Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_attack_japan
Constructs: prerequisite, has_government, completion_reward, is_subject, is_ally_with, has_navy_size, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_attack_japan
	prerequisite = {
		focus = PRU_join_allies PRU_create_the_Lima_group
	}
	mutually_exclusive = {
		focus = PRU_attack_germany
	}
	icon = GFX_focus_attack_japan
	x = -1
	y = 9
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	available = {
		is_subject = no
		JAP = {
			has_government = fascism
			NOT = {
				is_ally_with = ROOT
			}
		}
		has_navy_size = {
			size = > 16
		}
	}
	ai_will_do = {
		factor = 5
	}
	will_lead_to_war_with = JAP
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = JAP
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_available_extensive_conscription
Constructs: has_completed_focus, has_war, limit, has_government, has_country_flag, has_idea, has_dlc, has_country_leader
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_extensive_conscription = {
	NOT = {
		has_idea = extensive_conscription
	}
	OR = {
		has_government = fascism communism
		if = {
			limit = {
				PHI_SEA = yes
			}
			if = {
				limit = {
					has_idea = PHI_ties_with_republican_spain
				}
				has_idea = PHI_ties_with_republican_spain
			}
			else_if = {
				limit = {
					has_idea = PHI_ties_with_republican_spain_2
				}
				has_idea = PHI_ties_with_republican_spain_2
			}
			else = {
				hidden_trigger = {
					always = no
				}
			}
		} {
			limit = {
				original_tag = DEN
				has_dlc = Arms Against Tyranny
			}
			has_country_leader = {
				ruling_only = yes
				character = DEN_christian_x
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
				has_autonomy_state = autonomy_aat_defense_council_member
				is_subject_of = SWE
			}
		}
		else = {
			hidden_trigger = {
				always = no
			}
		} {
			hidden_trigger = {
				always = no
			}
		} {
			hidden_trigger = {
				always = no
			}
		}
		SWE_rapid_mob_manpower_law_trigger = yes
		AND = {
			has_war = yes
			enemies_strength_ratio = > 0.5
		}
	}
	has_war_support = > 0.2
	if = {
		limit = {
			original_tag = AST
			has_dlc = Together for Victory
		}
		has_completed_focus = AST_citizen_military_forces AST_fight_work_or_perish
	} {
		limit = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		has_completed_focus = CAN_commit_to_the_war CAN_if_day
	} {
		limit = {
			original_tag = RAJ
			has_dlc = Together for Victory
		}
		is_subject = no
	} {
		limit = {
			original_tag = ENG
			has_dlc = Man the Guns
			has_completed_focus = ENG_concessions_to_the_trade_unions
		}
		NOT = {
			has_country_flag = ENG_cannot_increase_conscription_law
		}
	} {
		limit = {
			original_tag = SPR
			has_dlc = La Resistance
		}
		NOT = {
			has_completed_focus = SPR_all_must_bear_the_torch
		}
	} {
		limit = {
			original_tag = BUL
			has_dlc = Battle for the Bosporus
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = BUL_army_restrictions_aat
			}
		}
		else = {
			NOT = {
				has_idea = BUL_army_restrictions
			}
		}
	} {
		limit = {
			DEN_aat_is_subject = yes
		}
		NOT = {
			has_country_flag = DEN_cannot_increase_conscription_law
		}
	} {
		limit = {
			original_tag = AUS
		}
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	IF = {
		limit = {
			original_tag = HUN
			has_dlc 
# ... (truncated)
### Entity: Idea
Component: AUS_support_the_bauernbund
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_support_the_bauernbund = {
	picture = LIT_invested_in_farms
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_cost = 0.05
		stability_factor = 0.05
		min_export = -0.1
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_philippine_scouts
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus, add_doctrine_cost_reduction, add_mastery_bonus, add_potential_special_forces_tree
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_philippine_scouts
	icon = GFX_focus_PHI_philippine_scouts
	prerequisite = {
		focus = PHI_national_defense_act
	}
	relative_position_id = PHI_national_defense_act
	x = -2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt generic_skip_one_line_tt ranger_subdoctrines_default_add_mastery_bonus_effect_tooltip generic_skip_one_line_tt
		add_to_variable = {
			PHI_philippine_army_training_time_factor = -0.1
			tooltip = training_time_factor_tt
		} {
			PHI_philippine_army_heat_attrition_factor = -0.1
			tooltip = heat_attrition_factor_tt
		}
		add_tech_bonus = {
			name = PHI_philippine_scouts
			bonus = 1
			uses = 1
			category = rangers_tech_cat
		}
		add_doctrine_cost_reduction = {
			name = PHI_philippine_scouts
			cost_reduction = 0.25
			uses = 2
			category = special_forces_doctrine
		}
		hidden_effect = {
			add_mastery_bonus = {
				name = PHI_philippine_scouts
				bonus = 0.1
				days = 240
				sub_doctrine = rangers_1
			} {
				name = PHI_philippine_scouts
				bonus = 0.1
				days = 240
				sub_doctrine = rangers_2
			}
		}
		add_potential_special_forces_tree = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: lar_spain.17
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.17
	title = lar_spain.17.t
	desc = lar_spain.17.desc
	picture = GFX_report_event_spr_civil_war_faction_defeated
	is_triggered_only = yes
	option = {
		name = lar_spain.11.a
	}
}
### Entity: Order of Battle
Component: Infanterie de montagne 10
Constructs: division_template
Source: game
File: history/units/SWI_1936_BBA.txt

Code:
division = {
	name = Infanterie de montagne 10
	location = 11590
	division_template = Infanterie de montagne
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Character
Component: KEN_aa2
Source: game
File: common/characters/KEN.txt

Code:
KEN_aa2 = {
	advisor = {
		slot = high_command
		idea_token = KEN_aa2
		ledger = army
		allowed = {
			original_tag = KEN
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: egypt.8
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.8
	picture = GFX_report_event_EGY_anglo_egyptian_conference
	title = egypt.8.t
	desc = egypt.8.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.8.a
	}
}
### Entity: Event
Component: Sweden_rearnament.1
Constructs: is_triggered_only, ai_chance, check_variable, add_to_variable, set_temp_variable, set_variable, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = Sweden_rearnament.1
	title = Sweden_rearnament.1.t
	desc = Sweden_rearnament.1.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			calculate_folkhemmet_no_army_tooltip = yes
			calculate_folkhemmet_low_army_tooltip = yes
			calculate_folkhemmet_medium_army_tooltip = yes
			calculate_folkhemmet_high_army_tooltip = yes
		}
	}
	option = {
		name = Sweden_rearnament.1.a
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				check_variable = {
					folkhemmet_army_part = 0
				}
			}
		}
		custom_effect_tooltip = SWE_folkhemmet_event_result_tt
		effect_tooltip = {
			add_to_variable = {
				folkhemmet_stability = tooltip_folkhemmet_stability_result_none
				tooltip = stability_factor_neutral_tt
			} {
				folkhemmet_war_support = tooltip_folkhemmet_war_support_result_none
				tooltip = war_support_factor_neutral_tt
			} {
				folkhemmet_mil = tooltip_folkhemmet_mil_result_none
				tooltip = production_speed_arms_factory_factor_tt
			} {
				folkhemmet_civ = tooltip_folkhemmet_civ_result_none
				tooltip = production_speed_industrial_complex_factor_tt
			} {
				folkhemmet_dockyard = tooltip_folkhemmet_dockyard_result_none
				tooltip = production_speed_dockyard_factor_tt
			}
		}
		set_temp_variable = {
			folkhemmet_army_part_delta = folkhemmet_army_part
		}
		set_variable = {
			folkhemmet_army_part = 0
		}
		subtract_from_temp_variable = {
			folkhemmet_army_part_delta = folkhemmet_army_part
		}
		add_to_variable = {
			folkhemmet_intactness = folkhemmet_army_part_delta
		}
		calculate_folkhemmet = yes
		clr_country_flag = army_budget_event_active
	} {
		name = Sweden_rearnament.1.b
		ai_chance = {
			base = 0
		}
		trigger = {
			NOT = {
				check_variable = {
					folkhemmet_army_part = 1
				}
			}
		}
		custom_effect_tooltip = SWE_folkhemmet_event_result_tt
		effect_tooltip = {
			add_to_variable = {
				folkhemmet_stability = tooltip_folkhemmet_stability_result_low
				tooltip = stability_factor_neutral_tt
			} {
				folkhemmet_war_support = tooltip_folkhemmet_war_support_result_low
				tooltip = war_support_factor_neutral_tt
			} {
				folkhemmet_mil = tooltip_folkhemmet_mil_result_low
				tooltip = production_speed_arms_factory_factor_tt
			} {
				folkhemmet_civ = tooltip_folkhemmet_civ_result_low
				tooltip = production_speed_industrial_complex_factor_tt
			} {
				folkhemmet_dockyard = tooltip_folkhemme
# ... (truncated)
### Entity: National Focus
Tree: hon_focus
Component: HON_build_milfact3
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_build_milfact3
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = HON_tech_industry HON_build_civfact2
	}
	x = 35
	y = 6
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			AND = {
				num_of_factories = < 15
				date = < 1939.1.1
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: SAF_german_coup_inf_HOL_equipment_200
Constructs: add_equipment_to_stockpile, limit, is_ai, send_equipment, has_equipment, add_manpower
Source: game
File: common/scripted_effects/SAF_german_coup_effects.txt

Code:
SAF_german_coup_inf_HOL_equipment_200 = {
	if = {
		limit = {
			is_ai = yes
		}
		effect_tooltip = {
			send_equipment = {
				target = SAF
				type = infantry_equipment_1
				amount = 200
			} {
				target = SAF
				type = artillery_equipment_1
				amount = 10
			}
			if = {
				limit = {
					has_equipment = {
						support_equipment_1 = > 19
					}
				}
				send_equipment = {
					target = SAF
					type = support_equipment_1
					amount = 20
				}
			}
			add_manpower = -1000
			SAF = {
				add_manpower = 1000
			}
		}
		hidden_effect = {
			add_manpower = -1000
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = -200
			} {
				type = artillery_equipment_1
				amount = -10
				producer = HOL
			}
			SAF = {
				add_manpower = 1000
				add_equipment_to_stockpile = {
					type = infantry_equipment_1
					amount = 200
					producer = HOL
				} {
					type = artillery_equipment_1
					amount = 10
					producer = HOL
				}
			}
			if = {
				limit = {
					has_equipment = {
						support_equipment_1 = > 19
					}
				}
				send_equipment = {
					target = SAF
					type = support_equipment_1
					amount = 20
				}
			}
		}
		else = {
			send_equipment = {
				target = SAF
				type = infantry_equipment_1
				amount = 200
			} {
				target = SAF
				type = artillery_equipment_1
				amount = 10
			}
			if = {
				limit = {
					has_equipment = {
						support_equipment_1 = > 19
					}
				}
				send_equipment = {
					target = SAF
					type = support_equipment_1
					amount = 20
				}
			}
			add_manpower = -1000
			SAF = {
				add_manpower = 1000
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_celebration_of_the_andean_past
Constructs: prerequisite, limit, random_country, add_ideas, add_stability, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_celebration_of_the_andean_past
	prerequisite = {
		focus = PRU_alliance_with_bolivia
	}
	icon = GFX_goal_generic_major_alliance
	x = -1
	y = 1
	relative_position_id = PRU_alliance_with_bolivia
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_country = {
			original_tag = BOL
			is_in_faction_with = ROOT
			has_opinion = {
				target = ROOT
				value = > 70
			}
		}
	}
	completion_reward = {
		add_stability = 0.05
		random_country = {
			limit = {
				original_tag = BOL
				is_in_Faction_with = BOL
			}
			add_stability = 0.05
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
		add_ideas = PRU_wake_up_fascism
		BOL = {
			add_ideas = PRU_wake_up_fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: ENG_DD_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HMS 
	fallback_name = Destroyer %s
	unique = {
		Gallant Garland Gipsy Glowworm Grafton Grenade Grenville Greyhound Griffin Hardy Hasty Havock Hereward Hero Hostile Hotspur Hunter Hyperion Afridi Ashanti Bedouin Cossack Eskimo Gurkha Maori Mashona Matabele Mohawk Nubian Punjabi Sikh Somali Tartar Zulu Icarus Ilex Imogen Imperial Impulsive Inglefield Intrepid Isis Ivanhoe Harvester Havant Havelock Hesperus Highlander Hurricane Jervis Jackal Jaguar Juno Janus Javelin Jersey Jupiter Kelly Kandahar Kashmir Kelvin Khartoum Kimberley Kingston Kipling Napier Nestor Nizam Norman Nepal Laforey Lance Gurkha Lively Legion Lightning Lookout Loyal Milne Mahratta Musketeer Myrmidon Matchless Meteor Marne Martin Onslow Offa Onslaught Oribi Obdurate Obedient Opportune Orwell Pakenham Paladin Panther Partridge Pathfinder Penn Petard Porcupine Inconstant Ithuriel Queenborough Quadrant Quail Quality Quentin Quiberon Quickmatch Quilliam Rotherham Racehorse Raider Rapid Redoubt Relentless Rocket Roebuck Saumarez Savage Scorpion Scourge Serapis Shark Success Swift Teazer Tenacious Termagant Terpsichore Troubridge Tumult Tuscan Tyrian Grenville Ulster Ulysses Undaunted Undine Ursa Urchin Urania Venus Verulam Vigilant Virago Hardy Valentine Vixen Volage Kempenfelt Wager Wakeful Wessex Whelp Whirlwind Wizard Wrangler Myngs Zephyr Zambesi Zealous Zebra Zenith Zest Zodiac Caprice Cassandra Caesar Cavendish Cambrian Carron Cavalier Carysfort Chaplet Charity Chequers Chieftain Chevron Cheviot Childers Chivalrous Comus Concord Contest Consort Cockade Comet Constance Cossack Crescent Crusader Croziers Crystal Crispin Creole Cromwell Crown Barfleur Trafalgar Armada Solebay Camperdown Finisterre Hogue Lagos St. Kitts St. James Gabbard Gravelines Saintes Sluys Cadiz Vigo Agincourt Alamein Aisne Barrosa Corunna Dunkirk Jutland Matapan Battleaxe Broadsword Crossbow Scorpion Daring Dainty Defender Decoy Diana Duchess Malplaquet Ypres Vimiera Amazon Ambuscade Codrington Acasta Achates Acheron Active Antelope Anthony Ardent Arrow Keith Basilisk Beagle Blanche Boadicea Boreas Brazen Brilliant Bulldog Duncan Dainty Daring Decoy Defender Delight Diamond Diana Duchess Echo Eclipse El
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_anti_soviet_cooperation
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_war_with, is_major, add_opinion_modifier
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_anti_soviet_cooperation
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = AFG_pursue_our_own_agenda AFG_align_with_the_allies
	}
	x = -3
	y = 1
	relative_position_id = AFG_pursue_our_own_agenda
	cost = 5
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			AND = {
				has_government = neutrality
				has_completed_focus = AFG_biding_our_time
			}
		}
	}
	available = {
		NOT = {
			OR = {
				has_government = communism fascism
				has_idea = neutrality_idea
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = AFG_anti_soviet_cooperation_idea
		every_other_country = {
			limit = {
				is_major = yes
				NOT = {
					OR = {
						tag = SOU
						has_war_with = AFG
						is_in_faction_with = SOU
						has_government = communism
					}
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		SOU = {

		}
	}
}
### Entity: Event
Component: wtt_news.16
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.16
	title = wtt_news.16.t
	desc = wtt_news.16.desc
	picture = GFX_news_event_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.16.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.16.b
		trigger = {
			original_tag = CHI
		}
	} {
		name = wtt_news.16.c
		trigger = {
			original_tag = JAP
		}
	} {
		name = wtt_news.16.d
		trigger = {
			NOT = {
				original_tag = GER CHI JAP
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_civil_liberties
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_civil_liberties
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	prerequisite = {
		focus = GER_social_ownership
	}
	x = -2
	y = 1
	relative_position_id = GER_social_ownership
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER_add_or_modify_politburo = yes
		add_to_variable = {
			GER_politburo_political_power_factor = 0.1
			tooltip = political_power_factor_tt
		} {
			GER_politburo_resistance_growth = -0.05
			tooltip = resistance_growth_tt
		} {
			GER_politburo_compliance_growth = 0.05
			tooltip = compliance_growth_tt
		} {
			GER_politburo_subjects_autonomy_gain = -0.15
			tooltip = subjects_autonomy_gain_tt
		}
	}
}
### Entity: Character
Component: dynastic_reformer
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
dynastic_reformer = {
	sprite = 5
	stability_factor = 0.15
	conscription_factor = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: Technology
Component: aa_cannon_1
Constructs: enable_equipment_modules, research_cost, has_tech
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		aircraft_cannon_1_1x aircraft_cannon_1_2x
	}
	research_cost = 1
	start_year = 1939
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 2
			y = 5
		}
	}
	path = {
		leads_to_tech = aa_cannon_2
		research_cost_coeff = 1
	} {
		leads_to_tech = aa_cannon_3
		research_cost_coeff = 1
	}
	categories = {
		air_equipment plane_modules_tech cat_air_guns mio_cat_all_light_fighter_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_tech = basic_small_airframe basic_medium_airframe basic_large_airframe
			}
			factor = 5
		} {
			OR = {
				tag = GER SOV ENG
			}
			factor = 3
		}
	}
}
### Entity: Order of Battle
Component: 8 Lujun Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 8 Lujun Shi
	location = 4925
	division_template = Juntuán
	start_equipment_factor = 0.8
	start_experience_factor = 0.1
}
### Entity: National Focus
Tree: pol_focus
Component: POL_support_colonial_workers_strikes
Constructs: has_completed_focus, prerequisite, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_support_colonial_workers_strikes
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	prerequisite = {
		focus = POL_press_for_liberia
	} {
		focus = POL_anti_capitalist_revolution
	}
	relative_position_id = POL_press_for_liberia
	available = {
		has_completed_focus = POL_committee_of_national_liberation
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			add_idea = POL_committee_of_international_liberation
			remove_idea = POL_committee_of_national_liberation_idea
		}
	}
}
### Entity: Character
Component: CZE_jan_krcmar
Constructs: has_completed_focus
Source: game
File: common/characters/CZE.txt

Code:
CZE_jan_krcmar = {
	name = CZE_jan_krcmar
	portraits = {
		army = {
			small = GFX_idea_CZE_jan_krcmar
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_jan_krcmar
		allowed = {
			original_tag = CZE
		}
		visible = {
			has_completed_focus = CZE_shrink_educational_disparities
		}
		available = {
			has_completed_focus = CZE_shrink_educational_disparities
		}
		traits = {
			IRQ_minister_of_education
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_modernize_the_rural_regions
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, every_controlled_state, set_state_category
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_modernize_the_rural_regions
	prerequisite = {
		focus = POR_continue_the_national_electrification
	}
	icon = GFX_goal_generic_farm_tractor
	cost = 15
	x = 0
	y = 1
	relative_position_id = POR_continue_the_national_electrification
	available = {
		OR = {
			has_tech = concentrated_industry4 dispersed_industry4
		}
	}
	ai_will_do = {
		base = 20
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_modernize_the_rural_regions
			bonus = 1.5
			ahead_reduction = 1.5
			uses = 3
			category = industry
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		every_controlled_state = {
			limit = {
				OR = {
					state = 795 179
				}
			}
			set_state_category = developed_rural
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: TIB
Component: TIB_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/TIB - Tibet.txt

Code:
# Politics & Parties for TIB
add_ideas = {
	TIB_tibetan_politics_idea TIB_tibetan_army_idea
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Idea
Component: MPL_arab_revolt_3
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_arab_revolt_3 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MPL_arab_revolt
	modifier = {
		consumer_goods_factor = 0.45
		stability_factor = -0.3
		political_power_factor = -0.15
		production_speed_buildings_factor = -0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
	}
}
### Entity: Modifier Reference
Construct: local_supplies_for_controller
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_supplies_for_controller

* Number with 0 decimal places
* **Categories**: state, war_production