Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: UZB
Source: game
File: common/names/00_names.txt

Code:
UZB = {
	male = {
		names = {
			Abbos Abdug'ani Abdulla Abdurahmin Abdurahmon Abdurashid Abdusalom Abduseit Ahamdjon Anvar Arslon Azamat Azizbek Bahodir Bakhretdin Bo'ri Botir Dilshod Djavohir Elshod Ergash Farhod Fathullo Habibullo Ibrohim Ilhom Ishoq Ismoil Jahon Jahongir Jiyan Jo'ra Jurabek Mamur Mirzo Muhammadjon Muhammadkarim Mukhammad Murod Nosir Nuriddin Odil Po'lat Rahmatillo Rakhim Ravshan Ravshanbek Rishod Sa'dulla Samandar Sayfuddin Sayfullo Shavkat Sherzod Shuhrat Sobir Suhrob Tohir Tursunmurod Ulug'bek Utkirbek Yoqub Yunusbek Zokir
		}
	}
	female = {
		names = {
			Adolat Akgul Anora Azaliya Chinara Gulchekhra Gulya Guylchekhra Jamola Jiyan Lola Muhabbat Munisa Nigina Nigora Nozima Olma Oltingul Ravshana Ruhsora Tomyris Yulduza Zamira Ziroatkhon Ziyoda Zuhro Zulfiya
		}
	}
	surnames = {
		Abaev Abbasov Abdulatipov Abdulin Abdullaev Abdulov Abdurakhmanov Abdurashidov Akbarov Akhtaov Akhmadiev Aliev Alimor Amirov Atoev Azamatov Azizov Babaev Boqiev Burkhanov Cheryazov Choriev Ergashev Hamidov Haydarov Ibragimov Idrisov Isaev Islambekov Islamov Jalilov Jo'rayev Jumaniyozov Juraev Kadyrov Karimov Kasymov Khasanov Kurbanov Majidov Mamurov Murodov Musaev Mustafin Niyazov Nuraliev Qurbonov Rakhimonv Ramazon Rasulov Ravshanov Sadykov Saidov Saipov Salamov Samandarov Sharipov Sheraliev Sobirov Sulaymanov Sultanbekov Sultanov Umarov Usmanov Yoldoshov Yunusov Yusufov Yusupov
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PNG_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12154
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: Idea
Component: GAM_nccr
Source: game
File: common/ideas/gambia.txt

Code:
GAM_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = GAM
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_PRC_political_events.31
Constructs: is_triggered_only, ai_chance, fire_only_once, has_army_manpower, give_guarantee
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.31
	title = SEA_PRC_political_events.31.t
	desc = SEA_PRC_political_events.31.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_political_events.31.a
		ai_chance = {
			base = 5
			modifier = {
				surrender_progress = < 0.3
				factor = 2
			} {
				has_army_manpower = {
					size = > 75000
				}
				factor = 0
			}
		}
		FROM = {
			give_guarantee = ROOT
			puppet = ROOT
		}
	} {
		name = SEA_PRC_political_events.31.b
		ai_chance = {
			base = 50
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.32
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: JAP_the_final_war_theory_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_the_final_war_theory_idea = {
	picture = YUG_federal_defense_council
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	modifier = {
		weekly_bombing_war_support = 0.0002
		weekly_casualties_war_support = 0.0002
		weekly_convoys_war_support = 0.0002
		conversion_cost_civ_to_mil_factor = -0.1
		industry_air_damage_factor = -0.15
	}
}
### Entity: Event
Component: GOE_RAJ.22
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.22
	title = GOE_RAJ.22.t
	desc = GOE_RAJ.22.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.22.a
		ai_chance = {
			base = 0
		}
		add_stability = -0.5
		add_war_support = -0.5
		FROM = {
			country_event = {
				id = GOE_RAJ.23
				hours = 2
			}
		}
	} {
		name = GOE_RAJ.22.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = GOE_RAJ.24
				hours = 2
			}
		}
	}
}
### Entity: Character
Component: GER_heinz_guderian
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_heinz_guderian = {
	name = GER_heinz_guderian
	portraits = {
		army = {
			large = GFX_portrait_GER_heinz_guderian
			small = GFX_idea_heinz_guderian
		}
	}
	advisor = {
		cost = 200
		slot = theorist
		idea_token = heinz_guderian
		ledger = army
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_adopt_new_panzer_doctrine
		}
		traits = {
			blitzkrieg_theorist
		}
	}
	corps_commander = {
		visible = {
			has_completed_focus = GER_adopt_new_panzer_doctrine
		}
		traits = {
			brilliant_strategist career_officer armor_officer trickster panzer_leader
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 6
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_upgrade_economy_law
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_upgrade_economy_law = {
	if = {
		limit = {
			EAI_LAW_allowed_to_remove_economy_law = yes
		}
		OR = {
			EAI_LAW_get_civilian_economy = yes
			EAI_LAW_get_low_economic_mobilisation = yes
			EAI_LAW_get_partial_economic_mobilisation = yes
			EAI_LAW_get_war_economy = yes
			EAI_LAW_get_tot_economic_mobilisation = yes
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_norges_tekniske_hogskole
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_expand_norges_tekniske_hogskole
	icon = GFX_focus_research
	prerequisite = {
		focus = NOR_increase_research_funding
	}
	x = 0
	y = 1
	relative_position_id = NOR_increase_research_funding
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: bftb_greece.25
Constructs: limit, has_country_flag, fire_only_once, check_variable, clr_country_flag, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.25
	title = bftb_greece.25.t
	desc = bftb_greece.25.desc
	picture = GFX_report_event_gre_diplomacy
	fire_only_once = no
	trigger = {
		has_country_flag = GRE_deciding_on_megali_idea
		check_variable = {
			var = global.convention_ayes
			value = 2
			compare = greater_than_or_equals
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = bftb_greece.25.a
		hidden_effect = {
			if = {
				limit = {
					original_tag = GRE
				}
				clr_country_flag = GRE_deciding_on_megali_idea
				set_country_flag = GRE_megali_idea_approved
			} {
				limit = {
					original_tag = ENG
					has_country_flag = GRE_britain_attending_convention
				}
				clr_country_flag = GRE_deciding_on_megali_idea
				set_country_flag = GRE_megali_idea_approved
			} {
				limit = {
					original_tag = FRA
					has_country_flag = GRE_france_attending_convention
				}
				clr_country_flag = GRE_deciding_on_megali_idea
				set_country_flag = GRE_megali_idea_approved
			} {
				limit = {
					original_tag = ITA
					has_country_flag = GRE_italy_attending_convention
				}
				clr_country_flag = GRE_deciding_on_megali_idea
				set_country_flag = GRE_megali_idea_approved
			}
			ROM = {
				country_event = {
					id = bftb_greece.234
					days = 3
				}
			}
		}
	}
}
### Entity: Idea
Component: SLV_ai2
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_ai2 = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = SLV
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: show_debug_rivers
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## supply_debug.show_debug_rivers
* Type: Boolean
* Not available in release build
### Entity: National Focus
Tree: aus_focus
Component: AUS_militarize_the_rome_protocols
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_subject, has_rule
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_militarize_the_rome_protocols
	icon = GFX_goal_generic_befriend_italy
	prerequisite = {
		focus = AUS_renew_the_rome_protocols
	}
	x = 0
	y = 1
	relative_position_id = AUS_renew_the_rome_protocols
	cost = 5
	available = {
		is_in_faction = no
		is_subject = no
		NOT = {
			has_war_with = ITA
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_rule = can_create_factions
				}
			}
			set_rule = {
				can_create_factions = yes
			}
		} {
			limit = {
				ITA = {
					is_in_faction = no
				}
			}
			create_faction_from_template = faction_template_ITA_rome_protocols
			news_event = {
				id = r56_italy.9
				days = 2
			}
			if = {
				limit = {
					country_exists = ITA
					ITA = {
						exists = yes
						is_subject = no
						is_in_faction = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				ITA = {
					country_event = {
						id = r56_italy.15
						days = 1
					}
				}
			} {
				limit = {
					country_exists = HUN
					HUN = {
						exists = yes
						is_subject = no
						is_in_faction = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				HUN = {
					add_ai_strategy = {
						type = alliance
						id = AUS
						value = 100
					}
					country_event = {
						id = r56_italy.15
						days = 1
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				any_other_country = {
					is_ally_with = ITA
					is_faction_leader = yes
					NOT = {
						original_tag = GER
						has_government = communism
					}
				}
			}
			random_other_country = {
				limit = {
					is_ally_with = ITA
					is_faction_leader = yes
					NOT = {
						original_tag = GER
						has_government = communism
					}
				}
				country_event = generic.2
			}
		} {
			limit = {
				ITA = {
					is_faction_leader = yes
				}
			}
			ITA = {
				country_event = generic.2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FIN_GER_return_1.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 6
	}
	location = 3058
	division_template = Jaeger SS Division
	start_experience_factor = 0.6
	start_equipment_factor = 1
}
### Entity: Modifier Reference
Component: EAI_ESP_force_upgrade_agency_modifier
Constructs: has_country_flag, remove_trigger
Source: game
File: common/dynamic_modifiers/EAI_modifiers.txt

Code:
EAI_ESP_force_upgrade_agency_modifier = {
	enable = {
		always = yes
	}
	remove_trigger = {
		NOT = {
			has_country_flag = EAI_ESP_force_upgrade_agency_duration
		}
	}
	civilian_factory_use = EAI_ESP_force_upgrade_agency_factories
}
### Entity: Decision
Component: MPL_syria_war_category
Constructs: every_owned_state, limit, remove_ideas, owns_state, has_war_with, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/MPL.txt

Code:
MPL_syria_war_category = {
	MPL_syria_peace = {
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			factor = 1000
		}
		days_mission_timeout = 200
		visible = {
			original_tag = SYR
			has_country_flag = MPL_syria_revolting
			event_target:MPL_syria_war_owner = {
				has_war_with = SYR
			}
		}
		allowed = {
			always = no
		}
		fire_only_once = yes
		available = {
			if = {
				limit = {
					OR = {
						has_war_with = 680
						 = .owner
						owns_state = 680
					}
				}
				has_full_control_of_state = 680
			} {
				limit = {
					OR = {
						has_war_with = 677
						 = .owner
						owns_state = 677
					}
				}
				has_full_control_of_state = 677
			} {
				limit = {
					OR = {
						has_war_with = 554
						 = .owner
						owns_state = 554
					}
				}
				has_full_control_of_state = 554
			} {
				limit = {
					OR = {
						has_war_with = 553
						 = .owner
						owns_state = 553
					}
				}
				has_full_control_of_state = 553
			} {
				limit = {
					OR = {
						has_war_with = 799
						 = .owner
						owns_state = 799
					}
				}
				has_full_control_of_state = 799
			}
		}
		is_good = no
		complete_effect = {
			event_target:MPL_syria_war_owner = {
				country_event = mandate_palestine.122
			}
			custom_effect_tooltip = if_they_accept
			effect_tooltip = {
				white_peace = event_target:MPL_syria_war_owner
				event_target:MPL_syria_war_owner = {
					every_owned_state = {
						limit = {
							OR = {
								is_core_of = SYR
								state = 553
							}
							is_controlled_by = SYR
						}
						transfer_state_to = SYR
					}
				}
				add_popularity = {
					ideology = SYR
					popularity = 0.2
				}
				add_stability = 0.1
			}
			clr_country_flag = MPL_syria_revolting
		}
		timeout_effect = {
			remove_ideas = MPL_united_against_colonialism
			if = {
				limit = {
					controls_state = 677
				}
				set_state_owner = 677
			}
			start_civil_war = {
				ideology = democratic
				size = party_popularity@democratic
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AA_get_best_target_on_controlled_states
Constructs: limit, has_country_flag, clear_temp_array, is_in_array, add_to_temp_array, check_variable, set_temp_variable, is_in_home_area
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_antiair.txt

Code:
EAI_PC_AA_get_best_target_on_controlled_states = {
	clear_temp_array = scored_target_states scored_target_states_scores
	for_each_scope_loop = {
		array = controlled_states
		if = {
			limit = {
				is_in_array = {
					PREV.EAI_bombed_regions = THIS.EAI_MAP_region_id
				}
			}
			add_to_temp_array = {
				scored_target_states = THIS.id
			}
		}
	} {
		array = scored_target_states
		for_each_scope_loop = {
			array = PREV.controlled_states
			if = {
				limit = {
					check_variable = {
						THIS.EAI_MAP_region_id = PREV.EAI_MAP_region_id
					}
				}
				if = {
					limit = {
						NOT = {
							is_in_array = {
								scored_target_states = THIS.id
							}
						}
					}
					add_to_temp_array = {
						scored_target_states = THIS.id
					}
				}
			}
		}
	}
	set_temp_variable = {
		EAI_PC_AIRBASE_get_region_danger_score_WEIGHT = 10
	} {
		EAI_PC_AIRBASE_get_region_damage_score_WEIGHT = 15
	}
	resize_temp_array = {
		scored_target_states_scores = scored_target_states^num
	}
	for_each_loop = {
		array = scored_target_states
		value = tmp_potential_target_state
		index = tmp_potential_target_state_index
		var:tmp_potential_target_state = {
			if = {
				limit = {
					always = yes
				}
				clear_temp_array = modifier_score_factors modifier_score_weights
				set_temp_variable = {
					region_danger_score_factor = 0
				} {
					region_danger_score_factor = PREV.EAI_PC_AA_strategic_bombing_activity_region_value^EAI_MAP_region_id
				} {
					region_damage_score_factor = 0
				} {
					tmp_damaged_buildings = 0
				} {
					region_damage_score_factor = tmp_damaged_buildings
				}
				divide_temp_variable = {
					region_danger_score_factor = 50
				} {
					tmp_damaged_buildings = 10
				}
				clamp_temp_variable = {
					var = region_danger_score_factor
					min = 0.0
					max = 1.0
				} {
					var = region_damage_score_factor
					min = 0.0
					max = 1.0
				}
				add_to_temp_array = {
					modifier_score_factors = region_danger_score_factor
				} {
					modifier_score_weights = EAI_PC_AIRBASE_get_region_danger_score_WEIGHT
				} {
					modifier_score_factors = region_damage_score_factor
				} {
					modifier_score_weights = EAI_PC_AIRBASE_get_region_damage_score_WEIGHT
				}
				if = {
					limit = {
						ROOT = {
							has_country_flag = EAI_PC_AA_score_logging
						}
					}
					log = [this.getname] - region_danger_score_factor [?region_danger_sc
# ... (truncated)
### Entity: Character
Component: RWA_nt
Source: game
File: common/characters/RWA.txt

Code:
RWA_nt = {
	advisor = {
		slot = theorist
		idea_token = RWA_nt
		ledger = navy
		allowed = {
			original_tag = RWA
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Technology
Component: tech_maintenance_company2
Constructs: reliability_factor, enable_equipment_modules, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	maintenance_company = {
		reliability_factor = 0.05
		equipment_capture_factor = 0.05
	}
	armored_maintenance = {
		reliability_factor = 0.02
		recovery = 0.03
		equipment_capture_factor = 0.1
	}
	enable_equipment_modules = {
		easy_maintenance
	}
	path = {
		leads_to_tech = tech_maintenance_company3
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = support_folder
		position = {
			x = 6
			y = @1939
		}
	}
	categories = {
		support_tech maintenance_company_tech
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1940.1.1
		} {
			factor = 1.2
			date = > 1941.1.1
		} {
			factor = 1.2
			date = > 1942.1.1
		}
	}
}
### Entity: Character
Component: JAP_teruzo_ando
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_teruzo_ando = {
	name = JAP_teruzo_ando
	portraits = {
		army = {
			large = GFX_portrait_JAP_teruzo_ando
			small = GFX_portrait_JAP_teruzo_ando_small
		}
	}
	corps_commander = {
		traits = {
			trait_JAP_kodoha_sympathizer politically_connected trickster
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = JAP_grand_army_purge JAP_sway_disillusioned_young_officers
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_heavy_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_heavy_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 6
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 6
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_ca
# ... (truncated)
### Entity: Scripted Effect
Component: GER_worsen_rosenbergs_trait_effect
Constructs: limit, add_to_variable, check_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_worsen_rosenbergs_trait_effect = {
	add_to_variable = {
		GER_total_reichskommissariats = -1
	}
	if = {
		limit = {
			check_variable = {
				GER_count_down_alfred_rosenberg_upgrades = < GER_max_alfred_rosenberg_upgrades
			}
		}
		custom_effect_tooltip = GER_modify_GER_alfred_rosenberg_modifier_tt GER_times_GER_alfred_rosenberg_has_been_modified_tt
		add_to_variable = {
			GER_alfred_rosenberg_modifier_consumer_goods_factor = 0.005
			tooltip = consumer_goods_factor_tt
		} {
			GER_alfred_rosenberg_modifier_production_speed_arms_factory_factor = -0.01
			tooltip = production_speed_arms_factory_factor_tt
		} {
			GER_alfred_rosenberg_modifier_industrial_capacity_factory = -0.005
			tooltip = industrial_capacity_factory_tt
		} {
			GER_count_down_alfred_rosenberg_upgrades = 1
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_indian_parliament
Constructs: prerequisite, completion_reward, add_to_variable, set_country_flag, set_politics
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_indian_parliament
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = RAJ_favor_the_muslim_league RAJ_court_the_princes
	}
	x = 0
	y = 1
	relative_position_id = RAJ_favor_the_muslim_league
	cost = 10
	mutually_exclusive = {
		focus = RAJ_the_integrity_of_india_act
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_modify_a_loyal_government_tt generic_skip_one_line_tt RAJ_stop_unrest_events_tt generic_skip_one_line_tt
		add_to_variable = {
			RAJ_a_loyal_government_political_power_factor = 0.1
			tooltip = political_power_factor_tt
		} {
			RAJ_a_loyal_government_political_advisor_cost_factor = -0.5
			tooltip = political_advisor_cost_factor_tt
		} {
			RAJ_a_loyal_government_party_popularity_stability_factor = 0.1
			tooltip = party_popularity_stability_factor_tt
		}
		set_country_flag = stop_unrest_events
		country_event = GOE_RAJ_partition.11
		effect_tooltip = {
			set_politics = {
				ruling_party = democratic
				election_frequency = 48
				elections_allowed = yes
			}
		}
	}
}