Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: BAD_adam_remmele
Source: game
File: common/characters/BAD.txt

Code:
BAD_adam_remmele = {
	name = BAD_adam_remmele
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_4.dds
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Character
Component: amnesiac
Constructs: planning_speed, coordination_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
amnesiac = {
	rocket_attack_factor = 0.15
	political_power_factor = -0.1
	planning_speed = -0.2
	coordination_bonus = -0.2
}
### Entity: Idea
Component: CZE_fifth_column_2
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_fifth_column_2 = {
	removal_cost = -1
	allowed = {
		original_tag = CZE
	}
	cancel = {
		NOT = {
			controls_state = 69 1078 74
		}
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		conscription_factor = -0.05
		political_power_cost = 0.1
	}
}
### Entity: Idea
Component: r56_CAN_royal_twenty_centers_compensated
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_royal_twenty_centers_compensated = {
	name = r56_CAN_royal_twenty_centers_compensated
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_foreign_capital
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Modding Documentation
Construct: oos
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## oos
* Not available in release build

Out of Synch
### Entity: Modifier Reference
Construct: license_artillery_eq_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_artillery_eq_cost_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: ICE_geothermic_banana_production
Constructs: removal_cost
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_geothermic_banana_production = {
	picture = banana_republic
	allowed = {
		original_tag = ICE
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: Modifier Reference
Construct: spotting_chance_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## spotting_chance_against

* Number with 0 decimal places
* **Categories**: naval
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_royal_dutch_shell
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_historical_focus_on, cancel_if_invalid, remove_resource_rights, add_resource
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_royal_dutch_shell
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = MEX_focus_oil_field_expansion
	}
	mutually_exclusive = {
		focus = MEX_focus_nationalize_the_oil_fields
	}
	x = -2
	y = 1
	relative_position_id = MEX_focus_oil_field_expansion
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		} {
			factor = 0
			OR = {
				NOT = {
					country_exists = ENG
				}
				ENG = {
					NOT = {
						has_government = democratic
					}
				}
			}
		}
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		USA = {
			remove_resource_rights = 480
		}
		480 = {
			add_resource = {
				type = oil
				amount = 4
			}
		}
		add_tech_bonus = {
			name = synth_resources
			bonus = 1.0
			uses = 2
			category = synth_resources
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = MEX_royal_dutch_shell
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_historical_focus_list_BEL = {
	ai_national_focuses = {
		BEL_urban_projects_capital BEL_form_coalition_government BEL_urbanize_wallonie BEL_stay_neutral BEL_begin_rearmement BEL_invest_in_FN_Herstal BEL_urban_projects_capital_industry BEL_army_linguistic_divide BEL_Expand_the_port_of_Antwerp BEL_form_air_guard_of_the_territory BEL_revise_air_doctrine BEL_lessons_from_wwi BEL_motorised_support BEL_light_tank_destroyers BEL_fortress_belgium BEL_reinforce_antwerp_brussels BEL_support_tungsten_mining BEL_transform_the_congo
	}
}
### Entity: Idea
Component: ROM_black_sea_dominance_designer
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/romania.txt

Code:
ROM_black_sea_dominance_designer = {
	picture = generic_sea_focused_navy
	cost = 75
	allowed = {
		original_tag = ROM
		has_dlc = Death or Dishonor
	}
	available = {
		has_completed_focus = ROM_black_sea_dominance
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {
		ship_hull_cruiser = {
			hg_attack = 0.2
			naval_range = -0.5
			armor_value = 0.2
		}
		ship_hull_heavy = {
			hg_attack = 0.2
			naval_range = -0.5
			armor_value = 0.2
		}
	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_expand_aviation_institutes
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_expand_aviation_institutes
	icon = GFX_SOV_expand_aviation_institutes_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_expand_the_aircraft_industry SOV_foster_flying_clubs
	}
	x = 1
	y = 1
	relative_position_id = SOV_expand_the_aircraft_industry
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			SOV_soviet_airforce_air_accidents_factor = -0.25
		} {
			SOV_soviet_airforce_air_weather_penalty = -0.1
		} {
			SOV_soviet_airforce_air_training_xp_gain_factor = 0.05
		} {
			SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor = -0.15
		}
		custom_effect_tooltip = SOV_expand_aviation_institutes_ns_tt
	}
}
### Entity: Scope Reference
Construct: autonomy_ratio
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### autonomy_ratio
* description: autonomy of scope country. -1 if not a subject
### Entity: National Focus
Tree: col_focus
Component: COL_internationalism_focus
Constructs: prerequisite, remove_ideas, has_government, add_war_support, is_major, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_internationalism_focus
	icon = GFX_goal_communist_revolt
	prerequisite = {
		focus = COL_collectivist_ethos
	}
	relative_position_id = COL_collectivist_ethos
	mutually_exclusive = {
		focus = COL_nationalism_focus
	}
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = communism
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		remove_ideas = COL_growing_political_resistance_2
	}
}
### Entity: Effect Reference
Construct: set_mio_design_team_assign_cost
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_mio_design_team_assign_cost

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Set the daily PP cost to assign to research in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Input value cannot be negative.
ex:
mio:my_mio = {
  set_mio_design_team_assign_cost = 0.3
  set_mio_design_team_assign_cost = var:my_number_var
}
```
### Entity: Scripted Effect
Component: ETH_escalate_the_war_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_escalate_the_war_effect = {
	custom_effect_tooltip = ETH_war_escalation_inc_tt
	add_to_variable = {
		ETH.ETH_war_escalation_level = 1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_separate_the_royal_aeronautical_service_r56
Constructs: limit, completion_reward, has_any_grand_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_separate_the_royal_aeronautical_service_r56
	icon = GFX_goal_CAN_airforce_separation
	cost = 5
	x = 15
	y = 0
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_any_grand_doctrine = air
			}
			air_experience = 75
			add_doctrine_cost_reduction = {
				name = SIA_separate_the_royal_aeronautical_service_r56
				cost_reduction = 0.25
				uses = 2
				category = air_doctrine
			}
		}
		else = {
			air_experience = 50
			add_doctrine_cost_reduction = {
				name = SIA_separate_the_royal_aeronautical_service_r56
				cost_reduction = 0.85
				uses = 1
				category = air_doctrine
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AMarine.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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### Entity: Game Rule
Component: USA_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
USA_ai_behavior = {
	name = USA_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		required_dlc = Man the Guns
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_USA_AI_DESC
	} {
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_DEMOCRATIC_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_USA_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_DEMOCRATIC_ALTERNATE
		desc = RULE_DEMOCRATIC_ALTERNATE_USA_AI_DESC
	} {
		required_dlc = Man the Guns
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_USA_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Event
Component: r56_afghanistan.12
Constructs: is_triggered_only, has_government, has_war_with, fire_only_once, has_civil_war, has_country_leader, add_popularity, add_country_leader_trait
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.12
	picture = GFX_report_event_soviet_german_soldier_handshake
	title = r56_afghanistan.12.t
	desc = r56_afghanistan.12.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_government = neutrality
		GER = {
			OR = {
				has_government = fascism neutrality
			}
		}
		NOT = {
			has_war_with = GER
			GER = {
				has_civil_war = yes
			}
		}
		has_country_leader = {
			character = AFG_hashim_khan
			ruling_only = yes
		}
	}
	option = {
		name = r56_afghanistan.12.a
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_country_leader_trait = AFG_germanophile
		set_country_flag = AFG_visited_berlin
	}
}
### Entity: Name List
Component: NAX
Source: game
File: common/names/tymodern_names.txt

Code:
NAX = {
	male = {
		names = {
			Adamantios Alexandros Anastasios Andreas Antonios Aristidis Athanasios Augustinos Benizelos Charalambos Charilaos Dimitrios Diomidis Eleftherios Emmanouil Epameinontas Evripidis Gennaios Georgios Ilias Ionnis Kitsos Konstantinos Kyriakos Kyriakoulis Leonidas Makarios Markos Mikhael Militiadis Nikolaos Odysseas Othon Panagiotis Pavlos Petros Sofoklis Sotiris Spyridion Spyros Staikos Stefanos Stylianos Themistoklis Theodoros Tharyvoulos Tzannis Vasos Viktor Zinovios
		}
	}
	female = {
		names = {
			Alexandra Adriane Adriana Agathe Agatha Agne Agnes Aikaterine Alexeia Anastasia Anastasia Anna Anthe Anthousa Antipatra Antonia Apollonia Athanasia Barbara Basillike Chrysogone Damiane Demetra Dionysia Dorothea Dorothy Aigidia Eirene Irene Elaiodora Epiphania Eudokia Eudocia Eudoxia Eugenia Eulalia Eunike Euphemia Euphrasia Euphrosyne Euphrosyne Eupraxia Eusebia Eustathia Evanthia Gabrielia Garyphallia Georgia Gregoria Helene Helen Ioanna Joan Ioulia Julia Iouliana Juliana Ioustina Justina Kale Konstantia Constantia Konstantine Constantina Kyra Kyriake Hypatia Zoe
		}
	}
	surnames = {
		Altanis Charalambis Christakis-Zografos Danglis Dousmanis Foumis Gonatas Hatzianestis Kallergis Kanaris Katsimiros Kolokotronis Kondylis Kountouriotis Kriezis Makriyannis Manos Mavrocordatos Mavrovouniotis Metaxas Mouskos Nider Othonaios Palaskas Pangalos Papadiamantopoulos Papadopoulos Papagos Papoulas Parakevopouolos Plapoutas Plastiras Sapountzakis Sarafis Smolenskis Sofoulis Soutsos Spyromilios Staikopoulos Stanotas Trikoupis Tsakalotos Tsolakoglou Tzavelas Vassos Venizelos Voulgaris Zaimis Zymvrakakis
	}
	callsigns = {
		Zeus Hera Poseidon Ares Athena Aphrodite Hermes Hades Apollo
	}
}
### Entity: Idea
Component: EAI_DD_12/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Event
Component: new_ger.102
Constructs: is_triggered_only, limit, clr_country_flag, every_controlled_state, has_state_flag, clr_state_flag, add_offsite_building, random_controlled_state
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.102
	title = new_ger.102.t
	desc = new_ger.102.d
	picture = GFX_report_event_germany_victory
	is_triggered_only = yes
	option = {
		name = new_ger.102.a
		clr_country_flag = GER_colony_active
		FROM = {
			every_controlled_state = {
				limit = {
					has_state_flag = GER_colonial_demand_flag
				}
				transfer_state_to = GER
				clr_state_flag = GER_colonial_demand_flag
			}
		}
		effect_tooltip = {
			FROM = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
			}
			random_controlled_state = {
				limit = {
					industrial_complex = > 0
				}
				remove_building = {
					type = industrial_complex
					level = 1
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_light_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_light_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_light_tank_artillery
	}
	priority = {
		factor = 500
	}
	light_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_light_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_light_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 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot 
# ... (truncated)
### Entity: Shared Focus
Component: BALTIC_soviet_equipment
Constructs: shared_focus, has_completed_focus, prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_soviet_equipment
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = BALTIC_seek_support_of_soviets
	}
	x = -2
	y = 1
	relative_position_id = BALTIC_seek_support_of_soviets
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = BALTIC_overthrow_the_government
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = soviet_equipment_tt
	}
}
### Entity: Idea
Component: EAI_DD_14/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Decision
Component: FIN_national_defense_category
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, has_war, limit, has_war_with, has_country_flag, fire_only_once
Source: game
File: common/decisions/FIN.txt

Code:
FIN_national_defense_category = {
	FIN_set_up_weapon_caches_in_state = {
		priority = 5
		icon = GFX_decision_ger_military_buildup
		state_target = yes
		on_map_mode = map_only
		target_array = ROOT.core_states
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
				NOT = {
					has_dynamic_modifier = {
						modifier = FIN_weapon_caches_modifier
					}
				}
			}
		}
		custom_cost_trigger = {
			command_power = > FIN_weapon_caches_decision_cost_for_trigger
			has_political_power = > FIN_weapon_caches_decision_cost_for_trigger
			has_equipment = {
				infantry_equipment = > 49
			}
		}
		custom_cost_text = FIN_weapon_caches_decision_cost_dynamic_ie_cp_pp
		ai_hint_pp_cost = 25
		days_remove = 30
		visible = {
			OR = {
				has_completed_focus = FIN_weapon_caches FIN_defensive_preparations
			}
		}
		available = {
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = FIN_weapon_caches_modifier
					}
				}
				is_controlled_by = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				subtract_from_variable = {
					FIN_weapon_caches_decision_cost = FIN_weapon_caches_decision_cost_increase
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				set_temp_variable = {
					FIN_remove_mana_cost = FIN_weapon_caches_decision_cost
				}
				multiply_temp_variable = {
					FIN_remove_mana_cost = -1
				}
				add_command_power = FIN_remove_mana_cost
				add_political_power = FIN_remove_mana_cost
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -50
				}
				add_to_variable = {
					FIN_weapon_caches_decision_cost = FIN_weapon_caches_decision_cost_increase
				}
				set_variable = {
					FIN_weapon_caches_decision_cost_for_trigger = FIN_weapon_caches_decision_cost
				}
				subtract_from_variable = {
					FIN_weapon_caches_decision_cost_for_trigger = 1
				}
			}
			custom_effect_tooltip = FIN_weapon_caches_cost_increase_tt
		}
		remove_effect = {
			FROM = {
				add_dynamic_modifier = {
					modifier = FIN_weapon_caches_modifier
					days = 1460
				}
			}
		}
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 5
				OR = {
					FIN_is_historical_ai = yes
					FIN_is_fascist_ai = yes
				}
			} {
				factor = 10
				OR = {
					FIN_is_historical_ai = yes
# ... (truncated)
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_Defence_Act
Constructs: shared_focus, prerequisite, add_ideas, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_Defence_Act
	text = GEN_Defence_Act
	icon = GFX_goal_generic_secret_documents
	prerequisite = {
		focus = TRK_Strenghten_Democracy
	}
	x = 0
	y = 1
	relative_position_id = TRK_Strenghten_Democracy
	cost = 10
	available = {

	}
	completion_reward = {
		add_political_power = -35
		add_stability = 0.05
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = communism
			popularity = -0.05
		}
		add_ideas = GEN_Defence_Act_I
	}
}
### Entity: Country History
Country: PHI
Component: PHI_technology
Constructs: set_technology
Source: game
File: history/countries/PHI - Philippines.txt

Code:
# Starting Technologies for PHI
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	gw_artillery = 1
	early_ship_hull_light = 1
	basic_battery = 1
	basic_depth_charges = 1
}
### Entity: Scripted Trigger
Component: SOV_character_can_be_purged
Constructs: has_character_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_character_can_be_purged = {
	NOT = {
		has_character_flag = SOV_safe_from_purge_flag
	} {
		has_character_flag = SOV_exiled_flag
	} {
		has_character_flag = SOV_character_purged_flag
	}
}
### Entity: Event
Component: south_american_events.62
Constructs: has_war_with, fire_only_once, has_dlc
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.62
	title = south_american_events.62.t
	desc = south_american_events.62.desc
	picture = GFX_report_event_usa_heavy_cruiser
	major = yes
	trigger = {
		ENG = {
			has_war_with = GER
			OR = {
				ships_in_area = {
					area = 64
					size = > 0
				} {
					area = 63
					size = > 0
				}
			}
		}
		GER = {
			has_war_with = ENG
			OR = {
				ships_in_area = {
					area = 64
					size = > 0
				} {
					area = 63
					size = > 0
				}
			}
		}
		has_dlc = Trial of Allegiance
	}
	mean_time_to_happen = {
		days = 3
	}
	fire_only_once = yes
	option = {
		name = south_american_events.62.a
	}
}