Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: ETH_add_random_mil_factory_effect
Constructs: limit, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_add_random_mil_factory_effect = {
	random_owned_controlled_state = {
		limit = {
			free_building_slots = {
				building = arms_factory
				size = > 0
				include_locked = yes
			}
			OR = {
				is_in_home_area = yes
				NOT = {
					owner = {
						any_owned_state = {
							free_building_slots = {
								building = arms_factory
								size = > 0
								include_locked = yes
							}
							is_in_home_area = yes
						}
					}
				}
			}
		}
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
			type = arms_factory
			level = 2
			instant_build = yes
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_reform_the_national_bank
Constructs: prerequisite, completion_reward, has_hyper_inflation, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_reform_the_national_bank
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = CHI_sea_price_controls
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_price_controls
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_hyper_inflation = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_CHI_INFLATION
	}
	completion_reward = {
		CHI_hyper_inflation_level_down = yes
	}
}
### Entity: Event
Component: wtt_germany.1005
Constructs: is_triggered_only, random_list, create_operative_leader
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.1005
	hidden = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
			50 = {
				create_operative_leader = {
					name = Achim Hund
					GFX = GFX_portrait_germany_agent_h_m
					traits = {
						operative_natural_orator
					}
					bypass_recruitment = no
					available_to_spy_master = yes
				}
			} {
				create_operative_leader = {
					name = Andrea Hund
					GFX = GFX_portrait_germany_agent_h_f
					traits = {
						operative_seducer operative_natural_orator
					}
					bypass_recruitment = no
					available_to_spy_master = yes
					female = yes
				}
			}
		}
	}
}
### Entity: Shared Focus
Component: GUAY_heavy_industry
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_heavy_industry
	icon = GFX_goal_generic_production
	x = 2
	y = 1
	relative_position_id = GUAY_agricultural_colonization
	prerequisite = {
		focus = GUAY_agricultural_colonization
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_GUAY_heavy_industry
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_ger_coop
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, has_army_manpower
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_ger_coop
	icon = GFX_focus_generic_military_mission
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_ikarus
	}
	x = 20
	y = 6
	available = {
		OR = {
			is_in_faction_with = GER
			has_army_manpower = {
				size = > 10000
			}
		}
	}
	completion_reward = {
		add_ideas = ICE_ger_mil
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_620
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_620 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 620
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 620
	}
}
### Entity: Character
Component: SWE_alva_myrdal
Constructs: has_completed_focus, add_trait, remove_trait
Source: game
File: common/characters/SWE.txt

Code:
SWE_alva_myrdal = {
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = SWE_alva_myrdal
		allowed = {
			original_tag = SWE
		}
		available = {
			has_completed_focus = SWE_education_reform
		}
		visible = {
			has_completed_focus = SWE_education_reform
		}
		traits = {
			SWE_family_oriented_sociologist
		}
		on_add = {
			SWE_gunnar_myrdal = {
				add_trait = {
					trait = SWE_partners_in_a_dangerous_time_gunnar
					slot = political_advisor
				}
			}
		}
		on_remove = {
			SWE_gunnar_myrdal = {
				remove_trait = {
					trait = SWE_partners_in_a_dangerous_time_gunnar
					slot = political_advisor
				}
			}
		}
	}
	name = SWE_alva_myrdal
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_alva_myrdal_small
		}
	}
}
### Entity: Modding Documentation
Construct: show_ships
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## show_ships

Toggle always showing of player ships
### Entity: National Focus
Tree: nor_focus
Component: NOR_nortraship
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, has_capitulated, add_offsite_building, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_nortraship
	icon = GFX_focus_NOR_nortraship
	prerequisite = {
		focus = NOR_expand_merchant_marine
	}
	available_if_capitulated = yes
	x = 2
	y = 1
	relative_position_id = NOR_expand_merchant_marine
	cost = 5
	available = {
		has_capitulated = yes
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_offsite_building = {
			type = dockyard
			level = 2
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 200
			producer = NOR
		}
		custom_effect_tooltip = NOR_modify_royal_navy_dmod_TT
		add_to_variable = {
			var = NOR.NOR_royal_navy_dmod_convoy_retreat_speed
			value = 0.2
			tooltip = convoy_retreat_speed_tt
		}
	}
}
### Entity: Event
Component: CZE.145
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_to_variable, send_volunteer_divisions_required_tt, send_volunteer_size_tt
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.145
	title = CZE.145.t
	desc = CZE.145.desc
	picture = GFX_report_event_CZE_czechoslovak_legion
	is_triggered_only = yes
	option = {
		name = CZE.145.a
		ai_chance = {
			base = 20
		}
		add_stability = 0.05
		add_political_power = 75
	} {
		name = CZE.145.b
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = CZE_modify_bm_tt
		add_to_variable = {
			CZE_bm_send_volunteer_divisions_required = -0.5
			tooltip = send_volunteer_divisions_required_tt
		} {
			CZE_bm_supply_consumption_factor = -0.1
			tooltip = supply_consumption_factor_tt
		}
	} {
		name = CZE.145.c
		ai_chance = {
			base = 70
		}
		custom_effect_tooltip = CZE_modify_bm_tt
		add_to_variable = {
			CZE_bm_send_volunteer_size = 3
			tooltip = send_volunteer_size_tt
		} {
			CZE_bm_out_of_supply = -0.1
			tooltip = out_of_supply_factor_tt
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Assure_Loyalty_in_the_Army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Assure_Loyalty_in_the_Army
	icon = GFX_goal_small_infantry
	cost = 10
	prerequisite = {
		focus = PAK_Crack_down_on_Socialist_Protests
	}
	x = -2
	y = 4
	relative_position_id = PAK_Birth_of_a_Nation
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_ideas = PAK_Loyalty_in_the_Army
	}
}
### Entity: Scripted Effect
Component: GER_stop_rearmament
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, set_variable, add_to_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_stop_rearmament = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
			add_dynamic_modifier = {
				modifier = GER_recovering_economy_modifier
			}
			set_variable = {
				GER_industrial_consumer_goods_factor = 0
			}
		}
		GER_pay_back_mefo_bills = yes
		custom_effect_tooltip = generic_skip_one_line_tt GER_replace_mefo_bills_with_recovering_economy_tt
		add_to_variable = {
			GER_mefo_bills_civilian_intel_to_others = 0.25
			tooltip = civilian_intel_to_others_tt
		} {
			GER_mefo_bills_army_intel_to_others = 0.25
			tooltip = army_intel_to_others_tt
		} {
			GER_mefo_bills_navy_intel_to_others = 0.25
			tooltip = navy_intel_to_others_tt
		} {
			GER_mefo_bills_airforce_intel_to_others = 0.25
			tooltip = airforce_intel_to_others_tt
		} {
			GER_industrial_production_speed_arms_factory_factor = -0.1
			tooltip = production_speed_arms_factory_factor_tt
		} {
			GER_industrial_production_speed_dockyard_factor = -0.1
			tooltip = production_speed_dockyard_factor_tt
		} {
			GER_industrial_industrial_capacity_factory = -0.1
			tooltip = industrial_capacity_factory_tt
		} {
			GER_industrial_industrial_capacity_dockyard = -0.1
			tooltip = industrial_capacity_dockyard_tt
		}
		effect_tooltip = {
			custom_effect_tooltip = GER_after_mefo_bills_payment_tt
			add_to_variable = {
				GER_industrial_consumer_goods_factor = GER_economic_crash_consumer_goods
				tooltip = consumer_goods_factor_tt
			}
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_economy_of_conquest_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = GER_economy_of_conquest_modifier
			}
			add_dynamic_modifier = {
				modifier = GER_recovering_economy_modifier
			}
			set_variable = {
				GER_industrial_consumer_goods_factor = 0
			}
		}
		custom_effect_tooltip = GER_replace_economy_of_conquest_with_recovering_economy_tt
		add_to_variable = {
			GER_industrial_production_speed_arms_factory_factor = -0.1
			tooltip = production_speed_arms_factory_factor_tt
		} {
			GER_industrial_production_speed_dockyard_factor = -0.1
			tooltip = production_speed_dockyard_factor_tt
		} {
			GER_industrial_industrial_capacity_factory = -0.1
			tooltip = industrial_capacity_factory_tt
		} {
			GER_industrial_ind
# ... (truncated)
### Entity: Event
Component: BBA_ethiopia_exile_events.13
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.13
	title = BBA_ethiopia_exile_events.13.t
	desc = BBA_ethiopia_exile_events.13.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_exile_events.13.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_MAN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = MAN
		}
		requested_factories = 4
		progress = 0.33
		efficiency = 25
	} {
		equipment = {
			type = artillery_equipment_1
			creator = MAN
		}
		requested_factories = 2
		progress = 0.33
		efficiency = 25
	}
}
### Entity: Name List
Component: PAR
Source: game
File: common/names/00_names.txt

Code:
PAR = {
	male = {
		names = {
			Adolfo Agustín Alejandro Andrés Aníbal Antonio Bartolomé Bernardo David Diego Domingo Eduardo Emiliano Emilio Enrique Esteban Eusebio Federico Felipe Francisco Germán Hernando Hilarión Ignacio Isidoro Ismael Jorge José José Miguel Juan Juan Antonio Juan Francisco Justo Ladislao Luis Manuel Mariano Miguel Narciso Nicolás Pablo Patricio Pedro Ramón Rufino Ruperto Santiago Sebastián Severino Tomás
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Abaroa Ágreda Altamirano Arteaga Ballivián Baquedano Belzú Blanche Blanco Bulnes Cabrera Calvo Campero Castilla Corrico Daza de la Cruz de Santa Cruz de Velasco de Vidal Echenique Errázuriz Fernández Figueroa Franco Freire Gamarra Gorostiaga Grau Guilarte La Mar Latorre Lynch Melgarejo Monje Montero Montes Montt Orbegoso Pezet Rebolledo Ruíz-Tagle Salaverry Santa María Siles Sotomayor Toro Valencia Zañartu Zapata
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_mythologize_swedish_history
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_mythologize_swedish_history
	icon = GFX_focus_SWE_counter_revolution
	prerequisite = {
		focus = SWE_restoring_order SWE_king_in_council
	}
	x = -2
	y = 1
	relative_position_id = SWE_restoring_order
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SWE_mythologize_swedish_history_tt
		IF = {
			limit = {
				has_country_flag = SWE_aristocratic_support
			}
			activate_mission = SWE_implement_aristocracy_reforms_countdown
		} {
			limit = {
				has_country_flag = SWE_appeal_to_industrialists_flag
			}
			activate_mission = SWE_implement_industrialist_reforms_countdown
		} {
			limit = {
				has_country_flag = SWE_appeal_to_military_flag
			}
			activate_mission = SWE_implement_military_reforms_countdown
		} {
			limit = {
				has_country_flag = SWE_appeal_to_rural_flag
			}
			activate_mission = SWE_implement_rural_reforms_countdown
		}
		if = {
			limit = {
				has_completed_focus = SWE_revoke_anti_militia_laws
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
		else = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
		}
		add_political_power = 120
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_pass_the_vagrancy_law
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_pass_the_vagrancy_law
	icon = GFX_goal_generic_repeal_opressive_law
	prerequisite = {
		focus = GUA_a_broken_promise GUA_reassure_the_americans
	}
	x = -8
	y = 1
	relative_position_id = GUA_a_broken_promise
	cost = 5
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 15
		add_ideas = GUA_vagrancy_law
	}
}
### Entity: National Focus
Component: wuw_HUN_demand_carpathian_ruthenia
Constructs: prerequisite, limit, random_country, owns_state, has_war_with, completion_reward, is_subject, is_owned_by
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_demand_carpathian_ruthenia
	icon = GFX_focus_HUN_demand_carpathian_ruthenia
	prerequisite = {
		focus = wuw_HUN_reaffirm_territorial_claims
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_reaffirm_territorial_claims
	will_lead_to_war_with = CZE SLO UKR
	available = {
		is_subject = no
		73 = {
			NOT = {
				is_owned_by = ROOT
			}
		}
		IF = {
			limit = {
				73 = {
					is_owned_by = CZE
				}
			}
			strength_ratio = {
				tag = CZE
				ratio = > 0.7
			}
		}
		has_army_manpower = {
			size = > 150000
		}
	}
	bypass = {
		OR = {
			owns_state = 73
			73 = {
				OWNER = {
					has_war_with = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = HUN_demands_tt
		random_country = {
			limit = {
				OR = {
					AND = {
						owns_state = 73
						is_subject = no
					}
					any_subject_country = {
						owns_state = 73
					}
				}
			}
			country_event = {
				id = WW_hungary.20
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_fund_state_intelligence
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, has_done_agency_upgrade
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_fund_state_intelligence
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = PER_form_savak
	}
	x = 0
	y = 1
	relative_position_id = PER_form_savak
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			ELSE = {
				IF = {
					limit = {
						NOT = {
							has_done_agency_upgrade = upgrade_economy_civilian
						}
					}
					upgrade_intelligence_agency = upgrade_economy_civilian
				}
				ELSE_IF = {
					limit = {
						NOT = {
							has_done_agency_upgrade = upgrade_training_centers
						}
					}
					upgrade_intelligence_agency = upgrade_training_centers
				} {
					limit = {
						NOT = {
							has_done_agency_upgrade = upgrade_passive_defense
						}
					}
					upgrade_intelligence_agency = upgrade_passive_defense
				}
			}
		}
		ELSE = {
			add_ideas = PER_fund_state_intelligence_idea
		}
	}
}
### Entity: Event
Component: axis_minors_bulgaria.32
Constructs: is_triggered_only, swap_ideas, remove_idea, add_idea
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.32
	title = axis_minors_bulgaria.32.t
	desc = axis_minors_bulgaria.32.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.32.a
		swap_ideas = {
			remove_idea = BUL_fledgeling_military_industry
			add_idea = BUL_developing_military_industry
		}
	}
}
### Entity: Idea
Component: idea_CHI_popular_army
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_popular_army = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		land_reinforce_rate = 0.02
		army_org_regain = 0.1
		conscription_factor = 0.04
		faction_influence_war_score_factor = 0.13
	}
}
### Entity: Character
Component: bridgebuilder
Source: game
File: common/country_leader/00_traits.txt

Code:
bridgebuilder = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	drift_defence_factor = 0.3
	production_speed_infrastructure_factor = 0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.84
Constructs: is_triggered_only
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.84
	title = bftb_bulgaria_factions.84.t
	desc = bftb_bulgaria_factions.84.desc
	picture = GFX_report_event_bul_military_parade_vidin
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.84.a
		BUL_nsm_low_loyalty_decrease_effect = yes
		BUL_nsm_medium_popularity_decrease_effect = yes
	}
}
### Entity: Idea
Component: CHI_neglected_army3
Constructs: limit, has_country_flag, removal_cost, add_timed_idea
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army3 = {
	picture = generic_neglected_military
	removal_cost = -1
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_timed_idea = {
				idea = CHI_neglected_army2
				days = 35
			}
		}
	}
	modifier = {
		army_morale_factor = -0.275
		army_org_factor = -0.275
		max_dig_in_factor = -0.275
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Modifier Reference
Component: idea_URG_ruralism_bad
Constructs: remove_trigger, has_capitulated
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
idea_URG_ruralism_bad = {
	remove_trigger = {
		URG = {
			has_capitulated = yes
		}
	}
	icon = BRA_neglected_state_dynamic_modifier
	state_production_speed_buildings_factor = -0.1
}
### Entity: Idea
Component: FIN_valtion_lentokonetehdas_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_valtion_lentokonetehdas_improved = {
	name = FIN_valtion_lentokonetehdas_organization
	picture = FIN_valtion_lentokonetehdas
	allowed = {
		original_tag = FIN
	}
	visible = {
		has_completed_focus = FIN_national_aircraft_production
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ensure_civil_liberties
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ensure_civil_liberties
	icon = GFX_focus_ARG_defense_and_democracy
	x = 1
	y = 1
	relative_position_id = JAP_draft_the_showa_constitution
	prerequisite = {
		focus = JAP_draft_the_showa_constitution
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_akira_kurosawa
	}
}
### Entity: Character
Component: MEX_juan_andreu
Source: game
File: common/characters/MEX.txt

Code:
MEX_juan_andreu = {
	name = MEX_juan_andreu
	portraits = {
		civilian = {
			large = GFX_portrait_MEX_juan_andreu
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: air_wing_458
Source: game
File: history/units/FRA_1939_air_bba.txt

Code:
air_wings = {
	458 = {
		small_plane_airframe_0 = {
			owner = FRA
			amount = 48
			version_name = D.510
		}
		medium_plane_airframe_0 = {
			owner = FRA
			amount = 27
			version_name = M.B. 200
		}
	}
}
### Entity: Decision
Component: SIA_movie_theater_cat
Constructs: has_completed_focus, has_capitulated, is_subject
Source: game
File: common/decisions/categories/SIA_decision_categories.txt

Code:
SIA_movie_theater_cat = {
	allowed = {
		original_tag = SIA
	}
	icon = GFX_decision_category_generic_propaganda
	scripted_gui = sia_movie_theater_campaigns_ui
	priority = 40
	visible = {
		has_completed_focus = SIA_sala_chaloem_thai_movie_theater
		has_capitulated = no
		is_subject = no
		exists = yes
	}
}
### Entity: Event
Component: christian_denmark.10
Constructs: is_triggered_only, ai_chance, add_political_power, add_to_variable, add_popularity, set_country_flag
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = christian_denmark.10
	title = christian_denmark.10.t
	desc = christian_denmark.10.d
	picture = GFX_report_event_christian_in_car
	is_triggered_only = yes
	option = {
		name = christian_denmark.10.a
		ai_chance = {
			base = 10
		}
		add_to_variable = {
			den_lower_loyalty = 10
			tooltip = den_middle_loyalty_tooltip
		}
		den_calculate_middle = yes
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		hidden_effect = {
			country_event = {
				id = christian_denmark.11
				days = 20
			}
		}
	} {
		name = christian_denmark.10.b
		add_political_power = -25
		custom_effect_tooltip = den_christian_cancel_coup_tt
		set_country_flag = den_cancel_coup
	}
}