Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 766
Constructs: add_core_of
Source: game
File: history/states/766-Southern Bessarabia.txt

Code:
state = {
	id = 766
	name = STATE_766
	manpower = 566600
	state_category = rural
	history = {
		victory_points = {
			6727 1
		}
		add_core_of = MOL UKR ROM
		owner = ROM
		buildings = {
			infrastructure = 2
			dockyard = 1
			6727 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		3701 3704 6727 6743
	}
	local_supplies = 0.0
}
### Entity: Character
Component: RWA_nccr
Source: game
File: common/characters/RWA.txt

Code:
RWA_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = RWA_nccr
		allowed = {
			original_tag = RWA
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: State History
Component: 1061
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1061-Tacna.txt

Code:
state = {
	id = 1061
	name = STATE_1061
	resources = {
		tungsten = 2
	}
	state_category = rural
	history = {
		owner = PRU
		add_core_of = PRU
		add_to_array = {
			state_victory_points = 13086
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			13086 2
		}
	}
	provinces = {
		13086 13349 13485
	}
	manpower = 130000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: State History
Component: 957
Constructs: add_core_of, add_to_array
Source: game
File: history/states/957-Marchia.txt

Code:
state = {
	id = 957
	name = STATE_957
	resources = {
		aluminium = 11
	}
	history = {
		owner = ITA
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			925 = {
				naval_base = 4
			}
		}
		victory_points = {
			925 1
		}
		add_core_of = ITA PAP
		add_to_array = {
			state_victory_points = 925
		}
	}
	provinces = {
		925 967 3910 6926 9838 11790 11861
	}
	manpower = 1489668
	buildings_max_level_factor = 1.0
	state_category = large_town
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: NOR_add_mil_to_state
Constructs: limit, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_add_mil_to_state = {
	if = {
		limit = {
			free_building_slots = {
				building = arms_factory
				size = > 0
				include_locked = no
			}
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	else_if = {
		limit = {
			free_building_slots = {
				building = arms_factory
				size = > 1
				include_locked = yes
			}
		}
		add_extra_state_shared_building_slots = 1
	}
	else = {

	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_low_cost_housing
Constructs: prerequisite, completion_reward, has_country_leader, is_historical_focus_on
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_low_cost_housing
	icon = GFX_focus_generic_low_cost_housing
	relative_position_id = CHL_establish_corfo
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_establish_corfo CHL_work_towards_laissex_faire
	}
	mutually_exclusive = {
		focus = CHL_privatize_national_industries
	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 0.5
			has_country_leader = {
				character = CHL_gustavo_ross_santa_maria
				ruling_only = yes
			}
		} {
			factor = 0.8
			has_country_leader = {
				character = CHL_carlos_ibanez
				ruling_only = yes
			}
		} {
			factor = 0
			is_historical_focus_on = yes
		} {
			factor = 2
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		CHL_anarchic_society_level_down = yes
		CHL_mapuche_conflict_level_down = yes
	}
}
### Entity: Name List
Component: ARM
Source: game
File: common/names/tymodern_names.txt

Code:
ARM = {
	male = {
		names = {
			Aleksandr Ara Aram Ararat Ari Armen Arsen Avag Avedis Avetis Azat Baghdasar Bagrat Bedros Boghos Daniel Davit Eduard Garegin Garen Geghard Gevorg Grigor Gurgen Hagop Haig Haik Hakob Hamlet Haykn Henrik Hovhannes Hovik Hovo Hovsep Jirair Karekin Karen Keghart Kevork Khachatur Khajag Khazhak Krikor Levon Narek Nazar Nazaret Nerses Ohannes Petros Poghos Rouben Rudolf Sahak Sargis Sevan Spartak Stepan Taniel Toros Vahagn Vahan Vardan Vosgi Zhirayr
		}
	}
	female = {
		names = {
			Aghavni Almast Anahid Anahit Ani Anoush Arax Arevig Arevik Berjouhi Gadar Gohar Hourig Hurik Katar Kohar Lucine Maral Margarid Mariam Nazaret Perchuhi Sevan Siran Siranush Sirvard Taguhi Talin Varduhi Vartouhi Vosgi Yeva Zabel
		}
	}
	surnames = {
		Abajian Abasyan Abrahamian Adamian Agassi Ajemian Aleksanyan Andonian Andranian Arabian Aslanian Avagyan Azarian Babayan Baghdasaryan Balian Barsamian Barthevian Bedrosian Boghosian Boyajian Dadrian Danielian Darbinyan Davtyan Derian Donabedian Garabedian Gasparyan Gevorgyan grigoryan Hachadorian Hagopian Hovanesian Hovhannisian Kardashyan Karkavandian Kasabian Kashmanian Kasparian Kevorkian Khachaturian Margaryan Matevosian Misakian Missirlian Mikhitaryan Mooshian Najarian Nalbandian Nazaretyan Nazaryan Odjakjian Ohanian Panosyan Petrosyan Sahagian Salti Sarafian Sargis Sargsyan Simonian Tamasian Tarpinian Tavitian Torosian Vardanyan Yeghiazaryan Yesayan Zakarian
	}
}
### Entity: Event
Component: bftb_bulgaria_fate_of_the_balkans.7
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, remove_wargoal
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fate_of_the_balkans.7
	title = bftb_bulgaria_fate_of_the_balkans.7.t
	desc = bftb_bulgaria_fate_of_the_balkans.7.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_fate_of_the_balkans.7.a
		ai_chance = {
			base = 15
		}
		add_political_power = 150
		add_stability = 0.1
		effect_tooltip = {
			FROM = {
				puppet = ROOT
				remove_wargoal = {
					target = ROOT
					type = all
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_fate_of_the_balkans.8
			}
		}
	} {
		name = bftb_bulgaria_fate_of_the_balkans.7.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				factor = 0
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		add_stability = -0.1
		add_political_power = -150
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_fate_of_the_balkans.9
			}
		}
	}
}
### Entity: Event
Component: denmark_protection_event.8
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.8
	title = denmark_protection_event.8.t
	desc = denmark_protection_event.8.desc
	picture = GFX_report_event_generic_sign_treaty1
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.8.a
		DEN_guarantee_tech_sharing = yes
		ROOT = {
			add_opinion_modifier = {
				modifier = DEN_deepening_partnership
				target = FROM
			}
		}
		FROM = {
			add_opinion_modifier = {
				modifier = DEN_deepening_partnership
				target = ROOT
			}
		}
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_high_increase_effect
Constructs: limit, has_country_flag, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_high_increase_effect = {
	if = {
		limit = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		custom_effect_tooltip = SOV_paranoia_high_increase_effect_tt
		add_to_variable = {
			SOV_paranoia = SOV_paranoia_high_increase
		}
		SOV_paranoia_clamp_and_update_ui_effect = yes
	}
}
### Entity: Idea
Component: steyr_daimler_puch
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
steyr_daimler_puch = {
	picture = generic_tank_manufacturer_1
	allowed = {
		original_tag = AUS
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			OR = {
				has_completed_focus = AUS_bring_hungary_back_into_the_fold AUS_demand_hungarian_submission
			}
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
}
### Entity: Character
Component: PRU_reynaldo_vinatea
Source: game
File: common/characters/PRU.txt

Code:
PRU_reynaldo_vinatea = {
	advisor = {
		slot = political_advisor
		idea_token = PRU_reynaldo_vinatea
		allowed = {
			original_tag = PRU
		}
		traits = {
			ideological_crusader
		}
	}
	name = Reynaldo Vinatea
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Event
Component: wtt_germany.56
Constructs: ai_chance, has_government, owns_state, fire_only_once, has_full_control_of_state, has_idea, has_defensive_war_with, has_war_together_with
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.56
	title = wtt_germany.56.t
	desc = wtt_germany.56.desc
	picture = GFX_report_event_generic_parliament
	trigger = {
		tag = POL
		has_full_control_of_state = 85 86 807
		owns_state = 85 86 807
		has_idea = GER_the_great_red_menace
		surrender_progress = > 0.3
		has_defensive_war_with = SOV
		NOT = {
			has_government = communism
		} {
			has_government = fascism
		} {
			GER = {
				has_war_together_with = POL
			}
		} {
			is_in_faction_with = GER
		}
		GER = {
			has_government = democratic
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	option = {
		name = wtt_germany.56.a
		ai_chance = {
			factor = 90
		}
		GER = {
			country_event = {
				id = wtt_germany.57
				hours = 2
				random_hours = 4
			}
		}
	} {
		name = wtt_germany.56.b
		ai_chance = {
			factor = 10
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_phantom_armies
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_phantom_armies
	icon = GFX_focus_LAT_suspend_constitution_of_latvia
	prerequisite = {
		focus = RAJ_expand_tax_loopholes
	}
	x = 2
	y = 2
	relative_position_id = RAJ_new_economic_policy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = RAJ_incorporation_of_the_east_india_company
			}
			increase_taxes_threshold_by_4 = yes
		}
		else = {
			custom_effect_tooltip = tier_threshold_increase_not_setup
		}
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_modern_logistics
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid, every_army_leader, add_logistics, add_tech_bonus
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_modern_logistics
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = CHI_sea_french_drill CHI_sea_ledo_road
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_french_drill
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		OR = {
			FRA_will_support = yes
			ENG_will_support = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = CHI_modern_logistics
		add_tech_bonus = {
			name = CHI_modern_logistics
			bonus = 1.0
			uses = 1
			technology = tech_field_hospital tech_field_hospital2 tech_field_hospital3 tech_field_hospital4 tech_logistics_company tech_logistics_company2 tech_logistics_company3 tech_logistics_company4
		}
	}
}
### Entity: Wiki Documentation
Construct: General
Source: wiki
File: wiki/Features.html

Doc:
General[edit]
Release: June 6 2016[1].

Steam-only.[2]

Steamworks-enabled modding.[3]

Uses the Clausewitz 4.0 engine.[4]

Difficulty levels to be rethought [5]

Observer mode (similar to CK2/EU4) "very likely" [6]

Will use modular DLC system of CK2/EU4 [7]

Time period[edit]
1936 - 1948, can be carried on beyond end date presumably by modding the defines.

There will be fewer 'start-point' scenarios, but they will be more accurate and balanced [8]

Multiplayer[edit]
Shares EUIV's multiplayer features ("and maybe some extras if [the devs] get the time") [9]

Up to 32 players.

Co-operative mode, where different players can play aspects of the same country.[10]

System requirements[edit]
Linux (and therefore SteamOS), Mac OS.[11]

Windows XP/Vista/7/8/8.1

Intel Pentium IV 2.4Ghz or AMD 3500+

2GB RAM

2GB free hard drive space

NVIDIA GeForce 8800 or ATI Radeon X1900 video card, 512Mb graphics memory required

Resolution at least 1024*768

Direct X-compatible sound card

DirectX 9

3-button mouse, keyboard, speakers

Internet connection for multiplayer.[12]

Not in the game[edit]
There will not be a 1933 starting date.[13]

"Strategic bombing in HoI4 will be abstracted and not allow you to terror bomb civilians specifically." [14]

"Chemical weapons will also not be included in the game." [14]

"There will not be any gulags or deathcamps (including POW camps) to build" [14]

There will be no "ability to simulate the Holocaust or systematic purges" [14]

There will not be any swastikas or other Nazi/SS symbols or propaganda [14]
### Entity: Idea
Component: SWI_mobilize_1
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_mobilize_1 = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_manpower_bonus
	modifier = {
		mobilization_speed = 0.5
		conscription_factor = 0.5
		political_power_factor = -0.5
		political_power_cost = 0.25
		conscription = 0.005
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_farmers_to_factories
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_farmers_to_factories
	icon = GFX_focus_generic_modernize_industry
	relative_position_id = AUS_mixed_industrial_development
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_mixed_industrial_development
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 8
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_farmers_to_factories
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_royal_assets
Constructs: prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_royal_assets
	icon = GFX_focus_generic_secret_service_agency
	x = 1
	y = 1
	relative_position_id = LIE_establish_royal_guards
	cost = 10
	prerequisite = {
		focus = LIE_establish_royal_guards
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_ideas = GER_abwehr_contacts
		create_operative_leader = {
			name = Ferdinand von Liechtenstein
			gfx = GFX_portrait_europe_generic_operative_m_13
			traits = {
				operative_well_groomed
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				LIE AUS
			}
		} {
			name = Gilbert von In der Maur
			gfx = GFX_portrait_europe_generic_operative_m_11
			traits = {
				operative_natural_orator
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				LIE AUS
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AInfantry.png.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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### Entity: National Focus
Tree: spa_focus
Component: SPA_syndicalize_production
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_syndicalize_production
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_national_syndicalist_state
	}
	icon = GFX_goal_generic_production2
	x = -1
	y = 1
	relative_position_id = SPA_the_national_syndicalist_state
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_syndicalize_production_1civ
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SPA_syndicalize_production_1mil
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPA_syndicalize_production
			bonus = 1.0
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_syndicalize_production_1civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_syndicalize_production_1civ
				}
			}
			set_state_flag = SPA_syndicalize_production_1mil
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: AUS_nazi_heimwehr
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_nazi_heimwehr = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	fascism_drift = 0.05
	stability_factor = -0.05
	justify_war_goal_time = -0.25
}
### Entity: Event
Component: AST_political_events.7
Constructs: is_triggered_only, limit, has_country_flag, add_dynamic_modifier, add_to_variable, clr_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_political_events.7
	title = AST_political_events.7.t
	desc = AST_political_events.7.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_political_events.7.a
		add_dynamic_modifier = {
			modifier = AST_imperial_pressure_spirit
		}
		IF = {
			limit = {
				has_country_flag = AST_imperial_pressure_eureka
			}
			add_to_variable = {
				AST_imperial_pressure_democratic_drift = 0.01
				tooltip = democratic_drift_tt
			} {
				AST_imperial_pressure_stability_factor = -0.05
				tooltip = stability_factor_tt
			}
			clr_country_flag = AST_imperial_pressure_eureka
		}
		ELSE = {
			add_to_variable = {
				AST_imperial_pressure_democratic_drift = 0.02
				tooltip = democratic_drift_tt
			} {
				AST_imperial_pressure_stability_factor = -0.1
				tooltip = stability_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_congress
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_congress
	icon = GFX_goal_VEN_coat_of_arms
	x = 53
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
	}
}
### Entity: Idea
Component: HOL_daf
Constructs: has_completed_focus, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_daf = {
	picture = HOL_daf
	available = {
		has_completed_focus = HOL_daf
	}
	allowed = {
		tag = HOL
		has_dlc = Man the Guns
	}
	cost = 75
	removal_cost = 10
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_reunify_the_armenian_people
Constructs: prerequisite, limit, add_ideas, has_government, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_reunify_the_armenian_people
	icon = GFX_goal_morale_bonus
	prerequisite = {
		focus = ARM_return_from_exile
	}
	relative_position_id = ARM_return_from_exile
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		controls_state = 230
		OR = {
			is_subject = no
			NOT = {
				has_government = communism
			}
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					NOT = {
						has_government = communism
					}
				}
			}
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = ARM_armenian_immigration
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: heavy_tank_producer_defense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_tank_producer_defense_2 = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			hard_attack = 0.15
			ap_attack = 0.15
		}
		heavy_tank_artillery_chassis = {
			hard_attack = 0.15
			ap_attack = 0.15
		}
		heavy_tank_destroyer_chassis = {
			hard_attack = 0.15
			ap_attack = 0.15
		}
		heavy_tank_aa_chassis = {
			hard_attack = 0.15
			ap_attack = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_reclaim_hispanola
Constructs: prerequisite, has_war, remove_ideas, completion_reward, has_navy_size, clr_country_flag, add_core_of, declare_war_on
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_reclaim_hispanola
	icon = GFX_goal_generic_attack_dominica
	prerequisite = {
		focus = HON_reclaim_cuba
	} {
		focus = HON_reclaim_costarica
	}
	x = 24
	y = 8
	will_lead_to_war_with = HAI DOM
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = HAI
				ratio = > 1.5
			}
		} {
			factor = .1
			has_war = yes
		} {
			factor = .01
			has_navy_size = {
				size = < 2
			}
		}
	}
	available = {
		r56_script_i_am_sane = yes
		HAI = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		HAI = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		DOM = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		}
		HAI = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		}
		USA = {
			diplomatic_relation = {
				country = HAI
				relation = guarantee
				active = no
			}
		} {
			diplomatic_relation = {
				country = DOM
				relation = guarantee
				active = no
			}
		}
		318 = {
			add_core_of = HON
		}
		319 = {
			add_core_of = HON
		}
		declare_war_on = {
			target = HAI
			type = take_core_state
			generator = {
				318
			}
		} {
			target = DOM
			type = take_core_state
			generator = {
				319
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}