Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: adu_focus
Component: ADU_strike_at_gibraltars_vice
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_popularity, add_dynamic_modifier
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_strike_at_gibraltars_vice
	icon = GFX_goal_spr_take_back_gibraltar
	prerequisite = {
		focus = ADU_promote_the_lesser_jihad ADU_promote_quietism
	}
	relative_position_id = ADU_promote_quietism
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = fascism neutrality
			NOT = {
				has_completed_focus = ADU_unite_the_opposition
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.1
		} {
			ideology = democratic
			popularity = -0.1
		}
		118 = {
			add_dynamic_modifier = {
				modifier = islamists_placated
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_soviet_intel
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, has_idea
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_soviet_intel
	icon = GFX_goal_HON_nkvd_assistance
	prerequisite = {
		focus = HON_soviet_guns
	}
	relative_position_id = HON_soviet_guns
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = EGY_soviet_NKVD_officers
			}
			swap_ideas = {
				remove_idea = EGY_soviet_NKVD_officers
				add_idea = HON_nkvd_assistance_idea
			}
			else = {
				add_ideas = HON_nkvd_agents
				custom_effect_tooltip = generic_skip_one_line_tt
			}
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Unit Leader
Component: sick
Source: game
File: common/unit_leader/00_traits.txt

Code:
sick = {
	type = all
	trait_type = status_trait
	non_shared_modifier = {
		skill_bonus_factor = -0.5
		cannot_use_abilities = 1
	}
}
### Entity: Idea
Component: CHI_internal_opposition95
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition95 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.19
		army_org_factor = -0.19
		max_dig_in_factor = -0.19
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.76
		attack_bonus_against = -0.38
	}
}
### Entity: Modding Documentation
Construct: planes
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
# Lose 5 planes
raid_damage_units = {
    plane_loss = 5
}
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_found_the_warsaw_pact
Constructs: prerequisite, has_government, completion_reward, allow_branch, has_dlc, is_subject, is_faction_leader, set_faction_name
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_found_the_warsaw_pact
	icon = GFX_focus_SOV_found_the_warsaw_pact
	prerequisite = {
		focus = SOV_found_the_comecon
	}
	x = 0
	y = 1
	relative_position_id = SOV_found_the_comecon
	cost = 10
	allow_branch = {
		has_government = communism
		has_dlc = No Compromise, No Surrender
	}
	available = {
		num_subjects = > 0
		is_subject = no
		is_faction_leader = yes
		has_government = communism
	}
	search_filters = {

	}
	completion_reward = {
		set_faction_name = SOV_warsaw_pact_faction
		set_faction_manifest = faction_manifest_an_iron_curtain
		add_faction_goal_slot = {
			category = long_term
			value = 1
		}
		add_faction_goal = faction_goal_eastern_european_security
		add_faction_initiative = 1
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_blanco_victory
Constructs: has_completed_focus, has_country_flag, completion_reward, add_popularity
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_blanco_victory
	available = {

	} {
		has_country_flag = URG_terra_election
		NOT = {
			has_completed_focus = URG_accion_revisionista_del_uruguay
		}
	}
	icon = GFX_focus_URG_blancos
	x = -8
	y = 0
	cost = 5
	relative_position_id = URG_colorado_victory
	mutually_exclusive = {
		focus = URG_colorado_victory URG_accion_revisionista_del_uruguay
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		} {
			ideology = democratic
			popularity = 0.05
		}
	}
}
### Entity: Character
Component: ITA_italo_gariboldi
Source: game
File: common/characters/ITA.txt

Code:
ITA_italo_gariboldi = {
	name = ITA_italo_gariboldi
	portraits = {
		army = {
			small = GFX_portrait_ITA_italo_gariboldi_small
			large = GFX_portrait_ITA_italo_gariboldi
		}
	}
	corps_commander = {
		traits = {
			old_guard career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Event
Component: BBA_ethiopia_industrial_financial_events.2
Constructs: is_triggered_only, ai_chance, is_in_faction, is_in_faction_with, random_hours, create_wargoal, annex_everything, is_subject
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_industrial_financial_events.2
	title = BBA_ethiopia_industrial_financial_events.2.t
	desc = BBA_ethiopia_industrial_financial_events.2.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_peaceful_annexation
	option = {
		name = BBA_ethiopia_industrial_financial_events.2.a
		ai_chance = {
			base = 0
			modifier = {
				add = 5
				AND = {
					is_in_faction = yes
					NOT = {
						is_in_faction_with = FROM
					}
				}
			} {
				factor = 10
				enemies_strength_ratio = > 0.5
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_industrial_financial_events.3
				hours = 16
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
	} {
		name = BBA_ethiopia_industrial_financial_events.2.b
		trigger = {
			is_subject = no
		}
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				is_in_faction = yes
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_industrial_financial_events.4
				hours = 16
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
	} {
		name = BBA_ethiopia_industrial_financial_events.2.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_industrial_financial_events.5
				hours = 16
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: Event
Component: wtt_germany.32
Constructs: is_triggered_only, limit, has_government, has_idea
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.32
	title = germany.64.t
	desc = wtt_germany.32.d
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = germany.64.a
		GER = {
			country_event = wtt_germany.33
		}
		if = {
			limit = {
				has_idea = FRA_disjointed_government
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = communism
					size = 0.2
				}
			}
		} {
			limit = {
				has_idea = FRA_disjointed_government
				has_government = communism
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = democratic
					size = 0.3
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_support_irgun_fighters
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_support_irgun_fighters
	icon = GFX_goal_generic_officers
	relative_position_id = ISR_hatzohar
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_hatzohar
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_moderately_strengthen_hatzohar
		add_to_variable = {
			ISR_hatzohar_max_seats = 3
		} {
			ISR_hatzohar_min_seats = 4
		}
	}
}
### Entity: Event
Component: CZE.333
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.333
	title = CZE.333.t
	desc = CZE.333.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = CZE.333.a
	}
}
### Entity: Idea
Component: POR_secretariat_of_national_information
Constructs: removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_secretariat_of_national_information = {
	picture = SWE_radiotjanst
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		war_stability_factor = 0.15
		drift_defence_factor = 0.15
		compliance_growth = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_SILO_general_building_target_modifiers
Constructs: has_war, limit, has_war_with, has_country_flag, set_temp_variable, check_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies.txt

Code:
EAI_BUILDING_SILO_general_building_target_modifiers = {
	set_temp_variable = {
		EAI_BUILDING_target_num_SILO = 0
	}
	if = {
		limit = {
			check_variable = {
				EAI_BUILDING_num_CIC = > 50
			} {
				EAI_max_fuel_consumption_estimate = > 5000
			} {
				EAI_BUILDING_num_SILO = < EAI_num_silos_needed
			}
			date = > @EAI_EARLY_GAME_BUILD_PERIOD
			has_war = yes
			set_temp_variable = {
				EAI_num_silos_needed = num_of_military_factories
			}
			subtract_from_temp_variable = {
				EAI_num_silos_needed = resource_produced@oil
			}
			divide_temp_variable = {
				EAI_num_silos_needed = 6
			}
		}
		set_temp_variable = {
			EAI_BUILDING_target_num_SILO = EAI_BUILDING_num_SILO
		}
		add_to_temp_variable = {
			EAI_BUILDING_target_num_SILO = 1
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = Build silos as needed (this logic looks weird)
		}
	} {
		limit = {
			tag = JAP
			has_war_with = CHI
			date = < 1940.1.1
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = JAP avoid silos vs china
		}
		set_temp_variable = {
			EAI_BUILDING_target_num_SILO = 0
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.302
Constructs: is_triggered_only, every_owned_state, limit, fire_only_once, has_resistance, add_compliance, add_resistance_target
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.302
	title = BBA_italo_ethiopian_war_events.302.t
	desc = BBA_italo_ethiopian_war_events.302.desc
	picture = GFX_report_event_generic_riot
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.302.a
		every_owned_state = {
			limit = {
				has_resistance = yes
			}
			add_compliance = -15
			add_resistance_target = {
				amount = 15
				occupier = ROOT
				days = 730
				tooltip = ITA_colonial_unrest_tt
			}
		}
	}
}
### Entity: Character
Component: SER_nt
Source: game
File: common/characters/SER.txt

Code:
SER_nt = {
	advisor = {
		slot = theorist
		idea_token = SER_nt
		ledger = navy
		allowed = {
			original_tag = SER
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_demand_the_northern_isles
Constructs: prerequisite, completion_reward, add_state_claim
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_demand_the_northern_isles
	icon = GFX_goal_NOR_orkney_shetland
	prerequisite = {
		focus = NOR_at_any_cost
	}
	x = -3
	y = 5
	relative_position_id = NOR_support_radical_nationalism
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_state_claim = 970 971
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: SPR_vicente_rojo_lluch
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_vicente_rojo_lluch = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_vicente_rojo_lluch
		portraits = {
			army = {
				large = GFX_portrait_SPR_vicente_rojo_lluch
				small = GFX_portrait_SPR_vicente_rojo_lluch_small
			}
		}
		corps_commander = {
			traits = {
				brilliant_strategist
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 3
			legacy_id = 1102
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_vicente_rojo_lluch
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_5
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SPR_vincente_rojo_lluch
			name = SPR_vincente_rojo_lluch
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				NOT = {
					has_government = fascism
				}
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				army_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				brilliant_strategist
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 3
			legacy_id = 1102
		}
	}
}
### Entity: Idea
Component: FIN_hidden_fighter_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_fighter_production_ns = {
	name = FIN_finnish_airforce
	removal_cost = -1
	picture = FIN_finnish_airforce
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: AI Strategy
Component: default_armored_production
Source: game
File: common/ai_strategy/default.txt

Code:
default_armored_production = {
	enable = {
		NOT = {
			OR = {
				original_tag = GER CZE SOV
			}
		}
		ai_wants_divisions = > 49
	}
	abort = {
		ai_wants_divisions = < 50
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 2
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_develop_the_villages
Constructs: shared_focus, prerequisite, completion_reward, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_develop_the_villages
	icon = GFX_SOV_develop_the_urals_ccp_2d_sov_compatibility
	prerequisite = {
		focus = PLY_anti_drought_measures
	}
	relative_position_id = PLY_anti_drought_measures
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		capital_scope = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: PAR_tomas_salomoni
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_tomas_salomoni = {
	advisor = {
		slot = political_advisor
		idea_token = PAR_tomas_salomoni
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		traits = {
			SWE_foreign_minister
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Modding Documentation
Construct: remove_ideas
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## remove_ideas
* Arguments: all|<idea1> <idea2> ...

Removes ideas (ministers or national spirits) with <ID> to the country. Use 'all' to remove them all
### Entity: Idea
Component: fokker
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/netherlands.txt

Code:
fokker = {
	picture = fokker
	available = {
		has_completed_focus = HOL_fokker
	}
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_dino_grandi_focus
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_dino_grandi_focus
	icon = GFX_focus_ITA_dino_grandi
	prerequisite = {
		focus = ITA_depose_mussolini
	}
	mutually_exclusive = {
		focus = ITA_italo_balbo_focus ITA_monarchia_d_italia
	}
	relative_position_id = ITA_depose_mussolini
	x = 0
	y = 1
	cost = 5
	available = {
		has_character = ITA_dino_grandi
		has_government = fascism
		GER = {
			NOT = {
				has_completed_focus = GER_assassinate_mussolini
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = ITA_deposed_leader_flag
				}
				clr_country_flag = ITA_deposed_leader_flag
			}
		}
		set_power_balance = {
			id = ITA_power_balance
			right_side = ITA_grandi_side
		}
		custom_effect_tooltip = ITA_remove_grandi_as_advisor_tt
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_country_leader_role = {
				character = ITA_dino_grandi
				promote_leader = yes
				country_leader = {
					ideology = fascism_ideology
					expire = 1965.1.1
					 = .1
					traits = {
						silver_tongue
					}
				}
			}
		}
		else = {
			add_country_leader_role = {
				character = ITA_dino_grandi
				promote_leader = yes
				country_leader = {
					ideology = fascism_ideology
					expire = 1965.1.1
					 = .1
					traits = {
						silver_tongue_no_lar
					}
				}
			}
		}
		ITA_dino_grandi = {
			set_character_flag = ITA_has_new_duce_flag
		}
		add_political_power = 75
		add_war_support = 0.05
		add_stability = 0.1
		ITA_bop_medium_increase_grandi_side_effect = yes
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_hashemite
Constructs: prerequisite, completion_reward, has_game_rule
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_hashemite
	icon = GFX_goal_PAL_hashemite
	prerequisite = {
		focus = PAL_militarism
	}
	mutually_exclusive = {
		focus = PAL_qadir
	}
	x = -2
	y = 1
	relative_position_id = PAL_militarism
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_HASHEMITE
			}
		}
	}
	completion_reward = {
		country_event = palestine.15
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_light_aircraft_focus
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_owned_state
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_light_aircraft_focus
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_ogma
	}
	icon = GFX_goal_generic_air_fighter2
	x = 0
	y = 1
	relative_position_id = POR_ogma
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_light_aircraft_focus
			bonus = 1.0
			uses = 1
			category = light_air
		}
		if = {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		air_experience = 25
	}
}
### Entity: Unit Leader
Component: motivated
Source: game
File: common/unit_leader/00_traits.txt

Code:
motivated = {
	type = land
	trait_type = status_trait
	attack_skill = 1
	non_shared_modifier = {
		army_morale_factor = 0.1
	}
}
### Entity: Idea
Component: bra_antropofagia_com_2
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_com_2 = {
	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 = communism
		}
	}
	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
		communism_drift = 0.1
		stability_factor = 0.05
		max_command_power = 25
		political_power_factor = 0.25
	}
}
### Entity: AI Strategy
Component: AOI_build_a_army_please
Constructs: has_army_manpower, force_build_armies, build_army
Source: game
File: common/ai_strategy/r56_AOI.txt

Code:
AOI_build_a_army_please = {
	enable = {
		original_tag = AOI
		has_army_manpower = {
			size = < 350000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 250
	} {
		type = build_army
		id = infantry
		value = 250
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_comrades_of_the_city
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_dynamic_modifier, add_resource
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_comrades_of_the_city
	icon = GFX_focus_SWE_landsverk
	prerequisite = {
		focus = RAJ_urban_industrialism
	}
	x = 2
	y = 0
	mutually_exclusive = {

	}
	relative_position_id = RAJ_central_comittee_authority
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		controls_state = 439
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		439 = {
			add_dynamic_modifier = {
				modifier = idea_RAJ_large_scale_urbanization
			}
			add_resource = {
				type = aluminium
				amount = 8
			} {
				type = tungsten
				amount = 4
			} {
				type = steel
				amount = 4
			}
		}
	}
}