Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_hakko_ichiu
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, has_war_support, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_hakko_ichiu
	icon = GFX_focus_JAP_hakko_ichiu
	x = 0
	y = 2
	relative_position_id = JAP_the_jeweled_spear_has_struck
	prerequisite = {
		focus = JAP_the_jeweled_spear_has_struck
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		surrender_progress = < 0.05
		has_war_support = > 0.7
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt JAP_hakko_ichiu_tt generic_skip_one_line_tt which_will_give_tt
		1018 = {
			add_building_construction = {
				type = landmark_hakko_ichiu
				level = 1
				instant_build = yes
				province = 1020
			}
		}
		show_ideas_tooltip = JAP_hakko_ichiu_monument_idea
	}
}
### Entity: Decision
Component: CHI_integrate_the_warlords_democratic_sea_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_integrate_the_warlords_democratic_sea_cat = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	picture = GFX_decision_cat_picture_government_in_exile
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	priority = 100
	visible = {
		has_completed_focus = CHI_continue_the_ding_xian_experiment
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_volksraad_rumors
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_volksraad_rumors
	icon = GFX_goal_generic_national_unity
	available = {

	}
	prerequisite = {
		focus = INS_underground_revolution
	}
	mutually_exclusive = {

	}
	x = -4
	y = 1
	relative_position_id = INS_underground_revolution
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = INS_i_j_k_hendrowahyono INS_oto_iskandar_di_nata
	}
}
### Entity: Modding Documentation
Construct: debug_textures
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_textures
* Not available in release build

Writes Texture info to application debug log
### Entity: Character
Component: JAP_hakamada_satomi
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/JAP.txt

Code:
JAP_hakamada_satomi = {
	name = JAP_hakamada_satomi
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_hakamada_satomi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_hakamada_satomi
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_revere_the_emperor_destroy_the_traitors
			}
		}
		available = {
			has_government = communism
		}
		traits = {
			marxist_fundamentalist
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_reform_the_spanish_empire
Constructs: prerequisite, completion_reward, is_subject, is_in_faction, has_global_flag, is_in_faction_with, set_rule, create_faction_from_template
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_reform_the_spanish_empire
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = HON_join_the_fight
	}
	mutually_exclusive = {
		focus = HON_continue_the_fight
	}
	x = 31
	y = 9
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_global_flag = scw_over
		SPB = {
			exists = yes
		}
	}
	bypass = {
		is_in_faction_with = SPB
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_generic_dominance
			name = HON_imperium_hispanicum_faction
			icon = GFX_faction_logo_generic_13
		}
		SPB = {
			country_event = generic.5
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Name List
Component: DEN
Source: game
File: common/names/00_names.txt

Code:
DEN = {
	male = {
		names = {
			Aage Adam Alber Anders Asmund Axel Carl Christian Edvard Edvin Erik Folke Frederik Georg Hannibal Hans Henrik Herman Hugo Ivar Jakob Jacob Johan Julius Knud Ludvig Magnus Michael Niels Olav Otto Peter Poul Sigurd Sven Tage Thomas Thorvald Ukrik Valdemar Vilhelm
		}
	}
	female = {
		names = {
			Karen Alma Elsa Else Monica Grete Gerda Helga Jytte Kaja Asta Astrid Signe
		}
	}
	surnames = {
		Ahlefeldt Asp-Persson Berger Bonde Carlsen Dannemand Danneskjold-Samso Eberlin Falsen Folsach Güntelberg Gyldenfeldt Haack Hambro Haxthausen Juul Klauman Krogh Laessoe Hansen Have Leuenbach Lovenbalk Michaelsen Mylius Neergaard Obelitz Oxholm Reventlow Rosenkrantz Schack-Schackenborg Stemman Suenson Thygeson Trampe Urne Wadenstierna Wedel-Heinen Zytphen-Adeler
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_military_reorganization_old
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, add_command_power
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_military_reorganization_old
	text = SOV_military_reorganization
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = SOV_rehabilitated_military_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_rehabilitated_military_old
	cost = 10
	select_effect = {
		add_ideas = SOV_military_reorganization_ns
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = SOV_focus_select_effect_tt SOV_focus_complete_effect_tt
		effect_tooltip = {
			add_ideas = SOV_military_reorganization_ns
		}
		hidden_effect = {
			remove_ideas = SOV_military_reorganization_ns
		}
		army_experience = 50
		add_command_power = 25
	}
}
### Entity: State History
Component: 218
Constructs: add_core_of
Source: game
File: history/states/218-Rostov Area.txt

Code:
state = {
	id = 218
	name = STATE_218
	manpower = 1501076
	state_category = city
	history = {
		owner = SOV
		victory_points = {
			9417 15
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 1
			air_base = 3
			9417 = {
				naval_base = 5
			}
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				arms_factory = 2
			}
		}
	}
	provinces = {
		585 6445 9417 9430 11418 11434 11450 11559
	}
	local_supplies = 3.0
}
### Entity: Character
Component: connected_citizen
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
connected_citizen = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	stability_factor = 0.05
	drift_defence_factor = 0.15
	ai_will_do = {
		factor = 2
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/KEN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = KEN
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Technology
Component: advanced_medium_td
Constructs: enable_equipments, research_cost, has_tech, is_researching_technology, has_template_containing_unit
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_destroyer_equipment_3
	}
	research_cost = 0.5
	start_year = 1943
	ai_will_do = {
		base = 1
		modifier = {
			add = 160
			OR = {
				tag = GER SOV
			}
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 35
					}
				}
			}
		} {
			factor = 0
			OR = {
				has_tech = modern_td
				can_research = modern_td
				is_researching_technology = main_battle_tank
			}
		} {
			has_template_containing_unit = medium_tank_destroyer_brigade
			factor = 3
		} {
			factor = 1.1
			date = > 1944.1.1
		} {
			factor = 1.1
			date = > 1945.1.1
		} {
			factor = 1.1
			date = > 1946.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: BALTIC_restore_workers_republic_idea_2
Constructs: stability_factor, has_government, removal_cost, communism_drift, conscription_factor
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_restore_workers_republic_idea_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.1
		stability_factor = 0.1
		conscription_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: NORDIC_democratic_alliance_viable
Constructs: has_global_flag, has_dynamic_modifier
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_democratic_alliance_viable = {
	ROOT = {
		OR = {
			has_global_flag = NORDIC_democratic_alliance_formed
			has_dynamic_modifier = {
				modifier = NORDIC_democratic_alliance_leader_dmod
			} {
				modifier = NORDIC_democratic_alliance_member_dmod
			}
			AND = {
				NORDIC_is_democratic = yes
				NORDIC_alliance_created_already = no
				NORDIC_has_started_communist_focus_tree = no
				NORDIC_has_started_monarchist_focus_tree = no
			} {
				NORDIC_has_started_democratic_focus_tree = yes
				NORDIC_alliance_created_already = no
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_choose_a_shahbanu
Constructs: prerequisite, has_government, completion_reward, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_choose_a_shahbanu
	icon = GFX_focus_PER_choose_a_shahbanu
	prerequisite = {
		focus = PER_third_persian_empire
	}
	x = -2
	y = 1
	relative_position_id = PER_third_persian_empire
	cost = 5
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = PER_shahbanu_tt
		hidden_effect = {
			PER = {
				country_event = {
					id = PER_imperial_events.40
					hours = 1
				}
			}
		}
	}
}
### Entity: Character
Component: TZN_mt
Source: game
File: common/characters/TZN.txt

Code:
TZN_mt = {
	advisor = {
		slot = theorist
		idea_token = TZN_mt
		ledger = army
		allowed = {
			original_tag = TZN
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_restore_herat
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_owned_and_controlled_by, is_owned_by, set_capital, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_restore_herat
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = AFG_crown_the_bukharan_emir
	}
	x = 0
	y = 1
	relative_position_id = AFG_crown_the_bukharan_emir
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		415 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		415 = {
			NOT = {
				is_owned_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_capital = {
			state = 415
			remember_old_capital = no
		}
		415 = {
			add_extra_state_shared_building_slots = 3
			IF = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					infrastructure = > 4
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			add_building_construction = {
				type = bunker
				level = 3
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			} {
				type = supply_node
				province = 4893
				level = 1
				instant_build = yes
			}
			ELSE_IF = {
				limit = {
					infrastructure = > 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		IF = {
			limit = {
				has_idea = AFG_pashtunwali
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = AFG_pashtunwali
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_join_the_big_brother
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_join_the_big_brother
	icon = GFX_focus_SOV_proclaim_soviet_hegemony
	prerequisite = {
		focus = MON_changing_times
	}
	x = 0
	y = 1
	relative_position_id = MON_changing_times
	cost = 7
	available = {
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
		any_other_country = {
			original_tag = SOV
			has_government = ROOT
		}
		has_country_leader = {
			character = MON_yumjaagiin_tsedenbal
			ruling_only = yes
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		every_other_country = {
			limit = {
				original_tag = SOV
				has_government = ROOT
			}
			country_event = {
				id = mongol.56
				days = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = MON
					is_controlled_by = MON
				}
				add_core_of = SOV
			}
			SOV = {
				annex_country = {
					target = MON
					transfer_troops = yes
				}
			}
			custom_effect_tooltip = GAME_OVER_TT
			add_named_threat = {
				threat = 1.5
				name = MON_imperialist_ambitions
			}
			every_other_country = {
				limit = {
					is_major = yes
					NOT = {
						original_tag = SOV
					}
				}
				add_opinion_modifier = {
					target = SOV
					modifier = MON_imperialist_ambitions
				}
				add_ai_strategy = {
					type = alliance
					id = SOV
					value = -5
				}
			}
		} {
			add_named_threat = {
				threat = -1.0
				name = MON_supporting_self_determination
			}
			MON = {
				add_political_power = 150
				if = {
					limit = {
						is_subject_of = SOV
					}
					SOV = {
						set_autonomy = {
							target = MON
							autonomy_state = autonomy_free
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: JAP_crumbling_military_cabinet_idea
Constructs: political_power_gain, has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_crumbling_military_cabinet_idea = {
	picture = JAP_collapsing_government
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.005
		war_support_weekly = -0.005
		political_power_gain = -0.25
		command_power_gain_mult = -0.15
		army_org_factor = -0.05
		army_attack_factor = -0.025
	}
}
### Entity: Idea
Component: EAI_DD_19/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.19
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_western_military_doctrine
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_western_military_doctrine
	icon = GFX_goal_plan
	relative_position_id = MPL_public_schools
	x = 3
	y = 1
	prerequisite = {
		focus = MPL_british_officers
	}
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = MPL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Scripted Effect
Component: EAI_CIC_to_total_factories_ratio
Constructs: set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_CIC_to_total_factories_ratio = {
	set_variable = {
		EAI_CIC_to_total_factories_ratio = num_of_civilian_factories
	}
	divide_variable = {
		EAI_CIC_to_total_factories_ratio = num_of_factories
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_unicameral_legislature
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_unicameral_legislature
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = PHI_peg_the_peso_to_the_dollar PHI_leverage_the_peso
	}
	relative_position_id = PHI_peg_the_peso_to_the_dollar
	x = 4
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_ruling_ideology_ideology_drift = 0.05
			tooltip = PHI_ruling_ideology_ideology_drift_tt_2
		}
		PHI_refresh_ruling_ideology_drift = yes
		add_political_power = 150
		add_stability = 0.05
		add_war_support = 0.05
		hidden_effect = {
			PHI_central_focuses_done_T1 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Decision
Component: RAJ_peasant_uprisings_cat
Constructs: add_equipment_to_stockpile, limit, political_power_gain, has_government, every_country, has_country_flag, fire_only_once, has_event_target
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_peasant_uprisings_cat = {
	RAJ_instigate_in_nepal = {
		icon = GFX_decision_eng_propaganda_campaigns
		allowed = {
			original_tag = RAJ
		}
		available = {
			NOT = {
				any_country = {
					original_tag = NEP
					has_government = communism
				}
			}
			custom_trigger_tooltip = {
				tooltip = RAJ_communist_coup_target_tt
				NOT = {
					has_event_target = RAJ_communist_coup_target
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				is_owned_by = NEP
			}
		}
		visible = {
			original_tag = RAJ
			any_country = {
				original_tag = NEP
				exists = yes
				NOT = {
					NEP = {
						has_government = communism
					}
				}
			}
			NOT = {
				any_country = {
					original_tag = NEP
					OR = {
						has_government = communism
						has_country_flag = banned_communism_flag
					}
				}
			}
		}
		cost = 25
		fire_only_once = yes
		complete_effect = {
			every_country = {
				limit = {
					original_tag = NEP
				}
				save_global_event_target_as = RAJ_communist_coup_target
				country_event = {
					id = GOE_RAJ.48
					hours = 2
				}
				event_option_tooltip = GOE_RAJ.48.a
			}
			hidden_effect = {
				set_country_flag = instigating_a_coup
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	RAJ_instigate_in_tib = {
		icon = GFX_decision_eng_propaganda_campaigns
		allowed = {
			original_tag = RAJ
		}
		available = {
			NOT = {
				any_country = {
					original_tag = TIB
					has_government = communism
				}
			}
			custom_trigger_tooltip = {
				tooltip = RAJ_communist_coup_target_tt
				NOT = {
					has_event_target = RAJ_communist_coup_target
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				is_owned_by = TIB
			}
		}
		visible = {
			original_tag = RAJ
			any_country = {
				original_tag = TIB
				exists = yes
				NOT = {
					TIB = {
						has_government = communism
					}
				}
			}
			NOT = {
				any_country = {
					original_tag = TIB
					OR = {
						has_government = communism
						has_country_flag = banned_communism_flag
					}
				}
			}
		}
		cost = 25
		fire_only_once = yes
		complete_effect = {
			every_country = {
				limit = {
					original_tag = TIB
				}
				save_global_event_target_as = RAJ_communist_coup_target
				country_event = {
					id = GOE_RAJ.48
					hours = 2
				}
				event_option_tooltip = GOE_RAJ.48.a
			}
			hidden_effect = {
				set_country_flag = instigating_a_coup
			}

# ... (truncated)
### Entity: Idea
Component: HOL_the_foundations_of_defense
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_the_foundations_of_defense = {
	picture = hol_the_foundations_of_defense
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.1
			instant = yes
		}
		ship_hull_cruiser = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: CHL_home_of_latin_revolution
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_home_of_latin_revolution = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		subversive_activites_upkeep = -0.1
	}
	picture = FRA_national_mobilization_focus
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_interpreters
Constructs: prerequisite, limit, add_ideas, completion_reward, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_interpreters
	icon = GFX_focus_BEL_interpreters
	prerequisite = {
		focus = BEL_belgian_special_forces
	}
	relative_position_id = BEL_belgian_special_forces
	x = 0
	y = 1
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		add_ideas = BEL_interpreters_ns
		custom_effect_tooltip = generic_skip_one_line_tt BEL_interpreters_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_ideas = BEL_interpreters_ns
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_anti-air.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)