Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gua_focus
Component: GUA_our_russia
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_subject, has_army_manpower, is_ally_with, is_subject_of
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_our_russia
	icon = GFX_focus_attack_mexico
	prerequisite = {
		focus = GUA_strike_costarica
	}
	x = -1
	y = 1
	relative_position_id = GUA_exploit_nicaragua_gold
	cost = 5
	will_lead_to_war_with = MEX
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			strength_ratio = {
				tag = MEX
				ratio = > 1
			}
		}
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 50000
		}
		MEX = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		MEX = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = MEX
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_rural_education_plan
Constructs: prerequisite, add_ideas, completion_reward, add_research_slot
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_rural_education_plan
	icon = GFX_goal_research_silver
	relative_position_id = EGY_national_defence_funds
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_national_defence_funds
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_rural_education
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_ensure_control_over_the_railways
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_political_power, build_railway
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_ensure_control_over_the_railways
	icon = GFX_goal_generic_seize_railway
	x = 2
	y = 1
	relative_position_id = MON_prepare_leftist_takeover
	cost = 7.2
	prerequisite = {
		focus = MON_prepare_leftist_takeover
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = -10
		build_railway = {
			path = {
				4801 7752 7749 1868 10578 12557 4792 4677
			}
		} {
			path = {
				4801 12605 1859 10623 12649 10597 10627
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
			producer = SOV
		}
	}
}
### Entity: Idea
Component: INS_military_above_all_idea
Constructs: removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
INS_military_above_all_idea = {
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = citizen_militia_1
	modifier = {
		production_speed_industrial_complex_factor = -0.5
		production_speed_infrastructure_factor = -0.1
		production_speed_arms_factory_factor = 0.3
		production_speed_dockyard_factor = 0.4
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_wealth_tax
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_wealth_tax
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = TUR_wartime_rationing
	}
	relative_position_id = TUR_wartime_rationing
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = TUR_r56_varlik_vergisi
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Trigger Reference
Construct: has_ideology
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_ideology

* Supported Scopes: CHARACTER
* Supported Targets: none

```
has_ideology = stalinism - Checks if the current character has a country leader role matching the sub-ideology
```
### Entity: Character
Component: LEB_great_statesman
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
LEB_great_statesman = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	enemy_justify_war_goal_time = 0.15
	stability_factor = -0.05
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fight_until_death
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, add_to_variable
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fight_until_death
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = SWI_frontier_defense_plan
	}
	x = 0
	y = 1
	relative_position_id = SWI_frontier_defense_plan
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
		NOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = SWI_frontier_defense_plan_idea_1
			add_idea = SWI_frontier_defense_plan_idea_2
		}
		add_to_variable = {
			var = SWI_citizen_militia_initial_activation_timeout
			value = 10
			tooltip = SWI_increase_timeout_TT
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Character
Component: ITA_rino_corso_fougier
Source: game
File: common/characters/ITA.txt

Code:
ITA_rino_corso_fougier = {
	name = ITA_rino_corso_fougier
	portraits = {
		army = {
			small = GFX_idea_rino_corso_fougier
		}
	}
	advisor = {
		slot = air_chief
		idea_token = rino_corso_fougier
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			air_chief_safety_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: AUS_great_depression
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_great_depression = {
	picture = usa_great_depression
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		consumer_goods_factor = 0.15
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Character
Component: GER_todt_fuhrer
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_todt_fuhrer = {
	random = no
	political_power_gain = 0.25
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_arms_factory_factor = 0.1
	production_speed_dockyard_factor = 0.1
}
### Entity: Unit Template
Component: AZR_MTN_01
Source: game
File: common/units/names_divisions/AZR_names_divisions.txt

Code:
AZR_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		AZR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dya Azerbaidjyanska Gornostrelkovaya Div.
	ordered = {
		1 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		2 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		3 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		4 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		5 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		6 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		7 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		8 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		9 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
		10 = {
			%dya Azerbaidjyanska Gornostrelkovaya Div.
		}
	}
}
### Entity: Event
Component: wuw_GER_legions.8
Constructs: is_triggered_only, ai_chance, division_template, limit, add_war_support, fire_only_once, add_political_power, every_possible_country
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_legions.8
	title = wuw_GER_legions.8.t
	desc = wuw_GER_legions.8.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_legions.8.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = GER_andrey_shckuro_and_pyotr_krasnov_join_tt generic_skip_one_line_tt GER_cossack_exiles_divisions_recruitment_tt
		hidden_effect = {
			every_possible_country = {
				limit = {
					has_character = SOV_andrey_shkuro
				}
				SOV_andrey_shkuro = {
					clr_character_flag = SOV_exiled_flag SOV_exiled_army_leader
				}
				set_nationality = {
					target_country = ROOT
					character = SOV_andrey_shkuro
				}
			} {
				limit = {
					has_character = SOV_pyotr_krasnov
				}
				SOV_pyotr_krasnov = {
					clr_character_flag = SOV_exiled_flag SOV_exiled_army_leader
				}
				set_nationality = {
					target_country = ROOT
					character = SOV_pyotr_krasnov
				}
			}
		} {
			delete_unit_template_and_units = {
				division_template = Kosaken-Kavallerie-Division
				disband = yes
			}
			division_template = {
				name = Kosaken-Kavallerie-Division
				division_names_group = GER_CAV_01
				template_counter = 106
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
			random_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Kosaken-Kavallerie-Division 'Don-Wolga'" division_template = "Kosaken-Kavallerie-Division" start_experience_factor = 0.3 start_equipment_factor = 0.7
					owner = ROOT
				} {
					division = name = "Kosaken-Kavallerie-Division 'Kuban'" division_template = "Kosaken-Kavallerie-Division" start_experience_factor = 0.3 start_equipment_factor = 0.8
					owner = ROOT
				}
			}
		}
	} {
		name = wuw_GER_legions.8.b
		ai_chance = {
			base = 0
		}
		add_war_support = 0.01
		add_political_power = 25
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_special_forces_option_3
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, allow_branch, has_tech, has_dlc
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_special_forces_option_3
	icon = GFX_focus_SMB_special_forces_option_3
	relative_position_id = SMB_special_forces
	prerequisite = {
		focus = SMB_special_forces
	}
	mutually_exclusive = {
		focus = SMB_special_forces_option_1 SMB_special_forces_option_2
	}
	x = 0
	y = 1
	cost = 5
	allow_branch = {
		NOT = {
			OR = {
				original_tag = CHL URG PAR BOL
			}
		}
	}
	offset = {
		x = -1
		y = 0
		trigger = {
			OR = {
				original_tag = BRA ARG
			}
		}
	}
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = paratroopers
				}
			}
			set_technology = {
				paratroopers = 1
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = JUNO_expand_the_special_foces
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_tech = paratroopers2
				}
			}
			set_technology = {
				paratroopers2 = 1
			}
		} {
			limit = {
				NOT = {
					has_tech = paratroopers3
				}
			}
			set_technology = {
				paratroopers3 = 1
			}
		}
	}
}
### Entity: Character
Component: HBC_zhao_yunxiang
Source: game
File: common/characters/HBC.txt

Code:
HBC_zhao_yunxiang = {
	name = Zhao Yunxiang
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_land_1
			small = GFX_portrait_asia_generic_land_1_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = HBC_zhao_yunxiang
		ledger = army
		allowed = {
			original_tag = HBC
		}
		available = {

		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			guerilla_fighter
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Order of Battle
Component: 1. Motorised Division
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/WLS_motor_cavalry.txt

Code:
division = {
	name = 1. Motorised Division
	location = 377
	division_template = Motorised Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Define
Component: NDefines.NNavy
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NNavy = {
WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR = 0.004
WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR = 0.05
WAR_SCORE_GAIN_FOR_SUNK_CONVOY = 0.05
PEACE_ACTION_TRANSFER_NAVY_EXPERIENCE_RETAINED = 0.25
CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO = {
	0.0 , 0.25 , 0.5 , 0.75 , 1.0
}
CARRIER_OFFENSIVE_STANCE_DEFAULT_INDEX = 2
SELECTED_SORTIE_INITIAL_TIME = 24
SHIP_SUPPORT_NEED_FACTOR = 0.1
MAX_ADMIRAL_HEADQUARTER_ASSIGNMENTS = 3
NAVAL_HEADQUARTER_ADJACENCY = 2
CONVOY_BLOCKED_BY_ENEMY_CONTROLLED_REGION = true
NAVAL_DOMINANCE_STRIKE_FORCE_FRACTION = 0.0006
NAVAL_DOMINANCE_STRIKE_FORCE_MULTIREGION_DECAY = 0.05
NAVAL_DOMINANCE_SPOTTING_BONUS = 0.05
NAVAL_DOMINANCE_ORG_RECOVERY = 0.1
NAVAL_DOMINANCE_SHIP_RECOVERY_CHANCE = 0.1
NAVAL_DOMINANCE_MINES_PLANTING_BONUS = 0.2
NAVAL_DOMINANCE_MINES_SWEEPING_BONUS = 0.2
NAVAL_DOMINANCE_CHANCE_OF_ACCIDENT_REDUCTION = 0.25
NAVAL_INVASION_PRIORITY = 1
NAVAL_TRANSFER_PRIORITY = 1
SUPPLY_PRIORITY = 2
RESOURCE_LENDLEASE_PRIORITY = 3
RESOURCE_EXPORT_PRIORITY = 4
RESOURCE_ORIGIN_PRIORITY = 5
RESOURCE_PURCHASE_PRIORITY = 6
UNDERWAY_REPLENISHMENT_PRIORITY = 7
NAVAL_HOMEBASE_CALCULATION_DISTANCE_CUTOFF = 550
NAVAL_HOMEBASE_BUILDING_SCORE_FACTOR = 0.035
NAVAL_HOMEBASE_OWNERSHIP_BONUS = 0.04
NAVAL_MISSION_AI_RANGE_THRESHOLD_EPSILON = 0.25
NAVAL_MISSION_AI_CONVOY_NORMALIZATION_TARGET = 150
ADMIRAL_TASKFORCE_CAP = 10
DETECTION_CHANCE_MULT_BASE = 0.1
DETECTION_CHANCE_MULT_RADAR_BONUS = 0.1
DETECTION_CHANCE_MULT_AIR_SUPERIORITY_BONUS = 0.25
MAX_CAPITALS_PER_AUTO_TASK_FORCE = 5
MAX_SUBMARINES_PER_AUTO_TASK_FORCE = 30
BEST_CAPITALS_TO_CARRIER_RATIO = 1
BEST_CAPITALS_TO_SCREENS_RATIO = 0.25
COMBAT_BASE_HIT_CHANCE = 0.1
COMBAT_MIN_HIT_CHANCE = 0.005
COMBAT_EVASION_TO_HIT_CHANCE = 0.007
COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT = 10.0
MIN_HIT_PROFILE_MULT = 0.0
COMBAT_LOW_ORG_HIT_CHANCE_PENALTY = -0.5
COMBAT_LOW_MANPOWER_HIT_CHANCE_PENALTY = -0.25
COMBAT_DAMAGE_RANDOMNESS = 0.5
COMBAT_TORPEDO_CRITICAL_CHANCE = 0.1
COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT = 2.0
COMBAT_DAMAGE_TO_STR_FACTOR = 0.6
COMBAT_DAMAGE_TO_ORG_FACTOR = 1.0
NAVY_MAX_XP = 100
COMBAT_ON_THE_WAY_INIT_DISTANCE_BALANCE = 0.25
COMBAT_CHASE_RESIGNATION_HOURS = 8
COMBAT_MAX_GROUPS = 1
COMBAT_MIN_DURATION = 8
COMBAT_INITIAL_DURATION = 6
COMBAT_RETREAT_DECISION_CHANCE = 0.2
COMBAT_DETECTED_CONVOYS_FROM_SURFACE_DETECTION_STAT = 0.1
COMBAT_BASE_CRITICAL_CHANCE = 0.05
COMBAT_CRIT
# ... (truncated)
### Entity: Idea
Component: CHI_confucian_state
Constructs: research_speed_factor, stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_confucian_state = {
	picture = generic_monarchist_uprising
	removal_cost = -1
	cancel = {
		has_government = communism
	}
	modifier = {
		neutrality_drift = 0.05
		stability_factor = 0.1
		political_power_factor = -0.05
		research_speed_factor = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.16
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.16
	title = SEA_japan_foreign_policy.16.t
	desc = SEA_japan_foreign_policy.16.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.16.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		transfer_state = 729
	}
}
### Entity: Modding Documentation
Construct: defense_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### defense_level
* description: defense level of the leader
### Entity: National Focus
Tree: sau_focus
Component: SAU_invite_western_advisors
Constructs: prerequisite, completion_reward, add_popularity, add_tech_bonus
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_invite_western_advisors
	icon = GFX_focus_generic_befriend_saudi_arabia
	cost = 8
	prerequisite = {
		focus = SAU_introduce_the_constitution
	}
	relative_position_id = SAU_introduce_the_constitution
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = SAU_invite_western_advisors
			bonus = 0.75
			uses = 1
			category = industry
		} {
			name = SAU_invite_western_advisors
			bonus = 0.75
			uses = 1
			ahead_reduction = 0.5
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = -1
	y = 2
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_tighten_control_of_subjects
Constructs: prerequisite, limit, completion_reward, add_political_power, has_country_leader
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_tighten_control_of_subjects
	icon = GFX_focus_eng_move_to_secure_the_dominions
	prerequisite = {
		focus = AUS_subjugate_lands_of_old
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_subjugate_lands_of_old
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = HUN_otto_von_habsburg
				}
			}
			custom_effect_tooltip = AUS_tighten_control_of_subjects_tt2
		}
		custom_effect_tooltip = AUS_tighten_control_of_subjects_tt
		add_political_power = 150
	}
}
### Entity: Event
Component: ttools.31
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/ttmodernevents.txt

Code:
country_event = {
	id = ttools.31
	title = ttools.31.t
	desc = ttools.31.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ttools.31.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_PRC_request_aid.8
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.8
	title = SEA_PRC_request_aid.8.t
	desc = SEA_PRC_request_aid.8.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_PRC_request_aid.8.a
		army_experience = 5
	}
}
### Entity: AI Strategy
Component: CHI_dont_waste_on_offensive_air_early
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_dont_waste_on_offensive_air_early = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		date = < 1940.1.1
	}
	abort = {
		date = > 1940.1.1
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = medium_plane_airframe
		value = -100
	} {
		type = equipment_variant_production_factor
		id = large_plane_airframe
		value = -100
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_sjahrirs_continued_tenure
Constructs: has_completed_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_sjahrirs_continued_tenure
	icon = GFX_focus_INS_sjahrirs_continued_tenure
	available = {
		custom_trigger_tooltip = {
			tooltip = INS_prime_minister_tt
			OR = {
				has_completed_focus = INS_prime_minister_sjarifuddin INS_sjahrirs_continued_tenure INS_prime_minister_hatta
			}
		}
	}
	prerequisite = {
		focus = INS_fair_election
	}
	mutually_exclusive = {
		focus = INS_prime_minister_sjarifuddin INS_prime_minister_hatta
	}
	x = 0
	y = 1
	relative_position_id = INS_fair_election
	cost = 0
	search_filters = {
		FOCUS_FILTER_COMPLETED_BY_EVENT FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		indonesia_sjahrir_focus_effect = yes
	}
}
### Entity: Idea
Component: QUE_airbase_production
Source: game
File: common/ideas/quebec.txt

Code:
QUE_airbase_production = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_air_bonus
	modifier = {
		production_speed_air_base_factor = 0.1
	}
}
### Entity: Idea
Component: AUS_memories_of_februarkampfe
Constructs: stability_factor, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_memories_of_februarkampfe = {
	picture = SPR_political_violence
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		political_power_factor = -0.2
		drift_defence_factor = -0.3
		democratic_drift = 0.02
		communism_drift = 0.01
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_rearmed_and_retooled
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_rearmed_and_retooled
	icon = GFX_focus_generic_tank_assembly
	overlay = GFX_focus_overlay_cze_tank_focus
	prerequisite = {
		focus = CZE_redouble_tank_development_efforts
	}
	relative_position_id = CZE_redouble_tank_development_efforts
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_tank_focus = yes
	}
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_vtlu_idea
				add_idea = CZE_vtlu_idea_2
			}
		}
		hidden_effect = {
			CZE_vtlu_idea_go_up = yes
		}
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_armor_attack_factor = 0.025
			tooltip = army_armor_attack_factor_tt
		}
		add_tech_bonus = {
			name = CZE_rearmed_and_retooled
			bonus = 0.5
			uses = 1
			category = cat_medium_armor
		} {
			name = CZE_rearmed_and_retooled
			bonus = 1
			uses = 1
			ahead_reduction = 1
			category = cat_heavy_armor
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			unlock_military_industrial_organization_tooltip = mio:CZE_skoda_plzen_tank_destroyer_organization
			mio:CZE_skoda_plzen_tank_destroyer_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			custom_effect_tooltip = available_designer generic_skip_one_line_tt
			show_ideas_tooltip = CZE_skoda_plzen_tank_destroyer
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: BUL_is_communist_balkan_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_communist_balkan_ai = {
	OR = {
		has_country_flag = BUL_AI_RANDOM_COMMUNIST_BALKAN_FEDERATION
		has_game_rule = {
			rule = BUL_ai_behavior
			option = COMMUNIST_BALKAN_FEDERATION
		}
	}
}