Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: BEL_canny_diplomat
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_canny_diplomat = {
	sprite = 13
	random = no
	resource_trade_cost_bonus_per_factory = 1
	communism_drift = 0.01
	trade_opinion_factor = 0.1
	opinion_gain_monthly_factor = 0.05
	opinion_gain_monthly_same_ideology_factor = 0.1
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.13
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.13
	title = lar_appeal_to_overseas_territories.13.t
	desc = lar_appeal_to_overseas_territories.13.desc
	picture = GFX_report_event_felix_eboue
	is_triggered_only = yes
	option = {
		name = lar_appeal_to_overseas_territories.3.a
		ai_chance = {
			factor = 80
		}
		VIC = {
			country_event = LaR_france_vichy_notification_events.5
		}
		FRA_transfer_north_africa_effect = yes
	}
}
### Entity: Modding Documentation
Construct: faction_members
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### faction_members
* description: array of faction members
### Entity: Unit Template
Component: ITA_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/ITA_operative_codenames.txt

Code:
ITA_OPERATIVE_CODENAME_HISTORICAL = {
	name = ITA_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		ITA
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Lupo Passero Falco Aquila Serpente Orso Tigre Condor Gazza Tartaruga Squalo Topo Calabrone Drago Farfalla Stallone
	}
}
### Entity: Modifier Reference
Construct: max_commander_army_size
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_commander_army_size

* Number with 0 decimal places
* **Categories**: army
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_signal_company.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_signal_company.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: National Focus
Tree: spr_focus
Component: SPR_anti_fascist_unity
Constructs: prerequisite, completion_reward, has_global_flag, add_days_mission_timeout
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_anti_fascist_unity
	available = {
		NOT = {
			has_global_flag = scw_over
		} {
			has_global_flag = SPR_anarchist_uprising_flag
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_reaffirm_the_popular_front_strategy
	}
	icon = GFX_goal_generic_improve_relations
	x = 3
	y = 1
	relative_position_id = SPR_reaffirm_the_popular_front_strategy
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPR_anti_fascist_unity_tt
		add_days_mission_timeout = {
			mission = SPR_anarchist_uprising_mission
			days = 140
		}
	}
}
### Entity: Event
Component: austria.66
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
news_event = {
	id = austria.66
	title = austria.66.t
	desc = austria.66.desc
	picture = GFX_news_event_AUS_schuschnigg
	is_triggered_only = yes
	major = yes
	option = {
		name = austria.66.a
		trigger = {
			original_tag = AUS
		}
	} {
		name = austria.66.b
		trigger = {
			original_tag = ITA
		}
	} {
		name = austria.66.c
		trigger = {
			OR = {
				original_tag = FRA ENG
			}
		}
	} {
		name = austria.66.d
		trigger = {
			original_tag = GER
		}
	} {
		name = austria.66.e
		trigger = {
			NOT = {
				original_tag = AUS GER ITA FRA ENG
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_prospect_for_new_resources
Constructs: prerequisite, completion_reward, add_resource, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_prospect_for_new_resources
	icon = GFX_goal_excavation
	prerequisite = {
		focus = CZE_R56_eastern_urbanization_project CZE_R56_expand_heavy_industry
	}
	x = 1
	y = 1
	relative_position_id = CZE_R56_eastern_urbanization_project
	cost = 5
	available = {
		controls_state = 69 74
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_resource = {
			type = coal
			amount = 19
			state = 69
		} {
			type = aluminium
			amount = 2
			state = 69
		} {
			type = coal
			amount = 23
			state = 74
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.75
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_military_academies_indoctrination
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_military_academies_indoctrination
	icon = GFX_focus_generic_fascist_propaganda
	prerequisite = {

	} {
		focus = SIA_for_the_preservation_of_siamese_independence
	}
	x = 2
	y = 0
	relative_position_id = SIA_embed_technocrats_in_civilian_institutions
	mutually_exclusive = {
		focus = SIA_embed_technocrats_in_civilian_institutions
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		army_experience = 35
		SIA_increase_military_approval = yes
		SIA_decrease_civilian_approval = yes
	}
}
### Entity: Name List
Component: KAZ
Source: game
File: common/names/00_names.txt

Code:
KAZ = {
	male = {
		names = {
			Aibek Alikhan Alisher Arman Aslan Aybek Azat Bolat Bulat Erasyl Islam Makhmud Mukhamed Mukhammed Nurasyl Nurislam Nurzhan Ramazan Ruslan Rustam Serik Shamil Sukhrab Talgat Temir Timur
		}
	}
	female = {
		names = {
			Aiday Aiman Aina Aliya Anar Anara Anargul Aruzhan Ayaulym Ayna Aynur Bibigul Gulnar Gulnara Gulnaz Inkar Inzhu Madina Saltanat Sezim Zhuldyz
		}
	}
	surnames = {
		Abaev Abdulayev Abdulin Adelzhanov Aibekov Aitmukhambetov Akhmetov Aliev Alikhanov Alimov Aliyev Almatyev Amangeldiev Amirov Aruzhanov Astana Asylmuratov Aubakirov Aybekov Azizov Babaev Baizhanov Bolatov Erjanov Erzhanov Ibragimov Idrisov Isaev Iskakov Islamov Ismailov Kadyrov Karimov Kasymov Khasanov Kudaibergenov Kurbanov Kusainov Maksatov Malzagov Mendygaliev Musaev Mustafin Nazarbayev Niyazov Niyazymbetov Nurasylov Nurgaliev Nurislamov Nursultanov Nurzhanov Omarov Ospan Rakhimov Ramadanov Ramazanov Rasulov Salimov Sapiyev Sarsenbaev Sarsenov Serikbaev Serikov Sharipov Shumenov Sultanbekov Sultanov Sydykov Talgatov Tazhibaev Temirov Tursynbekov Umarov Usmanov Yuldashev Ynusov Yusupov Zhanibekov Zhaparov Zhumabekov Zhunusov Zhusupov
	}
}
### Entity: Idea
Component: AUS_memories_of_februarkampfe_2
Constructs: stability_factor, removal_cost, democratic_drift, neutrality_drift, communism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_memories_of_februarkampfe_2 = {
	picture = SPR_political_violence
	name = AUS_memories_of_februarkampfe
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		political_power_factor = -0.1
		drift_defence_factor = -0.1
		democratic_drift = 0.03
		neutrality_drift = 0.02
		communism_drift = 0.02
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_air_heroes
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_air_heroes
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = ARG_air_doctrine
	}
	x = 26
	y = 5
	cost = 5
	completion_reward = {
		add_ideas = arg_air_heroes
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: SIK_battle_for_sinkiang
Constructs: set_rule, removal_cost
Source: game
File: common/ideas/sinkiang.txt

Code:
SIK_battle_for_sinkiang = {
	allowed = {
		always = no
	}
	picture = MEX_revolutionary_army
	on_add = {
		set_rule = {
			can_join_factions = no
		}
	}
	on_remove = {
		set_rule = {
			can_join_factions = yes
		}
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = PRU_no_factions_tt
	}
}
### Entity: Character
Component: collaborator_king
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
collaborator_king = {
	random = no
	fascism_drift = 0.1
	fascism_acceptance = 75
	political_power_factor = 0.1
}
### Entity: Event
Component: news.622
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.622
	title = news.622.t
	desc = news.622.desc
	picture = GFX_news_event_generic_read_write
	major = yes
	is_triggered_only = yes
	option = {
		name = news.622.a
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_modernize_the_air_fleet
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_modernize_the_air_fleet
	prerequisite = {
		focus = HOL_protect_the_mainland HOL_protect_the_colonies
	}
	icon = GFX_goal_generic_air_production
	x = 1
	y = 1
	relative_position_id = HOL_protect_the_mainland
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = HOL_modernize_the_air_fleet
			days = 365
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_continue_the_new_deal
Constructs: has_completed_focus, limit, has_government, completion_reward, add_political_power, has_dlc, has_game_rule, allow_branch
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_continue_the_new_deal
	icon = GFX_focus_generic_self_management
	x = 14
	y = 0
	offset = {
		x = -12
		y = 0
		trigger = {
			OR = {
				NOT = {
					has_dlc = Man the Guns
				}
				AND = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
					has_completed_focus = USA_reestablish_the_gold_standard
				}
			}
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_neutrality_act
		}
	}
	mutually_exclusive = {
		focus = USA_reestablish_the_gold_standard
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = USA_reestablish_the_gold_standard
			}
		}
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 150
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Character
Component: INS_sultan_muhibuddin
Constructs: has_cosmetic_tag, is_country_leader
Source: game
File: common/characters/INS.txt

Code:
INS_sultan_muhibuddin = {
	name = INS_sultan_muhibuddin
	portraits = {
		civilian = {
			large = GFX_portrait_INS_sultan_muhibuddin
			small = GFX_portrait_INS_sultan_muhibuddin_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			INS_heir_to_the_rooster_of_the_east
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_sultan_muhibuddin
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			is_country_leader = no
		}
		available = {

		}
		traits = {
			INS_sombaya_of_gowa
		}
	}
}
### Entity: Character
Component: RAJ_backroom_mughal
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_backroom_mughal = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_backroom_mughal
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_the_mughal_uprising
		}
		traits = {
			backroom_backstabber
		}
	}
}
### Entity: National Focus
Component: andalusia_focus
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/andalusia.txt

Code:
focus_tree = {
	id = andalusia_focus
	country = {
		factor = 0
		modifier = {
			add = 30
			tag = ADU
		}
	}
	default = no
	continuous_focus_position = {
		x = 650
		y = 1350
	}
	shared_focus = ABC_establish_a_general_staff GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_industrial_boom SYR_UNIFIED_arab_unification
	focus = {
		id = ADU_assessing_our_future
		icon = GFX_focus_AFG_fruit_processing
		x = 50
		y = 0
		cost = 5
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 75
		}
	} {
		id = ADU_entrench_the_islamic_party
		icon = GFX_goal_islam_and_state
		prerequisite = {
			focus = ADU_assessing_our_future
		}
		relative_position_id = ADU_assessing_our_future
		x = 4
		y = 1
		cost = 10
		available = {
			OR = {
				has_government = fascism neutrality
				NOT = {
					has_completed_focus = ADU_unite_the_opposition
				}
			}
		}
		ai_will_do = {
			factor = 2
		}
		completion_reward = {
			add_political_power = 75
			add_stability = 0.05
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = ADU_promote_quietism
		icon = GFX_goal_AFG_enforce_the_pashtunwali
		prerequisite = {
			focus = ADU_entrench_the_islamic_party
		}
		relative_position_id = ADU_entrench_the_islamic_party
		mutually_exclusive = {
			focus = ADU_promote_the_lesser_jihad
		}
		x = 0
		y = 2
		cost = 10
		available = {
			OR = {
				has_government = fascism neutrality
				NOT = {
					has_completed_focus = ADU_unite_the_opposition
				}
			}
		}
		ai_will_do = {
			factor = 2
		}
		completion_reward = {
			add_stability = 0.05
			add_timed_idea = {
				idea = GEN_Strenghten_Monarchy_I
				days = 1395
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = ADU_listen_to_the_islamists
		icon = GFX_goal_MAL_the_council
		prerequisite = {
			focus = ADU_assessing_our_future
		}
		relative_position_id = ADU_assessing_our_future
		x = 6
		y = 1
		cost = 10
		available = {
			OR = {
				has_government = fascism neutrality
				NOT = {
					has_completed_focus = ADU_unite_the_opposition
				}
			}
		}
		ai_will_do = {
			factor = 2
		}
		completion_reward = {
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = ADU_reinforce_muslim_brotherhood
		icon = GFX_goal_EGY_muslim_brotherho
# ... (truncated)
### Entity: Technology
Component: advanced_depth_charges
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_depth_charge_3
	}
	on_research_complete = {
		custom_effect_tooltip = depth_charges_advice_tt
	}
	path = {
		leads_to_tech = modern_depth_charges
		research_cost_coeff = 1
	}
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = mtgnavalfolder
		position = {
			x = 1
			y = 14
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 4
			has_war_with = GER
		} {
			factor = 2
			anti_submarine_strategy_required_trigger = yes
		} {
			factor = 0.1
			original_tag = GER
		}
	}
	categories = {
		naval_equipment dd_tech asw_tech ship_modules_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: INS_volksraad_events.100
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_political_power, has_autonomy_state, is_ai, is_historical_focus_on
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.100
	title = INS_volksraad_events.100.t
	desc = INS_volksraad_events.100.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.10.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.2
				INS = {
					has_completed_focus = INS_realign_supply_chains
				}
			} {
				factor = 1.2
				INS = {
					has_completed_focus = INS_prioritize_dutch_companies
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 5
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 10
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 15
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 20
				}
			} {
				factor = 2
				INS = {
					OR = {
						has_autonomy_state = autonomy_integrated_puppet autonomy_puppet
					}
				}
			} {
				factor = 0.8
				INS = {
					OR = {
						has_autonomy_state = autonomy_colony
					}
				}
			} {
				factor = 0.5
				INS = {
					OR = {
						has_autonomy_state = autonomy_dominion
					}
				}
			} {
				factor = 2
				INS = {
					is_ai = no
				}
			}
		}
		INS = {
			country_event = {
				id = INS_volksraad_events.101
				hours = 6
			}
			effect_tooltip = {
				indonesia_volksraad_education_subsidies_for_indonesians_effect = yes
			}
		}
	} {
		name = INS_volksraad_events.10.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 1.5
				INS = {
					has_completed_focus = INS_first_come_first_serve
				}
			} {
				factor = 1.5
				INS = {
					has_completed_focus = INS_increased_trade_with_japan
				}
			} {
				factor = 1.5
				has_completed_focus = INSHOL_urge_gov_veto
			} {
				factor = 10
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
				}
			} {
				factor = 2
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
					has_autonomy_state = autonomy_colony
				}
			} {
				factor = 3
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
					has_autonomy_state = autonomy_dominion
				}
			}
		}
		INS = {
			country_event = {
				id = INS_volksraad_events.4
				hours = 6
			}
		}
		effect_tooltip = {
			indonesia_volksraad_reject_75_effect = yes
		}
		hidden_effect = {
			HOL = {
				add_political_power = -75
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_join_the_japanese
Constructs: prerequisite, has_war_with, completion_reward, is_puppet, is_faction_leader, has_capitulated, is_in_faction_with
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_join_the_japanese
	icon = GFX_focus_ETH_the_lion_and_the_sun
	prerequisite = {
		focus = ETH_japanese_navy_focus
	}
	mutually_exclusive = {
		focus = ETH_diplomatic_legitimacy
	}
	relative_position_id = ETH_japanese_navy_focus
	x = 3
	y = 3
	cost = 10
	available = {
		is_puppet = no
		JAP = {
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = JAP
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		JAP = {
			country_event = {
				id = generic.2
				hours = 5
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_construct_the_belem_naval_dockyard
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_construct_the_belem_naval_dockyard
	icon = GFX_goal_BRA_coa_navy
	prerequisite = {
		focus = BRA_R56_national_defense_council
	}
	relative_position_id = BRA_R56_national_defense_council
	x = -4
	y = 1
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				497
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 12933
			}
		}
	}
}
### Entity: Effect Reference
Construct: destroy_entity
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## destroy_entity

* Supported Scopes: any
* Supported Targets: any

```
destroys an existing entity
destroy_entity = 123 #id

```
### Entity: National Focus
Tree: por_focus
Component: POR_camisas_azuis
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_camisas_azuis
	available = {
		has_government = fascism
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_ditadura_militar
	}
	icon = GFX_focus_generic_military_mission
	x = 0
	y = 1
	relative_position_id = POR_ditadura_militar
	cost = 10
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = POR_camisas_azuis
	}
}
### Entity: Idea
Component: KMT_unitary_state
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_unitary_state = {
	removal_cost = -1
	picture = chi_whampoa_military_academy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		army_core_attack_factor = 0.02
		drift_defence_factor = 0.1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_coastal_minelaying
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_coastal_minelaying = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Character
Component: ERI_pot
Source: game
File: common/characters/ERI.txt

Code:
ERI_pot = {
	advisor = {
		slot = political_advisor
		idea_token = ERI_pot
		allowed = {
			original_tag = ERI
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Idea
Component: ARG_socialist_unification_idea
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor, communism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_socialist_unification_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_socialist_unification
	modifier = {
		war_support_factor = 0.05
		conscription_factor = 0.05
		communism_drift = 0.2
		stability_factor = 0.05
	}
}