Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: CHL_chilean_economy_dynamic_modifier
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
CHL_chilean_economy_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CHL_chilean_economy
	stability_factor = CHL_economy_stability_factor
	consumer_goods_factor = CHL_economy_consumer_goods_factor
	production_speed_buildings_factor = CHL_economy_production_speed_buildings_factor
	local_resources_factor = CHL_economy_local_resources_factor
	industrial_capacity_dockyard = CHL_economy_industrial_capacity_dockyard
	industrial_capacity_factory = CHL_economy_industrial_capacity_factory
	political_advisor_cost_factor = CHL_economy_political_advisor_cost_factor
	min_export = CHL_economy_min_export_factor
}
### Entity: Event
Component: poland.192
Constructs: has_completed_focus, limit, fire_only_once, has_capitulated, is_puppet, set_country_flag, has_unit_leader, create_corps_commander
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.192
	title = poland.192.t
	desc = poland.192.d
	picture = GFX_report_event_polish_intervention_victory
	fire_only_once = yes
	trigger = {
		tag = POL
		POL = {
			has_capitulated = no
		} {
			is_puppet = no
		}
		date = > 1938.01.01 < 1939.01.01
	}
	mean_time_to_happen = {
		days = 1
	}
	immediate = {
		set_country_flag = POL_thirty_eight_generals
		if = {
			limit = {
				NOT = {
					has_unit_leader = 3165
				}
				has_completed_focus = POL_the_sanation_right
			}
			create_corps_commander = {
				name = Stefan Rowecki
				picture = gfx/leaders/POL/r56_portrait_POL_Stefan_Rowecki.dds
				traits = {
					infantry_officer panzer_leader guerilla_fighter
				}
				id = 3165
				skill = 2
				attack_skill = 3
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 1
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3171
				}
			}
			create_corps_commander = {
				name = Rudolf Dreszer
				picture = gfx/leaders/POL/r56_portrait_POL_Rudolf_Dreszer.dds
				traits = {
					harsh_leader infantry_officer winter_specialist
				}
				id = 3171
				skill = 1
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3172
				}
				has_completed_focus = POL_the_sanation_right
			}
			create_corps_commander = {
				name = Zygmunt Podhorski
				picture = gfx/leaders/POL/r56_portrait_POL_Zygmunt_Podhorski.dds
				traits = {
					career_officer cavalry_officer cavalry_leader organizer
				}
				id = 3172
				skill = 2
				attack_skill = 1
				defense_skill = 3
				planning_skill = 1
				logistics_skill = 3
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3174
				}
			}
			create_corps_commander = {
				name = Franciszek Alter
				picture = gfx/leaders/POL/r56_portrait_POL_Franciszek_Alter.dds
				traits = {
					infantry_officer
				}
				id = 3174
				skill = 1
				attack_skill = 1
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 2
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3175
				}
				has_completed_focus = POL_the_sanation_right
			}
			create_corps_commander = {
				name = Ludwik Kmicic-Skrzyński
				picture = gfx/leaders/POL/r56_portrait_POL_Ludwik_Kmicic_Skrzynski.dds
				traits = {
					cavalry_officer panzer_leader
				}
				id = 3175
				skill = 1
				attack_skill = 1
				defens
# ... (truncated)
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_midway
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_midway = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 631
				 = .id
			}
		}
		controls_state = 631
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			631
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_purge_fascists
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_purge_fascists
	icon = GFX_goal_fascism_banned
	prerequisite = {
		focus = SLO_found_the_nation
	}
	relative_position_id = SLO_found_the_nation
	available = {
		OR = {
			has_government = democratic neutrality communism
		}
		any_country = {
			is_faction_leader = yes
			is_in_faction_with = SLO
			NOT = {
				has_government = fascism
			}
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				OR = {
					has_government = democratic neutrality communism
				}
			}
		}
	}
	x = -6
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = SLO_fascism_banned
				}
			}
			add_ideas = SLO_fascism_banned
		} {
			limit = {
				has_idea = SLO_fascist_repression
			}
			remove_ideas = SLO_fascist_repression
		} {
			limit = {
				has_idea = SLO_nationalism
			}
			remove_ideas = SLO_nationalism
		} {
			limit = {
				has_idea = military_youth_focus
			}
			remove_ideas = military_youth_focus
		} {
			limit = {
				has_idea = SLO_militarism_focus
			}
			remove_ideas = SLO_militarism_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: CAN_CITIES
Source: game
File: common/units/names_ships/CAN_ship_names.txt

Code:
CAN_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		CAN
	}
	type = ship
	prefix = HMCS 
	unique = {
		Toronto Montréal Calgary Vancouver Ottawa Edmonton Winnipeg Québec City Halifax Mississauga Brampton Hamilton Regina Victoria Fredericton Surrey Laval London Markham Vaughan Gatineau Saskatoon Longueuil Kitchener Burnaby Windsor Richmond
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_FACTOR_heavy_tank_chassis_MAJORS
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_FACTOR_heavy_tank_chassis_MAJORS = {
	enable = {
		has_equipment = {
			heavy_tank_chassis = < 1000
		}
		is_major = yes
		NOT = {
			EAI_armor_tech_focus = yes
		}
		EAI_HARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				has_equipment = {
					heavy_tank_chassis = < 2000
				}
				is_major = yes
				NOT = {
					EAI_armor_tech_focus = yes
				}
				EAI_HARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = heavy_tank_chassis
		value = 25
	} {
		type = equipment_production_surplus_management
		id = heavy_tank_chassis
		value = 5
	}
}
### Entity: Character
Component: CHA_awt
Source: game
File: common/characters/CHA.txt

Code:
CHA_awt = {
	advisor = {
		slot = theorist
		idea_token = CHA_awt
		ledger = air
		allowed = {
			original_tag = CHA
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Decision
Component: POR_maintaining_the_fire
Constructs: has_completed_focus, every_owned_state, add_equipment_to_stockpile, has_war, limit, add_ideas, remove_ideas, political_power_gain
Source: game
File: common/decisions/r56_POR_decisions.txt

Code:
POR_maintaining_the_fire = {
	POR_answer_the_question_of_our_colonies = {
		icon = GFX_decision_SOV_the_workers_dictatorship
		activation = {
			has_war = no
			has_completed_focus = POR_storm_the_national_assembly
			OR = {
				has_government = communism democratic
			} {
				540 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				544 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				296 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				721 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				729 = {
					is_controlled_by_ROOT_or_subject = yes
				}
			}
			NOT = {
				has_completed_focus = POR_the_question_of_our_colonies
			}
		}
		available = {
			has_completed_focus = POR_the_question_of_our_colonies
		}
		cancel_if_not_visible = yes
		is_good = no
		fire_only_once = no
		selectable_mission = no
		days_mission_timeout = 240
		timeout_effect = {
			add_political_power = -75
			complete_national_focus = POR_the_question_of_our_colonies
		}
	}
	POR_support_the_spanish_republic_r56 = {
		icon = GFX_decision_bul_joint_act_bs
		fire_only_once = yes
		visible = {
			has_war = no
			NOT = {
				has_global_flag = scw_over
			}
			OR = {
				SPR = {
					OR = {
						has_government = democratic communism
					}
				}
				SPD = {
					OR = {
						has_government = democratic communism
					}
				}
				SPC = {
					has_government = communism
				}
			}
		}
		available = {
			SPR_scw_in_progress = yes
		}
		complete_effect = {
			custom_effect_tooltip = POR_support_the_spanish_republic_tt
			hidden_effect = {
				if = {
					limit = {
						SPR = {
							OR = {
								has_government = democratic communism
							}
						}
					}
					add_relation_rule_override = {
						target = SPR
						can_send_volunteers = yes
					}
					add_ai_strategy = {
						type = send_volunteers_desire
						id = SPR
						value = 200
					}
				} {
					limit = {
						SPD = {
							OR = {
								has_government = democratic communism
							}
						}
					}
					add_relation_rule_override = {
						target = SPD
						can_send_volunteers = yes
					}
					add_ai_strategy = {
						type = send_volunteers_desire
						id = SPD
						value = 200
					}
				} {
					limit = {
						SPC = {
							OR = {
								has_government = democratic communism
							}
						}
					}
					add_relation_rule_override = {
						target = SPC
						can_send_volunteers = yes
			
# ... (truncated)
### Entity: Event
Component: cityfall.44
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.44
	title = cityfall.44.t
	desc = cityfall.44.d
	picture = GFX_news_event_fall_of_new_york2
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_newyork_ita
	}
	option = {
		name = cityfall.44.a
		trigger = {
			NOT = {
				TAG = USA ITA
			}
		}
	} {
		name = cityfall.44.b
		trigger = {
			TAG = ITA
		}
	} {
		name = cityfall.44.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_continental_shipbuilding
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_continental_shipbuilding
	available = {
		has_full_control_of_state = 7 35 36
	}
	prerequisite = {
		focus = HOL_fokker HOL_daf
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 1
	y = 2
	relative_position_id = HOL_fokker
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		7 = {
			if = {
				limit = {
					7 = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		35 = {
			if = {
				limit = {
					35 = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		36 = {
			if = {
				limit = {
					36 = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: MAL_kuala_lumpur_traning_depot_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/MAL_organization.txt

Code:
MAL_kuala_lumpur_traning_depot_organization = {
	name = Kuala Lumpur Training Depot
	include = generic_infantry_equipment_organization
	icon = GFX_idea_army_ordnance
	allowed = {
		original_tag = MAL
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Event
Component: nsb_news.1
Constructs: is_triggered_only, has_government, has_cosmetic_tag
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.1
	title = nsb_news.1.t
	desc = nsb_news.1.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.1.a
		trigger = {
			has_government = communism
			NOT = {
				tag = POL
			}
		}
	} {
		name = nsb_news.1.b
		trigger = {
			original_tag = POL
			NOT = {
				has_cosmetic_tag = POL_PEASANT
			}
		}
	} {
		name = nsb_news.1.c
		trigger = {
			original_tag = POL
			has_cosmetic_tag = POL_PEASANT
		}
	} {
		name = nsb_news.1.d
		trigger = {
			has_government = fascism
			original_tag = GER
		}
	} {
		name = nsb_news.1.e
		trigger = {
			NOT = {
				has_government = communism
			}
			OR = {
				NOT = {
					original_tag = POL
				}
				AND = {
					original_tag = GER
					NOT = {
						has_government = fascism
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: PP_general_prio
Constructs: has_political_power
Source: game
File: common/ai_strategy/r56_default.txt

Code:
PP_general_prio = {
	enable = {
		has_political_power = < 200
	}
	abort = {
		NOT = {
			has_political_power = < 200
		}
	}
	ai_strategy = {
		type = pp_spend_priority
		id = general
		value = -100
	}
}
### Entity: Country History
Country: TIB
Component: TIB_army
Source: game
File: history/countries/TIB - Tibet.txt

Code:
# OOB & Army Setup for TIB
oob = TIB_1936
### Entity: Character
Component: SIK_kwong_tian
Source: game
File: common/characters/SIK.txt

Code:
SIK_kwong_tian = {
	name = SIK_kwong_tian
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIK_kwong_tian
		ledger = army
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: SIC_li_jingquan
Constructs: has_completed_focus, has_government, is_puppet
Source: game
File: common/characters/SIC.txt

Code:
SIC_li_jingquan = {
	name = Li Jingquan
	portraits = {
		civilian = {
			small = GFX_kr_portrait_asia_generic_3_small
			large = GFX_kr_portrait_asia_generic_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIC_li_jingquan
		allowed = {
			original_tag = SIC
		}
		traits = {
			communist_revolutionary
		}
		on_add = {

		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				has_completed_focus = CHI_cooperation_with_the_communists
				NOT = {
					OR = {
						AND = {
							is_puppet = yes
							NOT = {
								has_government = communism
							}
						}
						communism = > 0.7 < 0.15
					}
				}
				add = 15
			}
		}
	}
	country_leader = {
		ideology = agrarian_socialism
		expire = 1965.1.1.1
		id = -1
		traits = {
			veteran_communist
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_claim_the_habsburg_territories
Constructs: prerequisite, limit, completion_reward, add_state_claim, every_state, is_core_of, is_claimed_by, add_claim_by
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_claim_the_habsburg_territories
	prerequisite = {
		focus = PRU_create_the_united_kingdom_of_spain
	}
	mutually_exclusive = {
		focus = PRU_claim_the_portuguese_empire
	}
	icon = GFX_goal_repeal_political
	x = -1
	y = 1
	relative_position_id = PRU_create_the_united_kingdom_of_spain
	available = {

	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_state_claim = 153 152 4 848 1054 69 9 75 74 72 70 664 71 73 996 155 43 154 913 956 853 102 103 958 109 959 952 961 962 804 104 76 84 83 82 764 45 114 115 156 117 849 157
		every_state = {
			limit = {
				is_core_of = BEL
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.39
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, add_country_leader_role, set_party_name, set_country_flag, remove_advisor_role
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.39
	title = SEA_japan_popup_events.39.t
	desc = SEA_japan_popup_events.39.desc
	picture = GFX_report_event_JAP_workers_celebrating
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.39.a
		ai_chance = {
			base = 95
		}
		add_country_leader_role = {
			character = JAP_giro_senoo
			promote_leader = yes
			country_leader = {
				ideology = buddhist_socialism
				expire = 1961.1.1.1
				traits = {
					JAP_nichiren_marxist_trait
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_party_name = {
			ideology = communism
			long_name = JAP_youth_league_for_buddhism_party_long
			name = JAP_youth_league_for_buddhism_party
		}
		hidden_effect = {
			set_country_flag = JAP_buddhist_socialist_takeover_flag
			mark_focus_tree_layout_dirty = yes
			remove_advisor_role = {
				character = JAP_giro_senoo
				slot = political_advisor
			}
		}
	} {
		name = SEA_japan_popup_events.39.b
		ai_chance = {
			base = 5
		}
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
	}
}
### Entity: Modifier Reference
Component: ITA_regio_esercito_alt_dynamic_modifier
Constructs: army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regio_esercito_alt_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regio_esercito_1
	max_dig_in_factor = ITA_re_army_max_dig_in_factor
	land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor
	army_speed_factor = ITA_re_army_speed_factor
	army_org_factor = ITA_re_army_army_org_factor
	org_loss_when_moving = ITA_re_org_loss_when_moving
	army_morale_factor = ITA_re_army_morale_factor
	army_leader_cost_factor = ITA_re_army_leader_cost_factor
	experience_gain_factor = ITA_re_experience_gain_factor
	modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor
	army_core_defence_factor = ITA_re_army_core_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor
	modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor
	unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor
	unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor
	special_forces_cap = ITA_re_special_forces_cap
	special_forces_attack_factor = ITA_re_special_forces_attack_factor
	special_forces_defence_factor = ITA_re_special_forces_defence_factor
	modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor
	modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor
	modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor
	modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor
	modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor
	modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor
	modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor
	special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor
	conscription_factor = ITA_re_conscription_factor
	promote_cost_factor = ITA_re_promote_cost_factor
	command_power_gain_mult = ITA_re_command_power_gain_mult
	non_core_manpower = ITA_re_non_core_manpower
	army_attack_factor = ITA_re_army_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor

# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_secret_police
Constructs: prerequisite, limit, add_stability, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_secret_police
	icon = GFX_focus_generic_national_security
	prerequisite = {
		focus = NOR_abandoning_nynorsk
	} {
		focus = NOR_pan_germanic_cooperation
	}
	x = 1
	y = 1
	relative_position_id = NOR_abandoning_nynorsk
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					name = Nasjonal Samlings Overholdelsesbyrå
					icon = GFX_intelligence_agency_logo_NOR_fascism_intelligence
				}
			}
		}
		else = {
			add_tech_bonus = {
				name = DEN_sikkerhedspolitiet
				bonus = 0.25
				uses = 2
				category = encryption_tech decryption_tech
			}
		}
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
	}
}
### Entity: Modifier Reference
Construct: ace_effectiveness_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ace_effectiveness_factor

* Number with 1 decimal places
* **Categories**: air
### Entity: National Focus
Tree: chi_focus
Component: CHI_monopolise_resource_extraction
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_monopolise_resource_extraction
	icon = GFX_focus_generic_central_planning
	prerequisite = {
		focus = CHI_find_foreign_financiers CHI_fund_the_plan_domestically
	}
	x = 2
	y = 2
	relative_position_id = CHI_find_foreign_financiers
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = CHI_national_resource_commission
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_hoankyoku
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, cancel_if_invalid, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_hoankyoku
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = MAN_tsr_obedience
	}
	x = -2
	y = 1
	relative_position_id = MAN_tsr_obedience
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		if = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = MAN_hoankyoku_idea
		}
	}
}