Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Component: ARCTIC_equipment_effort
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_equipment_effort
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ARCTIC_organize_army_structure
	} {
		focus = ARCTIC_winter_readiness
	}
	x = -4
	y = 1
	relative_position_id = ARCTIC_organize_army_structure
	text = ABC_equipment_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GUA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = GUA
		}
		requested_factories = 1
		progress = 0.11
		efficiency = 100
	}
}
### Entity: Event
Component: INS_revolution_events.29
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.29
	title = INS_revolution_events.29.t
	desc = INS_revolution_events.29.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.29.a
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_rural_development_plan
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_rural_development_plan
	icon = GFX_focus_generic_energy
	prerequisite = {
		focus = RAJ_raise_import_duties
	}
	x = 1
	y = 1
	relative_position_id = RAJ_raise_import_duties
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_category_tooltip = RAJ_population_decisions
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_purchase_british_supply_equipment
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_purchase_british_supply_equipment
	icon = GFX_focus_generic_british_trade
	prerequisite = {
		focus = RAJ_colonial_cadet_exchange
	}
	x = 0
	y = 1
	relative_position_id = RAJ_colonial_cadet_exchange
	cost = 10
	available = {
		is_in_faction_with = ENG
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = GOE_RAJ_generals.7
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			RAJ = {
				add_equipment_to_stockpile = {
					type = motorized_equipment_1
					amount = 1600
					producer = ENG
				} {
					type = train_equipment
					amount = 10
					producer = ENG
				} {
					type = support_equipment
					amount = 500
					producer = ENG
				}
			}
		}
	}
}
### Entity: Character
Component: SHX_tan_fang
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_tan_fang = {
	name = SHX_tan_fang
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = SHX_tan_fang
		ledger = air
		allowed = {
			original_tag = SHX
		}
		traits = {
			air_bomber_interception_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Operation
Component: capture_cyphers_bribe
Constructs: has_operation_token
Source: game
File: common/operation_phases/lar_capture_cyphers.txt

Code:
capture_cyphers_bribe = {
	name = capture_cyphers_bribe
	desc = capture_cyphers_bribe_desc
	outcome = capture_cyphers_bribe_outcome
	picture = GFX_phase_infiltrate_military_bribe
	icon = GFX_phase_infiltrate_military_bribe_small
	requirements = {
		OR = {
			has_operation_token = {
				tag = FROM
				token = token_army
			} {
				tag = FROM
				token = token_airforce
			} {
				tag = FROM
				token = token_navy
			}
		}
	}
	equipment = {
		civilian_factories = {
			amount = 3
			days = 30
		}
	}
}
### Entity: Character
Component: ITA_guido_jung
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_guido_jung = {
	name = ITA_guido_jung
	portraits = {
		army = {
			small = GFX_portrait_ITA_guido_jung_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_guido_jung
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_government = fascism
			NOT = {
				has_completed_focus = ITA_pact_of_steel
			}
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				NOT = {
					has_completed_focus = ITA_revoke_the_acerbo_law
				}
			}
		}
		traits = {
			financial_expert
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				OR = {
					ITA_is_historical_ai = yes
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
					ITA_is_monarchist_ai = yes
					ITA_is_christian_democracy_ai = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_western_detente
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_western_detente
	icon = GFX_ENG_alliance
	prerequisite = {
		focus = TUR_stabilize_the_nation
	}
	mutually_exclusive = {
		focus = TUR_restore_the_imperial_borders
	}
	x = 4
	y = 4
	relative_position_id = TUR_stabilize_the_nation
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 200
	}
}
### Entity: Character
Component: AOI_enrico_cerulli
Constructs: has_government
Source: game
File: common/characters/AOI.txt

Code:
AOI_enrico_cerulli = {
	name = AOI_enrico_cerulli
	portraits = {
		army = {
			small = GFX_portrait_AOI_enrico_cerulli_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AOI_enrico_cerulli
		allowed = {
			original_tag = AOI
		}
		traits = {
			scholar_of_ethiopian_and_somali_studies
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Game Rule
Component: africa_colonization_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
africa_colonization_status = {
	name = AFRICA_COLONIZATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_COLONIZATION_DESC
	}
	option = {
		name = AFRICA_DECOLONIZED
		text = RULE_OPTION_AFRICA_DECOLONIZED
		desc = RULE_OPTION_AFRICA_DECOLONIZED_DESC
	}
}
### Entity: Event
Component: poland.190
Constructs: has_completed_focus, has_war, fire_only_once, is_subject, has_capitulated, has_idea, is_justifying_wargoal_against
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.190
	title = poland.190.t
	desc = poland.190.d
	picture = GFX_report_event_polish_demobilization
	fire_only_once = yes
	trigger = {
		tag = POL
		country_exists = POL
		has_war = no
		GER = {
			NOT = {
				has_completed_focus = GER_danzig_or_war
			}
		}
		SOV = {
			NOT = {
				has_completed_focus = SOV_demand_eastern_poland SOV_demand_eastern_poland_old
			}
		}
		POL = {
			is_subject = no
		} {
			has_capitulated = no
		}
		date = < 1941.1.1
		NOT = {
			has_idea = POL_Neutral_Foreign_Policy
		}
		OR = {
			date = > 1938.08.01
			any_country = {
				is_justifying_wargoal_against = POL
			} {
				is_justifying_wargoal_against = ROM
			}
			GER = {
				has_completed_focus = GER_reassert_eastern_claims
			} {
				has_completed_focus = GER_demand_sudetenland
			}
			SOV = {
				has_completed_focus = SOV_claims_on_poland
			} {
				has_completed_focus = SOV_claims_on_poland_old
			}
		}
	}
	mean_time_to_happen = {
		days = 3
	}
	option = {
		name = poland.190.a
		army_experience = 10
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_organise_the_200th_division
Constructs: division_template, prerequisite, limit, completion_reward, has_dlc, create_equipment_variant, allow_without_tech, create_unit
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_organise_the_200th_division
	icon = GFX_focus_CHI_200th_division
	prerequisite = {
		focus = CHI_decisive_battles
	}
	x = 1
	y = 2
	relative_position_id = CHI_decisive_battles
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		hidden_effect = {
			IF = {
				limit = {
					has_dlc = No Step Back
				}
				create_equipment_variant = {
					name = T-26TU mod. 1933
					allow_without_tech = yes
					type = light_tank_chassis_1
					parent_version = 0
					modules = {
						main_armament_slot = tank_small_cannon_2
						turret_type_slot = tank_light_two_man_tank_turret
						suspension_type_slot = tank_bogie_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = tank_radio_1
					}
					upgrades = {
						tank_nsb_engine_upgrade = 2
						tank_nsb_armor_upgrade = 2
					}
					icon = GFX_SOV_basic_light_tank_medium
				}
			}
		} {
			capital_scope = {
				create_unit = {
					division = name = "200th Division" division_template = "200th Division" start_experience_factor = 0.75 start_equipment_factor = 1
					owner = CHI
					count = 1
				}
			}
		}
		custom_effect_tooltip = CHI_organise_the_200th_division_tt
		division_template = {
			name = 200th Division
			template_counter = 33
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
				mot_recon = {
					x = 0
					y = 2
				}
			}
			regiments = {
				light_armor = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				}
				motorized = {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
				mot_artillery_brigade = {
					x = 3
					y = 0
				}
			}
		}
		show_unit_leaders_tooltip = CHI_tai_anlan
	}
}
### Entity: Shared Focus
Tree: mal_focus
Component: MAL_UNIFIED_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea, allow_branch
Source: game
File: common/national_focus/r56_majapahit_shared.txt

Code:
shared_focus = {
	id = MAL_UNIFIED_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = MAL_UNIFIED_majapahit_unification
	}
	relative_position_id = MAL_UNIFIED_majapahit_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_coffee_crisis_aftermath
Constructs: has_completed_focus, completion_reward, has_game_rule, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_coffee_crisis_aftermath
	icon = GFX_focus_BRA_coffee_crisis
	x = 12
	y = 0
	relative_position_id = BRA_tribunal_de_seguranca_nacional
	cost = 5
	ai_will_do = {
		factor = 15
	}
	offset = {
		x = -33
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BRA_prepare_for_second_intentona
		}
	} {
		x = -15
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BRA_end_the_state_of_emergency
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = BRA_modify_economy_intro available_industrial_concern
		add_to_variable = {
			BRA_economy_industrial_capacity_factor = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			BRA_economy_production_efficiency_gain_factor = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			BRA_economy_production_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		}
		show_ideas_tooltip = BRA_departamento_nacional_do_cafe_idea
	}
}
### Entity: Event
Component: tfv_south_africa.93
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.93
	title = tfv_south_africa.93.t
	desc = tfv_south_africa.93.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		SIE = {
			if = {
				limit = {
					SAF = {
						controls_state = 700
					}
				}
				transfer_state = 700
			}
		}
		SAF = {
			puppet = SIE
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		SIE = {
			if = {
				limit = {
					SAF = {
						controls_state = 700
					}
				}
				transfer_state = 700
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = SIE
		}
	}
}
### Entity: Character
Component: BAN_acgs
Source: game
File: common/characters/BAN.txt

Code:
BAN_acgs = {
	advisor = {
		slot = air_chief
		idea_token = BAN_acgs
		allowed = {
			original_tag = BAN
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Character
Component: NEN_navy_chief
Source: game
File: common/characters/NEN.txt

Code:
NEN_navy_chief = {
	advisor = {
		slot = navy_chief
		idea_token = NEN_navy_chief
		allowed = {
			original_tag = NEN
		}
		traits = {
			navy_chief_decisive_battle_2
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_navy_1
		}
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_blackshirt_assault_battalion_speed_fa
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_blackshirt_assault_battalion_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: phi_focus
Component: PHI_privatize_the_industry
Constructs: prerequisite, limit, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, swap_ideas
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_privatize_the_industry
	icon = GFX_goal_generic_privatization
	cost = 10
	prerequisite = {
		focus = PHI_subsidize_anscor
	}
	relative_position_id = PHI_subsidize_anscor
	x = -1
	y = 1
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_political_power = 75
		swap_ideas = {
			remove_idea = PHI_soriano_corporation
			add_idea = PHI_soriano_corporation_2
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_reestablish_xinhua_palace
Constructs: prerequisite, limit, completion_reward, is_subject, is_controlled_by, cancel_if_invalid, complete_tooltip, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_reestablish_xinhua_palace
	icon = GFX_focus_CHI_an_alternative_rooted_in_tradition
	x = 2
	y = 1
	relative_position_id = CHI_tsr_restoration_of_the_chinese_empire
	prerequisite = {
		focus = CHI_tsr_restoration_of_the_chinese_empire
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
		608 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {

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

	}
	search_filters = {

	}
	completion_reward = {
		608 = {
			add_extra_state_shared_building_slots = 5
			IF = {
				limit = {
					infrastructure = < 4
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			ELSE_IF = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Country History
Country: SZK
Component: SZK_misc
Constructs: set_convoys, set_research_slots, set_country_flag, set_grand_doctrine
Source: game
File: history/countries/SZK - Szeklerland.txt

Code:
# Misc for SZK
capital = 76
set_convoys = 5
set_research_slots = 3
set_country_flag = started_out_as_landlocked
set_grand_doctrine = r56_guerilla_warfare
### Entity: Idea
Component: CRO_nikola_steinfl
Source: game
File: common/ideas/croatia.txt

Code:
CRO_nikola_steinfl = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = CRO
	}
	traits = {
		navy_chief_decisive_battle_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: germany_ally_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/HUN.txt

Code:
germany_ally_1 = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		has_country_flag = GER_second_vienna_award_HUN_north
		country_exists = GER
	}
	abort = {
		NOT = {
			country_exists = GER
		}
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = 100
	} {
		type = alliance
		id = GER
		value = 100
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_expand_shipbuilding_plants
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_state_flag, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_expand_shipbuilding_plants
	icon = GFX_SOV_expand_shipbuilding_plants_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_reinforce_western_naval_bases SOV_reinforce_northern_naval_bases SOV_reinforce_southern_naval_bases SOV_reinforce_eastern_naval_bases
	}
	x = 1
	y = 1
	relative_position_id = SOV_reinforce_northern_naval_bases
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SOV_expand_shipbuilding_plants_tt
		every_owned_state = {
			limit = {
				has_state_flag = SOV_naval_bases_reinforced_flag
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			if = {
				limit = {
					state = 195
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			else = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: PER_ssb_events.11
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.11
	title = PER_ssb_events.11.t
	desc = PER_ssb_events.10.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.10.a
		custom_effect_tooltip = SSB_chromium_tt
	}
}
### Entity: Trigger Reference
Construct: num_of_factories
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_factories

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Check amount of available factories (excluding temporary sources like trade and lend-lease)
Example:
GER = { num_of_factories < 50 }
```
### Entity: Character
Component: SIK_yang_tian
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_yang_tian = {
	name = SIK_yang_tian
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SIK_yang_tian
		allowed = {
			original_tag = SIK
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_independence_secure
Constructs: prerequisite, completion_reward, is_subject_of
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_independence_secure
	icon = GFX_goal_QUE_r56_quebec_libre
	x = 0
	y = 2
	cost = 3
	relative_position_id = QUE_continue_our_independence
	prerequisite = {
		focus = QUE_a_talk_with_ottawa QUE_further_cut_ties
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		NOT = {
			is_subject_of = CAN
		}
	}
	completion_reward = {
		country_event = quebec.21
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_279
Source: game
File: history/units/CHL_1936_air_legacy.txt

Code:
air_wings = {
	279 = {
		fighter_equipment_0 = {
			owner = CHL
			amount = 18
		}
	}
}
### Entity: Idea
Component: JAP_influx_of_socialist_industrial_expertise_idea
Constructs: research_speed_factor, has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, communism_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_influx_of_socialist_industrial_expertise_idea = {
	picture = eng_spirit_of_the_industrial_revolution
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	modifier = {
		research_speed_factor = 0.06
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		communism_drift = 0.05
	}
}
### Entity: Character
Component: SOV_dmitry_lelyushenko
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_dmitry_lelyushenko = {
	name = SOV_dmitry_lelyushenko
	portraits = {
		army = {
			large = GFX_portrait_SOV_dmitry_lelyushenko
			small = GFX_portrait_SOV_dmitry_lelyushenko_small
		}
	}
	corps_commander = {
		traits = {
			trait_reckless armor_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Idea
Component: NOR_large_armament_investments
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_large_armament_investments = {
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = FRA_factory_strikes
	modifier = {
		consumer_goods_factor = 0.45
		industrial_capacity_factory = 0.2
	}
}
### Entity: Idea
Component: CHI_empowered_branches
Constructs: stability_factor, removal_cost, has_elections, democratic_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_empowered_branches = {
	picture = SWI_spirit_of_helvetia_passive_peace
	removal_cost = -1
	cancel = {
		has_elections = no
	}
	modifier = {
		political_power_factor = 0.25
		stability_factor = 0.2
		drift_defence_factor = 0.3
		democratic_drift = 0.01
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}