Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: messerschmitt
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/GER.txt

Code:
messerschmitt = {
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_form_the_jagdwaffe
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: DEN_MEC_01
Source: game
File: common/units/names_divisions/DEN_names_divisions.txt

Code:
DEN_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		DEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		DEN_INF_01
	}
	fallback_name = %d. Bælte Division
	ordered = {
		1 = {
			%d. Sjællandske Bælte Division
		}
		2 = {
			%d. Jydske Bælte Division
		}
		3 = {
			%d. Fynske Bælte Division
		}
		24 = {
			Livgardens Armerede Korps
		}
		4 = {
			%d. Sjællandske Bælte Division
		}
		5 = {
			%d. Jydske Bælte Division
		}
		6 = {
			%d. Jydske Bælte Division
		}
		7 = {
			%d. Fynske Bælte Division
		}
		8 = {
			%d. Sønderjydske Bælte Division
		}
		9 = {
			%d. Nørrejydske Bælte Division
		}
		10 = {
			%d. Armerede Korps 'Christian IV'
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_variable
Source: game
File: common/scripted_localisation/BA_border_avoidance_scripted_loc.txt

Code:
defined_text = {
	name = BA_GetBorderControlSelectedRules
	text = {
		trigger = {
			has_variable = ROOT.BA_countries_with_rules_selected
		}
		localization_key = [?ROOT.BA_countries_with_rules_selected.GetName]
	} {
		localization_key = No country selected
	}
}
### Entity: Character
Component: tautos_vadas
Source: game
File: common/country_leader/r56_traits.txt

Code:
tautos_vadas = {
	random = no
	defensive_war_stability_factor = 0.5
	army_core_defence_factor = 0.1
}
### Entity: Scripted Effect
Component: SWE_host_fascism_level_up
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_swe_scripted_effects.txt

Code:
SWE_host_fascism_level_up = {
	if = {
		limit = {
			has_idea = SWE_hosting_exiled_european_fascists_level_2
		}
		swap_ideas = {
			remove_idea = SWE_hosting_exiled_european_fascists_level_2
			add_idea = SWE_hosting_exiled_european_fascists_level_3
		}
	} {
		limit = {
			has_idea = SWE_hosting_exiled_european_fascists_level_1
		}
		swap_ideas = {
			remove_idea = SWE_hosting_exiled_european_fascists_level_1
			add_idea = SWE_hosting_exiled_european_fascists_level_2
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SIK_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 4709
	division_template = Juntuán
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_inclusive_nationalism
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, complete_tooltip, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_inclusive_nationalism
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	prerequisite = {
		focus = RAJ_cabinet_mission_plan
	} {
		focus = RAJ_a_permanent_muslim_governmental_seat
	}
	x = 0
	y = 1
	relative_position_id = RAJ_cabinet_mission_plan
	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_ARMY_XP
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 0.25
			uses = 2
			category = land_doctrine
			name = RAJ_inclusive_nationalism
		}
		add_ideas = idea_RAJ_inclusive_nationalism
	}
}
### Entity: Scripted Effect
Component: USA_congress_small_support
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_congress_small_support = {
	custom_effect_tooltip = mtg_usa_congress_small_support_tt
	hidden_effect = {
		USA_senate_small_support = yes
		USA_house_small_support = yes
	}
}
### Entity: Decision
Component: FIN_foreign_politics_decision_category
Constructs: is_subject
Source: game
File: common/decisions/categories/FIN_decision_categories.txt

Code:
FIN_foreign_politics_decision_category = {
	icon = generic_foreign_policy
	allowed = {
		original_tag = FIN
	}
	priority = 8
	visible = {
		is_subject = no
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_natural_borders_of_france
Constructs: prerequisite, limit, owns_state, completion_reward, cancel_if_invalid, every_state, add_claim_by, create_wargoal
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_the_natural_borders_of_france
	icon = GFX_focus_focus_fra_border
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_the_congress_of_paris
	}
	relative_position_id = FRA_the_congress_of_paris
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = BEL GER HOL LUX
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 8 980 34 6 977 35 51 42
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = BEL
			expire = 0
		} {
			type = annex_everything
			target = LUX
			expire = 0
		}
		IF = {
			limit = {
				HOL = {
					owns_state = 35
				}
			}
			create_wargoal = {
				type = take_state
				target = HOL
				expire = 0
				generator = {
					35
				}
			}
		} {
			limit = {
				GER = {
					owns_state = 42 51
				}
			}
			create_wargoal = {
				type = take_state
				target = GER
				expire = 0
				generator = {
					42 51
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_set_consumer_goods_war_reparations
Constructs: limit, has_dynamic_modifier, set_country_flag
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_set_consumer_goods_war_reparations = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_economy_of_conquest_modifier
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_french_war_reparations_tt GER_reduce_increasing_consumer_goods_tt generic_skip_one_line_tt
		set_country_flag = GER_french_war_reparations_flag
		subtract_from_variable = {
			GER_monthly_consumer_goods_increase = GER_change_monthly_CG_vichy_france
		}
		GER_modify_industrial_modifier = yes
	}
}
### Entity: Scripted Effect
Component: TUR_set_appropriate_cosmetic_tag
Constructs: limit, has_government, has_country_flag, set_cosmetic_tag
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_set_appropriate_cosmetic_tag = {
	if = {
		limit = {
			original_tag = TUR
		}
		if = {
			limit = {
				has_country_flag = TUR_ott_unified_flag
			}
			if = {
				limit = {
					has_government = communism
				}
				set_cosmetic_tag = OTT_UNIFIED_communism
			}
			else_if = {
				limit = {
					has_government = democratic
				}
				set_cosmetic_tag = OTT_UNIFIED_democratic
			} {
				limit = {
					has_government = fascism
				}
				set_cosmetic_tag = OTT_UNIFIED_fascism
			}
			else = {
				set_cosmetic_tag = OTT_UNIFIED_neutrality
			}
		}
		else_if = {
			limit = {
				has_country_flag = TUR_ott_sultanate_flag
			}
			if = {
				limit = {
					has_government = communism
				}
				set_cosmetic_tag = OTT_SULTANATE_communism
			}
			else_if = {
				limit = {
					has_government = democratic
				}
				set_cosmetic_tag = OTT_SULTANATE_democratic
			} {
				limit = {
					has_government = fascism
				}
				set_cosmetic_tag = OTT_SULTANATE_fascism
			}
			else = {
				set_cosmetic_tag = OTT_SULTANATE_neutrality
			}
		} {
			limit = {
				has_country_flag = TUR_PROVISIONARY_flag
			}
			if = {
				limit = {
					has_government = communism
				}
				set_cosmetic_tag = TUR_PROVISIONARY_communism
			}
			else_if = {
				limit = {
					has_government = democratic
				}
				set_cosmetic_tag = TUR_PROVISIONARY_democratic
			} {
				limit = {
					has_government = fascism
				}
				set_cosmetic_tag = TUR_PROVISIONARY_fascism
			}
			else = {
				set_cosmetic_tag = TUR_PROVISIONARY_neutrality
			}
		} {
			limit = {
				has_country_flag = TUR_greater_turkey_flag
			}
			if = {
				limit = {
					has_government = communism
				}
				set_cosmetic_tag = TUR_GREATER_TURKEY_communism
			}
			else_if = {
				limit = {
					has_government = democratic
				}
				set_cosmetic_tag = TUR_GREATER_TURKEY_democratic
			} {
				limit = {
					has_government = fascism
				}
				set_cosmetic_tag = TUR_GREATER_TURKEY_fascism
			}
			else = {
				set_cosmetic_tag = TUR_GREATER_TURKEY_neutrality
			}
		} {
			limit = {
				has_country_flag = TUR_trn_flag
			}
			if = {
				limit = {
					has_government = communism
				}
				set_cosmetic_tag = TRN_communism
			}
			else_if = {
				limit = {
					has_government = democratic
				}
				set_cosmetic_tag = TRN_democratic
			} {
				limit = {
					has_government = fascism
				}
				set_cosmetic_tag = TRN_fascism
			}
			else = {
				set_cosme
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AIcon/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Icon/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Icon (transclusion) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Icon/doc"
### Entity: Character
Component: PUE_pot
Source: game
File: common/characters/PUE.txt

Code:
PUE_pot = {
	advisor = {
		slot = political_advisor
		idea_token = PUE_pot
		allowed = {
			original_tag = PUE
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_tungsten_mining2
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, has_tech, is_subject_of, add_resource
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_support_tungsten_mining2
	icon = GFX_goal_tungsten
	relative_position_id = BEL_urban_projects_capital
	x = -6
	y = 2
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {
		COG = {
			has_completed_focus = COG_support_tungsten_mining2
		}
	}
	prerequisite = {
		focus = BEL_support_tungsten_mining
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_support_tungsten_mining2
					progress = > 0
				}
			}
		}
		has_tech = excavation3
		OR = {
			AND = {
				controls_state = 295 718
			} {
				any_other_country = {
					is_subject_of = ROOT
					controls_state = 295 718
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_congo_tree_tooltip
		add_resource = {
			type = tungsten
			amount = 5
			state = 718
		} {
			type = tungsten
			amount = 1
			state = 295
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				controls_state = 295 718
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_TUNGSTEN
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_protect_czechozlovakia
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_in_faction, is_subject, is_faction_leader
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_protect_czechozlovakia
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = POL_baltic_security
	}
	x = -1
	y = 1
	relative_position_id = POL_baltic_security
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		CZE = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			is_in_faction = no
		}
		is_subject = no
	}
	bypass = {
		CZE = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_in_faction = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				CZE = {
					exists = yes
					is_subject = no
				}
				NOT = {
					has_war_with = CZE
				}
			}
			if = {
				limit = {
					is_faction_leader = yes
				}
				CZE = {
					country_event = {
						id = poland.16
						days = 1
					}
				}
			}
			else = {
				give_guarantee = CZE
			}
			add_opinion_modifier = {
				target = CZE
				modifier = baltic_security_opinion
			}
			reverse_add_opinion_modifier = {
				target = CZE
				modifier = baltic_security_opinion
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_war_with = CZE
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = CZE
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_reinstate_the_new_imperial_code
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, complete_tooltip, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_reinstate_the_new_imperial_code
	icon = GFX_focus_generic_monarchy_1
	x = 0
	y = 1
	relative_position_id = CHI_tsr_restoration_of_the_chinese_empire
	prerequisite = {
		focus = CHI_tsr_restoration_of_the_chinese_empire
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_tsr_low_legitimacy
			add_idea = CHI_tsr_low_legitimacy_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_22
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_22 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 22
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 22
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_advance_the_cause_for_equality
Constructs: prerequisite, completion_reward, add_political_power, set_rule
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_advance_the_cause_for_equality
	prerequisite = {
		focus = POR_pave_the_path_to_progress
	}
	icon = GFX_focus_ARG_women_in_industry
	cost = 6
	x = -1
	y = 1
	relative_position_id = POR_pave_the_path_to_progress
	completion_reward = {
		add_political_power = 90
		set_rule = {
			can_generate_female_aces = yes
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = POR_maria_lamas
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: bftb_turkey.104
Constructs: is_triggered_only, limit, add_war_support, release_puppet, add_state_core, has_dlc, set_autonomy
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.104
	title = bftb_turkey.104.t
	desc = bftb_turkey.104.desc
	picture = GFX_report_event_tur_sultan_and_pashas
	is_triggered_only = yes
	option = {
		name = bftb_turkey.104.a
		release_puppet = SYR
		SYR = {
			drop_cosmetic_tag = yes
		}
		if = {
			limit = {
				controls_state = 677
			}
			SYR = {
				transfer_state = 677
			}
		} {
			limit = {
				controls_state = 554
			}
			SYR = {
				transfer_state = 554
			}
		} {
			limit = {
				controls_state = 553
			}
			SYR = {
				transfer_state = 553
				add_state_core = 553
			}
		} {
			limit = {
				controls_state = 680
			}
			SYR = {
				transfer_state = 680
			}
		} {
			limit = {
				has_dlc = Together for Victory
			}
			set_autonomy = {
				target = SYR
				autonomy_state = autonomy_colony
			}
		}
	} {
		name = bftb_turkey.104.b
		add_war_support = 0.05
	}
}
### Entity: Event
Component: quebec_fascism.2
Constructs: is_triggered_only, add_stability, add_political_power, add_state_core, set_cosmetic_tag, set_country_flag
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_fascism.2
	title = quebec_fascism.2.t
	desc = quebec_fascism.2.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = quebec_fascism.2.a
		MET = {
			transfer_state = 467 867 469 865
			add_state_core = 467 867 469 865
		}
		ABT = {
			transfer_state = 470
			add_state_core = 470
		}
		BCO = {
			transfer_state = 473 471 740 739
			set_cosmetic_tag = QUE_BCO
			add_state_core = 473 471 740 739
		}
		INU = {
			transfer_state = 683 472 864
			add_state_core = 683 472 864
		}
		set_country_flag = QUE_cascadia_exists
		puppet = MET ABT BCO INU
	} {
		name = quebec_fascism.2.b
		CAN = {
			transfer_state = 467 867 469 865 470 473 471 740 739 683 472 864
		}
		puppet = CAN
	} {
		name = quebec_fascism.2.c
		add_stability = -0.05
		add_political_power = -50
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_foothold_in_indus
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_foothold_in_indus
	icon = GFX_focus_PER_foothold_in_indus
	prerequisite = {
		focus = PER_war_plan_darius
	}
	x = -1
	y = 1
	relative_position_id = PER_war_plan_darius
	cost = 10
	available = {
		has_government = neutrality
		is_subject = no
		NOT = {
			has_war_with = RAJ
			ROOT = {
				is_in_faction_with = RAJ
			}
		}
		RAJ = {
			controls_state = 988 444
		}
	}
	bypass = {
		OR = {
			has_war_with = RAJ
			NOT = {
				OR = {
					RAJ = {
						controls_state = 988 444
					}
				}
			}
			ROOT = {
				is_in_faction_with = RAJ
			}
		}
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = PER_foothold_in_indus_tt CHL_skip_one_line_tt
		RAJ = {
			country_event = {
				id = PER_imperial_events.10
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_talcahuano
Constructs: prerequisite, completion_reward, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_expand_talcahuano
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 12
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_restore_the_navy
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 279
		date = > 1937.1.1
		has_tech = construction1
	}
	completion_reward = {
		279 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_negotiate_for_south_dobrudja
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, has_capitulated, has_full_control_of_state
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_negotiate_for_south_dobrudja
	icon = GFX_goal_generic_befriend_romania
	prerequisite = {
		focus = BUL_reaffirm_trade_relations_with_balkans
	}
	relative_position_id = BUL_reaffirm_trade_relations_with_balkans
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_government = democratic
		ROM = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
		}
	}
	bypass = {
		OR = {
			has_full_control_of_state = 77
			has_country_flag = BUL_socdems_in_power
		}
	}
	completion_reward = {
		ROM = {
			country_event = axis_minors_bulgaria.33
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_suggest_monarchy
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, completion_reward, add_popularity, set_party_name, add_country_leader_role
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_suggest_monarchy
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = HON_politics
	}
	mutually_exclusive = {
		focus = HON_go_communist
	} {
		focus = HON_status_quo
	} {
		focus = HON_suggest_fascism
	}
	available = {
		NOT = {
			SPR = {
				has_completed_focus = SPR_king_juan_iii
			}
		}
	}
	x = 27
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = .1
			SPR = {
				has_government = neutrality
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.2
		}
		add_ideas = HON_monarch_influence
		set_party_name = {
			ideology = neutrality
			long_name = Royalists
			name = Royalists
		}
		add_country_leader_role = {
			character = HON_juan_i
			promote_leader = yes
			country_leader = {
				ideology = absolute_monarchism
				expire = 1965.1.1
				traits = {
					r56_trait_opposed_to_communism
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_steel_arteries
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_steel_arteries
	icon = GFX_focus_SIA_steel_arteries
	x = 1
	y = 1
	relative_position_id = SIA_the_thunder_at_the_gates
	prerequisite = {
		focus = SIA_the_thunder_at_the_gates SIA_night_time_training
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_the_army_of_siam_tt
		add_to_variable = {
			SIA_production_speed_supply_node_factor = 0.2
			tooltip = production_speed_supply_node_factor_tt
		} {
			SIA_army_of_siam_production_speed_infrastructure_factor = 0.2
			tooltip = production_speed_infrastructure_factor_tt
		} {
			SIA_army_of_siam_supply_consumption_factor = -0.05
			tooltip = supply_consumption_factor_tt
		}
		SIA_increase_civilian_approval = yes
	}
}
### Entity: Scripted Trigger
Component: JAP_army_faction_is_at_most_meddling
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_army_faction_is_at_most_meddling = {
	custom_trigger_tooltip = {
		tooltip = JAP_army_faction_is_at_most_meddling_tt
		NOT = {
			has_idea = JAP_army_faction_tier_3_equal_navy JAP_army_faction_tier_3_greater_1 JAP_army_faction_tier_3_greater_2 JAP_army_faction_tier_3_lesser_1 JAP_army_faction_tier_3 JAP_army_faction_tier_4_greater_1 JAP_army_faction_tier_4_greater_2 JAP_army_faction_tier_4_greater_3 JAP_army_faction_tier_4
		}
	}
}
### Entity: Scripted Trigger
Component: JAP_naval_faction_is_greater_than_army
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_naval_faction_is_greater_than_army = {
	custom_trigger_tooltip = {
		tooltip = JAP_naval_faction_is_greater_than_army_tt
		OR = {
			has_idea = JAP_naval_faction_tier_2_greater_1 JAP_naval_faction_tier_3_greater_1 JAP_naval_faction_tier_3_greater_2 JAP_naval_faction_tier_3 JAP_naval_faction_tier_4_greater_1 JAP_naval_faction_tier_4_greater_2 JAP_naval_faction_tier_4_greater_3 JAP_naval_faction_tier_4
		}
	}
}