Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_PRC_request_aid.10
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, add_tech_bonus
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.10
	title = SEA_PRC_request_aid.10.t
	desc = SEA_PRC_request_aid.10.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_request_aid.10.a
		SOV = {
			add_tech_bonus = {
				name = PRC_soviet_technological_cooperation
				bonus = 0.75
				uses = 2
				category = electronics
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = PRC_soviet_technological_cooperation_opinion
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = PRC_soviet_technological_cooperation
			bonus = 0.75
			uses = 2
			category = electronics
		}
		add_opinion_modifier = {
			target = SOV
			modifier = PRC_soviet_technological_cooperation_opinion
		}
	}
}
### Entity: Event
Component: AAT_Sweden.14
Constructs: is_triggered_only, limit, add_compliance, set_demilitarized_zone
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.14
	title = AAT_Sweden.14.t
	desc = AAT_Sweden.14.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					FROM = {
						controls_state = 144
					}
				}
				transfer_state = 144
				144 = {
					add_compliance = 70
					set_demilitarized_zone = yes
				}
			} {
				limit = {
					FROM = {
						controls_state = 924
					}
				}
				transfer_state = 924
				924 = {
					add_compliance = 70
					set_demilitarized_zone = yes
				}
			} {
				limit = {
					FROM = {
						controls_state = 925
					}
				}
				transfer_state = 925
				925 = {
					add_compliance = 70
					set_demilitarized_zone = yes
				}
			}
		}
	}
	option = {
		name = AAT_Sweden.14.a
	}
}
### Entity: Technology
Component: bba_early_transport_plane
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		transport_plane_equipment_1
	}
	path = {
		leads_to_tech = bba_improved_transport_plane
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1933
	folder = {
		name = bba_air_techs_folder
		position = {
			x = @transport_plane_x
			y = 2
		}
	}
	categories = {
		air_equipment transport_planes_cat
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		}
	}
}
### Entity: Character
Component: JAP_kuniaki_koiso
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_kuniaki_koiso = {
	name = JAP_kuniaki_koiso
	portraits = {
		army = {
			large = GFX_portrait_JAP_kuniaki_koiso
			small = GFX_portrait_JAP_kuniaki_koiso_small
		}
	}
	corps_commander = {
		traits = {
			old_guard politically_connected JAP_samurai_lineage
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
	}
	advisor = {
		slot = army_chief
		idea_token = JAP_kuniaki_koiso
		ledger = army
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_contact_former_sakurakai_members
		}
		available = {
			has_completed_focus = JAP_contact_former_sakurakai_members
		}
		traits = {
			army_chief_planning_1
		}
		cost = 50
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: AI Strategy
Component: GER_build_tank_destroyers
Constructs: has_tech
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_build_tank_destroyers = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_tech = basic_medium_tank_chassis
		date = > 1939.9.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_destroyer_chassis
		value = 1
	} {
		type = equipment_production_min_factories_archetype
		id = modern_tank_destroyer_chassis
		value = 1
	}
}
### Entity: National Focus
Component: south_african_focus
Constructs: has_completed_focus, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit, random_country, add_ideas
Source: game
File: common/national_focus/south_africa.txt

Code:
focus_tree = {
	id = south_african_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = SAF
			has_dlc = Together for Victory
		}
	}
	default = no
	focus = {
		id = SAF_war_measures_act
		icon = GFX_goal_generic_demand_territory
		x = 1
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			OR = {
				threat = > 0.2
				NOT = {
					has_government = democratic
				}
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 120
		}
	} {
		id = SAF_emergency_workers
		icon = GFX_goal_generic_production
		prerequisite = {
			focus = SAF_war_measures_act
		}
		x = -1
		y = 1
		relative_position_id = SAF_war_measures_act
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			add_ideas = SAF_emergency_workers
		}
	} {
		id = SAF_cape_garrison_artillery
		icon = GFX_goal_generic_fortify_city
		prerequisite = {
			focus = SAF_emergency_workers
		}
		x = -1
		y = 2
		relative_position_id = SAF_war_measures_act
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_in_home_area = yes
				}
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
					level = 2
					instant_build = yes
				} {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 2
					instant_build = yes
				}
			}
		}
	} {
		id = SAF_reconstitute_the_cape_corps
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = {
			focus = SAF_cape_garrison_artillery
		}
		x = -1
		y = 4
		relative_position_id = SAF_war_measures_act
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_MANPOWER
		}
		completion_r
# ... (truncated)
### Entity: Event
Component: AAT_Sweden_ball_bearing.5
Constructs: is_triggered_only, ai_chance, add_tech_bonus, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_ball_bearing.5
	title = AAT_Sweden_ball_bearing.5.t
	desc = AAT_Sweden_ball_bearing.5.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_ball_bearing.5.a
		ai_chance = {
			base = 1
		}
		add_tech_bonus = {
			bonus = 0.25
			uses = 1
			category = infantry_weapons
			name = AAT_Sweden_ball_bearing.5.a
		}
		hidden_effect = {
			clr_country_flag = SWE_waiting_for_ball_bearing_response
		}
	} {
		name = AAT_Sweden_ball_bearing.5.b
		ai_chance = {
			base = 1
		}
		add_tech_bonus = {
			bonus = 0.25
			uses = 1
			category = radar_tech
			name = AAT_Sweden_ball_bearing.5.b
		}
		hidden_effect = {
			clr_country_flag = SWE_waiting_for_ball_bearing_response
		}
	} {
		name = AAT_Sweden_ball_bearing.5.c
		ai_chance = {
			base = 1
		}
		add_tech_bonus = {
			bonus = 0.25
			uses = 1
			category = synth_resources
			name = AAT_Sweden_ball_bearing.5.c
		}
		hidden_effect = {
			clr_country_flag = SWE_waiting_for_ball_bearing_response
		}
	} {
		name = AAT_Sweden_ball_bearing.5.d
		ai_chance = {
			base = 1
		}
		add_tech_bonus = {
			bonus = 0.25
			uses = 1
			category = naval_equipment
			name = AAT_Sweden_ball_bearing.5.d
		}
		hidden_effect = {
			clr_country_flag = SWE_waiting_for_ball_bearing_response
		}
	}
}
### Entity: Event
Component: r56.lootbox.event.13
Constructs: is_triggered_only, limit, random_owned_state, add_extra_state_shared_building_slots
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.13
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.13.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.rare
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 4
		}
	}
}
### Entity: AI Strategy
Component: ENG_PatrolDominanceForce_BC_1
Source: game
File: common/ai_navy/taskforce/ENG_taskforce_templates.txt

Code:
ENG_PatrolDominanceForce_BC_1 = {
	allowed = {
		original_tag = ENG
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		destroyer = {
			amount = 4
		}
	}
	optimal_composition = {
		battle_cruiser = {
			amount = 2
		}
		destroyer = {
			amount = 12
		}
	}
}
### Entity: Character
Component: AFG_continuity_pm
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_continuity_pm = {
	random = no
	sprite = 13
	stability_factor = 0.1
	production_speed_infrastructure_factor = 0.05
	production_speed_buildings_factor = 0.05
}
### Entity: Idea
Component: EAI_INSANE/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Decision
Component: BRA_mercosul_decisions
Constructs: has_completed_focus, has_war_with, fire_only_once, has_opinion, is_in_faction_with, is_subject, is_subject_of, is_on_continent
Source: game
File: common/decisions/BRA.txt

Code:
BRA_mercosul_decisions = {
	BRA_invite_to_mercosul = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = BRA
		}
		visible = {
			has_completed_focus = BRA_form_mercosul
		}
		available = {
			has_completed_focus = BRA_form_mercosul
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 24
				}
			}
			NOT = {
				has_war_with = FROM
			}
		}
		on_map_mode = map_and_decisions_view
		target_trigger = {
			FROM = {
				AND = {
					NOT = {
						is_in_faction_with = ROOT
						tag = ROOT
					}
					OR = {
						is_subject = no
						is_subject_of = ROOT
					}
				}
				capital_scope = {
					is_on_continent = south_america
				}
			}
		}
		cost = 20
		ai_will_do = {
			base = 35
			modifier = {
				factor = 0
				is_in_faction = yes
			}
		}
		fire_only_once = no
		days_remove = 10
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				country_event = {
					id = JUNO_brazil_events.50
					hours = 1
				}
			}
			custom_effect_tooltip = BRA_invite_to_organization_of_american_states_tt
		}
	}
}
### Entity: Character
Component: AST_governor_general
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_governor_general = {
	random = no
	sprite = 13
	stability_factor = 0.1
	democratic_drift = 0.05
	consumer_goods_factor = -0.05
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_prince_olav_to_navy_staff
Constructs: prerequisite, completion_reward, add_naval_commander_role, add_command_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_prince_olav_to_navy_staff
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = NOR_the_kingdom_of_norway
	}
	mutually_exclusive = {
		focus = NOR_appoint_prince_olav_to_army_staff
	}
	x = 1
	y = 1
	relative_position_id = NOR_the_kingdom_of_norway
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_naval_commander_role = {
			character = NOR_prince_olav
			traits = {
				navy_media_personality bold blockade_runner
			}
			skill = 5
			attack_skill = 6
			defense_skill = 3
			maneuvering_skill = 3
			coordination_skill = 5
		}
		navy_experience = 50
		add_command_power = 20
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ARussian_storm.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 720 pixels. Other resolution: 1,600 × 900 pixels.
Original file &#8206;(1,600 × 900 pixels, file size: 408 KB, MIME type: image/jpeg)
### Entity: Technology
Component: basic_ship_hull_light
Constructs: has_war, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_light_2
	}
	enable_equipment_modules = {
		light_ship_engine_2 ship_seaplane_tender_2
	}
	path = {
		leads_to_tech = improved_ship_hull_light
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = mtgnavalfolder
		position = {
			x = 0
			y = 8
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			OR = {
				tag = ENG JAP
			}
		} {
			has_war = yes
			factor = 2
		}
	}
	categories = {
		naval_equipment dd_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Decision
Component: INS_limited_wars_cat
Constructs: has_completed_focus, limit, has_war_with, fire_only_once, is_in_array, is_controlled_by, is_ally_with, has_non_aggression_pact_with
Source: game
File: common/decisions/INS.txt

Code:
INS_limited_wars_cat = {
	INS_start_limited_war_malaya = {
		target_root_trigger = {
			original_tag = INS
		}
		target_array = ROOT.malaya_controllers
		target_trigger = {
			NOT = {
				is_in_array = {
					array = previous_limited_war_targets
					value = FROM
				}
			}
			is_in_array = {
				array = ROOT.malaya_controllers
				value = FROM
			}
			any_of_scopes = {
				array = ROOT.malaya_states
				is_controlled_by = FROM
			}
		}
		visible = {
			has_completed_focus = INS_destroy_pacific_colonialism
		}
		available = {
			NOT = {
				is_ally_with = FROM
				has_war_with = FROM
				has_non_aggression_pact_with = FROM
				FROM = {
					is_guaranteed_by = ROOT
				}
			}
			custom_trigger_tooltip = {
				tooltip = is_not_engaged_in_a_limited_war
				NOT = {
					has_variable = limited_war_target
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				is_in_array = {
					array = ROOT.malaya_states
					value = THIS
				}
				is_controlled_by = FROM
			}
		}
		cost = 20
		complete_effect = {
			custom_effect_tooltip = SIA_start_limited_war_indochina_tt_main newline_tt SIA_start_limited_war_can_join_faction
			clear_variable = pre_limited_war_faction_leader limited_war_target
			if = {
				limit = {
					is_in_faction = yes
					is_faction_leader = no
				}
				faction_leader = {
					set_variable = {
						ROOT.pre_limited_war_faction_leader = THIS
					}
				}
				leave_faction = yes
				custom_effect_tooltip = SIA_start_limited_war_rejoin_faction newline_tt
			} {
				limit = {
					var:limited_war_target = {
						is_subject = yes
					}
				}
				var:limited_war_target = {
					overlord = {
						add_to_array = {
							array = ROOT.limited_war_target_allies
							value = THIS
						}
					}
				}
			}
			set_rule = {
				can_join_factions = no
			}
			clear_array = limited_war_states limited_war_target_allies
			for_each_scope_loop = {
				array = malaya_states
				if = {
					limit = {
						is_controlled_by = FROM
					}
					add_to_array = {
						array = ROOT.limited_war_states
						value = THIS
					}
				}
			}
			set_variable = {
				limited_war_target = FROM
			}
			declare_war_on = {
				target = FROM
				type = annex_everything
			}
			activate_mission = INS_limited_war_malaya
			add_to_array = {
				previous_limited_war_targets = FROM
			}
		}
	}
	INS_limited_war_malaya = {
		visible = {
			always = yes
		}
		is_good = 
# ... (truncated)
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_big_guns
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_big_guns
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = PLY_develop_indigenous_models
	}
	relative_position_id = PLY_develop_indigenous_models
	x = 0
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = bb_tech
		} {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_union_of_fascist_little_ones
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_union_of_fascist_little_ones
	icon = GFX_goal_small_infantry
	prerequisite = {
		focus = SOV_civil_war_commit_to_the_orthodox_church
	}
	x = -1
	y = 1
	relative_position_id = SOV_civil_war_commit_to_the_orthodox_church
	mutually_exclusive = {
		focus = SOV_civil_war_russian_women_fascist_movement
	}
	cost = 10
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		add_ideas = SOV_union_of_fascist_little_ones
	}
}
### Entity: Idea
Component: ARG_fma_manufacturer
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/argentina.txt

Code:
ARG_fma_manufacturer = {
	picture = ARG_fma
	allowed = {
		original_tag = ARG
		has_dlc = Trial of Allegiance
	}
	visible = {

	}
	research_bonus = {
		air_equipment = 0.05
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_G_erenpreis_bicycle_factory
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_G_erenpreis_bicycle_factory
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = LAT_devaluate_the_lats
	}
	relative_position_id = LAT_devaluate_the_lats
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				12
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_return_dalian_old
Constructs: prerequisite, limit, has_government, owns_state, is_major, completion_reward, is_claimed_by, remove_state_claim
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_return_dalian_old
	text = SOV_return_dalian
	icon = GFX_goal_generic_foreign_diplomacy
	prerequisite = {
		focus = SOV_iron_curtain_old
	}
	x = -4
	y = 1
	relative_position_id = SOV_iron_curtain_old
	cost = 5
	ai_will_do = {
		factor = 0.9
	}
	available = {
		owns_state = 745
		PRC = {
			exists = yes
			has_government = communism
		}
	}
	bypass = {
		OR = {
			NOT = {
				owns_state = 745
			} {
				PRC = {
					exists = yes
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				745 = {
					is_claimed_by = SOV
				}
			}
			SOV = {
				remove_state_claim = 745
			}
		} {
			limit = {
				PRC = {
					is_major = no
				}
			}
			give_guarantee = PRC
		}
		else = {
			diplomatic_relation = {
				country = PRC
				relation = non_aggression_pact
				active = yes
			}
		}
		PRC = {
			set_state_owner = 745
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_francoist_neutrality
Constructs: shared_focus, prerequisite, has_war, add_ideas, add_stability, completion_reward, is_in_faction, is_puppet
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_francoist_neutrality
	icon = GFX_goal_generic_neutrality_focus
	cost = 10.0
	ai_will_do = {
		factor = 30
	}
	available = {
		has_war = no
		is_in_faction = no
		is_puppet = no
	}
	prerequisite = {
		focus = SPR_sindicato_vertical
	}
	completion_reward = {
		add_ideas = neutrality_idea
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	mutually_exclusive = {
		focus = SPR_join_the_axis SPR_join_italy SPR_common_front_against_nazism SPR_una_grande_y_libre
	}
	relative_position_id = SPR_sindicato_vertical
	x = 4
	y = 1
}
### Entity: Modifier Reference
Construct: guarantee_tension
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## guarantee_tension

* Number with 1 decimal places
* **Categories**: country, defensive
### Entity: Event
Component: tfv_raj.212
Constructs: is_triggered_only, has_completed_focus, limit, is_puppet, random_owned_controlled_state
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.212
	title = tfv_raj.212.t
	desc = tfv_raj.212.desc
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	trigger = {
		has_completed_focus = RAJ_quit_india_movement
		is_puppet = yes
	}
	option = {
		name = tfv_raj.212.a
		random_owned_controlled_state = {
			prioritize = {
				429
			}
			limit = {
				industrial_complex = > 0
			}
			damage_building = {
				type = industrial_complex
				damage = 0.4
			}
		}
	}
}
### Entity: Character
Component: MOL_communist_guy
Constructs: has_government
Source: game
File: common/characters/MOL.txt

Code:
MOL_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MOL_communist_guy
		allowed = {
			original_tag = MOL
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	name = MOL_communist_guy
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_health_services
Constructs: prerequisite, completion_reward, add_tech_bonus, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_health_services
	icon = GFX_goal_medicine
	prerequisite = {
		focus = NIC_judicial_control
	}
	x = 0
	y = 3
	relative_position_id = NIC_president_Somoza_Garcia
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = hospital_company_tech_bonus_name
			bonus = 1
			uses = 1
			category = hospital_tech
		}
		swap_ideas = {
			remove_idea = NIC_social_reforms
			add_idea = NIC_social_reforms2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: XSM_ma_chengxian
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_chengxian = {
	name = XSM_ma_chengxian
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_6
			small = GFX_kr_portrait_asia_generic_land_6_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = XSM_ma_chengxian
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			militia_officer organizer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Idea
Component: SOV_status_of_labour_unions_idea
Constructs: political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_status_of_labour_unions_idea = {
	name = SOV_status_of_labour_unions_idea
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = jap_the_unthinkable_option
	modifier = {
		industrial_capacity_factory = 0.05
		political_power_gain = 0.05
	}
}