Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: CONGO_gold_and_diamonds
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_gold_and_diamonds
	dynamic = yes
	icon = GFX_focus_CONGO_gold_and_diamonds
	prerequisite = {
		focus = CONGO_antwerp_diamond_district
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = CONGO_societe_miniere_de_bakwanga
	x = 0
	y = 2
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = CONGO_gold_and_diamonds_tt
		} {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_political_power_factor = 0.15
				tooltip = political_power_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_cic_to_overlord_factor = 0.1
				tooltip = cic_to_overlord_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_mic_to_overlord_factor = 0.1
				tooltip = mic_to_overlord_factor_tt
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = CONGO_gold_and_diamonds_tt
		} {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_political_power_factor = 0.15
				tooltip = political_power_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_cic_to_overlord_factor = 0.1
				tooltip = cic_to_overlord_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_mic_to_overlord_factor = 0.1
				tooltip = mic_to_overlord_factor_tt
			}
		}
	}
}
### Entity: Idea
Component: CHI_warlord_integration_1
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_warlord_integration_1 = {
	name = CHI_warlord_integration
	picture = chi_warlord_integration5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.25
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_join_axis
Constructs: prerequisite, has_war_with, has_country_flag, completion_reward, allow_branch, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_join_axis
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = CZE_ban_communism CZE_military_coup
	}
	mutually_exclusive = {
		focus = CZE_nazi_puppet CZE_zaolzie_for_alliance
	}
	x = 29
	y = 6
	cost = 10
	allow_branch = {
		NOT = {
			has_country_flag = hide_interwar_diplomacy
		}
	}
	available = {
		country_exists = GER
		is_in_faction = no
		NOT = {
			has_war_with = GER
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		country_event = {
			id = CZE.430
			days = 1
		}
		custom_effect_tooltip = report_reward CZE_join_axis_tooltip_reward report_reward CZE_join_axis_tooltip_reward_2
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAtomic_research.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Atomic_research.png &#8206;(64 × 64 pixels, file size: 11 KB, MIME type: image/png)
### Entity: National Focus
Tree: fin_focus
Component: FIN_social_democratic_womens_union
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_social_democratic_womens_union
	icon = GFX_focus_FIN_social_democratic_womens_association
	prerequisite = {
		focus = FIN_pragmatic_socialism
	}
	x = 1
	y = 1
	relative_position_id = FIN_pragmatic_socialism
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_ideas = FIN_social_democratic_womens_union
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_mandi_hannula
		FIN_bop_very_low_increase_effect = yes
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_cave_to_the_germans
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_cave_to_the_germans
	prerequisite = {
		focus = HOL_gateway_to_europe
	}
	mutually_exclusive = {
		focus = HOL_maintain_trade_neutrality HOL_cave_to_the_british
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = HOL_cave_to_the_germans2_tt
			check_variable = {
				var = GER.ger_gateway_to_europe_influence
				value = 25
				compare = greater_than_or_equals
			}
		} {
			tooltip = HOL_cave_to_the_germans_tt
			check_variable = {
				var = ger_temp_trade_influence
				value = 15
				compare = greater_than_or_equals
			}
		}
	}
	bypass = {
		OR = {
			GER = {
				NOT = {
					has_government = fascism
				}
			} {
				exists = no
			} {
				if = {
					limit = {
						NOT = {
							has_dlc = Gotterdammerung
						}
					}
					has_completed_focus = GER_oppose_hitler
				}
				else = {
					has_completed_focus = GER_oppose_hitler_ww
				}
			}
			has_war_with = ENG
		}
		NOT = {
			OR = {
				focus_progress = {
					focus = HOL_cave_to_the_british
					progress = > 0
				} {
					focus = HOL_maintain_trade_neutrality
					progress = > 0
				}
			}
		}
	}
	icon = GFX_goal_generic_trade
	cancel_if_invalid = no
	x = -4
	y = 1
	relative_position_id = HOL_gateway_to_europe
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		base = 0
		modifier = {
			add = 100
			is_historical_focus_on = no
			GER = {
				is_ai = no
			}
			check_variable = {
				var = ger_temp_trade_influence
				value = 15
				compare = greater_than_or_equals
			}
		} {
			add = 100
			HOL_check_plan_alternate_fascist = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			GER = {
				custom_effect_tooltip = HOL_trade_influence_tt
				add_political_power = HOL.gateway_to_europe_influence_pp_total
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = free_trade
		add_timed_idea = {
			idea = HOL_caved_to_the_germans
			days = 1095
		}
		GER = {
			add_opinion_modifier = {
				target = HOL
				modifier = HOL_caved_to_the_germans_ger
			} {
				target = HOL
				modifier = HOL_caved_to_the_germans_ger_trade
			}
			if = {
				limit = {
					INS = {
						is_subject_of = HOL
					}
				}
				add_opinion_modifier = {
					target = INS
					modifier = HOL_caved_to_the_germans_ger_trade
				}
			}
		}
		ENG = {
			add_opinion_modifier = {
				target
# ... (truncated)
### Entity: National Focus
Tree: ins_focus
Component: INS_naval_autonomy
Constructs: completion_reward, is_subject_of, create_navy_leader
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_naval_autonomy
	icon = GFX_focus_generic_naval_discipline
	bypass = {
		NOT = {
			is_subject_of = HOL
		}
	}
	relative_position_id = INS_koninklijk_nederlands_indisch_leger
	bypass_if_unavailable = yes
	ai_will_do = {
		factor = 2
	}
	x = 6
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		navy_experience = 10
		OVERLORD = {
			country_event = indonesia.4
		}
		custom_effect_tooltip = if_they_accept_newline_tt INS_naval_autonomy_ships
		effect_tooltip = {
			create_navy_leader = {
				name = Conrad Helfrich
				skill = 4
				attack_skill = 5
				defense_skill = 2
				maneuvering_skill = 3
				coordination_skill = 2
				traits = {
					bold navy_career_officer seawolf superior_tactician
				}
			}
		}
	}
}
### Entity: Event
Component: EAI_PC_event.12
Constructs: is_triggered_only, set_variable
Source: game
File: events/EAI_construction.txt

Code:
country_event = {
	id = EAI_PC_event.12
	hidden = yes
	is_triggered_only = yes
	immediate = {
		subtract_from_variable = {
			EAI_PC_active_projects = 1
		}
		set_variable = {
			EAI_PC_project_array^2 = 0
		}
	}
	option = {

	}
}
### Entity: Unit Template
Component: PAN_SS_HISTORICAL
Source: game
File: common/units/names_ships/PAN_ship_names.txt

Code:
PAN_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		PAN
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ARP 
	fallback_name = Submarino %d
	unique = {
		Chiriquí Panamá Panquiaco Tres De Noviembre 10 de Noviembre 28 de Noviembre Escudo de Veraguas Flamenco Naos Negrita Nombre de Dios Taboga
	}
}
### Entity: Idea
Component: QUE_economic_disparity
Constructs: stability_factor, political_power_gain, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_economic_disparity = {
	allowed_civil_war = {
		always = no
	}
	picture = escort_effort_focus
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = 0.05
		political_power_gain = 0.05
		stability_factor = -0.1
	}
}
### Entity: Military Industrial Organization
Component: NIR_antrim_torpedo_factory_air_organization
Constructs: has_completed_focus, limit, owns_state, is_core_of, has_cosmetic_tag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/IRE_organization.txt

Code:
NIR_antrim_torpedo_factory_air_organization = {
	name = NIR_antrim_torpedo_factory
	include = generic_naval_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		OR = {
			tag = BRI WLS IRE NIR
		}
	}
	available = {
		owner = {
			OR = {
				tag = IRE NIR
				has_completed_focus = CEL_develop_ireland
			}
			if = {
				limit = {
					OR = {
						original_tag = BRI WLS IRE
					}
				}
				owns_state = 119
				119 = {
					is_core_of = PREV
				}
			}
		}
	}
	visible = {
		FROM = {
			OR = {
				tag = IRE NIR
				has_completed_focus = CEL_develop_ireland
				has_cosmetic_tag = CEL_UNIFIED
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_naval_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_naval_bombers_2
Constructs: has_deployed_air_force_size
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_naval_bombers_2 = {
	allowed = {
		tag = ITA
	}
	enable = {
		EAI_NAV_equipment_production = yes
		has_deployed_air_force_size = {
			size = < 400
			type = naval_bomber
		}
		num_of_military_factories = > 45
	}
	abort = {
		NOT = {
			AND = {
				EAI_NAV_equipment_production = yes
				has_deployed_air_force_size = {
					size = < 600
					type = naval_bomber
				}
				num_of_military_factories = > 45
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = naval_bomber
		value = 10
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_joint_pilgrimage_to_mount_wutai
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, every_other_country, is_subject_of, create_wargoal
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_joint_pilgrimage_to_mount_wutai
	icon = GFX_goal_CHI_the_shanxi_offer
	x = 1
	y = 1
	relative_position_id = MON_divide_spheres_of_influence
	cost = 5
	prerequisite = {
		focus = MON_divide_spheres_of_influence
	}
	available = {
		is_faction_leader = yes
		is_in_faction_with = PRC
		any_state = {
			OR = {
				state = 621 746 615
			}
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					OR = {
						state = 621 746 615
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					original_tag = PRC
				} {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 621 746 615
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
			PRC = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
		add_named_threat = {
			threat = 0.5
			name = MON_piligrimage_to_mount_wutai
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: CHL_bernardo_leighton
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_bernardo_leighton = {
	name = CHL_bernardo_leighton
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_bernardo_leighton_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_bernardo_leighton
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_cooperation_with_the_falange CHL_approach_the_moderates
			}
		}
		visible = {
			OR = {
				has_completed_focus = CHL_cooperation_with_the_falange CHL_approach_the_moderates
			}
			NOT = {
				OR = {
					has_completed_focus = CHL_denounce_the_anarchy CHL_address_the_mapuche_conflict CHL_an_absolute_monarchy
				}
			}
		}
		traits = {
			JUNO_the_national_falange
		}
	}
}
### Entity: Character
Component: FRA_alphonse_georges
Constructs: has_country_flag
Source: game
File: common/characters/FRA.txt

Code:
FRA_alphonse_georges = {
	name = FRA_alphonse_georges
	portraits = {
		army = {
			small = GFX_idea_alphonse_georges
		} {
			large = GFX_portrait_FRA_alphonse_georges
		}
	}
	advisor = {
		slot = army_chief
		idea_token = alphonse_georges
		allowed = {
			original_tag = FRA
		}
		traits = {
			army_chief_maneuver_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
		visible = {
			NOT = {
				has_country_flag = vichy_france
			}
		}
	}
	field_marshal = {
		traits = {
			old_guard trait_cautious defensive_doctrine
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_country_flag = vichy_france
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_expand_the_MAL
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_expand_the_MAL
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = LIT_doctrine_effort_2
	}
	x = 0
	y = 2
	relative_position_id = LIT_doctrine_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
	}
}
### Entity: Effect Reference
Construct: recruit_character
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## recruit_character

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Attach a character to a country. Must be in country scope.

Example:
GER = { recruit_character = GER_Character_token }

```
### Entity: National Focus
Tree: tib_focus
Component: TIB_topple_the_feudal_regime
Constructs: division_template, prerequisite, limit, has_government, every_country, has_war_with, add_war_support, completion_reward
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_topple_the_feudal_regime
	icon = GFX_goal_generic_flames_of_rebellion
	prerequisite = {
		focus = TIB_aquire_british_guns TIB_infiltrate_the_military
	}
	relative_position_id = TIB_aquire_british_guns
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		democratic = > 0.25
	}
	completion_reward = {
		add_war_support = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		delete_unit = {

		}
		start_civil_war = {
			ideology = ROOT
			ruling_party = democratic
			size = 0.65
			keep_all_characters = yes
			keep_political_party_members = yes
			capital = 757
			states = {
				757 322 758
			}
			hidden_effect = {
				PREV = {
					every_character = {
						limit = {
							is_character = TIB_fallen_tsongdu
						}
						set_nationality = PREV.PREV
					}
				}
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					original_tag = ROOT
					has_civil_war = yes
					has_war_with = ROOT
					NOT = {
						has_government = democratic
					}
				}
				promote_character = TIB_fallen_tsongdu
				division_template = {
					name = Dmag-Sgar
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 1
							y = 0
						}
					}
					priority = 0
				}
				random_owned_controlled_state = {
					757 = {
						create_unit = {
							division = name = "Dmag-Sgar" division_template = "Dmag-Sgar" start_experience_factor = 0.05 start_equipment_factor = 0.55 start_manpower_factor = 0.9
							owner = PREV.PREV
							count = 2
							allow_spawning_on_enemy_provs = yes
							prioritize_location = 5003
						} {
							division = name = "Dmag-Sgar" division_template = "Dmag-Sgar" start_experience_factor = 0.05 start_equipment_factor = 0.55 start_manpower_factor = 0.9
							owner = PREV.PREV
							count = 1
							allow_spawning_on_enemy_provs = yes
							prioritize_location = 2014
						} {
							division = name = "Dmag-Sgar" division_template = "Dmag-Sgar" start_experience_factor = 0.05 start_equipment_factor = 0.55 start_manpower_factor = 0.9
							owner = PREV.PREV
							count = 1
							allow_spawning_on_enemy_provs = yes
							prioritize_location = 4900
						}
					}
				}
			}
			division_template = {
				name = Dmag-Mi
				regiments = {
					irregular_infantry = {
						x = 0
						y = 0
					} {
						x = 1
						y = 0
					}
				}
				priority = 0
			}
			ra
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_construction_strategy_GER
Constructs: limit, is_major, has_deployed_air_force_size
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_strategy_GER = {
	EAI_queue_RADAR = yes yes
	if = {
		limit = {
			num_of_civilian_factories_available_for_projects = > 40
			any_enemy_country = {
				has_deployed_air_force_size = {
					size = > 200
					type = strategic_bomber
				}
			}
			is_major = yes
		}
		EAI_queue_AA = yes yes
	}
}
### Entity: Event
Component: venezuela.29
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_stability, fire_only_once, add_political_power, create_wargoal
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.29
	picture = GFX_report_event_generic_army
	title = venezuela.29.t
	desc = venezuela.29.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.29.a
		ai_chance = {
			base = 0
			modifier = {
				has_government = fascism neutrality
				add = 20
			} {
				has_war = yes
				add = -20
			}
		}
		add_stability = -0.05
		create_wargoal = {
			type = take_state_focus
			target = VEN
			expire = 0
			generator = {
				691
			}
		}
	} {
		name = venezuela.29.b
		ai_chance = {
			base = 10
		}
		add_political_power = -20
	}
}
### Entity: Event
Component: mexico_zoot_suit.6
Constructs: is_triggered_only, has_government, fire_only_once
Source: game
File: events/r56_mexico.txt

Code:
news_event = {
	id = mexico_zoot_suit.6
	title = mexico_zoot_suit.6.t
	desc = mexico_zoot_suit.6.d
	picture = GFX_news_riot2
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mexico_zoot_suit.6.a
		trigger = {
			original_tag = MEX
			MEX = {
				OR = {
					has_government = communism fascism
				}
			}
		}
	} {
		name = mexico_zoot_suit.6.a
		trigger = {
			original_tag = MEX
			NOT = {
				MEX = {
					OR = {
						has_government = communism fascism
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: kmt_military_youth
Constructs: has_government, removal_cost, is_subject, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
kmt_military_youth = {
	removal_cost = -1
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		is_subject = yes
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		fascism_drift = 0.05
		conscription = 0.005
		resistance_damage_to_garrison = -0.1
	}
}
### Entity: Character
Component: tank_enthusiast
Source: game
File: common/country_leader/r56_traits.txt

Code:
tank_enthusiast = {
	random = yes
	sprite = 13
	tank_manufacturer_cost_factor = -0.5
}
### Entity: AI Strategy
Component: r56_japan_ignore_raj
Constructs: has_completed_focus, has_war_with, has_capitulated
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_japan_ignore_raj = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		ROOT = {
			exists = yes
			OR = {
				has_war_with = ENG RAJ
			}
		}
		has_completed_focus = JAP_reorganized_national_government
		event_target:WTT_current_china_leader = {
			has_capitulated = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = RAJ
		value = -500
	}
}
### Entity: Idea
Component: BRA_port_investment
Constructs: removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_port_investment = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_the_london_naval_treaty
	modifier = {
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_CHI_china_DEFENSIVE_initial_defense
Constructs: has_completed_focus, has_country_flag, is_literally_china, has_global_flag, is_ai, check_variable, is_coastal, has_war_together_with
Source: game
File: common/ai_strategy/CHI_EAI.txt

Code:
EAI_CHI_china_DEFENSIVE_initial_defense = {
	allowed = {
		is_literally_china = yes
	}
	enable = {
		OR = {
			has_global_flag = {
				flag = EAI_JAP_blitz_china_1000d
				value = 1
				days = < 90
			}
			AND = {
				JAP = {
					focus_progress = {
						focus = JAP_reinforce_the_beijing_garrison
						progress = > 0
					}
					NOT = {
						has_completed_focus = JAP_reinforce_the_beijing_garrison
					}
				}
			}
		} {
			JAP = {
				is_ai = no
			}
			check_variable = {
				global.EAI_sino_japanese_war = 1
			}
			AND = {
				check_variable = {
					global.EAI_sino_japanese_war = 2
				}
				CHI = {
					surrender_progress = > 0.5
				}
			}
		}
		NOT = {
			has_country_flag = EAI_MILITARY_trend_losing_war
		} {
			JAP = {
				has_country_flag = EAI_MILITARY_trend_losing_war
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.1
		priority = 900
		execute_order = no
		state_trigger = {
			NOT = {
				is_coastal = yes
			}
			CONTROLLER = {
				OR = {
					tag = JAP
					has_war_together_with = JAP
				}
			}
		}
	}
}
### Entity: Character
Component: OMA_geoffrey_claydon
Source: game
File: common/characters/OMA.txt

Code:
OMA_geoffrey_claydon = {
	advisor = {
		slot = navy_chief
		idea_token = OMA_geoffrey_claydon
		allowed = {
			original_tag = OMA
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Geoffrey Claydon
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}