Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: LOI_INF_01
Source: game
File: common/units/names_divisions/LOI_names_divisions.txt

Code:
LOI_INF_01 = {
	name = Infantry Division
	for_countries = {
		LOI
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Highland Division
	ordered = {
		1 = {
			%d. Highland Division
		}
		2 = {
			%d. Highland Division
		}
		3 = {
			%d. Highland Division
		}
		4 = {
			%d. Highland Division
		}
		5 = {
			%d. Highland Division
		}
		6 = {
			%d. Highland Division
		}
		7 = {
			%d. Highland Division
		}
		8 = {
			%d. Highland Division
		}
		9 = {
			%d. Highland Division
		}
		10 = {
			%d. Highland Division
		}
		11 = {
			%d. Highland Division
		}
		12 = {
			%d. Highland Division
		}
		13 = {
			%d. Highland Division
		}
		14 = {
			%d. Highland Division
		}
		15 = {
			%d. Highland Division
		}
		16 = {
			%d. Highland Division
		}
		17 = {
			%d. Highland Division
		}
		18 = {
			%d. Highland Division
		}
		19 = {
			%d. Highland Division
		}
		20 = {
			%d. Highland Division
		}
	}
}
### Entity: Idea
Component: idea_game_rule_compliance_decrease_25
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_game_rule_compliance_decrease_25 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		compliance_gain = -0.25
	}
}
### Entity: Character
Component: NFL_humphrey_thomas_walwyn
Source: game
File: common/characters/NFL.txt

Code:
NFL_humphrey_thomas_walwyn = {
	name = NFL_humphrey_thomas_walwyn
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/portrait_europe_generic_5.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: EAI_desperate_defense_setting_3
Constructs: limit, set_temp_variable, add_to_temp_variable, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_update.txt

Code:
EAI_desperate_defense_setting_3 = {
	set_temp_variable = {
		updated_desperate_defense_level = surrender_progress
	}
	multiply_temp_variable = {
		updated_desperate_defense_level = 100
	}
	clamp_temp_variable = {
		var = updated_desperate_defense_level
		min = 0
		max = 25
	}
	divide_temp_variable = {
		updated_desperate_defense_level = 2.5
	}
	round_temp_variable = updated_desperate_defense_level
	add_to_temp_variable = {
		updated_desperate_defense_level = 10
	}
	set_variable = {
		EAI_desperate_defense_level = updated_desperate_defense_level
	}
	EAI_DIFFICULTY_clear_equipment_modifier_DD = yes
	if = {
		limit = {
			check_variable = {
				updated_desperate_defense_level = > 10
			}
		}
		EAI_DIFFICULTY_apply_equipment_modifier_DD = yes
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_arsenal_do_alfeite
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_tech_bonus, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_arsenal_do_alfeite
	available = {
		has_full_control_of_state = 112
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_second_navy_reequipment
	}
	icon = GFX_goal_generic_navy_cruiser
	x = 2
	y = 1
	relative_position_id = POR_second_navy_reequipment
	cost = 20
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_arsenal_do_alfeite
			bonus = 1.0
			uses = 1
			category = ca_tech
		} {
			name = POR_arsenal_do_alfeite
			bonus = 1.0
			uses = 1
			category = ca_tech
		}
		112 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 11805
			}
		}
	}
}
### Entity: Order of Battle
Component: 10ya Tankovaya Korpus
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 10ya Tankovaya Korpus
	location = 6174
	division_template = Tankovaya Korpus
	start_experience_factor = 0.3
}
### Entity: Character
Component: socialist_revolutionary
Constructs: democratic_drift, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
socialist_revolutionary = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	communism_drift = 0.05
	drift_defence_factor = -0.05
}
### Entity: AI Strategy
Component: SOV_dont_send_volunteers_that_early_to_china
Constructs: has_completed_focus, has_war_with, send_volunteers_desire
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_dont_send_volunteers_that_early_to_china = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		JAP = {
			has_war_with = CHI
		}
		country_exists = CHI
		CHI = {
			surrender_progress = < 0.8
		}
	}
	abort = {
		CHI = {
			surrender_progress = > 0.8
		}
		OR = {
			AND = {
				has_completed_focus = SOV_the_gobi_gambit
				country_exists = SIK
				SIK = {
					has_war_with = JAP
				}
			} {
				has_completed_focus = SOV_two_red_flags
				country_exists = PRC
				PRC = {
					has_war_with = JAP
				}
			} {
				has_completed_focus = SOV_support_the_kuomintang
				country_exists = CHI
				CHI = {
					has_war_with = JAP
				}
			}
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = CHI
		value = -800
	} {
		type = send_volunteers_desire
		id = GXC
		value = -800
	} {
		type = send_volunteers_desire
		id = PRC
		value = -800
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_invest_in_kibbutzim
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_invest_in_kibbutzim
	icon = GFX_goal_generic_agriculture2
	relative_position_id = ISR_toe_line
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = ISR_toe_line
	}
	completion_reward = {
		add_ideas = ISR_kibbutzim
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: leftist_freemason
Source: game
File: common/country_leader/00_traits.txt

Code:
leftist_freemason = {
	random = no
	sprite = 13
	opinion_gain_monthly_same_ideology_factor = 0.25
	civilian_intel_factor = 0.1
	army_intel_factor = 0.1
	navy_intel_factor = 0.1
	airforce_intel_factor = 0.1
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AInfobox.1.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to Template:Infobox:

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

Template:Version column (transclusion) ‎ (← links | edit)

Template:Nav column (transclusion) ‎ (← links | edit)

Norway (transclusion) ‎ (← links | edit)

Germany (transclusion) ‎ (← links | edit)

France (transclusion) ‎ (← links | edit)

Italy (transclusion) ‎ (← links | edit)

Soviet Union (transclusion) ‎ (← links | edit)

United States (transclusion) ‎ (← links | edit)

United Kingdom (transclusion) ‎ (← links | edit)

Sweden (transclusion) ‎ (← links | edit)

Japan (transclusion) ‎ (← links | edit)

Netherlands (transclusion) ‎ (← links | edit)

Belgium (transclusion) ‎ (← links | edit)

Luxembourg (transclusion) ‎ (← links | edit)

Denmark (transclusion) ‎ (← links | edit)

User:General Baker/Sandbox/Infobox unit (transclusion) ‎ (← links | edit)

Yugoslavia (transclusion) ‎ (← links | edit)

Czechoslovakia (transclusion) ‎ (← links | edit)

Poland (transclusion) ‎ (← links | edit)

Colombia (transclusion) ‎ (← links | edit)

Australia (transclusion) ‎ (← links | edit)

Turkey (transclusion) ‎ (← links | edit)

Ethiopia (transclusion) ‎ (← links | edit)

Argentina (transclusion) ‎ (← links | edit)

Brazil (transclusion) ‎ (← links | edit)

Canada (transclusion) ‎ (← links | edit)

Switzerland (transclusion) ‎ (← links | edit)

Albania (transclusion) ‎ (← links | edit)

Austria (transclusion) ‎ (← links | edit)

Ecuador (transclusion) ‎ (← links | edit)

Venezuela (transclusion) ‎ (← links | edit)

Panama (transclusion) ‎ (← links | edit)

Romania (transclusion) ‎ (← links | edit)

Latvia (transclusion) ‎ (← links | edit)

Estonia (transclusion) ‎ (← links | edit)

Lithuania (transclusion) ‎ (← links | edit)

Bulgaria (transclusion) ‎ (← links | edit)

Finland (transclusion) ‎ (← links | edit)

Greece (transclusion) ‎ (← links | edit)

Portugal (transclusion) ‎ (← links | edit)

Ireland (transclusion) ‎ (← links | edit)

New Zealand (transclusion) ‎ (← links | edit)

British R
# ... (truncated)
### Entity: Idea
Component: ARM_repression_apparatus_idea
Constructs: has_government, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/armenia.txt

Code:
ARM_repression_apparatus_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	removal_cost = -1
	picture = generic_secret_police
	modifier = {
		democratic_drift = -0.03
		communism_drift = -0.03
		resistance_damage_to_garrison = -0.15
		foreign_subversive_activites = -0.1
	}
}
### Entity: Decision
Component: SIA_war_fervor_cat
Constructs: has_completed_focus, has_idea
Source: game
File: common/decisions/categories/SIA_decision_categories.txt

Code:
SIA_war_fervor_cat = {
	allowed = {
		original_tag = SIA
	}
	priority = 50
	visible = {
		has_completed_focus = SIA_war_fervor
		has_idea = idea_SIA_war_fervor
	}
}
### Entity: Scripted Effect
Component: EAI_PC_startup_strategy_SOV
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_startup_strategy_SOV = {
	219 = {
		set_temp_variable = {
			_project_building_type = global.EAI_PC_INF
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 1
		} {
			_project_building_type = global.EAI_PC_CIC
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 20
		} {
			_project_building_type = global.EAI_PC_MTC
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 6
		}
		EAI_PC_start_project = yes yes yes
	}
	195 = {
		set_temp_variable = {
			_project_building_type = global.EAI_PC_CIC
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 20
		} {
			_project_building_type = global.EAI_PC_MTC
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 6
		}
		EAI_PC_start_project = yes yes
	}
	221 = {
		set_temp_variable = {
			_project_building_type = global.EAI_PC_CIC
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 20
		}
		EAI_PC_start_project = yes
	}
	217 = {
		set_temp_variable = {
			_project_building_type = global.EAI_PC_CIC
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 20
		}
		EAI_PC_start_project = yes
	}
	227 = {
		set_temp_variable = {
			_project_building_type = global.EAI_PC_INF
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 1
		} {
			_project_building_type = global.EAI_PC_CIC
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 20
		}
		EAI_PC_start_project = yes yes
	}
	220 = {
		set_temp_variable = {
			_project_building_type = global.EAI_PC_INF
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 1
		} {
			_project_building_type = global.EAI_PC_CIC
		} {
			_project_type_id = strategy_type_id
		} {
			_project_priority = strategy_type_prio
		} {
			_project_queue_num = 20
		}
		EAI_PC_start_project = yes yes
	}
	193 = {
		set_te
# ... (truncated)
### Entity: Scripted Effect
Component: USA_senate_medium_opposition
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_senate_medium_opposition = {
	custom_effect_tooltip = mtg_usa_senate_medium_opposition_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = -8
	}
	clamp_temp_variable = {
		var = temp_factor
		max = -3
		min = -8
	}
	add_to_variable = {
		senators_support = temp_factor
	}
	round_variable = senators_support
	clamp_variable = {
		var = senators_support
		max = senators_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Character
Component: resilient_nationalist
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
resilient_nationalist = {
	random = no
	sprite = 13
	stability_factor = 0.1
	war_support_factor = 0.05
}
### Entity: AI Strategy
Component: SAF_alternate_fascist
Constructs: has_government, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/SAF_alternate_strategy_plan.txt

Code:
SAF_alternate_fascist = {
	name = South African fascist plan 1
	desc = 
	allowed = {
		original_tag = SAF
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			has_country_flag = SAF_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = SAF_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {
		GER = {
			not = {
				has_government = fascism
			}
		}
	}
	ai_national_focuses = {
		SAF_south_african_railways SAF_expand_the_mining_industry SAF_heavy_engineering SAF_infrastructure_effort SAF_armament_effort SAF_south_african_steel SAF_expand_the_rand_mines SAF_fund_the_university_of_south_africa SAF_seaward_defence_force SAF_pretoria_arms SAF_special_service_battalion SAF_abandon_westminster SAF_support_the_afrikaner_broederbond SAF_improve_the_three_oh_three SAF__south_african_military_college SAF_native_laws_amendment_act SAF_work_for_all_poor SAF_commit_to_the_five_year_plan SAF_voortrekker_monument SAF_improve_the_hawker_hartbees SAF_war_measures_act SAF_support_ossewabrandwag SAF_celebrate_the_great_trek SAF_support_nazification_of_south_west_africa SAF_expand_the_south_african_artillery SAF_commemorate_the_battle_of_blood_river SAF_support_the_german_coup SAF_mechanization_effort SAF_german_scientists SAF_equipment_effort SAF_emergency_workers SAF_cape_garrison_artillery SAF_perfect_the_cab_rank_technique SAF_secure_the_cape_sea_route SAF_q_services_corps SAF_reconstitute_the_cape_corps SAF_protect_the_trade SAF_expand_the_simons_town_base SAF_armor_effort SAF_sa_engineer_corps SAF_anti_submarine_tactics SAF_strengthen_the_cape_garrison_artillery SAF_desert_air_force SAF_retain_experienced_pilots SAF_expand_the_cape_corps SAF_south_african_special_forces SAF_establish_the_atomics_energy_board
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: State History
Component: 921
Constructs: add_core_of, add_to_array
Source: game
File: history/states/921-New Hampshire.txt

Code:
state = {
	id = 921
	name = STATE_921
	state_category = town
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = USA
		add_to_array = {
			state_victory_points = 3712
		}
		victory_points = {
			3712 1
		}
	}
	provinces = {
		3712 3715 733 10481
	}
	manpower = 481000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_invite_jamaat_islami
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, add_popularity, has_power_balance
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_invite_jamaat_islami
	icon = GFX_goal_PAL_cooperation_and_development
	x = -1
	y = 1
	cost = 5
	available = {

	}
	prerequisite = {
		focus = AFG_contact_faqir
	}
	relative_position_id = AFG_contact_faqir
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 75
		country_event = {
			id = r56_afghanistan.30
			hours = 12
		}
		custom_effect_tooltip = r56_possible_event_effects r56_alternative_event_effects
		effect_tooltip = {
			add_war_support = 0.05
			add_stability = -0.05
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			custom_effect_tooltip = AFG_jamaat_islami_strong_tt
		} {
			add_political_power = 35
			custom_effect_tooltip = AFG_jamaat_islami_weak_tt
		}
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_end_the_occupation
Constructs: prerequisite, limit, remove_ideas, owns_state, completion_reward, is_historical_focus_on, is_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_end_the_occupation
	icon = GFX_goal_generic_territory_or_war
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_a_nation_reborn
	}
	relative_position_id = VIC_a_nation_reborn
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = yes
			NOT = {
				GER = {
					owns_state = 219
				}
			}
			factor = 0
		}
	}
	available = {
		16 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_join_factions = yes
			can_not_declare_war = no
			can_create_factions = yes
		}
		remove_occupation_cost_effect = yes
		if = {
			limit = {
				has_idea = VIC_produce_aircraft_parts
			}
			remove_ideas = VIC_produce_aircraft_parts
		}
		GER = {
			country_event = lar_end_the_occupation.1
			if = {
				limit = {
					has_idea = VIC_aircraft_parts
				}
				remove_ideas = VIC_aircraft_parts
			}
		}
	}
}
### Entity: Event
Component: r56.news_event.52
Constructs: is_triggered_only, has_war_with
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.52
	title = r56.news_event.52.t
	desc = r56.news_event.52.d
	picture = GFX_news_event_GRN_inuit_unification
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.52.a
		trigger = {
			original_tag = GRN
		}
	} {
		name = r56.news_event.52.b
		trigger = {
			NOT = {
				original_tag = GRN
			} {
				has_war_with = FROM
			}
		}
	} {
		name = r56.news_event.52.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Event
Component: tfv_raj.21
Constructs: is_triggered_only, remove_ideas, fire_only_once, add_timed_idea, has_dlc, has_capitulated, has_idea
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.21
	title = tfv_raj.21.t
	desc = tfv_raj.21.desc
	picture = GFX_report_event_indian_famine
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			remove_ideas = RAJ_risk_of_famine
			add_timed_idea = {
				idea = RAJ_famine
				days = 365
			}
			news_event = {
				id = news.272
			} {
				id = news.273
				days = 365
			}
		}
	}
	trigger = {
		NOT = {
			has_dlc = Graveyard of Empires
		} {
			surrender_progress = > 0.5
		}
		has_capitulated = no
		original_tag = RAJ
		has_idea = RAJ_risk_of_famine
	}
	option = {
		name = tfv_raj.21.a
		effect_tooltip = {
			remove_ideas = RAJ_risk_of_famine
			add_timed_idea = {
				idea = RAJ_famine
				days = 365
			}
		}
	}
}
### Entity: Character
Component: MAC_metodi_shatorov
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_metodi_shatorov = {
	name = MAC_metodi_shatorov
	portraits = {
		civilian = {
			large = GFX_idea_generic_army_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_metodi_shatorov
		allowed = {
			original_tag = MAC
		}
		traits = {
			communist_revolutionary
		}
		on_add = {
			owner = {
				country_event = political.1
			}
		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: State History
Component: 576
Constructs: add_core_of
Source: game
File: history/states/576-Siberia 3.txt

Code:
state = {
	id = 576
	name = STATE_576
	manpower = 117195
	state_category = wasteland
	history = {
		owner = SOV
		add_core_of = SOV EVE
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7805 1
		}
	}
	provinces = {
		1679 1697 1741 1780 1828 1837 4687 4743 4785 4831 4842 7701 7707 7750 7805 7863 10544 10576 10631 10705 12555 12595 12615 12655 12666
	}
	local_supplies = 5.0
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_support_french_communists
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction, random_hours, create_wargoal
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_support_french_communists
	available = {
		is_subject = no
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_modernize_the_armed_forces
	}
	icon = GFX_focus_attack_france
	x = 0
	y = 1
	relative_position_id = SPR_modernize_the_armed_forces
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				FRA = {
					has_government = communism
					is_in_faction = no
				}
				is_in_faction = yes
			}
			FRA = {
				country_event = {
					id = generic.5
					hours = 6
					random_hours = 6
				}
			}
		}
		else_if = {
			limit = {
				FRA = {
					NOT = {
						has_government = communism
					}
					communism = > 0.2
				}
			}
			FRA = {
				country_event = {
					id = lar_spain.62
					hours = 6
					random_hours = 6
				}
			}
		}
		else = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FRA
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Country History
Country: GUM
Component: GUM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GUM - Guam.txt

Code:
# Politics & Parties for GUM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 36
	communism = 10
	neutrality = 4
}
### Entity: State History
Component: 783
Constructs: add_core_of
Source: game
File: history/states/783-Sidi Ifni.txt

Code:
state = {
	id = 783
	name = STATE_783
	manpower = 11043
	state_category = pastoral
	history = {
		victory_points = {
			12857 1
		}
		owner = SPR
		add_core_of = MOR
		buildings = {
			infrastructure = 1
			12857 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		12857
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: hon_focus
Component: HON_arms
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_arms
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = HON_army
	} {
		focus = HON_conscription
	}
	x = 40
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			NOT = {
				has_tech = infantry_weapons1
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.75
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}