Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_give_power_to_general_ureta
Constructs: prerequisite, completion_reward, has_country_leader, swap_ideas, remove_idea, add_idea, add_named_threat
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_give_power_to_general_ureta
	prerequisite = {
		focus = PRU_legacy_of_sachez_cerro
	}
	icon = GFX_goal_PRU_ureta_wins
	x = 2
	y = 1
	relative_position_id = PRU_legacy_of_sachez_cerro
	available = {
		has_country_leader = {
			character = PRU_eloy_ureta_montehermoso
			ruling_only = yes
		}
	}
	cost = 3.5
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_apra_revolution
			add_idea = PRU_ureta_influence
		}
		hidden_effect = {
			news_event = {
				id = r56.news_event.2010
				hours = 6
			}
			add_named_threat = {
				threat = 2
				name = r56.news_event.2010.t
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: DEN_werner_best
Source: game
File: common/characters/DEN.txt

Code:
DEN_werner_best = {
	name = DEN_werner_best
	portraits = {
		civilian = {
			large = GFX_portrait_DEN_werner_best
			small = GFX_idea_ENG_corgis_3
		}
	}
}
### Entity: Order of Battle
Component: 3. Indiana Volunteers
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = 3. Indiana Volunteers
	location = 1881
	division_template = Local Defense Volunteers
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_reach_out_to_germany
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_reach_out_to_germany
	icon = GFX_focus_chi_mission_to_germany
	relative_position_id = EGY_revolt_against_the_opressors
	x = -1
	y = 1
	cost = 5
	available = {
		country_exists = GER
		GER = {
			has_government = fascism
			is_subject = no
			NOT = {
				has_war_with = EGY
			}
		}
	}
	bypass = {
		OR = {
			has_country_flag = EGY_fascist_civil_war_start
			has_government = fascism
		}
	}
	prerequisite = {
		focus = EGY_revolt_against_the_opressors
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		GER = {
			country_event = {
				id = egypt.18
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt egypt.19_tt
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_purchase_foreign
Constructs: prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_purchase_foreign
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = YUG_modernize_the_air_force
	}
	mutually_exclusive = {
		focus = YUG_local_developers
	}
	x = 2
	y = 1
	relative_position_id = YUG_modernize_the_air_force
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_war_with = GER
				}
			}
			GER = {
				country_event = DOD_yugoslavia.20
			}
		} {
			limit = {
				NOT = {
					has_war_with = ITA
				}
			}
			ITA = {
				country_event = DOD_yugoslavia.20
			}
		} {
			limit = {
				NOT = {
					has_war_with = ENG
				}
			}
			ENG = {
				country_event = DOD_yugoslavia.20
			}
		} {
			limit = {
				NOT = {
					has_war_with = FRA
				}
			}
			FRA = {
				country_event = DOD_yugoslavia.20
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.30
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.30
	title = wuw_GER_diplomacy.30.t
	desc = wuw_GER_diplomacy.30.desc
	picture = GFX_report_event_generic_stock_traders
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.30.a
		effect_tooltip = {
			add_ideas = GER_chi_ger_trade_ns
			FROM = {
				add_ideas = GER_ger_chi_trade_ns
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_expand_the_officer_corps
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_expand_the_officer_corps
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = ETH_new_weapons_and_tactics ETH_old_reliable
	}
	mutually_exclusive = {
		focus = ETH_the_common_soldier ETH_promote_the_war_heroes
	}
	x = 1
	y = 1
	relative_position_id = ETH_new_weapons_and_tactics
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_government = neutrality
			has_completed_focus = ETH_the_lion_stands_firm
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_officer_promotion_boost_tt ETH_medal_gain_tt
		add_doctrine_cost_reduction = {
			name = ETH_tactical_training
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		multiply_variable = {
			ETH.ETH_medal_xp_gain = 1.75
		}
	}
}
### Entity: Character
Component: SPA_manuel_hedilla
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_manuel_hedilla = {
	name = SPA_manuel_hedilla
	portraits = {
		army = {
			small = GFX_idea_SPA_manuel_hedilla
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_manuel_hedilla
		name = SPA_manuel_hedilla
		allowed = {
			has_dlc = La Resistance
			OR = {
				original_tag = SPR CHL
			}
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPA_no_compromise_on_carlist_ideals
			} {
				has_completed_focus = SPA_banish_the_party_leaders
			}
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			falangist_syndicalist
		}
	}
}
### Entity: Scripted Effect
Component: SWI_determine_target_and_fallout_countries
Constructs: limit, clear_array, add_to_array
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_determine_target_and_fallout_countries = {
	hidden_effect = {
		clear_array = SWI_fallout_opinion_countries
		var:ROOT.SWI_country_to_appease_1 = {
			if = {
				limit = {
					NOT = {
						original_tag = ROOT.SWI_target_opinion_country
					}
				}
				ROOT = {
					add_to_array = {
						array = SWI_fallout_opinion_countries
						value = PREV
					}
				}
			}
		}
		var:ROOT.SWI_country_to_appease_2 = {
			if = {
				limit = {
					NOT = {
						original_tag = ROOT.SWI_target_opinion_country
					}
				}
				ROOT = {
					add_to_array = {
						array = SWI_fallout_opinion_countries
						value = PREV
					}
				}
			}
		}
		var:ROOT.SWI_country_to_appease_3 = {
			if = {
				limit = {
					NOT = {
						original_tag = ROOT.SWI_target_opinion_country
					}
				}
				ROOT = {
					add_to_array = {
						array = SWI_fallout_opinion_countries
						value = PREV
					}
				}
			}
		}
		var:ROOT.SWI_country_to_appease_4 = {
			if = {
				limit = {
					NOT = {
						original_tag = ROOT.SWI_target_opinion_country
					}
				}
				ROOT = {
					add_to_array = {
						array = SWI_fallout_opinion_countries
						value = PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_east_indies_war_machine
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_east_indies_war_machine
	available = {
		has_full_control_of_state = 335
	}
	prerequisite = {
		focus = HOL_a_western_capital
	} {
		focus = HOL_expand_the_colonial_army
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = 1
	y = 1
	relative_position_id = HOL_a_western_capital
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		335 = {
			if = {
				limit = {
					335 = {
						free_building_slots = {
							building = arms_factory
							size = > 3
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = arms_factory
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_expand_the_riyadh_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_expand_the_riyadh_university
	icon = GFX_focus_generic_university_2
	cost = 10
	prerequisite = {
		focus = SAU_seek_german_arms SAU_introduce_the_constitution SAU_continue_hakimovs_legacy
	}
	available = {
		controls_state = 292
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 1
	y = 2
	relative_position_id = SAU_introduce_the_constitution
}
### Entity: Idea
Component: CHL_royal_mountaineers
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_royal_mountaineers = {
	picture = eng_special_air_service
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		special_forces_cap = 0.2
		modifier_army_sub_unit_mountaineers_defence_factor = 0.05
		modifier_army_sub_unit_mountaineers_speed_factor = 0.05
		modifier_army_sub_unit_mountaineers_attack_factor = 0.05
	}
}
### Entity: Event
Component: rt56.rom_transylvania.1
Constructs: is_triggered_only, ai_chance, has_war_together_with, is_in_faction_with, has_opinion, is_historical_focus_on
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_transylvania.1
	title = rt56.rom_transylvania.1.t
	desc = rt56.rom_transylvania.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_transylvania.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_war_together_with = ROM
			} {
				factor = 2
				is_in_faction_with = ROM
			} {
				factor = 2
				has_opinion = {
					target = ROM
					value = > 80
				}
			}
		}
		HUN = {
			country_event = {
				id = rt56.rom_transylvania.2
				days = 2
			}
		}
	} {
		name = rt56.rom_transylvania.1.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_war_together_with = HUN
			} {
				factor = 2
				is_in_faction_with = HUN
			} {
				factor = 2
				has_opinion = {
					target = HUN
					value = > 80
				}
			} {
				factor = 10
				is_historical_focus_on = yes
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_transylvania.3
				days = 3
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3APeru.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Peru.png &#8206;(1,000 × 667 pixels, file size: 142 KB, MIME type: image/png)
### Entity: National Focus
Tree: spr_focus
Component: SPR_all_must_do_their_part
Constructs: every_owned_state, prerequisite, limit, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_all_must_do_their_part
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_collective_recovery_efforts
	} {
		focus = SPR_expand_the_means_of_production
	}
	icon = GFX_goal_generic_consumer_goods
	x = 3
	y = 1
	relative_position_id = SPR_collective_recovery_efforts
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SPR_recovering_from_civil_war_focus_tt
		if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_3
			}
			remove_ideas = SPA_recovering_from_civil_war_3
		}
		else_if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_2
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war_2
				add_idea = SPA_recovering_from_civil_war_3
			}
		} {
			limit = {
				has_idea = SPA_recovering_from_civil_war
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war
				add_idea = SPA_recovering_from_civil_war_2
			}
		} {
			limit = {
				NOT = {
					has_global_flag = scw_over
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_recovering_from_civil_war
					add_idea = SPA_recovering_from_civil_war_2
				}
			}
		}
		swap_ideas = {
			remove_idea = SPR_class_war_1
			add_idea = SPR_class_war_2
		}
		every_owned_state = {
			limit = {
				OR = {
					state = 165 171 792
				}
			}
			remove_dynamic_modifier = {
				modifier = semi_autonomous_state
			}
		}
	}
}
### Entity: Idea
Component: PHI_the_great_depression_temp_construction_speed
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_the_great_depression_temp_construction_speed = {
	picture = ARG_construction_guilds
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.25
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_797
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_797 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 797
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_797
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			797
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_bring_home_the_farmers
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_bring_home_the_farmers
	icon = GFX_focus_JAP_central_agricultural_association
	prerequisite = {
		focus = AST_industrial_expansion
	}
	relative_position_id = AST_industrial_expansion
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_great_depression_taog_spirit_tt
		add_to_variable = {
			AST_great_depression_industrial_capacity_factory = 0.07
			tooltip = industrial_capacity_factory_tt
		} {
			AST_great_depression_industrial_capacity_dockyard = 0.07
			tooltip = industrial_capacity_dockyard_tt
		}
	}
	search_filters = {

	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.03
Constructs: is_triggered_only, ai_chance, has_war_with, fire_only_once
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.03
	title = BBA_italo_ethiopian_war_events.03.t
	desc = BBA_italo_ethiopian_war_events.03.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {

	}
	trigger = {
		has_war_with = ETH
	}
	option = {
		name = BBA_italo_ethiopian_war_events.03.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: AI Strategy
Component: HOL_base_airplane_production
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_base_airplane_production = {
	allowed = {
		original_tag = HOL
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 200
	} {
		type = equipment_variant_production_factor
		id = small_plane_cas_airframe
		value = 50
	} {
		type = unit_ratio
		id = cas
		value = 40
	} {
		type = unit_ratio
		id = tactical_bomber
		value = -10
	}
}
### Entity: Character
Component: POL_wanda_wasilewska
Constructs: has_completed_focus
Source: game
File: common/characters/POL.txt

Code:
POL_wanda_wasilewska = {
	name = POL_wanda_wasilewska
	portraits = {
		army = {
			small = GFX_idea_POL_wanda_wasilewska
		}
	}
	gender = female
	advisor = {
		cost = 100
		slot = political_advisor
		idea_token = POL_wanda_wasilewska
		ledger = army
		available = {
			OR = {
				AND = {
					OR = {
						has_completed_focus = POL_modus_vivendi POL_a_leftist_sejm
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		allowed = {
			OR = {
				original_tag = SWE POL CHL
			}
		}
		traits = {
			leftist_intellectual
		}
	}
}
### Entity: Character
Component: soviet_economist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
soviet_economist = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	war_support_factor = 0.05
	production_speed_synthetic_refinery_factor = 0.15
	subversive_activites_upkeep = -0.05
}
### Entity: Event
Component: bftb_turkey.83
Constructs: is_triggered_only, add_stability, add_popularity, set_party_name, retire_ideology_leader
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.83
	title = bftb_turkey.83.t
	desc = bftb_turkey.83.desc
	picture = GFX_report_event_gre_trial
	is_triggered_only = yes
	option = {
		name = bftb_turkey.83.a
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_party_name = {
			ideology = communism
			long_name = TUR_communism_party_long
			name = TUR_communism_party
		}
		retire_ideology_leader = communism
		promote_character = {
			character = TUR_sefik_husnu
			ideology = stalinism
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POR_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = POR
		}
		requested_factories = 1
		progress = 0.47
		efficiency = 100
		industrial_manufacturer = mio:POR_fnmal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = POR
		}
		requested_factories = 1
		progress = 0.74
		efficiency = 100
		industrial_manufacturer = mio:POR_fabrica_material_guerra_organization
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_80
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_80 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 80
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 80
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_establish_friendly_bases
Constructs: prerequisite, completion_reward, has_war_with_major, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_establish_friendly_bases
	icon = GFX_focus_generic_sabotage
	prerequisite = {
		focus = PRC_on_guerilla_warfare
	}
	x = -1
	y = 1
	relative_position_id = PRC_on_guerilla_warfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_with_major = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = PRC_establish_friendly_bases_1_tt PRC_establish_friendly_bases_2_tt
	}
}
### Entity: Modifier Reference
Component: PRC_infiltrated_state_1
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_infiltrated_state_1 = {
	icon = GFX_modifiers_PRC_infiltrated_state_1
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					original_tag = PRC
				}
			}
			PRC = {
				exists = no
			}
		}
	}
	out_of_supply_factor = -0.1
	max_dig_in_factor = 0.1
}
### Entity: Name List
Component: COS
Source: game
File: common/names/00_names.txt

Code:
COS = {
	male = {
		names = {
			Alejandro Andrés Aniceto Arturo Bartolomé Basilio Benito Benjamín Bernardo Carlos Daniel Diego Doroteo Eduardo Eugenio Felipe Félix Fermín Fernando Francisco Fruto Jacobo Jesús Joaquín Jorge José Francisco José María Juan Juan Antonio Juan Pablo Julio Justo Lisandro Lorenzo Manuel Marcelino Maximiliano Máximo Óscar Pedro Ponciano Próspero Rafael Ramón Santiago Sebastián Tiburcio Tomás Toribio Victoriano
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Aguilar Andino Araujo Arbenz Barahona Barillas Barrios Cabañas Cárdenas Carrera Castellanos Chamorro Chávez Corral Escalón Esquivel Estrada Ezeta Fernández Ferrera Figueroa Garrigó Guzmán Hernández Jerez Jiménez Leiva López Machado Martínez Medina Mejía Menéndez Montes Montiel Morazán Palacios Peralta Quiros Regalado Rosales Sevilla Sinibaldi Soto Terán Ubico Vasconcelos Vigil Zelaya Zeledón
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_expand_the_navy
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_expand_the_navy
	icon = GFX_goal_EGY_navy
	relative_position_id = EGY_egyptian_military_academy
	x = 7
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = EGY_expand_the_navy
			uses = 2
			cost_reduction = 0.5
			category = naval_doctrine
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_1 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 1
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 1
	}
}
### Entity: State History
Component: 462
Constructs: add_core_of
Source: game
File: history/states/462-Southern Morocco.txt

Code:
state = {
	id = 462
	name = STATE_462
	manpower = 1865552
	state_category = wasteland
	history = {
		owner = FRA
		add_core_of = MOR
		victory_points = {
			4108 3
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1102 1152 1207 1989 4022 4108 4154 4933 5046 7203 7908 7958 8046 10107
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: GEN_Organise_Youth_Com_I
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Organise_Youth_Com_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		communism_drift = 0.01
		conscription = 0.01
	}
}