Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: r56_ENG_you_should_help_france_bro
Constructs: has_government, has_war_with, is_in_faction_with, has_capitulated, has_global_flag
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
r56_ENG_you_should_help_france_bro = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_government = democratic
		ENG = {
			has_war_with = GER
			is_in_faction_with = FRA
		}
		FRA = {
			has_government = democratic
			has_war_with = GER
			has_capitulated = no
		}
		date = < 1941.1.1
		NOT = {
			has_global_flag = FRA_already_surrendered
		}
	}
	abort = {
		OR = {
			has_global_flag = FRA_already_surrendered
			FRA = {
				OR = {
					has_capitulated = yes
					surrender_progress = > 0.03
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = northern_france_bel_front
		value = 10
	} {
		type = area_priority
		id = northern_france_bel_front
		value = 10
	} {
		type = invade
		id = GER
		value = -50
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_focus_on_local_engagements
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_focus_on_local_engagements
	icon = GFX_goal_generic_air_fighter2_new
	prerequisite = {
		focus = MON_situational_aerial_presence
	}
	x = -1
	y = 1
	relative_position_id = MON_situational_aerial_presence
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = MON_focus_on_local_engagements
			bonus = 1
			uses = 1
			category = light_fighter
		} {
			name = MON_focus_on_local_engagements
			bonus = 1
			uses = 1
			category = cas_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_purchase_italian_light_tanks
Constructs: prerequisite, has_war_with, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_purchase_italian_light_tanks
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = TUR_the_clodius_agreement
	}
	available = {
		NOT = {
			has_war_with = ITA
		}
	}
	x = -2
	y = 1
	relative_position_id = TUR_the_clodius_agreement
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = bftb_turkey.50
			}
		}
	}
}
### Entity: Event
Component: AAT_Sweden.30
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.30
	title = AAT_Sweden.30.t
	desc = AAT_Sweden.30.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	timeout_days = 6
	option = {
		name = AAT_Sweden.30.a
	}
}
### Entity: Idea
Component: JAP_army_faction_tier_2_lesser_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_2_lesser_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = -0.075
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = 0.05
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = 0.05
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = 0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Modding Documentation
Construct: army_defense_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### army_defense_level
* description: defense level of the leader
### Entity: AI Strategy
Component: ENG_ethiopian_continuation_war
Constructs: has_war, is_historical_focus_on, is_exiled_in
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_ethiopian_continuation_war = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1941.5.1
		ETH = {
			is_exiled_in = ENG
		}
		has_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		strategic_region = 17 273 274
		ratio = 0.9
		priority = 100
		ordertype = front
		execution_type = careful
		execute_order = yes
	} {
		type = front_unit_request
		strategic_region = 17 273 274
		ratio = 0.9
		value = -30
	}
}
### Entity: Idea
Component: EAI_DD_14/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Idea
Component: den_baltic_trade
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_baltic_trade = {
	removal_cost = -1
	picture = tur_balkan_central_bank_wealthy_greece
	modifier = {
		convoy_escort_efficiency = 0.15
		convoy_raiding_efficiency_factor = 0.1
		navy_submarine_attack_factor = 0.1
	}
}
### Entity: Modifier Reference
Component: SAU_oil_rush
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
SAU_oil_rush = {
	icon = GFX_decision_oil
	state_production_speed_buildings_factor = 0.1
	local_supply_impact_factor = 0.15
	state_resources_factor = 0.05
}
### Entity: Character
Component: LIB_john__r_fox
Source: game
File: common/characters/LIB.txt

Code:
LIB_john__r_fox = {
	advisor = {
		slot = high_command
		idea_token = LIB_john__r_fox
		ledger = army
		allowed = {
			original_tag = LIB
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = John R. Fox
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Character
Component: emperor_of_france_and_the_americas
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
emperor_of_france_and_the_americas = {
	random = no
	sprite = 13
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.1
	war_support_factor = 0.1
	stability_factor = 0.1
	command_power_gain_mult = 0.2
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_force_abdication
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, is_subject, cancel_if_invalid, has_country_leader
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_force_abdication
	icon = GFX_focus_rom_abdicate
	prerequisite = {
		focus = ROM_iron_guard ROM_securitate ROM_national_christian_party
	}
	mutually_exclusive = {
		focus = ROM_handle_the_king
	}
	x = 1
	y = 2
	relative_position_id = ROM_appoint_soviet_friendly_government
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {
		has_idea = ROM_king_carol_ii_hedonist
		OR = {
			democratic = > 0.35
			communism = > 0.35
			fascism = > 0.35
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					id = 550
				}
			}
			retire_country_leader = yes
		} {
			limit = {
				democratic = > party_popularity@communism > party_popularity@fascism
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
		} {
			limit = {
				has_idea = ROM_the_sentinel_of_the_motherland
			}
			remove_ideas = ROM_the_sentinel_of_the_motherland
		}
		else_if = {
			limit = {
				communism = > party_popularity@fascism > party_popularity@democratic
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
		} {
			limit = {
				fascism = > party_popularity@democratic > party_popularity@communism
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
		}
		swap_ideas = {
			add_idea = ROM_figurehead_king_michael
			remove_idea = ROM_king_carol_ii_hedonist
		}
		add_timed_idea = {
			idea = ROM_king_carol_emptied_accounts
			days = 360
		}
		hidden_effect = {
			news_event = {
				id = news.323
				days = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_marine_template_upgrade
Constructs: limit, has_country_flag, check_variable, has_tech, set_temp_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_marine_template_upgrade = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_TEMPLATE_marine_template_upgrade
			}
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
			}
			has_country_flag = EAI_military_focus_config_finished
			num_of_military_factories = > 10
			has_tech = marines
			set_temp_variable = {
				_check_xp = 30
			}
			EAI_XP_has_army_check_xp = yes
			if = {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
					}
				}
				OR = {
					has_country_flag = EAI_marm_template_upgrade
					set_temp_variable = {
						_check_xp = 400
					}
					EAI_XP_has_army_check_xp = yes
				}
			}
			else_if = {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
					}
				}
				OR = {
					has_country_flag = EAI_harm_template_upgrade
					set_temp_variable = {
						_check_xp = 400
					}
					EAI_XP_has_army_check_xp = yes
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
					}
				}
				OR = {
					has_country_flag = EAI_larm_template_upgrade
					set_temp_variable = {
						_check_xp = 400
					}
					EAI_XP_has_army_check_xp = yes
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_AT_FOCUS
					}
				}
				OR = {
					has_country_flag = EAI_anti_tank_template_upgrade
					set_temp_variable = {
						_check_xp = 400
					}
					EAI_XP_has_army_check_xp = yes
				}
			}
		}
		set_country_flag = EAI_TEMPLATE_marine_template_upgrade
		if = {
			limit = {
				has_country_flag = EAI_template_upgrade_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | TEMPLATES: upgrading marine
		}
	}
}
### Entity: AI Strategy
Component: DEN_r56_king_christian_plan
Constructs: has_country_flag, has_global_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/DEN_r56_alternate_strategy_plan.txt

Code:
DEN_r56_king_christian_plan = {
	name = DEN monarch plan
	desc = 
	allowed = {
		original_tag = DEN
	}
	enable = {
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		}
		OR = {
			has_country_flag = DEN_AI_RANDOM_KING_CHRISTIAN_COUP
			has_game_rule = {
				rule = DEN_ai_behavior
				option = KING_CHRISTIAN_COUP
			}
		}
	}
	ai_national_focuses = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: DEN_hans_a_rolsted
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_hans_a_rolsted = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_hans_a_rolsted
		portraits = {
			army = {
				small = GFX_portrait_DEN_hans_a_rolsted_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = DEN_hans_a_rolsted
			ledger = army
			allowed = {
				original_tag = DEN
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_hans_a_rolsted
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_4
			}
		}
		advisor = {
			slot = high_command
			idea_token = DEN_hans_a_rolsted
			ledger = army
			allowed = {
				original_tag = DEN
			}
			traits = {
				army_artillery_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_PatrolReconForce_1
Source: game
File: common/ai_navy/taskforce/JAP_taskforce_templates.txt

Code:
JAP_PatrolReconForce_1 = {
	allowed = {
		original_tag = JAP
	}
	ai_will_do = {
		factor = 10
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		light_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		light_cruiser = {
			amount = 3
		}
		destroyer = {
			amount = 1
		}
	}
}
### Entity: Modifier Reference
Component: DEN_home_guard_state_modifier
Constructs: remove_trigger, is_core_of, recon_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_home_guard_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	remove_trigger = {
		ROOT = {
			NOT = {
				is_core_of = ROOT.controller
			}
		}
	}
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.1
	dig_in_speed_factor = 0.2
	max_dig_in_factor = 0.1
	recon_factor = 0.1
	enemy_army_speed_factor = -0.1
	enemy_local_supplies = -0.1
	enemy_attrition = 0.1
}
### Entity: Idea
Component: EAI_DD_13/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_expel_europeans_from_south_america
Constructs: prerequisite, limit, completion_reward, is_subject, has_army_manpower, is_on_continent, is_subject_extra_tt, every_other_country
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_expel_europeans_from_south_america
	prerequisite = {
		focus = PRU_restore_the_borders_of_the_empire
	}
	icon = GFX_goal_ENG_reassess_continental_commitments
	relative_position_id = PRU_restore_the_borders_of_the_empire
	x = 0
	y = 1
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 900000
		}
		r56_script_i_am_sane = yes
		any_state = {
			is_on_continent = south_america
			OR = {
				owner = {
					capital_scope = {
						NOT = {
							is_on_continent = south_america
						}
					}
				} {
					custom_trigger_tooltip = {
						tooltip = is_subject_extra_tt
						is_subject = yes
					}
					OVERLORD = {
						capital_scope = {
							is_on_continent = europe
						}
					}
				}
			}
		}
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = USA ENG FRA HOL
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_subject_of = ROOT
				}
				any_owned_state = {
					is_on_continent = south_america
				}
				OR = {
					capital_scope = {
						NOT = {
							is_on_continent = south_america
						}
					}
					AND = {
						is_subject = yes
						OVERLORD = {
							capital_scope = {
								is_on_continent = europe
							}
						}
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: TUR_revolutionism
Constructs: removal_cost, fascism_drift, communism_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_revolutionism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		fascism_drift = 0.05
		communism_drift = 0.05
		stability_weekly = 0.01
		political_power_factor = -0.05
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_examine_industry
Constructs: completion_reward, has_tech, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_examine_industry
	icon = GFX_goal_generic_construction
	x = 36
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 9.9
		modifier = {
			factor = 4
			NOT = {
				has_tech = basic_machine_tools
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_crackdown_on_corruption_in_recruitment
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_crackdown_on_corruption_in_recruitment
	icon = GFX_focus_ARG_crackdown_on_corruption
	prerequisite = {
		focus = CHI_set_up_an_nco_school CHI_formalize_field_promotions
	}
	x = 1
	y = 1
	relative_position_id = CHI_set_up_an_nco_school
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt generic_skip_one_line_tt generic_skip_one_line_tt CHI_crackdown_on_corruption_in_recruitment_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_army_morale_factor = 0.1
			tooltip = army_morale_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_army_org_factor = 0.02
			tooltip = army_org_factor_tt
		}
		country_event = {
			id = SEA_china_improvement.1
			days = 2
		}
	}
}
### Entity: Character
Component: URG_ernesto_sanchez_elizondo
Source: game
File: common/characters/URG.txt

Code:
URG_ernesto_sanchez_elizondo = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = URG_ernesto_sanchez_elizondo
		ledger = air
		allowed = {
			original_tag = URG
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: Event
Component: SEA_warlords.55
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_war_support, fire_only_once, is_controlled_by, white_peace
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.55
	title = SEA_warlords.55.t
	desc = SEA_warlords.55.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		IF = {
			limit = {
				1032 = {
					is_controlled_by = PRC
				}
			}
			1032 = {
				transfer_state_to = PRC
			}
		} {
			limit = {
				has_war_with = PRC
			}
			white_peace = {
				tag = PRC
			}
		}
	}
	option = {
		name = SEA_warlords.55.a
		ai_chance = {
			base = 100
		}
		add_war_support = -0.1
		set_truce = {
			target = PRC
			days = 365
		}
		custom_effect_tooltip = SEA_warlords.55.tt
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_great_military_chiefs
Constructs: prerequisite, has_government, completion_reward, is_subject, every_army_leader, add_skill_level, add_planning, add_attack
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_great_military_chiefs
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = COG_an_expansionist_state COG_centralize_military_structure
	}
	mutually_exclusive = {
		focus = COG_great_cattle_chiefs
	}
	x = -2
	y = 1
	relative_position_id = COG_an_expansionist_state
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	completion_reward = {
		every_army_leader = {
			add_skill_level = 1
			add_planning = 1
			add_attack = 1
			add_logistics = 1
		}
	}
}
### Entity: Character
Component: TZN_ar
Source: game
File: common/characters/TZN.txt

Code:
TZN_ar = {
	advisor = {
		slot = high_command
		idea_token = TZN_ar
		ledger = army
		allowed = {
			original_tag = TZN
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Character
Component: BLZ_ar
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_ar = {
	advisor = {
		slot = high_command
		idea_token = BLZ_ar
		ledger = army
		allowed = {
			original_tag = BLZ
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Idea
Component: COG_bouvandji
Constructs: industrial_capacity_factory, removal_cost, breakthrough_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_bouvandji = {
	picture = generic_production_bonus
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		breakthrough_factor = 0.05
		industrial_capacity_factory = 0.1
	}
}
### Entity: State History
Component: 87
Constructs: add_core_of
Source: game
File: history/states/87-Lodz.txt

Code:
state = {
	id = 87
	name = STATE_87
	manpower = 2632000
	state_category = town
	history = {
		owner = POL
		buildings = {
			infrastructure = 3
			industrial_complex = 2
		}
		victory_points = {
			9508 10
		}
		add_core_of = POL
		1939.1.1 = {
			buildings = {
				air_base = 3
			}
		}
	}
	provinces = {
		493 584 9439 9508 9546 11428 11515
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ast_focus
Component: AST_for_the_southern_cross
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_for_the_southern_cross
	icon = GFX_focus_PHI_philippine_independent_church
	prerequisite = {
		focus = AST_australian_culture_investments
	}
	relative_position_id = AST_australian_culture_investments
	x = 0
	y = 1
	cost = 5
	available = {
		has_idea = AST_a_sense_of_place
	}
	bypass = {

	}
	available_if_capitulated = no
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = AST_a_sense_of_place
			add_idea = AST_a_sense_of_place_upgraded
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: TUN_mt
Source: game
File: common/characters/TUN.txt

Code:
TUN_mt = {
	advisor = {
		slot = theorist
		idea_token = TUN_mt
		ledger = army
		allowed = {
			original_tag = TUN
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Idea
Component: BRA_disrupt_bolivar_LaR
Constructs: removal_cost, encryption_factor, decryption_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_disrupt_bolivar_LaR = {
	allowed = {
		tag = BRA
	}
	removal_cost = -1
	picture = generic_spy_coup
	modifier = {
		operative_slot = 1
		encryption_factor = 0.2
		subversive_activites_upkeep = -0.3
		decryption_factor = 0.1
	}
}
### Entity: Idea
Component: GER_total_war_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_total_war_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = FRA_national_mobilization_focus
	modifier = {
		conscription = 0.015
		consumer_goods_factor = -0.12
	}
}