Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: FRI_jules_brévie
Source: game
File: common/characters/FRI.txt

Code:
FRI_jules_brévie = {
	name = Jules Brévié
	portraits = {
		civilian = {
			large = gfx/leaders/FRI/Portrait_Indochina_Jules_Brevie.dds
		}
	}
	country_leader = {
		ideology = colonial_government
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_equipment_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_equipment_effort
	text = ABC_equipment_effort
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = TAN_establish_the_ministry_of_war
	}
	x = -3
	y = 1
	relative_position_id = TAN_establish_the_ministry_of_war
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 1031
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1031-Opplandene.txt

Code:
state = {
	id = 1031
	name = STATE_1031
	manpower = 211532
	state_category = rural
	resources = {
		aluminium = 5.0
	}
	history = {
		victory_points = {
			3136 1
		} {
			3021 1
		}
		owner = NOR
		add_core_of = NOR
		add_to_array = {
			state_victory_points = 3136
		} {
			state_victory_points = 3021
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		10 27 111 133 179 3021 3105 3136 6042 6114 6136 6160 9032 9135 9157 9227 11028 11037 11113 11135 11206 144
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_join_comintern
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_join_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = NOR_support_radical_socialism
	}
	mutually_exclusive = {
		focus = NOR_a_communist_alternative
	}
	x = 0
	y = 1
	relative_position_id = NOR_support_radical_socialism
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		has_government = communism
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			is_faction_leader = yes
			has_government = communism
		}
	}
	bypass = {
		is_in_faction_with = SOV
		SOV = {
			has_government = communism
		}
	}
	completion_reward = {
		add_opinion_modifier = {
			target = SOV
			modifier = small_increase
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
			add_ai_strategy = {
				type = befriend
				id = NOR
				value = 125
			} {
				type = alliance
				id = NOR
				value = 125
			} {
				type = befriend
				id = ICE
				value = 125
			} {
				type = alliance
				id = ICE
				value = 125
			}
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ROOT
					}
				}
				country_event = {
					id = generic.2
					hours = 6
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = naw_norway.102
				days = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_politicize_the_trade_union
Constructs: prerequisite, add_ideas, has_government, has_country_flag, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_politicize_the_trade_union
	icon = GFX_goal_treaty_peoples
	prerequisite = {
		focus = BUL_promote_republicanism
	}
	relative_position_id = BUL_democracy_through_elections
	mutually_exclusive = {
		focus = BUL_crush_the_monarchists BUL_establish_free_trade
	}
	x = -2
	y = 6
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = democratic
		has_country_flag = BUL_socdems_in_power
	}
	completion_reward = {
		add_ideas = BUL_politicized_trade_union
		add_tech_bonus = {
			name = BUL_politicize_the_trade_union
			bonus = 0.25
			ahead_reduction = 0.25
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: HUN_DD_HISTORICAL
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		HUN
	}
	can_use = {
		not = {
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = Romboló %d
	unique = {
		Novara Theresia Tátra Balaton Csepel Lika Orjen Triglav Dinara Csikós Pandur Réka Warasdiner Turul Velebit Huszár Streiter Ulan Wildfang Uskoke Magnet Satellit Trabant Planet Blitz Komet Meteor Kaiman Alk
	}
}
### Entity: Character
Component: SPR_juan_garcia_oliver
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_juan_garcia_oliver = {
	name = SPR_juan_garcia_oliver
	portraits = {
		army = {
			small = GFX_idea_SPR_juan_garcia_oliver
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPR_juan_garcia_oliver
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPR_crush_the_revolution
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				OR = {
					has_completed_focus = SPA_a_great_spain SPR_the_stalinist_doctrine SPR_maintain_the_second_republic
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_missile_launcher
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_missile_launcher
* description: Total produced equipment of typemissile_launcher
### Entity: National Focus
Tree: ger_focus
Component: GER_realpolitik
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, has_country_leader, has_dlc, remove_trait
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_realpolitik
	icon = GFX_focus_GER_realpolitik
	prerequisite = {
		focus = GER_the_monarchy_compromise_ww GER_revive_the_kaiserreich_ww
	}
	x = 1
	y = 5
	relative_position_id = GER_the_monarchy_compromise_ww
	cost = 2
	available = {
		is_subject = no
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = GER_august_von_mackensen
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			hidden_effect = {
				GER_wilhelm_canaris = {
					remove_trait = {
						slot = political_advisor
						trait = head_of_the_abwehr
					}
				}
			} {
				GER_hans_oster = {
					remove_trait = {
						slot = political_advisor
						trait = anti_fascist_agent
					}
				}
			}
			GER_wilhelm_canaris = {
				add_trait = {
					slot = political_advisor
					trait = head_of_the_abwehr_improved
				}
			}
			GER_hans_oster = {
				add_trait = {
					slot = political_advisor
					trait = intelligence_service_deputy
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: PHI_check_japanese_ideology_and_adapt
Constructs: limit, has_government, set_variable, has_dynamic_modifier, add_dynamic_modifier, has_variable, add_to_variable
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_check_japanese_ideology_and_adapt = {
	set_variable = {
		PHI_japan_aligned_ideology_fascism = 0
	} {
		PHI_japan_aligned_ideology_communism = 0
	} {
		PHI_japan_aligned_ideology_neutrality = 0
	} {
		PHI_japan_aligned_ideology_democratic = 0
	}
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = PHI_japan_aligned_ideology
				}
			}
		}
		add_dynamic_modifier = {
			modifier = PHI_japan_aligned_ideology
		}
	}
	else_if = {
		limit = {
			has_variable = PHI_jap_alignment_value_change
		}
		effect_tooltip = {
			custom_effect_tooltip = PHI_japan_aligned_ideology_improved_tt
			if = {
				limit = {
					JAP = {
						has_government = democratic
					}
				}
				add_to_variable = {
					PHI_japan_aligned_ideology_democratic = PHI_jap_alignment_value_change
					tooltip = democratic_drift_tt
				}
			}
			else_if = {
				limit = {
					JAP = {
						has_government = neutrality
					}
				}
				PHI = {
					add_to_variable = {
						PHI_japan_aligned_ideology_neutrality = PHI_jap_alignment_value_change
						tooltip = neutrality_drift_tt
					}
				}
			} {
				limit = {
					JAP = {
						has_government = communism
					}
				}
				PHI = {
					add_to_variable = {
						PHI_japan_aligned_ideology_communism = PHI_jap_alignment_value_change
						tooltip = communism_drift_tt
					}
				}
			} {
				limit = {
					JAP = {
						has_government = fascism
					}
				}
				add_to_variable = {
					PHI_japan_aligned_ideology_fascism = PHI_jap_alignment_value_change
					tooltip = fascism_drift_tt
				}
			}
		}
	}
	hidden_effect = {
		if = {
			limit = {
				has_variable = PHI_jap_alignment_value_change
			}
			add_to_variable = {
				PHI_jap_alignment_value = PHI_jap_alignment_value_change
			}
		} {
			limit = {
				JAP = {
					has_government = democratic
				}
			}
			set_variable = {
				PHI_japan_aligned_ideology_democratic = PHI_jap_alignment_value
			}
		}
		else_if = {
			limit = {
				JAP = {
					has_government = fascism
				}
			}
			set_variable = {
				PHI_japan_aligned_ideology_fascism = PHI_jap_alignment_value
			}
		} {
			limit = {
				JAP = {
					has_government = communism
				}
			}
			set_variable = {
				PHI_japan_aligned_ideology_communism = PHI_jap_alignment_value
			}
		} {
			limit = {
				JAP = {
					has_government = neutrality
				}
			}
			set_variable = {
				PHI_japan_aligned_ideology_neutrality = PHI_jap_alig
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_war_economy
Constructs: prerequisite, has_war, limit, add_ideas, add_stability, completion_reward, has_idea, is_controlled_by
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_war_economy
	icon = GFX_SOV_war_economy_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_organization_centralization_discipline
	}
	x = 0
	y = 1
	relative_position_id = SOV_organization_centralization_discipline
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SOV_war_economy_stability_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_war = no
			}
			add_stability = -0.1
		} {
			limit = {
				NOT = {
					has_idea = war_economy
				} {
					has_idea = tot_economic_mobilisation
				}
			}
			add_ideas = war_economy
		} {
			limit = {
				217 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			217 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		else = {
			custom_effect_tooltip = SOV_war_economy_stability_war_tt
		} {
			random_controlled_state = {
				limit = {
					arms_factory = > 1
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: bra_bandeirantes_mg_2
Constructs: removal_cost, recon_factor, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_bandeirantes_mg_2 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = BRA_bandeirantes_pic
	removal_cost = -1
	modifier = {
		heat_attrition_factor = -0.5
		supply_consumption_factor = -0.1
		recon_factor = 0.05
		special_forces_cap = 0.05
		special_forces_defence_factor = 0.05
		winter_attrition_factor = 1
		max_planning = -0.25
		experience_gain_army_factor = -0.2
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_a_matter_of_prestige
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_a_matter_of_prestige
	icon = GFX_goal_CZE_a_matter_of_prestige
	x = 0
	y = 1
	relative_position_id = CZE_return_to_the_fleet_in_being_doctrine
	available = {

	}
	bypass = {

	}
	cost = 10
	prerequisite = {
		focus = CZE_return_to_the_fleet_in_being_doctrine
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		navy_experience = 5
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = CZE_rebuilding_the_navy1_idea
			add_idea = CZE_rebuilding_the_navy2_idea
		}
	}
}
### Entity: Character
Component: HYD_janab_mohammad_abdus_sattar
Source: game
File: common/characters/HYD.txt

Code:
HYD_janab_mohammad_abdus_sattar = {
	advisor = {
		slot = political_advisor
		idea_token = HYD_janab_mohammad_abdus_sattar
		allowed = {
			original_tag = HYD
		}
		visible = {

		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			factor = 1
		}
	}
	name = HYD_janab_mohammad_abdus_sattar
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_3
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Navy_Aircrafts
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Navy_Aircrafts
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = PAL_Carrier
	}
	x = 0
	y = 2
	relative_position_id = PAL_Carrier
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = nav_bomber_bonus
			bonus = 0.5
			uses = 2
			category = naval_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: BRI_arsenal_de_lorient_organization
Constructs: has_completed_focus, has_cosmetic_tag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/BRI_organization.txt

Code:
BRI_arsenal_de_lorient_organization = {
	name = Lorient Arsenal
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_1
	allowed = {
		owner = {
			OR = {
				tag = BRI WLS SCO IRE NIR
			}
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = BRI
				has_completed_focus = CEL_brittany_industry
			}
		}
	}
	visible = {
		FROM = {
			OR = {
				original_tag = BRI
				has_cosmetic_tag = CEL_UNIFIED
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_8
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_8 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 8
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 8
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_favor_the_muslim_league
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_to_variable, add_autonomy_score, has_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_favor_the_muslim_league
	icon = GFX_focus_RAJ_seek_allies_with_the_muslim_league
	prerequisite = {
		focus = RAJ_confer_with_the_congress
	}
	x = -1
	y = 1
	relative_position_id = RAJ_confer_with_the_congress
	cost = 10
	mutually_exclusive = {
		focus = RAJ_court_the_princes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_modify_a_loyal_government_tt generic_skip_one_line_tt
		add_to_variable = {
			RAJ_a_loyal_government_political_power_factor = 0.1
			tooltip = political_power_factor_tt
		}
		add_autonomy_score = {
			value = 75
			localization = RAJ_favor_the_muslim_league
		}
		if = {
			limit = {
				has_idea = RAJ_marginalized_muslim_community
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = RAJ_marginalized_muslim_community
		}
	}
}
### Entity: Unit Template
Component: GENERIC_ENG_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/generic_operative_codenames.txt

Code:
GENERIC_ENG_OPERATIVE_CODENAME_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_OPERATIVES
	for_countries = {
		RAJ SAF
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Wolf Sparrow Hawk Eagle Snake Bear Tiger Condor Magpie Turtle Shark Mouse Hornet Dragon Butterfly Stallion Tomcat
	}
}
### Entity: Character
Component: JAP_seigo_nakano
Source: game
File: common/characters/JAP.txt

Code:
JAP_seigo_nakano = {
	name = JAP_seigo_nakano
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_seigo_nakano
			small = GFX_portrait_JAP_seigo_nakano_small
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATemplates_Information_icon.png.html

Doc:
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(Main)
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User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
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File talk
MediaWiki
MediaWiki talk
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Template talk
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### Entity: National Focus
Tree: gre_focus
Component: GRE_ally_the_balkans
Constructs: prerequisite, has_government, completion_reward, is_faction_leader, has_capitulated, set_rule, create_faction_from_template
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_ally_the_balkans
	icon = GFX_goal_GRE_balkan_union
	prerequisite = {
		focus = GRE_marxs_dream
	}
	mutually_exclusive = {
		focus = GRE_join_the_balkanic_revolution GRE_befriend_sov
	}
	relative_position_id = GRE_marxs_dream
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 0
			any_country = {
				original_tag = YUG
				has_government = communism
				is_faction_leader = yes
				has_capitulated = no
			}
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_BUL_balkan_federation_of_socialist_republics
			name = communist_balkan_faction
		}
		country_event = greece.79
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: WUR_pot
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_pot = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = WUR
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_expand_the_garde_indigene
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_expand_the_garde_indigene
	icon = GFX_focus_generic_little_entente
	cost = 5
	x = 2
	y = 0
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.4
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: RCG_acd2
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = RCG
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Achievement
Component: australia_hungary
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_by, is_core_of
Source: game
File: common/achievements.txt

Code:
australia_hungary = {
	id = 70
	possible = {
		tag = AST
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = australia_hungary_tt
			all_state = {
				OR = {
					is_owned_by = ROOT
					NOT = {
						is_core_of = HUN
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_overthrow_the_menocal_government
Constructs: prerequisite, limit, completion_reward, is_subject, has_stability
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_overthrow_the_menocal_government
	icon = GFX_goal_ussr_revolt
	cost = 10
	prerequisite = {
		focus = CUB_unionize_the_sugar_mills
	}
	relative_position_id = CUB_unionize_the_sugar_mills
	x = 0
	y = 1
	available = {
		is_subject = no
		communism = > 0.4
	}
	completion_reward = {
		if = {
			limit = {
				has_stability = < 0.5
			}
			start_civil_war = {
				ruling_party = communism
				ideology = neutrality
				size = 0.4
				keep_POLITICAL_party_members = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: BEL_efficient_license_production
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_efficient_license_production = {
	picture = generic_license_production
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	modifier = {
		license_air_purchase_cost = -0.5
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: JAP_yoji_ito
Source: game
File: common/characters/JAP.txt

Code:
JAP_yoji_ito = {
	name = JAP_yoji_ito
	portraits = {
		army = {
			large = GFX_portrait_JAP_yoji_ito
		}
	}
	scientist = {
		traits = {
			scientist_trait_electronics_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Event
Component: india.412
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_manpower, is_ai
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.412
	title = india.412.t
	desc = india.412.desc
	picture = GFX_report_event_picture_RAJ_Indian_Brigade_Women
	is_triggered_only = yes
	option = {
		name = india.412.a
		var:current_prince_state = {
			add_manpower = -1500
		}
		add_manpower = -200
		if = {
			limit = {
				is_ai = no
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -100
				producer = RAJ
			}
		}
		army_experience = 10
	}
}