Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: JAP_alternate_plan_communist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/JAP_alternate_strategy_plan.txt

Code:
JAP_alternate_plan_communist = {
	name = Communist Japan Plan
	desc = A red sun rises
	allowed = {
		original_tag = JAP
	}
	enable = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
		OR = {
			has_country_flag = JAP_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = JAP_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		JAP_the_unthinkable_option JAP_approach_the_young_officers JAP_exchange_the_exiles JAP_open_up_the_universities JAP_cast_the_die JAP_nationalize_the_zaibatsus JAP_red_brigades JAP_public_works JAP_the_fate_of_the_imperial_family JAP_reeducation_campaign JAP_rebuild_the_civil_service JAP_people_owned_mines JAP_communist_volunteers JAP_tokyo_aluminum_plant JAP_finish_the_fight JAP_asian_communist_solidarity
	}
	ideas = {
		bold_attack_spirit = 5
		tenacious_defense_spirit = 0
		meticulous_preparation_spirit = 0
		best_of_the_best_spirit = 0
		academy_scholarships_spirit = 0
		political_loyalty_spirit = 0.1
		inventive_leadership_spirit = 1
		professional_officer_corps_spirit = 1
		elevated_engineering_corps_spirit = 0
		proper_heritage_spirit = 0
		quick_improvisation_spirit = 0
		state_serves_the_military_spirit = 1
		static_warfare_spirit = 0
		flexible_organization_spirit = 1
		aggressive_reconnaisance_spirit = 0
		reserve_officers_spirit = 0
		victory_or_death_spirit = 1
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Technology
Component: BEL_chasseurs_ardennais
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	category_mountaineers = {
		forest = {
			movement = 0.1
			attack = 0.2
			defence = 0.2
		}
		mountain = {
			movement = -0.1
			attack = -0.2
		}
	}
}
### Entity: State History
Component: 934
Constructs: add_core_of, add_claim_by, remove_claim_by
Source: game
File: history/states/934-Shkoder.txt

Code:
state = {
	id = 934
	name = STATE_934
	resources = {
		aluminium = 1.0
		chromium = 1.0
		coal = 1
	}
	history = {
		owner = ALB
		victory_points = {
			9780 3
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = ALB
		add_claim_by = ITA
		1939.4.12 = {
			owner = ITA
			controller = ITA
			remove_claim_by = ITA
		}
	}
	provinces = {
		3896 9780 11762
	}
	manpower = 246933
	state_category = rural
	local_supplies = 5.0
}
### Entity: Character
Component: EGY_doria_shafik
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/EGY.txt

Code:
EGY_doria_shafik = {
	name = Doria Shafik
	portraits = {
		civilian = {
			small = GFX_idea_EGY_doria_shafik
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_doria_shafik
		allowed = {
			original_tag = EGY
		}
		available = {
			has_government = democratic
			has_completed_focus = EGY_support_womens_suffrage
		}
		traits = {
			womens_figurehead
		}
	}
}
### Entity: Decision
Component: SWE_the_winter_war_category
Constructs: has_completed_focus, has_defensive_war_with
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_the_winter_war_category = {
	icon = generic_independence
	picture = GFX_decision_cat_poland_promethean_program
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_the_finlands_sak_ar_var_recruitment_drive
		FIN = {
			has_defensive_war_with = SOV
		}
	}
	priority = {
		base = 10
	}
}
### Entity: Event
Component: MAN_56_event.2
Constructs: is_triggered_only
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.2
	title = MAN_56_event.2.t
	desc = MAN_56_event.2.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = MAN_56_event.2.a
	}
}
### Entity: Idea
Component: EAI_DD_13/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: Country History
Country: SIE
Component: SIE_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SIE - Sierra Leone.txt

Code:
# Politics & Parties for SIE
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 55
	fascism = 15
	communism = 5
	neutrality = 25
}
### Entity: Character
Component: LAT_janis_balodis
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LAT.txt

Code:
LAT_janis_balodis = {
	name = LAT_janis_balodis
	portraits = {
		army = {
			large = GFX_portrait_LAT_janis_balodis
			small = GFX_idea_LAT_janis_balodis
		}
		civilian = {
			large = GFX_portrait_LAT_janis_balodis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_janis_balodis
		ledger = army
		allowed = {
			original_tag = LAT
			has_DLC = No Step Back
		}
		available = {
			has_completed_focus = LAT_martial_prime_minister
		}
		traits = {
			veteran_minister
		}
		ai_will_do = {
			factor = 10.0
		}
	}
	field_marshal = {
		traits = {
			old_guard
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1.1
		id = -1
		traits = {
			latvian_militant
		}
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_large_navy
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_large_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = DNZ_establish_the_danzig_navy
	}
	mutually_exclusive = {
		focus = DNZ_flexible_navy
	}
	relative_position_id = DNZ_establish_the_danzig_navy
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = fleet_in_being_tree
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = POL_strike_force
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = ca_tech cl_tech bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: ARM_alexander_khastisian
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_alexander_khastisian = {
	name = ARM_alexander_khastisian
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_alexander_khastisian
		allowed = {
			original_tag = ARM
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_legion_of_christ
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_legion_of_christ
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = MEX_focus_rewrite_the_constitution
	}
	mutually_exclusive = {
		focus = MEX_focus_state_education
	} {
		focus = MEX_focus_knights_of_columbus
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_rewrite_the_constitution
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MEX_CHURCH_AUTHORITY FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		MEX_increase_church_power = yes
		add_ideas = MEX_legion_of_christ
	}
}
### Entity: Idea
Component: GER_mefo_bills_6
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_6 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 0.95
	}
}
### Entity: Wiki Documentation
Construct: Volunteers
Source: wiki
File: wiki/Volunteer.html

Doc:
Volunteers[edit]
Sending Volunteers to the Spanish Civil War as Germany
Sending Volunteers is a way to send Units to Wars you are not a directly fighting in, like a proxy war. It is a great way to gain Experience in the years before major wars break out. You can only send Volunteers if you aren’t at war yourself. You control these units yourself.

As it is likely the Spanish Civil War will break out, this is a way for the player to influence who will win the war. The amount of Volunteers you can send depends on the size of the recieiving Country, and some nations may be able to send larger forces.

It takes 2 weeks for a Volunteer force to be transferred back or forth, and they are automatically sent home if you end up in a war yourself. The ability to send Volunteers is limited by Ideology and World Tension, where Fascists can do it whenever they like, while Democracies are fairly limited. France has an ability to do it earlier.

Sending Volunteers will increase World Tension.
### Entity: Scripted Trigger
Component: GER_is_RKA_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKA_state = {
	OR = {
		state = 296 780 700 298 779 556 778 274 777 776 558 902 901 900 773 660 885 884 548 904 547 905 903 844 559 269 268 550 908 842 843 841 840 835 836 839 271 838 837 546 297 539 772 796 768 769 718 538 890 295 888 889 771 770 981 540 891 892 897 896 544 545 542 895 894 541 893
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_PRC
Source: game
File: common/ai_focuses/PRC.txt

Code:
ai_focus_peaceful_PRC = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: AI Strategy
Component: default_infantry_equipment
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_infantry_equipment = {
	enable = {
		num_of_military_factories = > 0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = infantry
		value = 1
	}
}
### Entity: Event
Component: news.316
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.316
	title = news.316.t
	desc = news.316.desc
	picture = GFX_news_event_romania_poland_visit
	major = yes
	is_triggered_only = yes
	option = {
		name = news.316.a
		trigger = {
			OR = {
				TAG = ROM POL
			}
		}
	} {
		name = news.316.b
		trigger = {
			OR = {
				TAG = GER SOV
			}
		}
	} {
		name = news.316.c
		trigger = {
			NOT = {
				TAG = ROM POL GER SOV
			}
		}
	}
}
### Entity: Unit Template
Component: POR_ARM_01
Source: game
File: common/units/names_divisions/POR_names_divisions.txt

Code:
POR_ARM_01 = {
	name = Armored Division
	for_countries = {
		POR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %da Divisão de Blindar
	ordered = {
		1 = {
			%da Divisão de Blindar
		}
		2 = {
			%da Divisão de Blindar
		}
		3 = {
			%da Divisão de Blindar
		}
		4 = {
			%da Divisão de Blindar
		}
		5 = {
			%da Divisão de Blindar
		}
		6 = {
			%da Divisão de Blindar
		}
		7 = {
			%da Divisão de Blindar
		}
		8 = {
			%da Divisão de Blindar
		}
		9 = {
			%da Divisão de Blindar
		}
		10 = {
			%da Divisão de Blindar
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: limit, remove_ideas, every_country, has_country_flag, clr_country_flag, set_country_flag, set_variable, clear_array
Source: game
File: common/scripted_guis/EAI_general_config_scripted_gui.txt

Code:
scripted_gui = {
	EAI_config_GENERAL = {
		context_type = player_context
		window_name = EAI_config_GENERAL_window
		dirty = ROOT.EAI_refresh_gui
		visible = {
			has_country_flag = EAI_config_GENERAL
			NOT = {
				has_country_flag = EAI_config_ARMY
			} {
				has_country_flag = EAI_config_COUNTRY
			}
		}
		properties = {
			EAI_config_GENERAL_3_button = {
				image = [EAI_GetLendLeaseSetting]
			}
			EAI_config_GENERAL_4_button = {
				image = [EAI_GetLimitResearchSetting]
			}
			EAI_config_GENERAL_5_button = {
				image = [EAI_GetLimitSAProductionSetting]
			}
			EAI_config_GENERAL_6_button = {
				image = [EAI_GetNeutralSpainSetting]
			}
			EAI_config_GENERAL_7_button = {
				image = [EAI_GetAggressiveGermanySetting]
			}
			EAI_config_GENERAL_9_button = {
				image = [EAI_GetRandomIdeologySetting]
			}
			EAI_config_GENERAL_10_button = {
				image = [EAI_GetPuppetEgyptSetting]
			}
			EAI_config_GENERAL_11_button = {
				image = [EAI_GetDontInvadeNorwaySetting]
			}
			EAI_config_GENERAL_12_button = {
				image = [EAI_GetNeutralSouthAmericaSetting]
			}
		}
		effects = {
			EAI_config_GENERAL_1_dropdown_button_click = {
				if = {
					limit = {
						has_country_flag = EAI_show_ai_focuses_dropdown
					}
					clr_country_flag = EAI_show_ai_focuses_dropdown
				}
				else = {
					set_country_flag = EAI_show_ai_focuses_dropdown
				}
				EAI_refresh_gui = yes
			}
			EAI_global_army_config_button_click = {
				if = {
					limit = {
						EAI_MODE_historical = yes
					}
					EAI_FOCUS_set_historical = yes
				}
				set_variable = {
					EAI_configuration_target = Root.id
				}
				clear_array = EAI_config_country_list_selected_country_array
				set_country_flag = EAI_config_ARMY EAI_config_ARMY_GLOBAL
				EAI_refresh_gui = yes
			}
			EAI_config_GENERAL_3_button_click = {
				if = {
					limit = {
						has_global_flag = EAI_lend_lease
					}
					clr_global_flag = EAI_lend_lease
				}
				else = {
					set_global_flag = EAI_lend_lease
				}
				EAI_refresh_gui = yes
			}
			EAI_config_GENERAL_4_button_click = {
				if = {
					limit = {
						has_global_flag = EAI_limit_research
					}
					clr_global_flag = EAI_limit_research
					every_country = {
						limit = {
							has_country_flag = EAI_slots_reduced_3
						}
						add_research_slot = 3
						clr_country_flag = EAI_slots_reduced_3
					} {
						limit = {
							has_country_flag = EAI_slots
# ... (truncated)
### Entity: Scripted Effect
Component: LIE_update_gold_trade_modifiers_for_ourselves
Constructs: limit, has_dynamic_modifier, set_variable, add_dynamic_modifier, add_to_variable
Source: game
File: common/scripted_effects/LIE_scripted_effects.txt

Code:
LIE_update_gold_trade_modifiers_for_ourselves = {
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = LIE_liechtenstein_gold_market
				}
			}
		}
		set_variable = {
			LIE_gold_trade_consumer_goods_factor = LIE.LIE_gold_trade_consumer_goods_factor
		} {
			LIE_gold_trade_building_speed_factor = LIE.LIE_gold_trade_building_speed_factor
		} {
			LIE_gold_trade_research_speed_factor = LIE.LIE_gold_trade_research_speed_factor
		} {
			LIE_gold_trade_lack_of_resource_penalty_factor = LIE.LIE_gold_trade_lack_of_resource_penalty_factor
		} {
			LIE_gold_trade_factory_max_efficiency_factor = LIE.LIE_gold_trade_factory_max_efficiency_factor
		} {
			LIE_gold_trade_enemy_justify_war_goal_time = LIE.LIE_gold_trade_enemy_justify_war_goal_time
		}
		clamp_variable = {
			var = LIE_gold_trade_building_speed_factor
			min = 0
		} {
			var = LIE_gold_trade_consumer_goods_factor
			max = 0
		} {
			var = LIE_gold_trade_research_speed_factor
			min = 0
		} {
			var = LIE_gold_trade_lack_of_resource_penalty_factor
			min = 0
		} {
			var = LIE_gold_trade_factory_max_efficiency_factor
			min = 0
		}
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = LIE_liechtenstein_gold_market
			}
		}
		custom_effect_tooltip = LIE_start_liechtenstein_benefits_gold_trade_with_dynamic_mod_TT
	}
	else = {
		ROOT = {
			add_to_variable = {
				LIE_gold_trade_consumer_goods_factor = LIE.LIE_gold_trade_consumer_goods_factor_increase
			} {
				LIE_gold_trade_building_speed_factor = LIE.LIE_gold_trade_building_speed_factor_increase
			} {
				LIE_gold_trade_research_speed_factor = LIE.LIE_gold_trade_research_speed_factor_increase
			} {
				LIE_gold_trade_lack_of_resource_penalty_factor = LIE.LIE_gold_trade_lack_of_resource_penalty_factor_increase
			} {
				LIE_gold_trade_factory_max_efficiency_factor = LIE.LIE_gold_trade_factory_max_efficiency_factor_increase
			}
		}
		custom_effect_tooltip = LIE_modify_liechtenstein_benefits_gold_trade_with_dynamic_mod_TT
	}
}
### Entity: Country History
Country: MEX
Component: MEX_characters
Constructs: recruit_character
Source: game
File: history/countries/MEX - Mexico.txt

Code:
# Leaders & Characters for MEX
recruit_character = MEX_lazaro_cardenas MEX_salvador_abascal MEX_adolfo_de_la_huerta MEX_dionisio_encina MEX_hernan_laborde MEX_heliodoro_charis MEX_luis_farell MEX_gildardo_magana MEX_manuel_perez_trevino MEX_abelardo_rodriguez MEX_manuel_avila_camacho MEX_othon_blanco MEX_heriberto_corona MEX_antonio_cardenas_rodriguez MEX_jesus_garza_siller MEX_gilberto_limon MEX_pablo_macias MEX_jose_gonzalo_escobar MEX_agustin_olachea MEX_leon_trotsky MEX_saturnino_cedillo MEX_hector_meixueiro MEX_matias_santos_ramos MEX_enrique_estrada MEX_jose_vasconcelos MEX_pablo_gonzalez MEX_bartolome_garcia_correa MEX_luis_montes_de_oca MEX_aaron_saenz MEX_vicente_lombardo MEX_eduardo_hay MEX_alberto_pani MEX_juan_andreu MEX_plutarco_calles MEX_francisco_mugica MEX_jesus_degollado_guizar MEX_valentin_campa MEX_luis_maria_martinez MEX_alberto_gorostieta_vega MEX_dionisio_navarro_anguiano MEX_manuel_sanchez MEX_indigenous_council MEX_maria_de_iturbide
### Entity: Idea
Component: JAP_focus_on_our_own_economy
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_focus_on_our_own_economy = {
	picture = generic_production_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		min_export = -0.15
		stability_factor = 0.05
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_4/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: State History
Component: 296
Constructs: add_core_of
Source: game
File: history/states/296-Portugal Africa.txt

Code:
state = {
	id = 296
	name = STATE_296
	manpower = 364900
	state_category = enclave
	resources = {
		rubber = 1
	}
	history = {
		owner = POR
		add_core_of = GNB
		victory_points = {
			12891 1
		}
		buildings = {
			infrastructure = 1
			12891 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		12747 12891
	}
	local_supplies = 0.0
}
### Entity: National Focus
Component: GERK_move_towards_german_reunification
Constructs: limit, completion_reward, is_subject, has_army_manpower, has_global_flag, every_other_country, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_move_towards_german_reunification
	icon = GFX_goal_GER_monarchist_revival
	x = 8
	y = 0
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 119999
		}
		NOT = {
			country_exists = GER
			has_global_flag = global_reunited_germany
		}
	}
	mutually_exclusive = {
		focus = GERK_legacy_of_the_zollverein
	}
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					tag = PRE BAY WUR BAD ALS SAX HES HAN MEK SHL
				}
				NOT = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					expire = 0
					type = annex_everything
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Decision
Component: POL_cossack_republic_decisions
Constructs: fire_only_once, has_country_leader, complete_effect, remove_effect, is_historical_focus_on
Source: game
File: common/decisions/POL.txt

Code:
POL_cossack_republic_decisions = {
	POL_restore_don_cossacks = {
		icon = generic_form_nation
		available = {
			controls_state = 218 245 238 217 265
		}
		visible = {
			OR = {
				has_country_leader = {
					character = POL_pavel_bermondt_avalov
					ruling_only = yes
				} {
					character = POL_rudinger_von_der_goltz
					ruling_only = yes
				}
			}
		}
		fire_only_once = yes
		cost = 100
		complete_effect = {
			country_event = {
				id = pavel_events.1
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 10
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
	POL_restore_kuban_cossacks = {
		icon = generic_form_nation
		available = {
			controls_state = 234 235 233 232
		}
		visible = {
			OR = {
				has_country_leader = {
					character = POL_pavel_bermondt_avalov
					ruling_only = yes
				} {
					character = POL_rudinger_von_der_goltz
					ruling_only = yes
				}
			}
		}
		fire_only_once = yes
		cost = 100
		complete_effect = {
			country_event = {
				id = pavel_events.2
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 10
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_amaterasus_aramitama
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader, cancel_if_invalid, add_breakthrough_progress
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_amaterasus_aramitama
	icon = GFX_focus_RAJ_the_sun_sets
	x = -1
	y = 1
	relative_position_id = JAP_to_rival_zheng_yi_sao
	prerequisite = {
		focus = JAP_to_rival_zheng_yi_sao
	} {
		focus = JAP_to_reach_princess_kaguya
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_empress_nagako
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = JAP_amaterasus_weapons_idea
	}
}
### Entity: Scripted Effect
Component: generic_CA_template
Constructs: create_equipment_variant, set_country_flag
Source: game
File: common/scripted_effects/EAW_generic_ships.txt

Code:
generic_CA_template = {
	create_equipment_variant = {
		name = Early Heavy Cruiser
		type = ship_hull_cruiser_1
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_medium_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = cruiser_ship_engine_1
			fixed_ship_armor_slot = ship_armor_cruiser_1
			fixed_ship_secondaries_slot = ship_secondaries_1
			mid_2_custom_slot = ship_torpedo_1
			rear_1_custom_slot = empty
		}
	}
	set_country_flag = has_generic_CA_template
}