Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mongol_greater_mongolia.6
Constructs: is_triggered_only, add_political_power, save_event_target_as, clr_state_flag, clear_variable, remove_targeted_decision
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.6
	title = mongol_greater_mongolia.6.t
	desc = mongol_greater_mongolia.6.d
	picture = GFX_report_event_bul_troops_dobrudja
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_border_realignment_cancelled
			}
		}
	}
	option = {
		name = mongol_greater_mongolia.6.a
		add_political_power = 50
		army_experience = 50
	}
}
### Entity: Order of Battle
Component: 2 West African Force
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = 2 West African Force
	location = 10862
	division_template = Colonial Garrison
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ENG
		}
	}
	start_equipment_factor = 0.15
}
### Entity: Idea
Component: CHI_the_burma_road_hidden
Constructs: has_dlc, has_dynamic_modifier, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/china.txt

Code:
CHI_the_burma_road_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
		NOT = {
			any_enemy_country = {
				OR = {
					controls_state = 995 640 998 434 990 432
				}
			}
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Scripted Trigger
Component: GER_naval_interest_trigger
Constructs: has_completed_focus, has_war_with
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_naval_interest_trigger = {
	OR = {
		AND = {
			not = {
				has_war_with = SOV
			}
			OR = {
				has_war_with = ENG USA JAP
			}
		}
		has_completed_focus = GER_plan_z GER_rebuild_the_high_seas_fleet
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_encorage_foreign_investors
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_encorage_foreign_investors
	icon = GFX_goal_industrial_investment
	prerequisite = {
		focus = GEN_invite_american_investors GEN_invite_german_investors GEN_invite_soviet_planners
	}
	x = 3
	y = 1
	relative_position_id = GEN_invite_american_investors
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 2
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		num_of_controlled_states = > 1
		has_tech = construction3
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				num_of_controlled_states = > 0
				NOT = {
					any_owned_state = {
						is_core_of = ROOT
					}
				}
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_noart_sg_masc_x_d_en_07c
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_noart_sg_masc_x_d_en_07c = {
	OR = {
		AND = {
			has_government = democratic
			OR = {
				tag = ISR
				original_tag = ISR
			}
		} {
			has_government = neutrality
			OR = {
				tag = ADU
				original_tag = ADU
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_military_academy
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_military_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = VNZ_equipment_effort_2
	}
	x = -1
	y = 1
	relative_position_id = VNZ_equipment_effort_2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Scripted Effect
Component: ma_clique_remove_the_collective_effect
Constructs: limit, has_country_flag, has_dynamic_modifier, remove_dynamic_modifier, set_country_flag
Source: game
File: common/scripted_effects/WTT_warlord_scripted_effects.txt

Code:
ma_clique_remove_the_collective_effect = {
	IF = {
		limit = {
			has_dynamic_modifier = {
				modifier = CHI_ma_clique_collective
			}
		}
		remove_dynamic_modifier = {
			modifier = CHI_ma_clique_collective
		}
	} {
		limit = {
			NOT = {
				has_country_flag = cast_off_ma_ties_or_became_china_flag
			}
		}
		set_country_flag = cast_off_ma_ties_or_became_china_flag
	}
}
### Entity: Event
Component: SEA_PHI_political_events.64
Constructs: is_triggered_only, limit, has_government, add_political_power, is_country_leader, has_elections, has_character, retire_character
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.64
	title = {
		text = SEA_PHI_political_events.63.t
		trigger = {
			NOT = {
				AND = {
					PHI_manuel_luis_quezon = {
						is_country_leader = yes
					}
					date = > 1944.6.1
				}
			}
		}
	} {
		text = SEA_PHI_political_events.64.t
		trigger = {
			PHI_manuel_luis_quezon = {
				is_country_leader = yes
			}
			date = > 1944.6.1
		}
	}
	desc = {
		text = SEA_PHI_political_events.64.desc_generic
		trigger = {
			NOT = {
				AND = {
					PHI_manuel_luis_quezon = {
						is_country_leader = yes
					}
					date = > 1944.6.1
				}
			}
		}
	} {
		text = SEA_PHI_political_events.64.desc_quezon
		trigger = {
			PHI_manuel_luis_quezon = {
				is_country_leader = yes
			}
			date = > 1944.6.1
		}
	}
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	trigger = {
		has_government = democratic
		has_elections = yes
	}
	option = {
		name = SEA_PHI_political_events.64.osmena
		trigger = {
			has_character = PHI_sergio_osmena
			PHI_manuel_roxas = {
				is_country_leader = no
			}
		}
		if = {
			limit = {
				has_character = PHI_manuel_luis_quezon
			}
			retire_character = PHI_manuel_luis_quezon
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		PHI_sergio_osmena = {
			if = {
				limit = {
					can_be_country_leader = yes
				}
				promote_character = yes
			}
			else = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = conservatism
						expire = 1965.1.1.1
						traits = {
							steady_statesman
						}
					}
				}
			}
		}
	} {
		name = SEA_PHI_political_events.63.roxas
		trigger = {
			has_character = PHI_manuel_roxas
			PHI_manuel_roxas = {
				is_country_leader = no
			}
		}
		if = {
			limit = {
				has_character = PHI_manuel_luis_quezon
			}
			retire_character = PHI_manuel_luis_quezon
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		PHI_manuel_roxas = {
			if = {
				limit = {
					can_be_country_leader = yes
				}
				promote_character = yes
			}
			else = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = conservatism
						expire = 1965.1.1.1
						traits = {
							PHI_political_hacendado
						}
					}
				}
			}
		}
	} {
		name = SEA_PHI_political_events.63.laurel
		trigger = {
			has_character = PHI_jose_laurel
			PHI_jose_laurel = {
				is_country_leader = no
			}
# ... (truncated)
### Entity: Effect Reference
Construct: unlock_national_focus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unlock_national_focus

* Supported Scopes: COUNTRY
* Supported Targets: none

```
unlocks a focus for a country
```
### Entity: Character
Component: GER_firey_heir_of_luxembourg
Constructs: mobilization_speed, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_firey_heir_of_luxembourg = {
	sprite = 13
	random = no
	war_support_weekly = 0.001
	mobilization_speed = 0.05
	recruitable_population_factor = 0.1
	army_org_regain = 0.15
	communism_drift = 0.05
}
### Entity: Character
Component: GRN_neet_noot
Source: game
File: common/characters/GRN.txt

Code:
GRN_neet_noot = {
	name = Neet Noot
	portraits = {
		civilian = {
			large = gfx/leaders/GRN/r56_portrait_GRN_neet_noot.dds
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_ATTACHE_GER_attache_improve_relations_SPA
Constructs: has_civil_war, has_opinion, is_in_array
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_attache_strategies.txt

Code:
EAI_DIPLO_ATTACHE_GER_attache_improve_relations_SPA = {
	enable = {
		tag = SPA
		has_civil_war = yes
		has_opinion = {
			target = GER
			value = < 35
		}
		NOT = {
			is_in_array = {
				EAI_attache_senders = GER.id
			}
		}
		date = < 1937.6.1
	}
	abort = {
		NOT = {
			AND = {
				has_opinion = {
					target = GER
					value = < 40
				}
				NOT = {
					is_in_array = {
						EAI_attache_senders = GER.id
					}
				}
			}
		}
	}
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = improve_relation
		value = 100000
	} {
		type = support
		id = GER
		value = 100000
	} {
		type = befriend
		id = GER
		value = 100000
	} {
		type = alliance
		id = GER
		value = 100000
	} {
		type = diplo_action_desire
		id = GER
		target = military_access
		value = 20000
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_negotiate_reunification
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_country_leader, is_subject, is_subject_of
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_negotiate_reunification
	icon = GFX_goal_GER_flag_germany_democratic
	relative_position_id = AUS_realize_unity
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_realize_unity
	}
	mutually_exclusive = {
		focus = AUS_arm_german_resistance
	}
	available = {
		GER = {
			OR = {
				has_government = democratic
				has_country_leader = {
					character = GER_heinrich_brandler
					ruling_only = yes
				}
			}
		}
		NOT = {
			has_war_with = GER
		}
		OR = {
			is_subject = no
			is_subject_of = GER
		}
	}
	cost = 5
	completion_reward = {
		remove_opinion_modifier = {
			target = GER
			modifier = hostile_status
		}
		GER = {
			remove_opinion_modifier = {
				target = AUS
				modifier = hostile_status
			}
		} {
			country_event = {
				id = austria.45
				days = 1
				random_hours = 12
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_accept GAME_OVER_TT
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = AUS
				}
				add_core_of = GER
			}
			GER = {
				annex_country = {
					target = AUS
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_219
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_219 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_219
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 219
		states = {
			219
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: State History
Component: 970
Constructs: add_core_of
Source: game
File: history/states/970 - Western Macedonia.txt

Code:
state = {
	id = 970
	name = STATE_970
	resources = {
		chromium = 20.0
		aluminium = 6.0
	}
	history = {
		owner = YUG
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		victory_points = {
			833 2
		} {
			867 1
		}
		add_core_of = YUG MAC
	}
	provinces = {
		833 867 11856
	}
	manpower = 343550
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_transition_state
Constructs: limit, has_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_transition_state = {
	if = {
		limit = {
			has_country_flag = EAI_template_upgrade_logging
		}
		log = [GetYear] [GetMonth] | AI | [PREV.GetName] | TEMPLATE: role=[?role_index] state=[?EAI_TEMPLATE_state^role_index]
	} {
		limit = {
			has_country_flag = EAI_template_upgrade_logging
		}
		log = TRANSITION TO: [?EAI_TEMPLATE_state^role_index]
	}
	set_variable = {
		EAI_TEMPLATE_state^role_index = _transition_to
	} {
		EAI_TEMPLATE_changed_state = 1
	}
}
### Entity: Character
Component: AUS_emil_liebitzky
Constructs: has_government, has_civil_war
Source: game
File: common/characters/AUS.txt

Code:
AUS_emil_liebitzky = {
	name = AUS_emil_liebitzky
	portraits = {
		army = {
			large = GFX_portrait_AUS_emil_liebitzky
			small = GFX_portrait_AUS_emil_liebitzky_small
		}
	}
	corps_commander = {
		traits = {
			media_personality
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				original_tag = GER
			}
			OR = {
				AND = {
					has_civil_war = yes
					OR = {
						has_government = democratic communism
					}
				}
				has_civil_war = no
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_la_corporacion_araucania
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, add_to_variable, add_popularity
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_la_corporacion_araucania
	icon = GFX_focus_CHL_la_corporacion_araucania
	relative_position_id = CHL_address_the_mapuche_conflict
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_address_the_mapuche_conflict
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		NOT = {
			has_completed_focus = CHL_avenge_the_pacification_of_araucania
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_mapuche_nationalism_ns_intro CHL_skip_one_line_tt
		add_to_variable = {
			CHL_mapuche_nationalism_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			CHL_mapuche_nationalism_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			CHL_mapuche_nationalism_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		add_stability = -0.02
	}
}
### Entity: Idea
Component: r56_CYP_naval_industry
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_naval_industry = {
	picture = AUS_naval_efficiency_idea
	modifier = {
		production_speed_dockyard_factor = 0.1
		production_speed_naval_base_factor = 0.1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_Aircraft_japanese
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_Aircraft_japanese
	icon = GFX_goal_fighters_japan
	prerequisite = {
		focus = LIT_Foreign_Design
	}
	mutually_exclusive = {
		focus = LIT_Aircraft_Soviet
	}
	x = 1
	y = 1
	relative_position_id = LIT_Foreign_Design
	cost = 10
	available_if_capitulated = yes
	available = {
		AND = {
			JAP = {
				exists = yes
				has_capitulated = no
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = fascism neutrality
			JAP = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = JAP
		}
	}
	completion_reward = {
		JAP = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = LIT_Aircraft_japanese
				bonus = 1.0
				uses = 1
				category = light_air
			} {
				name = LIT_Aircraft_japanese
				bonus = 1.0
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = Ki-10
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_JAP_early_fighter_medium
			} {
				name = Ki-3
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = lmg_defense_turret
				}
				icon = GFX_JAP_CAS1_medium
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = early_fighter fighter1 fighter2
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = cv_early_fighter cv_fighter1
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = naval_bomber1 naval_bomber2
			}
		}
		add_opinion_modifier = {
			target = JAP
			modifier = GEN_aircraft_japanese
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: ETH_airforce_2_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_airforce_2_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ETH_airforce
	enemy_army_bonus_air_superiority_factor = ETH_airforce_enemy_army_bonus_air_superiority_factor
	air_doctrine_cost_factor = ETH_airforce_air_doctrine_cost_factor
	air_accidents_factor = ETH_airforce_air_accidents_factor
	air_attack_factor = ETH_airforce_air_attack_factor
}
### Entity: Character
Component: SIA_nangklao_chichalerm
Source: game
File: common/characters/SIA.txt

Code:
SIA_nangklao_chichalerm = {
	name = Nangklao Chichalerm
	portraits = {
		civilian = {
			large = GFX_portrait_Nangklao_Chichalerm
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			retired_officer financial_expert
		}
		expire = 1948.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_revenge_for_the_coto_war
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_historical_focus_on, is_subject, has_army_manpower, is_ally_with
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_revenge_for_the_coto_war
	icon = GFX_goal_generic_attack_panama
	prerequisite = {
		focus = COS_suspend_the_constitution
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	x = 0
	y = 4
	relative_position_id = COS_approach_the_nazistas
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 24999
		}
		PAN = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		PAN = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	will_lead_to_war_with = PAN
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = PAN
			expire = 0
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_MOVING_FILM_STUDIOS
Constructs: shared_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_MOVING_FILM_STUDIOS
	icon = GFX_goal_generic_cinema
	x = 5
	y = 1
	relative_position_id = TRK_war_readiness
	cost = 10
	prerequisite = {
		focus = TRK_war_readiness
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 75
		add_war_support = 0.1
		add_ideas = TRK_propaganda_studios
		if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				add_ideas = TRK_propaganda_studios
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Category%3AMilitary.html

Doc:
b
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Namespace: |
### Entity: National Focus
Tree: fra_focus
Component: FRA_naval_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_naval_bomber_focus
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = FRA_bomber_focus
	}
	x = 3
	y = 1
	relative_position_id = FRA_bomber_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_naval_bomber_focus
			bonus = 1.0
			uses = 2
			category = naval_bomber
		}
	}
}
### Entity: Event
Component: wtt_political_organisation.5
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_organisation.5
	title = wtt_political_organisation.5.t
	desc = wtt_political_organisation.5.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = wtt_political_organisation.5.a
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_SIK
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_SIK = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SIK
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}