Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ITA_prince_aimone
Source: game
File: common/characters/ITA.txt

Code:
ITA_prince_aimone = {
	name = ITA_prince_aimone
	portraits = {
		civilian = {
			large = GFX_portrait_ITA_prince_aimone
		}
		navy = {
			small = GFX_idea_prince_aimone
			large = GFX_portrait_ITA_prince_aimone
		}
	}
	navy_leader = {
		traits = {
			gentlemanly inshore_fighter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: Character
Component: SWI_fritz_platten
Source: game
File: common/characters/SWI.txt

Code:
SWI_fritz_platten = {
	name = SWI_fritz_platten
	portraits = {
		civilian = {
			large = GFX_portrait_SWI_fritz_platten
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Country History
Country: BOS
Component: BOS_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/BOS - Bosnia.txt

Code:
# Misc for BOS
capital = 104
set_research_slots = 3
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		early_submarine = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Idea
Component: COG_the_invisible_roof_lower_research_and_stability_debuff
Constructs: research_speed_factor, stability_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_the_invisible_roof_lower_research_and_stability_debuff = {
	name = COG_the_invisible_roof
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	picture = COG_the_invisible_roof
	modifier = {
		stability_factor = -0.03
		research_speed_factor = -0.05
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_topple_the_oppressive_empire
Constructs: prerequisite, is_major, completion_reward, is_subject, is_ally_with, has_army_manpower, has_war_with_major, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_topple_the_oppressive_empire
	icon = GFX_goal_FRA_operation_charlemagne
	relative_position_id = EGY_secure_the_hellenic_mandate
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			is_ally_with = ENG
		}
	}
	prerequisite = {
		focus = EGY_alliance_with_greece EGY_secure_the_hellenic_mandate
	}
	bypass = {
		NOT = {
			country_exists = ENG
		}
	}
	will_lead_to_war_with = ENG
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 15
			has_army_manpower = {
				size = > 199999
			}
			ENG = {
				OR = {
					is_major = no
					has_war_with_major = yes
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_realize_the_nightmare_of_meiji
			bonus = 1.0
			uses = 1
			category = tp_tech
		} {
			name = TUR_realize_the_nightmare_of_meiji
			bonus = 1
			uses = 1
			category = amphibious_armor_tech
		}
		create_wargoal = {
			target = ENG
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_kun_project
Constructs: shared_focus, has_completed_focus, prerequisite, add_ideas, completion_reward, is_subject_of, add_research_slot
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_kun_project
	icon = GFX_goal_ARG_sun
	x = 1
	y = 1
	relative_position_id = TRK_new_plans_of_war
	cost = 10
	prerequisite = {
		focus = TRK_new_plans_of_war
	}
	mutually_exclusive = {
		focus = TRK_soviet_secret_weapons
	}
	available = {
		num_of_factories = > 100
		has_completed_focus = GEN_new_research_complex
		NOT = {
			is_subject_of = SOV
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_research_slot = 1
		add_ideas = TRK_the_KUN_project
	}
}
### Entity: Idea
Component: den_revolutionary_zeal_1
Constructs: war_support_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_revolutionary_zeal_1 = {
	removal_cost = -1
	picture = MEX_revolutionary_army
	cancel = {
		NOT = {
			has_government = communism democratic
		}
	}
	modifier = {
		communism_drift = 0.03
		drift_defence_factor = 0.1
		war_support_factor = 0.1
	}
}
### Entity: Character
Component: SIK_gao_jiang
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_gao_jiang = {
	name = SIK_gao_jiang
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SIK_gao_jiang
		ledger = navy
		allowed = {
			original_tag = SIK
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Unit Template
Component: CRO_INF_01
Source: game
File: common/units/names_divisions/CRO_names_divisions.txt

Code:
CRO_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		CRO
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Pesadijska Divizija
	ordered = {
		1 = {
			%d. Pesadijska Divizija
		}
		2 = {
			%d. Pesadijska Divizija
		}
		3 = {
			%d. Pesadijska Divizija
		}
		4 = {
			%d. Pesadijska Divizija
		}
		5 = {
			%d. Pesadijska Divizija
		}
		6 = {
			%d. Pesadijska Divizija
		}
		20 = {
			Poglavnikova Tjelesna Divizija
		}
		7 = {
			%d. Pesadijska Divizija
		}
		8 = {
			%d. Pesadijska Divizija
		}
		9 = {
			%d. Pesadijska Divizija
		}
		10 = {
			%d. Pesadijska Divizija
		}
		11 = {
			%d. Pesadijska Divizija
		}
		12 = {
			%d. Pesadijska Divizija
		}
		13 = {
			%d. Pesadijska Divizija
		}
		14 = {
			%d. Pesadijska Divizija
		}
		15 = {
			%d. Pesadijska Divizija
		}
		16 = {
			%d. Pesadijska Divizija
		}
		17 = {
			%d. Pesadijska Divizija
		}
		18 = {
			%d. Pesadijska Divizija
		}
		19 = {
			%d. Pesadijska Divizija
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_propaganda_master
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, has_dlc, swap_ideas, remove_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_propaganda_master
	icon = GFX_focus_GER_propaganda_master
	prerequisite = {
		focus = GER_fund_the_film_department
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_fund_the_film_department
	cost = @inner_circle_time_tier_3
	available = {
		if = {
			limit = {
				has_country_flag = GER_propaganda_master_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_3
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_joseph_goebbels
					FLAG_DAYS = [?GER_propaganda_master_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_joseph_goebbels
					FOCUS = GER_ascension_of_goebbels
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = GER_goebbels_reich_minister_of_propaganda_film
				add_idea = GER_goebbels_reich_minister_of_propaganda_master
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			GER_create_operative_savitri_devi = yes
		}
		else = {
			swap_ideas = {
				remove_idea = GER_goebbels_reich_minister_of_propaganda_film
				add_idea = GER_goebbels_reich_minister_of_propaganda_master_no_lar
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: BUL_dvf_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/BUL_organization.txt

Code:
BUL_dvf_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_bul_darzhavna_voenna_fabrika
	allowed = {
		tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		FROM = {
			has_completed_focus = BUL_darzhavna_voenna_fabrika
		}
	}
	add_trait = {
		token = BUL_mio_trait_prussia_of_the_balkans
		name = BUL_prussia_of_the_balkans
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = @prussia_of_the_balkans_position_X
			y = @prussia_of_the_balkans_position_Y
		}
		available = {
			FROM = {
				has_completed_focus = BUL_prussia_of_the_balkans
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = @prussia_of_the_balkans_research_bonus
		}
		production_bonus = {
			production_capacity_factor = @prussia_of_the_balkans_production_capacity_factor
		}
	}
}
### Entity: Wiki Documentation
Construct: Production_lines
Source: wiki
File: wiki/Civilian_IC.html

Doc:
Production lines[edit]
Production is organized into production lines, each of which produces a single type of equipment at a time. Up to 15 factories may be assigned to a single production line.

Production Efficiency[edit]
Each Production Line has an efficiency value associated with it. The higher the efficiency, the faster the Production Line produces Equipment, up to a maximum value. Running the same Production Line continuously increases its Production Efficiency.

Changing a Production Line to a different type of Equipment reduces its efficiency depending on how drastic the change is. From least to most:

-25%?: Different variant of the same model (e.g. Panzer III Ausf. F -> Panzer III Ausf. G)

-50%: Different model of the same chassis (e.g. Panzer III -> StuG III)

-75%?: Different chassis of the same family (e.g. Panzer III -> Panzer IV)

Ships under production can be converted into another variant for increased production time depending on how large the change is and how far into production the ship is.
### Entity: Idea
Component: PLY_polynesian_unifacation_idea
Constructs: removal_cost, transport_capacity
Source: game
File: common/ideas/tonga.txt

Code:
PLY_polynesian_unifacation_idea = {
	picture = generic_navy_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		army_morale_factor = 0.05
		industrial_capacity_dockyard = 0.15
		transport_capacity = -0.1
		naval_invasion_capacity = 2
	}
}
### Entity: Event
Component: CHI_warlords.1
Constructs: is_triggered_only, has_completed_focus, add_stability, add_political_power, set_country_flag
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.1
	title = CHI_warlords.1.t
	desc = CHI_warlords.1.desc
	picture = GFX_report_event_ITA_democratic_parlament
	is_triggered_only = yes
	option = {
		trigger = {
			NOT = {
				has_completed_focus = CHI_a_constitutional_monarchy
			} {
				has_completed_focus = CHI_open_domestic_politics
			}
		}
		name = The President will be elected and appointed with the party
		set_country_flag = no_presidential_system
		add_stability = 0.1
		custom_effect_tooltip = CHI_event_options_matter
	} {
		name = The President had done great things for our country, he shall stay
		add_political_power = 100
		custom_effect_tooltip = CHI_event_options_matter_2
	}
}
### Entity: Modifier Reference
Construct: required_garrison_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## required_garrison_factor

* Number with 0 decimal places
* **Categories**: country, state
### Entity: Idea
Component: KMT_the_fate_of_china
Constructs: has_war_with, production_speed_buildings_factor, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_fate_of_china = {
	removal_cost = -1
	picture = ARG_anti_soviet
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		COV = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
				original_tag = ROOT
			}
		}
	}
	on_remove = {

	}
	modifier = {
		local_resources_factor = 0.125
		production_speed_buildings_factor = 0.075
		political_power_factor = 0.1
	}
	targeted_modifier = {
		tag = COV
		cic_to_target_factor = 0.25
		mic_to_target_factor = 0.2
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_expand_the_officers_corps
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, add_corps_commander_role, is_subject
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_expand_the_officers_corps
	icon = GFX_goal_generic_officers
	ai_will_do = {
		factor = 3
	}
	x = 1
	y = 1
	relative_position_id = INS_ambonese_auxilaries
	prerequisite = {
		focus = INS_ambonese_auxilaries
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = INS_army_idea_two
			add_idea = INS_army_idea_two_1
		}
		add_corps_commander_role = {
			character = INS_jacob_jan_pesman
			traits = {
				trait_cautious defensive_doctrine
			}
			skill = 1
			attack_skill = 1
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		} {
			character = INS_van_rees
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
		}
		if = {
			limit = {
				is_subject = no
			}
			add_corps_commander_role = {
				character = INS_urip_sumoharjo
				traits = {
					defensive_doctrine unyielding_defender jungle_rat guerilla_fighter inflexible_strategist
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			} {
				character = INS_didi_kartasasmita
				traits = {
					defensive_doctrine jungle_rat
				}
				skill = 1
				attack_skill = 1
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			}
			add_advisor_role = {
				character = INS_urip_sumoharjo
				advisor = {
					slot = high_command
					idea_token = INS_urip_sumoharjo
					traits = {
						army_logistics_2
					}
					cost = 50
				}
			} {
				character = INS_didi_kartasasmita
				advisor = {
					slot = army_chief
					idea_token = INS_didi_kartasasmita
					ledger = army
					traits = {
						army_chief_defensive_1
					}
					cost = 50
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_agrarian_reform
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_agrarian_reform
	icon = GFX_focus_prc_agrarian_socialism
	relative_position_id = CZE_kohler_faction
	x = 3
	y = 2
	cost = 5
	prerequisite = {
		focus = CZE_zapotocky_faction CZE_gottwald_faction CZE_kohler_faction
	}
	completion_reward = {
		add_timed_idea = {
			idea = CZE_agrarian_reform
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		CZE_get_rid_of_agrarian_politics_with_less_steps = yes
	}
}
### Entity: Unit Template
Component: BUL_MAR_01
Source: game
File: common/units/names_divisions/BUL_names_divisions.txt

Code:
BUL_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		BUL
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d-ta Divizija Morska Pekhotna
	ordered = {
		1 = {
			%d-va Divizija Morska Pekhotna
		}
		2 = {
			%d-ra Divizija Morska Pekhotna
		}
		3 = {
			%d-ta Divizija Morska Pekhotna
		}
		4 = {
			%d-ta Divizija Morska Pekhotna
		}
		5 = {
			%d-ta Divizija Morska Pekhotna
		}
		6 = {
			%d-ta Divizija Morska Pekhotna
		}
		7 = {
			%d-ma Divizija Morska Pekhotna
		}
		8 = {
			%d-a Divizija Morska Pekhotna
		}
		9 = {
			%d-ta Divizija Morska Pekhotna
		}
		10 = {
			%d-ta Divizija Morska Pekhotna
		}
		11 = {
			%d-va Divizija Morska Pekhotna
		}
		12 = {
			%d-ra Divizija Morska Pekhotna
		}
		14 = {
			%d-ta Divizija Morska Pekhotna
		}
		15 = {
			%d-ta Divizija Morska Pekhotna
		}
		16 = {
			%d-ta Divizija Morska Pekhotna
		}
		17 = {
			%d-ma Divizija Morska Pekhotna
		}
		18 = {
			%d-a Divizija Morska Pekhotna
		}
		19 = {
			%d-ta Divizija Morska Pekhotna
		}
		20 = {
			%d-ta Divizija Morska Pekhotna
		}
		21 = {
			%d-va Divizija Morska Pekhotna
		}
		22 = {
			%d-ra Divizija Morska Pekhotna
		}
		23 = {
			%d-ta Divizija Morska Pekhotna
		}
		24 = {
			%d-ta Divizija Morska Pekhotna
		}
		25 = {
			%d-ta Divizija Morska Pekhotna
		}
		26 = {
			%d-ta Divizija Morska Pekhotna
		}
		27 = {
			%d-ma Divizija Morska Pekhotna
		}
		28 = {
			%d-a Divizija Morska Pekhotna
		}
		29 = {
			%d-ta Divizija Morska Pekhotna
		}
		30 = {
			%d-va Divizija Morska Pekhotna
		}
		31 = {
			%d-ra Divizija Morska Pekhotna
		}
		32 = {
			%d-ta Divizija Morska Pekhotna
		}
		33 = {
			%d-ta Divizija Morska Pekhotna
		}
		34 = {
			%d-ta Divizija Morska Pekhotna
		}
		35 = {
			%d-ta Divizija Morska Pekhotna
		}
		36 = {
			%d-ma Divizija Morska Pekhotna
		}
		37 = {
			%d-a Divizija Morska Pekhotna
		}
		38 = {
			%d-ta Divizija Morska Pekhotna
		}
		39 = {
			%d-ta Divizija Morska Pekhotna
		}
		40 = {
			%d-va Divizija Morska Pekhotna
		}
		41 = {
			%d-ra Divizija Morska Pekhotna
		}
		42 = {
			%d-ta Divizija Morska Pekhotna
		}
		43 = {
			%d-ta Divizija Morska Pekhotna
		}
		44 = {
			%d-ta Divizija Morska Pekhotna
		}
		45 = {
			%d-ta Divizija Morska Pekhotna
		}
		46 = {
			%d-ma Divizija Morska Pekhotna
		}
		47 = {
			%d-a Divizija Morska Pekhotna
		}
		48 = {
			%d-ta Divizija Morska Pekhotna
		}
		49 = {
			%
# ... (truncated)
### Entity: National Focus
Tree: prc_focus
Component: PRC_part_of_the_comintern
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_faction_leader, is_subject
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_part_of_the_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = PRC_soviet_technological_cooperation
	}
	mutually_exclusive = {
		focus = PRC_a_truly_united_front
	}
	x = 1
	y = 1
	relative_position_id = PRC_soviet_technological_cooperation
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV = {
			is_in_faction = yes
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_government = communism
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = SEA_PRC_political_events.5
				hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			if = {
				limit = {
					is_in_faction = yes
				}
				leave_faction = yes
			}
			SOV = {
				add_to_faction = ROOT
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.14
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.14
	title = JUNO_brazil_events.14.t
	desc = JUNO_brazil_events.14.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.14.a
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				original_tag = ARG
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BRA_good_neighbor_policy
		}
	} {
		name = JUNO_brazil_events.14.b
		ai_chance = {
			base = 10
		}
		trigger = {
			original_tag = ARG
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BRA_good_neighbor_policy
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_crossley_motors_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/RAJ_GOE_organization .txt

Code:
RAJ_crossley_motors_organization = {
	include = generic_armored_car_organization
	icon = GFX_idea_ENG_crossley_motors
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = RAJ
	}
}
### Entity: Scripted Effect
Component: DEN_advisor_medium_BOP_decrease_effect
Constructs: limit, is_subject
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_advisor_medium_BOP_decrease_effect = {
	if = {
		limit = {
			is_subject = no
		}
		DEN_bop_medium_decrease_effect = yes
	}
}
### Entity: Decision
Component: RAJ_GOE_india_indivisible_cat
Constructs: has_completed_focus, political_power_gain, fire_only_once, is_raj_or_raj_inheritor, is_core_of, is_in_array, is_controlled_by, remove_effect
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_GOE_india_indivisible_cat = {
	RAJ_core_states = {
		icon = GFX_decision_generic_prepare_civil_war
		state_target = yes
		visible = {

		}
		available = {
			FROM = {
				compliance = > 40
				resistance = < 15
			}
		}
		target_root_trigger = {
			is_raj_or_raj_inheritor = yes
		}
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_in_array = {
					array = RAJ.owned_states_at_game_start
					value = THIS
				}
				is_controlled_by = ROOT
			}
		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
		}
		cancel_trigger = {
			has_political_power = < 0
		}
		modifier = {
			political_power_gain = -0.1
		}
		cost = 30
		fire_only_once = no
		days_remove = 70
		ai_will_do = {
			base = 200
		}
	}
	RAJ_core_states_eic = {
		icon = GFX_decision_generic_prepare_civil_war
		state_target = yes
		visible = {
			has_completed_focus = RAJ_trade_federation_of_india
		}
		available = {
			FROM = {
				is_owned_and_controlled_by = ROOT
				compliance = > 60
			}
			has_completed_focus = RAJ_trade_federation_of_india
		}
		target_root_trigger = {
			is_raj_or_raj_inheritor = yes
		}
		target_trigger = {
			FROM = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				} {
					is_in_array = {
						array = RAJ.owned_states_at_game_start
						value = THIS
					}
				}
			}
		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
		}
		modifier = {
			consumer_goods_factor = 0.4
		}
		cost = 120
		fire_only_once = no
		days_remove = 240
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_america_imperial
Constructs: prerequisite, limit, every_country, completion_reward, add_political_power, is_subject_of, annex_country, every_state
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_america_imperial
	icon = GFX_focus_BRA_us_of_brazil
	relative_position_id = PRU_look_to_the_past
	x = 0
	y = 16
	cost = 10
	prerequisite = {
		focus = PRU_restore_the_colombia_empire
	} {
		focus = PRU_restore_the_argentina_empire
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	available = {
		any_country = {
			is_subject_of = ROOT
			OR = {
				original_tag = BRA ARG COL
			}
		}
	}
	completion_reward = {
		add_political_power = 100
		every_country = {
			limit = {
				is_subject_of = ROOT
				OR = {
					original_tag = BRA ARG COL
				}
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
			every_state = {
				limit = {
					is_core_of = PREV
				}
				add_core_of = ROOT
			}
		}
		add_state_core = 687 309 310 299 649 685
		hidden_effect = {
			set_cosmetic_tag = PRU_imperial
		}
	}
}