Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_lessons_of_war_old
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, unlock_decision_tooltip, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_lessons_of_war_old
	text = SOV_lessons_of_war
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = SOV_rehabilitated_military_old
	} {
		focus = SOV_desperate_measures_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_desperate_measures_old
	cost = 5
	available = {
		NOT = {
			has_idea = SOV_desperate_measures_ns
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		unlock_decision_tooltip = SOV_order_227
		custom_effect_tooltip = SOV_lessons_of_war_unlock_military_operations_tt
		army_experience = 20
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 1
			category = armor
		} {
			name = armor_bonus
			bonus = 1
			category = land_doctrine
		}
		if = {
			limit = {
				has_idea = officers_purged
			}
			remove_ideas = officers_purged
		} {
			limit = {
				has_idea = officers_purged_2
			}
			remove_ideas = officers_purged_2
		} {
			limit = {
				has_idea = officers_purged_3
			}
			remove_ideas = officers_purged_3
		} {
			limit = {
				has_idea = officers_purged_4
			}
			remove_ideas = officers_purged_4
		} {
			limit = {
				has_idea = officers_purged_5
			}
			remove_ideas = officers_purged_5
		} {
			limit = {
				has_idea = officers_purged_6
			}
			remove_ideas = officers_purged_6
		} {
			limit = {
				has_idea = officers_purged_7
			}
			remove_ideas = officers_purged_7
		} {
			limit = {
				has_idea = officers_purged_8
			}
			remove_ideas = officers_purged_8
		} {
			limit = {
				has_idea = officers_purged_9
			}
			remove_ideas = officers_purged_9
		} {
			limit = {
				has_idea = officers_purged_10
			}
			remove_ideas = officers_purged_10
		} {
			limit = {
				has_idea = SOV_great_patriotic_war
			}
			remove_ideas = SOV_great_patriotic_war
		} {
			limit = {
				has_idea = SOV_great_patriotic_war_2
			}
			remove_ideas = SOV_great_patriotic_war_2
		} {
			limit = {
				has_idea = SOV_great_patriotic_war_3
			}
			remove_ideas = SOV_great_patriotic_war_3
		} {
			limit = {
				has_idea = SOV_great_patriotic_war_4
			}
			remove_ideas = SOV_great_patriotic_war_4
		} {
			limit = {
				has_idea = SOV_great_patriotic_war_5
			}
			remove_ideas = SOV_great_patriotic_war_5
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ROM_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 20
	}
	location = 713
	division_template = Divizia de Infanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_520
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_520 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 520
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 520
	}
}
### Entity: Idea
Component: TMS_stc
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = TMS
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Idea
Component: SWE_gustaf_v_idea_upgraded
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/sweden.txt

Code:
SWE_gustaf_v_idea_upgraded = {
	allowed = {
		original_tag = SWE
	}
	picture = SWE_king_gustaf
	allowed_civil_war = {
		NOT = {
			has_government = communism
		} {
			any_other_country = {
				original_tag = SWE
				has_government = neutrality
				NOT = {
					tag = ROOT
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		fascism_acceptance = 20
		neutrality_acceptance = 20
		neutrality_drift = 0.01
		command_power_gain_mult = 0.15
	}
}
### Entity: Scripted Trigger
Component: SOV_basic_fight_alongside_comrades_triggers
Constructs: has_government, has_war_with, has_civil_war
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_basic_fight_alongside_comrades_triggers = {
	country_exists = FROM
	FROM = {
		has_civil_war = yes
		has_government = ROOT
		NOT = {
			has_war_with = ROOT
		}
	}
	NOT = {
		any_other_country = {
			original_tag = FROM
			has_war_with = FROM ROOT
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_daring_paratroopers
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_daring_paratroopers
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = BEL_equipement_modernization
	}
	relative_position_id = BEL_equipement_modernization
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	available = {
		OR = {
			has_completed_focus = BEL_Renard_fighters BEL_multipurpose_bombers
		}
	}
	completion_reward = {
		air_experience = 5
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_paratroops_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = transport_plane_tech
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: GER_bba_air_prod_2
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_bba_air_prod_2 = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 300
	} {
		type = equipment_production_factor
		id = fighter
		value = 25
	} {
		type = equipment_production_min_factories
		id = fighter
		value = 8
	} {
		type = unit_ratio
		id = cas
		value = 25
	} {
		type = equipment_production_factor
		id = cas
		value = 15
	} {
		type = equipment_production_min_factories
		id = cas
		value = 5
	} {
		type = unit_ratio
		id = naval_bomber
		value = 5
	} {
		type = unit_ratio
		id = tactical_bomber
		value = 15
	} {
		type = equipment_production_factor
		id = tactical_bomber
		value = 5
	} {
		type = unit_ratio
		id = strategic_bomber
		value = 1
	} {
		type = equipment_production_factor
		id = strategic_bomber
		value = 0
	} {
		type = equipment_variant_production_factor
		id = large_plane_airframe
		value = 0
	} {
		type = equipment_production_factor
		id = heavy_fighter
		value = 3
	} {
		type = unit_ratio
		id = heavy_fighter
		value = 3
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_gold_mining
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_gold_mining
	icon = GFX_goal_generic_extraction_gold
	prerequisite = {
		focus = TAN_Industrial_Start
	}
	relative_position_id = TAN_Industrial_Start
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ROM_gold_extraction_idea
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = TAN_mining_directorate
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: PRC_soviet_style_education
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_soviet_style_education = {
	removal_cost = -1
	picture = socialist_science_focus
	allowed = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.03
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_first_five_year_plan
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_first_five_year_plan
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = MAN_tsr_obedience
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_obedience
	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 = {
		country_event = wtt_manchukou.11
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_truck_factory
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_truck_factory
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = AFG_renew_soviet_trade_agreement
	}
	x = 2
	y = 1
	relative_position_id = AFG_renew_soviet_trade_agreement
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = invites_mio_tt generic_skip_one_line_tt
			show_mio_tooltip = SOV_gaz_organization
			mio:SOV_gaz_organization = {
				add_mio_size = 3
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				267
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = communism
			popularity = 0.075
		}
		SOU = {

		}
		hidden_effect = {
			SOU = {
				set_country_flag = AFG_requested_our_aid
			}
		}
	}
}
### Entity: Character
Component: ARM_hovhannes_ter_isahakyan
Constructs: has_government, has_navy_size
Source: game
File: common/characters/ARM.txt

Code:
ARM_hovhannes_ter_isahakyan = {
	name = ARM_hovhannes_ter_isahakyan
	portraits = {
		army = {
			large = gfx/leaders/Europe/portrait_europe_generic_navy_4.dds
			small = gfx/interface/ideas/idea_europe_generic_navy_4.dds
		}
	}
	advisor = {
		cost = 200
		slot = navy_chief
		idea_token = ARM_hovhannes_ter_isahakyan_chief
		ledger = navy
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = fascism
			}
			has_navy_size = {
				size = > 0
			}
		}
		traits = {
			navy_chief_reform_3
		}
	} {
		cost = 100
		slot = high_command
		idea_token = ARM_hovhannes_ter_isahakyan_navy
		ledger = navy
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = fascism
			}
			has_navy_size = {
				size = > 0
			}
		}
		traits = {
			navy_screen_2
		}
	} {
		cost = 100
		slot = theorist
		idea_token = ARM_hovhannes_ter_isahakyan_theorist
		ledger = navy
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = fascism
			}
			has_navy_size = {
				size = > 0
			}
		}
		traits = {
			grand_fleet_proponent
		}
	}
	navy_leader = {
		traits = {
			superior_tactician navy_career_officer destroyer_leader mine_craft
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		maneuvering_skill = 1
		coordination_skill = 4
		legacy_id = -1
		visible = {
			NOT = {
				has_government = fascism
			}
		}
	}
}
### Entity: Decision
Component: PAL_al_ittihad_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_al_ittihad_category = {
	icon = generic_propaganda
	priority = 10
	visible_when_empty = yes
	picture = GFX_decision_cat_picture_macedonian_organizations
	allowed = {
		original_tag = PAL
	}
	visible = {
		has_completed_focus = PAL_al_ittihad
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_seek_papal_support
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, add_popularity, set_power_balance
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_seek_papal_support
	icon = GFX_focus_por_concordat
	prerequisite = {
		focus = ITA_power_to_the_king
	}
	x = 2
	y = 1
	relative_position_id = ITA_power_to_the_king
	cost = 5
	available = {
		NOT = {
			has_country_flag = ITA_revoked_lateran_treaty_flag
		} {
			country_exists = PAP
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_ideas = ITA_papal_support
		set_power_balance = {
			id = ITA_power_balance
			left_side = ITA_pope_side
		}
		if = {
			limit = {
				power_balance_value = {
					id = ITA_power_balance
					value = < 0
				}
			}
			set_power_balance = {
				id = ITA_power_balance
				set_value = 0
			}
		} {
			limit = {
				has_completed_focus = ITA_disband_the_blackshirts
			}
			unlock_decision_tooltip = ITA_bop_condemn_fascism
		}
		hidden_effect = {
			ITA_bop_remove_lost_core_modifier = yes
		}
		unlock_decision_tooltip = ITA_bop_expand_the_lateran_treaty
		custom_effect_tooltip = ITA_cannot_release_pap_tt
	}
}
### Entity: Country History
Country: LBV
Component: LBV_technology
Constructs: set_technology
Source: game
File: history/countries/LBV - Lombardy Venetia.txt

Code:
# Starting Technologies for LBV
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
	armored_car1 = 1
}
### Entity: Order of Battle
Component: air_wing_307
Source: game
File: history/units/VEN_1936_air_bba.txt

Code:
air_wings = {
	307 = {
		small_plane_airframe_0 = {
			owner = VEN
			amount = 12
			creator = ITA
			version_name = CR.32
		} {
			owner = VEN
			amount = 3
			creator = FRA
			version_name = D.500
		}
	}
}
### Entity: Modding Documentation
Construct: faction_influence_ratio
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### faction_influence_ratio
* description: ![MD]
 Checks influence ratio of current country in the faction
### Entity: Scripted Effect
Component: add_or_modify_AST_pacific_fleet_hub_spirit
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
add_or_modify_AST_pacific_fleet_hub_spirit = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = AST_pacific_fleet_hub_spirit
				}
			}
		}
		add_dynamic_modifier = {
			modifier = AST_pacific_fleet_hub_spirit
		}
	}
	ELSE = {
		custom_effect_tooltip = AST_pacific_fleet_hub_spirit_tt
	}
}
### Entity: Character
Component: convoy_escort_naval_manufacturer
Constructs: equipment_bonus, naval_speed, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
convoy_escort_naval_manufacturer = {
	random = no
	equipment_bonus = {
		screen_ship = {
			naval_range = 0.3
			sub_detection = 0.1
			naval_speed = 0.1
			build_cost_ic = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: GER_fedor_von_bock
Source: game
File: common/characters/GER.txt

Code:
GER_fedor_von_bock = {
	name = GER_fedor_von_bock
	portraits = {
		army = {
			large = GFX_portrait_GER_fedor_von_bock
			small = GFX_portrait_GER_fedor_von_bock_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer harsh_leader brilliant_strategist
		}
		skill = 4
		attack_skill = 3
		defense_skill = 3
		planning_skill = 4
		logistics_skill = 3
		legacy_id = 9
	}
}
### Entity: Wiki Documentation
Construct: debug_fronts
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_fronts
|
Toggles interpolated fronts debug
|

|

debug_off_front_snap (dbg_fsnap)
|
Toggles offensive fronts snapping debug
|

|
### Entity: Character
Component: SLO_vojtech_daubner
Source: game
File: common/characters/SLO.txt

Code:
SLO_vojtech_daubner = {
	advisor = {
		slot = theorist
		idea_token = SLO_vojtech_daubner
		ledger = air
		allowed = {
			original_tag = SLO
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Vojtech Daubner
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}
### Entity: Character
Component: NOR_defeatist_commander_in_chief
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_defeatist_commander_in_chief = {
	sprite = 5
	random = no
	experience_gain_army = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	max_dig_in_factor = 0.1
	dig_in_speed_factor = 0.2
	surrender_limit = -0.2
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Country History
Country: DON
Component: DON_technology
Constructs: set_technology
Source: game
File: history/countries/DON - Don Republic.txt

Code:
# Starting Technologies for DON
set_technology = {
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
}
### Entity: Name List
Component: HUN
Source: game
File: common/names/00_names.txt

Code:
HUN = {
	male = {
		names = {
			Alajos Albert Álmos Anasztáz András Arisztid Aurél Benedek Bertalan Béla Béni Dániel Dávid Edvárd Éliás Erno Ferencz Gyula György Gábor Gábriel Gáspár Ignác Imre István Izidor Ján János József Katalin Kelemen Krisztian Kálmán Károly Lajos László Manó Mihály Myklós Mór Ödön Ottó Péter Rafael Simon Sándor Tivadar Vilmos Virág Zsigmond
		}
	}
	female = {
		names = {
			Agnes Eva Adelaida Adelaide Agáta Agatha Amelia Angyalka Aranka Bertha Csilla Csillag Czenzi Dorottya Dorothy Edit Edith Emese Erika Elisabeth Eszter Berta Anna Etel Euphemia Euphemia Gizella Gisela Györgyi Georgia Hajnal Hedwig Hedwig Ibolya Irene Juliana Judith Judith Kamilla Camilla Katalin Kinga Clara Catherine Illona Konstancia Constance Krisztina Christina Kunigunda Kunigunde Luca Maria Martha Magdolna Magdalena Margaréta Margaret Margit Matild Matilda Natália Natalia Odola Orsolya Panni Piroska Rosa Sarah Sarolt Zsuzsa Zsanett Skolasztika Sophia Sophia Terezia Teresa Viola Viola Sophia
		}
	}
	surnames = {
		Andrássy Apponyi Aulich Bacher Baross Batthyány Beöthy Bothmer Damjanich Dessewffy Egressy Farkas Goldziher Gungl Hauszmann Heller Horthy Izsó Joseffy Katona Kaufman Kiss Knezich Kogutowicz Kéler Lahner Liszt Lázár Mikszáth Molnár Nagy-Sándor Ottinger Österreicher Perczel Poeltenberg Reményi Rohr Schweidel Szemere Szlávic Széchenyi Takáč Tersztyansky Török Vajlok Varga Vécsey
	}
	callsigns = {

	}
}
### Entity: Decision
Component: MEX_category_military_issues
Constructs: has_dlc
Source: game
File: common/decisions/categories/MEX_decision_categories.txt

Code:
MEX_category_military_issues = {
	icon = border_conflicts
	priority = 95
	allowed = {
		has_dlc = Man the Guns
		original_tag = MEX
	}
}
### Entity: Character
Component: MAL_shenton_thomas
Source: game
File: common/characters/MAL.txt

Code:
MAL_shenton_thomas = {
	name = MAL_shenton_thomas
	portraits = {
		civilian = {
			large = GFX_portrait_malaya_shenton_thomas
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1953.3.1.1
		traits = {
			MAL_governor_of_the_straits_settlements_trait
		}
		id = -1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_prepare_italian_coup
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_prepare_italian_coup
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = GER_the_central_powers
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ITA
		}
		ITA = {
			has_government = fascism
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = GER_the_central_powers
	cost = 10
	ai_will_do = {
		factor = 10
	}
	select_effect = {
		ITA = {
			country_event = {
				id = wtt_germany.1006
				days = 1
				random = 2
			}
		}
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = wtt_germany.8
			}
		}
		custom_effect_tooltip = GER_prepare_italian_coup_tt
		effect_tooltip = {
			ITA = {
				add_timed_idea = {
					idea = GER_preparing_ITA_coup
					days = 1095
				}
			}
		}
	}
}
### Entity: Idea
Component: SOV_tank_improvements_idea
Constructs: removal_cost, equipment_bonus, research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_tank_improvements_idea = {
	name = SOV_tank_improvements_idea
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	picture = generic_acquire_tanks
	equipment_bonus = {

	}
	research_bonus = {
		armor = 0.1
	}
	modifier = {
		tank_manufacturer_cost_factor = -0.5
		land_equipment_upgrade_xp_cost = -0.1
	}
}
### Entity: Military Industrial Organization
Component: JAP_tachikawa_aircraft_company_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, production_bonus, equipment_bonus, add_trait, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_tachikawa_aircraft_company_organization = {
	include = generic_cas_aircraft_organization
	icon = GFX_idea_JAP_tachikawa_aircraft_company
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	initial_trait = {
		name = JAP_mio_trait_army_aircraft_manufacturer
		limit_to_equipment_type = {
			small_plane_cas_airframe
		}
		production_bonus = {
			production_capacity_factor = 0.03
		}
		equipment_bonus = {
			air_ground_attack = 0.02
		}
	}
	add_trait = {
		token = JAP_mio_trait_unified_research_and_development
		name = JAP_mio_trait_unified_research_and_development
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_heat_bombs
		position = {
			x = 2
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_sea_unify_the_air_forces
				NOT = {
					has_country_flag = JAP_mio_trait_unified_research_and_development_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = JAP_mio_trait_unified_research_and_development_taken_flag
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Event
Component: KMT_event.55
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.55
	title = KMT_event.55.t
	desc = KMT_event.55.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		name = KMT_event.55.a
		divide_variable = {
			var = CHI_ckmt_pop
			value = 3
		}
		subtract_from_variable = {
			CHI_KMT_popularity = CHI_ckmt_pop
		}
		add_to_variable = {
			CHI_YCP_popularity = CHI_ckmt_pop
		}
	}
}
### Entity: Idea
Component: MAN_korean_liberation_army_no_korea
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_korean_liberation_army_no_korea = {
	name = MAN_korean_liberation_army
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = KOR_korean_liberation_army_idea
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_corporate_alliance
Constructs: prerequisite, is_major, completion_reward, set_rule
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_corporate_alliance
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = HON_agricola HON_take_panama
	}
	mutually_exclusive = {
		focus = HON_fruitful_partnership
	}
	relative_position_id = HON_take_panama
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 10
			is_major = yes
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}