Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_consolidate_resistance_groups
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_consolidate_resistance_groups
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = BEL_develop_home_support
	}
	relative_position_id = BEL_develop_home_support
	x = 0
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_modify_belgian_resistance_state_dynamic_modifier_tt
		add_to_variable = {
			BEL_belgian_resistance_resistance_growth_on_our_occupied_states = 0.2
			tooltip = resistance_growth_on_our_occupied_states_tt
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_claim_chile
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_army_manpower, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_claim_chile
	icon = GFX_goal_generic_attack_chile
	prerequisite = {
		focus = ARG_uruguay_ocupation
	}
	x = 40
	y = 7
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 150000
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = CHL
			}
			is_in_faction_with = CHL
		}
	}
	cancel = {
		has_war_with = CHL
	}
	cancel_if_invalid = no
	completion_reward = {
		add_named_threat = {
			threat = 0.3
			name = ARG_chile_claim_threat
		}
		add_state_claim = 1064 506 954 279 1063 1062 507
		create_wargoal = {
			type = take_state_focus
			target = CHL
			expire = 0
			generator = {
				1064 506 954 279 1063 1062 507
			}
		}
		CHL = {
			add_opinion_modifier = {
				target = ARG
				modifier = arg_claim
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: NRU
Component: NRU_misc
Constructs: set_convoys, set_research_slots
Source: game
File: history/countries/NRU - Nauru.txt

Code:
# Misc for NRU
capital = 725
set_convoys = 25
set_research_slots = 3
### Entity: National Focus
Tree: lit_focus
Component: LIT_accept_opposition_in_the_government
Constructs: prerequisite, remove_ideas, add_war_support, add_stability, completion_reward, has_idea, add_popularity, swap_ideas
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_accept_opposition_in_the_government
	icon = GFX_goal_generic_dangerous_deal
	relative_position_id = LIT_empower_smetona
	x = 1
	y = 2
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_root_out_communists
	}
	mutually_exclusive = {
		focus = LIT_dissolve_the_klaipda_directorate
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_idea = LIT_political_crisis
			threat = > 0.99
		}
	}
	completion_reward = {
		remove_ideas = LIT_amended_electoral_law LIT_loyal_seimas
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		add_stability = 0.1
		add_war_support = 0.1
		swap_ideas = {
			remove_idea = LIT_third_constitution_1
			add_idea = LIT_third_constitution_2
		}
		custom_effect_tooltip = available_political_advisor available_chief_of_army remove_political_advisor
		show_ideas_tooltip = LIT_leonas_bistras LIT_kazys_skirpa LIT_vladas_mironas_r56 LIT_silvestras_leonas
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_re_establish_the_khyber_rifles
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_re_establish_the_khyber_rifles
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = RAJ_indian_territorial_force RAJ_mountain_guns
	}
	x = -5
	y = 1
	relative_position_id = RAJ_indian_territorial_force
	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_MILITARY_CHARACTER
	}
	completion_reward = {
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = hill_fighter
				}
			}
			add_trait = {
				trait = hill_fighter
			}
		} {
			limit = {
				NOT = {
					has_trait = trait_mountaineer
				}
			}
			add_trait = {
				trait = trait_mountaineer
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_the_nine_cent_law
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_the_nine_cent_law
	icon = GFX_goal_CUB_sugar_money
	cost = 10
	prerequisite = {
		focus = CUB_victory_for_gomez
	}
	mutually_exclusive = {
		focus = CUB_military_coup
	}
	relative_position_id = CUB_victory_for_gomez
	x = -2
	y = 1
	completion_reward = {
		add_ideas = CUB_the_nine_cent_law
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: stop_convoy_production
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/r56_default.txt

Code:
stop_convoy_production = {
	enable = {
		is_major = no
		has_equipment = {
			convoy = > 400
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_factor
		id = convoy
		value = -99
	} {
		type = equipment_production_min_factories
		id = convoy
		value = -5
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AMilitary_police.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
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Military_police.png"
### Entity: Event
Component: portugal.75
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, is_faction_leader, is_in_faction, is_subject, add_to_faction
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.75
	title = portugal.75.title
	desc = portugal.75.desc
	picture = GFX_report_event_por_president_military_inspection
	is_triggered_only = yes
	option = {
		name = portugal.75.a
		trigger = {
			POR = {
				is_faction_leader = yes
				NOT = {
					has_completed_focus = POR_portugal_first
				}
			}
			is_in_faction = no
			is_subject = no
		}
		ai_chance = {
			base = 50
		}
		POR = {
			if = {
				limit = {
					is_in_faction = no
				}
				add_to_faction = ROOT
			}
			else = {
				give_guarantee = FROM
			}
		} {
			country_event = {
				id = portugal.76
				hours = 5
			}
		}
		swap_ideas = {
			remove_idea = POR_pan_iberian_trade_SPR_r56
			add_idea = POR_pan_iberian_cooperation_SPR_r56
		}
		add_ai_strategy = {
			type = alliance
			id = POR
			value = 999
		}
	} {
		name = portugal.75.b
		trigger = {
			OR = {
				is_subject = no
				is_ally_with = POR
			}
		}
		ai_chance = {
			base = 50
		}
		give_guarantee = POR
		swap_ideas = {
			remove_idea = POR_pan_iberian_trade_SPR_r56
			add_idea = POR_pan_iberian_cooperation_SPR_r56
		}
		POR = {
			country_event = {
				id = portugal.77
				hours = 5
			}
		}
	} {
		name = portugal.75.c
		trigger = {
			NOT = {
				is_subject_of = POR
			}
		}
		ai_chance = {
			base = 0
		}
		POR = {
			country_event = {
				id = portugal.54
				hours = 5
			}
		}
	}
}
### Entity: Idea
Component: USA_intervention_in_europe
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_intervention_in_europe = {
	picture = generic_fortify_the_borders
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		command_power_gain_mult = 0.1
	}
}
### Entity: Idea
Component: state_serves_the_military_spirit
Constructs: has_government, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
state_serves_the_military_spirit = {
	ledger = army
	visible = {
		has_government = fascism
	}
	modifier = {
		offensive_war_stability_factor = 0.1
		mobilization_laws_cost_factor = -0.25
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				NOT = {
					has_dlc = No Step Back
				} {
					has_government = fascism
				}
			}
		} {
			factor = 2
			has_government = fascism
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.212
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.212
	title = BBA_italy_missiolinis.212.t
	desc = BBA_italy_missiolinis.212.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.212.a
		ITA_missiolini_bolster_military_high_command_failure_effect = yes
	}
}
### Entity: National Focus
Component: ah_volunteer_corps
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_volunteer_corps
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = ah_interventionism_focus
	}
	x = 0
	y = 1
	relative_position_id = ah_interventionism_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = volunteer_corps_focus
	}
}
### Entity: State History
Component: 567
Constructs: add_core_of
Source: game
File: history/states/567-TS 9.txt

Code:
state = {
	id = 567
	name = STATE_567
	manpower = 410183
	state_category = rural
	resources = {
		aluminium = 26
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV
	}
	provinces = {
		1735 1803 1813 1876 4750 4808 7713 7769 7802 7841 7876 7902 10549 10562 10570 10664 10699 12523
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_privately_managed_holidays
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_privately_managed_holidays
	icon = GFX_focus_SWE_privately_managed_vacation
	x = 4
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_individual_liberty_and_prosperity_for_all SWE_defense_above_all
	}
	relative_position_id = SWE_individual_liberty_and_prosperity_for_all
	mutually_exclusive = {
		focus = SWE_paid_holidays
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = SWE_privately_managed_holidays
	}
}
### Entity: State History
Component: 703
Source: game
File: history/states/703-Ascension.txt

Code:
state = {
	id = 703
	name = STATE_703
	manpower = 458
	state_category = tiny_island
	history = {
		owner = ENG
		buildings = {
			infrastructure = 1
			13013 = {
				naval_base = 1
			}
		}
		strategic_state_location = {
			favorable_approach = 13013
		}
	}
	provinces = {
		13013
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_workers_protection
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_workers_protection
	prerequisite = {
		focus = PRU_Military_Universities
	}
	icon = GFX_BEL_union_agreement
	x = 1
	y = 3
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = COL_workers_protection_idea
	}
}
### Entity: Wiki Documentation
Construct: Making_trades
Constructs: Making_trades, limit
Source: wiki
File: wiki/Trade.html

Doc:
Making trades[edit]
A country can import goods from any country that is exporting those goods. At current the exporter does not need to approve the deal. The percentage of an exporter's exports that a single country can import is limited. It is unknown whether this limit is determined by the importer's economic laws, trade laws, or something else.

The importer lose some Civilian IC as the cost of importing. It is unknown if the exporter can use these civilian factories.

A "for civilian factories" value is shown; however, it does not currently appear to have any effect on other values.

It is unknown how priority is determined if more than one importer wants a good from the same exporter.
### Entity: National Focus
Tree: bel_focus
Component: BEL_accept_van_den_den_bergen_plan
Constructs: limit, add_ideas, has_government, add_war_support, completion_reward, add_political_power, add_doctrine_cost_reduction, random_army_leader
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_accept_van_den_den_bergen_plan
	icon = GFX_goal_BEL_van_den_bergen_plan
	mutually_exclusive = {
		focus = BEL_begin_rearmement
	}
	relative_position_id = BEL_begin_rearmement
	x = 2
	y = 0
	cost = 10
	ai_will_do = {
		base = 2
		modifier = {
			factor = 4
			has_government = fascism
		} {
			factor = 3
			threat = > 0.2
		}
	}
	completion_reward = {
		army_experience = 10
		add_war_support = 0.05
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = van_den_bergen_promotion_tt
		hidden_effect = {
			random_army_leader = {
				limit = {
					has_id = 11000
				}
				add_unit_leader_trait = organisational_leader media_personality
			}
			BEL_edouard_van_den_bergen = {
				add_advisor_role = {
					activate = yes
					advisor = {
						slot = army_chief
						cost = 50
						idea_token = BEL_edouard_van_den_bergen
						traits = {
							army_chief_drill_3
						}
					}
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = BEL_edouard_van_den_bergen BEL_oscar_michiels BEL_victor_van_strydonck_de_burkel BEL_lambert_chardome BEL_gustave_fromont
					}
				}
				add_ideas = BEL_edouard_van_den_bergen
			}
			add_political_power = -75
		}
		add_ideas = BEL_van_den_bergen_plan
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: china.111
Constructs: is_triggered_only, limit, remove_opinion_modifier, every_state, is_puppet_of, is_core_of
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.111
	title = china.111.t
	desc = china.111.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = china.111.a
		CHI = {
			dismantle_faction = yes
			hidden_effect = {
				remove_opinion_modifier = {
					target = PRC
					modifier = unstable_alliance
				}
			}
		}
		hidden_effect = {
			PRC = {
				remove_opinion_modifier = {
					target = CHI
					modifier = unstable_alliance
				}
			}
		} {
			every_state = {
				limit = {
					controller = {
						original_tag = CHI
						is_puppet_of = CHI
					}
					is_core_of = PRC
					OR = {
						region = 143 155
					}
					NOT = {
						state = 525
					} {
						state = 527
					}
				}
				ROOT = {
					transfer_state = PREV
				}
			}
		}
		custom_effect_tooltip = china.107_tt
	}
}
### Entity: Idea
Component: CZE_muller_and_kapsa
Constructs: has_completed_focus, production_speed_buildings_factor, has_dlc, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_muller_and_kapsa = {
	picture = generic_electronics_concern_1
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	available = {
		has_completed_focus = CZE_bolster_domestic_construction
	}
	traits = {
		construction_company_shell
	}
	modifier = {
		production_speed_buildings_factor = 0.1
	}
	research_bonus = {
		construction_tech = 0.1
	}
}
### Entity: Scripted Trigger
Component: is_aat_sweden
Constructs: is_aat_sweden, has_aat
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_aat_sweden = {
	has_aat = yes
	original_tag = SWE
}
### Entity: Idea
Component: SIA_foreign_air_mission_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_foreign_air_mission_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_air_fighter
	modifier = {
		air_defence_factor = 0.05
		air_range_factor = 0.05
		command_power_gain = 0.05
		experience_gain_air_factor = 0.1
		air_intercept_efficiency = 0.05
	}
}
### Entity: Decision
Component: ISR_vote_president_category
Constructs: has_completed_focus, has_idea
Source: game
File: common/decisions/categories/ISR_decision_categories.txt

Code:
ISR_vote_president_category = {
	icon = GFX_decision_category_generic_democracy
	priority = 90
	visible_when_empty = yes
	visible = {
		has_completed_focus = ISR_elect_president
		NOT = {
			has_idea = ISR_president_ben_zvi ISR_president_einstein ISR_president_klausner ISR_president_weizmann
		}
	}
}
### Entity: Character
Component: naw_agrarian
Source: game
File: common/country_leader/r56_traits.txt

Code:
naw_agrarian = {
	sprite = 10
	random = yes
	consumer_goods_factor = -0.12
	monthly_population = 0.03
}
### Entity: Character
Component: HUN_arpad_szakasits
Constructs: has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_arpad_szakasits = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_arpad_szakasits
		portraits = {
			civilian = {
				large = GFX_portrait_HUN_arpad_szakasits
				small = GFX_portrait_HUN_arpad_szakasits_small
			}
		}
		country_leader = {
			ideology = socialism
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_arpad_szakasits
		portraits = {
			civilian = {
				large = GFX_portrait_HUN_arpad_szakasits
				small = GFX_portrait_HUN_arpad_szakasits_small
			}
		}
		country_leader = {
			ideology = socialism
			traits = {
				HUN_socialist_bulwark
			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_frontline_infrastructure
Constructs: prerequisite, limit, completion_reward, is_subject, is_fully_controlled_by, add_building_construction, build_railway
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_frontline_infrastructure
	icon = GFX_focus_generic_public_works_A
	x = -2
	y = 1
	relative_position_id = MON_prepare_for_the_inevitable
	cost = 10
	prerequisite = {
		focus = MON_a_socialist_republic MON_prepare_for_the_inevitable
	}
	available = {
		is_subject = no
		330 = {
			is_fully_controlled_by = ROOT
		}
		any_state = {
			OR = {
				state = 820 818 819
			}
			is_fully_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				820 = {
					is_fully_controlled_by = ROOT
				}
			}
			820 = {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 1834
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 1834
					instant_build = yes
				}
			}
			build_railway = {
				path = {
					4801 4732 1789 10623 1834
				}
			}
		} {
			limit = {
				818 = {
					is_fully_controlled_by = ROOT
				}
			}
			818 = {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 7843
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 7843
					instant_build = yes
				}
			}
			build_railway = {
				path = {
					4801 4732 1789 1728 12675 7799 4777 12520 7843
				}
			}
		} {
			limit = {
				819 = {
					is_fully_controlled_by = ROOT
				}
			}
			819 = {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 12557
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 12557
					instant_build = yes
				}
			}
			build_railway = {
				path = {
					4801 7752 7749 1868 10578 12557
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: SWE_CL_HISTORICAL
Source: game
File: common/units/names_ships/SWE_ship_names.txt

Code:
SWE_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		SWE
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = HMS 
	fallback_name = Lätt Kryśsare %d
	unique = {
		Gotland Fylgia Klas Horn Klas Uggla Psilander Göta Lejon Tre Kronor Klas Fleming Kalmar Västervik Gävle Malmö Halmstad Karlskrona Sundsvall Luleå Umeå Härnösand Hudiksvall Uddevalla Helsingborg Varberg Norrköping Söderköping Visby Älvsnabben
	}
}
### Entity: Idea
Component: MEN_kwantungs_invisible_hand_genghis_2
Constructs: stability_factor, war_support_factor, has_government, has_war_with, is_neighbor_of, is_ally_with, has_civil_war, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_kwantungs_invisible_hand_genghis_2 = {
	name = MEN_kwantungs_invisible_hand
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			OR = {
				is_neighbor_of = JAP
				JAP = {
					any_allied_country = {
						is_neighbor_of = MEN
					}
				}
			}
		} {
			AND = {
				is_ally_with = JAP
				has_war_with = JAP
			}
		}
		JAP = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
	}
	removal_cost = -1
	picture = MEN_kwantungs_invisible_hand
	modifier = {
		conscription = 0.01
		stability_factor = -0.05
		experience_gain_army_factor = 0.05
		fascism_drift = 0.01
		drift_defence_factor = 0.05
		war_support_factor = 0.05
		defensive_war_stability_factor = 0.05
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_counter_enemy_bombers
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_counter_enemy_bombers
	icon = GFX_focus_generic_air_defense
	cost = 10
	prerequisite = {
		focus = PER_modernise_our_artillery
	}
	mutually_exclusive = {
		focus = PER_counter_enemy_armor
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_counter_enemy_bombers
			bonus = 1
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_modernise_our_artillery
	x = -1
	y = 1
}
### Entity: Idea
Component: NAV_aco2
Source: game
File: common/ideas/navarra.txt

Code:
NAV_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = NAV
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}