Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: brm_focus
Component: BRM_equipment_modernization
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_mio_size, add_mio_funds
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_equipment_modernization
	icon = GFX_goal_machine_gun
	relative_position_id = BRM_defence_services_academy
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = BRM_defence_services_academy
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.5
			uses = 2
			ahead_reduction = 0.5
			category = infantry_weapons
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_infantry_equipment_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
}
### Entity: Event
Component: india.4371
Constructs: is_triggered_only, ai_chance, set_variable, add_extra_state_shared_building_slots, add_building_construction, random_list
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4371
	title = india.4371.t
	desc = india.4371.desc
	picture = GFX_report_event_picture_RAJ_Railway
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 427
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4371.a
		437 = {
			prince_integration = yes
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		var:current_state = {
			random_list = {
				0 = {
					modifier = {
						add = var:temp_calc_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4270
							hours = 48
						}
					}
				} {
					modifier = {
						add = var:voting_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4271
							hours = 48
						}
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: BHU_bhutan_diplomacy
Source: game
File: common/decisions/categories/BHU_decision_categories.txt

Code:
BHU_bhutan_diplomacy = {
	priority = 10
	icon = BHU_bhutan_diplomacy
	picture = GFX_decision_cat_BHU_india_relations
	allowed = {
		original_tag = BHU
	}
	visible = {

	}
}
### Entity: Event
Component: JUNO_guay_events.4
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/TOA_GUAY.txt

Code:
country_event = {
	id = JUNO_guay_events.4
	title = JUNO_guay_events.4.t
	desc = JUNO_guay_events.4.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = JUNO_guay_events.4.a
	}
}
### Entity: Event
Component: r56.ger.42
Constructs: is_triggered_only
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.42
	title = r56.ger.42.t
	desc = r56.ger.42.desc
	picture = GFX_report_event_generic_soldiers_surrendering
	is_triggered_only = yes
	option = {
		name = r56.ger.42.a
	}
}
### Entity: Idea
Component: POL_ford
Constructs: has_completed_focus, has_country_flag, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/poland.txt

Code:
POL_ford = {
	allowed = {
		has_dlc = Poland: United and Ready
		original_TAG = POL
	}
	visible = {
		has_country_flag = POL_ford_motors
		NOT = {
			has_completed_focus = POL_adaptive_designs
		}
	}
	picture = ford_motor_company
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.15
		}
		mechanized_equipment = {
			build_cost_ic = -0.15
		}
	}
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_unite_the_country
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_unite_the_country
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	cost = 8
	x = 0
	y = 3
	relative_position_id = LUX_begin_collective_ownership_campaign
	prerequisite = {
		focus = LUX_struggle_for_equality
	} {
		focus = LUX_find_new_trade_partners
	} {
		focus = LUX_abolish_monarchy
	}
	available = {
		exists = yes
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = r56_LUX_struggle_for_equality
			add_idea = r56_LUX_socialist_society
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: wuw_GER_weltpolitik.18
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.18
	title = wuw_GER_weltpolitik.18.t
	desc = wuw_GER_weltpolitik.18.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_weltpolitik.18.a
	}
}
### Entity: Joint Focus
Component: NORDIC_air_production
Constructs: prerequisite, limit, joint_focus, add_ideas, has_deployed_air_force_size, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_air_production
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = NORDIC_air_exercises
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_air_exercises
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_deployed_air_force_size = {
			size = > 299
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = NORDIC_airforces_member_dmod
				}
			}
			remove_dynamic_modifier = {
				modifier = NORDIC_airforces_member_dmod
			}
			add_dynamic_modifier = {
				modifier = NORDIC_airforces_originator_dmod
			}
		}
		custom_effect_tooltip = NORDIC_modify_nordic_airforce_dmod NORDIC_airforces_dmod_production_cost_originator_TT
		hidden_effect = {
			add_ideas = {
				NORDIC_hidden_airforces_originator_dmod
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = NORDIC_airforces_originator_dmod
				}
			}
			remove_dynamic_modifier = {
				modifier = NORDIC_airforces_originator_dmod
			}
			add_dynamic_modifier = {
				modifier = NORDIC_airforces_member_dmod
			}
		}
		custom_effect_tooltip = NORDIC_modify_nordic_airforce_dmod NORDIC_airforces_dmod_production_cost_member_TT
		hidden_effect = {
			add_ideas = NORDIC_hidden_airforces_member_dmod
		}
	}
}
### Entity: Order of Battle
Component: air_wing_2
Source: game
File: history/units/ITA_1936_air_legacy.txt

Code:
air_wings = {
	2 = {
		tac_bomber_equipment_0 = {
			amount = 64
			owner = ITA
		}
		fighter_equipment_0 = {
			amount = 80
			owner = ITA
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_facility_slot_available
Constructs: limit, has_country_flag, set_temp_variable, any_of, is_in_array, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_facility_slot_available = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_facility_slot_available > THIS=[this.getname] PREV=[prev.getname]
	}
	set_temp_variable = {
		num_queued = 0
	}
	OR = {
		any_of = {
			array = EAI_PC_projects_in_state_of_@PREV
			index = EAI_PC_facility_slot_available_i
			value = EAI_PC_facility_slot_available_v
			set_temp_variable = {
				tmp = PREV.EAI_PC_building_type^EAI_PC_facility_slot_available_v
			}
			if = {
				limit = {
					is_in_array = {
						global.EAI_PC_BUILDING_FACILITY = tmp
					}
				}
				add_to_temp_variable = {
					num_queued = 1
				}
			}
			always = no
		}
		always = yes
	}
	check_variable = {
		num_queued = < 2
	}
}
### Entity: Idea
Component: KMT_agitrop
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_agitrop = {
	removal_cost = -1
	picture = SOV_restore_the_glory_of_the_motherland_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		drift_defence_factor = 0.05
		political_power_factor = 0.05
		enemy_operative_capture_chance_factor = 0.1
	}
}
### Entity: Character
Component: SIK_sheng_shicai
Source: game
File: common/characters/SIK.txt

Code:
SIK_sheng_shicai = {
	name = SIK_sheng_shicai
	portraits = {
		civilian = {
			large = gfx/leaders/SIK/r56_portrait_SIK_Sheng_Shicai.dds
		}
		army = {
			large = gfx/leaders/SIK/r56_portrait_SIK_Sheng_Shicai.dds
			small = gfx/interface/ideas/idea_asia_generic_land_2.dds
		}
	}
	country_leader = {
		ideology = stalinism
		desc = SIK_sheng_shicai_leader_desc
		traits = {
			baron_of_terror corrupt warlords
		}
		expire = 1965.1.1
		id = -1
	} {
		ideology = military_junta
		desc = SIK_sheng_shicai_leader_desc
		traits = {
			baron_of_terror corrupt warlords
		}
		expire = 1965.1.1
		id = -1
	} {
		ideology = populism
		desc = SIK_sheng_shicai_leader_desc
		traits = {
			baron_of_terror corrupt warlords
		}
		expire = 1965.1.1
		id = -1
	} {
		ideology = gen_nazism
		desc = SIK_sheng_shicai_leader_desc
		traits = {
			baron_of_terror corrupt warlords
		}
		expire = 1965.1.1
		id = -1
	}
	field_marshal = {
		legacy_id = 1004
		traits = {

		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 4
	}
}
### Entity: Idea
Component: QUE_purge_the_aristocrats
Constructs: army_defence_factor, political_power_gain, army_attack_factor, mobilization_speed
Source: game
File: common/ideas/quebec.txt

Code:
QUE_purge_the_aristocrats = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = eng_tackle_capitalism
	modifier = {
		conscription = -0.015
		political_power_gain = -0.3
		army_attack_factor = -0.2
		army_defence_factor = -0.15
		mobilization_speed = -0.25
	}
}
### Entity: Idea
Component: PAL_mass_production_guns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/palestine.txt

Code:
PAL_mass_production_guns = {
	picture = HUN_secret_rearmament
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_HARD/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: Idea
Component: r56_legacy_of_luxembourg_crisis_2
Constructs: has_war, is_in_faction, cancel_if_invalid, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_legacy_of_luxembourg_crisis_2 = {
	name = r56_legacy_of_luxembourg_crisis
	allowed = {
		original_tag = LUX
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		has_war = no
		is_in_faction = no
	}
	cancel_if_invalid = yes
	removal_cost = -1
	picture = neutrality_idea
	modifier = {
		join_faction_tension = 0.8
		send_volunteers_tension = 0.8
		guarantee_tension = 0.8
		improve_relations_maintain_cost_factor = -0.5
		trade_opinion_factor = 0.5
		ai_get_ally_desire_factor = -50
		production_speed_arms_factory_factor = -0.5
		mobilization_laws_cost_factor = 1.0
		economy_cost_factor = 1.0
	}
}
### Entity: Scripted Trigger
Component: FIN_is_fascist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/FIN_scripted_triggers.txt

Code:
FIN_is_fascist_ai = {
	OR = {
		has_country_flag = FIN_AI_RANDOM_FASCIST_PLAN
		has_game_rule = {
			rule = FIN_ai_behavior
			option = FIN_FASCIST_PLAN
		}
	}
}
### Entity: Character
Component: SWE_fallen_riksdag
Source: game
File: common/characters/SWE.txt

Code:
SWE_fallen_riksdag = {
	name = SWE_fallen_riksdag
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_fallen_riksdag_small
			large = GFX_portrait_SWE_fallen_riksdag
		}
	}
}
### Entity: Idea
Component: AFG_global_islamic_revolution_idea
Constructs: removal_cost, mobilization_speed, fascism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_global_islamic_revolution_idea = {
	picture = PAL_mujahideen
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		war_support_weekly = 0.001
		army_speed_factor = 0.1
		command_power_gain = 0.15
		mobilization_speed = 0.1
		fascism_drift = 0.05
	}
}
### Entity: Event
Component: siam.18
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_war_support, add_timed_idea
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.18
	title = siam.18.t
	desc = siam.18.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = siam.18.a
		ai_chance = {
			base = 1
		}
		add_timed_idea = {
			idea = idea_SIA_death_defiant
			days = 270
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 2000
			producer = SIA
		}
		add_war_support = 0.2
		SIA_re_add_to_old_faction = yes
		SIA_clear_limited_war_variables = yes
	}
}
### Entity: Character
Component: SWI_johannes_baumann
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_johannes_baumann = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = political_advisor
			idea_token = SWI_johannes_baumann
			allowed = {
				original_tag = SWI
			}
			visible = {
				SWI_councilor_visible = yes
			}
			available = {
				SWI_can_be_councilor = yes
			}
			traits = {
				SWI_cantonal_conservative
			}
			on_add = {
				SWI_on_add_councilors = yes
			}
			on_remove = {
				SWI_on_remove_councilor = yes
			}
			can_be_fired = no
			ai_will_do = {
				base = 4000
				modifier = {
					factor = 5
					SWI_is_historical_ai = yes
				}
			}
		}
		name = SWI_johannes_baumann
		portraits = {
			civilian = {
				large = GFX_portrait_SWI_johannes_baumann
				small = GFX_portrait_SWI_johannes_baumann_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SWI_johannes_baumann
			allowed = {
				original_tag = SWI
			}
			traits = {
				compassionate_gentleman
			}
		}
		name = SWI_johannes_baumann
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_2
			}
		}
	}
}
### Entity: Event
Component: news.242
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.242
	title = news.242.t
	desc = news.242.d
	picture = GFX_news_event_ast_troops_landing
	major = yes
	is_triggered_only = yes
	option = {
		name = news.242.a
		trigger = {
			NOT = {
				TAG = ENG AST
			}
		}
	} {
		name = news.242.b
		trigger = {
			TAG = ENG
		}
	} {
		name = news.242.c
		trigger = {
			TAG = AST
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_uranium_prospecting
Constructs: prerequisite, limit, add_ideas, is_major, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_uranium_prospecting
	prerequisite = {
		focus = BUL_mineral_extraction_in_the_rhodopes
	} {
		focus = BUL_utmost_optimization BUL_nationalization
	}
	icon = GFX_goal_generic_secret_weapon
	relative_position_id = BUL_utmost_optimization
	x = 1
	y = 1
	cost = 10
	available = {
		has_tech = excavation3
		controls_state = 48
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = BUL_uranium_prospecting
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 1
			}
		}
		add_ideas = BUL_buhovo_uranium_mines
		if = {
			limit = {
				any_allied_country = {
					is_faction_leader = yes
				}
			}
			custom_effect_tooltip = BUL_uranium_prospecting_leader_target_tt
		}
		else_if = {
			limit = {
				is_faction_leader = yes
				any_allied_country = {
					is_major = yes
				}
			}
			custom_effect_tooltip = BUL_uranium_prospecting_major_ally_target_tt
		}
		else = {
			custom_effect_tooltip = BUL_uranium_prospecting_no_target_tt
		}
	}
}
### Entity: Country History
Country: SLV
Component: SLV_technology
Constructs: set_technology
Source: game
File: history/countries/SLV - Slovenia.txt

Code:
# Starting Technologies for SLV
set_technology = {
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_cairo_logistics
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_cairo_logistics
	icon = GFX_goal_generic_construction2
	relative_position_id = EGY_the_nile_strategy
	x = -1
	y = 1
	cost = 10
	available = {
		has_full_control_of_state = 907
	}
	prerequisite = {
		focus = EGY_the_nile_strategy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		447 = {
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = 4076
			} {
				type = coastal_bunker
				level = 1
				instant_build = yes
				province = 4076
			}
		}
		907 = {
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = 10005
			} {
				type = coastal_bunker
				level = 1
				instant_build = yes
				province = 10005
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: MPL_arthur_grenfell_wauchope
Source: game
File: common/characters/MPL.txt

Code:
MPL_arthur_grenfell_wauchope = {
	name = Arthur Grenfell Wauchope
	portraits = {
		civilian = {
			large = gfx/leaders/MPL/r56_portrait_MPL_Arthur_Grenfell_Wauchope.dds
		}
	}
	country_leader = {
		ideology = colonial_government
		traits = {
			MPL_high_commissioner MPL_zionist_sympathizer
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_rural_schooling
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, complete_tooltip, add_research_slot
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_rural_schooling
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = CHI_free_hospitals
	}
	x = 0
	y = 5
	relative_position_id = CHI_welfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		amount_research_slots = < 5
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		CHI_hyper_inflation_level_up = yes
	}
}
### Entity: Idea
Component: ITA_army_of_east_africa
Constructs: war_support_factor, removal_cost, planning_speed
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_army_of_east_africa = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		TAG = AOI
	}
	removal_cost = -1
	picture = italy_resolve_the_lack_of_ncos
	modifier = {
		conscription = 0.01
		war_support_factor = 0.05
		equipment_capture_factor = 0.05
		dig_in_speed_factor = 0.05
		out_of_supply_factor = -0.05
		recon_factor_while_entrenched = 0.25
		planning_speed = -0.25
		max_planning_factor = -0.25
		training_time_factor = -0.1
		ai_focus_defense_factor = 0.25
		pocket_penalty = -0.25
		mic_to_overlord_factor = -0.1
		ai_desired_divisions_factor = 0.25
	}
}
### Entity: AI Strategy
Component: r56_minor_research_advanced_lights_in_41
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_minor_research_advanced_lights_in_41 = {
	allowed = {
		country_is_minor_nation = yes
	}
	enable = {
		has_tech = improved_light_tank_chassis
		date = > 1940.12.7
		arms_factory = > 25
	}
	abort = {
		has_tech = advanced_light_tank_chassis
	}
	ai_strategy = {
		type = research_tech
		id = advanced_light_tank_chassis
		value = 10
	}
}
### Entity: Order of Battle
Component: 3rd Independent Brigade
Constructs: division_template
Source: game
File: history/units/SHX_1936_sea.txt

Code:
division = {
	name = 3rd Independent Brigade
	location = 12432
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = SHX_feng_yuxi
	}
}
### Entity: Order of Battle
Component: XXXVII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXXVII Brigada Internacionales
	location = 9903
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: por_focus
Component: POR_tackle_demands_from_urban_centers
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_tackle_demands_from_urban_centers
	prerequisite = {
		focus = POR_long_term_economic_planning
	}
	icon = GFX_focus_generic_low_cost_housing
	cost = 5
	ai_will_do = {
		base = 98
	}
	x = 1
	y = 1
	relative_position_id = POR_long_term_economic_planning
	completion_reward = {
		if = {
			limit = {
				has_idea = POR_limited_economic_populism_idea
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = POR_limited_economic_populism_idea
					add_idea = POR_limited_economic_populism_idea_dummy
				}
			}
			hidden_effect = {
				remove_ideas = POR_austerity_measures3 POR_limited_economic_populism_idea
				add_ideas = POR_limited_economic_populism_idea2
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = POR_support_for_portuguese_landowners_idea
					add_idea = POR_support_for_portuguese_landowners_dummy
				}
			}
			hidden_effect = {
				remove_ideas = POR_austerity_measures3 POR_support_for_portuguese_landowners_idea
				add_ideas = POR_support_for_portuguese_landowners2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}