Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_national_construction
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, cancel_if_invalid, complete_tooltip, has_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_national_construction
	icon = GFX_focus_JAP_foreign_exchange_allocation_policy
	x = 2
	y = 1
	relative_position_id = CHI_tsr_promote_tridemism
	prerequisite = {
		focus = CHI_tsr_promote_tridemism
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = CHI_three_princpals_p_a_idea CHI_three_princpals_p_idea CHI_three_princpals_a_idea
				}
			}
			add_ideas = CHI_three_princpals_c_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = CHI_three_princpals_a_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_a_idea
				add_idea = CHI_three_princpals_a_c_idea
			}
		} {
			limit = {
				has_idea = CHI_three_princpals_p_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_p_idea
				add_idea = CHI_three_princpals_p_c_idea
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = CHI_three_princpals_p_a_idea
				add_idea = CHI_three_princpals_p_a_c_idea
			}
		}
	}
}
### Entity: Event
Component: wtt_news.1
Constructs: is_triggered_only, has_government
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.1
	title = wtt_news.1.t
	desc = wtt_news.1.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.1.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.1.b
		trigger = {
			NOT = {
				original_tag = GER
			}
			has_government = fascism
		}
	} {
		name = wtt_news.1.c
		trigger = {
			NOT = {
				original_tag = GER
			} {
				has_government = fascism
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_reinstate_royal_exiles
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_reinstate_royal_exiles
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = SOV_civil_war_adopt_soviet_policies SOV_civil_war_purge_splinter_factions
	}
	relative_position_id = SOV_civil_war_adopt_soviet_policies
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SOV_reinstate_royal_exiles
	}
}
### Entity: Idea
Component: SWI_home_air_focus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_home_air_focus = {
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_air
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Country History
Country: RAN
Component: RAN_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RAN - Reichskommisariat Anden.txt

Code:
# Misc for RAN
capital = 494
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Component: uk_iran_focus
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_civil_war, is_subject
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_iran_focus
	prerequisite = {
		focus = uk_iraq_focus
	}
	icon = GFX_focus_generic_attack_iran
	x = 0
	y = 1
	relative_position_id = uk_iraq_focus
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		} {
			factor = 0
			PER = {
				has_government = ROOT
			}
		}
	}
	will_lead_to_war_with = PER
	available = {
		country_exists = PER
		NOT = {
			has_war_with = PER
		}
		is_subject = no
		any_enemy_country = {
			is_major = yes
		}
	}
	bypass = {
		PER = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Graveyard of Empires
			}
			PER = {
				set_country_flag = SOV_ultimatum_sent_flag
				country_event = {
					id = PER_foreign_policy_events.1
					hours = 16
					random_hours = 8
				}
			}
			effect_tooltip = {
				custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt PER_preemptive_invasion_of_iran_tt
				ROOT = {
					puppet = PER
				}
				effect_tooltip = {
					activate_mission = SOV_preparations_for_operation_countenance
					custom_effect_tooltip = SOV_preparations_for_operation_countenance_tt
				}
			}
		}
		ELSE = {
			create_wargoal = {
				type = take_state_focus
				target = PER
				generator = {
					266
				}
				expire = 0
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable
Source: game
File: common/scripted_localisation/r56_AFG_scripted_localisation.txt

Code:
defined_text = {
	name = GetPahlaviAttitudeStatus
	text = {
		trigger = {
			check_variable = {
				var = AFG.AFG_pahlavi_attitude
				value = 0
				compare = equals
			}
		}
		localization_key = AFG_pahlavi_attitude_status_peaceful
	} {
		trigger = {
			check_variable = {
				var = AFG.AFG_pahlavi_attitude
				value = 1
				compare = equals
			}
		}
		localization_key = AFG_pahlavi_attitude_status_calm
	} {
		trigger = {
			check_variable = {
				var = AFG.AFG_pahlavi_attitude
				value = 2
				compare = equals
			}
		}
		localization_key = AFG_pahlavi_attitude_status_steady
	} {
		trigger = {
			check_variable = {
				var = AFG.AFG_pahlavi_attitude
				value = 3
				compare = equals
			}
		}
		localization_key = AFG_pahlavi_attitude_status_hostile
	}
}
### Entity: Technology
Component: r56_modern_military_railnetwork
Constructs: research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	research_cost = 2
	start_year = 1944
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -1
			y = 16
		}
	}
	path = {
		leads_to_tech = r56_modern_military_railnetwork_2
		research_cost_coeff = 1
	}
	production_speed_supply_node_factor = 0.1
	production_speed_rail_way_factor = 0.1
	repair_speed_rail_way_factor = 0.05
	categories = {
		train_tech railway_construction_tech
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1
			date = > 1944.1.1
		} {
			factor = 2
			date = > 1945.1.1
		} {
			factor = 3
			date = > 1946.1.1
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_chariot_of_victory
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_mio_size, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_chariot_of_victory
	icon = GFX_focus_generic_mechanized
	prerequisite = {
		focus = RAJ_ordnance_factory_medak RAJ_ordnance_factory_kanpur_uttar_pradesh
	}
	x = 1
	y = 1
	relative_position_id = RAJ_ordnance_factory_medak
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
			name = RAJ_chariot_of_victory
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:RAJ_ordnance_factory_medak_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = {
					trait = RAJ_mio_trait_chariot_of_victory
				}
			}
		}
		else = {
			if = {
				limit = {
					has_idea = idea_medak
				}
				swap_ideas = {
					remove_idea = idea_medak
					add_idea = idea_medak_1
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = idea_medak
						add_idea = idea_medak_1
					}
				}
			}
		}
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Military Industrial Organization
Component: BEL_sabca_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BEL_organization.txt

Code:
BEL_sabca_organization = {
	name = sabca
	include = generic_medium_aircraft_organization
	icon = GFX_idea_sabca
	allowed = {
		OR = {
			original_TAG = BEL
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_tactical_aircraft
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: AI Strategy
Component: EAI_heavy_cruiser
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_heavy_cruiser_role.txt

Code:
EAI_heavy_cruiser = {
	category = naval
	roles = {
		naval_cruiser_heavy
	}
	priority = {
		base = 0
		modifier = {
			add = 5000
			check_variable = {
				EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
			}
		}
	}
	BASIC_HEAVY_CRUISER = {
		role_icon_index = 1
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_cruiser
			}
		}
		target_variant = {
			type = ship_hull_cruiser_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = cruiser_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = empty
				fixed_ship_secondaries_slot = {
					any_of = {
						ship_secondaries
					}
					upgrade = > current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_medium_battery
					}
					upgrade = > current
				}
				front_1_custom_slot = {
					any_of = {
						ship_medium_battery
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_secondaries
					}
					upgrade = > current
				}
				mid_2_custom_slot = {
					any_of = {
						ship_secondaries
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_medium_battery
					}
					upgrade = > current
				}
			}
		}
		requirements = {
			module = ship_medium_battery
		}
	}
	IMPROVED_HEAVY_CRUISER = {
		role_icon_index = 1
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = improved_ship_hull_cruiser
			}
		}
		target_variant = {
			type = ship_hull_cruiser_3
			match_value = 1.1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = cruiser_ship_engine_3
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = empty
				fixed_ship_secondaries_slot = {
					any_of = {
		
# ... (truncated)
### Entity: Character
Component: MLD_ai2
Source: game
File: common/characters/MLD.txt

Code:
MLD_ai2 = {
	advisor = {
		slot = high_command
		idea_token = MLD_ai2
		ledger = army
		allowed = {
			original_tag = MLD
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_integrate_greater_kashubia
Constructs: prerequisite, completion_reward, is_core_of, add_core_of
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_integrate_greater_kashubia
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = POL_demand_LIT POL_anti_germans_abroad
	}
	relative_position_id = POL_demand_LIT
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		controls_state = 63 68
	}
	bypass = {
		63 = {
			is_core_of = POL
		}
		68 = {
			is_core_of = POL
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		63 = {
			add_core_of = POL
		}
		68 = {
			add_core_of = POL
		}
	}
}
### Entity: AI Strategy
Component: ITA_ConvoyRaiding_1
Source: game
File: common/ai_navy/taskforce/ITA_taskforce_templates.txt

Code:
ITA_ConvoyRaiding_1 = {
	allowed = {
		original_tag = ITA
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		submarine = {
			amount = 4
		}
	}
	optimal_composition = {
		submarine = {
			amount = 12
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_disarm_civilians
Constructs: add_equipment_to_stockpile, prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_disarm_civilians
	icon = GFX_goal_generic_gun_purchase
	x = 1
	y = 1
	relative_position_id = PAL_fascist_coup
	cost = 5
	prerequisite = {
		focus = PAL_fascist_coup
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
		}
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_institute_a_national_registry_of_property
Constructs: prerequisite, completion_reward, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_institute_a_national_registry_of_property
	icon = GFX_focus_CHI_registry_of_property
	prerequisite = {
		focus = CHI_promote_the_national_currency
	}
	x = -5
	y = 1
	relative_position_id = CHI_promote_the_national_currency
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = -0.05
			tooltip = political_power_gain_tt
		} {
			CHI_corruption_construction_speed = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHI_corruption_cic_construction_boost_factor = 0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			CHI_corruption_free_repair_factor = 0.1
			tooltip = industry_free_repair_factor_tt
		} {
			CHI_corruption_economy_cost_factor = -0.1
			tooltip = economy_cost_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = idea_CHI_national_registry_of_property
			days = 180
		}
	}
}
### Entity: Idea
Component: HUN_tribal_consolidation_revived
Constructs: stability_factor, war_support_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_tribal_consolidation_revived = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ETH_national_studs
	modifier = {
		stability_factor = 0.05
		war_support_factor = 0.1
		cavalry_attack_factor = 0.05
		cavalry_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_push_militarism
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, has_active_mission, add_days_mission_timeout
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_push_militarism
	icon = GFX_goal_generic_eagle
	relative_position_id = ISR_consolidate_power
	x = 2
	y = 2
	bypass = {
		hidden_trigger = {
			has_country_flag = ISR_jabotinsky_dying
		}
		has_country_flag = ISR_jabotinsky_died
	}
	available = {
		if = {
			limit = {
				has_country_flag = ISR_jabotinsky_dying
			}
			NOT = {
				has_country_flag = ISR_jabotinsky_died
			}
		}
	}
	prerequisite = {
		focus = ISR_push_jewish ISR_watch_yishuv_leaders
	}
	cost = 7.2
	completion_reward = {
		add_ideas = ISR_jewish_militarism_1
		if = {
			limit = {
				has_active_mission = ISR_jabotinsky_dying_mission
			}
			add_days_mission_timeout = {
				mission = ISR_jabotinsky_dying_mission
				days = -35
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_join_com
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader, has_idea
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_join_com
	icon = GFX_goal_support_communism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_com_takeover
	}
	available = {
		is_subject = no
		is_in_faction = no
		SOV = {
			is_faction_leader = yes
		} {
			has_government = communism
		}
		has_government = communism
		NOT = {
			has_war_with = SOV
		}
		custom_trigger_tooltip = {
			tooltip = ICE_no_neutral_tt
			NOT = {
				has_idea = ICE_icelandic_neutrality
			} {
				has_idea = ICE_icelandic_neutrality2
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	x = 18
	y = 5
	completion_reward = {
		SOV = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: AI Strategy
Component: mountaineers_JAP
Constructs: has_tech
Source: game
File: common/ai_templates/templates_JAP.txt

Code:
mountaineers_JAP = {
	available_for = {
		JAP
	}
	role = mountaineers
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = tech_mountaineers
			}
		}
	}
	mountaineers_default_JAP = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				anti_air_battery = 1
			}
			regiments = {
				mountaineers = 9
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_war_division
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_war_division
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = ARG_rapid_militirization ARG_argentine_nationalism
	}
	x = 1
	y = 1
	relative_position_id = ARG_rapid_militirization
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = ARG_war_division_idea
			days = 365
		}
	}
}
### Entity: State History
Component: 467
Constructs: add_core_of
Source: game
File: history/states/467-Manitoba.txt

Code:
state = {
	id = 467
	name = STATE_467
	history = {
		owner = CAN
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			4872 5
		}
		add_core_of = CAN
	}
	provinces = {
		1848 1873 3721 4218 4426 4790 4872 5119 12145 12636 12688 13163
	}
	manpower = 641071
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 9.0
}
### Entity: Modding Documentation
Construct: total_equipment_produced_suicide
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_suicide
* description: Total produced equipment of typesuicide
### Entity: Character
Component: YUN_long_yun
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_long_yun = {
	name = YUN_long_yun
	portraits = {
		civilian = {
			large = GFX_portrait_yun_long_yun
		}
		army = {
			small = GFX_portrait_YUN_long_yun_small
			large = GFX_portrait_yun_long_yun
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			YUN_king_of_yunnan
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: mongol_genden.3
Constructs: is_triggered_only, limit, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.3
	title = mongol_genden.3.t
	desc = mongol_genden.3.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			activate_mission = MON_monthly_economic_report
		}
	}
	option = {
		name = mongol_genden.3.a
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Heavy_Armor_Attachment_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Heavy_Armor_Attachment_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ENG FRA SOV JAP
			NOT = {
				EAI_major_country = yes
				original_tag = CZE SPR CHI
			}
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = no
		}
	}
}
### Entity: Idea
Component: JAP_german_rocketry
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_german_rocketry = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.07
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_commonwealth_air_training_program
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_commonwealth_air_training_program
	icon = GFX_SOV_ground_support_ccp_2d_sov_compatibility
	cost = 8
	x = -1
	y = 3
	relative_position_id = SAM_new_zealand_commisar
	available = {

	}
	prerequisite = {
		focus = SAM_develop_apia_port
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = ENG_british_commonwealth_air_training_plan
	}
}