Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: r56i_laws_social_diversity
Constructs: stability_factor, limit, has_government, has_global_flag, has_power_balance, add_power_balance_value, has_political_power, has_dlc
Source: game
File: common/ideas/r56i_laws_social.txt

Code:
r56i_laws_social_diversity = {
	available = {
		NOT = {
			has_government = fascism
		}
		hidden_trigger = {
			NOT = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		monthly_population = 1.0
		production_speed_industrial_complex_factor = 0.05
		production_speed_infrastructure_factor = 0.05
		stability_factor = -0.05
		starting_compliance = 0.05
	}
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
	}
	cost = 175
	ai_will_do = {
		factor = 0
		modifier = {
			has_political_power = > 200
			amount_taken_ideas = {
				amount = > 2
				slots = {
					political_advisor
				}
			} {
				amount = > 2
				slots = {
					high_command
				}
			} {
				amount = > 0
				slots = {
					army_chief
				}
			} {
				amount = > 0
				slots = {
					industrial_concern
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				amount_taken_ideas = {
					amount = > 0
					slots = {
						tank_manufacturer
					}
				} {
					amount = > 0
					slots = {
						aircraft_manufacturer
					}
				} {
					amount = > 0
					slots = {
						materiel_manufacturer
					}
				}
			}
			NOT = {
				OR = {
					has_idea = r56i_laws_social_hierarchy r56i_laws_social_normal r56i_laws_social_unity r56i_laws_social_revolutionary
				}
			}
			add = 1
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_develop_naval_tactics
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_develop_naval_tactics
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = NOR_navy
	}
	x = 1
	y = 1
	relative_position_id = NOR_navy
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		navy_experience = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_industrialise_west_rhine
Constructs: prerequisite, owns_state, completion_reward, swap_ideas, remove_idea, add_idea, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_industrialise_west_rhine
	icon = GFX_goal_fascist_factory
	cost = 10
	x = 1
	y = 1
	relative_position_id = LUX_request_further_expansion
	prerequisite = {
		focus = LUX_request_further_expansion
	}
	available = {
		controls_state = 1053 42
		owns_state = 1053 42
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = r56_LUX_taxes_germany2
			add_idea = r56_LUX_taxes_germany3
		}
		random_owned_controlled_state = {
			prioritize = {
				42
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 2
			} {
				type = infrastructure
				level = 1
			}
			add_extra_state_shared_building_slots = 4
		} {
			prioritize = {
				1053
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 2
			} {
				type = infrastructure
				level = 1
			}
			add_extra_state_shared_building_slots = 4
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: KAZ_acd2
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = KAZ_acd2
		allowed = {
			original_tag = KAZ
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: AI Strategy
Component: r56_SOV_be_nice_to_poland_please_if_in_allies_or_atleast_before_1941
Constructs: has_completed_focus, is_major, is_in_faction_with, has_global_flag, is_neighbor_of, declare_war
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_be_nice_to_poland_please_if_in_allies_or_atleast_before_1941 = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		country_exists = POL
		OR = {
			date = < 1941.1.1
			AND = {
				POL = {
					is_in_faction_with = ENG
				}
				ENG = {
					is_major = yes
				}
			}
		}
		NOT = {
			has_global_flag = rt56_old_school
		}
		ROOT = {
			is_neighbor_of = POL
			NOT = {
				has_completed_focus = SOV_claims_on_poland SOV_claims_on_poland_old
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = POL
		value = 75
	} {
		type = declare_war
		id = POL
		value = -100
	} {
		type = conquer
		id = POL
		value = -100
	} {
		type = declare_war
		id = POL
		value = -100
	} {
		type = invade
		id = POL
		value = -100
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_haciendas
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_haciendas
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = HON_monarchist_coup
	}
	x = 29
	y = 4
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = HON_banana_republic
			add_idea = HON_hacienda_system
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_adopt_minority_languages
Constructs: prerequisite, limit, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_adopt_minority_languages
	icon = GFX_goal_generic_propaganda
	x = 0
	y = 1
	relative_position_id = PAR_emergency_powers
	prerequisite = {
		focus = PAR_liga_nacional_independiente PAR_emergency_powers
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				original_tag = PAR
			}
			add_ideas = PAR_guarani_in_the_army
		}
		else = {
			add_ideas = idea_URG_rioplatense_spanish_in_the_army
		}
	}
}
### Entity: Scripted Effect
Component: USA_senate_large_opposition
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_senate_large_opposition = {
	custom_effect_tooltip = mtg_usa_senate_large_opposition_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = -25
	}
	clamp_temp_variable = {
		var = temp_factor
		max = 25
		min = -10
	}
	add_to_variable = {
		senators_support = temp_factor
	}
	round_variable = senators_support
	clamp_variable = {
		var = senators_support
		max = senators_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_chinese_expeditionary_force
Constructs: shared_focus, prerequisite, has_country_flag, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_chinese_expeditionary_force
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = CHI_the_hump
	}
	x = 0
	y = 1
	relative_position_id = CHI_the_hump
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		NOT = {
			USA = {
				has_country_flag = joseph_stilwell_sent_to_china
			}
		}
		USA_will_support = yes
		USA = {
			has_civil_war = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		USA = {
			country_event = {
				id = wtt_china_shared.12
				hours = 1
			}
		}
	}
}
### Entity: Character
Component: avia_fighter_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_traits.txt

Code:
avia_fighter_manufacturer = {
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.1
			reliability = 0.1
		}
		fighter_bomber_equipment = {
			air_agility = 0.1
			reliability = 0.1
		}
	}
}
### Entity: Order of Battle
Component: 2. Dragonregiment
Constructs: division_template
Source: game
File: history/units/NOR_1936.txt

Code:
division = {
	name = 2. Dragonregiment
	location = 9157
	division_template = Dragonregiment
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Hungary.html

Doc:
This article is considered accurate for the current version of the game.

Hungary

Capital provinceBudapest

Government typeKingdom

Faction

The Kingdom of Hungary was restored in 1920 through a series of revolutions in the interwar period. in In 1940, the Kingdom of Hungary joined the Axis powers and demanded the concession of Transylvanian territory from Romania. Nazi Germany helped Hungary receive significant portions of Transylvania while trying to avoid war with Romania.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Modding Documentation
Construct: compliance_speed
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### compliance_speed
* description: Compares the current compliance speed of a state to a value. Example: compliance_speed > 50 
* (Auto generated using the trigger with same name)
### Entity: Name List
Component: NXM
Source: game
File: common/names/00_names.txt

Code:
NXM = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Character
Component: GER_philipp_holzmann_trait_improved
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_philipp_holzmann_trait_improved = {
	random = no
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_industrial_complex_factor = 0.05
	production_speed_bunker_factor = 0.05
	production_speed_coastal_bunker_factor = 0.1
	military_industrial_organization_policy_cost = -0.75
	military_industrial_organization_design_team_assign_cost = -0.5
	military_industrial_organization_industrial_manufacturer_assign_cost = -0.5
}
### Entity: Character
Component: SOM_abdillahi_deria
Source: game
File: common/characters/SOM.txt

Code:
SOM_abdillahi_deria = {
	name = SOM_abdillahi_deria
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_land_3
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1
		id = -1
		traits = {
			POL_compassionate_nationalist
		}
	}
}
### Entity: Character
Component: PER_ahmad_khan_nakhjaavan
Source: game
File: common/characters/PER.txt

Code:
PER_ahmad_khan_nakhjaavan = {
	advisor = {
		slot = navy_chief
		idea_token = PER_ahmad_khan_nakhjaavan
		allowed = {
			original_tag = PER
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PER_ahmad_khan_nakhjaavan
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_1
		}
	}
}
### Entity: Country History
Country: FAR
Component: FAR_misc
Constructs: set_convoys
Source: game
File: history/countries/FAR - Faroes.txt

Code:
# Misc for FAR
capital = 337
set_convoys = 20
### Entity: National Focus
Tree: cog_focus
Component: COG_technology_sharing_communism
Constructs: prerequisite, has_war, limit, completion_reward, is_in_faction, is_in_faction_with, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_technology_sharing_communism
	icon = GFX_goal_research_silver_cooperation
	relative_position_id = COG_masses_education
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = COG_african_diplomacy COG_join_comintern
	}
	available = {
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 30
			any_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 30
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				original_research_slots = < 3
			}
			add_research_slot = 1
		} {
			limit = {
				original_research_slots = > 2
			}
			add_tech_bonus = {
				name = electronics_bonus
				bonus = 1
				uses = 1
				category = electronics
			} {
				name = industrial_bonus
				bonus = 1
				uses = 1
				category = industry
			} {
				name = infantry_weapons_bonus
				bonus = 1
				uses = 1
				category = infantry_weapons artillery
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: chi_is_blue_warlord
Constructs: has_completed_focus, has_government, has_war_with, is_subject_of, has_country_leader, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_chinese_gui_scripted_triggers.txt

Code:
chi_is_blue_warlord = {
	custom_trigger_tooltip = {
		tooltip = Is Kuomintang-Aligned
		CHI = {
			r56_is_literally_kuomintang = yes
		}
		CONTROLLER = {
			NOT = {
				has_war_with = CHI
			}
			OR = {
				is_subject_of = CHI
				NOT = {
					has_completed_focus = CHI_seize_chinese_assets
				}
			} {
				is_subject_of = CHI
				NOT = {
					has_completed_focus = CHI_oust_KMT_influence
				}
			} {
				tag = CHI
				is_subject_of = CHI
				has_completed_focus = CHI_cooperation_with_the_nationalists
				AND = {
					tag = XSM
					has_country_leader = {
						character = XSM_ma_bufang
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = YUN
					has_country_leader = {
						character = YUN_long_yun
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = SHX
					has_country_leader = {
						character = SHX_yan_xishan
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = KHM
					has_country_leader = {
						character = KHM_ma_hushan
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = SIC
					has_country_leader = {
						character = SIC_liu_xiang
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = XIC
					has_country_leader = {
						character = CHI_zhang_xueliang
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = GDC
					has_country_leader = {
						character = GXC_chen_jitang
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = HBC
					has_country_leader = {
						character = CHI_song_zheyuan
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = SND
					has_country_leader = {
						character = SND_han_fuju
						ruling_only = yes
					}
					OR = {
						has_government = democratic neutrality
					}
				} {
					tag = KOR
					is_in_faction_with = CHI
				} {
					tag = MEN
					OR = {
						is_in_faction_with = CHI
						is_subject_of = CHI
						AND = {
							has_completed_focus = MEN_compromise_with_nanjing
							OR = {
								has_government = neutrality democratic
			
# ... (truncated)
### Entity: Unit Template
Component: LIB_CA_HISTORICAL
Source: game
File: common/units/names_ships/LIB_ship_names.txt

Code:
LIB_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		LIB
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = LRS 
	fallback_name = Heavy Cruiser %d
	unique = {
		Abolition Grace Free Man Thrust Hope
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/AIR/air_doctrine
Constructs: limit, has_country_flag, random_list, check_variable, has_doctrine, set_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/AIR/air_doctrine = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						check_variable = {
							EAI_FOCUS/AIR/air_doctrine = 0
						}
						OR = {
							EAI_SD_doctrine = yes
							NOT = {
								EAI_SD_doctrine = yes
								EAI_BFS_doctrine = yes
								EAI_OI_doctrine = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 0.001
				NOT = {
					EAI_SD_doctrine = yes
				}
				OR = {
					has_doctrine = new_battlefield_support new_operational_integrity
				}
			} {
				factor = 10
				check_variable = {
					EAI_FOCUS/AIR/strategic_bomber = global.EAI_ON
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/AIR/air_doctrine = global.EAI_SD_DOCTRINE
			} {
				limit = {
					OR = {
						has_doctrine = new_battlefield_support new_operational_integrity
					}
				}
				set_country_flag = EAI_fix_air_doctrine_switch
			}
			set_variable = {
				EAI_FOCUS/AIR/air_doctrine = global.EAI_SD_DOCTRINE
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						check_variable = {
							EAI_FOCUS/AIR/air_doctrine = 0
						}
						OR = {
							EAI_BFS_doctrine = yes
							NOT = {
								EAI_SD_doctrine = yes
								EAI_BFS_doctrine = yes
								EAI_OI_doctrine = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 0.001
				NOT = {
					EAI_BFS_doctrine = yes
				}
				OR = {
					has_doctrine = new_strategic_destruction new_operational_integrity
				}
			} {
				factor = 1.25
				EAI_CAS_military_focus = yes
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/AIR/air_doctrine = global.EAI_BFS_DOCTRINE
			} {
				limit = {
					OR = {
						has_doctrine = new_strategic_destruction new_operational_integrity
					}
				}
				set_country_flag = EAI_fix_air_doctrine_switch
			}
			set_variable = {
				EAI_FOCUS/AIR/air_doctrine = global.EAI_BFS_DOCTRINE
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						check_variable = {
							EAI_FOCUS/AIR/air_doctrine = 0
						}
						OR = {
							EAI_OI_doctrine = yes
							NOT = {
								EAI_SD_doctrine = yes
								EAI_BFS_doctrine = yes
								EAI_OI_doctrine = yes
							}
	
# ... (truncated)
### Entity: Order of Battle
Component: Seian Paowei Tui
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = Seian Paowei Tui
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 11771
	division_template = Tuli Lu
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Idea
Component: HUN_more_power_to_the_regent_idea
Constructs: stability_factor, war_support_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_more_power_to_the_regent_idea = {
	name = HUN_power_to_the_regent_idea
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_hungarian_monarchy
	modifier = {
		political_power_factor = 0.15
		war_support_factor = 0.05
		stability_factor = 0.05
		conscription = 0.01
		political_advisor_cost_factor = -0.25
	}
}
### Entity: Modifier Reference
Construct: extra_trade_to_overlord_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## extra_trade_to_overlord_factor

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Idea
Component: tten_percent
Constructs: stability_factor, has_war, industrial_capacity_factory, has_war_support, has_idea, cancel_if_invalid
Source: game
File: common/ideas/tmodern_military_budget.txt

Code:
tten_percent = {
	available = {
		has_war = yes
		threat = > 0.6
		has_war_support = > 0.75
		AND = {
			NOT = {
				has_idea = disarmed_nation
			} {
				has_idea = volunteer_only
			}
		}
	}
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_dockyard = 0.1
		industrial_capacity_factory = 0.1
		army_org_factor = 0.1
		army_morale_factor = 0.1
		offence = 0.1
		defence = 0.1
		stability_factor = -0.1
	}
	ai_will_do = {
		factor = 20
		modifier = {
			tag = GER
			factor = 120
		} {
			tag = JAP
			factor = 120
		} {
			tag = ITA
			factor = 80
		}
	}
	cancel_if_invalid = yes
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_address_the_need_for_reforms_r56
Constructs: prerequisite, add_stability, completion_reward, add_popularity, add_research_slot
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_address_the_need_for_reforms_r56
	prerequisite = {
		focus = SIA_strengthen_the_anti_communist_act_r56
	}
	icon = GFX_focus_generic_monetary_union
	cost = 15
	ai_will_do = {
		base = 1
	}
	x = 0
	y = 2
	relative_position_id = SIA_strengthen_the_anti_communist_act_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_stability = 0.04
		add_popularity = {
			ideology = ROOT
			popularity = 0.08
		}
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		SIA_improve_illiteracy_r56 = yes
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_tackle_the_eastern_threat
Constructs: prerequisite, has_government, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_tackle_the_eastern_threat
	icon = GFX_goal_generic_end_century_humiliation
	prerequisite = {
		focus = MON_affirm_rearmament_program
	}
	x = -1
	y = 1
	relative_position_id = MON_affirm_rearmament_program
	cost = 7.2
	ai_will_do = {
		factor = 30
	}
	available = {
		NOT = {
			has_government = JAP
		}
	}
	completion_reward = {
		add_political_power = 50
		unlock_decision_tooltip = MON_khalkin_gol
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_support_of_the_psn
Constructs: prerequisite, completion_reward, add_political_power, is_historical_focus_on, add_timed_idea
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_support_of_the_psn
	icon = GFX_goal_NIC_psn
	prerequisite = {
		focus = NIC_the_strength_of_moscow
	}
	x = -4
	y = 2
	relative_position_id = NIC_nicaraguan_diplomacy
	cost = 10
	ai_will_do = {
		factor = 2.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_political_power = 75
		add_timed_idea = {
			idea = NIC_support_of_the_psn
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: PRC_cultural_revolution
Constructs: research_speed_factor, stability_factor, has_government, industrial_capacity_factory, removal_cost, is_subject, is_puppet, conscription_factor
Source: game
File: common/ideas/prc.txt

Code:
PRC_cultural_revolution = {
	removal_cost = -1
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		industrial_capacity_factory = -1.5
		research_speed_factor = 0.1
		conscription_factor = -0.6
		stability_factor = -0.15
		communism_drift = 10
		drift_defence_factor = 100
		political_power_factor = -1
		army_org_factor = -0.5
	}
}