Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: SWI_choose_general_category
Constructs: has_war, limit, has_country_flag, fire_only_once, complete_effect, has_id, create_field_marshal, add_popularity
Source: game
File: common/decisions/r56_SWI_decisions.txt

Code:
SWI_choose_general_category = {
	SWI_choose_general = {
		icon = generic_army_support
		allowed = {
			original_tag = SWI
		}
		available = {
			OR = {
				threat = > 0.25
				has_war = yes
			}
		}
		visible = {
			NOT = {
				has_country_flag = SWI_chosen_general
			}
		}
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					any_other_country = {
						has_country_flag = SWI_chosen_general
						OR = {
							any_unit_leader = {
								has_id = 22002
							} {
								has_id = 22003
							}
						}
					}
				}
				create_field_marshal = {
					name = Ulrich Wille Jr.
					portrait_path = gfx/leaders/Europe/portrait_europe_generic_land_12.dds
					traits = {
						career_officer trait_reckless
					}
					skill = 3
					attack_skill = 3
					defense_skill = 2
					planning_skill = 3
					logistics_skill = 2
					id = 22004
				}
				hidden_effect = {
					add_popularity = {
						ideology = fascism
						popularity = 0.05
					}
				}
			}
			else_if = {
				limit = {
					any_other_country = {
						has_country_flag = SWI_chosen_general
						any_unit_leader = {
							has_id = 22004
						}
					}
				}
				create_field_marshal = {
					name = Jules Boles
					portrait_path = gfx/leaders/SWI/Portrait_SWI_Generic_land_5.dds
					traits = {
						trait_cautious inflexible_strategist
					}
					skill = 3
					attack_skill = 1
					defense_skill = 3
					planning_skill = 3
					logistics_skill = 3
					id = 22003
				}
			}
			else = {
				country_event = EYE_swiss.19
			}
			hidden_effect = {
				set_country_flag = SWI_chosen_general
			}
		}
		ai_will_do = {
			factor = 200
		}
	}
}
### Entity: Unit Template
Component: IRQ_GAR_01
Source: game
File: common/units/names_divisions/IRQ_names_divisions.txt

Code:
IRQ_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		IRQ
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		IRQ_INF_01
	}
	fallback_name = Iraqi al-Mushati al-%dr
	ordered = {
		1 = {
			Iraqi al-Mushati al-%di
		}
		2 = {
			Iraqi al-Mushati al-%di
		}
		3 = {
			Iraqi al-Mushati al-%di
		}
		4 = {
			Iraqi al-Mushati al-%di
		}
		5 = {
			Iraqi al-Mushati al-%di
		}
		6 = {
			Iraqi al-Mushati al-%di
		}
		7 = {
			Iraqi al-Mushati al-%di
		}
		8 = {
			Iraqi al-Mushati al-%di
		}
		9 = {
			Iraqi al-Mushati al-%di
		}
		10 = {
			Iraqi al-Mushati al-%di
		}
		12 = {
			Iraqi al-Mushati al-%dr
		}
		13 = {
			Iraqi al-Mushati al-%dr
		}
		14 = {
			Iraqi al-Mushati al-%dr
		}
		15 = {
			Iraqi al-Mushati al-%dr
		}
		16 = {
			Iraqi al-Mushati al-%dr
		}
		17 = {
			Iraqi al-Mushati al-%dr
		}
		18 = {
			Iraqi al-Mushati al-%dr
		}
		19 = {
			Iraqi al-Mushati al-%dr
		}
		20 = {
			Iraqi al-Mushati al-%dr
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_delegate_control_of_the_merchant_fleet
Constructs: prerequisite, has_war, has_war_with, has_country_flag, completion_reward, add_political_power, is_historical_focus_on, has_equipment
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_delegate_control_of_the_merchant_fleet
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = NOR_seek_a_british_alliance
	}
	x = 0
	y = 2
	relative_position_id = NOR_seek_a_british_alliance
	cost = 5
	ai_will_do = {
		base = 50
		modifier = {
			factor = 2
			AND = {
				is_historical_focus_on = no
				has_war = yes
			}
		} {
			factor = 4
			AND = {
				is_historical_focus_on = yes
				has_war = yes
			}
		}
	}
	available = {
		has_country_flag = NOR_nortraship_established
		has_equipment = {
			convoy_1 = > 99
		}
		ENG = {
			NOT = {
				has_war_with = ROOT
			}
			is_in_faction_with = ROOT
			OR = {
				has_war_together_with = ROOT
				num_of_naval_factories = > 29
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		send_equipment = {
			target = ENG
			type = convoy_1
			amount = 100
		}
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = dd_tech
		}
		add_political_power = 100
		navy_experience = 10
		custom_effect_tooltip = NOR_enable_british_naval_procurements_tt
		hidden_effect = {
			news_event = {
				days = 3
				id = naw_norway.231
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Name List
Component: SIL
Source: game
File: common/names/00_names.txt

Code:
SIL = {
	male = {
		names = {
			Jakub Kacper Filip Szymon Jan Antoni Michał Wojciech Mateusz Bartosz Tomasz Grzegorz Zbigniew Piotr Maksymilian Paweł Łukasz Marcin Igor Leszek
		}
		surnames = {
			Nowak Kowalski Wiśniewski Kamiński Lewandowski Zieliński Szymański Dąbrowski Kozłowski Jankowski Kwiatkowski Wojciechowski Piotrowski Grabowski Aleksandrowicz Koter
		}
	}
	female = {
		names = {
			Zofia Wiktoria Natalia Renata Elżbieta
		}
		surnames = {
			Nowakowska Kowalska Wiśniewska Kamińska Lewandowska Zielińska Szymańska Dąbrowska Kozłowska Jankowska Kwiatkowska Wojciechowska Piotrowska Grabowska
		}
	}
	surnames = {
		Kowalczyk Wójcik Woźniak Mazur Krawczyk Kaczmarek
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_naval_building
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_naval_building
	icon = GFX_focus_generic_refit_civilian_ships
	x = 1
	y = 1
	cost = 8
	relative_position_id = AFG_build_convoys
	prerequisite = {
		focus = AFG_build_convoys
	}
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 5
		random_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			custom_effect_tooltip = r56_newline
		}
		add_tech_bonus = {
			name = ship_modules
			bonus = 0.5
			uses = 1
			category = cl_tech
			ahead_reduction = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_intensify_exports
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_intensify_exports
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = COL_coffe_growth
	}
	relative_position_id = COL_coffe_growth
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = COL_coffee_dependent_economy
			add_idea = COL_coffee_dependent_economy_2
		}
		if = {
			limit = {
				NOT = {
					has_idea = export_focus
				}
			}
			add_ideas = export_focus
		} {
			limit = {
				has_idea = export_focus
			}
			add_ideas = free_trade
		} {
			limit = {
				has_idea = free_trade
			}
			add_political_power = 120
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RUBBER
	}
}
### Entity: Modifier Reference
Construct: cannot_retreat_while_attacking
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## cannot_retreat_while_attacking

* Boolean
* **Categories**: army, aggressive
### Entity: National Focus
Tree: sov_focus
Component: SOV_reclaim_polish_overlordship_old
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, create_wargoal, take_state_focus, every_state
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_reclaim_polish_overlordship_old
	text = SOV_reclaim_polish_overlordship
	icon = GFX_goal_generic_attack_poland
	prerequisite = {
		focus = SOV_imperial_legacy_old
	}
	mutually_exclusive = {
		focus = SOV_slavic_brotherhood
	}
	x = 2
	y = 1
	relative_position_id = SOV_imperial_legacy_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		r56_script_i_am_sane = yes
		POL = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		POL = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				POL = {
					exists = yes
					owns_state = 96
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = POL
				expire = 0
				generator = {
					96
				}
			}
		}
		every_state = {
			limit = {
				NOT = {
					is_owned_by = ROOT
					state = 92 97 934
				}
				region = 39
			}
			add_claim_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: POL_labor_advocate
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_labor_advocate = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	subversive_activites_upkeep = -0.05
	industry_free_repair_factor = 0.1
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_crush_the_radical_nationalists
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_crush_the_radical_nationalists
	icon = GFX_focus_RAJ_union_busting
	prerequisite = {
		focus = KMT_deal_with_unrest
	}
	available = {

	}
	x = 4
	y = 1
	cost = 8
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_STABILITY
	}
	relative_position_id = KMT_deal_with_unrest
	completion_reward = {
		IF = {
			limit = {
				has_idea = KMT_chinese_resistance2b
			}
			swap_ideas = {
				remove_idea = KMT_chinese_resistance2b
				add_idea = KMT_chinese_resistance3
			}
		}
		else = {
			swap_ideas = {
				remove_idea = KMT_chinese_resistance2
				add_idea = KMT_chinese_resistance2a
			}
		}
	}
}
### Entity: Idea
Component: COG_colonial_manpower
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_colonial_manpower = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.01
	}
}
### Entity: Idea
Component: FRI_the_indochinese_merchant_marine2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_the_indochinese_merchant_marine2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_coastal_navy
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Country History
Country: KHM
Component: KHM_army
Source: game
File: history/countries/KHM - Khotan Ma.txt

Code:
# OOB & Army Setup for KHM
oob = KHM_1936_sea
### Entity: Unit Template
Component: SAF_SS_HISTORICAL
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		SAF
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = HMSAS 
	fallback_name = Submarine %s
	unique = {
		Spear Umkhonto Assegaai Adventurous Astrant
	}
}
### Entity: AI Strategy
Component: EAI_marine_role
Constructs: has_country_flag, has_army_experience, has_tech
Source: game
File: common/ai_templates/EAI_marine_role.txt

Code:
EAI_marine_role = {
	role = marine
	upgrade_prio = {
		base = 0
		modifier = {
			add = 1000
			has_army_experience = > 100
		} {
			add = 1000
			has_country_flag = EAI_TEMPLATE_amphibious_template_upgrade
		}
	}
	GENERIC_MARINE_TEMPLATE_35_A_REGULAR_1 = {
		enable = {
			NOT = {
				has_tech = special_forces_marines
			}
			has_country_flag = {
				flag = EAI_MARINE_TEMPLATE
				value = 311
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				marine = 15
				artillery_brigade = 2
			}
			support = {
				engineer = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
				anti_air = 1
			}
		}
	}
	GENERIC_MARINE_TEMPLATE_35_A_REGULAR_2 = {
		enable = {
			has_tech = special_forces_marines
			has_country_flag = {
				flag = EAI_MARINE_TEMPLATE
				value = 311
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				marine = 15
				artillery_brigade = 2
			}
			support = {
				pioneer_support = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
				anti_air = 1
			}
		}
	}
	GENERIC_MARINE_TEMPLATE_35_B_REGULAR_1 = {
		enable = {
			NOT = {
				has_tech = special_forces_marines
			}
			has_country_flag = {
				flag = EAI_MARINE_TEMPLATE
				value = 321
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				marine = 13
				artillery_brigade = 3
			}
			support = {
				engineer = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
				anti_air = 1
			}
		}
	}
	GENERIC_MARINE_TEMPLATE_35_B_REGULAR_2 = {
		enable = {
			has_tech = special_forces_marines
			has_country_flag = {
				flag = EAI_MARINE_TEMPLATE
				value = 321
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				marine = 13
				artillery_brigade = 3
			}
			support = {
				pioneer_support = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
				anti_air = 1
			}
		}
	}
	GENERIC_MARINE_TEMPLATE_35_C_REGULAR_1 = {
		enable = {
			NOT = {
				has_tech = special_forces_marines
			}
			has_country_flag = {
				flag = EAI_MARINE_TEMPLATE
				value = 331
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				marine = 10
				artillery_brigade = 5
			}
			support = {
				engineer = 1
				artiller
# ... (truncated)
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0G
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0G = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^16 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0G
		value = 15000
	} {
		type = invade
		id = C0G
		value = 200
	}
}
### Entity: Idea
Component: GRE_biamax
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_biamax = {
	picture = gre_biamax
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_completed_focus = GRE_crack_down_on_foreign_monopolies
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
	modifier = {
		motorized_defence_factor = 0.05
		mechanized_defence_factor = 0.05
	}
}
### Entity: Event
Component: ukraine.2
Constructs: is_triggered_only, ai_chance, create_country_leader, limit, add_war_support, add_stability, fire_only_once, add_political_power
Source: game
File: events/Ukraine.txt

Code:
country_event = {
	id = ukraine.2
	title = ukraine.2.t
	desc = ukraine.2.d
	picture = GFX_report_event_ukraine_war_of_independence
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ukraine.2.a
		ai_chance = {
			base = 15
		}
		UKR = {
			if = {
				limit = {
					controls_state = 200
				}
				transfer_state = 200
			} {
				limit = {
					controls_state = 227
				}
				transfer_state = 227
			} {
				limit = {
					controls_state = 137
				}
				transfer_state = 137
			} {
				limit = {
					controls_state = 225
				}
				transfer_state = 225
			} {
				limit = {
					controls_state = 221
				}
				transfer_state = 221
			} {
				limit = {
					controls_state = 228
				}
				transfer_state = 228
			}
			create_country_leader = {
				name = Volodoymyr Vynnychenko
				desc =  
				picture = gfx/leaders/UKR/r56_portrait_UKR_vlodoymyr_vynnychenko.dds
				expire = 1953.3.1
				ideology = conservatism
			}
		}
		white_peace = UKR
	} {
		name = ukraine.2.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.15
		add_war_support = -0.25
		add_political_power = -200
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_fight_of_a_people
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_fight_of_a_people
	icon = GFX_focus_generic_spur_communist_revolutions
	prerequisite = {
		focus = PRC_playing_both_sides
	}
	x = 0
	y = 1
	relative_position_id = PRC_playing_both_sides
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = PRC_guerilla_warfare_sea_cat
	}
}
### Entity: Achievement
Component: master_of_war
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_completed_track
Source: game
File: common/achievements.txt

Code:
master_of_war = {
	id = 7
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_completed_track = infantry combat_support armor operations capital_ships carriers screens submarines fighter_aircraft strike_aircraft medium_aircraft heavy_aircraft
	}
}
### Entity: Character
Component: feminist_ultranationalist
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
feminist_ultranationalist = {
	random = no
	sprite = 13
	stability_factor = -0.1
	war_support_factor = 0.05
	conscription = 0.02
}
### Entity: State History
Component: 983
Constructs: add_core_of
Source: game
File: history/states/983 - Deccan States.txt

Code:
state = {
	id = 983
	name = STATE_983
	manpower = 1697161
	state_category = rural
	resources = {

	}
	history = {
		owner = RAJ
		add_core_of = KOL
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12295 2
		}
	}
	provinces = {
		4291 4395 7250 7411 10259 10799 12105 12208 12295
	}
	local_supplies = 0.0
}
### Entity: Character
Component: japanese_industrial_monopoly
Source: game
File: common/country_leader/r56_traits.txt

Code:
japanese_industrial_monopoly = {
	random = no
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	local_resources_factor = 0.1
	extra_trade_to_overlord_factor = 0.4
}
### Entity: Character
Component: ITA_luigi_mascherpa
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_luigi_mascherpa = {
	name = ITA_luigi_mascherpa
	portraits = {
		army = {
			small = GFX_idea_luigi_mascherpa
		}
	}
	advisor = {
		slot = high_command
		idea_token = luigi_mascherpa
		ledger = navy
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			navy_naval_air_defense_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_return_of_the_exiles
Constructs: prerequisite, limit, completion_reward, add_popularity, add_manpower, has_dlc
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_return_of_the_exiles
	icon = GFX_focus_PHI_return_of_the_exiles
	prerequisite = {
		focus = PHI_legalize_the_communist_party
	}
	relative_position_id = PHI_legalize_the_communist_party
	x = -1
	y = 1
	cost = 10
	available = {
		communism = > 0.2
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_manpower = 5000
		if = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = PHI_tan_malaka
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MANPOWER
	}
}
### Entity: Achievement
Component: spies_trade
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_spymaster, is_in_faction_with
Source: game
File: common/achievements.txt

Code:
spies_trade = {
	id = 97
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = RAJ
	}
	happened = {
		RAJ = {
			is_spymaster = yes
		}
		is_in_faction_with = ENG
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_purchase_american_planes
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, has_tech
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_purchase_american_planes
	icon = GFX_goal_generic_air_fighter2
	x = -9
	y = 1
	relative_position_id = SWI_ban_foreign_nazi_propaganda
	prerequisite = {
		focus = SWI_ban_foreign_nazi_propaganda
	}
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.3
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		democratic = > 0.8
		any_other_country = {
			is_major = yes
			has_government = democratic
			has_tech = iw_small_airframe
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	cancel_if_invalid = no
	bypass = {
		NOT = {
			any_other_country = {
				is_major = yes
				has_government = democratic
				has_tech = iw_small_airframe
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			SWI_find_democratic_planes_seller = yes
		}
		custom_effect_tooltip = SWI_purchase_democratic_planes_unlock_TT
		var:SWI_democratic_planes_seller = {
			SWI_get_fighters_from_this_country = yes
			SWI_get_cas_from_this_country = yes
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_bought_equipment_from_us
			}
		}
		if = {
			limit = {
				SWI = {
					is_ai = no
				}
			}
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					NOT = {
						original_tag = var:SWI_democratic_planes_seller
					} {
						has_government = democratic
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_bought_equipment_from_the_enemy
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = small_plane_airframe
				seller_tags = {
					USA
				}
			} {
				cic = 500
				equipment_type = small_plane_cas_airframe
				seller_tags = {
					USA
				}
			}
		}
	}
}
### Entity: Idea
Component: JAP_zaibatsu_faction_tier_4
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_zaibatsu_faction_tier_4 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		production_speed_industrial_complex_factor = 0.2
		production_speed_infrastructure_factor = 0.2
		economy_cost_factor = 0.4
	}
}