Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: SWI_federal_council_decisions_category
Source: game
File: common/decisions/categories/SWI_decision_categories.txt

Code:
SWI_federal_council_decisions_category = {
	icon = GFX_decision_category_SWI_federal_council
	picture = GFX_decision_cat_picture_SWI_federal_council
	priority = 11
	allowed = {
		original_tag = SWI
		SWI_bba = yes
	}
	visible = {
		SWI_bba = yes
	}
	visible_when_empty = yes
}
### Entity: Doctrine
Component: anti_tank_frontline
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt

Code:
anti_tank_frontline = {
	track = combat_support
	name = SUBDOCTRINE_ANTI_TANK_FRONT
	description = SUBDOCTRINE_ANTI_TANK_FRONT_DESC
	icon = GFX_doctrine_antitank_frontline_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 0
	}
	engineer = {
		battalion_mult = {
			category = category_line_artillery
			entrenchment = 0.2
			add = yes
		}
	}
	rewards = {
		pakfront = {
			anti_tank_brigade = {
				ap_attack = 0.1
			}
			anti_tank_battery = {
				ap_attack = 0.2
				hard_attack = 0.2
			}
		}
		emplacement_rotation = {
			anti_tank_brigade = {
				defense = 0.2
				max_organisation = 10
			}
		}
		weakpoint_studies = {
			anti_tank_brigade = {
				ap_attack = 0.1
				hard_attack = 0.1
				soft_attack = 0.2
			}
		}
		offensive_deployments = {
			mot_anti_tank_brigade = {
				breakthrough = 0.2
				ap_attack = 0.2
			}
		}
		assault_anti_tank = {
			mot_anti_tank_brigade = {
				soft_attack = 0.2
				hard_attack = 0.2
			}
		}
	}
}
### Entity: Idea
Component: NOR_raufoss_ammunisjonsfabrikker
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_raufoss_ammunisjonsfabrikker = {
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: artillerie_inrichtingen_pyrotechnische
Constructs: research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
artillerie_inrichtingen_pyrotechnische = {
	allowed = {
		original_tag = INS
	}
	picture = INS_ai_pyrotechnische
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Order of Battle
Component: 19a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 19a Brigada Legionario
	location = 11756
	division_template = Brigada Legionario
}
### Entity: Name List
Component: ZAM
Source: game
File: common/names/00_names.txt

Code:
ZAM = {
	male = {
		names = {
			Ahmad Alick Amon Andrew Baldwin Cassius Chilu Christon Cornelius Dafydd Daniel Davis Elijah Ellis Enoch Evelyn Fackson Felix Frederick George Godfrey Guy Hammerskjoeld Harry Hastings Henry Jeffrey John Kebby Keith Kennedy Kenneth Lazarus Leo Levy Lewanika Lottie Lupando Maiko Mainza Malimba Michael Mpezeni Mwesa Nalumino Nevers Nyumbu Obed Paul Philippe-Henri Precious Raphael Reuben Robert Rupiah Samuel Sebetwane Sekeletu Simon Stanley Tawny Tony Victor Wilbur Yunus
		}
	}
	female = {
		names = {
			Alice Binwell Dambisa Denise Julia Lucky Lukwesa Mamochisane Rachel Tasila Victoria
		}
	}
	surnames = {
		Badat Banda Brown Burak Bwalya Chibuye Chiluba Chiyanika Chona Earnshaw Edmond Edmonds Fischer Gregan Gray Hone James Jones Kachaka Kamanga Kapwepwe Kaunda Kavindele Kenyanta Krige Kunda Lange Lemba Lenshina Lisulo Makina Mapoma Masheke Matete Miyanda Moyo Mudenda Mumba Mundia Musokotwane Mutale Mutanya Mwale Mwanawasa Mwape Nachula Ngozi Nkandu Nkhata Nkumbula Rose Sata Scott Simutowe Simwinga Sinyangwe Smith Tayali Tembo Thomson Wamulwa Welensky Whitley Zulu
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: SOV_dont_send_lend_lease_that_early_to_china
Constructs: has_war_with, send_lend_lease_desire
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_dont_send_lend_lease_that_early_to_china = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		JAP = {
			has_war_with = CHI
		}
		country_exists = CHI
		CHI = {
			surrender_progress = < 0.4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = CHI
		value = -999
	}
}
### Entity: Character
Component: IRQ_the_grand_mufti
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_the_grand_mufti = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	fascism_acceptance = 30
	targeted_modifier = {
		tag = ENG
		attack_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_strike_from_the_seas
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_strike_from_the_seas
	prerequisite = {
		focus = BUL_bulgarian_shipping_chamber
	}
	icon = GFX_goal_generic_amphibious_assault
	relative_position_id = BUL_bulgarian_shipping_chamber
	x = 0
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_a_powerful_bulgarian_navy
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 15
		navy_experience = 15
		add_tech_bonus = {
			name = BUL_strike_from_the_seas
			bonus = 0.5
			uses = 2
			category = marine_tech tp_tech
		}
	}
}
### Entity: National Focus
Component: r56_costa_rica_focus
Constructs: shared_focus, has_completed_focus, prerequisite, has_war, limit, add_ideas, has_government, has_war_with
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus_tree = {
	id = r56_costa_rica_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = COS
		}
	}
	default = no
	reset_on_civilwar = no
	shared_focus = ABC_establish_a_general_staff GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_industrial_boom USC_UNIFIED_central_american_unification
	continuous_focus_position = {
		x = 0
		y = 900
	}
	focus = {
		id = COS_1936_elections
		icon = GFX_goal_COS_elections
		available = {
			custom_trigger_tooltip = {
				tooltip = COS_election_tt
				OR = {
					has_country_flag = COS_castro_won COS_arguello_won
				}
			}
		}
		cost = 10
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		x = 58
		y = 0
		ai_will_do = {
			factor = 11
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			}
		}
		completion_reward = {
			effect_tooltip = {
				country_event = {
					id = costa_rica.1
					hours = 6
				}
			}
		}
	} {
		id = COS_another_prn_term
		icon = GFX_goal_generic_freedom
		prerequisite = {
			focus = COS_1936_elections
		}
		available = {
			has_country_flag = COS_castro_won
		}
		mutually_exclusive = {
			focus = COS_liberal_victory
		}
		cost = 5
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		x = -4
		y = 1
		relative_position_id = COS_1936_elections
		ai_will_do = {
			factor = 11
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			}
		}
		completion_reward = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			} {
				ideology = democratic
				popularity = 0.1
			}
			add_war_support = 0.05
		}
	} {
		id = COS_liberal_victory
		icon = GFX_goal_COS_democracy
		prerequisite = {
			focus = COS_1936_elections
		}
		available = {
			has_country_flag = COS_arguello_won
		}
		mutually_exclusive = {
			focus = COS_another_prn_term
		}
		cost = 5
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		x = 4
		y = 1
		relative_position_id = COS_1936_elections
		ai_will_do = {
			factor = 11
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		completion_reward = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			} {
				ideology = democratic
				popularity = 0.1
			}
			add_stability = 0.05
		}
	} {
		id = COS_strengthen_democratic_institutions
		icon = GFX_goal_FRA_reynaud_economic_reforms
		prerequisite = {
			focus = COS_another_prn_term COS_liberal_victory
		}
		mutually_exclusive = {
		
# ... (truncated)
### Entity: Idea
Component: EAI_DD_16/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Event
Component: NSB_polish_fascist_events.204
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.204
	title = NSB_polish_fascist_events.204.t
	desc = NSB_polish_fascist_events.204.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_polish_fascist_events.204.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			POL_lithuania_wargoal_claims_effect = yes
		}
	}
}
### Entity: Character
Component: WLS_stc
Source: game
File: common/characters/WLS.txt

Code:
WLS_stc = {
	advisor = {
		slot = political_advisor
		idea_token = WLS_stc
		allowed = {
			original_tag = WLS
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: AI Strategy
Component: POR_democratic_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/POR_alternate_strategy_plan.txt

Code:
POR_democratic_plan = {
	name = Democratic - Strict Neutrality
	desc = With the influence of the United Kingdom, a democratic goverment will overturn the regime of Salazar and, aided by the British, focus on develop the country before joining the Allies.
	allowed = {
		original_tag = POR
	}
	enable = {
		OR = {
			has_country_flag = POR_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = POR_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		POR_iberian_summit POR_continue_the_public_works POR_instituto_superior_tecnico POR_estado_novo POR_strict_neutrality_in_the_spanish_civil_war POR_second_navy_reequipment POR_british_investment_in_mines POR_roads_bridges_and_dams POR_industrial_modernization POR_arsenal_do_alfeite POR_british_industrial_investments POR_a_new_industry POR_british_guns POR_army_reorganization POR_ogma POR_ogme POR_portuguese_artillery POR_military_research_facilities POR_allow_free_elections POR_a_powerful_merchant_marine POR_colonial_assimilation_policy POR_colonial_army POR_limited_self_rule POR_submarine_effort POR_merchant_marine_protection POR_infrastructure_in_angola POR_metropolitan_army POR_corpo_do_estado_maior POR_national_cruiser_production POR_atlantic_defense_strategy POR_join_the_allies POR_standardization POR_defend_the_borders POR_research_sharing POR_develop_north_angola POR_securing_the_free_world POR_oppose_germany POR_fuzileiros POR_naval_research_institute POR_extraction_industries POR_hydroelectricity
	}
	focus_factors = {
		POR_intervention_in_spain = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_electronic_technologies
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_electrical.txt

Code:
EAI_PR_STRATEGIES_electronic_technologies = {
	EAI_PR_STRATEGIES_radio = yes
	EAI_PR_STRATEGIES_radar = yes
	EAI_PR_STRATEGIES_computing_machine = yes
	EAI_PR_STRATEGIES_fire_control_system = yes
	EAI_PR_STRATEGIES_nukes = yes
	EAI_PR_STRATEGIES_jet_engines = yes
	EAI_PR_STRATEGIES_rockets = yes
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_recon
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_support.txt

Code:
EAI_PR_STRATEGIES_recon = {
	if = {
		limit = {
			EAI_recon_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_recon
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_support
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_recon
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_recon2
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_recon3
				} {
					_prio_val = prio_cat
				}
				date = > 1942.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_recon4
				} {
					_prio_val = prio_cat
				}
				date = > 1945.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_build_up_korean_industries
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, has_subject, is_core_of
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_build_up_korean_industries
	icon = GFX_focus_JAP_build_up_korean_industries
	prerequisite = {
		focus = JAP_ministry_of_colonial_affairs
	}
	relative_position_id = JAP_ministry_of_colonial_affairs
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			has_subject = KOR
			any_controlled_state = {
				is_core_of = KOR
				is_fully_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		IF = {
			limit = {
				has_subject = KOR
			}
			KOR = {
				add_stability = 0.1
				add_war_support = 0.1
				add_political_power = 100
				add_timed_idea = {
					idea = JAP_japanese_investments
					days = 720
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_subject = KOR
			}
			KOR = {
				every_core_state = {
					limit = {
						is_fully_controlled_by = PREV
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					random_select_amount = 2
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
		ELSE = {
			every_controlled_state = {
				limit = {
					is_core_of = KOR
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				random_select_amount = 2
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Unit Template
Component: MEX_BC_HISTORICAL
Source: game
File: common/units/names_ships/MEX_ship_names.txt

Code:
MEX_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		MEX
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARM 
	fallback_name = Crucero de Batalla No.%d
	unique = {
		Anáhuac Juárez Ciudad de México Moctezuma Xochichapal Cuauhtémoc Cuitláhuac Nezahualcoyotl
	}
}
### Entity: Character
Component: JUNO_alianca_nacional_libertadora_council
Constructs: stability_factor, war_support_factor, communism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_alianca_nacional_libertadora_council = {
	random = no
	sprite = 13
	war_support_factor = 0.15
	stability_factor = -0.05
	communism_drift = 0.03
	production_speed_arms_factory_factor = 0.1
	production_speed_industrial_complex_factor = 0.1
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_chinese_panzers
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress, has_dlc
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_chinese_panzers
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = CHI_sea_purchase_tanks
	} {
		focus = CHI_sea_closer_ties_with_germany
	}
	x = -2
	y = 1
	relative_position_id = CHI_sea_purchase_tanks
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		GER_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CHI_chinese_panzers
			bonus = 1.0
			uses = 1
			category = armor
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = CHI_sino_german_technical_mission_organization
			mio:CHI_sino_german_technical_mission_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = german_chinese_tank_designer
		}
	}
}
### Entity: Event
Component: AUS_news_events.10
Constructs: is_triggered_only, has_government
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.10
	title = AUS_news_events.10.t
	desc = AUS_news_events.10.desc
	picture = GFX_news_event_worker_protests
	is_triggered_only = yes
	option = {
		name = AUS_news_events.10.a
		trigger = {
			NOT = {
				original_tag = AUS
				has_government = communism
			}
		}
	} {
		name = AUS_news_events.10.b
		trigger = {
			has_government = communism
			NOT = {
				original_tag = AUS
			}
		}
	} {
		name = AUS_news_events.10.c
		trigger = {
			original_tag = AUS
		}
	}
}
### Entity: Order of Battle
Component: 43a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 43a Brigada Legionario
	location = 9699
	division_template = Brigada Legionario
}
### Entity: Country History
Country: BRA
Component: BRA_misc
Constructs: recruit_character, every_owned_state, limit, add_ideas, set_technology, add_political_power, every_core_state, add_to_array
Source: game
File: history/countries/BRA - Brazil.txt

Code:
# Misc for BRA
capital = 500
every_core_state = {
	ROOT = {
		add_to_array = {
			cores_at_game_start = PREV
		}
	}
}
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = BRA_1936_air_bba
	ELSE = {
		set_air_oob = BRA_1936_air_legacy
		set_technology = {
			early_fighter = 1
			CAS1 = 1
		}
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	set_country_flag = BRA_toa_DLC
	add_ideas = {
		SMB_MTG_naval_arms_race_legacy
	} BRA_separatism_idea
	every_owned_state = {
		limit = {
			OR = {
				has_state_category = wasteland pastoral rural
				state = 498 499
			}
			NOT = {
				state = 961 962 963 964 965 966 967 968 496
			}
		}
		set_variable = {
			BRA_state_development_production_speed = -0.4
		} {
			BRA_state_development_local_building_slots_factor = -0.4
		} {
			BRA_state_development_local_factories = -0.4
		} {
			BRA_state_development_state_resources_factor = -0.4
		}
		add_dynamic_modifier = {
			modifier = BRA_neglected_state_dynamic_modifier
		}
	} {
		limit = {
			OR = {
				state = 498 499 935 936 937
			}
		}
		add_dynamic_modifier = {
			modifier = BRA_cangaceiro_state
		}
	}
	JUNO_set_shared_military_branch_defaults = yes
	set_variable = {
		BRA_economy_production_efficiency_gain_factor = -0.2
	} {
		BRA_economy_production_max_efficiency_factor = -0.2
	} {
		BRA_economy_industrial_capacity_factor = -0.2
	} {
		BRA_weak_government_stability_factor = -0.15
	} {
		BRA_weak_government_pp_factor = -0.2
	} {
		BRA_weak_government_neutrality_factor = 0.02
	} {
		BRA_weak_government_command_power_factor = -0.4
	} {
		BRA_coup_stability_factor = -0.05
	} {
		BRA_coup_communism_factor = 0.05
	} {
		BRA_coup_democratic_factor = 0
	} {
		BRA_coup_fascism_factor = 0
	} {
		BRA_coup_neutrality_factor = 0
	} {
		BRA_estado_novo_stability_factor = 0.1
	} {
		BRA_estado_novo_fascism_factor = 0
	} {
		BRA_estado_novo_communism_factor = 0
	} {
		BRA_estado_novo_democratic_factor = 0
	} {
		BRA_estado_novo_fascism_factor = 0
	} {
		BRA_estado_novo_neutrality_factor = 0.2
	} {
		BRA_estado_novo_production_speed_buildings_factor = 0
	} {
		BRA_estado_novo_war_support_factor = 0
	} {
		BRA_estado_novo_recruitable_population_factor = 0
	} {
		BRA_estado_novo_consumer_goods_factor = 0
	} {
		BRA_estado_novo_political_power_factor = 0
	} {
		BRA_estado_novo_production_factory_max_efficiency_factor = 0
	} {
		BRA_estado_novo_industrial_capacity_factory = 0
	}
# ... (truncated)
### Entity: AI Strategy
Component: more_naval_focused_nation
Source: game
File: common/ai_strategy/default.txt

Code:
more_naval_focused_nation = {
	enable = {
		OR = {
			tag = JAP USA ENG
		}
		date = > 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = capital_ship
		value = 2
	} {
		type = unit_ratio
		id = submarine
		value = 1
	} {
		type = unit_ratio
		id = screen_ship
		value = 4
	} {
		type = unit_ratio
		id = convoy
		value = 1
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_herrera_jailbreak
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_herrera_jailbreak
	icon = GFX_goal_generic_prison_break
	prerequisite = {
		focus = HON_go_communist
	}
	relative_position_id = HON_go_communist
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: AUSHUN_MTN_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
AUSHUN_MTN_01 = {
	name = Aus-Hun. Mountain Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d.Gebirgstruppendivision
	ordered = {
		1 = {
			%d.Gebirgstruppendivision
		}
		2 = {
			%d.Gebirgstruppendivision
		}
		3 = {
			%d.Gebirgstruppendivision
		}
		4 = {
			%d.Gebirgstruppendivision
		}
		5 = {
			%d.Gebirgstruppendivision
		}
		6 = {
			%d.Gebirgstruppendivision
		}
		7 = {
			%d.Gebirgstruppendivision
		}
		8 = {
			%d.Gebirgstruppendivision
		}
		9 = {
			%d.Gebirgstruppendivision
		}
		10 = {
			%d.Gebirgstruppendivision
		}
	}
}
### Entity: Scripted Trigger
Component: has_100_land_doctrine_mastery
Constructs: has_100_land_doctrine_mastery, has_at_least_100_mastery_in_any_land_subdoctrine_tt, has_mastery
Source: game
File: common/scripted_triggers/POR_scripted_triggers_r56.txt

Code:
has_100_land_doctrine_mastery = {
	custom_trigger_tooltip = {
		tooltip = has_at_least_100_mastery_in_any_land_subdoctrine_tt
		OR = {
			has_mastery = {
				amount = 100
				track = infantry
			} {
				amount = 100
				track = combat_support
			} {
				amount = 100
				track = armor
			} {
				amount = 100
				track = operations
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_china_DEFENSIVE_operational_pause
Constructs: has_war_with, has_country_flag, is_in_faction_with, has_war_together_with
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_DEFENSIVE_operational_pause = {
	enable = {
		is_in_faction_with = JAP
		has_war_with = CHI
		has_country_flag = EAI_MILITARY_operational_pause_timer
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.25
		priority = 700
		execution_type = careful
		execute_order = no
		country_trigger = {
			OR = {
				tag = CHI
				has_war_together_with = CHI
			}
		}
	}
}