Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: usa_focus
Component: USA_fleet_submarines
Constructs: prerequisite, limit, add_ideas, completion_reward, is_special_project_completed, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_fleet_submarines
	icon = GFX_goal_generic_navy_submarine
	x = 3
	y = 1
	prerequisite = {
		focus = USA_bureau_of_ships
	}
	relative_position_id = USA_bureau_of_ships
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_special_project_completed = sp:sp_naval_cruiser_submarine
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = USA_fleet_submarines
			bonus = 1.0
			uses = 2
			category = ss_tech
		}
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			add_ideas = fleet_submarine_specialization_mtg
		}
		ELSE = {
			add_ideas = fleet_submarine_specialization
		}
	}
}
### Entity: Idea
Component: bra_ciclocana_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_ciclocana_idea = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_industry
	removal_cost = -1
	modifier = {
		production_speed_synthetic_refinery_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: den_artisan_production_collectivised
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_artisan_production_collectivised = {
	removal_cost = -1
	picture = generic_socialist_industry
	name = den_artisan_production
	modifier = {
		consumer_goods_factor = 0.2
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.25
		production_factory_efficiency_gain_factor = -0.05
	}
}
### Entity: Scripted Effect
Component: BUL_bzns_medium_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_medium_popularity_increase_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_medium_popularity_increase_tt
	add_to_variable = {
		BUL_bzns_popularity = BUL_faction_medium_increase
	}
	clamp_variable = {
		var = BUL_bzns_popularity
		min = 0
		max = 100
	}
}
### Entity: Scripted Effect
Component: DEN_improve_sovaernet_NS
Constructs: limit, add_to_variable, add_dynamic_modifier, check_variable, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_improve_sovaernet_NS = {
	add_to_variable = {
		DEN_sovaernet_improvement_tracker_var = 1
	}
	effect_tooltip = {
		if = {
			limit = {
				DEN_has_sovaernet_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_sovaernet_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_sovaernet_dynamic_modifier
		}
	}
	hidden_effect = {
		if = {
			limit = {
				check_variable = {
					DEN.DEN_sovaernet_improvement_tracker_var = < 2
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_sovaernet_dynamic_modifier
					} {
						modifier = DEN_sovaernet_dynamic_modifier_improved
					} {
						modifier = DEN_sovaernet_dynamic_modifier_max_improved
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_sovaernet_dynamic_modifier
			}
		}
		else_if = {
			limit = {
				check_variable = {
					DEN.DEN_sovaernet_improvement_tracker_var = > 4
				}
				has_dynamic_modifier = {
					modifier = DEN_sovaernet_dynamic_modifier_improved
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_sovaernet_dynamic_modifier_max_improved
					}
				}
			}
			remove_dynamic_modifier = {
				modifier = DEN_sovaernet_dynamic_modifier_improved
			}
			add_dynamic_modifier = {
				modifier = DEN_sovaernet_dynamic_modifier_max_improved
			}
		} {
			limit = {
				check_variable = {
					DEN.DEN_sovaernet_improvement_tracker_var = > 2
				}
				has_dynamic_modifier = {
					modifier = DEN_sovaernet_dynamic_modifier
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_sovaernet_dynamic_modifier_improved
					}
				}
			}
			remove_dynamic_modifier = {
				modifier = DEN_sovaernet_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = DEN_sovaernet_dynamic_modifier_improved
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_promote_quietism
Constructs: has_completed_focus, prerequisite, has_government, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_promote_quietism
	icon = GFX_goal_AFG_enforce_the_pashtunwali
	prerequisite = {
		focus = ADU_entrench_the_islamic_party
	}
	relative_position_id = ADU_entrench_the_islamic_party
	mutually_exclusive = {
		focus = ADU_promote_the_lesser_jihad
	}
	x = 0
	y = 2
	cost = 10
	available = {
		OR = {
			has_government = fascism neutrality
			NOT = {
				has_completed_focus = ADU_unite_the_opposition
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_stability = 0.05
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CZE_heighten_resistance_lar
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_heighten_resistance_lar = {
	picture = chi_war_of_resistance3
	name = CZE_heighten_resistance
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		boost_resistance_factor = 0.25
		resistance_damage_to_garrison_on_our_occupied_states = 0.25
		resistance_growth_on_our_occupied_states = 0.25
		resistance_target_on_our_occupied_states = 0.1
	}
}
### Entity: AI Strategy
Component: generic_naval_invasion_support
Source: game
File: common/ai_navy/goals/goals_generic.txt

Code:
generic_naval_invasion_support = {
	objective_type = naval_invasion_support
	blocked_for = {
		ENG FRA GER ITA JAP SOV USA
	}
	min_priority = 4
	max_priority = 14
}
### Entity: Order of Battle
Component: air_wing_86
Source: game
File: history/units/POL_1939_air_bba.txt

Code:
air_wings = {
	86 = {
		small_plane_airframe_0 = {
			owner = POL
			amount = 22
			version_name = PZL P.11
		}
	}
}
### Entity: State History
Component: 377
Constructs: add_core_of
Source: game
File: history/states/377-Arizona.txt

Code:
state = {
	id = 377
	name = STATE_377
	manpower = 435572
	state_category = rural
	resources = {
		steel = 20
		oil = 5
		aluminium = 8
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 2
		}
		add_core_of = USA
		victory_points = {
			853 3
		}
	}
	provinces = {
		850 853 1793 3834 4796 6897 7747 7821 7920 8115 10573 10783 11814 12765
	}
	local_supplies = 8.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_for_a_free_germany
Constructs: prerequisite, has_government, completion_reward, is_ally_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_for_a_free_germany
	icon = GFX_focus_attack_germany
	relative_position_id = AUS_arm_german_resistance
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_arm_german_resistance
	}
	cost = 5
	available = {
		GER = {
			NOT = {
				has_government = democratic
			}
		}
		NOT = {
			is_ally_with = GER
		}
	}
	completion_reward = {
		create_wargoal = {
			target = GER
			type = annex_everything
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_purge_the_radicals
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_purge_the_radicals
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = PRC_coalition_government
	}
	x = 0
	y = 2
	relative_position_id = PRC_social_democracy_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = PRC_power_struggles
	}
}
### Entity: Character
Component: TUR_ismet_inonu
Constructs: has_completed_focus, has_dlc, has_idea, has_country_leader
Source: game
File: common/characters/TUR.txt

Code:
TUR_ismet_inonu = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_ismet_inonu
		portraits = {
			army = {
				small = GFX_idea_tur_ismet_inonu
			}
			civilian = {
				large = GFX_portrait_TUR_ismet_inonu
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = TUR_ismet_inonu
			allowed = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = TUR_can_only_have_one_prime_minister_tt
					NOT = {
						OR = {
							has_idea = TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
						}
					}
				}
				has_completed_focus = TUR_continue_the_policy_of_etatism
			}
			visible = {
				NOT = {
					OR = {
						has_completed_focus = TUR_fully_integrate_the_is_bank
						has_country_leader = {
							character = TUR_ismet_inonu
							ruling_only = yes
						}
					}
				}
			}
			traits = {
				prime_minister_inonu
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				milli_sef
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_ismet_inonu
		portraits = {
			civilian = {
				large = GFX_portrait_TUR_ismet_inonu
			}
		}
		country_leader = {
			ideology = despotism
			traits = {

			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Order of Battle
Component: East Africa Force
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = East Africa Force
	location = 1939
	division_template = Colonial Garrison
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Decision
Component: PRC_anti_japanese_expedition
Constructs: has_completed_focus, is_potentially_communist_china, has_dlc, is_chinese_warlord
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_anti_japanese_expedition = {
	icon = infiltration
	picture = GFX_decision_cat_picture_chi_infiltration
	allowed = {
		is_potentially_communist_china = yes
		OR = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			AND = {
				has_dlc = No Compromise, No Surrender
				is_chinese_warlord = yes
			}
		}
	}
	visible = {
		OR = {
			has_completed_focus = PRC_anti_japanese_expedition PRC_sea_anti_japanese_expedition
		} {
			609 = {
				PRC_japanese_state_available_for_infiltration_trigger = yes
			}
			610 = {
				PRC_japanese_state_available_for_infiltration_trigger = yes
			}
			611 = {
				PRC_japanese_state_available_for_infiltration_trigger = yes
			}
			612 = {
				PRC_japanese_state_available_for_infiltration_trigger = yes
			}
			714 = {
				PRC_japanese_state_available_for_infiltration_trigger = yes
			}
			715 = {
				PRC_japanese_state_available_for_infiltration_trigger = yes
			}
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_treaty_of_milan
Constructs: prerequisite, remove_ideas, completion_reward, is_subject, has_idea
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_treaty_of_milan
	icon = GFX_goal_generic_forceful_treaty
	available = {
		ITA = {
			exists = yes
			is_subject = no
		}
		OR = {
			has_idea = alb_concessions_to_italy
			is_subject = yes
		}
	}
	prerequisite = {
		focus = ALB_negotiate_with_benito_mussolini
	}
	x = 20
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = albania.7
		remove_ideas = italian_invasion_incoming_idea
	}
}
### Entity: Idea
Component: SPR_anarchist_society_14
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_14 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.05
		conscription = 0.03
	}
}
### Entity: AI Strategy
Component: CHI_dont_mess_with_the_soviets
Constructs: has_war_with
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_dont_mess_with_the_soviets = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		NOT = {
			has_war_with = SOV
		}
	}
	abort = {
		has_war_with = SOV
	}
	ai_strategy = {
		type = contain
		id = SOV
		value = -200
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_force_russia_abandon_claims
Constructs: prerequisite, limit, owns_state, completion_reward, every_state, is_core_of, remove_core_of
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_force_russia_abandon_claims
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = RUT_one_ukraine
	}
	relative_position_id = RUT_one_ukraine
	available = {
		owns_state = 73 91 202 221 192
		controls_state = 73 91 202 221 192
	}
	x = 1
	y = 1
	cost = 2
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = RUT
			}
			remove_core_of = SOV
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_armored_infantry_support
Constructs: has_subdoctrine_in_track, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_armored_infantry_support = {
	has_subdoctrine_in_track = combat_support infantry
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine_path = global.EAI_RIGHT_PATH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_eyes_fear
Constructs: prerequisite, completion_reward, has_global_flag, set_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_eyes_fear
	icon = GFX_SOV_the_eyes_fear_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_tolkachi SOV_organize_wreckers SOV_south_manchuria_railway
	}
	x = 0
	y = 1
	relative_position_id = SOV_tolkachi
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV = {
			OR = {
				fascism = > 0.25
				neutrality = > 0.25
			}
		}
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		set_country_flag = Sov_the_eyes_fear_flag
		custom_effect_tooltip = SOV_the_eyes_fear_tt
	}
}
### Entity: Military Industrial Organization
Component: CHL_famae_rama_de_artilleria_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHL_organization.txt

Code:
CHL_famae_rama_de_artilleria_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_CHL_famae
	allowed = {
		has_dlc = Trial of Allegiance
		tag = CHL
	}
}
### Entity: Decision
Component: YUG_south_slavic_integration
Constructs: has_completed_focus, limit, add_ideas, fire_only_once, is_core_of, is_fully_controlled_by, remove_effect, is_claimed_by
Source: game
File: common/decisions/r56_YUG_decisions.txt

Code:
YUG_south_slavic_integration = {
	YUG_integrate_northern_albania = {
		cost = 50
		icon = GFX_decision_generic_nationalism
		fire_only_once = yes
		ai_will_do = {
			base = 100
		}
		highlight_states = {
			highlight_state_targets = {
				state = 910
			}
		}
		visible = {
			910 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			has_completed_focus = YUG_subjugate_albania
			910 = {
				is_fully_controlled_by = ROOT
			}
		}
		days_remove = 35
		modifier = {
			political_power_factor = -0.15
		}
		remove_effect = {
			if = {
				limit = {
					910 = {
						is_claimed_by = ROOT
					}
				}
				910 = {
					remove_claim_by = ROOT
				}
			}
			910 = {
				add_core_of = ROOT
			}
		}
	}
	YUG_integrate_central_albania = {
		icon = GFX_decision_generic_nationalism
		fire_only_once = yes
		ai_will_do = {
			base = 100
		}
		highlight_states = {
			highlight_state_targets = {
				state = 44
			}
		}
		visible = {
			NOT = {
				44 = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			has_completed_focus = YUG_subjugate_albania
			44 = {
				is_fully_controlled_by = ROOT
			}
		}
		days_remove = 35
		cost = 50
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			if = {
				limit = {
					44 = {
						is_claimed_by = ROOT
					}
				}
				44 = {
					remove_claim_by = ROOT
				}
			}
			44 = {
				add_core_of = ROOT
			}
		}
	}
	YUG_integrate_southern_albania = {
		icon = GFX_decision_generic_nationalism
		fire_only_once = yes
		ai_will_do = {
			base = 100
		}
		highlight_states = {
			highlight_state_targets = {
				state = 805
			}
		}
		visible = {
			NOT = {
				805 = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			has_completed_focus = YUG_subjugate_albania
			805 = {
				is_fully_controlled_by = ROOT
			}
		}
		days_remove = 35
		cost = 50
		modifier = {
			political_power_factor = -0.15
		}
		remove_effect = {
			if = {
				limit = {
					805 = {
						is_claimed_by = ROOT
					}
				}
				805 = {
					remove_claim_by = ROOT
				}
			}
			805 = {
				add_core_of = ROOT
			}
		}
	}
	YUG_integrate_northern_dobruja = {
		cost = 50
		icon = GFX_decision_generic_nationalism
		fire_only_once = yes
		ai_will_do = {
			base = 100
		}
		highlight_states = {
			highlight_state_targets = {
				state = 955
			}
		}
		visible = {
			NOT = {
				955 = {
					is_core_of = ROOT
				}
			}
		}
		available = {
		
# ... (truncated)
### Entity: Shared Focus
Component: GUAY_the_stuff_of_legends
Constructs: shared_focus, prerequisite, limit, completion_reward, is_controlled_by, every_state, is_on_continent, is_core_of
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_the_stuff_of_legends
	icon = GFX_focus_focus_fra_fascist_threat
	x = 0
	y = 1
	relative_position_id = GUAY_no_second_american_colonization
	prerequisite = {
		focus = GUAY_no_second_american_colonization
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = GUAY_the_stuff_of_legends_cores_tt_bra
			all_of_scopes = {
				array = BRA.cores_at_game_start
				is_controlled_by = ROOT
			}
		} {
			tooltip = GUAY_the_stuff_of_legends_cores_tt_arg
			all_of_scopes = {
				array = ARG.cores_at_game_start
				is_controlled_by = ROOT
			}
		} {
			tooltip = GUAY_the_stuff_of_legends_cores_tt_bol
			all_of_scopes = {
				array = BOL.cores_at_game_start
				is_controlled_by = ROOT
			}
		}
		if = {
			limit = {
				original_tag = PAR
			}
			custom_trigger_tooltip = {
				tooltip = GUAY_the_stuff_of_legends_cores_tt_urg
				all_of_scopes = {
					array = URG.cores_at_game_start
					is_controlled_by = ROOT
				}
			}
		}
		else = {
			custom_trigger_tooltip = {
				tooltip = GUAY_the_stuff_of_legends_cores_tt_par
				all_of_scopes = {
					array = PAR.cores_at_game_start
					is_controlled_by = ROOT
				}
			}
		}
		687 = {
			is_controlled_by = ROOT
		}
		309 = {
			is_controlled_by = ROOT
		}
		310 = {
			is_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				is_on_continent = south_america
				NOT = {
					is_core_of = PAN MEX COS NIC HON ELS GUA DOM HAI CUB
				}
			}
			add_core_of = ROOT
		}
		if = {
			limit = {
				original_tag = PAR
			}
			set_cosmetic_tag = PAR_anti_imperialism
		}
		else = {
			set_cosmetic_tag = URG_anti_imperialism_tag
		}
	}
}
### Entity: Idea
Component: rt56_deo_vindice
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_deo_vindice = {
	picture = generic_intel_bonus
	name = deo_vindice
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		mobilization_speed = 0.05
		dig_in_speed_factor = 0.05
		drift_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_expand_kobenhavns_university
Constructs: prerequisite, completion_reward, is_subject, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_expand_kobenhavns_university
	icon = GFX_focus_research
	prerequisite = {
		focus = DEN_align_industries
	}
	relative_position_id = DEN_konge_og_faedreland
	x = 3
	y = 1
	cost = 10
	available = {
		num_of_civilian_factories = > 24
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		add_tech_bonus = {
			name = DEN_expand_kobenhavns_university
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
}
### Entity: Order of Battle
Component: 8 Su jun Zhiyuanjun
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements.txt

Code:
division = {
	name = 8 Su jun Zhiyuanjun
	location = 12880
	division_template = Erjinzhi Juntuán
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_study_air_sea_cooperation_r56
Constructs: shared_focus, prerequisite, limit, is_major, completion_reward, add_mastery, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_study_air_sea_cooperation_r56
	icon = GFX_focus_generic_air_research_boost
	cost = 10
	ai_will_do = {
		base = 3
	}
	prerequisite = {
		focus = RAJ_cooperation_with_foreign_advisors_r56
	}
	x = 1
	y = 2
	relative_position_id = RAJ_cooperation_with_foreign_advisors_r56
	available = {
		any_allied_country = {
			is_major = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		add_mastery = {
			amount = 75
		}
		if = {
			limit = {
				has_idea = RAJ_influx_of_military_advisors_r56
			}
			swap_ideas = {
				remove_idea = RAJ_influx_of_military_advisors_r56
				add_idea = RAJ_study_air_sea_cooperation_r56_idea
			}
		}
		else = {
			swap_ideas = {
				remove_idea = RAJ_continue_the_professionalization_r56_idea
				add_idea = RAJ_influx_of_military_advisors_2_r56
			}
		}
	}
}
### Entity: Scripted Effect
Component: MON_prc_low_influence_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_prc_low_influence_decrease_effect = {
	custom_effect_tooltip = MON_prc_tt MON_low_influence_decrease_tt
	add_to_variable = {
		prc_influence_in_mon = MON_low_influence_decrease
	}
	clamp_variable = {
		var = prc_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Character
Component: POR_duarte_jose_pacheco
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_duarte_jose_pacheco = {
	advisor = {
		slot = political_advisor
		idea_token = POR_duarte_jose_pacheco
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		available = {

		}
		traits = {
			technocrat
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_duarte_jose_pacheco
	portraits = {
		army = {
			small = GFX_idea_POR_duarte_jose_pacheco
		}
	}
}