Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted GUI
Component: scripted_gui
Constructs: limit, has_country_flag, is_ai, set_country_flag, clr_country_flag, is_special_project_completed, has_dlc, dockyard_speed
Source: game
File: common/scripted_guis/construction_speed_ui.txt

Code:
scripted_gui = {
	construction_speed_view_opener_menu = {
		context_type = player_context
		window_name = construction_speed_ui_opener_container
		parent_window_token = construction_tab
		visible = {
			is_ai = no
		}
		ai_enabled = {
			always = no
		}
		effects = {
			construction_speed_open_click = {
				if = {
					limit = {
						NOT = {
							has_country_flag = construction_speed_ui_enabled
						}
					}
					set_country_flag = construction_speed_ui_enabled
					r56_refresh_modifier_ui_positions = yes
				}
				else = {
					clr_country_flag = construction_speed_ui_enabled
				}
			}
		}
	}
	construction_speed_view_menu = {
		context_type = player_context
		window_name = construction_speed_ui_container
		parent_window_token = construction_tab
		visible = {
			has_country_flag = construction_speed_ui_enabled
			is_ai = no
		}
		triggers = {
			nuclear_reactor_speed_visible = {
				is_special_project_completed = sp:sp_nuclear_reactor
				NOT = {
					has_country_flag = nuclear_reactor_heavy_water_flag
				}
			}
			nuclear_reactor_heavy_water_speed_visible = {
				is_special_project_completed = sp:sp_nuclear_reactor
				has_country_flag = nuclear_reactor_heavy_water_flag
			}
			civ_nuclear_reactor_speed_visible = {
				is_special_project_completed = sp:sp_commercial_nuclear_reactor
			}
			stronghold_speed_visible = {
				is_special_project_completed = sp:sp_land_stronghold_network
			}
			megagun_speed_visible = {
				is_special_project_completed = sp:sp_land_multi_charge_large_caliber_gun
			}
			naval_headquarters_speed_visible = {
				has_dlc = No Compromise, No Surrender
			}
		}
		properties = {
			dockyard_speed = {
				x = var:ROOT.r56_dockyard_x
				y = var:ROOT.r56_dockyard_y
			}
			synthetic_refinery_speed = {
				x = var:ROOT.r56_refinery_x
				y = var:ROOT.r56_refinery_y
			}
			fuel_silo_speed = {
				x = var:ROOT.r56_fuel_silo_x
				y = var:ROOT.r56_fuel_silo_y
			}
			megagun_speed = {
				x = var:ROOT.r56_mega_gun_x
				y = var:ROOT.r56_mega_gun_y
			}
			rocket_site_speed = {
				x = var:ROOT.r56_rocket_site_x
				y = var:ROOT.r56_rocket_site_y
			}
			nuclear_reactor_speed = {
				x = var:ROOT.r56_nuclear_reactor_x
				y = var:ROOT.r56_nuclear_reactor_y
			}
			nuclear_reactor_heavy_water_speed = {
				x = var:ROOT.r56_nuclear_reactor_x
				y = var:ROOT.r56_nuclear_reactor_y
			}
			civ_nuclear_reactor_speed = {
				x = var:ROOT.r5
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_an_ethiopian_navy_in_exile
Constructs: prerequisite, limit, completion_reward, has_legitimacy, is_government_in_exile, has_opinion, add_offsite_building, random_hours
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_an_ethiopian_navy_in_exile
	icon = GFX_focus_ETH_an_ethiopian_navy_in_exile
	prerequisite = {
		focus = ETH_the_lion_and_the_sun
	}
	x = 0
	y = 1
	relative_position_id = ETH_the_lion_and_the_sun
	cost = 10
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_legitimacy = > 60
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			var:ETH.host_nation = {
				has_opinion = {
					target = ROOT
					value = > 74
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		add_offsite_building = {
			type = dockyard
			level = 1
		} {
			type = naval_base
			level = 1
		}
		JAP = {
			country_event = {
				id = BBA_ethiopia_exile_events.17
				hours = 2
				random_hours = 4
			}
		}
	}
}
### Entity: Idea
Component: ITA_papal_state_deus_vult_no_lar
Constructs: has_completed_focus, stability_factor, industrial_capacity_factory, army_attack_factor, removal_cost, neutrality_drift, puppet_cost_factor
Source: game
File: common/ideas/italy.txt

Code:
ITA_papal_state_deus_vult_no_lar = {
	name = ITA_papal_state
	removal_cost = -1
	picture = ITA_papal_state_ns
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_deus_vult
	}
	modifier = {
		political_power_factor = 0.15
		neutrality_drift = 0.02
		stability_factor = 0.08
		justify_war_goal_time = 0.1
		opinion_gain_monthly_factor = 0.15
		compliance_growth = 0.05
		puppet_cost_factor = -0.1
		industrial_capacity_factory = 0.1
		army_attack_factor = 0.05
		offensive_war_stability_factor = 0.5
	}
}
### Entity: Equipment
Component: mio_cat_eq_railway_gun
Source: game
File: common/equipment_groups/r56_mio_equipment_groups.txt

Code:
mio_cat_eq_railway_gun = {
	equipment_type = {
		railway_gun_equipment super_heavy_railway_gun_equipment
	}
}
### Entity: Event
Component: AFG_industrial_events.20
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, has_opinion, random_days
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.20
	title = AFG_industrial_events.20.t
	desc = AFG_industrial_events.20.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 0.1
				NOT = {
					has_government = FROM
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 50
				}
			}
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.21
				days = 7
				random_days = 4
			}
			event_option_tooltip = AFG_industrial_events.21.a
		}
	} {
		name = AFG_industrial_events.20.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.22
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: BUL_petorka
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_petorka = {
	picture = generic_democratic_drift_bonus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.3
		political_power_factor = 0.05
		democratic_drift = 0.05
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_greater_lithuania
Constructs: prerequisite, owns_state, completion_reward, add_state_core
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_greater_lithuania
	icon = GFX_goal_LIT_greater_lithuania
	mutually_exclusive = {
		focus = LIT_restore_the_gdl LIT_unify_baltics_fascist
	}
	relative_position_id = LIT_operation_mindaugas
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_r56_demand_vilnius LIT_operation_mindaugas
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		owns_state = 11 95 96 97 189 784 934 935 936
	}
	completion_reward = {
		add_state_core = 95 96 97 934 935 936
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: AUS_employment_efforts
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_employment_efforts = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = -0.1
		stability_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_isolate_oceania
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_to_variable, every_state, add_dynamic_modifier
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_isolate_oceania
	icon = GFX_focus_JAP_isolate_oceania
	x = 0
	y = 1
	relative_position_id = JAP_unsinkable_aircraft_carriers
	prerequisite = {
		focus = JAP_unsinkable_aircraft_carriers
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_naval_faction_is_not_subdued = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		JAP_add_or_modify_imperial_navy = yes
		add_to_variable = {
			JAP_navy_navy_max_range_factor = 0.05
			tooltip = navy_max_range_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 979 523 737 634 669 1070 734 635
				}
			}
			add_dynamic_modifier = {
				modifier = JAP_operation_MO_military_offensive
				days = 180
				scope = JAP
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SAU_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SAU
		}
		requested_factories = 1
		progress = 0.38
		efficiency = 100
	}
}
### Entity: Military Industrial Organization
Component: BLR_verhutino_artillery_armanent_depot_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BLR_organization.txt

Code:
BLR_verhutino_artillery_armanent_depot_organization = {
	name = BLR_verhutino_artillery_armanent_depot_organization
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		original_tag = BLR
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: Order of Battle
Component: 130th Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 130th Division
	location = 12026
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_zhu_hongkun
	}
}
### Entity: Scripted Trigger
Component: WTT_CHI_is_not_leader
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_CHI_is_not_leader = {
	custom_trigger_tooltip = {
		tooltip = CHI_is_not_china_leader
		NOT = {
			event_target:WTT_current_china_leader = {
				tag = CHI
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_60
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_60 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 60
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 60
	}
}
### Entity: AI Strategy
Component: SWE_r56_the_stockholm_berlin_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_subject, build_army
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_the_stockholm_berlin_plan = {
	name = Guten Tag!
	desc = Got Mit Uns!
	allowed = {
		original_tag = SWE
	}
	enable = {
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		has_completed_focus = SWE_demand_danish_referendum
		has_government = neutrality
		GER = {
			OR = {
				has_completed_focus = GER_the_kaiser_rises GER_restore_the_empire
			}
		}
		FRA = {
			NOT = {
				has_completed_focus = FRA_action_francaise
			}
		}
	}
	abort = {
		OR = {
			has_government = communism fascism
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_ally_the_kaiserreich
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 100
	} {
		type = alliance
		id = GER
		value = 100
	} {
		type = befriend
		id = GER
		value = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_amnesty_for_political_opponents_old
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_amnesty_for_political_opponents_old
	text = SOV_amnesty_for_political_opponents
	icon = GFX_goal_generic_foreign_diplomacy
	prerequisite = {
		focus = SOV_peoples_virtue_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_peoples_virtue_old
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_ideas = SOV_amnesty_for_political_opponents
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: SEA_china_democratic.12
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.12
	title = SEA_china_democratic.12.t
	desc = SEA_china_democratic.12.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china_democratic.12.a
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_moscows_education_centers
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_moscows_education_centers
	icon = GFX_focus_NOR_moscows_education_centers
	prerequisite = {
		focus = NOR_compromise_with_the_nkp
	}
	x = -3
	y = 1
	relative_position_id = NOR_compromise_with_the_nkp
	cost = 10
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = {
			NOR_communist_education_centers_ns_1
		}
	}
}
### Entity: AI Strategy
Component: SWE_fascist_independent
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWE_alternate_strategy_plan.txt

Code:
SWE_fascist_independent = {
	name = Independant Fascist 
	desc = The Swedish AI will go down the fascist tree and remain independent
	allowed = {
		SWE_AAT = yes
	}
	enable = {
		OR = {
			has_country_flag = SWE_AI_RANDOM_FASCIST_INDEPENDENT
			has_game_rule = {
				rule = SWE_ai_behavior
				option = SWE_FASCIST_INDEPENDENT
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SWE_defense_act SWE_urbanization SWE_radiojanst SWE_work_projects_for_the_unemployed SWE_defense_above_all SWE_the_old_enemy_stirs SWE_prevent_a_red_dictatorship SWE_revoke_anti_militia_laws SWE_appeal_for_support SWE_unify_the_national_socialist_movement SWE_organize_a_putsch SWE_restoring_order SWE_mythologize_swedish_history SWE_join_the_anti_soviet_pact SWE_narvik_crisis SWE_united_kingdoms_of_sweden_and_norway SWE_bornholm_crisis SWE_demand_atlantic_resource_rights SWE_danish_alignment SWE_the_aland_issue SWE_demand_demilitarization_of_finnish_border SWE_finnish_integration SWE_greater_nordic_reich SWE_as_the_barometer_falls SWE_land_air_warfare SWE_defense_in_depth SWE_ga_pa_tactics SWE_rapid_response_force SWE_tank_development SWE_end_the_fubkrieg SWE_standardize_equipment SWE_bofors_anti_tank_gun SWE_privately_managed_holidays SWE_reject_saltsjobaden SWE_research_slot_1 SWE_government_weapons_contract SWE_allow_landsverk_to_operate SWE_norma_projektilfabrik SWE_bofors_fly_swatter SWE_landverk_l_62 SWE_form_saab SWE_domestic_designs SWE_formation_flying SWE_airforce_modernization SWE_deep_mining_complexes
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: MNC
Component: MNC_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/MNC - Monaco.txt

Code:
# Politics & Parties for MNC
set_stability = 0.8
set_war_support = 0.05
set_politics = {
	ruling_party = neutrality
	last_election = 1932.8.10
	election_frequency = 60
	elections_allowed = yes
}
set_popularities = {
	democratic = 10
	neutrality = 90
}
add_ideas = {
	disarmed_nation free_trade MNC_prestigious_international_reputation
}
### Entity: AI Strategy
Component: ai_focus_aviation
Source: game
File: common/ai_focuses/generic.txt

Code:
ai_focus_aviation = {
	research = {
		air_doctrine = 50.0
		light_air = 20.0
		light_fighter = 20.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: Country History
Country: SAR
Component: SAR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SAR - Sarawak.txt

Code:
# Politics & Parties for SAR
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 10
	fascism = 5
	communism = 5
	neutrality = 80
}
### Entity: Military Industrial Organization
Component: FRI_saigon_arsenal_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_FRI_organization.txt

Code:
FRI_saigon_arsenal_organization = {
	name = Saigon Arsenal
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = FRI
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_materiel_designer_any
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_materiel_designer_any = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_active_materiel_designer_any_tt
		OR = {
			SOV_has_active_materiel_designer_grabin = yes
			SOV_has_active_materiel_designer_tula = yes
			SOV_has_active_materiel_designer_gaz = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_SOV
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_SOV = {
	EAI_PC_FORT_strategy_SOV_main_line = yes
	EAI_PC_FORT_strategy_SOV_main_cities_last_stand = yes
	EAI_PC_FORT_strategy_SOV_defense_in_depth = yes
}
### Entity: Scripted Trigger
Component: SIA_prioritize_socioeconomic_progress_r56_branch_trigger
Constructs: has_government, has_country_leader
Source: game
File: common/scripted_triggers/SIA_scripted_triggers_r56.txt

Code:
SIA_prioritize_socioeconomic_progress_r56_branch_trigger = {
	OR = {
		has_government = communism
		has_country_leader = {
			character = SIA_pridi_banomyong
			ruling_only = yes
		}
	}
}
### Entity: Operation
Component: targeted_instigate_protests
Source: game
File: common/operation_phases/r56_phases.txt

Code:
targeted_instigate_protests = {
	name = targeted_instigate_protests
	desc = targeted_instigate_protests_desc
	outcome = targeted_instigate_protests_outcome
	picture = GFX_phase_targeted_sabotage_plant_explosives
	icon = GFX_phase_targeted_sabotage_plant_explosives_small
	equipment = {
		support_equipment = 20
	}
}
### Entity: Shared Focus
Component: ARAB_tribal_warrior_traditions
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, add_units_to_division_template
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_tribal_warrior_traditions
	icon = GFX_focus_ETH_expand_the_levy
	prerequisite = {
		focus = ARAB_rely_on_tribal_levies
	}
	relative_position_id = ARAB_rely_on_tribal_levies
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = bba_AFA_skilled_desert_warriors
				}
			}
			add_ideas = bba_AFA_skilled_desert_warriors
		}
		add_units_to_division_template = {
			template_name = Tribal Levy
			regiments = {
				irregular_infantry = 0 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: AST_R56_support_the_coal_industry_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_support_the_coal_industry_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
		stability_factor = -0.05
	}
}
### Entity: Trigger Reference
Construct: ideology_support_trigger
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## ideology_support_trigger

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if the current scope has the specified ideology above the specified amount.
Usage: <Ideology> < <float>
Supported Ideologies: democratic, communism, fascism, neutrality.
```
### Entity: Decision
Component: ROM_dividing_yugo
Constructs: has_war, has_country_flag, is_subject
Source: game
File: common/decisions/categories/ROM_decision_categories.txt

Code:
ROM_dividing_yugo = {
	icon = GFX_decision_category_generic_fascism
	allowed = {

	}
	visible = {
		has_country_flag = invited_to_split_yugo
		YUG = {
			has_war = no
		} {
			is_subject = no
		} {
			exists = yes
		}
	}
}
### Entity: Idea
Component: ROM_vauxhall
Constructs: has_country_flag, has_dlc, research_bonus, equipment_bonus, maximum_speed
Source: game
File: common/ideas/romania.txt

Code:
ROM_vauxhall = {
	picture = vauxhall
	allowed = {
		original_TAG = ROM
		has_dlc = Death or Dishonor
	}
	cost = 75
	available = {
		has_country_flag = ENG_mot_chosen
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			maximum_speed = 0.05
		}
		mechanized_equipment = {
			maximum_speed = 0.05
		}
	}
}
### Entity: Character
Component: SIE_stc
Source: game
File: common/characters/SIE.txt

Code:
SIE_stc = {
	advisor = {
		slot = political_advisor
		idea_token = SIE_stc
		allowed = {
			original_tag = SIE
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_better_research
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_better_research
	icon = GFX_focus_research
	prerequisite = {
		focus = HON_tech_industry HON_build_civfact2
	}
	x = 37
	y = 6
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = HON_better_research
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: personal_agenda_von_hesse
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_von_hesse = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_von_hesse_tt
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Ships_England
Constructs: shared_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_capitulated
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Ships_England
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = GEN_Study_Ships
	}
	x = 1
	y = 1
	relative_position_id = GEN_Study_Ships
	cost = 5
	available_if_capitulated = yes
	available = {
		ENG = {
			exists = yes
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = democratic neutrality
			ENG = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = ENG
		}
	}
	completion_reward = {
		ENG = {

		}
		add_ideas = ENG_escort_effort_focus
		add_opinion_modifier = {
			target = ENG
			modifier = gen_ships_british
		}
	}
}