Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_370
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_370 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 370
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 370
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_portuguese_aid
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, has_volunteers_amount_from, has_global_flag, add_manpower, add_timed_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_portuguese_aid
	available = {
		NOT = {
			has_war_with = POR
		}
		any_enemy_country = {
			NOT = {
				has_volunteers_amount_from = {
					tag = POR
					count = > 0
				}
			}
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_a_methodical_approach
	}
	icon = GFX_focus_generic_befriend_portugal
	x = 1
	y = 1
	relative_position_id = SPA_a_methodical_approach
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		effect_tooltip = {
			add_manpower = 20000
			POR = {
				add_timed_idea = {
					idea = SPA_spanish_civil_war_commitments
					days = 730
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SPA_spanish_civil_war_commitments
				}
			}
		}
		custom_effect_tooltip = SPA_the_iberian_pact_tt_2
		POR = {
			country_event = {
				id = lar_spain.22
				hours = 12
				random_hours = 36
			}
		}
	}
}
### Entity: Character
Component: TAH_ncm
Source: game
File: common/characters/TAH.txt

Code:
TAH_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = TAH_ncm
		allowed = {
			original_tag = TAH
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Country History
Country: USB
Component: USB_army
Source: game
File: history/countries/USB - USB.txt

Code:
# OOB & Army Setup for USB
oob = USA_1936
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_strategic_bombing
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_strategic_bombing
	icon = GFX_focus_SWE_marauder_bombers
	relative_position_id = SMB_flying_fortress
	prerequisite = {
		focus = SMB_flying_fortress
	}
	mutually_exclusive = {
		focus = SMB_army_support
	}
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_strategic_bomber_bombing_factor = 0.15
				tooltip = air_strategic_bomber_bombing_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_strategic_bomber_bombing_factor = 0.15
				tooltip = air_strategic_bomber_bombing_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_strategic_bomber_bombing_factor = 0.15
				tooltip = air_strategic_bomber_bombing_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_strategic_bomber_bombing_factor = 0.15
				tooltip = air_strategic_bomber_bombing_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_strategic_bomber_bombing_factor = 0.15
				tooltip = air_strategic_bomber_bombing_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_strategic_bomber_bombing_fact
# ... (truncated)
### Entity: Trigger Reference
Construct: exists
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## exists

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Check if the current country exist. The country of the scope you are in. Example: DEN = { exists = yes }
```
### Entity: Name List
Component: GUK
Source: game
File: common/names/r56_names.txt

Code:
GUK = {
	male = {
		names = {
			Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Jelena Ludmila Ella Svetlana Margarita Elena Natalya Lydia Valentina Olga Alexandra Sofia Albina
		}
		surnames = {
			Alexseyeva Antonova Azarova Badanova Chibisova Denikina Dragomirova Frolova Golivina Grishina Gurkova Ivanova Ivannikova Konstantinova Kornilova Kolchaka Kuropatkina Lazareva Makarova Menshikova Nakhimova Nebogatova Nikolaevichaya Nikitina Ostrovskaya Pavlova Putyatina Rozhestvenskaya Skobeleva Shuvalova Surkova Yegorova Yudenicha Vorontsova Zavoykaya
		}
	}
	surnames = {
		Alexseyev Antonov Azarov Badanov Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Konstantinov Kornilov Kolchak Kuropatkin Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Rozhestvensky Skobelev Shuvalov Surkov Yegorov Yudenich Vorontsov Zavoyko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: Idea
Component: CZE_top_secret_info_leaked
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_top_secret_info_leaked = {
	removal_cost = -1
	picture = tfv_can_conscription_crisis
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = GER
		defense_bonus_against = -0.1
	} {
		tag = HUN
		defense_bonus_against = -0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_motorized_design_B
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_motorized_design_B = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/motorized_design = global.EAI_B_MOT_DESIGN
		} {
			EAI_FOCUS/LAND/motorized_design_OVERRIDE = global.EAI_B_MOT_DESIGN
		}
		AND = {
			OR = {
				EAI_Motorized_Design_B_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/motorized_design EAI_FOCUS/LAND/motorized_design_OVERRIDE
			}
		}
	}
}
### Entity: Event
Component: INS_union_events.9
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.9
	title = INS_union_events.9.t
	desc = INS_union_events.9.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_union_events.9.a
		indonesia_union_HOL_START_effect = yes
		news_event = {
			id = taog_news.1
			hours = 12
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_reject_lesser_israel
Constructs: prerequisite, limit, add_war_support, add_stability, add_opinion_modifier, completion_reward, add_political_power, has_global_flag
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_reject_lesser_israel
	icon = GFX_goal_ISR_whole
	relative_position_id = ISR_begin_takes_over
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_begin_takes_over
	}
	bypass = {
		has_global_flag = MPL_jerusalem_conference
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				country_exists = PAL
			}
			create_wargoal = {
				target = PAL
				type = annex_everything
			}
		} {
			limit = {
				controls_state = 966
			}
			966 = {
				add_compliance = -15
				add_resistance = -20
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance
				}
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
					scope = ISR
				}
			}
		} {
			limit = {
				controls_state = 949
			}
			949 = {
				add_compliance = -15
				add_resistance = -20
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance
				}
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
					scope = ISR
				}
			}
		}
		add_political_power = 100
		else = {
			add_stability = 0.05
		} {
			add_war_support = 0.05
		}
		every_neighbor_country = {
			add_opinion_modifier = {
				target = ISR
				modifier = medium_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: anti_stalinist_propagandist
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_stalinist_propagandist = {
	random = no
	sprite = 13
	subversive_activites_upkeep = -0.15
	boost_resistance_factor = 0.1
	resistance_decay_on_our_occupied_states = -0.1
	intel_from_operatives_factor = 0.1
}
### Entity: Event
Component: sweden_aland.21
Constructs: is_triggered_only, add_core_of, remove_core_of, set_demilitarized_zone
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_aland.21
	title = sweden_aland.21.t
	desc = sweden_aland.21.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = sweden_aland.21.a
		transfer_state = 145
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		} {
			country = FROM
			relation = guarantee
			active = yes
		}
		145 = {
			add_core_of = SWE
		} {
			remove_core_of = FIN
		} {
			set_demilitarized_zone = no
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_AUS
Source: game
File: common/ai_focuses/AUS.txt

Code:
ai_focus_naval_AUS = {
	research = {
		naval_equipment = 7.0
		naval_doctrine = 100.0
		marine_tech = 10.0
		dd_tech = 8.0
		cl_tech = 5.0
		ca_tech = 5.0
		bc_tech = 3.0
		bb_tech = 8.0
		shbb_tech = 5.0
		tp_tech = 3.0
		cv_tech = 5.0
		ss_tech = 10.0
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANo.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:No.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Ideology (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:No.png"
### Entity: AI Strategy
Component: USA_medium_tanks
Constructs: has_war, is_major, has_tech, any_of, is_historical_focus_on
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_medium_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_medium_tank
	}
	priority = {
		factor = 2000
	}
	basic_medium_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_medium_tank_chassis
				factor = 0
			}
		}
		visible = no
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_small_cannon_2 tank_high_velocity_cannon tank_small_cannon
					}
				}
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 7
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 2
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_high_velocity_cannon tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine sloped_armor
		}
	}
	basic_medium_tank_improved = {
		priority = {
			factor = 300
			modifier = {
				has_tech = improved_medium_tank_chassis
				factor = 0
			} {
				is_historical_focus_on = no
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = tank_radio_module
				special_type_slot_3 = secondary_turret_small_cannon
				special_type_slot_4 = easy_maintenance
			}
			upgrades = {
				tank_nsb_engine_upgrade = 8
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 2
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon_2 tank_medium_cannon tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine sloped_armor secondary_turre
# ... (truncated)
### Entity: Misc Config
Component: load_ncns_chi
Constructs: load_ncns_chi
Source: game
File: common/frontend/backgrounds/base_backgrounds.txt

Code:
load_ncns_chi = {
	dlc_allowed = No Compromise, No Surrender
	locale = simp_chinese
}
### Entity: Order of Battle
Component: 24th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 24th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Event
Component: JUNO_brazil_events.132
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.132
	title = JUNO_brazil_events.132.t
	desc = JUNO_brazil_events.132.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.132.a
		ai_chance = {
			base = 1
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
	}
}
### Entity: Idea
Component: KMT_dues_to_our_overlord3
Constructs: has_war_with, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_dues_to_our_overlord3 = {
	removal_cost = -1
	picture = ARG_anti_soviet
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		COV = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
				original_tag = ROOT
			}
		}
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = -0.025
		local_resources_factor = 0.1
	}
	targeted_modifier = {
		tag = COV
		cic_to_target_factor = 0.1
		mic_to_target_factor = 0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_integrate_militias
Constructs: prerequisite, completion_reward, has_power_balance, add_command_power, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_integrate_militias
	icon = GFX_goal_generic_democratic_army
	relative_position_id = AUS_old_friends_not_forgotten
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_old_friends_not_forgotten
	}
	bypass = {
		NOT = {
			has_power_balance = {
				id = AUS_heimwehr_power_balance
			}
		}
	}
	cost = 5
	completion_reward = {
		army_experience = 20
		add_command_power = 20
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = -0.15
			tooltip_side = AUS_habsburg_side_heimwehr
		}
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_apply_equipment_modifier_VERY_HARD
Constructs: limit, add_ideas, remove_ideas, has_country_flag, has_equipment, set_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_apply_equipment_modifier_VERY_HARD = {
	if = {
		limit = {
			has_country_flag = EAI_difficulty_logging
		}
		log = [GetYear] [GetMonth] | DIFFICULTY | [This.GetName] | EAI_DIFFICULTY_apply_equipment_modifier_VERY_HARD
	} {
		limit = {
			has_equipment = {
				infantry_equipment = < 5000
			}
		}
		add_ideas = EAI_VERY_HARD/infantry_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/infantry_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				support_equipment = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/support_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/support_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				artillery_equipment = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/artillery_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/artillery_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				rocket_artillery_equipment = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/rocket_artillery_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/rocket_artillery_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				motorized_rocket_equipment = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/motorized_rocket_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/motorized_rocket_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				motorized_equipment = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/motorized_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/motorized_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				mechanized_equipment = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/mechanized_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/mechanized_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				anti_tank_equipment = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/anti_tank_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/anti_tank_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				anti_air_equipment = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/anti_air_equipment_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/anti_air_equipment_bonus
		}
	} {
		limit = {
			has_equipment = {
				light_tank_chassis = < 500
			}
		}
		add_ideas = EAI_VERY_HARD/light_tank_chassis_bonus
		else = {
			remove_ideas = EAI_VERY_HARD/light_tank_chassis_bonus
		}
	} {
		limit = {
			has_equipment = {
				medium_tank_chassis = < 500
			}

# ... (truncated)
### Entity: National Focus
Tree: jap_focus
Component: JAP_develop_sophisticated_artillery_equipment
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_develop_sophisticated_artillery_equipment
	icon = GFX_focus_SWE_let_fly_all_guns
	prerequisite = {
		focus = JAP_adopt_new_assault_doctrine
	}
	relative_position_id = JAP_adopt_new_assault_doctrine
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_osaka_army_arsenal_artillery_organization = {
				add_mio_size = 1
			}
			mio:JAP_hitachi_arms_department_organization = {
				add_mio_size = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					JAP_army_faction_is_at_least_influential = yes
				}
			}
			custom_effect_tooltip = JAP_develop_lethal_infantry_equipment_tt
			effect_tooltip = {
				add_to_variable = {
					JAP_army_army_army_artillery_attack_factor = 0.1
					tooltip = army_artillery_attack_factor_tt
				}
			}
		}
		add_tech_bonus = {
			name = JAP_develop_sophisticated_artillery_equipment
			bonus = 0.75
			uses = 2
			category = artillery
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		ELSE_IF = {
			limit = {
				JAP_army_faction_is_at_least_influential = yes
			}
			JAP_add_or_modify_imperial_army = yes
			add_to_variable = {
				JAP_army_army_army_artillery_attack_factor = 0.1
				tooltip = army_artillery_attack_factor_tt
			}
		}
	}
}
### Entity: Idea
Component: kan
Source: game
File: common/ideas/r56_indonesia.txt

Code:
kan = {
	allowed = {
		original_tag = INS
	}
	available = {

	}
	ai_will_do = {
		factor = 4
	}
	traits = {
		silent_workhorse
	}
}
### Entity: Scripted Trigger
Component: EAI_screen_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_screen_tech_focus = {
	date = > 1937.1.1
	OR = {
		EAI_DD_tech_focus = yes
		EAI_CL_tech_focus = yes
	} {
		EAI_Screen_Ship_Research_Focus_PRESET = yes
		num_of_naval_factories = > 30
	}
}
### Entity: Modding Documentation
Construct: faction_goal_slot
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## faction_goal_slot
* Aliases: fgs
* Arguments: category, amount

Adds a faction goal slot, categories are short medium long
### Entity: Modifier Reference
Component: INS_happy_state
Constructs: has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_happy_state = {
	icon = GFX_modifiers_increased_metal_production
	enable = {
		has_dlc = Thunder at Our Gates
	}
	state_production_speed_buildings_factor = 0.1
	local_factory_energy_consumption = -0.2
}
### Entity: Character
Component: IAS_isthmo_amerindian_council
Source: game
File: common/characters/IAS.txt

Code:
IAS_isthmo_amerindian_council = {
	name = IAS_isthmo_amerindian_council
	portraits = {
		civilian = {
			large = GFX_portrait_IAS_council
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			non_aligned_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = conservatism
		traits = {
			democratic_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = marxism
		traits = {
			communist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = falangism
		traits = {
			fascist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_global_defense_council
Constructs: prerequisite, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_global_defense_council
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_anarchism_knows_no_borders
	}
	icon = GFX_goal_generic_alliance
	x = 1
	y = 1
	relative_position_id = SPR_anarchism_knows_no_borders
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPR_global_defense_council_tt SPR_global_defense_council_tt_2
		hidden_effect = {
			drop_cosmetic_tag = yes
			set_cosmetic_tag = SPC_global_defense_council
		}
	}
}