Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_greece.14
Constructs: has_country_flag, add_stability, fire_only_once, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.14
	title = bftb_greece.14.t
	desc = bftb_greece.14.desc
	picture = GFX_report_event_gre_political_upheaval
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_attending_megali_convention
		NOT = {
			has_country_flag = GRE_britain_attending_convention GRE_france_attending_convention GRE_italy_attending_convention GRE_megali_convention_a_failure
		}
	}
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = bftb_greece.14.a
		add_stability = -0.1
		hidden_effect = {
			set_country_flag = GRE_megali_convention_a_failure
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.5
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.5
	title = NSB_soviet_fascist_tsarist.5.t
	desc = NSB_soviet_fascist_tsarist.5.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.5.a
		FROM = {
			add_to_faction = ROOT
			hidden_effect = {
				country_event = {
					id = NSB_soviet_fascist_tsarist.6
				}
			}
		}
	} {
		name = NSB_soviet_fascist_tsarist.5.b
		hidden_effect = {
			country_event = {
				id = NSB_soviet_fascist_tsarist.7
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_romanov
Constructs: prerequisite, has_country_flag, completion_reward, allow_branch, set_cosmetic_tag
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_romanov
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = POL_fulfil_fifth_of_november
	}
	relative_position_id = POL_fulfil_fifth_of_november
	mutually_exclusive = {
		focus = POL_habsburg POL_hohenzollern POL_claiming_lithuania POL_cossack_king
	}
	allow_branch = {
		has_country_flag = romanov_enabled
	}
	x = 6
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = elect_anastasia_tt
			always = no
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			promote_character = POL_anna_andersson
			set_cosmetic_tag = POL_KINGDOM_RUS
		}
	}
}
### Entity: Event
Component: wtt_news.56
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.56
	title = wtt_news.56.t
	desc = wtt_news.56.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.56.a
		trigger = {
			OR = {
				original_tag = AUS CZE CRO
			}
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.56.b
		trigger = {
			NOT = {
				original_tag = AUS
			} {
				original_tag = CZE
			} {
				original_tag = CRO
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Event
Component: portugal.80
Constructs: is_triggered_only, ai_chance, limit, is_subject, is_in_faction, add_to_faction, give_guarantee, swap_ideas
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.80
	title = portugal.80.title
	desc = portugal.80.desc
	picture = GFX_report_event_por_president_military_inspection
	is_triggered_only = yes
	option = {
		name = portugal.47.a
		trigger = {
			is_subject = no
			is_in_faction = no
		}
		ai_chance = {
			base = 20
		}
		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.80.b
		trigger = {
			OR = {
				is_subject = no
				is_ally_with = POR
			}
		}
		ai_chance = {
			base = 1
		}
		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: National Focus
Tree: nor_focus
Component: NOR_consolidate_power
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, has_hide_rule, has_idea
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_consolidate_power
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = NOR_vote_of_no_confidence NOR_prosecute_the_nkp
	}
	x = 11
	y = 2
	offset = {
		x = -11
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_vote_of_no_confidence
		}
	}
	cost = 5
	available = {
		OR = {
			has_idea = NOR_anti_communist_sentiment_ns
			AND = {
				NOT = {
					has_idea = NOR_anti_communist_sentiment_ns
				}
				has_government = communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_government = communism
			}
			add_popularity = {
				popularity = -0.1
				ideology = communism
			}
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				popularity = -0.1
				ideology = democratic
			}
		}
		add_political_power = 100
	}
}
### Entity: Idea
Component: SHL_coi
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_coi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = SHL
	}
	traits = {
		captain_of_industry
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_expand_katowice_mines
Constructs: prerequisite, completion_reward, add_to_variable, add_resource
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_expand_katowice_mines
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = POL_expansion_of_new_towns
	}
	x = 2
	y = 1
	relative_position_id = POL_expansion_of_new_towns
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		762 = {
			owns_or_subject_of = yes
			controller = {
				tag = PREV.OWNER
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		add_resource = {
			type = steel
			amount = 24
			state = 762
		} {
			type = aluminium
			amount = 12
			state = 762
		}
	}
}
### Entity: Character
Component: USA_lloyd_fredendall
Source: game
File: common/characters/USA.txt

Code:
USA_lloyd_fredendall = {
	name = USA_lloyd_fredendall
	portraits = {
		army = {
			large = GFX_portrait_USA_lloyd_fredendall
			small = GFX_portrait_USA_lloyd_fredendall_small
		}
	}
	corps_commander = {
		traits = {
			old_guard inflexible_strategist infantry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Idea
Component: BRA_us_of_south_america
Constructs: has_government
Source: game
File: common/ideas/brazil.txt

Code:
BRA_us_of_south_america = {
	picture = BRA_us_of_south_america
	allowed = {
		original_tag = BRA
		has_government = democratic
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		drift_defence_factor = 0.2
		army_morale_factor = 0.1
		compliance_growth = 0.1
	}
}
### Entity: Unit Template
Component: ITA_CAV_06
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_CAV_06 = {
	name = Mounted Irregular Bands
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %do Gruppo Bande a Cavallo
	ordered = {
		1 = {
			%do Gruppo Bande a Cavallo
		}
		2 = {
			%do Gruppo Bande a Cavallo
		}
		3 = {
			%do Gruppo Bande a Cavallo
		}
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_ita
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_ita = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Event
Component: bftb_turkey.30
Constructs: is_triggered_only, ai_chance, give_resource_rights, add_offsite_building
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.30
	title = bftb_turkey.30.t
	desc = bftb_turkey.30.desc
	picture = GFX_report_event_tur_the_montreux_convention
	is_triggered_only = yes
	option = {
		name = bftb_turkey.30.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			give_resource_rights = {
				receiver = ITA
				state = 342
			}
		}
		hidden_effect = {
			ITA = {
				country_event = {
					id = bftb_turkey.31
					hours = 6
				}
			}
		}
	} {
		name = bftb_turkey.30.b
		ai_chance = {
			base = 30
		}
		effect_tooltip = {
			add_offsite_building = {
				type = industrial_complex
				level = -3
			}
			ITA = {
				add_offsite_building = {
					type = industrial_complex
					level = 4
				}
			}
		}
		hidden_effect = {
			ITA = {
				country_event = {
					id = bftb_turkey.32
					hours = 6
				}
			}
		}
	} {
		name = bftb_turkey.30.c
		ai_chance = {
			base = 5
		}
		hidden_effect = {
			ITA = {
				country_event = {
					id = bftb_turkey.33
					hours = 6
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 24. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 24. Kuva-yi Milliye Tugayi
	location = 6908
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Name List
Component: ASY
Source: game
File: common/names/00_names.txt

Code:
ASY = {
	male = {
		names = {
			Aaron Aba Abai Abasja Abay Abbuschta Abbuschto Abdallah Abdelmassieh Abdelmassih Abdo Abdullahad Abedallat Abedjeschu Abedmschiho Abel Abgar Adad-Nirari Ashur-Bani-Apli Ashurbanipal Ninos Sennacherib Shalmaneser Sharru-Ukin Shulmanu-Ashared Sin-Ahhi-Eriba Tiglath-Pileser Tukulti-Apil-Esharra Tukulti-Ninurta Sargon Sankherov Ramsin Odisho Bakhira Narsai Envia Akhiqar Barsip Gelyana Denkha Zaya Hammurabi Takhelashur Takhelisho Ramsen Shimon Toma Yousip Yaqo Ashur Babel Gerges Giwarges Tatian Nabu Akad
		}
	}
	female = {
		names = {
			Semiramis Shammuramat Oshana Shefrin Diyana Shamiram Shafira Izla Shapira Adorina
		}
	}
	surnames = {
		Ablahat Aboona Abraham Amoo Aprim Ashurian Aziz Badal Bacchus Barkho Benyamin Chaldean Desho Duman Enwiga Farhad Geevargis Hormizd Hurmis Ibrahimi Karoukian Khubiar Lazar Malek Mirza Nuwworhaj Soleyman Urshan Warda Yawalaha Yohannan Yousif
	}
	callsigns = {

	}
}
### Entity: Idea
Component: full_employment
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
full_employment = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		political_power_cost = 1
	}
}
### Entity: Idea
Component: CHL_foreign_communist_influence
Constructs: communism_drift, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_foreign_communist_influence = {
	allowed = {

	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.12
		drift_defence_factor = -0.4
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
}
### Entity: Idea
Component: CHI_hates_japan
Constructs: has_completed_focus, limit, add_ideas, has_government, has_country_flag, removal_cost, is_subject, is_ally_with
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_hates_japan = {
	picture = chi_war_of_resistance2
	removal_cost = -1
	modifier = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			AND = {
				NOT = {
					is_subject = yes
				}
				is_ally_with = JAP
			}
			JAP = {
				NOT = {
					has_government = fascism
				}
				has_government = ROOT
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					has_country_flag = MAN_chi_refused_cooperation
				} {
					has_completed_focus = CHI_seek_japanese_support
				} {
					has_completed_focus = CHI_radicalize_anti_japanese_retoric
				} {
					has_completed_focus = CHI_deal_with_anti_japanese_hatred
				} {
					JAP = {
						NOT = {
							has_government = fascism
						}
						has_government = ROOT
					}
				}
			}
			add_ideas = CHI_chinese_betrayal
		}
	}
	targeted_modifier = {
		tag = JAP
		defense_bonus_against = 0.05
		attack_bonus_against = 0.05
	}
}
### Entity: Character
Component: BRA_academic_writer
Constructs: research_speed_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_academic_writer = {
	sprite = 13
	random = no
	research_speed_factor = 0.05
	democratic_drift = 0.02
	neutrality_acceptance = 40
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: ITA_end_the_italo_ethiopian_war
Constructs: limit, clr_global_flag, is_subject_of, set_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_end_the_italo_ethiopian_war = {
	clr_global_flag = second_italo_ethiopian_war_flag
	IF = {
		limit = {
			any_country = {
				OR = {
					original_tag = ITA
					is_subject_of = ITA
				}
				controls_state = 271
			}
		}
		ITA = {
			set_country_flag = ITA_victory_in_ethiopia_flag
		}
	}
	ELSE = {
		ITA = {
			set_country_flag = ITA_defeat_in_ethiopia_flag
		}
	}
}
### Entity: Idea
Component: RAJ_war_industry_no_aat
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
RAJ_war_industry_no_aat = {
	name = RAJ_war_industry
	picture = RAJ_private_military_complex
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		tank_manufacturer_cost_factor = -0.5
		industrial_concern_cost_factor = -0.5
		materiel_manufacturer_cost_factor = -0.5
		aircraft_manufacturer_cost_factor = -0.5
		naval_manufacturer_cost_factor = -0.5
		production_speed_facility_factor = 0.2
		special_project_speed_factor = 0.1
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_liberate_panama
Constructs: prerequisite, has_war, limit, remove_ideas, completion_reward, has_army_manpower, has_guaranteed, is_ally_with
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_liberate_panama
	icon = GFX_goal_attack_panama
	prerequisite = {
		focus = HON_liberate_costarica
	} {
		focus = HON_liberate_salvador
	}
	relative_position_id = HON_liberate_costarica
	x = -1
	y = 1
	will_lead_to_war_with = PAN
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = PAN
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 35000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = PAN
					is_ally_with = PAN
				}
			}
		}
	}
	available = {
		has_army_manpower = {
			size = > 35000
		}
		controls_state = 316
		r56_script_i_am_sane = yes
		PAN = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		PAN = {
			r56_script_standard_bypass = yes
		}
	}
	bypass_effect = {
		every_state = {
			limit = {
				OR = {
					state = 304 937
				}
			}
			add_core_of = ROOT
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 304 937
				}
			}
			add_core_of = ROOT
		}
		PAN = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = HON_borderwar_with_canal_communist
		}
		declare_war_on = {
			target = PAN
			type = take_core_state
			generator = {
				304 937
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: CAN
Component: CAN_characters
Constructs: recruit_character
Source: game
File: history/countries/CAN - Canada.txt

Code:
# Leaders & Characters for CAN
recruit_character = CAN_mackenzie_king CAN_adrien_arcand CAN_tim_buck CAN_j_s_woodsworth CAN_thomas_victor_anderson CAN_charles_foulkes CAN_percival_john_montague CAN_bert_hoffmeister CAN_leonard_w_murray CAN_ht_bailliegrohman CAN_james_d_prentice CAN_harry_dewolf CAN_lloyd_samuel_breadner CAN_george_pearkes CAN_john_murchie CAN_harold_edwards CAN_frederick_m_w_harvey CAN_harry_crerar CAN_robert_leckie CAN_kenneth_stuart CAN_andrew_mcnaughton CAN_george_jones CAN_raymond_collishaw CAN_guy_simonds CAN_james_stanley_scott CAN_alasdair_murray CAN_george_volkoff CAN_george_croil CAN_percy_nelles CAN_robert_manion CAN_ian_a_mackenzie CAN_c_d_howe CAN_newton_wesley_rowell CAN_chuck_crate CAN_james_ilsley CAN_william_kashtan CAN_leo_richer_lafleche CAN_r_b_bennett CAN_louis_st_laurent CAN_lindsay_gordon
### Entity: Character
Component: ECU_juan_pablo_martinez_iguarte
Source: game
File: common/characters/ECU.txt

Code:
ECU_juan_pablo_martinez_iguarte = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ECU_juan_pablo_martinez_iguarte
		ledger = army
		allowed = {
			original_tag = ECU
		}
		traits = {
			military_theorist
		}
	}
	name = Juan Pablo Martinez Iguarte
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Character
Component: INS_dr_boentaran_martooatmodjo
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_dr_boentaran_martooatmodjo = {
	name = INS_dr_boentaran_martooatmodjo
	portraits = {
		army = {
			small = GFX_portrait_INS_boentaran_martoatmodjo_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_dr_boentaran_martooatmodjo
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			} {
				INS_character_republic_founded_check_VISIBLE = yes
				has_completed_focus = INSHOL_nationalist_coallition
			}
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					has_completed_focus = INS_the_declaration_of_independence INSHOL_nationalist_coallition
				}
			}
		}
		traits = {
			TAOG_minister_of_health
		}
	}
}
### Entity: Technology
Component: improved_heavy_spaa
Constructs: enable_equipments, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_aa_equipment_2
	}
	research_cost = 0.5
	start_year = 1941
	ai_will_do = {
		base = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = advanced_heavy_spaa
				can_research = advanced_heavy_spaa
				is_researching_technology = advanced_heavy_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Unit Template
Component: SIK_INF_01
Source: game
File: common/units/names_divisions/SIK_names_divisions.txt

Code:
SIK_INF_01 = {
	name = Infantry Unit
	for_countries = {
		SIK
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Xin'jiang Juntuán
	ordered = {
		1 = {
			%d Xin'jiang Juntuán
		}
		2 = {
			%d Xin'jiang Juntuán
		}
		3 = {
			%d Xin'jiang Juntuán
		}
		4 = {
			%d Xin'jiang Juntuán
		}
		5 = {
			%d Xin'jiang Juntuán
		}
		6 = {
			%d Xin'jiang Juntuán
		}
		7 = {
			%d Xin'jiang Juntuán
		}
		8 = {
			%d Xin'jiang Juntuán
		}
		9 = {
			%d Xin'jiang Juntuán
		}
		10 = {
			%d Xin'jiang Juntuán
		}
		11 = {
			%d Xin'jiang Juntuán
		}
		12 = {
			%d Xin'jiang Juntuán
		}
		13 = {
			%d Xin'jiang Juntuán
		}
		14 = {
			%d Xin'jiang Juntuán
		}
		15 = {
			%d Xin'jiang Juntuán
		}
		16 = {
			%d Xin'jiang Juntuán
		}
		17 = {
			%d Xin'jiang Juntuán
		}
		18 = {
			%d Xin'jiang Juntuán
		}
		19 = {
			%d Xin'jiang Juntuán
		}
		20 = {
			%d Xin'jiang Juntuán
		}
	}
}
### Entity: Idea
Component: AUS_hungarian_civilian_government
Constructs: stability_factor, has_war_with, is_core_of, compliance_gain
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_hungarian_civilian_government = {
	picture = generic_deal_with_the_devil2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = HUN
			any_controlled_state = {
				NOT = {
					is_core_of = AUS
				}
				is_core_of = HUN
			}
		}
	}
	targeted_modifier = {
		tag = HUN
		compliance_gain = 0.1
		resistance_growth = 0.05
		resistance_target = 0.05
	}
	modifier = {
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_construct_the_great_north_road
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_construct_the_great_north_road
	icon = GFX_goal_generic_road
	x = -1
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_continute_nadir_shahs_reforms
	}
	relative_position_id = AFG_continute_nadir_shahs_reforms
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				267
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				1011
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: AST_R56_australian_new_deal_idea_2_b
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australian_new_deal_idea_2_b = {
	name = AST_R56_australian_new_deal_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_fascist_reach_out_to_japan
Constructs: prerequisite, has_government, completion_reward, is_in_faction, is_faction_leader, is_subject, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_fascist_reach_out_to_japan
	icon = GFX_focus_PER_fascist_reach_out_to_japan
	prerequisite = {
		focus = PER_fascist_secularism
	} {
		focus = PER_pan_iranianism
	}
	mutually_exclusive = {
		focus = PER_fascist_reach_out_to_germany PER_iran_first
	}
	x = 0
	y = 1
	relative_position_id = PER_fascist_secularism
	cost = 5
	available = {
		has_government = fascism
		JAP = {
			exists = yes
			has_government = fascism
			is_in_faction = yes
			is_faction_leader = yes
		}
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction = yes
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		JAP = {
			country_event = {
				id = generic.2
				hours = 4
			}
		}
	}
}