Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_nationalize_the_industry
Constructs: prerequisite, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_nationalize_the_industry
	prerequisite = {
		focus = PRU_form_the_royal_guard_of_Peru
	}
	icon = GFX_goal_generic_royal_industry
	relative_position_id = PRU_look_to_the_past
	x = -2
	y = 11
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				492
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				494
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		add_stability = -0.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Leader
Component: operative_master_interrogator
Constructs: gain_xp_leader
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_master_interrogator = {
	type = operative
	trait_type = basic_trait
	cost = 400
	gain_xp_leader = {
		OR = {
			operative_leader_mission = root_out_resistance counter_intelligence
		}
	}
	modifier = {
		intelligence_agency_defense = 0.2
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_utilize_the_leagues
Constructs: has_completed_focus, prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, has_dlc
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_utilize_the_leagues
	icon = GFX_focus_generic_strike_at_democracy1
	x = 8
	y = 1
	relative_position_id = FRA_revive_the_national_bloc
	offset = {
		x = -1
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_revive_the_national_bloc
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_the_council_of_rambouillet
		}
	}
	allow_branch = {
		has_dlc = La Resistance
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = FRA_form_the_popular_front FRA_review_foreign_policy
			}
		}
	}
	prerequisite = {
		focus = FRA_revive_the_national_bloc
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = FRA_review_foreign_policy
		}
		is_subject = no
	}
	bypass = {
		OR = {
			has_government = fascism neutrality
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		add_stability = -0.03
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = FRA_rally_the_leagues
			show_effect_tooltip = yes
		} {
			decision = FRA_unleash_la_cagoule
			show_effect_tooltip = yes
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Event
Component: r56_usa.3
Constructs: is_triggered_only, ai_chance, has_completed_focus, create_country_leader, limit, remove_ideas, add_war_support, has_country_flag
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.3
	title = r56_usa.3.t
	desc = r56_usa.3.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1952.1.1 < 1953.1.1
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	option = {
		name = r56_usa.3.a
		ai_chance = {
			base = 25
			modifier = {
				OR = {
					has_game_rule = {
						rule = USA_ai_behavior
						option = FASCIST
					}
					has_country_flag = USA_AI_RANDOM_FASCIST
				}
				factor = 0
			}
		}
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			create_country_leader = {
				name = Adlai Stevenson
				picture = gfx/leaders/USA/r56_portrait_USA_Adlai_Stevenson.dds
				expire = 1965.1.1
				ideology = liberalism
				traits = {
					compassionate_gentleman
				}
			}
			country_event = usa.30
		}
	} {
		name = r56_usa.3.b
		ai_chance = {
			base = 75
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			}
		}
		remove_ideas = new_deal
		set_party_name = {
			ideology = democratic
			long_name = USA_republican_party
			name = USA_republican_party
		}
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		add_political_power = 120
		add_war_support = 0.1
		custom_effect_tooltip = usa_congress_elections_tt_good
		create_country_leader = {
			name = Dwight D. Eisenhower
			picture = Portrait_USA_Dwight_D_Eisenhower.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				army_connections r56_trait_opposed_to_communism
			}
		}
		if = {
			limit = {
				has_unit_leader = 602
			}
			random_unit_leader = {
				limit = {
					has_id = 602
				}
				retire = yes
			}
		}
		country_event 
# ... (truncated)
### Entity: Character
Component: SAM_western_puppet
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SAM_western_puppet = {
	random = no
	stability_factor = -0.15
	political_power_factor = 0.05
	democratic_acceptance = 10
	neutrality_acceptance = 10
}
### Entity: State History
Component: 395
Constructs: add_core_of
Source: game
File: history/states/395-Illinois.txt

Code:
state = {
	id = 395
	name = STATE_395
	manpower = 7630651
	resources = {
		coal = 34
	}
	state_category = megalopolis
	history = {
		owner = USA
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 11
			air_base = 3
		}
		add_core_of = USA
		victory_points = {
			9450 30.0
		}
	}
	provinces = {
		720 954 1527 1604 1655 4508 4590 6737 7611 7626 7831 9450 9682 10339 10393 10457 10461 11589 12305 12312 12365 12368 12497 12697
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: ITA_bolstered_military_high_command
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_bolstered_military_high_command = {
	removal_cost = -1
	picture = general_staff
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		max_command_power = 50
		command_power_gain_mult = 0.1
		experience_gain_army_factor = 0.1
		experience_gain_air_factor = 0.1
		experience_gain_navy_factor = 0.1
	}
}
### Entity: National Focus
Tree: japan_wtt_focus
Component: japan_wtt_focus_1
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
					JAP_approach_mitsui JAP_approach_mitsubishi JAP_approach_sumitomo JAP_approach_yasuda
				}
### Entity: Idea
Component: PRC_socialism_with_chinese_characteristics_7
Constructs: research_speed_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_socialism_with_chinese_characteristics_7 = {
	name = PRC_socialism_with_chinese_characteristics
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.05
		trade_opinion_factor = 0.25
		industrial_capacity_factory = 0.1
	}
}
### Entity: Idea
Component: SIA_return_to_the_world_stage_r56_2_forced_out_of_neutrality
Constructs: has_war, war_support_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_return_to_the_world_stage_r56_2_forced_out_of_neutrality = {
	name = SIA_return_to_the_world_stage_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		has_war = no
	}
	removal_cost = -1
	picture = chi_war_of_resistance3
	modifier = {
		army_attack_against_major_factor = 0.075
		army_breakthrough_against_major_factor = 0.075
		war_support_factor = 0.04
		weekly_casualties_war_support = -0.001
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_sieze_the_adriatic
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus, dd_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_sieze_the_adriatic
	icon = GFX_focus_generic_adriatic_sea_focus
	prerequisite = {
		focus = AUS_recreate_the_kuk_kriegsmarine
	}
	mutually_exclusive = {
		focus = AUS_a_stealthier_approach AUS_push_for_the_mediterranean
	}
	relative_position_id = AUS_recreate_the_kuk_kriegsmarine
	x = 0
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 2
			category = cl_tech ca_tech
		} {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 1
			category = naval_minelaying
		} {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 1
			category = naval_minesweeping
		} {
			name = dd_bonus
			bonus = 1.0
			uses = 1
			category = asw_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_shell_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: ss_recruitment_event.7
Constructs: is_triggered_only, ai_chance, division_template, limit, has_country_flag, add_command_power, random_owned_controlled_state, has_full_control_of_state
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.7
	title = ss_recruitment_event.7.t
	desc = ss_recruitment_event.7.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.1.a
		ai_chance = {
			base = 50
		}
		add_command_power = -10
		if = {
			limit = {
				NOT = {
					has_country_flag = SS_infantry_division
				}
			}
			SS_infantry_division = yes
		}
		custom_effect_tooltip = GER_division_latvia_infantry_tt
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					64
				}
				create_unit = {
					division = name = "15. SS-Waffen-Grenadier-Division" division_template = "SS Waffen-Grenadier-Division" start_experience_factor = 0.5 start_equipment_factor = 0.01
					owner = GER
				} {
					division = name = "19. SS-Waffen-Grenadier-Division" division_template = "SS Waffen-Grenadier-Division" start_experience_factor = 0.5 start_equipment_factor = 0.01
					owner = GER
				}
			}
		}
	} {
		name = ss_recruitment_event.1.b
		ai_chance = {
			base = 50
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_command_power = -20
		SS_set_templates = yes
		if = {
			limit = {
				has_country_flag = SS_mechanised_division_late
			}
			custom_effect_tooltip = GER_division_latvia_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "15. SS-Panzergrenadier-Division" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 0.6 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		} {
			limit = {
				has_country_flag = SS_armored_division_late
			}
			custom_effect_tooltip = GER_division_latvia_armored_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "19. SS Panzer-Division Latvia" division_template = "SS Panzer Division (vollgep.)" start_experience_factor = 0.5 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else_if = {
			limit = {
				has_country_flag = SS_mechanised_
# ... (truncated)
### Entity: Idea
Component: VIN_vnqdd_youth_league
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/vietnam_ideas.txt

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

	}
	removal_cost = -1
	picture = chi_army_corruption2
	modifier = {
		mobilization_speed = 0.15
		army_speed_factor = 0.1
		army_core_attack_factor = 0.05
	}
}
### Entity: Event
Component: cityfall.54
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.54
	title = cityfall.54.t
	desc = cityfall.54.d
	picture = GFX_news_event_011
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_usa
	}
	option = {
		name = cityfall.54.a
		trigger = {
			NOT = {
				TAG = USA SWE
			}
		}
	} {
		name = cityfall.54.b
		trigger = {
			TAG = USA
		}
	} {
		name = cityfall.54.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: AI Strategy
Component: GER_hunker_down_now_and_crush_poland
Constructs: has_war_with, is_historical_focus_on, is_ai, has_capitulated
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_hunker_down_now_and_crush_poland = {
	allowed = {
		original_tag = GER
	}
	enable = {
		ROOT = {
			surrender_progress = < 0.03
		}
		has_war_with = POL FRA
		NOT = {
			has_war_with = ITA SOV HUN
		}
		is_historical_focus_on = yes
		FRA = {
			is_ai = yes
		}
		POL = {
			is_ai = yes
		}
	}
	abort = {
		OR = {
			ROOT = {
				surrender_progress = > 0.04
			}
			date = > 1940.2.2
			POL = {
				exists = no
				has_capitulated = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		tag = FRA
		ratio = 0.22
		priority = 99
		ordertype = front
		execution_type = careful
	} {
		type = front_control
		tag = POL
		ratio = 0.96
		priority = 100
		ordertype = front
		execute_order = yes
		execution_type = rush
	} {
		type = front_armor_score
		id = POL
		value = 500
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_increase_production
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_increase_production
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = ITA_expand_national_universities
	} {
		focus = ITA_redirect_alfa_romeo_production
	}
	mutually_exclusive = {
		focus = ITA_keep_specialization
	}
	x = -1
	y = 2
	relative_position_id = ITA_redirect_alfa_romeo_production
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			ITA_military_industry_dm_industrial_capacity_factory = 0.05
		} {
			ITA_military_industry_dm_factory_max_efficiency_factor = 0.05
		} {
			ITA_military_industry_dm_line_change_production_efficiency_factor = 0.2
		} {
			ITA_military_industry_dm_production_factory_start_efficiency_factor = -0.04
		} {
			ITA_iri_consumer_goods_factor = 0.02
		}
		custom_effect_tooltip = ITA_increase_production_military_industry_tt ITA_ricostruzione_industriale_cg_penalty_tt
	}
}
### Entity: Idea
Component: rheinmetall
Constructs: research_bonus
Source: game
File: common/ideas/GER.txt

Code:
rheinmetall = {
	allowed = {
		original_tag = GER
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: NSB_poland_communist_events.602
Constructs: is_triggered_only, ai_chance, fire_only_once, complete_national_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.602
	title = NSB_poland_communist_events.602.t
	desc = NSB_poland_communist_events.602.desc
	picture = GFX_report_event_sanation_left_victory
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.602.a
		ai_chance = {
			base = 10
		}
	} {
		name = NSB_poland_communist_events.602.b
		ai_chance = {
			base = 0
		}
		uncomplete_national_focus = {
			focus = POL_greater_polish_SSR
			uncomplete_children = yes
			refund_political_power = no
		}
		complete_national_focus = POL_com_independence
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_target
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_target = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_objectives^num = > 0
		}
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				check_variable = {
					EAI_MILITARY_COMBINED_objectives^num = > 0
				}
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = naval_invasion_dominance_weight
		value = 500
	} {
		type = naval_invasion_focus
		value = 200
	} {
		type = invasion_unit_request
		value = 150
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_COMBINED_objectives = THIS.id
			}
		}
	} {
		type = front_unit_request
		value = 50
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_COMBINED_objectives = THIS.id
			}
		}
	} {
		type = front_control
		ordertype = front
		ratio = 0.25
		priority = 1500
		execution_type = rush
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_COMBINED_objectives = THIS.id
			}
		}
	} {
		type = invasion_unit_request
		value = -1000
		state_trigger = {
			NOT = {
				is_in_array = {
					FROM.FROM.EAI_MILITARY_COMBINED_objectives = THIS.id
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_nationalism_idea_2
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_nationalism_idea_2 = {
	allowed = {
		always = no
		original_tag = CZE
	}
	available = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = -0.33
		war_support_factor = 0.2
		political_power_factor = 0.15
		stability_factor = 0.05
	}
}
### Entity: Character
Component: TUN_nccr
Source: game
File: common/characters/TUN.txt

Code:
TUN_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = TUN_nccr
		allowed = {
			original_tag = TUN
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: Character
Component: AFG_generic_navy_1
Constructs: has_character_flag
Source: game
File: common/characters/AFG.txt

Code:
AFG_generic_navy_1 = {
	portraits = {
		army = {
			large = GFX_portrait_AFG_generic_navy_1
			small = GFX_portrait_AFG_generic_navy_1_small
		}
	}
	navy_leader = {
		traits = {

		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = -1
		visible = {
			has_character_flag = AFG_random_admiral_selected
		}
	}
}
### Entity: AI Strategy
Component: CHI_industrial_buildup
Constructs: has_war, is_literally_china, is_chinese_warlord, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_industrial_buildup = {
	name = Nationalist China industrial buildup plan
	desc = Makes Nationalist China more likely to expand industry if not at war
	allowed = {
		is_literally_china = yes
	}
	enable = {
		OR = {
			original_tag = CHI
			AND = {
				is_chinese_warlord = yes
				has_focus_tree = china_nationalist_focus
			}
		}
		has_war = no
	}
	abort = {
		has_war = yes
	}
	focus_factors = {
		CHI_unified_industrial_planning = 5
		CHI_expand_the_academica_sinica = 10
		CHI_rural_reconstruction_movement = 5
		CHI_financial_policy = 5
		CHI_mining_commission = 5
		CHI_taiyuan_arsenal = 5
		CHI_develop_the_hanyan_arsenal = 5
	}
	research = {
		industry = 15.0
		electronics = 15.0
	}
	ideas = {
		CHI_h_h_kung = 5
	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: COG_nationals_going_to_the_british_commonwealth
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_nationals_going_to_the_british_commonwealth = {
	picture = eng_guided_by_britain
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_army_factor = -0.05
		experience_gain_navy_factor = -0.05
		experience_gain_air_factor = -0.15
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Industrial_Expertise
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Industrial_Expertise
	icon = GFX_goal_industry_india
	cost = 10
	ai_will_do = {
		factor = 15
	}
	prerequisite = {
		focus = RAJ_Broad_Union_Support RAJ_Large_Scale_Privitizations
	} {
		focus = RAJ_Import_Industrial_Machinery
	}
	x = 0
	y = 4
	relative_position_id = RAJ_Irrigation_Infrastructure
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				state_population = > 500000
			}
			prioritize = {
				427
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				state_population = > 500000
			}
			prioritize = {
				430
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = RAJ_Industrial_Expertise
			bonus = 1
			uses = 1
			category = industry
		}
	}
}
### Entity: Idea
Component: SPA_carlism_5
Constructs: has_government
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_carlism_5 = {
	name = SPA_carlism
	picture = SPA_carlism
	allowed = {
		original_tag = SPR
		OR = {
			has_government = fascism neutrality
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {

	}
}
### Entity: Character
Component: POL_State_Owned_Railways
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_State_Owned_Railways = {
	random = no
	production_speed_infrastructure_factor = 0.05
	org_loss_when_moving = -0.05
	land_reinforce_rate = 0.01
}
### Entity: Idea
Component: CAN_canadian_citizenship
Constructs: research_speed_factor, removal_cost, conscription_factor, autonomy_gain
Source: game
File: common/ideas/canada.txt

Code:
CAN_canadian_citizenship = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_constitutional_guarantees
	modifier = {
		conscription_factor = 0.1
		surrender_limit = 0.15
		autonomy_gain = 0.1
		research_speed_factor = 0.05
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_focus_defense_POR = {
	research = {
		defensive = 5.0
		radar_tech = 0.25
		construction_tech = 2.0
		artillery = 2.0
	}
}