Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GXC_do_liang
Source: game
File: common/characters/GXC.txt

Code:
GXC_do_liang = {
	name = GXC_do_liang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_do_liang
		ledger = army
		allowed = {
			original_tag = GXC
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: NOR_fcw_effect_democratic_player
Constructs: limit, has_government, add_stability, check_variable, set_global_flag, random_other_country, set_variable, every_character
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_fcw_effect_democratic_player = {
	start_civil_war = {
		ruling_party = democratic
		ideology = fascism
		size = party_popularity@fascism
		states = {
			110
		}
		keep_all_characters = yes
		PREV.PREV = {
			hidden_effect = {
				add_stability = 0.3
			}
		}
	}
	110 = {
		if = {
			limit = {
				check_variable = {
					NOR_state_preparation = > 0
				}
			}
			NOR_deploy_prep_fasc_basic_effects = yes
		}
	}
	set_global_flag = NOR_norwegian_fascist_cw_started
	random_other_country = {
		limit = {
			original_tag = NOR
			has_government = fascism
		}
		set_variable = {
			NOR.NOR_cw_fascist_norway = THIS
		}
	}
	every_character = {
		limit = {
			has_character_flag = NOR_anti_democratic
		}
		set_nationality = NOR.NOR_cw_fascist_norway
	}
	var:NOR.NOR_cw_fascist_norway = {
		NOR_vidkun_quisling = {
			promote_character = yes
		}
	}
}
### Entity: AI Strategy
Component: we_need_guns_not_planes
Constructs: has_war, check_variable
Source: game
File: common/ai_strategy/r56_production_air.txt

Code:
we_need_guns_not_planes = {
	enable = {
		num_of_military_factories = > 7 < 30
		has_war = no
		check_variable = {
			num_equipment_in_armies_k@infantry_equipment = < num_target_equipment_in_armies_k@infantry_equipment
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = -25
	}
}
### Entity: Unit Template
Component: MAL_ART_01
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_ART_01 = {
	name = People's Artillery Regiment
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d Rejimen Artileri Rakyat
	ordered = {
		1 = {
			%d Rejimen Artileri Rakyat
		}
		2 = {
			%d Rejimen Artileri Rakyat
		}
		3 = {
			%d Rejimen Artileri Rakyat
		}
		4 = {
			%d Rejimen Artileri Rakyat
		}
		5 = {
			%d Rejimen Artileri Rakyat
		}
	}
}
### Entity: Event
Component: AAT_Sweden_BoP.10
Constructs: is_triggered_only, ai_chance, add_popularity, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_BoP.10
	title = AAT_Sweden_BoP.10.t
	desc = AAT_Sweden_BoP.10.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_BoP.10.a
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		country_event = {
			id = AAT_Sweden_BoP.11
			days = 10
			random_days = 3
		}
	} {
		name = AAT_Sweden_BoP.10.b
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		country_event = {
			id = AAT_Sweden_BoP.11
			days = 10
			random_days = 3
		}
	} {
		name = AAT_Sweden_BoP.10.c
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		country_event = {
			id = AAT_Sweden_BoP.11
			days = 10
			random_days = 3
		}
	} {
		name = AAT_Sweden_BoP.10.d
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		country_event = {
			id = AAT_Sweden_BoP.11
			days = 10
			random_days = 3
		}
	}
}
### Entity: Order of Battle
Component: 3 Qibing Tuan
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 3 Qibing Tuan
	location = 10499
	division_template = Ch'i Ping Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.25
}
### Entity: National Focus
Tree: ger_focus
Component: GER_nationalize_ford_factories
Constructs: prerequisite, has_war, limit, completion_reward, set_technology, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_nationalize_ford_factories
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = GER_panzergrenadier
	}
	x = -3
	y = 1
	relative_position_id = GER_panzergrenadier
	cost = 5
	available = {
		has_war = yes
		51 = {
			is_fully_controlled_by = ROOT
		}
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		51 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = GER_nationalize_ford_factories
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_tech_bonus = {
				name = GER_nationalize_ford_factories
				bonus = 1
				uses = 1
				category = cat_armored_cars
			}
			custom_effect_tooltip = generic_skip_one_line_tt GER_heavy_armored_car_recon_company_tt
			set_technology = {
				GER_heavy_armored_car = 1
				popup = yes
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = opel
				}
				swap_ideas = {
					remove_idea = opel
					add_idea = GER_opel_improved
				}
			} {
				limit = {
					has_idea = GER_daimler_benz
				}
				swap_ideas = {
					remove_idea = GER_daimler_benz
					add_idea = GER_daimler_benz_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = opel
						add_idea = GER_opel_improved
					}
				}
			} {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GER_daimler_benz
						add_idea = GER_daimler_benz_improved
					}
				}
			}
		}
		else = {
			mio:GER_opel_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
				unlock_mio_trait_tooltip = GER_mio_trait_continental_ag_tires GER_mio_trait_ford_facilities
			}
			mio:GER_daimler_benz_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: take_states, is_in_array
Source: game
File: common/peace_conference/cost_modifiers/RAJ_peace.txt

Code:
peace_action_modifiers = {
	RAJ_get_off_my_lawn_peace_cost_modifier = {
		category = treaties_or_conferences
		peace_action_type = take_states
		enable = {
			FROM = {
				tag = RAJ
			}
			is_in_array = {
				array = RAJ.owned_states_at_game_start
				value = FROM.FROM.FROM
			}
		}
		cost_multiplier = 0.05
	}
}
### Entity: Military Industrial Organization
Component: RAJ_ordnance_factory_kanpur_organization
Constructs: has_completed_focus, has_dlc, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/RAJ_GOE_organization .txt

Code:
RAJ_ordnance_factory_kanpur_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_raj_ammunition_factory_khadki
	allowed = {
		has_dlc = Graveyard of Empires
		OR = {
			ROOT = {
				original_tag = BAN
			} {
				original_tag = PAK
			} {
				original_tag = RAJ
			}
		}
	}
	name = RAJ_ordnance_factory_kanpur_uttar_pradesh
	available = {

	}
	trait = {
		token = RAJ_mio_trait_cordite_factory_aruvankadu_tamil_nadu
		name = RAJ_cordite_factory_aruvankadu_tamil_nadu
		icon = GFX_generic_mio_department_icon_artillery
		relative_position_id = generic_mio_trait_big_guns
		all_parents = {
			generic_mio_trait_big_guns
		}
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		available = {
			RAJ = {
				has_completed_focus = RAJ_cordite_factory_aruvankadu_tamil_nadu
			}
		}
		production_bonus = {
			production_cost_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.06
			ap_attack = 0.06
		}
	} {
		token = RAJ_mio_trait_ordnance_factory_kanpur_uttar_pradesh_art
		name = RAJ_mio_trait_ordnance_factory_kanpur_uttar_pradesh_art
		icon = GFX_generic_mio_department_icon_facilities
		relative_position_id = generic_mio_trait_big_guns
		special_trait_background = yes
		position = {
			x = -1
			y = 0
		}
		available = {
			RAJ = {
				has_completed_focus = RAJ_ordnance_factory_kanpur_uttar_pradesh
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
			military_industrial_organization_funds_gain = 0.15
		}
	}
}
### Entity: Event
Component: luxembourg.301
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.301
	hidden = yes
	is_triggered_only = yes
	option = {
		LUX_chamberofdeputies_add_support_PRL_100 = yes
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_anti_revolutionary_decree
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_anti_revolutionary_decree
	icon = GFX_goal_generic_secret_documents
	prerequisite = {
		focus = KAL_introduce_political_reforms KAL_the_court_of_joinville_le_pont
	}
	x = -2
	y = 1
	relative_position_id = KAL_introduce_political_reforms
	cost = 10
	available = {

	}
	completion_reward = {
		add_political_power = -35
		add_stability = 0.05
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = communism
			popularity = -0.05
		}
		add_ideas = GEN_Defence_Act_I
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.73
Constructs: is_triggered_only, limit, add_ideas, add_to_faction, check_variable, add_to_variable
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.73
	title = SEA_PRC_faction_events.73.t
	desc = SEA_PRC_faction_events.73.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.73.a
		add_to_faction = FROM
		add_ideas = PRC_asian_democratic_union_idea
		effect_tooltip = {
			if = {
				limit = {
					check_variable = {
						var = PRC_asian_democratic_union_num_of_members
						value = 10
						compare = less_than
					}
				}
				custom_effect_tooltip = PRC_asian_democratic_union_modifier_modify_tt
				add_to_variable = {
					PRC_asian_democratic_union_modifier_research_speed_factor = 0.01
					tooltip = research_speed_factor_tt
				} {
					PRC_asian_democratic_union_modifier_consumer_goods_factor = -0.02
					tooltip = consumer_goods_factor_tt
				} {
					PRC_asian_democratic_union_num_of_members = 1
				}
			}
		}
	}
}
### Entity: Character
Component: OCC_aco2
Source: game
File: common/characters/OCC.txt

Code:
OCC_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = OCC_aco2
		allowed = {
			original_tag = OCC
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Event
Component: himalaya_tibet.45
Constructs: is_triggered_only, add_war_support, fire_only_once, add_state_core, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.45
	title = himalaya_tibet.42.t
	desc = himalaya_tibet.42.desc
	picture = GFX_report_event_tibetan_army_3
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.42.a
		434 = {
			controller = {
				add_war_support = -0.05
			}
		}
		transfer_state = 434
		add_state_core = 434
		add_doctrine_cost_reduction = {
			uses = 2
			name = mountain
			category = cat_mountaineers_doctrine
			cost_reduction = 0.25
		}
		add_tech_bonus = {
			name = sov_jap_border_conflict_won
			category = mountaineers_tech
			bonus = 0.5
		}
	}
}
### Entity: Character
Component: TRA_acas
Source: game
File: common/characters/TRA.txt

Code:
TRA_acas = {
	advisor = {
		slot = high_command
		idea_token = TRA_acas
		ledger = air
		allowed = {
			original_tag = TRA
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: Game Data
Component: medals
Constructs: check_variable, add_to_temp_variable
Source: game
File: common/medals/00_medals.txt

Code:
medals = {
	stalwart_defender_medal = {
		name = CAREER_PROFILE_STALWART_DEFENDER_MEDAL
		description = CAREER_PROFILE_STALWART_DEFENDER_MEDAL_DESCRIPTION
		frames = {
			1 1 2
		}
		colors = {
			{
				bronze = {
					155.0 105.0 87.0 1.0
				}
				silver = {
					1.0 1.0 1.0 1.0
				}
				gold = {
					0.93 0.74 0.38 1.0
				}
			} {
				bronze = {
					155.0 105.0 87.0 1.0
				}
				silver = {
					1.0 1.0 1.0 1.0
				}
				gold = {
					0.93 0.74 0.38 1.0
				}
			} {
				bronze = {
					155.0 105.0 87.0 1.0
				}
				silver = {
					1.0 1.0 1.0 1.0
				}
				gold = {
					0.93 0.74 0.38 1.0
				}
			}
		}
		debug = {
			defensive_victories
		}
		bronze = {
			career_profile_check_value = {
				var = defensive_victories
				value = 500
				compare = greater_than_or_equals
				tooltip = CAREER_PROFILE_TRIGGER_ATTACKS
			}
		}
		silver = {
			career_profile_check_value = {
				var = defensive_victories
				value = 1000
				compare = greater_than_or_equals
				tooltip = CAREER_PROFILE_TRIGGER_ATTACKS
			}
		}
		gold = {
			career_profile_check_value = {
				var = defensive_victories
				value = 2000
				compare = greater_than_or_equals
				tooltip = CAREER_PROFILE_TRIGGER_ATTACKS
			}
		}
	}
	shield_medal = {
		name = CAREER_PROFILE_SHIELD_MEDAL
		description = CAREER_PROFILE_SHIELD_MEDAL_DESCRIPTION
		frames = {
			1 2 2
		}
		colors = {
			{
				bronze = {
					155.0 105.0 87.0 1.0
				}
				silver = {
					1.0 1.0 1.0 1.0
				}
				gold = {
					0.93 0.74 0.38 1.0
				}
			} {
				bronze = {
					155.0 105.0 87.0 1.0
				}
				silver = {
					1.0 1.0 1.0 1.0
				}
				gold = {
					0.93 0.74 0.38 1.0
				}
			} {
				bronze = {
					155.0 105.0 87.0 0.0
				}
				silver = {
					1.0 1.0 1.0 0.0
				}
				gold = {
					0.93 0.74 0.38 0.0
				}
			}
		}
		debug = {
			defensive_bonus_achieved
		}
		bronze = {
			career_profile_check_value = {
				var = defensive_bonus_achieved
				value = 200
				compare = greater_than_or_equals
				tooltip = CAREER_PROFILE_TRIGGER_BONUS_PERCENT
			}
		}
		silver = {
			career_profile_check_value = {
				var = defensive_bonus_achieved
				value = 300
				compare = greater_than_or_equals
				tooltip = CAREER_PROFILE_TRIGGER_BONUS_PERCENT
			}
		}
		gold = {
			career_profile_check_value = {
				var = defensive_bonus_achieved
				value = 350
				compare = greater_than_or_equals
				tooltip = CAREER_PROFILE_TRIGGER_BONUS_PERC
# ... (truncated)
### Entity: National Focus
Tree: csa_focus
Component: CSA_focus_on_civilian_department
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_focus_on_civilian_department
	icon = GFX_goal_generic_construct_civ_factory
	x = 34
	y = 1
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = CSA_rebuild_the_confederate_industry
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
}
### Entity: Modding Documentation
Construct: facility_province_id
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### facility_province_id
* description: The province that the project is researched in
### Entity: Character
Component: ETH_balcho_safo
Constructs: has_completed_focus, has_government, has_cosmetic_tag, has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_balcho_safo = {
	name = ETH_balcho_safo
	allowed_civil_war = {
		OR = {
			has_government = neutrality
			AND = {
				has_government = fascism
				has_cosmetic_tag = jimma
				has_completed_focus = ETH_assertiveness
			}
		}
	}
	portraits = {
		army = {
			large = GFX_portrait_ETH_balcha_safo
			small = GFX_portrait_ETH_balcha_safo_small
		}
	}
	corps_commander = {
		traits = {
			trait_reckless cavalry_leader
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_character_flag = safo_active_flag
			OR = {
				has_government = neutrality
				AND = {
					has_cosmetic_tag = jimma
					has_completed_focus = ETH_assertiveness
				}
			}
		}
	}
}
### Entity: Character
Component: POR_jose_norton_de_matos
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_jose_norton_de_matos = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = POR_jose_norton_de_matos
			ledger = army
			allowed = {
				original_tag = POR
				has_dlc = La Resistance
			}
			name = POR_jose_norton_de_matos
			traits = {
				military_theorist
			}
		}
		name = POR_jose_norton_de_matos
		portraits = {
			civilian = {
				large = GFX_portrait_POR_jose_norton_de_matos
			}
			army = {
				small = GFX_idea_por_jose_norton_de_matos
			}
		}
		country_leader = {
			ideology = liberalism
			traits = {
				democratic_reformer
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = POR_jose_norton_de_matos
			allowed = {
				original_tag = POR
				NOT = {
					has_dlc = La Resistance
				}
			}
			ledger = army
			traits = {
				military_theorist
			}
		}
		name = POR_jose_norton_de_matos
		portraits = {
			civilian = {
				large = GFX_portrait_POR_jose_norton_de_matos
			}
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
		country_leader = {
			ideology = liberalism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: AI Strategy
Component: AFG_khalq_plan
Constructs: has_country_flag, has_global_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/AFG_r56_strategy_plan.txt

Code:
AFG_khalq_plan = {
	name = AFG: Afghan Communist AI Plan
	desc = Communist behavior for Afghanistan.
	allowed = {
		original_tag = AFG
	}
	enable = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
		OR = {
			has_country_flag = AFG_AI_RANDOM_KHALQ
			has_game_rule = {
				rule = AFG_ai_behavior
				option = AFG_KHALQ
			}
		}
	}
	ai_national_focuses = {
		AFG_first_loya_jirga AFG_begin_westernization AFG_rural_schools AFG_aquire_foreign_machinery AFG_handle_the_king AFG_form_weekh_zalmian AFG_utilize_the_military AFG_approach_the_soviets AFG_form_worker_communes AFG_depose_the_king AFG_soviet_expedition AFG_afghan_royal_army AFG_army_modernization AFG_purhcase_czech_weaponry AFG_expand_university AFG_purge_the_bourgeoisie AFG_bolster_the_textile_industry AFG_monopolize_the_karakul_trade AFG_start_the_second_seven_year_plan AFG_improve_national_infra AFG_land_redistribution AFG_form_khad AFG_arrest_qiamuddin AFG_persecute_believers AFG_afghan_ssr AFG_afghanistan_bank AFG_develop_hydroelectric_power AFG_expand_the_directorate_of_mines AFG_victory_through_firepower AFG_redesign_military_curriculum AFG_universal_suffarage AFG_incorporate_tajikistan AFG_begin_colectivization AFG_five_year_plan AFG_improve_our_logistics AFG_begin_rearmament AFG_kabul_arsenal AFG_socialist_constitution AFG_womens_education AFG_crush_hazara_nationalism AFG_marxist_thought AFG_rejuvenate_the_gold_mines AFG_intensify_copper_mining AFG_modernize_military_hospitals AFG_introduce_new_uniforms AFG_prussians_orient AFG_establish_ammunition_factories AFG_royal_air_force
	}
	focus_factors = {
		AFG_loyalty_to_moscow = 75
		AFG_undermine_moscow = 25
		AFG_afghan_workers_program = 50
		AFG_combined_training = 50
		AFG_seize_gun_stockpiles = 100
		AFG_sabotage_soviet_railways = 100
	}
	ideas = {
		r56_AFG_mohammad_gul_khan_momand = 0
		AFG_gul_pacha_ulfat = 100
		r56_AFG_abdul_hai_habibi = 100
		AFG_homeira_seljuqi = 100
		AFG_hashim_khan = 0
		AFG_sardar_shah_mahmud_khan = 0
		AFG_sardar_shah_wali_khan = 0
		AFG_abdur_rahim_khan = 0
		AFG_vitaly_primakov = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_ministry_of_public_enlightenment
Constructs: prerequisite, limit, has_country_flag, add_stability, completion_reward, set_temp_variable, add_popularity, swap_ideas
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ministry_of_public_enlightenment
	icon = GFX_focus_GER_reich_ministry_of_public_enlightenment
	prerequisite = {
		focus = GER_ascension_of_goebbels
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_ascension_of_goebbels
	cost = @inner_circle_time_tier_1
	available = {
		if = {
			limit = {
				has_country_flag = GER_ministry_of_public_enlightenment_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_1
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_joseph_goebbels
					FLAG_DAYS = [?GER_ministry_of_public_enlightenment_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_joseph_goebbels
					FOCUS = GER_ascension_of_goebbels
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = GER_goebbels_reich_minister_of_propaganda
			add_idea = GER_goebbels_reich_minister_of_propaganda_ministry
		}
	}
}
### Entity: Modifier Reference
Component: PRC_urban_society
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_urban_society = {
	icon = GFX_idea_PRC_urbanization_idea
	enable = {
		always = yes
	}
	production_speed_buildings_factor = PRC_industry_production_speed_buildings_factor
	global_building_slots_factor = PRC_industry_global_building_slots_factor
	research_speed_factor = PRC_industry_research_speed_factor
	industrial_capacity_factory = PRC_industry_industrial_capacity_factory
	production_factory_start_efficiency_factor = PRC_industry_production_factory_start_efficiency_factor
	line_change_production_efficiency_factor = PRC_industry_line_change_production_efficiency_factor
	production_factory_max_efficiency_factor = PRC_industry_production_factory_max_efficiency_factor
	local_resources_factor = PRC_industry_local_resources_factor
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_isolated_states_VS_ENEMIES
Constructs: every_enemy_country, add_to_temp_array, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_isolated_states_VS_ENEMIES = {
	ROOT = {
		every_enemy_country = {
			add_to_temp_array = {
				_AIRBASE_get_best_target_on_TARGET_COUNTRIES = THIS.id
			}
		}
	} {
		EAI_PC_AIRBASE_get_best_target_on_isolated_states = yes
	}
	clear_temp_array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
}