Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: MEX_proletarian_class_army
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_proletarian_class_army = {
	name = MEX_proletarian_class_army
	picture = generic_communist_army
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		lend_lease_tension = -1
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -0.6
		justify_war_goal_time = -0.5
	}
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_667
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_667 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		667 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			667
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			1052 1053
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: Character
Component: DAG_adil_girey_takhtarov
Source: game
File: common/characters/DAG.txt

Code:
DAG_adil_girey_takhtarov = {
	name = Adil-Girey Takhtarov
	portraits = {
		civilian = {
			large = GFX_portrait_Adil-Girey_Takhtarov
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_r56_rebuilding_the_country
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_r56_rebuilding_the_country
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = ETH_demand_summit
	}
	x = 0
	y = 1
	relative_position_id = ETH_demand_summit
	cost = 10
	available = {
		all_owned_state = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	ai_will_do = {
		base = 2
	}
	completion_reward = {
		add_timed_idea = {
			idea = ETH_rebuilding_the_country_idea
			days = 365
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_intervention_in_spain
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, is_subject, cancel_if_invalid, unlock_decision_category_tooltip, set_country_flag
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_intervention_in_spain
	icon = GFX_focus_focus_fra_intervention_spain
	x = 7
	y = 2
	offset = {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_form_the_popular_front
		}
	} {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_revive_the_national_bloc
		}
	} {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_utilize_the_leagues
		}
	}
	prerequisite = {
		focus = FRA_form_the_popular_front FRA_revive_the_national_bloc
	}
	relative_position_id = FRA_form_the_popular_front
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SPR_scw_in_progress = yes
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = FRA_spanish_intervention_category
		set_country_flag = FRA_non_intervention
	}
}
### Entity: Unit Template
Component: ROM_SS_HISTORICAL
Source: game
File: common/units/names_ships/ROM_ship_names.txt

Code:
ROM_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		ROM
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = NMS 
	fallback_name = Submarin %d
	unique = {
		Delfinul Rechinul Marsuinul Baracuda Narval Nautilus Somonul Peste-Spada
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_end_to_fascist_europe
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, is_on_continent, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_end_to_fascist_europe
	icon = GFX_focus_ITA_liberation_or_death
	prerequisite = {
		focus = GER_liberate_italy
	}
	x = 1
	y = 2
	relative_position_id = GER_liberate_italy
	cost = 10
	available = {
		any_other_country = {
			capital_scope = {
				is_on_continent = europe
			}
			has_government = fascism
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = GER_bypass_end_to_fascist_europe_tt
			NOT = {
				any_other_country = {
					capital_scope = {
						is_on_continent = europe
					}
					has_government = fascism
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt GER_war_against_fascism_tt
		every_other_country = {
			limit = {
				OR = {
					is_in_faction_with = ROOT
					is_guaranteed_by = ROOT
					has_non_aggression_pact_with = ROOT
				}
				has_government = fascism
				NOT = {
					GER = {
						has_wargoal_against = PREV
					}
				}
			}
			if = {
				limit = {
					ROOT = {
						is_faction_leader = yes
					}
				}
				ROOT = {
					remove_from_faction = PREV
				}
			} {
				limit = {
					ROOT = {
						has_guaranteed = PREV
					}
				}
				ROOT = {
					diplomatic_relation = {
						country = PREV
						relation = guarantee
						active = no
					}
				}
			} {
				limit = {
					has_non_aggression_pact_with = ROOT
				}
				ROOT = {
					diplomatic_relation = {
						country = PREV
						relation = non_aggression_pact
						active = no
					}
				}
			}
			else_if = {
				limit = {
					is_faction_leader = yes
				}
				ROOT = {
					leave_faction = yes
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		} {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				has_government = fascism
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				} {
					GER = {
						has_wargoal_against = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_limited_cooperation
Constructs: prerequisite, has_war_with, completion_reward, give_resource_rights, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_limited_cooperation
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = CZE_ally_with_moderate_socialists
	}
	mutually_exclusive = {
		focus = CZE_denounce_stalinism
	}
	dynamic = yes
	cost = 5
	relative_position_id = CZE_ally_with_moderate_socialists
	x = 1
	y = 1
	ai_will_do = {
		base = 1
	}
	available = {
		SOV = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			controls_state = 202
		}
	}
	completion_reward = {
		SOV = {
			country_event = MUN_czech.1027
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			SOV = {
				give_resource_rights = {
					receiver = FROM
					state = 202
				}
				add_timed_idea = {
					idea = CZE_machine_tools
					days = 90
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_garrison_home
Constructs: has_war, is_major, has_capitulated, is_ai, has_navy_size
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_garrison_home = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_capitulated = no
		has_war = yes
		any_enemy_country = {
			is_major = yes
			OR = {
				is_ai = no
				has_navy_size = {
					size = > 15
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 154
		value = 25000
	} {
		type = strategic_air_importance
		id = 90
		value = 25000
	} {
		type = strategic_air_importance
		id = 79
		value = 25000
	} {
		type = strategic_air_importance
		id = 76
		value = 25000
	} {
		type = garrison
		value = 100
	} {
		type = put_unit_buffers
		ratio = 0.35
		states = {
			533 282 532 534 535 531 529 530 528 645 526
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = theatre_distribution_demand_increase
		id = 154
		value = 4
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_return_to_european_scene
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_return_to_european_scene
	icon = GFX_goal_fascist_factory
	prerequisite = {
		focus = SWE_stormtroopers
	}
	relative_position_id = SWE_stormtroopers
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_ideas = SWE_military_buildup
	}
}
### Entity: State History
Component: 973
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/973-Andorra.txt

Code:
state = {
	id = 973
	name = STATE_973
	manpower = 3462
	state_category = rural
	history = {
		owner = ADR
		add_core_of = ADR
		add_claim_by = SPR
		add_to_array = {
			state_victory_points = 3898
		}
		victory_points = {
			3898 3
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
	}
	provinces = {
		3898
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: AFG_foreign_trained_personnel
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_foreign_trained_personnel = {
	picture = generic_air_payment
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		experience_gain_air_factor = 0.1
		air_ace_generation_chance_factor = 0.15
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_two_red_banners
Constructs: prerequisite, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_two_red_banners
	icon = GFX_goal_TUR_two_red_flags
	prerequisite = {
		focus = TUR_revolution_not_reform
	}
	x = 1
	y = 1
	relative_position_id = TUR_revolution_not_reform
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.04
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.79
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.79
	title = AAT_Sweden_flashpoints.79.t
	desc = AAT_Sweden_flashpoints.79.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.79.a
		set_country_flag = FIN_rejected_aland_question_permanently
	}
}
### Entity: Idea
Component: CHL_patriotic_leagues_idea
Constructs: has_government, removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_patriotic_leagues_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.15
		resistance_damage_to_garrison = -0.15
		surrender_limit = 0.15
		mobilization_speed = 0.15
	}
	picture = generic_manpower_bonus
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_freedom_to_abject
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_freedom_to_abject
	icon = GFX_focus_ARG_anti_corruption_policies
	prerequisite = {
		focus = CHI_impair_the_control_yuan
	} {
		focus = CHI_appoint_sympathetic_judges
	}
	x = 2
	y = 1
	relative_position_id = CHI_impair_the_control_yuan
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = -0.05
			tooltip = political_power_gain_tt
		} {
			CHI_corruption_consumer_goods = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			CHI_corruption_construction_speed = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHI_corruption_cic_construction_boost_factor = 0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			CHI_corruption_free_repair_factor = 0.1
			tooltip = industry_free_repair_factor_tt
		} {
			CHI_corruption_economy_cost_factor = -0.1
			tooltip = economy_cost_factor_tt
		}
	}
}
### Entity: Character
Component: ISR_labour_zionist
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_labour_zionist = {
	random = no
	industrial_capacity_factory = 0.1
	consumer_goods_factor = 0.04
}
### Entity: Shared Focus
Tree: mal_focus
Component: MAL_UNIFIED_legacy_of_piracy
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, has_tech, allow_branch
Source: game
File: common/national_focus/r56_majapahit_shared.txt

Code:
shared_focus = {
	id = MAL_UNIFIED_legacy_of_piracy
	icon = GFX_goal_generic_navy_submarine
	cost = 10
	prerequisite = {
		focus = MAL_UNIFIED_naval_buildup
	}
	relative_position_id = MAL_UNIFIED_naval_buildup
	x = 0
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 2
		has_tech = construction3
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_ideas = JAP_supply_disruption
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 437
Constructs: add_core_of, add_to_array
Source: game
File: history/states/437-Madhya Pradesh.txt

Code:
state = {
	id = 437
	name = STATE_437
	provinces = {
		1949 2036 2092 2105 4106 7080 7205 8076 10807 10816 11993 11995 12080
	}
	manpower = 13151198
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
	history = {
		owner = RAJ
		add_core_of = CIP
		add_to_array = {
			state_victory_points = 4106
		}
		victory_points = {
			4106 5
		}
		buildings = {
			infrastructure = 1
		}
	}
}
### Entity: State History
Component: 428
Constructs: add_core_of, add_to_array
Source: game
File: history/states/428-Gujarat.txt

Code:
state = {
	id = 428
	name = STATE_428
	manpower = 10489446
	state_category = town
	resources = {
		oil = 6
	}
	history = {
		owner = RAJ
		add_core_of = WIS
		add_to_array = {
			state_victory_points = 10118
		}
		victory_points = {
			10118 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
		}
	}
	provinces = {
		1061 1103 1144 1190 4064 4090 4132 7020 7165 7207 9975 10118 12037 12092
	}
	local_supplies = 0.0
}
### Entity: Character
Component: NOR_fascist_landssviker
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_fascist_landssviker = {
	random = no
	sprite = 13
	fascism_drift = 0.012
	stability_factor = -0.15
	war_support_factor = -0.1
	resistance_decay = -0.18
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_divide_denmark
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_divide_denmark
	icon = GFX_goal_SWE_divide_denmark_icon
	prerequisite = {
		focus = SWE_approach_germany
	}
	relative_position_id = SWE_approach_germany
	x = 0
	y = 1
	cost = 5
	bypass = {
		OR = {
			is_in_faction_with = DEN
			NOT = {
				country_exists = DEN
			}
		}
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	completion_reward = {
		DEN = {
			country_event = sweden_fascism.1
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_seek_papal_support
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_popularity
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_seek_papal_support
	icon = GFX_focus_generic_pope
	x = -3
	y = 1
	relative_position_id = LIE_a_new_union
	cost = 10
	prerequisite = {
		focus = LIE_royal_assets
	} {
		focus = LIE_a_new_union
	}
	available = {
		NOT = {
			has_war_with = PAP
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = ITA_papal_support
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: Achievement
Component: the_lion_king
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements.txt

Code:
the_lion_king = {
	id = 159
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ETH
	}
	happened = {
		has_completed_focus = ETH_the_king_of_kings
		has_country_leader = {
			ruling_only = yes
			character = ETH_haile_selassie
		}
		controls_state = 546 905 903 904 547
	}
}
### Entity: Decision
Component: CHI_war_of_resistance_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_war_with, add_war_support, has_country_flag, is_major, has_war_with_major
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_war_of_resistance_cat = {
	CHI_demonstrate_our_resolve_decision = {
		icon = GFX_decision_generic_speech
		visible = {
			has_completed_focus = CHI_demonstrate_our_resolve CHI_demonstrate_our_resolve
			NOT = {
				has_country_flag = CHI_declared_defence
			}
			has_war_with_major = yes
		}
		state_target = yes
		target_array = ROOT.core_states
		on_map_mode = map_and_decisions_view
		target_trigger = {
			FROM = {
				is_controlled_by_ROOT_or_ally = yes
				NOT = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
					has_state_flag = CHI_declared_defence_recently
				}
			}
		}
		available = {
			NOT = {
				has_country_flag = CHI_declared_defence
			}
			FROM = {
				is_controlled_by_ROOT_or_ally = yes
				NOT = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
			}
		}
		cost = 25
		ai_will_do = {
			base = 1
			modifier = {
				factor = 5
				command_power = > 24
			} {
				factor = 2
				FROM = {
					supply_node = > 0
				}
			} {
				factor = 5
				FROM = {
					has_dynamic_modifier = {
						modifier = CHI_bog_defensive_modifier
					}
				}
			} {
				factor = 0.5
				FROM = {
					has_dynamic_modifier = {
						modifier = JAP_chinese_offensive_military_offensive
					}
				}
			} {
				factor = 5
				FROM = {
					is_capital = yes
				}
			}
		}
		complete_effect = {
			custom_effect_tooltip = CHI_demonstrate_our_resolve_decision_tt
			effect_tooltip = {
				every_subject_country = {
					add_autonomy_score = {
						value = -30
						localization = CHI_holding_state_mission
					}
				}
			}
			activate_mission = CHI_holding_state_mission
			hidden_effect = {
				every_enemy_country = {
					limit = {
						is_major = yes
					}
					activate_mission = CHI_china_pledging_to_hold_state_mission
				}
			}
			set_country_flag = CHI_declared_defence
			FROM = {
				set_state_flag = CHI_holding_state_mission_flag
			}
			set_variable = {
				CHI_declare_defence_name_var = FROM
			}
		}
	}
	CHI_holding_state_mission = {
		icon = GFX_decision_generic_protection
		highlight_states = {
			highlight_states_trigger = {
				has_state_flag = CHI_holding_state_mission_flag
			}
		}
		allowed = {
			always = no
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = CHI_holding_state_mission_trigger
				any_core_state = {
					has_state_flag = CHI_holding_state_mission_flag
					is_controlled_by_ROO
# ... (truncated)
### Entity: Country Tag
Component: SPB
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
SPB = {
	original_tag = SPR
	has_country_flag = SPR_carlist_spain_flag
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_expand_the_tongzi_jun
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_expand_the_tongzi_jun
	icon = GFX_focus_CHI_tongzi_jun
	prerequisite = {
		focus = CHI_one_nation_undivided
	}
	mutually_exclusive = {
		focus = CHI_introduce_the_baojia_system
	}
	x = 1
	y = 1
	relative_position_id = CHI_one_nation_undivided
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CHI_tongzi_jun
	}
}
### Entity: Name List
Component: TAN
Source: game
File: common/names/00_names.txt

Code:
TAN = {
	male = {
		names = {
			Ma Deng Zhao Tong Guan Oboi Sonin Songgotu Suksaha Mingzhu Nalan Fu Hesehn Changlin
		}
	}
	female = {
		names = {
			Mandukhai Samar Zaufishan Mulan Aigiarn Borte Chabi Conchaka Doquez-khatum Goland Khultulun Kokachin Mandughai Oghul Qamish Orqina Sorghaghtani Beki Toregene
		}
	}
	surnames = {
		Zhanshan Tiemei Shangzhi Linge Xiangying Xingde Kang'an
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_the_concrete_battleship
Constructs: prerequisite, limit, completion_reward, has_dlc, is_special_project_completed, complete_special_project, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_the_concrete_battleship
	icon = GFX_focus_PHI_the_concrete_battleship
	prerequisite = {
		focus = PHI_bastion_bataan
	}
	relative_position_id = PHI_bastion_bataan
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			IF = {
				limit = {
					NOT = {
						is_special_project_completed = sp:sp_land_stronghold_network
					}
				}
				complete_special_project = sp:sp_land_stronghold_network
			} {
				limit = {
					1027 = {
						is_fully_controlled_by = ROOT
						stronghold_network = < 1
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
				}
				1027 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = stronghold_network
						level = 1
						instant_build = yes
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		ELSE = {
			1027 = {
				add_dynamic_modifier = {
					modifier = PHI_no_gtd_concrete_battleship
					scope = PHI
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		PHI_add_or_modify_defense_strategy = yes
		add_to_variable = {
			PHI_defense_strategy_land_bunker_effectiveness_factor = 0.1
			tooltip = land_bunker_effectiveness_factor_tt
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ASW_DD_navy_focus_2
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ASW_DD_navy_focus_2 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_B_ASW_DD_DESIGN
		} {
			EAI_FOCUS/NAVY/ASW_destroyer_OVERRIDE = global.EAI_B_ASW_DD_DESIGN
		}
		AND = {
			OR = {
				EAI_ASW_Destroyer_Focus_2_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/ASW_destroyer EAI_FOCUS/NAVY/ASW_destroyer_OVERRIDE
			}
		}
	}
}