Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_acquire_the_messerschmitt_bf_110_r56
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, has_dlc, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_acquire_the_messerschmitt_bf_110_r56
	prerequisite = {
		focus = SIA_separate_the_royal_aeronautical_service_r56
	}
	mutually_exclusive = {
		focus = SIA_study_the_curtiss_p36_r56
	}
	icon = GFX_goal_fighters_germany
	x = -3
	y = 1
	relative_position_id = SIA_separate_the_royal_aeronautical_service_r56
	cost = 8
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = medium_aircraft
			}
			add_daily_mastery = {
				name = SIA_acquire_the_messerschmitt_bf_110_r56
				amount = 0.4
				days = 180
				track = medium_aircraft
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SIA_study_the_curtiss_p36_r56
				technology = basic_medium_airframe improved_medium_airframe advanced_medium_airframe
				bonus = 0.75
				uses = 1
			} {
				name = SIA_study_the_curtiss_p36_r56
				bonus = 0.75
				uses = 2
				category = cat_air_guns cat_air_engine
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_acquire_the_messerschmitt_bf_110_r56
				cost_reduction = 0.25
				uses = 1
				category = air_doctrine
			}
		} {
			add_tech_bonus = {
				name = SIA_study_the_curtiss_p36_r56
				bonus = 2
				uses = 1
				category = cat_heavy_fighter
			}
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_ruler_female_with_title_vow
Constructs: has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_ruler_female_with_title_vow = {
	OR = {
		has_country_leader = {
			character = ETH_anarchist_council
		} {
			character = SWI_federal_assembly
		}
	}
}
### Entity: Idea
Component: LUX_minister_army_PD
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_army_PD = {
	modifier = {
		max_planning_factor = 0.1
		max_dig_in_factor = 0.15
	}
}
### Entity: Character
Component: intellectual_evolue_entrepreneur
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
intellectual_evolue_entrepreneur = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.05
	production_speed_buildings_factor = 0.05
	political_power_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Doctrine
Component: air_subdoctrine_carpet_bombing
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_heavy_aircraft_subdoctrines.txt

Code:
air_subdoctrine_carpet_bombing = {
	track = heavy_aircraft
	name = SUBDOCTRINE_CARPET_BOMBING
	description = SUBDOCTRINE_CARPET_BOMBING_DESC
	icon = GFX_doctrine_mass_destruction_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = JAP FRA
			}
		} {
			factor = 0.5
			is_major = no
		}
	}
	category_strat_bomber = {
		air_bombing = 0.2
	}
	rewards = {
		veteran_bomber_crews = {
			ace_effectiveness_factor = 0.1
			air_mission_xp_gain_factor = 0.05
		}
		breaking_the_spirit = {
			army_bonus_air_superiority_factor = 0.05
		}
		destruction_campaigns = {
			air_strategic_bomber_bombing_factor = 0.1
		}
		coordinated_air_operations = {
			air_mission_efficiency = 0.05
		}
		defensive_formation = {
			air_strategic_bomber_defence_factor = 0.1
			category_strat_bomber = {
				air_attack = 0.05
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/NCY_2000.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 13317
	division_template = Kıbrıs Garnizon
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Event
Component: INS_loyalist_events.1
Constructs: is_triggered_only, ai_chance, add_political_power, set_nationality, add_autonomy_score
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.1
	title = INS_loyalist_events.1.t
	desc = INS_loyalist_events.1.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.1.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			HOL_henri_winkelman = {
				set_nationality = INS
			}
		}
		add_political_power = 75
		INS = {
			country_event = {
				id = INS_loyalist_events.2
				hours = 6
			}
		}
	} {
		name = INS_loyalist_events.1.b
		ai_chance = {
			base = 0
		}
		INS = {
			country_event = {
				id = INS_loyalist_events.3
				hours = 6
			}
			effect_tooltip = {
				add_autonomy_score = {
					value = 250
					localization = INS_henri_winkelman_tt
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_284
Source: game
File: history/units/NZL_1936_air_bba.txt

Code:
air_wings = {
	284 = {
		small_plane_naval_bomber_airframe_0 = {
			owner = NZL
			amount = 12
			creator = ENG
			version_name = Vickers Vildebeest
		}
	}
}
### Entity: Event
Component: r56_raj.105
Constructs: is_triggered_only, add_stability, add_popularity, set_country_flag, clr_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.105
	title = r56_raj.105.t
	desc = r56_raj.105.d
	picture = GFX_report_event_picture_RAJ_Viceroys_Mansion
	is_triggered_only = yes
	option = {
		name = r56_raj.105.a
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		set_country_flag = Agricultural_Stabilisation_Act_failed interface_disable
		clr_country_flag = Agricultural_Stabilisation_Act_init
	}
}
### Entity: Event
Component: kmt.140
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.140
	title = kmt.140.t
	desc = kmt.140.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = kmt.140.a
	}
}
### Entity: Event
Component: JUNO_brazil_events.84
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.84
	title = JUNO_brazil_events.84.t
	desc = JUNO_brazil_events.84.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.84.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Event
Component: nicaragua.9
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.9
	title = nicaragua.9.t
	desc = nicaragua.9.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 90
		}
		name = nicaragua.9.a
		NIC = {
			country_event = {
				days = 1
				id = nicaragua.10
			}
			add_to_faction = GER
		}
	} {
		ai_chance = {
			base = 10
		}
		name = nicaragua.9.b
		NIC = {
			country_event = {
				days = 1
				id = nicaragua.11
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_allowed_to_remove_conscription_law
Constructs: has_completed_focus, limit, has_idea
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_allowed_to_remove_conscription_law = {
	if = {
		limit = {
			has_idea = ETH_chitet_law
		}
		always = no
	} {
		limit = {
			has_idea = ETH_chitet_law_peace_time
		}
		always = no
	} {
		limit = {
			has_idea = SWI_citizen_militia_1
		}
		has_completed_focus = SWI_professionalize_militias SWI_join_the_allies SWI_join_france SWI_jump_into_action
	} {
		limit = {
			has_idea = SWI_citizen_militia_2
		}
		has_completed_focus = SWI_professionalize_militias SWI_join_the_allies SWI_join_france SWI_jump_into_action
	}
}
### Entity: Joint Focus
Component: CONGO_expand_tungsten_mines
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_owned_and_controlled_by, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_expand_tungsten_mines
	dynamic = yes
	icon = GFX_focus_generic_tungsten
	prerequisite = {
		focus = CONGO_ruanda_urundi
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	relative_position_id = CONGO_ruanda_urundi
	x = 0
	y = 1
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		AND = {
			OR = {
				768 = {
					is_owned_and_controlled_by = BEL
				} {
					is_owned_and_controlled_by = COG
				}
			} {
				769 = {
					is_owned_and_controlled_by = BEL
				} {
					is_owned_and_controlled_by = COG
				}
			}
		}
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
				768 = {
					is_owned_and_controlled_by = COG
				}
			}
			768 = {
				add_resource = {
					type = tungsten
					amount = 12
				}
			}
			add_autonomy_score = {
				value = 50
				localization = CONGO_expand_tungsten_mines
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				original_tag = COG
				769 = {
					is_owned_and_controlled_by = COG
				}
			}
			769 = {
				add_resource = {
					type = tungsten
					amount = 6
				}
			}
			add_autonomy_score = {
				value = 50
				localization = CONGO_expand_tungsten_mines
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BEL
				768 = {
					is_owned_and_controlled_by = BEL
				}
			}
			768 = {
				add_resource = {
					type = tungsten
					amount = 12
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				original_tag = BEL
				769 = {
					is_owned_and_controlled_by = BEL
				}
			}
			769 = {
				add_resource = {
					type = tungsten
					amount = 6
				}
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
				768 = {
					is_owned_and_controlled_by = COG
				}
			}
			768 = {
				add_resource = {
					type = tungsten
					amount = 12
				}
			}
			add_autonomy_score = {
				v
# ... (truncated)
### Entity: Name List
Component: RUT
Source: game
File: common/names/00_names.txt

Code:
RUT = {
	male = {
		names = {
			Andrij Anton Artem Borys Denys Dmytro Fedir Havrylo Henadij Heorhij Hryhorij Ivan Josyp Kazymyr Kostyantyn Kuzma Leontij Maksym Musa Mykola Mykyta Oleh Oleksandr Omelyan Pavlo Pylyp Sava Serhij Stanislav Svyatoslav Trokhym Volodymyr Yaroslav Vitalij Yehor Yukhym Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Anastasiya Ayshe Halyna Hanna Ivanna Lina Lyudmyla Nina Olha Olena Oleksandra Kseniya Rayisa Ruslana Tetyana Vladyslava Yevheniya Yuliya Zoya
		}
	}
	surnames = {
		Antonenko Bilyk Blyznyuk Bondarchuk Borysenko Demchuk Dmytruk Dorosh Hajduk Havrylenko Havrylyuk Hlushko Holub Horbenko Hrytsaj Ivanov Ishchuk Kolisnyk Kostyuchenko Lyashenko Makarenko Mykytyuk Nahornyj Novak Osadchuk Ostapchuk Pavlov Petruk Protsenko Prykhodko Prysyazhnyuk Pylypenko Ruban Semenyuk Sereda Shevchuk Stadnyk Taranenko Tkachuk Tsymbalyuk Vasylyev Velychko Yakovenko Zaporozhets Zayets Alexseyev Antonov Azarov Badanov Brusilov Budyonny Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Konev Konstantinov Kornilov Kolchak Kuropatkin Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Romanov Rozhestvensky Skobelev Shuvalov Surkov Tukhachevsky Yegorov Yudenich Vorontsov Voroshilov Zavoyko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: AI Strategy
Component: infantry_PRC
Source: game
File: common/ai_templates/templates_PRC.txt

Code:
infantry_PRC = {
	available_for = {
		PRC
	}
	role = militias
	upgrade_prio = {
		factor = 4
		modifier = {
			factor = 5
		}
	}
	militias_PRC = {
		upgrade_prio = {
			factor = 2
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
			}
			regimental_support = {
				field_guns = 1
			}
			regiments = {
				militia = 10
			}
		}
		replace_at_match = 0.5
	}
}
### Entity: Music Config
Component: eastern_front/romanianpatrioticsong
Source: game
File: music/eastern_front.txt

Code:
music = {
	song = romanianpatrioticsong
	chance = {
		factor = 1
		modifier = {
			TAG = ROM
			factor = 3
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_release_hellmuth
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_release_hellmuth
	icon = GFX_focus_ARG_release_hellmuth
	prerequisite = {
		focus = ARG_integrate_operation_bolivar
	}
	x = 0
	y = 1
	relative_position_id = ARG_integrate_operation_bolivar
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			country_event = {
				id = ARG_political_events.31
				hours = 1
			}
		}
		custom_effect_tooltip = ARG_osmar_hellmuth_event_tt
	}
}
### Entity: Idea
Component: CZE_trinec_ironworks
Constructs: has_completed_focus, limit, has_dlc, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_trinec_ironworks = {
	allowed = {
		OR = {
			original_tag = CZE SLO POL SIL PRE
		}
		has_dlc = Peace For Our Time
	}
	available = {
		if = {
			limit = {
				original_tag = CZE
			}
			has_completed_focus = CZE_expand_trinec_ironworks
		}
		controls_state = 72
	}
	modifier = {
		out_of_power_impact_factor = 0.1
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_steel_mills_trait
	}
	ai_will_do = {
		factor = 1
		modifier = {
			original_tag = POL
			factor = 0
		}
	}
}
### Entity: Country History
Country: ELS
Component: ELS_army
Source: game
File: history/countries/ELS - El Salvador.txt

Code:
# OOB & Army Setup for ELS
oob = ELS_1936
### Entity: Event
Component: mtg_usa_civil_war_democrats.23
Constructs: is_triggered_only, every_owned_state, limit, add_stability
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.23
	title = mtg_usa_civil_war_democrats.23.t
	desc = mtg_usa_civil_war_democrats.23.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_owned_state = {
				limit = {
					OR = {
						state = 358 360 359 361
					}
				}
				event_target:USA_civil_war_democrats = {
					transfer_state = PREV
				}
			}
			country_event = mtg_usa_civil_war_democrats.24
		}
	}
	option = {
		name = mtg_usa_civil_war_democrats.23.a
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_fortify_mongolian_border
Constructs: prerequisite, completion_reward, has_civil_war, is_in_faction_with, has_full_control_of_state, is_subject, random_hours
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_fortify_mongolian_border
	icon = GFX_SOV_fortify_mongolian_border_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_war_measures_in_the_east
	}
	x = 1
	y = 1
	relative_position_id = SOV_war_measures_in_the_east
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		MON = {
			is_in_faction_with = ROOT
			has_full_control_of_state = 330 819 817 818
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		MON = {
			country_event = {
				id = NSB_soviet_foreign_politics_events.12
				hours = 2
				random_hours = 1
			}
		}
		custom_effect_tooltip = if_they_accept SOV_fortify_mongolian_border_forts_tt
	}
}
### Entity: Event
Component: cityfall.80
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.80
	title = cityfall.80.t
	desc = cityfall.80.desc
	picture = [GetFallofRomeImage]
	major = yes
	is_triggered_only = yes
	immediate = {
		2 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.80.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.80.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.80.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: AI Strategy
Component: CHI_deal_with_PRC_no_JAP_threat
Constructs: has_completed_focus, is_subject_of
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
CHI_deal_with_PRC_no_JAP_threat = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		ROOT = {
			exists = yes
		}
		tag = event_target:KMT_central_gov_tag
		JAP = {
			OR = {
				has_completed_focus = JAP_strengthen_civilian_government JAP_support_the_kodoha_faction
			}
		}
		NOT = {
			is_subject_of = PRC
		}
		PRC = {
			exists = yes
		}
	}
	abort = {
		OR = {
			is_subject_of = PRC
			NOT = {
				country_exists = PRC
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = PRC
		value = 1000
	} {
		type = conquer
		id = PRC
		value = 1000
	} {
		type = contain
		id = PRC
		value = 1000
	} {
		type = alliance
		id = PRC
		value = -10000
	}
}
### Entity: Scripted Effect
Component: JAP_small_naval_gain_and_small_army_loss
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_small_naval_gain_and_small_army_loss = {
	if = {
		limit = {
			check_variable = {
				JAP_army_faction_influence_level = > JAP_minimum_faction_level
			}
		}
		if = {
			limit = {
				OR = {
					AND = {
						JAP_naval_faction_is_tier_1 = yes
						check_variable = {
							JAP_naval_faction_influence_level = < JAP_tier_1_to_tier_2_small_gate
						}
					} {
						JAP_naval_faction_is_tier_2 = yes
						check_variable = {
							JAP_naval_faction_influence_level = < JAP_tier_2_to_tier_3_small_gate
						}
					} {
						JAP_naval_faction_is_tier_3 = yes
						check_variable = {
							JAP_naval_faction_influence_level = < JAP_tier_3_to_tier_4_small_gate
						}
					}
					JAP_naval_faction_is_tier_4 = yes
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							JAP_naval_faction_is_tier_1 = yes
							check_variable = {
								JAP_naval_faction_influence_level = < JAP_tier_1_to_tier_2_small_gate
							}
						} {
							JAP_naval_faction_is_tier_2 = yes
							check_variable = {
								JAP_naval_faction_influence_level = < JAP_tier_2_to_tier_3_small_gate
							}
						} {
							JAP_naval_faction_is_tier_3 = yes
							check_variable = {
								JAP_naval_faction_influence_level = < JAP_tier_3_to_tier_4_small_gate
							}
						}
					}
				}
				custom_effect_tooltip = JAP_small_naval_faction_gain_tt
				add_to_variable = {
					JAP_naval_faction_influence_level = JAP_small_influence_point
				}
			}
			JAP_small_army_faction_loss = yes
		}
		else_if = {
			limit = {
				OR = {
					AND = {
						JAP_army_faction_is_tier_4 = yes
						check_variable = {
							JAP_army_faction_influence_level = > JAP_tier_4_top_limit_check
						}
					} {
						JAP_army_faction_is_tier_3 = yes
						check_variable = {
							JAP_army_faction_influence_level = > JAP_tier_3_to_tier_4_small_gate
						}
					} {
						JAP_army_faction_is_tier_2 = yes
						check_variable = {
							JAP_army_faction_influence_level = > JAP_tier_2_to_tier_3_small_gate
						}
					}
					JAP_army_faction_is_tier_1 = yes
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							JAP_army_faction_is_tier_4 = yes
							check_variable = {
								JAP_army_faction_influence_level = > JAP_tier_4_top_limit_check
							}
						} {
							JAP_army_faction_is_tier_3 = yes
							check_variable = {
								JAP_army_faction_influence_level = > JAP_tier_3_to_tier_4_small_g
# ... (truncated)
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_the_estado_novo
Constructs: prerequisite, completion_reward, remove_country_leader_role, add_country_leader_role, set_party_name, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_the_estado_novo
	icon = GFX_focus_bra_estado_novo
	prerequisite = {
		focus = BRA_R56_department_of_press_and_propaganda
	}
	relative_position_id = BRA_R56_department_of_press_and_propaganda
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		hidden_effect = {
			remove_country_leader_role = {
				character = BRA_getulio_vargas
				ideology = oligarchism
			}
			add_country_leader_role = {
				character = BRA_getulio_vargas
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						vfb_trait_vargas_1 vfb_trait_vargas_2 r56_trait_opposed_to_communism
					}
				}
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = Estado Novo
			name = Estado Novo
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = bra_antropofagia
			add_idea = bra_antropofagia_neu_1
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: AST_bradford_cotton_mills_improved_ic
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_bradford_cotton_mills_improved_ic = {
	picture = AST_bradford_cotton_mills_ic
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {
		has_completed_focus = AST_wool_agreement
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		AST_denim_factory_upgraded
	}
	modifier = {

	}
}
### Entity: Character
Component: NOR_ruthless_administrator
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_ruthless_administrator = {
	random = no
	sprite = 13
	fascism_drift = 0.12
	stability_factor = 0.15
	resistance_decay = 0.1
}
### Entity: Idea
Component: ITA_bolstered_political_cabinet_lion_version
Constructs: stability_factor, political_power_gain, removal_cost, has_country_leader, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_bolstered_political_cabinet_lion_version = {
	name = ITA_bolstered_political_cabinet
	removal_cost = -1
	picture = generic_pp_unity_bonus
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		political_power_gain = 0.7
		war_stability_factor = -0.1
		fascism_drift = 0.12
		stability_factor = 0.07
	}
}
### Entity: Scripted Effect
Component: CZE_create_paul_thummel_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_create_paul_thummel_operative = {
	create_operative_leader = {
		name = CZE_paul_thummel
		GFX = GFX_portrait_CZE_paul_thummel
		gender = male
		traits = {
			operative_double_agent operative_well_groomed
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			CZE GER AUS
		}
	}
}
### Entity: Idea
Component: flying_cat_company
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
flying_cat_company = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	modifier = {

	}
}