Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_expansion_event.20
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_stability, fire_only_once, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.20
	title = denmark_expansion_event.10.t
	desc = denmark_expansion_event.20.desc
	picture = GFX_report_event_DEN_danish_politics
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.20.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		add_stability = -0.1
		add_war_support = -0.05
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.21
					hours = 2
				}
			}
		}
	} {
		name = denmark_expansion_event.20.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_expansion_event.22
				hours = 2
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_reunify_pppki
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_autonomy_score, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_reunify_pppki
	icon = GFX_goal_generic_citizens
	ai_will_do = {
		factor = 5
	}
	relative_position_id = INS_PKI
	x = 2
	y = 2
	prerequisite = {
		focus = INS_PKI INS_PNI
	}
	cost = 10
	completion_reward = {
		add_autonomy_score = {
			value = 250
		}
		add_political_power = 120
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = INS_abikusno_cokrosuyoso INS_sukiman INS_sekarmaji_kartosuwiryo
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: BUL_bzns_high_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_high_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_high_loyalty_increase_tt
	add_to_variable = {
		BUL_bzns_loyalty = BUL_faction_high_increase
	}
	clamp_variable = {
		var = BUL_bzns_loyalty
		min = 0
		max = 100
	}
}
### Entity: Scripted Trigger
Component: AST_adela_fascist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_adela_fascist_ai = {
	OR = {
		has_country_flag = AST_ADELA_FASCIST_TAOG_AI
		has_game_rule = {
			rule = AST_AI_BEHAVIOR
			option = ADELA
		}
	}
}
### Entity: Modifier Reference
Construct: scientist_xp_gain_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## scientist_xp_gain_factor

* Number with 2 decimal places
* **Categories**: character
### Entity: Scripted Effect
Component: JUNO_pick_navy_modifier_tt
Constructs: limit
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
JUNO_pick_navy_modifier_tt = {
	IF = {
		limit = {
			original_tag = CHL
		}
		custom_effect_tooltip = CHL_modify_chilean_navy_ns_intro
	}
	ELSE_IF = {
		limit = {
			original_tag = BRA
		}
		custom_effect_tooltip = BRA_modify_brazilian_navy_ns_intro
	} {
		limit = {
			original_tag = ARG
		}
		custom_effect_tooltip = ARG_modify_argentine_navy_ns_intro
	} {
		limit = {
			original_tag = PAR
		}
		custom_effect_tooltip = PAR_modify_paraguayan_navy_ns_intro
	} {
		limit = {
			original_tag = URG
		}
		custom_effect_tooltip = URG_modify_uruguayan_navy_ns_intro
	}
	ELSE = {
		custom_effect_tooltip = JUNO_modify_south_american_navy_ns_intro
	}
}
### Entity: Event
Component: NSB_soviet_communist_civil_war.003
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_global_flag, has_character, has_trait, random_unit_leader
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_communist_civil_war.003
	title = NSB_soviet_communist_civil_war.003.t
	desc = NSB_soviet_communist_civil_war.003.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_global_flag = SOV_soviet_civil_war
		}
	}
	hidden = no
	immediate = {
		hidden_effect = {
			SOV_initiate_civil_war = yes
		}
	}
	option = {
		name = NSB_soviet_communist_civil_war.003.a
		ai_chance = {
			base = 20
		}
		trigger = {
			has_character = SOV_nikolay_bukharin
		}
		SOV_set_up_civil_war_capital = yes
		SOV_set_up_civil_war_army_fractions = yes
		SOV_promote_to_country_leader_bukharin = yes
		hidden_effect = {
			SOV_start_civil_war = yes
			SOV_right_opposition_civil_war_start = yes
		}
	} {
		name = NSB_soviet_communist_civil_war.003.b
		ai_chance = {
			base = 10
		}
		trigger = {
			has_character = SOV_aleksey_rykov
		}
		SOV_set_up_civil_war_capital = yes
		SOV_set_up_civil_war_army_fractions = yes
		SOV_promote_to_country_leader_rykov = yes
		hidden_effect = {
			SOV_start_civil_war = yes
			SOV_right_opposition_civil_war_start = yes
		}
	} {
		name = NSB_soviet_communist_civil_war.003.c
		ai_chance = {
			base = 10
		}
		trigger = {
			AND = {
				NOT = {
					has_character = SOV_nikolay_bukharin
				} {
					has_character = SOV_aleksey_rykov
				}
				OR = {
					NOT = {
						has_character = SOV_grigory_zinovyev
					} {
						has_completed_focus = SOV_align_the_zinovyevites
					}
				} {
					NOT = {
						has_character = SOV_lev_kamenev
					} {
						has_completed_focus = SOV_align_the_zinovyevites
					}
				}
			}
		}
		SOV_set_up_civil_war_capital = yes
		SOV_set_up_civil_war_army_fractions = yes
		IF = {
			limit = {
				any_unit_leader = {
					has_trait = trait_SOV_bukharinist
				}
			}
			ROOT = {
				random_unit_leader = {
					limit = {
						has_trait = trait_SOV_bukharinist
					}
					add_country_leader_role = {
						country_leader = {
							ideology = marxism
							traits = {

							}
							expire = 1965.1.1.1
						}
						promote_leader = yes
					}
				}
			}
		}
		ELSE = {
			ROOT = {
				random_unit_leader = {
					limit = {
						NOT = {
							has_trait = trait_SOV_stalinist
						}
					}
					add_country_leader_role = {
						country_leader = {
							ideology = marxism
							traits = {

							}
							expire = 1965.1.1.1
						}
						promote_leader = yes
	
# ... (truncated)
### Entity: Idea
Component: CHI_vast_kmt_influence2
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_vast_kmt_influence2 = {
	picture = chi_warlord_integration4
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.15
		army_org_factor = -0.15
		max_dig_in_factor = -0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CHI
		defense_bonus_against = -0.4
		attack_bonus_against = -0.4
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_light_cruiser_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_light_cruiser_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = NZL_destroyer_effort NZL_submarine_effort
	}
	x = -2
	y = 4
	relative_position_id = NZL_transfer_the_new_zealand_division
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NZL_light_cruiser_effort
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: Character
Component: SIA_restorer_of_thailands_power_and_modernity_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_restorer_of_thailands_power_and_modernity_r56 = {
	random = no
	sprite = 13
	political_power_factor = 0.2
	party_popularity_stability_factor = 0.05
	war_stability_factor = 0.1
	high_command_cost_factor = -0.25
	theorist_cost_factor = -0.25
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Secure_Iceland
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, is_subject_of, is_in_faction_with, has_non_aggression_pact_with
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Secure_Iceland
	icon = GFX_goal_annexiceland
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			strength_ratio = {
				tag = ICE
				ratio = < 8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
		any_other_country = {
			owns_state = 100
			NOT = {
				is_subject_of = DEN
				is_in_faction_with = DEN
				has_non_aggression_pact_with = DEN
			}
		}
	}
	prerequisite = {
		focus = DEN_DNSAP_Takeover
	}
	x = 3
	y = 1
	will_lead_to_war_with = ICE
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		random_other_country = {
			limit = {
				owns_state = 100
			}
			DEN = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
				add_state_claim = 100
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_hurtigruten
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_hurtigruten
	icon = GFX_focus_NOR_hurtigruten
	prerequisite = {
		focus = NOR_building_an_independent_norway
	}
	x = 0
	y = 1
	relative_position_id = NOR_building_an_independent_norway
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		142 = {
			add_building_construction = {
				type = naval_base
				level = 4
				instant_build = yes
				province = 122
			}
		}
		925 = {
			add_building_construction = {
				type = naval_base
				level = 4
				instant_build = yes
				province = 9116
			}
		}
		924 = {
			add_building_construction = {
				type = naval_base
				level = 5
				instant_build = yes
				province = 11050
			}
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 75
			producer = NOR
		}
	}
}
### Entity: Idea
Component: BUL_third_bulgarian_state
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_third_bulgarian_state = {
	picture = bul_third_bulgarian_state
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.002
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_slovenia_for_alliance
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_faction_leader, is_ally_with, random_hours
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_slovenia_for_alliance
	icon = GFX_goal_AUS_demand_slovenia
	relative_position_id = AUS_a_danubian_association
	x = -3
	y = 1
	prerequisite = {
		focus = AUS_a_danubian_association
	}
	cost = 10
	available = {
		controls_state = 1054
		YUG = {
			exists = yes
			NOT = {
				has_war_with = AUS
			} {
				has_government = fascism
			}
			controls_state = 102 853
		}
		is_faction_leader = yes
	}
	bypass = {
		is_ally_with = YUG
	}
	mutually_exclusive = {
		focus = AUS_ally_yugoslavia_empire
	}
	completion_reward = {
		YUG = {
			country_event = {
				id = austria.42
				days = 1
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			AUS = {
				faction_leader = {
					add_to_faction = YUG
				}
			}
			transfer_state = 102 853
			if = {
				limit = {
					956 = {
						is_controlled_by = YUG
					}
				}
				if = {
					limit = {
						is_ally_with = HUN
					}
					HUN = {
						transfer_state = 956
					}
				}
				else = {
					transfer_state = 956
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_new_shipyards
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_new_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = TUR_continue_the_naval_expansion
	}
	x = 2
	y = 1
	relative_position_id = TUR_continue_the_naval_expansion
	cost = 10
	available = {
		has_full_control_of_state = 797
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		797 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: INS_economic_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_economic_cat = {
	icon = GFX_decision_category_generic_economy
	priority = 5
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {

	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_subsidies_to_corporations
Constructs: prerequisite, has_government, completion_reward, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_subsidies_to_corporations
	icon = GFX_goal_generic_banking
	prerequisite = {
		focus = QUE_give_power_to_the_clergy QUE_let_the_church_control_education_and_healthcare
	}
	relative_position_id = QUE_abandon_electorialism
	x = 1
	y = 4
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				861
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Effect Reference
Construct: remove_mission
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_mission

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Removes mission without running complete or timeout effects. 
Example: remove_mission = some_mission_here
```
### Entity: National Focus
Tree: aus_focus
Component: AUS_found_the_austrian_marines
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_found_the_austrian_marines
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = AUS_a_stealthier_approach AUS_sieze_the_adriatic AUS_push_for_the_mediterranean
	}
	relative_position_id = AUS_recreate_the_kuk_kriegsmarine
	x = 0
	y = 3
	cost = 10
	completion_reward = {
		army_experience = 50
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = marine_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PAN_marcos_a_gelabert
Source: game
File: common/characters/PAN.txt

Code:
PAN_marcos_a_gelabert = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PAN_marcos_a_gelabert
		ledger = air
		allowed = {
			original_tag = pan
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Marcos A. Gelabert
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Idea
Component: GEN_militarism_I
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_militarism_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.05
		resistance_damage_to_garrison = -0.15
	}
}
### Entity: Character
Component: JUNO_university_fascist
Constructs: research_speed_factor, fascism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_university_fascist = {
	random = no
	sprite = 13
	fascism_drift = 0.06
	research_speed_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: news.706
Constructs: is_triggered_only
Source: game
File: events/r56_portugal.txt

Code:
news_event = {
	id = news.706
	title = news.706.t
	desc = news.706.d
	picture = GFX_news_event_hitler_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.706.o
	}
}
### Entity: Event
Component: PER_imperial_events.14
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.14
	title = PER_imperial_events.14.t
	desc = PER_imperial_events.14.desc
	picture = GFX_report_event_001
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.14.a
		PER = {
			create_wargoal = {
				target = RAJ
				type = annex_everything
			}
		}
	}
}
### Entity: Idea
Component: NOR_folkestyrken
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_folkestyrken = {
	allowed_civil_war = {
		has_government = communism
	}
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.03
		army_morale_factor = 0.1
	}
}
### Entity: Idea
Component: idea_PAR_recovering_economy
Constructs: stability_factor, add_ideas, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_recovering_economy = {
	name = idea_PAR_recovering
	picture = chi_hyper_inflation2
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.05
		industrial_capacity_factory = 0.05
		production_speed_buildings_factor = 0
		 = .
		stability_factor = -0.05
	}
	on_remove = {
		add_ideas = idea_PAR_florishing_economy
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_connecting_the_country
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_connecting_the_country
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = PRC_establish_shorter_market_plans PRC_initialize_five_year_plan
	}
	x = 3
	y = 1
	relative_position_id = PRC_initialize_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_controlled_states = > 4
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PRC_connecting_the_country_idea
			days = 600
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.77
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.77
	is_triggered_only = yes
	hidden = yes
	immediate = {
		set_country_flag = AST_war_is_coming_decisions_trigger
		AST = {
			country_event = {
				id = AST_political_events.8
				days = 6
			}
		}
	}
}
### Entity: Order of Battle
Component: 2. Pjesadijska divizija
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/MCD_home_guard.txt

Code:
division = {
	name = 2. Pjesadijska divizija
	location = 867
	division_template = Pjesadijska divizija
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Event
Component: egypt.47
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.47
	picture = GFX_report_event_spr_civil_war_faction_defeated
	title = egypt.47.t
	desc = egypt.47.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.47.a
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_equipment_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_equipment_effort
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = SLO_army_effort
	}
	relative_position_id = SLO_army_effort
	x = -4
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_cohen_plan
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_cohen_plan
	icon = GFX_focus_BRA_cohen_plan
	prerequisite = {
		focus = BRA_ensure_continued_military_support BRA_work_with_the_integralists
	}
	x = 0
	y = 2
	relative_position_id = BRA_tribunal_de_seguranca_nacional
	cost = 10
	available = {
		OR = {
			fascism = > 0.5
			neutrality = > 0.5
		}
	}
	cancel_if_invalid = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = BRA_cohen_plan_tt
		add_political_power = 100
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_fffind_enemy_province
Constructs: limit, has_war_with, set_temp_variable, clear_temp_array, add_to_temp_array, check_variable, remove_from_temp_array, is_in_array
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_fffind_enemy_province = {
	set_temp_variable = {
		its = 0
	} {
		max_its = 100
	}
	clear_temp_array = unexplored explored
	add_to_temp_array = {
		unexplored = _province_id
	}
	while_loop_effect = {
		break = found_enemy_
		limit = {
			check_variable = {
				its = < max_its
			} {
				unexplored^num = > 0
			}
		}
		set_temp_variable = {
			cur_prov = unexplored^0
		}
		remove_from_temp_array = {
			array = unexplored
			index = 0
		}
		add_to_temp_array = {
			explored = cur_prov
		}
		if = {
			limit = {
				var:global.province_controllers^cur_prov = {
					has_war_with = ROOT
				}
			}
			set_temp_variable = {
				found_enemy_ = 1
			} {
				_province_id_a = _province_id
			} {
				_province_id_b = cur_prov
			}
			EAI_MATH_get_distance_between_provinces_a_b = yes
		}
		else = {
			set_temp_variable = {
				_get_province_id_neighbors = cur_prov
			}
			EAI_MAP_get_province_neighbors = yes
			for_each_loop = {
				array = province_neighbors_
				if = {
					limit = {
						NOT = {
							is_in_array = {
								unexplored = v
							} {
								explored = v
							}
						}
					}
					add_to_temp_array = {
						unexplored = v
					}
				}
			}
		}
		add_to_temp_variable = {
			its = 1
		}
	}
}
### Entity: Idea
Component: FIJ_aco2
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_aco2 = {
	picture = generic_army_asia_4
	allowed = {
		original_tag = FIJ
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}