Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_news.201
Constructs: is_triggered_only
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.201
	title = bftb_news.201.t
	desc = bftb_news.201.desc
	picture = GFX_news_event_montreux_convention_succeeds
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.201.a
		trigger = {
			tag = SOV
		}
	} {
		name = bftb_news.201.b
		trigger = {
			OR = {
				tag = ENG TUR
			}
		}
	} {
		name = bftb_news.201.c
		trigger = {
			OR = {
				tag = GER ITA BUL HUN FRA
			}
		}
	} {
		name = bftb_news.201.d
		trigger = {
			NOT = {
				OR = {
					tag = SOV ENG TUR GER ITA BUL HUN FRA
				}
			}
		}
	}
}
### Entity: Event
Component: CZE.209
Constructs: is_triggered_only, load_oob
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.209
	title = CZE.209.t
	desc = CZE.209.d
	picture = GFX_CZKE_fast_divisions_report
	is_triggered_only = yes
	option = {
		name = CZE.209.a
		custom_effect_tooltip = new_template CZE_mobile_army_tooltip_reward
		hidden_effect = {
			load_oob = CZE_fast_divisions
		}
	}
}
### Entity: Idea
Component: idea_RAJ_underground_communists
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_underground_communists = {
	allowed = {
		original_tag = RAJ
	}
	picture = RAJ_red_in_the_shadows
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.1
		drift_defence_factor = -0.25
		political_power_factor = 0.1
		political_advisor_cost_factor = -0.33
	}
}
### Entity: AI Strategy
Component: ITA_prepare_yugoslavian_invasion
Constructs: has_war_with, is_major, has_global_flag, is_subject_of, is_in_faction_with, has_decision, has_wargoal_against, is_justifying_wargoal_against
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_prepare_yugoslavian_invasion = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		country_exists = YUG
		NOT = {
			has_global_flag = second_italo_ethiopian_war_flag
			OR = {
				YUG = {
					is_subject_of = ROOT
				}
				is_in_faction_with = YUG
			}
		}
		OR = {
			focus_progress = {
				focus = ITA_balkan_ambition
				progress = > 0.5
			}
			has_decision = ITA_send_ultimatum_to_country_balkan
			has_wargoal_against = YUG
			is_justifying_wargoal_against = YUG
		}
	}
	abort = {
		any_other_country = {
			is_major = yes
			OR = {
				is_justifying_wargoal_against = ROOT
				has_wargoal_against = ROOT
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = YUG
		value = 100
	} {
		type = front_unit_request
		tag = YUG
		value = 300
	} {
		type = front_unit_request
		tag = FRA
		value = -70
	} {
		type = front_unit_request
		tag = ENG
		value = -40
	}
}
### Entity: Idea
Component: AST_R56_australian_internationalism_idea
Constructs: has_government, removal_cost, conscription_factor, send_volunteer_size, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australian_internationalism_idea = {
	allowed = {
		always = no
	}
	available = {
		has_government = communism
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		conscription_factor = 0.1
		send_volunteer_size = 3
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -1
	}
}
### Entity: State History
Component: 1028
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1028-Dalarna.txt

Code:
state = {
	id = 1028
	name = STATE_1028
	manpower = 249717
	state_category = rural
	resources = {
		steel = 20
	}
	history = {
		victory_points = {
			156 1
		}
		owner = SWE
		add_core_of = SWE
		add_to_array = {
			state_victory_points = 156
		}
		buildings = {
			infrastructure = 3
		}
	}
	provinces = {
		77 114 156 202 3005 3070 3191 6093 6123 6147 6207 9068 9148 9173 9182 11053 11197 13099
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_artillery_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_artillery_effort
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = HUN_danuvia_submachine_guns
	}
	x = 0
	y = 2
	relative_position_id = HUN_home_defense
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HUN_artillery_effort
			bonus = 1.0
			uses = 2
			category = artillery
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_agrarian_reform
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_agrarian_reform
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = ROM_civil_works ROM_national_defense_industry
	}
	x = 1
	y = 1
	relative_position_id = ROM_civil_works
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = ROM_agrarian_reform
	}
}
### Entity: Scripted Effect
Component: EAI_PC_assign_factories_to_project
Constructs: limit, has_country_flag, set_temp_variable, set_variable, add_to_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_assign_factories_to_project = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_assign_factories_to_project > THIS=[this.getname] PREV=[prev.getname]
	} {
		limit = {
			OR = {
				has_country_flag = EAI_priority_construction_detailed_logging EAI_priority_construction_active_logging
			}
		}
		set_temp_variable = {
			v0 = queue_pos
		} {
			v1 = _project_id
		} {
			v2 = EAI_PC_building_type^_project_id
		} {
			v3 = EAI_PC_assigned_factories^_project_id
		} {
			v4 = EAI_PC_progress^_project_id
		} {
			v5 = EAI_PC_priority^_project_id
		} {
			v6 = EAI_PC_build_time^_project_id
		} {
			v7 = EAI_PC_target_state^_project_id
		} {
			v8 = EAI_PC_target_province^_project_id
		} {
			v9 = EAI_PC_type_id^_project_id
		}
		log = ASGN: Q=[?v0] ID=[?v1] | TP=[?v2] | F=[?v3] | C=[?v4] | T=[?v6] | L=[?v7.GetName] | PRV=[?v8] | PRIO=[?v5] | TID=[?v9]
	}
	set_temp_variable = {
		new_assigned_factories = available_factories_
	}
	clamp_temp_variable = {
		var = new_assigned_factories
		min = 0
		max = 15
	}
	set_variable = {
		EAI_PC_assigned_factories^_project_id = new_assigned_factories
	}
	add_to_variable = {
		EAI_PC_assigned_factories_total = new_assigned_factories
	}
	subtract_from_variable = {
		EAI_PC_reserved_factories_available = new_assigned_factories
	}
	subtract_from_temp_variable = {
		available_factories_ = new_assigned_factories
	}
	var:EAI_PC_target_state^_project_id = {
		add_to_temp_array = {
			PC_active_building_type_in_@THIS = PREV.EAI_PC_building_type^_project_id
		}
	}
}
### Entity: State History
Component: 65
Constructs: add_core_of
Source: game
File: history/states/65-Sachsen.txt

Code:
state = {
	id = 65
	name = STATE_65
	manpower = 5592576
	resources = {
		steel = 41
		coal = 13
	}
	state_category = metropolis
	history = {
		owner = GER
		add_core_of = GER SAX
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 7
		}
		victory_points = {
			514 5
		} {
			3535 5
		} {
			9471 2
		}
		1939.1.1 = {
			buildings = {
				synthetic_refinery = 2
				arms_factory = 5
				industrial_complex = 10
			}
		}
	}
	provinces = {
		514 573 3514 3535 6441 6559 9441 9471 9535 11481 11545
	}
	local_supplies = 0.0
}
### Entity: Event
Component: belgium.130
Constructs: is_triggered_only, add_popularity
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.130
	title = belgium.130.t
	desc = belgium.130.desc
	picture = GFX_report_event_degrelle_speaking
	is_triggered_only = yes
	option = {
		name = belgium.130.a
		add_popularity = {
			ideology = democratic
			popularity = 0.01
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_sweden_not_neutral_befriend_britain_plan
Constructs: has_completed_focus, has_government, is_faction_leader
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_sweden_not_neutral_befriend_britain_plan = {
	name = Befriend ENG
	desc = Since you can't apparently use IF statements in ai_strategy_plan
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_completed_focus = SWE_neutral_no_more
		}
		ENG = {
			has_government = democratic
			is_faction_leader = yes
		}
	}
	ai_strategy = {
		type = befriend
		id = ENG
		value = 100
	}
}
### Entity: Character
Component: public_security
Constructs: communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
public_security = {
	sprite = 7
	communism_drift = 0.05
	resistance_damage_to_garrison = -0.25
	join_faction_tension = -0.25
}
### Entity: Scripted Effect
Component: PRC_increase_mao_BOP_small
Constructs: limit, has_power_balance, add_power_balance_value
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_increase_mao_BOP_small = {
	if = {
		limit = {
			has_power_balance = {
				id = PRC_communist_power_struggle
			}
		}
		add_power_balance_value = {
			id = PRC_communist_power_struggle
			value = -0.05
		}
	}
}
### Entity: Idea
Component: wartsila_company
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_finland.txt

Code:
wartsila_company = {
	allowed = {
		original_tag = FIN
	}
	available = {
		has_completed_focus = FIN_industrial_upgrade_in_harjavalta
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_supply_node_factor = 0.15
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_modern_tactics
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_modern_tactics
	prerequisite = {
		focus = BUL_strike_from_the_seas BUL_a_powerful_bulgarian_navy
	}
	icon = GFX_goal_generic_air_naval_bomber
	relative_position_id = BUL_strike_from_the_seas
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = BUL_modern_tactics
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = BUL_modern_tactics
			bonus = 1
			uses = 1
			category = naval_air
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_demand_mongolia
Constructs: shared_focus, prerequisite, limit, has_war_with, is_major, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_demand_mongolia
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = CHI_renounce_the_mcmahon_line
	}
	x = 0
	y = 3
	relative_position_id = CHI_one_china_policy
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			any_country = {
				is_major = yes
				is_in_faction_with = MON
			}
			factor = 0
		}
	}
	available = {
		not = {
			is_in_faction_with = MON
		}
		is_subject = no
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = MON
			}
			has_war_with = MON
			has_wargoal_against = MON
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				330 = {
					is_owned_and_controlled_by = MON
				}
				817 = {
					is_owned_and_controlled_by = MON
				}
				818 = {
					is_owned_and_controlled_by = MON
				}
				819 = {
					is_owned_and_controlled_by = MON
				}
				820 = {
					is_owned_and_controlled_by = MON
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = MON
					expire = 0
					generator = {
						330 817 818 819 820
					}
				}
			}
		}
		else = {
			create_wargoal = {
				type = annex_everything
				target = MON
				expire = 0
			}
		}
	}
}
### Entity: Idea
Component: GER_the_great_red_menace
Constructs: has_government, removal_cost, communism_drift, democratic_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_the_great_red_menace = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = ger_the_great_red_menace
	modifier = {
		communism_drift = -0.02
		democratic_drift = 0.02
	}
}
### Entity: Doctrine
Component: heavy_aircraft
Source: game
File: common/doctrines/tracks/air_doctrine_track.txt

Code:
heavy_aircraft = {
	name = DOCTRINE_TRACK_HEAVY_AIRCRAFT
	background = GFX_strategic_destruction_bg
	icon = GFX_doctrine_milestone_heavy_air
	icon_frame = GFX_doctrine_decor_air
	mastery = {
		multiplier = 8.0
		equipment = {
			strategic_bomber maritime_patrol_plane
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_civilian_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_civilian_industry
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = HUN_announce_the_gyor_program
	}
	mutually_exclusive = {
		focus = HUN_domestic_arms_industry
	}
	x = -1
	y = 1
	relative_position_id = HUN_announce_the_gyor_program
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = HUN_civilian_industry_IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = HUN_civilian_industry_IC
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_reclaim_our_lands
Constructs: prerequisite, has_war, limit, has_government, has_war_with, add_war_support, completion_reward, is_owned_by
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_reclaim_our_lands
	icon = GFX_focus_generic_attack_mongolia
	prerequisite = {
		focus = MEN_form_the_inner_mongolia_autonomous_region
	}
	x = 1
	y = 1
	bypass = {
		OR = {
			has_war_with = MON
			MON = {
				all_core_state = {
					is_owned_by = ROOT
				}
			}
			NOT = {
				country_exists = MON
			}
		}
	}
	mutually_exclusive = {
		focus = MEN_ask_the_prc_to_return_our_lands
	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			has_war_with = MON
		}
		country_exists = MON
	}
	relative_position_id = MEN_form_the_inner_mongolia_autonomous_region
	cost = 10
	will_lead_to_war_with = MON
	ai_will_do = {
		base = 0
		modifier = {
			add = 99
			has_war = no
			has_army_manpower = {
				size = > 134999
			}
			MON = {
				OR = {
					is_in_faction = no
					has_war_with_major = yes
				}
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		every_state = {
			limit = {
				is_core_of = MON
			}
			add_core_of = ROOT
		}
		create_wargoal = {
			target = MON
			type = annex_everything
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: BBA_ethiopia_military_and_tech_events.1
Constructs: is_triggered_only, ai_chance, has_war, limit, add_ideas, has_dlc, add_to_variable
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_military_and_tech_events.1
	title = BBA_ethiopia_military_and_tech_events.1.t
	desc = {
		text = BBA_ethiopia_military_and_tech_events.1_war.desc
		trigger = {
			has_war = yes
		}
	} {
		text = BBA_ethiopia_military_and_tech_events.1_peace.desc
		trigger = {
			has_war = no
		}
	}
	is_triggered_only = yes
	picture = GFX_report_event_chinese_army_training
	option = {
		name = BBA_ethiopia_military_and_tech_events.1.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			add_ideas = bold_attack_spirit
		}
		custom_effect_tooltip = ETH_ecole_attack_tt
		add_to_variable = {
			ETH_army_modifier_army_sub_unit_infantry_attack_factor = 0.1
		} {
			ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor = 0.1
		}
		ETH_improve_army_spirit_effect = yes
	} {
		name = BBA_ethiopia_military_and_tech_events.1.b
		ai_chance = {
			base = 5
		}
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			add_ideas = tenacious_defense_spirit
		}
		custom_effect_tooltip = ETH_ecole_defense_tt
		add_to_variable = {
			ETH_army_army_defence_factor = 0.05
		}
		ETH_improve_army_spirit_effect = yes
	} {
		name = BBA_ethiopia_military_and_tech_events.1.c
		ai_chance = {
			base = 0
		}
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			add_ideas = meticulous_preparation_spirit
		}
		custom_effect_tooltip = ETH_ecole_learn_tt
		add_to_variable = {
			ETH_army_experience_gain_army_factor = 0.05
		}
		ETH_improve_army_spirit_effect = yes
	}
}
### Entity: Order of Battle
Component: Gordita
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = Gordita
	location = 3513
	division_template = Taco Bell Value Pack
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_expand_royal_land_rights
Constructs: prerequisite, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_expand_royal_land_rights
	icon = GFX_goal_generic_royal_industry
	relative_position_id = EGY_end_the_regency
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_end_the_regency
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.05
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: Character
Component: SIA_ananda_military_3
Constructs: army_attack_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_military_3 = {
	random = no
	sprite = 13
	army_attack_factor = 0.15
	army_org_regain = 0.1
}
### Entity: Idea
Component: CHI_liaoning_arsenal
Constructs: has_completed_focus, limit, is_literally_china, has_dlc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_liaoning_arsenal = {
	picture = CHI_liaoning
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN
		}
		has_dlc = Waking the Tiger
	}
	available = {
		IF = {
			limit = {
				OR = {
					FROM = {
						NOT = {
							original_tag = CHI
						}
					}
					AND = {
						FROM = {
							original_tag = CHI
						}
						NOT = {
							has_dlc = No Compromise, No Surrender
						}
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^3
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
				has_dlc = No Compromise, No Surrender
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^3
				}
			}
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Name List
Component: YUG
Source: game
File: common/names/00_names.txt

Code:
YUG = {
	male = {
		names = {
			Alaksandar Blagoje Bozidar Branko Danilo Dejan Djordje Dragan Dragisa Dragoljub Dragutin Draza Dusan Gavrilo Goran Janko Jovan Koca Kosta Krsto Ljubisa Mihailo Milan Miliutin Milivoje Milojko Milos Miodrag Mirko Miroslav Momcilo Nebojsa Nikola Pavle Peko Petar Radomir Ratko Sava Slobodan Stepa Stojan Veljko Vaselien Vladimir Vojislav Zivojin Zivota Zoran Zvezdan
		}
	}
	female = {
		names = {
			Agata Agatha Barbara Branimira Desislava Dubravka Elena Helen Hicela Jelena Karolina Rijeka Silvija Snjezana Sofija Sophia Suzana Susana Svjetlana Suronja Tatjana Tihana Teodora Vladava Vitaca Vojaca Vojislava
		}
	}
	surnames = {
		Adzic Arandelovic Belimarkovic Blaznacac Bojovic Bozanovic Bozinovic Brankovic Damjanic Dapcevic Dragutinovic Grujic Hadzilic Horvatovic Isakovic Jankovic Jokic Jovanovic Kadijevic Karadjordjevic Lesjanin Ljubicic Maric Mihailovic Miliutinovic Miloradovic Misic Nad Nedic Novak Obrenovic Ojdanic Panic Paskas Pavkovic Pesic Petrovic Popovic Putnik Radulovic Rasic Sijan Simovic Sokolovic Stepanovic Vasiljevic Veric Vojvodic Vukotic Zivkovic
	}
	callsigns = {

	}
}
### Entity: Character
Component: HAW_abigail_kapiolani
Source: game
File: common/characters/HAW.txt

Code:
HAW_abigail_kapiolani = {
	name = Abigail Kapiolani Kawananakoa
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_female_1.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		traits = {
			TON_queen_of_the_people
		}
		expire = 1945.4.12
		id = -1
	}
}
### Entity: State History
Component: 945
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/945-Heihe.txt

Code:
state = {
	id = 945
	name = STATE_945
	provinces = {
		1693 3913 7848 10541 10675 10698 12537 12548 13279
	}
	manpower = 824174
	state_category = rural
	history = {
		owner = MAN
		add_core_of = MAN CHI PRC
		add_claim_by = GUK
		add_to_array = {
			state_victory_points = 12548
		}
		victory_points = {
			12548 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: EAI_MAP_get_num_provinces_in_states
Constructs: limit, set_temp_variable, clear_temp_array, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_get_num_provinces_in_states = {
	set_temp_variable = {
		num_provinces_ = 0
	}
	clear_temp_array = counted_states
	for_each_scope_loop = {
		array = _states_
		for_each_loop = {
			array = global.EAI_MAP_state_province_ids@THIS
			index = i_2
			value = v_2
			if = {
				limit = {
					PREV = {
						controls_province = v_2
					}
				}
				add_to_temp_variable = {
					num_provinces_ = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_modernize_the_cruiser_fleet
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_modernize_the_cruiser_fleet
	prerequisite = {
		focus = HOL_cornerstone_of_colonial_defense
	}
	mutually_exclusive = {
		focus = HOL_rely_on_submarines
	}
	icon = GFX_focus_generic_cruiser2
	x = 1
	y = 1
	relative_position_id = HOL_cornerstone_of_colonial_defense
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_modernize_the_cruiser_fleet
			bonus = 0.5
			ahead_reduction = 2
			uses = 2
			category = ca_tech
		}
	}
}
### Entity: Idea
Component: ideological_fanaticism_focus
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
ideological_fanaticism_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	rule = {
		can_create_factions = yes
	}
	modifier = {
		war_support_factor = 0.05
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}