Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cyp_focus
Component: CYP_grand_defense_plan
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_to_variable, random_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_grand_defense_plan
	icon = GFX_goal_generic_defense_of_the_lands
	cost = 8
	x = 0
	y = 1
	relative_position_id = CYP_island_defense
	prerequisite = {
		focus = CYP_island_defense
	}
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CYP_national_guard_tt_1
				add_idea = CYP_national_guard_tt_2
			}
		}
		add_to_variable = {
			CYP_national_guard_org_loss_at_low_org = -0.15
		} {
			CYP_national_guard_recruitable_population = 0.075
		} {
			CYP_national_guard_initiative = -0.03
		}
		random_controlled_state = {
			prioritize = {
				183
			}
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = 11984
			} {
				type = coastal_bunker
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Component: wuw_HUN_undercover_air_maneuvers
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_undercover_air_maneuvers
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = wuw_HUN_secret_rearmament
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_secret_rearmament
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_AIR_XP FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_wuw
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_wuw
					add_idea = HUN_treaty_of_triannon_wuw_no_air_debuff
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
					add_idea = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_aat_wuw
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_aat_wuw
					add_idea = HUN_treaty_of_triannon_aat_wuw_no_air_debuff
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
					add_idea = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
				}
			}
		} {
			limit = {
				wuw_HUN_does_not_have_trianon = no
			}
			custom_effect_tooltip = available_theorist generic_skip_one_line_tt available_military_high_command
			show_ideas_tooltip = HUN_gyorgy_jendrassik HUN_sandor_magyarossy
		}
		air_experience = 15
		add_doctrine_cost_reduction = {
			name = wuw_HUN_undercover_air_maneuvers
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Event
Component: r56_canada.18
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.18
	title = r56_canada.18.t
	desc = r56_canada.18.d
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = r56_canada.18.a
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 10000
				producer = CAN
			} {
				type = artillery_equipment
				amount = 1000
				producer = CAN
			} {
				type = support_equipment
				amount = 1000
				producer = CAN
			}
		}
	}
}
### Entity: Event
Component: WW_hungary.37
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, add_political_power, set_global_flag
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.37
	title = WW_hungary.37.t
	desc = WW_hungary.37.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.37.a
		ai_chance = {
			base = 100
		}
		add_opinion_modifier = {
			target = FROM
			modifier = faction_traitor
		}
		add_political_power = 50
		ROOT = {
			uncomplete_national_focus = {
				focus = wuw_HUN_seek_an_alliance_with_the_kaiser
				uncomplete_children = yes
				refund_political_power = no
			}
		}
		set_global_flag = GER_Rejected_HUN_central_powers
	}
}
### Entity: Operation
Component: murder_trotsky
Constructs: has_completed_focus, has_country_flag, has_global_flag, operation_cost, set_country_flag, has_equipment
Source: game
File: common/operations/NSB_historical_operations.txt

Code:
murder_trotsky = {
	icon = GFX_murder_trotsky
	map_icon = GFX_murder_trotsky_map
	name = murder_trotsky
	desc = murder_trotsky_desc
	days = 270
	priority = 10
	allowed = {
		original_tag = SOV
	}
	available = {

	}
	visible = {
		has_completed_focus = SOV_behead_the_snake
		NOT = {
			has_global_flag = flag_trotsky_dead
		} {
			has_global_flag = flag_trotsky_has_returned_to_ussr_from_mexico
		} {
			ROOT = {
				has_country_flag = SOV_trotskys_assassination_attempt_flag
			}
		}
		OR = {
			AND = {
				FROM = {
					controls_state = 277
				}
				OR = {
					has_global_flag = trotsky_exile_mexico flag_mexico_invited_trotsky_to_government
				}
			} {
				FROM = {
					controls_state = 110
				}
				NOT = {
					has_global_flag = trotsky_exile_mexico flag_mexico_invited_trotsky_to_government
				}
			}
		}
	}
	operatives = 1
	network_strength = 25
	on_start = {

	}
	outcome_modifiers = {
		operation_outcome operation_infiltrate_outcome
	}
	cost_modifiers = {
		operation_cost operation_infiltrate_cost
	}
	risk_modifiers = {
		operation_risk operation_infiltrate_risk
	}
	outcome_potential = {
		custom_effect_tooltip = murder_trotsky_outcome_tt
	}
	risk_chance = 0.25
	experience = 5
	outcome_execute = {
		ROOT = {
			set_country_flag = SOV_trotskys_assassination_attempt_flag
		} {
			news_event = {
				id = news.37
			}
		}
	}
	phases = {
		murder_trotsky_infiltration = {
			base = 100
		}
	} {
		murder_trotsky_attack = {
			base = 100
		}
	} {
		exfiltration_border = {
			base = 40
		}
		exfiltration_go_to_ground = {
			base = 30
		}
		exfiltration_submarine_pickup = {
			base = 20
		}
		exfiltration_air_pickup = {
			base = 10
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_utilize_our_strengths
Constructs: prerequisite, limit, add_ideas, completion_reward
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_utilize_our_strengths
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = HOA_strengthen_the_irregulars HOA_every_man_a_warrior
	}
	x = 1
	y = 1
	relative_position_id = HOA_strengthen_the_irregulars
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					original_tag = AFA TIG SID
				}
			}
			add_ideas = HOA_our_strength_fighting_idea
		}
		ELSE_IF = {
			limit = {
				OR = {
					original_tag = ORO GBA BEG
				}
			}
			add_ideas = HOA_our_strength_production_idea
		} {
			limit = {
				OR = {
					original_tag = HAR QEM
				}
			}
			add_ideas = HOA_our_strength_research_idea
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_invite_british_investors
Constructs: prerequisite, completion_reward, add_political_power, is_subject, allow_branch, add_offsite_building
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_invite_british_investors
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = PER_declare_loyalty_to_britain
	}
	x = -1
	y = 1
	relative_position_id = PER_declare_loyalty_to_britain
	cost = 10
	available = {
		PER = {
			is_subject = yes
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 120
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_paratrooper_developments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_paratrooper_developments
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = TUR_found_an_air_war_academy
	}
	x = -2
	y = 1
	relative_position_id = TUR_found_an_air_war_academy
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = para_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
}
### Entity: Idea
Component: CHL_enaer
Constructs: research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_enaer = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = CHL
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Effect Reference
Construct: set_faction_manifest
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_faction_manifest

* Supported Scopes: COUNTRY
* Supported Targets: none

Changes current country's faction manifest, the previous manifest is removed.
### Entity: National Focus
Tree: gre_focus
Component: GRE_third_hellenic_civilization
Constructs: prerequisite, limit, completion_reward, has_country_leader, is_in_faction, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_third_hellenic_civilization
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = GRE_an_orthodox_state
	}
	available = {
		has_country_leader = {
			character = GRE_ioannis_metaxas
			ruling_only = yes
		}
		is_in_faction = no
		has_idea = GRE_metaxism_3
	}
	x = 0
	y = 1
	relative_position_id = GRE_an_orthodox_state
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = GRE_metaxism_3
				add_idea = GRE_metaxism_4
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = GRE_metaxism_3
				}
				swap_ideas = {
					remove_idea = GRE_metaxism_3
					add_idea = GRE_metaxism_4
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: HABSBURG_the_modern_hussar
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_the_modern_hussar
	dynamic = yes
	icon = GFX_focus_HABSBURG_the_modern_hussar
	prerequisite = {
		focus = HABSBURG_offensive_hussars HABSBURG_defensive_hussars
	}
	relative_position_id = HABSBURG_offensive_hussars
	x = -1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 8
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_cavalry_ns_intro
			add_to_variable = {
				global.HABSBURG_cavalry_cavalry_attack_factor = 0.05
				tooltip = cavalry_attack_factor_tt
			} {
				global.HABSBURG_cavalry_cavalry_defence_factor = 0.05
				tooltip = cavalry_defence_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_cavalry_ns_intro
			add_to_variable = {
				global.HABSBURG_cavalry_cavalry_attack_factor = 0.05
				tooltip = cavalry_attack_factor_tt
			} {
				global.HABSBURG_cavalry_cavalry_defence_factor = 0.05
				tooltip = cavalry_defence_factor_tt
			}
		}
	}
}
### Entity: Event
Component: israel.88
Constructs: is_triggered_only, has_completed_focus, limit, set_country_flag, clr_country_flag, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.88
	title = israel.88.t
	desc = israel.88.d
	is_triggered_only = yes
	option = {
		name = israel.88.a
		set_country_flag = ISR_negotiations_collapsed
		clr_country_flag = ISR_EGY_negotiating
		if = {
			limit = {
				has_completed_focus = EGY_stretch_out_the_hand
			}
			uncomplete_national_focus = {
				focus = EGY_stretch_out_the_hand
			}
		}
		ISR = {
			clr_country_flag = ISR_EGY_negotiating
		}
		news_event = {
			id = israel.89
			days = 1
			random_hours = 12
		}
	}
}
### Entity: Trigger Reference
Construct: days_since_capitulated
Constructs: days_since_capitulated, has_capitulated
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## days_since_capitulated

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks the number of days since the country last capitulated, even if it is no longer capitulated.
	If it has not ever capitulated, the value is extremely large.
	It is recommended to combine this with has_capitulated = yes when you specifically want to ignore non-active capitulations.
Examples:
	HOL = { has_capitulated = yes days_since_capitulated > 60 } # The Netherlands has been capitulated for more than two months
	FRA = { has_capitulated = yes days_since_capitulated < 21 } # France has capitulated sometime within the past three weeks
	GER = { OR = { has_capitulated = no days_since_capitulated > 14 } } # Germany is not both actively and recently capitulated

```
### Entity: Event
Component: bftb_greece.188
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.188
	title = bftb_greece.188.t
	desc = bftb_greece.188.desc
	picture = GFX_report_event_gre_george_ii_victorious
	is_triggered_only = yes
	option = {
		name = bftb_greece.188.a
		add_stability = 0.05
	}
}
### Entity: Idea
Component: CHL_carabineros_de_chile_neutrality
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_carabineros_de_chile_neutrality = {
	picture = CHL_carabineros_de_chile_neutrality
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.07
		conscription_factor = 0.05
		drift_defence_factor = 0.2
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3APOV/doc.html

Doc:
This is the documentation page for Template:POV. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

POV can be used to highlight articles with neutrality issues.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Character
Component: JAP_yasuji_okamura
Constructs: has_war_with
Source: game
File: common/characters/JAP.txt

Code:
JAP_yasuji_okamura = {
	name = JAP_yasuji_okamura
	portraits = {
		army = {
			small = GFX_idea_yasuji_okamura
			large = GFX_portrait_JAP_yasuji_okamura
		}
	}
	advisor = {
		slot = high_command
		idea_token = yasuji_okamura
		ledger = army
		allowed = {
			original_tag = JAP
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			base = 5
			modifier = {
				factor = 1.5
				NOT = {
					JAP = {
						has_war_with = USA
					}
				}
			}
		}
	}
	corps_commander = {
		traits = {
			trait_reckless
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_permanent_joint_defense_board
Constructs: prerequisite, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, is_subject, is_justifying_wargoal_against
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_permanent_joint_defense_board
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = CAN_patriation
	}
	mutually_exclusive = {
		focus = CAN_burn_the_royal_portraits
	} {
		focus = CAN_swastika_clubs
	}
	x = 0
	y = 1
	relative_position_id = CAN_patriation
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			democratic = > 0.6
			factor = 2
		} {
			democratic = < 0.4
			factor = 0.5
		}
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = USA
			is_justifying_wargoal_against = USA
			has_wargoal_against = USA
			has_war_together_with = ENG
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
		USA = {
			has_government = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			remove_from_faction = ROOT
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CAN_permanent_joint_defense_board
			}
		}
		add_opinion_modifier = {
			target = USA
			modifier = CAN_permanent_joint_defense_board
		}
		give_guarantee = USA
	}
}
### Entity: Idea
Component: JAP_crumbling_military_cabinet_idea_2
Constructs: stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_crumbling_military_cabinet_idea_2 = {
	picture = JAP_collapsing_government
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.2
		army_org_factor = -0.05
		army_attack_factor = -0.025
	}
}
### Entity: Character
Component: AFG_divided_council
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_divided_council = {
	random = no
	sprite = 13
	stability_factor = -0.1
	political_power_factor = -0.05
}
### Entity: Event
Component: naw_norway.86
Constructs: is_triggered_only, ai_chance, limit, add_political_power, set_state_name, is_core_of, add_core_of, set_province_name
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.86
	title = naw_norway.86.t
	desc = naw_norway.86.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = naw_norway.86.a
		ai_chance = {
			base = 25
		}
		971 = {
			set_state_name = Orknøyene
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = NOR
					}
				}
				add_core_of = NOR
			}
		}
		set_province_name = {
			id = 11064
			name = Kirkevika
		}
		add_political_power = 30
	} {
		name = naw_norway.86.b
		ai_chance = {
			base = 75
		}
		971 = {
			set_state_name = Orknøyane
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = NOR
					}
				}
				add_core_of = NOR
			}
		}
		set_province_name = {
			id = 11064
			name = Kyrkjevågen
		}
		add_political_power = 30
	} {
		name = naw_norway.86.c
		ai_chance = {
			base = 0
		}
		971 = {
			set_state_name = Orkneyjar
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = NOR
					}
				}
				add_core_of = NOR
			}
		}
		set_province_name = {
			id = 11064
			name = Kirkjuvágr
		}
		add_political_power = 30
	}
}
### Entity: Event
Component: r56_canada.5
Constructs: has_war, has_government, fire_only_once, is_in_faction_with, set_country_flag
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.5
	title = r56_canada.5.t
	desc = r56_canada.5.d
	fire_only_once = yes
	trigger = {
		tag = CAN
		has_government = democratic
		date = > 1942.1.1
		is_in_faction_with = ENG
		ENG = {
			has_government = democratic
		}
		has_war = yes
	}
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = r56_canada.5.a
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = r56_CAN_jack_bickell
		hidden_effect = {
			set_country_flag = r56_can_bickell_returned
		}
	}
}
### Entity: Character
Component: JAP_heisuke_yanagawa
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_heisuke_yanagawa = {
	name = JAP_heisuke_yanagawa
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_heisuke_yanagawa_civilian_small
		}
		army = {
			small = GFX_portrait_JAP_heisuke_yanagawa_military_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_heisuke_yanagawa
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_a_red_sun_rises_for_a_new_era
			}
		}
		available = {
			not_already_hired_except_as = political_advisor
			OR = {
				has_completed_focus = JAP_a_new_take_on_state_shintoism JAP_the_spirit_of_the_imperial_nation JAP_enact_religious_organizations_law
			}
		}
		traits = {
			JAP_state_shinto_advocate
		}
		on_add = {
			JAP_small_army_faction_gain = yes
		}
		on_remove = {
			JAP_small_army_faction_loss = yes
		}
		ai_will_do = {
			base = 1
		}
	} {
		slot = high_command
		idea_token = JAP_heisuke_yanagawa_hc
		ledger = army
		allowed = {
			original_tag = JAP
		}
		available = {
			not_already_hired_except_as = high_command
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			base = 1.5
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/LAND/land_doctrine_path
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/LAND/land_doctrine_path = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/LAND/land_doctrine_path_OVERRIDE
			}
		}
	}
}