Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: saf_focus
Component: SAF_war_measures_act
Constructs: has_government, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_war_measures_act
	icon = GFX_goal_generic_demand_territory
	x = 1
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			threat = > 0.2
			NOT = {
				has_government = democratic
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Country History
Country: KHI
Component: KHI_technology
Constructs: set_technology
Source: game
File: history/countries/KHI - Khiva.txt

Code:
# Starting Technologies for KHI
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: State History
Component: 141
Constructs: add_core_of
Source: game
File: history/states/141-Sodermanland.txt

Code:
state = {
	id = 141
	name = STATE_141
	manpower = 1488181
	state_category = city
	resources = {
		steel = 24
		aluminium = 2
	}
	history = {
		owner = SWE
		victory_points = {
			6050 20
		} {
			9149 3
		}
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 3
			dockyard = 1
			air_base = 6
			6050 = {
				naval_base = 5
				coastal_bunker = 3
			}
		}
		add_core_of = SWE
	}
	provinces = {
		35 161 3106 3182 6050 6084 6127 6164 6188 6209 9109 9149 9185 9209 11044 11082 11163 11188 11278 13097 13098
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_personnal_armament_program
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_personnal_armament_program
	icon = GFX_goal_generic_small_arms
	cost = 10
	prerequisite = {
		focus = VIN_encourage_inter_party_democracy
	}
	completion_reward = {
		add_ideas = VIN_personnal_armament_program
	}
	x = 12
	y = 3
}
### Entity: Idea
Component: EST_vaps_organizing_in_FIN
Constructs: has_country_flag, removal_cost, fascism_drift
Source: game
File: common/ideas/estonia.txt

Code:
EST_vaps_organizing_in_FIN = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			has_country_flag = banned_fascism_flag
		}
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.1
	}
}
### Entity: Idea
Component: AUS_president_miklas_supportive
Constructs: has_country_leader, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_president_miklas_supportive = {
	picture = AUS_president_miklas
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	traits = {
		AUS_influenced
	}
}
### Entity: State History
Component: 10
Constructs: add_core_of
Source: game
File: history/states/10-Poland.txt

Code:
state = {
	id = 10
	name = STATE_10
	manpower = 3089000
	state_category = large_city
	history = {
		owner = POL
		victory_points = {
			3544 25
		} {
			402 1
		}
		buildings = {
			infrastructure = 4
			arms_factory = 6
			industrial_complex = 2
			anti_air_building = 2
			air_base = 5
		}
		add_core_of = POL
	}
	provinces = {
		402 467 524 3482 3544 6511 9400 11492 12562
	}
	local_supplies = 7.0
}
### Entity: Idea
Component: GEN_Autarky_I
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Autarky_I = {
	picture = generic_goods_red_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		political_power_gain = 0.15
		consumer_goods_factor = -0.12
	}
}
### Entity: Unit Template
Component: COG_SS_HISTORICAL
Source: game
File: common/units/names_ships/COG_ship_names.txt

Code:
COG_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		COG
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = BNS 
	fallback_name = Sous-Marin %d
	unique = {
		Boma Matadi Moba Albertville Elisabethville Nkamba Bakwanga Kabinda Cabinda Baoudinville Goma Stanleyville
	}
}
### Entity: Unit Template
Component: ALB_MEC_01
Source: game
File: common/units/names_divisions/ALB_names_divisions.txt

Code:
ALB_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		ALB
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		ALB_INF_01
	}
	fallback_name = %s Këmb. Pje. për. Kamion Mekanik
	ordered = {
		1 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		2 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		3 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		4 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		5 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		6 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		7 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		8 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		9 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
		10 = {
			%s Këmb. Pje. për. Kamion Mekanik
		}
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_11
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_11 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		army_speed_factor = -0.1
		air_accidents_factor = 0.15
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_build_the_ersatz_huszar_destroyers
Constructs: prerequisite, completion_reward, create_equipment_variant, add_equipment_production
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_build_the_ersatz_huszar_destroyers
	icon = GFX_goal_generic_large_fleet
	x = 0
	y = 1
	relative_position_id = CZE_a_new_strategy
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_a_new_strategy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		create_equipment_variant = {
			name = Ersatz Triglav Class
			name_group = AUS_DD_HISTORICAL
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = ship_light_battery_2
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = light_ship_engine_2
				fixed_ship_torpedo_slot = ship_torpedo_2
				mid_1_custom_slot = ship_light_battery_2
				rear_1_custom_slot = ship_depth_charge_1
			}
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_light_2
				creator = CZE
				version_name = Ersatz Triglav Class
			}
			requested_factories = 1
			progress = 0.45
			amount = 1
		} {
			equipment = {
				type = ship_hull_light_2
				creator = CZE
				version_name = Ersatz Triglav Class
			}
			requested_factories = 1
			progress = 0.45
			amount = 1
		} {
			equipment = {
				type = ship_hull_light_2
				creator = CZE
				version_name = Ersatz Triglav Class
			}
			requested_factories = 1
			progress = 0.45
			amount = 1
		} {
			equipment = {
				type = ship_hull_light_2
				creator = CZE
				version_name = Ersatz Triglav Class
			}
			requested_factories = 1
			progress = 0.45
			amount = 1
		} {
			equipment = {
				type = ship_hull_light_2
				creator = CZE
				version_name = Ersatz Triglav Class
			}
			requested_factories = 1
			progress = 0.45
			amount = 1
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
}
### Entity: Character
Component: NAV_alejandro_goicoechea
Source: game
File: common/characters/NAV.txt

Code:
NAV_alejandro_goicoechea = {
	name = EUS_alejandro_goicoechea
	advisor = {
		slot = political_advisor
		idea_token = NAV_alejandro_goicoechea
		allowed = {
			original_tag = NAV
		}
		traits = {
			fortification_engineer
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: TUR_cannot_form_kurdish_collaboration_government
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_cannot_form_kurdish_collaboration_government = {
	custom_trigger_tooltip = {
		tooltip = TUR_cannot_form_kurdish_collaboration_government_tt
		AND = {
			FROM = {
				original_tag = KUR
			}
			original_tag = TUR
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GRE_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = GRE
		}
		requested_factories = 1
		progress = 0.5
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = GRE
		}
		requested_factories = 1
		progress = 0.5
		efficiency = 100
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_technology_sharing_hungary
Constructs: has_completed_focus, prerequisite, has_war, limit, completion_reward, is_in_faction, is_in_faction_with, add_research_slot
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_technology_sharing_hungary
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = RUT_economic_ties
	}
	relative_position_id = RUT_submit_to_hungary
	available = {
		NOT = {
			OR = {
				has_completed_focus = RUT_technology_sharing_oun RUT_technology_sharing_communism RUT_technology_sharing_no_claims
			}
		}
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 25
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	x = 0
	y = 3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					amount_research_slots = > 4
				}
			}
			add_research_slot = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: INS_political_idea_democratic_1
Constructs: has_government, removal_cost, fascism_drift, democratic_drift
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_democratic_1 = {
	allowed = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		political_power_factor = -0.1
		fascism_drift = -0.01
		democratic_drift = 0.05
	}
}
### Entity: Idea
Component: DEN_aalborg_portland
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/denmark.txt

Code:
DEN_aalborg_portland = {
	picture = DEN_aalborg_portland
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	visible = {
		NOT = {
			has_completed_focus = DEN_aalborg_portland_cement_plant
		}
	}
	available = {
		DEN_designer_can_be_improved = yes
	}
	research_bonus = {
		excavation_tech = 0.15
	}
	traits = {
		construction_company
	}
}
### Entity: Idea
Component: NORDIC_the_nordic_march_ns
Constructs: war_support_factor, army_attack_factor, communism_drift, fascism_drift
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_the_nordic_march_ns = {
	picture = prc_the_long_march2
	modifier = {
		communism_drift = 0.02
		fascism_drift = 0.02
		war_support_factor = 0.15
		war_stability_factor = 0.15
		army_attack_factor = 0.2
	}
}
### Entity: Unit Template
Component: SOV_CL_IMPERIAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_CL_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_CL
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = 
	fallback_name = Lyogky Kreyser %s
	unique = {
		Novgorod Rusalka Charodeyka Smerch Pervenets Ne Tron Menya Kreml Narova Onega Minin Ladoga Pamyat Azova Dvina Bayan Pallada Vityaz Rynda Svetlana Diana Avrora Variag Askold Bogatyr Oleg Pamyat Merkuriya Ochakov Muravyov-Amursky Kreyser Dzhigit Razboynik Nayezdnik Plastun Strelok Vestnik Oprichnik Boyarin Almaz Zhemchug Kazarsky Voevoda Posadnik Vsadnik Griden Abrek Strazh Chasovoy
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_attack_the_fascists
Constructs: prerequisite, limit, has_government, completion_reward, has_offensive_war, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_attack_the_fascists
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = GRE_dominate_the_bulgarians
	}
	x = 0
	y = 1
	relative_position_id = GRE_dominate_the_bulgarians
	cost = 10
	ai_will_do = {
		factor = 0
		modifier = {
			add = 1
			has_offensive_war = no
			num_of_military_factories = > 20
		}
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				ITA = {
					has_government = fascism
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ITA
				expire = 0
			}
		} {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = GER
				expire = 0
			}
		} {
			limit = {
				HUN = {
					has_government = fascism
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = HUN
				expire = 0
			}
		} {
			limit = {
				YUG = {
					has_government = fascism
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = YUG
				expire = 0
			}
		} {
			limit = {
				ROM = {
					has_government = fascism
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ROM
				expire = 0
			}
		}
		swap_ideas = {
			remove_idea = GRE_socialist_economy_2
			add_idea = GRE_socialist_economy_4
		}
	}
}
### Entity: Idea
Component: GRE_improving_our_defensive_lines
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_improving_our_defensive_lines = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ast_all_in
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.3
		production_speed_coastal_bunker_factor = 0.15
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_rig_infrastructure_to_blow
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_offsite_building, is_core_of, add_dynamic_modifier
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_rig_infrastructure_to_blow
	icon = GFX_goal_generic_position_armies
	x = 1
	y = 1
	relative_position_id = SWI_expedite_mobilization
	prerequisite = {
		focus = SWI_expedite_mobilization
	}
	mutually_exclusive = {
		focus = SWI_fortify_the_jura
	}
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		every_owned_state = {
			limit = {
				is_core_of = ROOT
			}
			add_dynamic_modifier = {
				modifier = SWI_infrastructure_rigged_to_blow
			}
		}
		custom_effect_tooltip = SWI_rig_infrastructure_to_blow_TT
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_import_submarine_technology
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_import_submarine_technology
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = CUB_caribbean_navy
	}
	relative_position_id = CUB_caribbean_navy
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_import_submarine_technology
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 1
			category = naval_minelaying
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = torpedo_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_neutralidad_y_pacifismo
Constructs: prerequisite, completion_reward, is_historical_focus_on, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_neutralidad_y_pacifismo
	icon = GFX_focus_SWE_refuge_from_war
	prerequisite = {
		focus = COS_comunismo_a_la_tica
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	x = 1
	y = 5
	relative_position_id = COS_ally_the_pvp
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = COS_comunismo_a_la_tica
			add_idea = COS_comunismo_a_la_tica2
		}
	}
}
### Entity: Idea
Component: KOS_aa2
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_aa2 = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = KOS
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AUS_july_followed_june_2
Constructs: stability_factor, removal_cost, has_country_leader
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_july_followed_june_2 = {
	picture = AUS_july_followed_june
	name = AUS_july_followed_june
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.1
	}
	modifier = {
		stability_factor = -0.1
		drift_defence_factor = -0.1
		party_popularity_stability_factor = -0.05
		custom_modifier_tooltip = AUS_cant_enter_germany_faction
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_special_forces
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_special_forces
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = HON_arms
	}
	x = 40
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_jaeger_infantry_tech r56_jungle_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHI_commie_experience
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_commie_experience = {
	picture = hol_haven_of_tolerance
	removal_cost = -1
	cancel = {
		OR = {
			NOT = {
				has_government = communism
			}
			PRC = {
				exists = no
			}
		}
	}
	modifier = {
		max_planning_factor = 0.075
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.1
	}
}
### Entity: Idea
Component: bra_antropofagia_dem_1
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_dem_1 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		democratic_drift = 0.1
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: PAL_legacy_of_salt_people
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_legacy_of_salt_people = {
	picture = MEX_politicised_army
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		army_org_regain = 0.1
		defensive_war_stability_factor = 0.25
	}
}
### Entity: Order of Battle
Component: 38th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 38th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_development_aid_for_eastern_allies
Constructs: prerequisite, limit, add_ideas, remove_ideas, is_major, completion_reward, has_civil_war, is_on_continent
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_development_aid_for_eastern_allies
	icon = GFX_SOV_development_aid_for_eastern_allies_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_comintern
	}
	x = -5
	y = 1
	relative_position_id = SOV_the_comintern
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		any_allied_country = {
			capital_scope = {
				is_on_continent = asia
			}
			is_major = no
		}
		num_of_civilian_factories_available_for_projects = > 2
		is_subject = no
	}
	search_filters = {

	}
	select_effect = {
		add_ideas = SOV_development_of_eastern_allies
	}
	completion_reward = {
		custom_effect_tooltip = SOV_focus_select_effect_tt SOV_focus_complete_effect_tt
		effect_tooltip = {
			add_ideas = SOV_development_of_eastern_allies
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				capital_scope = {
					is_on_continent = asia
				}
				is_major = no
			}
			country_event = {
				id = NSB_soviet_foreign_politics_events.10
				hours = 2
				random_hours = 1
			}
			custom_effect_tooltip = if_they_accept SOV_development_aid_for_eastern_allies_tt
		}
		hidden_effect = {
			remove_ideas = SOV_development_of_eastern_allies
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_2_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_armor_2_MODULE_FOCUS = {
	OR = {
		AND = {
			EAI_LARM_tech_focus = yes
		} {
			EAI_MARM_tech_focus = yes
		} {
			EAI_HARM_tech_focus = yes
		}
	}
}