Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: POR_r56_communism_plan
Constructs: has_country_flag, has_focus_tree, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POR_r56_alternate_strategy_plan.txt

Code:
POR_r56_communism_plan = {
	name = PORTUGALS_PATH_TO_MARXISM_LENINISM
	desc = RULE_OPTION_PORTUGALS_PATH_TO_MARXISM_LENINISM_DESC
	allowed = {
		original_tag = POR
	}
	enable = {
		has_focus_tree = r56_portuguese_focus
		OR = {
			has_country_flag = POR_AI_RANDOM_COMMUNIST_INDEPENDENT
			has_game_rule = {
				rule = POR_ai_behavior_r56
				option = PORTUGALS_PATH_TO_MARXISM_LENINISM
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POR_unite_against_salazar POR_seek_international_support POR_continue_the_public_works_r56 POR_support_continued_educational_expansion POR_never_another_la_lys POR_complete_the_military_restructuring POR_institute_of_higher_military_studies POR_ally_anti_colonial_resistance POR_storm_the_national_assembly POR_subsidize_rolling_stock_production POR_import_foreign_machinery POR_prepare_for_a_war_of_logistics POR_modernize_our_infantry POR_contenders_on_the_world_stage POR_address_the_new_spain POR_consolidate_the_revolution POR_crush_reactionary_impedance POR_the_question_of_our_colonies POR_portugals_path_to_marxism_leninism POR_solidify_the_economic_reforms POR_the_iberian_social_revolution POR_forge_portugals_own_five_year_plan POR_restore_the_social_state POR_towards_institutional_atheism
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: faction_unlock
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## faction_unlock
* Aliases: fu
* Arguments: type

Unlocks a part of the faction, can take the argument military (m) or research (r)
### Entity: Scripted Effect
Component: indonesia_volksraad_allow_language_in_government_effect
Constructs: clr_country_flag, set_country_flag, add_to_variable, add_autonomy_score
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_allow_language_in_government_effect = {
	clr_country_flag = INS_is_taking_volksraad
	set_country_flag = indonesia_volksraad_passed_2
	add_to_variable = {
		INS_volksraad_counter = 1
	}
	add_autonomy_score = {
		value = 100
		localization = INS_autonomy_indonesian_in_govenment
	}
}
### Entity: Idea
Component: GLC_nt
Source: game
File: common/ideas/galicia.txt

Code:
GLC_nt = {
	ledger = navy
	picture = generic_navy_europe_3
	allowed = {
		original_tag = GLC
	}
	traits = {
		naval_theorist
	}
}
### Entity: Event
Component: BBA_ethiopia_anti_colonialism_events.2
Constructs: is_triggered_only, ai_chance, limit, has_war_with
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_anti_colonialism_events.2
	title = BBA_ethiopia_anti_colonialism_events.2.t
	desc = BBA_ethiopia_anti_colonialism_events.2.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_parliament
	option = {
		name = BBA_ethiopia_anti_colonialism_events.2.a
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				has_war_with = var:global.african_supporting_country
			}
			var:global.african_revolt_country = {
				exists = yes
			}
		}
		IF = {
			limit = {
				var:global.african_revolt_country = {
					exists = yes
				}
			}
			var:global.african_revolt_country = {
				country_event = {
					id = BBA_ethiopia_anti_colonialism_events.3
					hours = 2
				}
			}
		}
		ELSE = {
			var:global.african_supporting_country = {
				country_event = {
					id = BBA_ethiopia_anti_colonialism_events.4
					hours = 2
				}
			}
		}
	} {
		name = BBA_ethiopia_anti_colonialism_events.2.b
		ai_chance = {
			base = 10
		}
		var:global.african_supporting_country = {
			country_event = {
				id = BBA_ethiopia_anti_colonialism_events.4
				hours = 2
			}
		}
	}
}
### Entity: Idea
Component: PRC_dbj_heavy_air
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_dbj_heavy_air = {
	picture = generic_air_manufacturer_3
	allowed = {
		tag = PRC
	}
	cost = 150
	removal_cost = 10
	available = {
		has_completed_focus = PRC_revive_the_navy_and_air_force
	}
	traits = {
		heavy_aircraft_manufacturer
	}
}
### Entity: Modifier Reference
Construct: experience_gain_navy_unit_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## experience_gain_navy_unit_factor

* Number with 1 decimal places
* **Categories**: naval, unit_leader, military_advancements
### Entity: Event
Component: bftb_turkey.26
Constructs: is_triggered_only, add_political_power
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.26
	title = bftb_turkey.26.t
	desc = bftb_turkey.26.desc
	picture = GFX_report_event_tur_ataturk_impassioned_speech
	is_triggered_only = yes
	option = {
		name = bftb_turkey.26.a
		add_political_power = 120
		transfer_state = 799
	}
}
### Entity: Idea
Component: EAI_DD_7/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_11/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_german_threat
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject, is_in_faction_with, has_non_aggression_pact_with, has_guaranteed
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_german_threat
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = FIN_finnish_influence_in_the_baltic FIN_secure_the_baltic_sea
	}
	x = 2
	y = 1
	relative_position_id = FIN_finnish_influence_in_the_baltic
	cost = 10
	available = {
		is_subject = no
		country_exists = GER
		NOT = {
			is_in_faction_with = GER
		} {
			has_non_aggression_pact_with = GER
		} {
			has_guaranteed = GER
		}
	}
	select_effect = {
		add_ai_strategy = {
			type = prepare_for_war
			id = GER
			value = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
		}
		add_timed_idea = {
			idea = FIN_german_threat
			days = 730
		}
		if = {
			limit = {
				has_non_aggression_pact_with = GER
			}
			diplomatic_relation = {
				country = ROOT
				relation = non_aggression_pact
				active = no
			}
		} {
			limit = {
				is_guaranteed_by = GER
			}
			diplomatic_relation = {
				country = ROOT
				relation = guarantee
				active = no
			}
		}
		add_ai_strategy = {
			type = declare_war
			id = GER
			value = 50
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_PRC_request_aid.11
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.11
	title = SEA_PRC_request_aid.11.t
	desc = SEA_PRC_request_aid.11.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_request_aid.11.a
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.10
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, random_hours, add_country_leader_role, set_party_name, add_popularity
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.10
	title = wuw_GER_realpolitik.10.t
	desc = wuw_GER_realpolitik.10.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.10.a
		ai_chance = {
			base = 80
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.11
				hours = 6
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
			add_country_leader_role = {
				character = FIN_prince_wolfgang_von_hesse
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						crown_prince_of_finland personal_agenda_von_hesse
					}
				}
			}
			set_party_name = {
				ideology = neutrality
				long_name = FIN_neutrality_party_monarchist_long
				name = FIN_neutrality_party_monarchist
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			IF = {
				limit = {
					has_completed_focus = FIN_greater_finland
				}
				set_cosmetic_tag = FIN_greater_kingdom_of_finland
			}
			ELSE = {
				set_cosmetic_tag = FIN_kingdom_of_finland
			}
		}
	} {
		name = wuw_GER_realpolitik.10.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.12
				hours = 6
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
		}
	}
}
### Entity: State History
Component: 694
Constructs: add_core_of
Source: game
File: history/states/694-French Caribbean.txt

Code:
state = {
	id = 694
	name = STATE_694
	manpower = 444290
	state_category = rural
	history = {
		add_core_of = GDL
		owner = FRA
		victory_points = {
			9377 1
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			177 = {
				naval_base = 3
			}
			9377 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		177 9377 13084
	}
	local_supplies = 3.0
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3AVerification_needed.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Category:Verification needed:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Sup ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Category:Verification_needed"
### Entity: Character
Component: TOG_acr
Source: game
File: common/characters/TOG.txt

Code:
TOG_acr = {
	advisor = {
		slot = air_chief
		idea_token = TOG_acr
		allowed = {
			original_tag = TOG
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Decision
Component: HOL_obtain_foreign_colonial_investments
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/HOL_decision_categories.txt

Code:
HOL_obtain_foreign_colonial_investments = {
	icon = hol_obtain_foreign_colonial_investments
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	visible = {
		OR = {
			has_completed_focus = HOL_obtain_foreign_colonial_investments HOL_obtain_foreign_colonial_investments_taog
		}
	}
}
### Entity: Decision
Component: GUA_french_decisions
Constructs: has_completed_focus, is_on_continent, has_country_leader
Source: game
File: common/decisions/categories/GUA_decision_categories.txt

Code:
GUA_french_decisions = {
	priority = 50
	icon = generic_monarchism
	picture = GFX_decision_cat_picture_spr_the_inevitable_civil_war
	allowed = {
		original_tag = GUA
	}
	visible_when_empty = yes
	on_map_area = {
		target_array = FRA.core_states
		target_trigger = {
			FROM = {
				OR = {
					is_on_continent = europe
					state = 459 460 513 933 514
				}
			}
		}
		name = GUA_integrate_state_map_area
		zoom = 500
	}
	visible = {
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
		has_completed_focus = GUA_the_throne_belongs_to_one
	}
}
### Entity: Character
Component: RAJ_lord_linlithgow
Constructs: has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_lord_linlithgow = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = RAJ_lord_linlithgow
		portraits = {
			civilian = {
				large = GFX_portrait_RAJ_lord_linlithgow
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = RAJ_lord_linlithgow
		portraits = {
			civilian = {
				large = GFX_portrait_RAJ_lord_linlithgow
			}
		}
	}
}
### Entity: Scripted Effect
Component: CHI_modify_illicit_goods_event_trigger
Constructs: limit, has_country_flag, set_country_flag, add_to_variable
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_modify_illicit_goods_event_trigger = {
	if = {
		limit = {
			NOT = {
				has_country_flag = trigger_SEA_china_improvement_2
			}
		}
		set_country_flag = trigger_SEA_china_improvement_2
		country_event = {
			id = SEA_china_improvement.2
			days = 2
		}
		custom_effect_tooltip = generic_skip_one_line_tt which_will_give_tt
		event_option_tooltip = SEA_china_improvement.2.a
	}
	else = {
		add_to_variable = {
			illicit_goods_reduction_step = 0.02
		}
		custom_effect_tooltip = illicit_good_improvement_increase
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_foreign_aircraft
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, every_other_country, add_equipment_subsidy
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_foreign_aircraft
	icon = GFX_focus_generic_copy_plane_designs
	prerequisite = {
		focus = FIN_expand_air_bases
	}
	x = 0
	y = 1
	relative_position_id = FIN_expand_air_bases
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		add_tech_bonus = {
			name = FIN_foreign_aircraft
			bonus = 0.5
			uses = 2
			category = air_equipment
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = FIN_foreign_aircraft_equipment_and_subsidies_tt
		}
		else = {
			custom_effect_tooltip = FIN_foreign_aircraft_equipment_only_tt
		}
		effect_tooltip = {
			every_other_country = {
				limit = {
					OR = {
						original_tag = GER ITA ENG FRA USA SOV SWE HOL
					}
					FIN_can_purchase_equipment_from_country = yes
				}
				display_individual_scopes = yes
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				if = {
					limit = {
						GER = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = small_plane_airframe
						seller_tags = {
							GER
						}
					}
				} {
					limit = {
						ITA = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = small_plane_airframe
						seller_tags = {
							ITA
						}
					}
				} {
					limit = {
						ENG = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = small_plane_airframe
						seller_tags = {
							ENG
						}
					}
				} {
					limit = {
						FRA = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = small_plane_airframe
						seller_tags = {
							FRA
						}
					}
				} {
					limit = {
						USA = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = small_plane_airframe
						seller_tags = {
							USA
						}
					}
				} {
					limit = {
						SOV = {
							FIN_can_purchase_equipment_from_country =
# ... (truncated)
### Entity: Idea
Component: MOR_stc
Source: game
File: common/ideas/morocco.txt

Code:
MOR_stc = {
	picture = generic_political_advisor_arab_3
	allowed = {
		original_tag = MOR
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Idea
Component: WLL_georges_thone
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/wallonia.txt

Code:
WLL_georges_thone = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = WLL
	}
	available = {
		has_government = democratic
	}
	traits = {
		captain_of_industry
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			OR = {
				has_completed_focus = GEN_Liberty_Ethos
				date = > 1939.1.1
			}
		}
	}
}
### Entity: Character
Component: PER_mohtaram_eskandari
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/PER.txt

Code:
PER_mohtaram_eskandari = {
	name = PER_mohtaram_eskandari
	portraits = {
		civilian = {
			small = GFX_portrait_PER_mohtaram_eskandari_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_mohtaram_eskandari
		allowed = {
			original_tag = PER
		}
		visible = {

		}
		available = {
			has_completed_focus = PER_women_vote
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			womens_rights_activist
		}
	}
}
### Entity: Idea
Component: AUS_strabag_military
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_strabag_military = {
	name = AUS_strabag
	picture = AUS_strabag
	allowed = {
		original_tag = AUS
	}
	available = {
		has_completed_focus = AUS_strabag_construction
	}
	visible = {
		has_completed_focus = AUS_shift_strabag
	}
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		industrial_concern
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/ENG_1939_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 7
	}
	location = 7011
	division_template = Armour Division
	start_experience_factor = 0.3
	start_equipment_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = ENG
			version_name = Light Tank Mk. VI
		}
	} {
		medium_tank_chassis_1 = {
			owner = ENG
			version_name = Cruiser Mk. I
		}
	}
}
### Entity: Character
Component: SPR_army_regrouping_military_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_army_regrouping_military_council = {
	name = SPR_army_regrouping_military_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_army_regrouping_military_council
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
	}
}
### Entity: Idea
Component: CHI_shanghai_power_company
Constructs: is_literally_china_not_prc, has_dlc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_shanghai_power_company = {
	picture = CHI_shanghai_power_company
	allowed = {
		OR = {
			original_tag = MAN
			is_literally_china_not_prc = yes
		}
		has_dlc = No Compromise, No Surrender
	}
	available = {
		controls_state = 613
	}
	research_bonus = {

	}
	modifier = {
		country_resource_coal = 18
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		energy_supply_company
	}
}
### Entity: AI Strategy
Component: EAI_ADVISOR_silent_workhorse
Constructs: check_variable
Source: game
File: common/ai_strategy_plans/EAI_national_laws.txt

Code:
EAI_ADVISOR_silent_workhorse = {
	name = EAI_ADVISOR_silent_workhorse
	enable = {
		check_variable = {
			EAI_get_advisor = global.EAI_silent_workhorse_TYPE
		}
	}
	abort_when_not_enabled = yes
	traits = {
		silent_workhorse = 50000
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_weapons_of_conquest
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_weapons_of_conquest
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = NOR_extensive_recruitment
	}
	x = -1
	y = 1
	relative_position_id = NOR_extensive_recruitment
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 914
				}
				free_building_slots = {
					building = arms_factory
					size = > 2
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.5
		}
		add_tech_bonus = {
			name = NOR_the_weapons_of_conquest
			bonus = 0.5
			uses = 1
			category = nuclear
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_koninklijk_paketvaart_maatschappij
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_koninklijk_paketvaart_maatschappij
	icon = GFX_focus_generic_merchant_fleet
	ai_will_do = {
		factor = 1
	}
	relative_position_id = INS_scientific_exceptionalism
	x = 1
	y = 1
	prerequisite = {
		focus = INS_invite_foreign_investors INS_scientific_exceptionalism
	}
	cost = 10
	completion_reward = {
		add_ideas = INS_economy_idea_two
		add_equipment_to_stockpile = {
			type = convoy
			amount = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: GER_government_general_idea
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_government_general_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_oppression
	modifier = {
		compliance_growth = -0.15
		local_resources_factor = 0.5
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.1
		autonomy_gain_global_factor = -0.15
		weekly_manpower = 250
		resistance_target = -0.1
		resistance_damage_to_garrison = -0.05
		overlord_trade_cost_factor = -0.05
	}
	targeted_modifier = {
		tag = GER
		cic_to_target_factor = 0.2
		mic_to_target_factor = 0.15
	}
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_JAP
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_JAP = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		JAP = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = JAP
		value = -800
	} {
		type = support
		id = JAP
		value = -25
	} {
		type = befriend
		id = JAP
		value = -25
	} {
		type = alliance
		id = JAP
		value = -75
	}
}