FIN.FIN_search_for_weapon_caches_decision_cost
				}
				multiply_temp_variable = {
					FIN_remove_cp_cost = -1
				}
				add_command_power = FIN_remove_cp_cost
			}
		}
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = FIN_weapon_caches_no_more_spam_tack_flag
					}
				}
				effect_tooltip = {
					FROM = {
						FIN_seize_weapon_caches = yes
					}
				}
				hidden_effect = {
					country_event = AAT_finland_national_defense.02
				}
			}
			else = {
				FROM = {
					FIN_seize_weapon_caches = yes
				}
			}
			hidden_effect = {
				if = {
					limit = {
						FIN = {
							NOT = {
								has_country_flag = FIN_weapon_caches_finland_no_more_spam_tack_flag
							}
						}
					}
					FIN = {
						country_event = {
							id = AAT_finland_national_defense.03
							hours = 6
							random_hours = 3
						}
					}
				}
			}
		}
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 20
				command_power = > 19
			} {
				factor = 50
				command_power = > 49
			}
		}
	}
}
### Entity: Technology
Component: POL_artillery_training_focus
Constructs: research_cost
Source: game
File: common/technologies/infantry_extra_tech.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		max_organisation = -2
		default_morale = -0.1
	}
	category_front_line = {
		soft_attack = 0.05
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: limit, is_tutorial, add_equipment_production
Source: game
File: history/units/ITA_1936_nsb.txt

Code:
instant_effect = {
	if = {
		limit = {
			is_tutorial = no
		}
		add_equipment_production = {
			equipment = {
				type = infantry_equipment_1
				creator = ITA
			}
			requested_factories = 4
			progress = 0.1
			efficiency = 50
			industrial_manufacturer = mio:ITA_beretta_organization
		} {
			equipment = {
				type = support_equipment_1
				creator = ITA
			}
			requested_factories = 1
			progress = 0.3
			efficiency = 50
			industrial_manufacturer = mio:ITA_brescia_arsenal_organization
		} {
			equipment = {
				type = light_tank_chassis_1
				creator = ITA
				version_name = L3/35
			}
			requested_factories = 1
			progress = 0.4
			efficiency = 50
			industrial_manufacturer = mio:ITA_fiat_organization
		} {
			equipment = {
				type = motorized_equipment_1
				creator = ITA
			}
			requested_factories = 2
			progress = 0.4
			efficiency = 50
			industrial_manufacturer = mio:ITA_lancia_organization
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_conquest_of_japan
Constructs: prerequisite, limit, completion_reward, add_state_claim, is_ally_with, create_wargoal, annex_everything, take_claimed_state
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_conquest_of_japan
	icon = GFX_focus_PHI_conquest_of_japan
	prerequisite = {
		focus = PHI_develop_naval_infrastructure
	}
	relative_position_id = PHI_assume_the_naval_burden
	x = 5
	y = 1
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_state_claim = 645 526 524
		if = {
			limit = {
				country_exists = FOR
				NOT = {
					is_ally_with = FOR
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_wargoal = {
				type = annex_everything
				target = FOR
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = take_claimed_state
			target = JAP
			expire = 0
			generator = {
				645 526 524
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_expand_the_agricultural_sector
Constructs: prerequisite, add_ideas, completion_reward, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_expand_the_agricultural_sector
	prerequisite = {
		focus = PRU_Recovering_from_the_civil_war
	}
	icon = GFX_goal_generic_agriculture2
	x = -1
	y = 3
	relative_position_id = PRU_commit_to_democratic_election
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_agricultural
		custom_effect_tooltip = PRU_unlock_friend_oli PRU_unlock_friend_que
		PRU = {
			set_country_flag = PRU_oli_be_friend PRU_oli_be_friend
		}
	}
}
### Entity: Idea
Component: SIA_behn_meyer_co_r56
Constructs: has_completed_focus, add_ideas, remove_ideas, has_war_with, research_bonus
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_behn_meyer_co_r56 = {
	cost = 75
	picture = GER_recovering_economy
	allowed = {
		original_tag = SIA
	}
	visible = {
		NOT = {
			has_war_with = GER
		}
		OR = {
			has_completed_focus = SIA_open_up_the_economy_r56 SIA_peace_with_the_western_order_r56
		}
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	research_bonus = {
		industry = 0.2
	}
	modifier = {
		fuel_gain_factor = 0.15
		production_factory_efficiency_gain_factor = 0.15
		custom_modifier_tooltip = SIA_behn_meyer_co_r56_tt
	}
	traits = {
		POL_Chemical_Conglomerate
	}
	on_add = {
		hidden_effect = {
			GER = {
				add_ideas = SIA_buying_cheap_resources_from_me_r56
			}
		}
	}
	on_remove = {
		hidden_effect = {
			GER = {
				remove_ideas = SIA_buying_cheap_resources_from_me_r56
			}
		}
	}
}
### Entity: Unit Template
Component: ENG_CAV_02
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_CAV_02 = {
	name = Cavalry Brigade
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Cavalry Brigade
	ordered = {
		1 = {
			%dst Cavalry Brigade
		}
		2 = {
			%dnd Cavalry Brigade
		}
		3 = {
			%drd Cavalry Brigade
		}
		4 = {
			%dth Cavalry Brigade
		}
		5 = {
			%dth Cavalry Brigade
		}
		6 = {
			%dth Cavalry Brigade
		}
		7 = {
			%dth Cavalry Brigade
		}
		8 = {
			%dth Cavalry Brigade
		}
		9 = {
			%dth Cavalry Brigade
		}
		10 = {
			%dth Cavalry Brigade
		}
		11 = {
			%dth Cavalry Brigade
		}
		12 = {
			%dth Cavalry Brigade
		}
		13 = {
			%dth Cavalry Brigade
		}
		14 = {
			%dth Cavalry Brigade
		}
		15 = {
			%dth Cavalry Brigade
		}
		16 = {
			%dth Cavalry Brigade
		}
		17 = {
			%dth Cavalry Brigade
		}
		18 = {
			%dth Cavalry Brigade
		}
		19 = {
			%dth Cavalry Brigade
		}
		20 = {
			%dth Cavalry Brigade
		}
		21 = {
			%dst Cavalry Brigade
		}
		22 = {
			%dnd Cavalry Brigade
		}
		23 = {
			%drd Cavalry Brigade
		}
		24 = {
			%dth Cavalry Brigade
		}
		25 = {
			%dth Cavalry Brigade
		}
		26 = {
			%dth Cavalry Brigade
		}
		27 = {
			%dth Cavalry Brigade
		}
		28 = {
			%dth Cavalry Brigade
		}
		29 = {
			%dth Cavalry Brigade
		}
		30 = {
			%dth Cavalry Brigade
		}
	}
}
### Entity: AI Strategy
Component: JAP_historical_plan
Constructs: has_country_flag, is_historical_focus_on, has_dlc, has_game_rule, is_ai
Source: game
File: common/ai_strategy_plans/JAP_historical_strategy_plan.txt

Code:
JAP_historical_plan = {
	name = Japan historical plan
	desc = Historical behavior for Japan
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				OR = {
					not = {
						has_dlc = Waking the Tiger
					}
					has_game_rule = {
						rule = JAP_ai_behavior
						option = DEFAULT
					}
				}
				MAN = {
					is_ai = yes
				}
			}
			has_game_rule = {
				rule = JAP_ai_behavior
				option = FASCIST
			}
			has_country_flag = JAP_AI_RANDOM_FASCIST
		}
	}
	abort = {

	}
	ai_national_focuses = {
		JAP_the_koiso_cabinet JAP_found_the_boeitai JAP_advance_one_hundred_million_fireballs JAP_the_war_has_not_necessarily_developed_focus JAP_the_surrender_broadcast JAP_ministry_of_commerce_and_industry JAP_increase_armament_spending JAP_promulgate_the_military_ministers_system JAP_hokushin_ron JAP_the_imperial_defense_plan JAP_expand_kawagoe_army_arsenal JAP_establish_showa_aircraft_idnsutry JAP_expand_hiratsuka_navy_arsenal JAP_revisit_the_thirteen_demands JAP_establish_mongol_military_government JAP_imperial_headquarters_liasion_conference JAP_rely_on_supremacy_of_the_will JAP_the_harakiri_debate JAP_enact_the_national_conscription_law JAP_konoes_first_cabinet JAP_reinforce_the_beijing_garrison JAP_sea_national_spiritual_mobliization_movement JAP_form_the_central_economic_council JAP_expand_the_showa_research_association JAP_ministry_of_colonial_affairs JAP_new_order_in_east_asia JAP_sea_state_general_mobilization_law JAP_enact_religious_organizations_law JAP_new_order_movement JAP_strategic_offensives JAP_sea_guide_the_zaibatsus JAP_approach_mitsubishi JAP_approach_yasuda JAP_fund_the_riken_institute JAP_prepare_the_southern_front JAP_balanced_naval_approach JAP_form_the_great_japan_industrial_patriotic_association JAP_form_cabinet_intelligence_bureau JAP_form_the_kido_butai JAP_naval_armaments_program JAP_reorganize_the_united_autonomous_government JAP_invest_in_senbu JAP_intensify_anti_guerilla_operations JAP_imperial_rule_assistance_association JAP_reorganized_national_government JAP_sea_greater_east_asian_co_properity_sphere JAP_nanshin_ron JAP_issue_the_senjinkun_military_code JAP_develop_new_fighters JAP_mengjiang_united_autonomous_government JAP_sea_tripartite_pact JAP_soviet_japanese_neutrality_pact JAP_demand_tonkinese_bases JAP_unsinkable_aircraft_carriers JAP_issue_the_shinmin_no_michi_manifesto JAP_occu
# ... (truncated)
### Entity: National Focus
Tree: lit_focus
Component: LIT_fortify_the_border
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_fortify_the_border
	icon = GFX_goal_generic_fortification
	prerequisite = {
		focus = LIT_army_expansion
	}
	relative_position_id = LIT_army_expansion
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = LAT_fortifications
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CHL_abolished_serfdom
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_abolished_serfdom = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		stability_factor = 0.1
		non_core_manpower = 0.15
	}
}